B004 - LOST TOME Game Sheets V1.2
B004 - LOST TOME Game Sheets V1.2
D100 ACCESSORIES
ACCESSORY 1. MAPPING GAME (ALSO PNP) Published 2018, 2021
ACCESSORY 2. GAME SHEET PAD PACK - Published 2018, 2021
ACCESSORY 3. GAME TRACKER MAT (ALSO PNP) - Published 2019
ACCESSORY 4. SPELL CARDS (ALSO PNP) - Published 2019, 2021
ACCESSORY 5. DICE AND TABLE ROLLER APP (ANDROID) - Published 2019
ACCESSORY 6. MAPPING GAME ADD-ON (ALSO PNP) - Published 2020
ACCESSORY 7. MAPPING GAME EXTRA GOLD PACK - Published 2020
ACCESSORY 8. COMPUTER COMPANION (OS WINDOWS 10) - Published 2020
ACCESSORY 9. DRAGONS RETURN MONSTER CARDS (ALSO PNP) - Published 2021
You can find out more about the products listed above by visiting WWW.MK-GAMES.CO.UK
SCRAPS
At the end of a quest during the Artisan step, roll 1d100 for each shaded pip, and add 1 material to the result above, then remove the pip.
SALVAGE – Test: Artisan (Art) [S: salvage materials] [F: item destroyed] (Salvage)
DUNGEON SALVAGE – Test: Artisan (Art) -10 [S: shade 1 scraps pip] [F: nothing] (Salvage)
CRAFTING – Test: Art (- Schematic Modifier) [S: item is crafted] [F: nothing is crafted] (Crafting)
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
SLOT ITEM NAME STR DEX INT HP DMG DEF GP Fix A/S
ARACHNE
Manoeuvre – Ignore Leap* Result
-1 Web Dodge - Ignore Avoid Web Test
ARACHNE HUNTER
Manoeuvre – Ignore Leap* Result
-1 Web Dodge - Ignore Avoid Web Test
ARACHNE MASTER
Manoeuvre – Ignore Leap* Result
-2 Tactics - Adventurer +10 Attack
ARACHNE MINIONS
Manoeuvre – Ignore Leap* Result
+0 Web Dodge - Ignore Avoid Web Test
ARACHNE WITCH
Disruption - Ignore Dark Magic Result
-1 Manoeuvre – Ignore Leap* Result
BALGORE d
Demon Slayer – Adventurer +3 Dmg
-3 Stay Dead – Roll Again Resurrection
B BANSHEE C
Holy Strength - Ignore Fear Test
-2 Dodge - Monster -2 Dmg
BASILISK
Resistant - Ignore Poison Result
+0 Gaze Block - Ignore Petrify* Result
BEAR
Dodge – Monster Dmg -2
+0 Weakness – Monster -2 Def
BEASTMAN
Advantage - Adventurer +2 Dmg
+2 Feint – Adventurer +5 Attack
BEASTMAN ARCHER
Dodge - Monster -2 Dmg
+2 Dodge - Monster -2 Dmg
BEASTMAN
CHAMPION Feint - Adventurer +5 Attack
-1 Tactics - Adventurer +10 Attack
BEASTMEN PEONS
Feint - Adventurer +5 Attack
+2 Charge – Ignore Pack Av Bonus
BEASTMAN WITCH
Feint - Adventurer +5 Attack
-1 Disruption - Ignore Dark Magic Result
BLACK DRAGON
Courage - Ignore Fear Test
-2 Disruption - Ignore Dark Magic Result
BLOOD OOZES d
Weakness - Monster -2 Def
+0 Advantage - Adventurer +2 Dmg
BLOOD WITCH C
Courage - Ignore Fear Test
-1 Disruption - Ignore Dark Magic Result
BLUE DRAGON
Courage - Ignore Fear Test
-2 Evade Freeze - Ignore Freeze Result
C CENTAUR
Weakness - Monster -2 Def
+2 Advantage - Adventurer +2 Dmg
CENTAUR CHAMPION
Feint - Adventurer +5 Attack
-1 Counter - Monster -5 Attack
CERBERUS d
Courage - Ignore Fear Test
-2 Demon Slayer – Adventurer +3 Dmg
CHIMERA
Courage - Ignore Fear Test
-2 Nimble – Monster -1 Attacks
CORRUPTED BEAR
Largeless - Ignore Large Result
+0 Impact - Ignore Dazed Test
CYCLOPS Impact - Ignore Dazed Test -2 Largeless - Ignore Large Result
D DEMON d Evade Fire - Ignore Avoid Fire Test -2 Demon Slayer – Adventurer +3 Dmg
DEMON LORD d Largeless - Ignore Large Result -2 Demon Slayer – Adventurer +3 Dmg
DEMON WITCH d Evade Fire - Ignore Avoid Fire Test -1 Disruption - Ignore Dark Magic Result
DIRE WOLVES Manoeuvre – Ignore Leap* Result +0 Charge – Ignore Pack Av Bonus
DOOMSPEAKERS d Disruption – Ignore Dark Magic Result -1 Disruption – Ignore Dark Magic Result
DOOMWHISPERS d Disruption – Ignore Dark Magic Result -1 Disruption – Ignore Dark Magic Result
DOPPELGÄNGER Tactics – Adventurer +10 Attack +0 Advantage - Adventurer +2 Dmg
DRAGONLINGS Evade Fire - Ignore Avoid Fire Test -1 Charge – Ignore Pack Av Bonus
E ECHIDNA d Resistant - Ignore Poison Result -2 Gaze Block – Ignore Petrify* Result
EVIL WARLOCK Tactics – Adventurer +10 Attack -2 Disruption – Ignore Dark Magic Result
F FIRE ELEMENTAL Largeless - Ignore Large Result +0 Evade Fire - Ignore Avoid Fire Test
FIRE WYRM Evade Fire - Ignore Avoid Fire Test -2 Nimble – Monster -1 Attacks
FISH PEOPLE Alert – Ignore Surprise +2 Charge – Ignore Pack Av Bonus
FOREGONE WITCH Disruption – Ignore Dark Magic Result -1 Evade Freeze - Ignore Freeze Result
FROST GIANT Evade Freeze - Ignore Freeze Result -1 Largeless - Ignore Large Result
FROST WYRM Evade Freeze - Ignore Freeze Result -2 Nimble – Monster -1 Attacks
G GARGOYLE d Courage - Ignore Fear Test +0 Impact - Ignore Dazed Test
GHOST C Holy Strength - Ignore Fear Test -2 Counter - Monster -5 Attack
GHOUL C Holy Strength - Ignore Fear Test -2 Feint - Adventurer +5 Attack
GIANT Largeless - Ignore Large Result -2 Impact - Ignore Dazed Test
GIANT ANTS Advantage - Adventurer +2 Dmg +0 Charge – Ignore Pack Av Bonus
GIANT APES Charge – Ignore Pack Av Bonus -1 Charge – Ignore Pack Av Bonus
GIANT BATS Lure – Ignore Fly Penalty +0 Alert – Ignore Surprise
GIANT BOAR Counter - Monster -5 Attack +0 Weakness – Monster -1 Def
GIANT CENTIPEDE Resistant - Ignore Poison Result +0 Weakness – Monster -2 Def
M MANTICORE Courage - Ignore Fear Test -2 Largeless - Ignore Large Result
MEDUSA d Courage - Ignore Fear Test -2 Gaze Block - Ignore Petrify* Result
MINOTAUR Courage - Ignore Fear Test -2 Largeless - Ignore Large Result
MOUNTAIN LIONS Manoeuvre - Ignore Leap* Result +0 Charge – Ignore Pack Av Bonus
MUMMY C Holy Strength - Ignore Fear Test -2 Protection - Ignore Disease Result
N NECROMANCER Disruption - Ignore Dark Magic Result -2 Stay Dead – Roll Again Resurrection
NEMEAN LIONS Charge – Ignore Pack Av Bonus +0 Manoeuvre - Ignore Leap* Result
O OGRE Courage - Ignore Fear Test -2 Largeless - Ignore Large Result
ORC Feint - Adventurer +5 Attack +1 Advantage - Adventurer +2 Dmg
ORC ARCHER Weakness - Monster -2 Def +1 Alert – Ignore Surprise
ORC CHAMPION Counter - Monster -5 Attack -2 Tactics - Adventurer +10 Attack
ORC PEONS Counter - Monster -5 Attack +2 Feint - Adventurer +5 Attack
ORC SHAMAN Counter - Monster -5 Attack -1 Disruption - Ignore Dark Magic Result
ORC WARLOCK Advantage - Adventurer +2 Dmg -2 Disruption - Ignore Dark Magic Result
P PHOENIX Courage - Ignore Fear Test -2 Evade Fire - Ignore Avoid Fire Test
PIRATE SPIRIT C Holy Strength - Ignore Fear Test +0 Advantage - Adventurer +2 Dmg
R RATMAN CHAMPION Feint - Adventurer +5 Attack -1 Protection - Ignore Disease Result
RATMEN Protection - Ignore Disease Result +2 Charge – Ignore Pack Av Bonus
RED DRAGON Evade Fire - Ignore Avoid Fire Test -2 Dragon Slayer – Adventurer +4 Dmg
REVEN. DWARF
CHAMPION C Feint - Adventurer +5 Attack +0 Advantage - Adventurer +2 Dmg
REVENANT DWARF C Holy Strength - Ignore Fear Test +0 Counter - Monster -5 Attack
REVENANT ELF
ARCHER C Holy Strength - Ignore Fear Test +0 Feint - Adventurer +5 Attack
TITAN
Largeless - Ignore Large Result
-2 Impact - Ignore Dazed Test
TRICKSTERS d
Counter - Monster -5 Attack
+2 Disruption – Ignore Dark Magic Result
TROLL
Largeless - Ignore Large Result
-2 Troll Slayer - Adventurer +2 Dmg
TROLLINGS
Charge – Ignore Pack Av Bonus
+0 Troll Slayer - Adventurer +2 Dmg
V VALKYRIES
Lure – Ignore Fly Penalty
-1 Tactics – Adventurer +10 Attack
VAMPIRE C
Disruption – Ignore Dark Magic Result
-2 Stay Dead – Roll Again Resurrection
VAMPIRE LORD C
Disruption – Ignore Dark Magic Result
-2 Stay Dead – Roll Again Resurrection
W WENDIGO d
Courage - Ignore Fear Test
-2 Tactics – Adventurer +10 Attack
WEREWOLVES C
Manoeuvre – Ignore Leap* Result
-1 Charge – Ignore Pack Av Bonus
1 +20
2 +15
3 60+ +10
4 +5
5 +0
6 70+ -0
7 80+ -5
8 90+ -10
9 100 -15
10 110 -20
ONLY SPELLS THAT BELONG TO THE ADVENTURER’S ORDER OF MAGIC CAN BE ADDED. SPELLS
FROM TABLE S ARE ADDED TO THE SPELL BOOK ON THE FRONT OF THE ADVENTURE SHEET
10
QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
10
11
12
13
14
15
16
QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1-3
4-6
7-8
9
10
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1-2
3-4
5-6
7-8
9
10
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1-2
3-4
5-6
7
8
9
10
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1-2
3-4
5
6
7
8
9
10
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1-2
3
4
5
6
7
8
9
10
1d10 QTY SLOT ITEM STR DEX INT HP DMG DEF GP Fix A/S DAMAGE
1
2
3
4
5
6
7
8
9
10
With the release of new products for D100 Dungeon it has become important to update the mapping game with new tokens.
This document provides tokens for use with the Special Blues rules found in “The Lost Tome of Extraordinary Rules”.
The special blue areas generated by the pool can each be interacted with by following their instructions found on
table Z-Special Blues. If the player is instructed to tick a special blue area as completed, they immediately follow
the steps detailed below.
1. Return the completed special blue counter to the Special Blue Pool.
2. Search the Special Blue Pool, and remove all 5 Nothing Special Counters, and place them to one side.
3. Remove a number of counters from the Special Blue Pool equal to the value shown by the Special Blue
Discard Counter (either -2, or -3). You must remove the lowest value counters from the pool (i.e. start
with Z1, and Z3). These counters are removed from the game. However, keep them near by so you can
reference their values should you need to remove more counters later in the game (i.e. if Z3 was the last
counter removed from the game, the next time a counter is removed it will be Z5 and so on).
4. Flip the Special Blue Discard Counter.
5. Return the 5 nothing Special Counters to the Special Blue Pool, and mix together.
There are four different types of special blue counters used, and each is handled slightly differently. Below are the
four type of counters.
Interactive Special Blue Counters are looked up using the reference number shown on the counter on Table Z-
Special Blues when it is first placed in the area, and each time the adventurer returns to the area. The table entry
provides details of how the special blue feature is used.
Tracked Special Blue Counters are also interactive special blue counters that follow the same rules (see
above), and also need to be tracked. The result on table Z-Special Blues for these type of entries require the
player to manage a number of successes, and make a note on the dungeon sheet. Instead, when required, place a
blue door crystal on the counter to keep track. When 4 have been added, the special blue feature is completed.
Combat Special Blue Counters are also interactive special blue counters that follow the same rules (see above),
and they also have a combat encounter. The “M” is there to remind you that monsters are lingering in the area
should you return.
Nothing Special Blue Counters when drawn show that on this occasion the blue area is not special, and
represents a rolled result of 91-100 on table Z-Special Blues. The player simply returns the counter to the pool
and continues with their turn.