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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You can, but unless you have skills or items that can be used during a rest, all it does is give you some STAMINA, not HEALTH, and lets you "reset" some Adventure skills. You, good players, are not on IRONMAN DIFFICULTY, so all that happens if you die to anything except the Grand High Poobah of the Nine Hells and decide you want to continue playing the same character is that you respawn in the stair room and then have to walk all the way back to whatever killed you if you still want to deal with it.
would Boneyguard come with us?
 
Room 13- Loot box?
You head EAST.

This room appears empty, except for the chest sitting in the middle of the room. No monsters, no traps, it's about time you guys caught a break. Interestingly, the odds of finding a trap and then a treasure in that order are one in four hundred. It seems like everything DREGAN tries, you either attain wild success or take several arrows to places you would prefer arrows to not be lodged.

The LOCKED TREATED HIDE CHEST does not appear to be trapped, or have any sort of magical warding.

You may attempt to LOCKPICK or SMASH the chest in order to open it. You may also decide to ignore it, but who are we kidding here?

Exits are EAST and WEST. You have already explored WEST.
 
[x] Lockpick

There might be brittle valuables inside. Like potions. We could use one, seeing as our HP is low.
 
Room 13- Item Get!
SKILL CHECK-LOCKPICK-PASSED

Well. That's surprising. Odds were more that you'd fail, but somehow you managed to get gods-damned natural twenty on this.

You slide a bit of bone into the lock and wiggle it around until you hear a click. The top of the chest slides back, and you find a CAP in something of an older style, but it looks like it will fit you. You are not currently wearing anything on your HEAD, so you put on the helmet.

You gain +1 DEX for lockpicking the chest!

There is nothing else of note in the room.

Exits are EAST and WEST. You have already explored WEST.
 
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Room 14- Skeleton, surprise!
And here I was hoping the crit would help Dregan permanently boost his gods-awful Dexterity stat. :sad:
Awhoops. It did indeed, things have been edited to reflect that. Now on to the update, after two days without power thanks to the derecho that tore through the Midwest.

The room you entered is a dead end, populated only by a single rather sad-looking SKELETON.

Since you lot are a belligerent sort, and there's only one of it, you settle into a combat stance, calling forth your magics.

Sad is the right word to describe things as you unravel the animating energies before it has even taken the second step towards you. A quick glance around the room finds some QUILTED ARMOR, which you put into your pack.

You gain +1 WIS!

You backtrack to IJ. Exits are NORTH, SOUTH, EAST, and WEST. You have already explored SOUTH and EAST.

COMBAT LOG
SKELETON Initiative 2
DREGAN Initiative 2

DREGAN uses Mind Flay, DC 15. SKELETON fails (7). It ded
 
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