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 20- Who Let The Dogs Out?
You spend a lot of time walking back through portions of the dungeon that you have already explored, questioning your career choices. You could have gone into the funerary business, which would have involved the same amount of damp holes underground and dead bodies, but with much more predictable working hours and a less volatile retirement plan.

You shoulder open the door to find a room with beautiful frescoes. Exits are NORTH, EAST, and WEST. You have already explored WEST.

A bigger, meaner-looking ZOMBIE DOG shuffles to its feet by each door, and the pair start moving towards you fangs bared.

Will you FIGHT or RUN?
 
[x] FIGHT

On one hand, I think we should turn auto fight on. On the other, that tends to make you do stupid things like "Auto fight Boss"
 
Room 20- Nothing but a Hound Dog
You stride forward to meet the pair of revenant canines, BONEYGUARD and ZERO at your side, your sword drawn and held low, to strike quickly.

And strike you do, felling the first one with some powerful sweeps. Are we sure that you didn't put any points into the SWORDSMANSHIP tree? Because you seem to be pretty good at stabbing things with a sword for a NECROMANCER. Then again, that SHADOW magic is pretty handy, covering your blade in hungry darkness.

BONEYGUARD intercepts the second ZOMBIE DOG as it tries to flank you, distracting it enough for one of your other skeletons to deliver the fatal (or is it re-fatal?) blow.

You gain +1 WIS!

You find a quiver of DARTS. You do not have anything on your BELT, so you equip the DARTS.

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

On one hand, I think we should turn auto fight on. On the other, that tends to make you do stupid things like "Auto fight Boss"
SET CRITERA FOR AUTOFIGHT Y/N

ZOMBIE DOG 1&2 initiative 4
DREGAN initiative 3

ZD 1 moves from Location 3 to Location 4 and gets +1 to attack
ZD 2 moves from Location 3 to Location 4 and gets +1 to attack

DREGAN uses Imbalance, ZD2 is at +0 to attack
DREGAN moves from Location 6 to Location 5
ZERO grants an extra action! DREGAN attacks ZD1 with Short Sword for Half(13), Max(17), Min(10), Crit (19) for 6, 8, 4, 10, ZD1 takes 1, 1, 1, 1. It ded

BONEYGUARD attacks ZD2 with Longsword for Min(9), Miss(1), Min(8) for 3, 0, 3, ZD2 takes 1, 0, 1

SKELETON WARRIOR 1 attacks ZD2 for Miss(6), Crit(20), Max(16) for 0, 10, 6, ZD2 takes 0, 1, 1, it ded.
 
[x] EAST
[x] AUTOFIGHT
- [x] NO

Usually because even when I set parameters for auto-fighting, I get creamed. *remembers DA: Origins and FF12 against his will* On the other hand, it could just be that I suck at them, so everyone else is welcome to it.
 
Room 21- Ding ding ding!
You head EAST.

In this chamber, you find an INSPIRING STATUE. You trace the patterns in your mind, seeing how they flow to the hand of the statue and the tool held there. But what sort of tool is it? It looks very abstract. A dart, perhaps? Or maybe a quill.

SKILL CHECK-KNOWLEDGE-PASSED

You have gained a SKILL POINT that must be spent on a COMMON SKILL.

You gain +1 INT! Your INT MOD has increased to +1!

You have gained a LEVEL! Dregan is now level 5!
You gain 1 SKILL POINT! It may be spent on a COMMON SKILL or CLASS SKILL.

ACROBATICS ARCANE ATHLETICS CRAFT DIPLOMACY ENDURANCE ESCAPE KNOWLEDGE LOCKPICK MEDICINE NATURE PERCEPTION SNEAK
PANDEMIC: Encounter, Condition. One target gains the DISEASE Condition.
PUTREFY: Encounter, Ongoing. One target reduces DEFENSE of a body part by 1 each turn. When DEFENSE runs out, select another body part
SOUL REAPER: At-will, Melee Attack, Ranged Attack. If target is KILLED this turn, add 1 Sanity

Exits are WEST and NORTH. You have already explored WEST.
 
Room 22- Clink, clink
Ah yes. That statue is clearly holding a CODEX. You have learned the KNOWLEDGE skill! Or always had it, things are a bit fuzzy on that.

You learned SOUL REAPER. Looks like you finally have a way to get back the SANITY you need to fuel SHADOW WRATH. Or just build up a nice healthy buffer of SANITY by slurping down the very being of whatever is trying to kill you this time like a particularly thick stew.

The room you have entered is empty, aside from a small BAG OF GOLD. You check for traps, and find none. Nor do any traps go off when you reach out. Guess this would have come in handy a little bit ago.

Exits are NORTH, SOUTH, and WEST. You have already explored SOUTH.
 
Room 23- Two doors, this time.
You head NORTH.

This room is likewise empty. Huh. What are the odds of that? As it turns out, about 1-in-16 since you are now on the second half of this floor.

You don't find anything in the room itself. However, there are two locked doors. To the WEST is a heavy iron door. It will not BURN, and is too heavy to SMASH. Your only option for that door is to LOCKPICK.

To the EAST is a wooden door, reinforced with iron bands. You may attempt BURN, LOCKPICK, or SMASH this door. Because both SHADOW WRATH and SOUL REAPER have the Melee Attack keyword, you may choose to EXHAUST one of them for a bonus when SMASHING. This will make the skill unusable for the encounter on the other side of the door.

You can also BACKTRACK, if you fail to open both doors you will BACKTRACK automatically.

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