FREE QUEST MAP 2 - Mapping Made Easy
- Martin Knight
- 2 days ago
- 2 min read
Hi everyone, last week I shared a free D100 Dungeon quest map that you can use in your D100 Dungeon games. Below is another map to add to your games. I will add some more over the next few weeks, so stay tuned.
The maps and rules will eventually be released into a new PDF (available from DriveThruRPG) and have 100 different map sheets. Below are some of the rules to get you started.
HOW TO USE THE MAPS
The map sheet has an entrance (south side) and an exit (north side). When you begin a new quest you start in the area marked with the entrance. You must navigate the map until you complete all of your quest’s objectives. Then you must leave the dungeon using the area marked with the exit. To leave the dungeon the adventurer must be in the area marked with the exit at the end of a turn. Only when the adventurer has left the dungeon is the quest completed.
If you find that you cannot complete all of a quests objectives using just one dungeon sheet, you can use the exit as a way down to a lower level, and you add another dungeon sheet.
To use the exit to a lower level of a dungeon, you move from the area marked exit to the area marked entrance (on another sheet), just as you would during a normal turn sequence (i.e. step 3).
Whenever you use an exit as a way down to a lower level, make sure you label the exit with “to level 2”, or “to level 3” etc. And write the dungeon level number on the new sheet(s). The first dungeon sheet of a quest is always level 1.
You must always leave the dungeon to complete a quest by using the last sheet’s exit (i.e. the exit on the lowest level of your dungeon).
If you find an exit is blocked by a door that you cannot breach, you will be forced to fail the quest; just as you would in a traditional game of D100 Dungeon; so it is always important to be prepared and carry plenty of lock picks, and open scrolls, or that you carry a suitable weapon (or spells) to employ the “Blast Those Doors” rules from book 3 The Dragon Armour.
Each level you add to a dungeon gets harder. The monsters are tougher and more experienced, but will often have better loot. All monsters encountered from level 2 and onwards gain the following to their characteristics:
AV:+5/level Def: +1/level Dmg: +1/level [K] +5/level
The [K] adjustment is applied to all tables you roll on, when looting a monster; even the tables that follow on to generate an item (like in the case of rolling on table L).
For instance: A monster that is encountered on level 3 of a dungeon gains the following to its characteristics:
AV:+10 Def: +2 Dmg: +2 [K] +10
