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
 
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Room 29/30-Dark Dunk and Smug Bishop
You spring forward, hoping to tend things quickly, as you have in the past, but the revenant retains some of the skill it must have had in life, expertly parrying not only your own blade, but the blade of BONEYGUARD and the claws of your other skeletal minions at the same time, in an elegant dance of steel.

With a cry, raw necromantic energy surges down your blade, engulfing not only it, but also your hands and forearms in blazing un-fire. When you strike, it bites deep, and the monster collapses as the animating energies are sucked out, restoring what it took for you to recklessly channel in such a way.

You gain +1 WIS!

Searching the room, you find a SHORTBOW. Seriously, who uses those in a dungeon?

With nothing else to do here, you head WEST.

This is a room decorated with faded frescos and tilework. In the center of an inlaid circle stands a CORRUPT PRIEST. It looks very smug.

Exits are NORTH, SOUTH, and EAST. You have already explored EAST.

Will you FIGHT or RUN?

REVIVED GUARD Initiative 3
DREGAN Initiative 3

RG gathers power! It gains +1 to attack and +1 Def.

DREGAN uses Imbalance! RG is at 0 to attack!
DREGAN moves from Location 6 to Location 5
ZERO grants DREGAN an extra action! DREGAN moves from Location 5 to Location 4.

BONEYGUARD attacks RG for Half(12), Half(14), Min(8), Min(8) for 5, 5, 3 3. RG takes 1 to Legs, 0 to Arms, 0 to Head.
SKELETON WARRIOR 1 attacks RG for Max(18), Miss(3), Max(16) for 6, 0, 6. RG takes 1 to Torso and 0 to Arms.
SKELETON WARRIOR 2 attacks RG for Min(9), Miss(6), Miss(2) for 3, 0, 0. RG takes 0 to Torso.

RG is at -1 to Attack!
RG attacks DREGAN for Min(5), Half(15), Min(5), Min(7) for 3, 5, 3, 3. DREGAN takes 1 to Torso, Torso is at 3/5. 1 to Legs, Legs are at 1/4. DREGAN blocks 1 with a shield, durability reduced by 1.

DREGAN attacks RG with short sword for Min(9), Min(10), Miss(2), Min(9) for 4, 4, 0, 4. RG takes 1 to Torso, 0 to Arms, 0 to Head.
DREGAN activates SHADOW WRATH. -1 Sanity. Attacks RG with short sword for Crit(21), Miss (2), Min(7), Miss(2) for 14, 0, 6, 0. RG takes 2 to Torso.
ZERO grants DREGAN an extra action! DREGAN activates SOUL REAPER. Attacks RG with short sword for Max(17), Miss(5), Miss(5), Miss(4). RG takes 1 to Torso. It ded. +1 Sanity.
 
[X] ARCANE CHECK on CORRUPT PRIEST, wtf is going on with that guy
-[x] RUN
-[x] SOUTH
 
I forgot--if we choose to ESCAPE, do we control the direction DREGAN escapes to, or is it purely up to the RNG?

[x] FIGHT
[x] SOUTH
 
Room 30/31- Wizard takes Bishop
For all that the CORRUPT PRIEST has going for them, there is one thing they have that most everything else you have fought lacks. A mind.

You reach out with your magic and speak the words. The priest staggers.

Again, you speak the words, the room echowing with power. The priest falls to their knees.

A third time, you speak the words and watch as the priest collapses, their mind flayed away leaving only a body that hasn't realized it is dead yet. What do you know? MIND FLAY was actually useful for once.

BONEYGUARD steps forward and stabs downward, turning the soon-to-be-corpse into an actual corpse.

You Gain +1 WIS! Your WIS MOD has increased to +3! The CORRUPT PRIEST was wearing some nice GLOVES, but you already have GLOVES.

You head SOUTH.

This room is wide and flat, it was probably a cistern, judging by the wide stream flowing though the center. It is too wide to jump across. If you do not want to CROSS the stream, you may BACKTRACK to JH or HK.

Exits are NORTH and SOUTH. You have already explored NORTH.

CORRUPT PRIEST Initiative 2
DREGAN Initiative 3

DREGAN uses Mind Flay, DC 16. CP rolls 13, fails. CP loses 1 Sanity
DREGAN uses Mind Flay, DC 16. CP rolls 13, fails. CP loses 1 Sanity
ZERO grants DREGAN an extra action! DREGAN uses Mind Flay, DC 16. CP rolls 1, fails. CP loses 1 Sanity. CP is reduced to a gibbering wreck.
 
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Room 31/32 Chasm and a drowned necromancer
SKELETON WARRIOR 1 wades into the stream and out the other side, no worse for the wear except for a small fish comically flopping about in its eye socket.

You walk to the edge of the stream and wade in.

SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-PASSED

Alright. So maybe you need to exercise more. Seriously, this was an unbelievable run of bad luck, you had a 50/50 chance each time. That's 1 in 1024!

You gain +1 STR!

You make it across, and drag yourself, sopping wet, further SOUTH.

This room is missing most of its floor.

SKILL CHECK-KNOWLEDGE-PASSED

It looks precarious, but you can see a way across. You figure it is about a 65% chance to CROSS the sinkhole safely, or you can BACKTRACK and need to deal with the stream a second time.

Exits are NORTH and SOUTH. You have already explored NORTH.
 
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If the path leads us into a dead end, I hesitate to test the 65% success rate twice. Argh. Okay, I'll just do this and leave it to the others to decide whether to push on or turn back.

[x] USE MINOR STAMINA POTION
 
You forgot to threadmark.

[x] Rest a bit until you regain Stamina.
[x] North

What are the rules about resting, again?
 
I'm sorry things have taken this long to update, I have returned to school to hopefully learn something actually useful in the job market this time around. Midterms are a hell of a thing.

However, I cannot help but notice that there is currently a tie, or at least no consensus for what to do, I have one vote for staying put and then doubling back, and another for just chugging one of the stamina potions

Can the dead priest's gloves be placed on Boney?
Not really. Boneyguard doesn't have hit locations, really.
 
Room 32/33 Nopes and boredom
You rest for a while. +10 Stamina

As you rest, you pass the time summoning and dismissing your lesser skeletons, reinvigorating yourself with the same dark animating energies that drive your undead.

You head back NORTH, once again crossing the stream.

SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-FAILED -1 Stamina
SKILL CHECK-ATHLETICS-PASSED

You gain +1 STR!

You also gain a deep dislike of swimming!

You head further NORTH, into the unexplored room. It is disappointingly empty. A cursory search turns up a club. Seriously, what are you planning on doing with them?

Looks like you will need to BACKTRACK to either NH and brave the stream and sinkhole yet again, or to HK, which only has flat level ground to contend with.
 
[X] HK
-[X] Next time see if boneyguards can hold your weight so you don't have to try swimming ever again. They can walk on the bottom while you have your head over water. Cross the waters with the power of death pals...maybe later.
 
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Room 34- Enough with the arrows!
You trudge back through the dungeon, hoping that this time, maybe, it won't lead to another dead end.

You arrive back at the last unexplored door on your map and shove it open.

Oh the far side of the room, you can see what might be stairs.

Standing between you and that door, however, is a SKELETON. At the sound of the door hitting the limit of its traverse, the SKELETON strings up a full longbow. Clearly, this is a SKELETON ARCHER of some skill.

Exits are EAST and WEST, you have already explored WEST.

Will you FIGHT or RUN?
 
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