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
 
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Room 4-A Sturdy? Door
Ah. You know, it escapes me how one could be confronted with this sort of obstacle, a metaphorical and non-metaphorical door, and yet not presented with a description of it. M̥á̶̱͈̗n̡͓̝á͍̼͝ͅg̠̭͉̫̺e̢̩̮̩͚͉͢m͏̷̗̟̪͈̖e̢̱͍̗̩̻͞ͅṉ͖̺̟̘̱̤̦͉͝t̫͕͙̞͖͈̦̲́͝ regrets the oversight.

The door has no visible locks, traps, or magical wards, and appears to be made of plain wood, although a heavy hardwood, such as solid oak.

You can attempt to BURN or SMASH the door, or BACKTRACK. If you fail to BURN or SMASH the door, you will need to BACKTRACK and will do so automatically.
 
Room 5-Dog?
BONEYGUARD kicks in the door, the heavy wooden panels falling to the ground with a resounding thud, raising dust from the floor of the chamber. The ceiling of this chamber is vaulted.

There is a large stone table in this room. A large dog rests on the table, its tongue hanging listlessly and dirty fur matted and tangled. The dog's breathing is labored. The dog does not pose a threat to you.

You have 1 SKILL POINT that has not been spent. It must be spent on a COMMON SKILL.
ACROBATICS ARCANE ATHLETICS CRAFT DIPLOMACY ENDURANCE ESCAPE KNOWLEDGE LOCKPICK MEDICINE NATURE PERCEPTION SNEAK

Exits are NORTH, WEST, EAST, SOUTH. You have already explored WEST and SOUTH.
 
[X] GAIN ARCANE
-[X] Praise BONEYGUARD for the good job. They're your only friend, after all.
-[X] Pity the dog, alas, you can do nothing for it until it is dead. You always wanted a dog, could you bind it's soul to yours as a Undead Familiar? (ARCANE CHECK)You could name it Zero, or Bonedoggity, perhaps...
-[X] GO NORTH
 
[X] GAIN MEDICINE
-[X] Praise BONEYGUARD for the good job. They're not your only friend, but they are your only friend who's actually here.
-[X] Check the dog. Is there anything you can do for it with your spontaneously acquired medical skills, perchance?
-[X] If not, GO NORTH.
Exits are NORTH, WEST, EAST, SOUTH. You have already explored WEST and SOUTH.
Just checking, shouldn't this be EAST and SOUTH instead?
 
Room 6-Doggy!
Indeed. You have studied ARCANE.

The dog's labored breathing ceases. You begin infusing the still-cooling body with your magic.

SKILL CHECK-ARCANE-PASSED

The dog rises to its feet, shadow infusing the fur, turning the dirty, matted fur to straight and deep sable. It's eyes gleam with your magic. It's tongue lolls out as it paces around you and BONEYGUARD, air rattling in a necromantic mockery of panting.

You gain +1 INT, and ZERO THE SHADOW DOG. ZERO is an ITEM that carries itself, not a COMPANION. ZERO grants you +1 action in combat.

You head NORTH.

This room is a long hallway, with a low ceiling. Exits are NORTH and SOUTH. You have already explored SOUTH.

You hear growling as a pack of ZOMBIE DOGS untangles itself. Will you FIGHT or RUN?
 
Yay! New friends, we just have to kill them first~
[X] INSPECT ZOMBIE DOGS
-[X] FIGHT

I'm feeling confident with Boney and Zero on our side!
 
Room 6-Skeleton, I chose you!
You take a combat stance.

The dogs rush towards you, and you draw your sword. You reach out, and tangle the onrushing pack in your magic, sapping vital necromantic energies from them.

You hold out your hand, and speak the words of power, summoning a SKELETON WARRIOR with some of your own life-energy.

The dogs are still moving towards you. You call forth another SKELETON WARRIOR, and settle into a proper fighting stance.

BONEYGUARD steps forward, longsword swinging, and lays into the dogs with solid blows. SKELETON 1 moves to support BONEYGUARD finishing off the stragglers.

You find a SHORT BOW. You do not have enough DEX to equip a SHORT BOW. Yet.
You gain +1 WIS.

You speak the words of power, and pull the animating energies from SKELETON ONE and SKELETON TWO, reinvigorating yourself.

There is nothing else in the room. Exits are NORTH and SOUTH. You have previously explored SOUTH.

ZOMBIE DOG initiative 4
DREGAN initiative 3

ZOMBIE DOGS move from Range 3 to Range 4

DREGAN uses Mind Flay, DC 14 ZOMBIE DOGS fail (7) ZOMBIE DOGS lose 1 member
DREGAN uses Imbalance, ZD gets -1 to attack
ZERO grants DREGAN an extra action! DREGAN uses SKELETON WARRIOR to summon a Skeleton.
DREGAN has used an ANIMATE DEAD skill for the first time in the encounter, and takes 1 damage. Legs are 3/4.

ZD move from range 4 to range 5

DREGAN uses SKELETON WARRIOR to summon a Skeleton.
DREGAN takes a defensive stance, and gets +4 to Defense!
ZERO grants DREGAN an extra action! DREGAN takes an aggressive stance, and gets +4 to the next attack.
BONEYGUARD attacks ZD for Half(7), Max(18), Miss(4), Crit(19) for 5, 7, 0, 11. ZD takes 1, 1, 0, 1.
SKELETON ONE attacks ZD for Half(10), Half(9), Miss(4). ZD takes 1, 1, it ded.

DREGAN destroys SKELETON ONE and SKELETON TWO to heal 2.
 
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