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 16- BONEYGUARD SMASH!
You draw your sword and meet the dogs' charge with your own.

You and your skeletons lay into the hounds with a flurry of blows, hacking and slashing until your thrust severs the spine and animating energies of the final zombie. This was not so much a fight as some very energetic taxidermy. The undead dogs did not land a single scratch on you or your skeletons. You normally have a slightly tougher time of things, but this was not so much heating the butter knife as loosing a PYROMANCER in a creamery.

You gain +1 STR and 1 MINOR HEALTH POTION. Your STR MOD has increased!

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

ZOMBIE DOGS initiative 4
DREGAN initiative 2

ZD moves from Location 3 to Location 4

DREGAN uses Imbalance, ZD gets -1 to attack.
DREGAN Moves from Location 6 to Location 5
ZERO grants DREGAN an extra action! DREGAN attacks with Short Sword for Miss(2), Min(9), Min(9), Min(10) for 0, 4, 4, 4. ZD take zero damage.
BONEYGUARD attacks for Crit(19), Min(8), Miss(4) for 11, 3, 0. ZD take 1, 0, 0
SKELETON WARRIOR 1 attacks for Max(18), Min(9), Miss(3) for 6, 2, 0. ZD take 1, 0, 0
SKELETON WARRIOR 2 attacks for Min(9), Half(14), Min(10) for 2, 4, 2. ZD take 0, 1, 1

ZD attacks with bite for Miss(3) for 0. DREGAN takes 0

DREGAN attacks with Short Sword for Miss(4), Miss(1), Max(17) for 0, 0, 8. ZD take 0, 0, 1.
It ded.
 
[x] WEST

[x] Use Minor Heal Potion.

Since HPs don't come back naturally, there is no point in hoarding potions.
 
Room 17- Magic Door
Since HPs don't come back naturally, there is no point in hoarding potions.
Certain skill trees, like AVID SCHOLAR, DEMONOLOGY, or RESTORATION have ways to restore HP. So it's not that there isn't, it's just that you, a solo mapper, don't have a way to gain HP in the dungeon outside of chugging potions.

You already looted the room, that is how you got the health potion.

You head WEST. This room is empty, but a quick search turns up a MINOR STAMINA POTION.

The door to the SOUTH is a sturdy hardwood, with runes of endurance and security formed by the pattern of the iron nails. You may attempt COUNTERSPELL, SMASH the door, or BACKTRACK. If you fail to COUNTERSPELL or SMASH the door, you will need to BACKTRACK and will do so automatically.

Exits are SOUTH and EAST. You have already explored EAST.
 
[x] COUNTERSPELL the DOOR

Dregan has counter-spelling abilities? I mean, as a spellcaster, he should, but it never occurred to me that he does. :oops2:
 
Room 18- Dead End
Dregan has counter-spelling abilities? I mean, as a spellcaster, he should, but it never occurred to me that he does. :oops2:
If you can think of a better one-word action to indicate "Use ARCANE to bypass the magical lock in the same way that LOCKPICK works on physical locks" I am all ears.

You study the door, and direct small sparks of magic into certain key runes.

SKILL CHECK-ARCANE-PASSED

You gain +1 INT!

With the door unlocked, you and your skeletal entourage head SOUTH.

The room is mostly empty, but some searching does turn up a SCROLL OF IDENTIFY. Which would be quite handy if m͖̼͚̘̯̙̥͍͝a̴̼̱̤̹͙̫͈̖n̷̡̖̻͉a̴͈̕g̸͉͚̩̜͞ͅe̡̝̺̝̫͉̰̹̭m̷̗̗͕̤͓͉e̢͓̻̫̜̟n̮̜͈̳̲̘͘͢t had provided the tables for magic items, but you'll probably want to hang on to this for later.

It is not possible to SEARCH for secret doors right now. You must BACKTRACK to JI, II, or ML.
 
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Room 19-Little Yappy Dogs
why is it not possible to search for secret doors right now?
You can only hunt for secret doors if you've explored everything you can reach and haven't found the stairs (or boss, if you are unlucky). It requires a room with at least one side free that does not have a door, but is automatically successful in that case, though it does take STAMINA

You turn and head back through the dungeon, your loyal skeletons and ZERO by your side.

It is yet another dead end. One might think that the builders of this place would have used a more sensible layout, but no, they just had to go with a maze of twisty little passages all alike.

The sole exit is to the WEST.

There are two packs of zombie dogs that start to untangle themselves as you enter the room. Will you FIGHT or RUN?

I'm going back to school, because screw doing tech support as a temp for the rest of my life, and classes have just started. Updates will likely get more sporadic, but we will get through at least the first floor.
 
Room 19- Skeedaddle
SKILL CHECK-ESCAPE-PASSED

Nope! You are not dealing with this right now! You turn tail and book it, BONEYGUARD hauling the door shut just before the first of the undead hounds slams into it.

You successfully fled an encounter! You gain +1 DEX!

There are currently two rooms you know must exist in this dungeon, but have not explored yet. Do you want to BACKTRACK to JI or ML?
 
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