This is the fourth post showcasing rules from Hundred Dungeons, a free roleplaying game that borrows from d20 fantasy, OSR, and narrative games like FATE. Today we’re looking at Combat, the third mode of play. If in reading these posts, you haven’t yet had the thought that Hundred Dungeons is a sort of retroclone of 2014 D&D, today’s post might get you there. It’s fairly obvious where the starting point for the Combat rules came from.
Hundred Dungeons: The Dark
Welcome to our third spotlight on the free roleplaying game Hundred Dungeons. Today we’re checking out rules for the Dark: the play mode in which you brave danger to uncover secrets and treasure. If you missed the introduction to the game, or the Wild (rules for exploration and overland travel), feel free to check those posts out first.
Hundred Dungeons: The Wild
If you joined us last time, in the Introduction to Hundred Dungeons, you read that there are four modes of play: the Wild, the Dark, Combat, and Recuperation. Today we’re going to look at the rules for the Wild, which includes overland travel, exploring large areas of geography, and resting outside of safety.
Introducing Hundred Dungeons
Today seems like a good day to share. I’m developing a dungeon fantasy roleplaying game intended to broadly work with the adventures and framework of traditional d20 fantasy games (like D&D). It’s a simpler answer to games like Level Up: Advanced 5E, with less randomness than Shadowdark or Dungeon Crawl Classics. For now, I’m calling it Hundred Dungeons.