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 7-Corrupt Priests
You head NORTH.

You enter a round room. Exits are SOUTH and WEST.

There are two CORRUPT PRIEST standing by the WEST door, their vestments tattered and faded. They stride towards you.

Will you FIGHT or RUN?

Now, purely hypothetically, because you seem to be a tad belligerent and will probably pick FIGHT if the last three monsters were any indication, if you choose to run, again, purely hypothetically, you would need to make an ESCAPE check, and, if successful would count as resolving the encounter using the ancient method of GTFO. If you failed the check, combat would happen anyway.
 
[X] FIGHT
Now, purely hypothetically, because you seem to be a tad belligerent and will probably pick FIGHT if the last three monsters were any indication, if you choose to run, again, purely hypothetically, you would need to make an ESCAPE check, and, if successful would count as resolving the encounter using the ancient method of GTFO. If you failed the check, combat would happen anyway.
The way I see it we can't map this thing properly unless we explore everything, which means only RUNNING if we hit a dead end. We have hit a dead end so far but ended up trying to muck about with controlling undead instead so didn't run there, although we maybe should have.

We'll see what happens when we hit the next dead end, yes?
 
Room 7/8-BONEYGUARD for MVP
The monsters rush toward you, clubs a-glow with foul energies.

You toss out a quick hex before summoning a pair of Skeletons with which to defend yourself.

The CORRUPT PRIESTs continue their advance, and you meet it with one of your own, sword thrusting out and catching one of them through the ribs. On a normal human, such a blow would almost invariably be fatal, and so to it is with the creature as it slumps off your blade.

BONEYGUARD steps forward, and with some deft footwork and skillful feints, cleaves the foes head from their shoulders, allowing the once-again-lifeless corpse to fall to the ground.

Folded in the belt of one of the corpses is a pair of sturdy GLOVES. You are not currently wearing anything on your ARMS, so you equip the GLOVES.

You gain +1 WIS.

Given that you keep choosing to push further into the dungeon, instead of backtracking, you head WEST.

A group of SKELETON ARCHERS begin stringing up their bows as you enter.

You are in a room with exits to the NORTH, SOUTH, and EAST. Will you FIGHT or RUN?

CORRUPT PRIEST initiative 2
DREGAN initiative 1

CP ONE moves from Location 2 to Location 3. CP ONE is at +2 to hit.
CP TWO moves from Location 2 to Location 3. CP ONE is at +2 to hit.

DREGAN uses Imbalance on CP TWO.
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. Head is 1/2
ZERO grants DREGAN an extra action! DREGAN uses SKELETON WARRIOR to summon a Skeleton.

CP ONE moves from Location 3 to Location 4. CP ONE is at +3 to hit.
CP TWO moves from Location 3 to Location 4. CP ONE is at +2 to hit.

DREGAN moves from Location 6 to Location 5.
DREGAN attacks CP ONE torso with Short Sword for Half(14), Min(7), Miss(5), Min(8) for 6, 4, 0, 4. CP ONE takes 1, 1, 1 to Torso. It ded.
DREGAN attacks CP TWO torso with Short Sword for Miss(1), Half(15), Miss(3), Miss(1) for 0, 6, 0, 0. CP TWO takes 1, Torso at 2/3.
Companion BONEYGUARD attacks with Longsword for Max(16), Half(12), Crit(20) for 7. 5, 11. CP TWO takes 1 to Torso, 1 to Legs, 1 to Head. It ded
 
...yeah actually ranged enemies, those could be trouble. We've only fought melee so far. We might be back, but for now...

[X] RUN
 
Alright, looks like you'll be trying to run. If you fail, you can still try escaping during combat. Give me 1d20 for the ESCAPE check, please.
 
Room 8-Arrows
ESCAPE check Failed!

You turn and try to run, but the archers are faster. Pain lances along your leg as the arrow hits home, making you stumble. That puts you in line or the second arrow to catch you in the ribs. It feels like it bounced off of the bone, which is good because it means it won't get lodged, but is also bad because it hurts. You struggle to bring your shield up to block the final arrow.

There is nothing for it. You turn and lunge, shadow flickering around your blade as you hack and stab.

Whoever put these together must have skipped on the reinforcement, because once you get your blade on them, they just kind of fall apart.

You gain +1STR! You find a SHORT SWORD. You currently have a BUCKLER in your OFF HAND.

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

COMBAT LOG
SKELETON ARCHERS Initiative 3
DREGAN Initiative 1

SA move from Location 2 to Location 3

DREGAN attempts to retreat, difficulty is increased by 1. ESCAPE check Failed!

SA move from Location 3 to Location 4

DREGAN attempts to retreat, difficulty is increased by 2. ESCAPE check Failed!

SA fire bows for Crit(20) AFFLICTION forces reroll-Miss(6), Half(15), Max(18), Max(18) for 0, 3, 4, 4. Dregan takes 1 to Torso, Torso is 4/5 . Dregan takes 1 to Legs, Legs are at 3/4. Dragon blocks 1 with a shield, durability reduced by 2

DREGAN moves from Location 6 to Location 5.
DREGAN attacks with Short Sword, for Crit(19), Half(15), Min(8), Min(9) for 12, 6, 4, 4. SA take 1, 1, 1, 1. They ded.
 
Thank god they decided to try and get closer to us or we could have been in serious trouble.

[X] Go SOUTH

Room already looted, we found a short sword. Not sure what to use it for but we have it.
 
Room 9-Another locked door
You head SOUTH.

The corridor turns to the right, leading you to a wooden door. A search turns up nothing else in the room. Testing the door reveals that it is locked. The door does not look to be especially sturdy, and does not look to have any sort of traps or magical wards.

You may attempt BURN, LOCKPICK, or SMASH the door or BACKTRACK. If you fail to BURN, LOCKPICK, or SMASH the door, you will need to BACKTRACK and will do so automatically.

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