Dungeon Mapper Quest [COMPLETE]

Status Screen

samdamandias

Apprentice Plane Wizard
Dregan the Necromancer, LEVEL 7
STAMINA 8/40
ENCOUNTER 37/40 (Rests Taken: 2)

AbilityTotalMod
STR102
DEX40
INT61
WIS153

LocDefHealth
Head82/2
Torso24/5
Arms63/3
Legs34/4
SANX4/9


ITEMMINHALFMAXCRITRNGDURBLOCK
Main HandShort Sword2+24+26+210+2110
Off HandBuckler103
BeltDarts 201+22+23+25+22
BeltDarts 201+22+23+25+22


SlotItem
HEADCap
TORSOQuilted Armor
ARMSGloves
LEGS
NECK
LEFT FINGER
RIGHT FINGER
ZERO THE SHADOW DOG +1 Action in combat, passive.

BAG
1x Long Sword*
1x Hand Axe
2x Short Bow
1x Short Sword
1x Club
1x Quilted Armor
1x Health Potion
2x Minor Health Potion
1x Minor Stamina Potion
1x Scroll of IDENTIFY
2x Bag of Gold
1x Gloves

COMPANIONS
  1. Boneyguard, SKELETON WARRIOR. Carrying LONGSWORD, damage 3/5/7/11 speed 3
  2. Skeleton Warrior no.1 Damage 2/4/6/10 speed 3
  3. Zombie no.1 6/8/10/14, speed 2. On hit: inflicts DISEASE condition

SKILLS
ARCANE+5 KNOWLEDGE+5 ESCAPE +5
Affliction
  • Core: Enemies must re-roll 20s
  • Imbalance: Encounter, ongoing. Reduce target Attacks by 1 per turn until end of encounter
Animate Undead
  • Core: Using any Skills from Animate Undead costs 1 Health. Destroy a summoned undead to heal 1 health.
  • Skeleton Warrior: At-Will, Summon. Health 1, Range 1, Damage 2/4/6/10, speed 3
  • Zombie: Encounter, Summon. Health 2, Range 1, Damage 6/8/10/14, speed 2. On hit: inflicts DISEASE condition
  • Zombie Wall: Encounter, Summon. Health 2, Range 1, Damage 8/10/12/16, speed 5. Forms impassable barrier, lasts 3 turns.
Shadow
  • Core: +2 Shadow Damage to all attacks
  • Mind Flay: Encounter, Shadow. Target needs to pass a DC [10 + WIS MOD+ the value of your current Sanity] test. If it fails, it loses 1 Sanity.
  • Shadow Wrath: At-will, Melee Attack, Ranged Attack. Reduce Sanity by 1 to add [WIS MOD] to damage for the attack.
  • Soul Reaper: At-will, Melee Attack, Ranged Attack. If target is KILLED this turn, add 1 Sanity

codeExits (First Digit)Special (Second Digit)
1NorthStair UP
2SouthStair DOWN
3WestLocked Doors
4EastMonster
5North, SouthEvent
6North, WestNPC
7North, EastHazard
8South, WestTrap (Armed)
9South, EastTrap (Disarmed)
AWest, EastEmpty
BNorth, South, West?????
CNorth, South, EastTreasure Chest
DNorth, West, EastEmpty Chest
ESouth, West, EastEnchantment
FNorth, South, East, WestBOSS ROOM
0SECRET ROOMAccess to Secret Room


@=You, x=unexplored room

ENCOUNTERS 36 RESTS 2
(1)HIJKLMN
H9AAAEAAA3F
I1A34F9AD3A
J9AEABA
KCA64CA8A9AE38A
L553A6A5ACEBA1A
M559AFADA6E
Nx7AD13A
Locations of note:
II- two ZOMBIE DOG PACKS
MM- Inspiring Statue (used)
KM- West door failed to be picked open
LL- Well (used)
LH- Stream
MH- Sinkhole
 
Last edited:
Room 23- It's a disc lock, isn't it?
SKILL CHECK-LOCKPICK-FAILED

The door to the WEST proves beyond your skill at lockpicking. To be honest, that's not really considered a core skill for NECROMANCERS, but I'm sure if you brushed up on it it would appear very attractive to any future employers should you ever decide to pursue other opportunities.

There is still the locked door to the EAST You may attempt BURN, LOCKPICK, or SMASH this door. Because both SHADOW WRATH and SOUL REAPER have the Melee Attack keyword, you may choose to EXHAUST one of them for a bonus when SMASHING. This will make the skill unusable for the encounter on the other side of the door.

Exits are WEST, EAST, and SOUTH. You have already explored SOUTH and failed to go WEST.
 
[X] EAST
-[X] SMASH [EXHAUST SOUL REAPER]
-[X] ENCOURAGE ZERO and BONEYGUARD to SMASH in unison with you

(More force at once might make the door break faster.)
 
I have a question. Why can't we attempt to bash a door after failing to lock pick it?
 
Room 24- Kick-in-the-door style
Why can't we attempt to bash a door after failing to lock pick it?
Most of the time, you could, at the cost of some STAMINA. But some doors only have one way to deal with them, usually COUNTERSPELL or LOCKPICK.

BREAK test passed!

Dark energy spreads across the door before you signal BONEYGUARD. The two of you slam the door off its hinges, where it thuds onto the floor of the next room.

You gain +1 STR!

The hall narrows here, bending sharply. Exists are SOUTH and WEST. You have already explored WEST.

A pair of REVIVED GUARDS shuffle into fighting stances, alerted by the sound of the door hitting the floor.

Will you FIGHT or RUN?
 
Just imagen this is a necromancer who's job is to map the place not slaughter everything in his way including doors that prevent him from mapping the place
 
Room 24- Near Death Expereince
You bring your sword up at the same time the REVIVED GUARDS bring their shields into place.

You meet them with a whirl of steel, dark energy coruscating along your blade. Your faithful skeletons are at your side, hacking away until BONEYGUARD removes a rather substantial portion of its ribcage.

However, your focus on the first one has allowed the second to flank you, something you realize when its blade says hello to some of your organs. You bring your shield up in time to block another strike, but another hit and your internal organs won't be.

You lunch upwards, using your shield to shove its blade out of the way as your sword bites deep and severs the knot of the animating magic.

You reach down and pick up the HAND AXE.

You gain +1 STR! Since you reached Level 5, you should have gotten +1 Sanity when you leveled up. We regret the error.

Exists are SOUTH and WEST. You have already explored WEST.

Revived Guard 1&2 Initiative 6
DREGAN Initiative 3

RG1 moves from Location 3 to Location 4 and gets +1 to defense
RG2 moves from Location 3 to Location 4 and gets +1 to defense

DREGAN uses Imbalance, RG2 gets -1 to attack
DREGAN moves from Location 6 to Location 5
ZERO grants DREGAN an extra action! DREGAN attacks RG1 for Min(9) Max(18) Half(15) Crit (20) for 4, 8, 6, 12. RG1 takes 0 to Legs, 0 to Head, and 2 to Torso.

SKELETON WARRIOR 1attacks RG1 for Min(7), Miss(3), Miss(5) for 2, 0 , 0. RG1 takes no damage
SKELETON WARRIOR 2 attacks RG1 for Min(8), Miss(4), Max (18) for 2, 0, 6. RG1 takes 1 to Torso
BONEYGAURD attacks RG1 for Miss(5), Half(13), Half(15) for 0, 5, 5. RG1 takes 2 to Torso, it ded.

RG2 swings sword for Min(11), Half(15), Min(9), Half(12), for 3, 5, 3, 5. DREGAN takes 1 to Legs, 2 to Torso, and blocks 1.
RG2 gets -2 to attack

DREGAN attacks RG2 for Half(15), Min (10), Miss (2), Crit (20) for 6, 4, 0, 12. RG2 takes 0 to Arms, 1 to Torso, 1 to Head
DREGAN attacks RG2 for Half(13), Min (11), Miss(2), Half(13), for 6, 4, 0, 6. RG2 takes to 1 to Legs, 0 to Arms, 1 to Torso.
ZERO grants DREGAN an extra action! DREGAN attacks RG2 for Half (12), Miss(5), Max(16), Miss(3) for 6, 0, 8, 0. RG2 takes 1 to Legs, 1 to Head. It ded.
 
Room 25- Always with the skeletons and the arrows!
You uncork a HEALTH POTION, and it burns as it goes down. That distinctive snap and sharp stinging pain in your right side is one of your ribs snapping back into place. That's always a doozy.

After a moment gasping for breath, now that your lungs don't have any holes in them or close to them, you head SOUTH, making sure to HIGHFIVE BONEYGUARD so your skeletal companion knows that he is doing well.

The sole exit from this room is to the NORTH. It is not currently possible to search for secret doors.

A lone SKELETON ARCHER cocks a crossbow menacingly as you enter the room.

Will you FIGHT or RUN?
 
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