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Old May 23, 2008, 16:28   #1
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
Tales of Angmar the Bold Gnome Mage

Well a first attempt at a direct tale of a descent. Maybe too much "in-@" and not enough game language, but it is a direct telling of each Dlev so far. Episode 1 is my first dive, which went longer than I had planned.

Started out with point based mage, 18/50 int, 7 Str, 13 con, leaving enough gold for each spell book up to m3f (identify) when the time comes.

Hopefully will be still in the dungeon when the time comes for that to be learned!
------------------------------------------------------------

A dump follows in my own reply to this post.
For once I started this @ from birth rather than using a pregenerated version of Angmar. So this is a descendant of the Angmar who is on the ladder.

------------------------------------------------------------

My starting money has been spent buying and selling back what little affordable consumables are on offer... no phase door to be found, but !clw has been bought and sold back, along with one !csw. With no !CCW on offer, I wait till nightfall hoping Farmer Maggot will make his way past me with some item of his fathers, before things get dangerous for a mage with only 8HP.

As I wandering the town, Maggot stays away. Upon my first descent the only concern is to get rapidly to 100' which I do, and while looking for an entrance to 150' Fang falls to my magic missile. Defeating this canine allows me to learn new spells, and having cast them I find myself eagerly anticipating learning to throw bolts of lightning at the next opportunity (gaining CL5).

Having gained the power of detection tap my quest becomes finding more light before being forced to retreat from the depths, while striving for the power to identify items (CL11).

With Fang dispatched I venture further down. At 150' I sense stairs quite close to the ones bringing me to the level, and barely pausing to kill passing vermin I continue on. At 200' I flee from a novice ranger, continuing headlong to 250', still waiting the opportunity to learn lightning bolt (only on CL4). I enter to a room with burning worm masses and run away, until I can rest up and sense the doors and stairs nearby. As luck would have it I avoid being forced to retrace my steps...

at 300' I sense Grip nearby, but in the opposite direction to the stairs. But the mazelike depths bring him within range and allow me to cast lightning bolt, and wishing for the dangerous power of teleportation, (at CL6) before leaving 300'.

350' finds me at a concerning shortage of light. I am forced into taking my torch off when resting to conserve the scant resources I have at hand, and even go wandering darkened corridors in search of stairs. But I make it to 400' in good health.

400' finds me in a level with stairs some distance away. So far, Grip and Fang have been the most ardent adversaries, and I am starting to worry about the load I am carrying. But nothing seems worth using my only ?id.

While 450 is uneventual, it is a long journey to the stairs. At 500' a pack of orcs forces me for the first time to flee back up the stairs I entered from, to a level which offers nothing. My second attempt at 500 is much better providing a clear path to the next level. In resting to prepare for the next level I am set upon by an orc shamen who forces me to flee downstairs poorly prepared, to face a superb feeling. Casting about from a central position, I sense an orc pit with uruks in the centre - much too fierce for my attention, with my quick rate of descent. At this stage I have descended three levels for every level of advancement, and have only just leared the spear of light which would help (briefly!) against the cave orcs should I wake them.

It seems that only a sleeping hippogriff - which I have no intent on waking - is between me and 600'. That is not to be, and I am set upon by an orc shamen - who it seems has nothing to do whith the camp to my west - and a Warg.Tunneling my way to the stairs I wake a fierce Yeti, and my magic leads him on a merry chase as I evade him.

I flee a mere Yeti to come face to face with a fire breathing dragon, and a cousin gnom7e mage who seems intent on taking the ring I am yet to identify from my posession. I notice some stairs descending even further into the depths, and ignoring some heavy weapons laying nearby I head that way. My gnome heritage tells its secrets as I tiptoe carefully less than 50' from the sleeping magical beast.

My first attempt at 650' finds me in a corner of a dungeon, no stairs within my ability to detect, and my most feirsome enemy to date in my path: Brodda. Further careful discovery reveals he is not alone in blocking my way, as Wormtounge is also nearby. As if these two are not enough, a troop of ogres block the stairs themself and I am forced back to 600', making my way back along my own tracks in darkness to conserve my dwindling supply of torchlight. Dispatching hapless vermin puts me beyond the grip of hunger as I master a spell with the power to satisfy that craving - so long as I have the light to read by!

So far in my wanderings I continue to come across heavy weapons I have no hope of carrying yet alone swinging in my defence, while I am still carrying the dagger I left my village with so long ago.

random experimentation however shows I have found a wand that can anialate doors and even traps. Hardly the thing to make Brodda or his brethren quake in their boots, but still a handy thing to have, even if only for trading for more useful supplies!

My second attempt at 650' reveals a tempting discovery: orcs, includig Ufthak, trapped in what seems to be a well built prison. Those are too much for me to take on. But in an adjacent chamber, some rangers are also locked. Surely they are wild with grief by now and will attack me if I free them, but perhaps their prison holds something more useful than a dagger barely fit to eat with? Or even - another torch so I can continue my journey!

Making my way to that prison I pass over two handy stairs leading further down. It is always good to have an escape plan if these rangers in their number are too tough for me. Also in getting there I overcome some more enemy - a zombie, and some overgrown beetles - and in doing so discover my own strength will now allow me to identify the items I have found.

Standing on some stairs, in readiness for what is to come, I identify my posessions.

In all my wanderings, the most valuable thing found so far is the wand - and possibly, the contents of the cell I was about to breach?

in freeing the rangers - who fall beneath my spells - I also unlock some unseen spirit. Hastily I snatch up the treasure and flee even further into the depths. Somehow I feel sure I will see Ufthak again, closer to his master perhaps?

Burdened by my treasure, I am pleased that 700' brings me to a large room with two stairs leading further down. One entrance is blocked by some past cave-in. No monsters are nearby to disturb me as I identify what I have discovered. Wolves wonder the corridors nearby, unable to find a way to me, as I puzzle over the runes and other hints. It seems my "luck" as it were is holding still: I am approaching dangerous depths indeed with scarecely an enchantment about me, beyond the power of my own learning. At this depth I feel near naked, relying upon one of two enchanted necklaces to protect me from either acid or lightning as the case may be, and a ring which can protect me only from falling.

Feeling that any corner or stair may be my last I descend further. Lack of decent equipment has slowed my journey, so I am pleased to come upon a room empty of enemies, with treasure strewn around and more stairs leading down in the corner. Sensing more giant wolves nearby, I hastily gather the pages strewn about, and descend again.

16 levels below the village stairs, I at last find a weapon I can wield, which leads me to discard my mundane blade. This one seems to enliven my eyes, and it seems that any already dead enemy I meet will be quickly sent back to their grave as I thrust it about.

However, I find no ready path deeper, so I journey back up - however briefly. Or so I intend, until I sense a certain feeling in the air.It seems I have found the reason for my wand: a great area brimming with traps, and it seems, enemy beyond my abilities. Potions, wands, staves and rings, of varieties I have never seen before, are scattered around. Guarded by huge houds, unmber hulks (able to destroy walls and confuse the unwary), and Boldor, King of the Yeeks, with a small retinue. It seems he is discussing the course of events with a fiend from the very depths of hell, a Nalfeshnee, the like of which I am not expecting to see so early in my journey.

deciding against this risk is a hard choice - the rewards would certainly be great! - but the dragon, hounds and umber hulk would each be a worthy challenge for me individually. So I instead return down the stairs I had come up on - and just as before they lead me to a new destination.

Immediately I am set upon by Wargs, and it seems, an elven sorcerer who commands them. Back to the stairs I flee, fully expecting to find the umber hulk or mighty boar-demon I had left behind. But no, it is some new tunnel I have never seen before, where a hippogriff sleeps not far from me. I rest until it wakes, then flee again,headlong back down the stairs to emerge yet again in some strange new place. These confounded stairs! Never once can I retrace my steps correctly. But at last, I can rest, having dispatched some innocent looking red frog. Only habit forces me to destroy it as it hops about innocently - but we all know that nothing good comes from animals showing the dangerous colour of red.

The frog it seems is the least of my concerns. Again, an umber hulk seems to taunt me: blocking the south-east which is surely where I would be able to find more stairs leading down.

Again I return to 750', only to recover my composure and descend back to 800'. Where it seems that with luck I will only have to force my way past a hapless yeek to gain my way further down, if I can avoid his calls waking a clutch of Uruk-hai.

As luck would have it, some strangely hard to see hounds evade even my magical senses - which I vow to improve if I have a chance! - and force me to find and alternative pass. which for once, is easy enough to find.

holding my final two torches together I finally make my way to 850'. Although I have oil, without a lantern it will not light my way. Unless I find more light soon, I will be forced to flee the depths back to the town. I am thankful for the scroll I was able to leave my home town with, which will wisk me back - as long as danger is not too pressing.

Harassed by hounds which mock me by stealing the very light from the air, I flee for my life scarecly 400' to a new set of stairs leading deeper. In my haste I trample straight over a whip: I hope it to be not worth returning for because sightless I cannot hope to stand against the night-black hounds that endanger me.

Blind, I am powerless as I reach 900' below the village. Having only just gained the strength of mind to hurl mystical jets of acid at my enemy, some might question the depths I have found myself at. Yet it is by journeying ever deeper that I am continuing to find strength... if only I can outwit and evade those foes I have no need to meet up with.

Trembling, I outwait my blindness. after a seeming eternity it is over, with no blast from the unseen overpowering me, or blows from enemy unknown. I find myself still at the bottom of a staircase, it seems in a room, with a magical staff lying on the floor next to me. Discarded for what purpose is my only thought? moving away from the passage nearby to investigate the runes engraved on the shaft, I am interrupted by the elven mage who it seems may have left it in haste to flee my descent. He is quickly dispatched, and I now find I have more goods than pockets and pouches.

With my burdens, I risk only a fleeting reconitoire of my surrounds before taking the stairs I had so recently descended in haste. Hopefully, as my journey to date has shown, I will emerge some place distant from the dark hounds that so recently persued me.

Relighting my rapidly depleeting torch, I ascend.
Half the depths must have reverberated with my clambering because I am immediately set upon, so I flee back down. Sleeping it seems in a barracks, not 50' from the exit of the stairs, are hill orcs: and my mystic sight reveals they are the front guard of the powerful chief, Golfimbul, wiht his shamen and lesser orcs in tow.

Even more dangerous though, is the dark hounds which it seems have tracked me through the depths. I retreat, yet again, to a level like any other - except it seems, inhabited (near the stairs at least) by the reanimated remains of those who have died before me. I put them to a more final rest, and descend again.

It seems that before I reach 1000' I must meet with Brodda, for again he is before me at 900'. However there is another stairway, and near it a room.

My quest for more light pulls me off my direct path, into a room where a baby fire-breathing dragon guards a grimoir of powerful magic written by Kelek. Seeing this I become overjoyed, and rapidly dispatch the dragon with icy bolts. While they strangely do him no further damage than they would any other beast, at least they are effective - unlike my usual firey blast which I know would have bounced off with no effect.

It seems I am less than ready for Keleks great writing, but I will carry it with me.

I overcome a pitiful novice human ranger. Yet even with his weak human eyes, it seems he has bested me in that he is able to wander the depths casting spells without the use of a light of any kind. And so I descend, within 50' of the thousand feet I am striving to meet.

950' finds me in an area with only a lesser demon - a tengu - nearby. to the south I detect stairs leading to my initial goal. But with no real danger to the northwest I take the opportunity to seek better equipment.

1000' finds me in a room with stairs and a scroll that promises a great posession, the likes of which I cannot make out without first invoking the magic the scroll contains. And to my north, a winding room contains a vile poisonous dragon - mightier than the babies I have so far encoutered - along with a vampire, Nar the fallen dwarf, Ugluk, and a mighty lycanthropic bear.

With my dwindling light, I take this chance to read the scroll. It reveals armour emblazoned with protections against fire: while useful, hardly the stuff of legend I had hoped for. Nonetheless, I take it up, vowing to either wear it - or if it proves too heavy, offer it in trade for something more suited to my frame and trade.

Leaving the mazelike pit to the north, and a trice-headed hydra to the south, I read the scroll which will return me to the village where I have claimed an empty house which sits in wait of the treasure I will return with. My first descent has yielded some money, but most importantly the book of Kelek and some treasure which may yet provide me with the means to journey deeper still.

--Angmar, Gnome Illusionist.--
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Old May 23, 2008, 16:31   #2
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
Yes I know the first post was long! future dives wont be so fast this is where I am having trouble.

Dump:
Code:
  [Angband 3.0.5 Character Dump]

 Name   Angmar                                   Self  RB  CB  EB   Best
 Sex    Male              Age        72   STR:     13  -1  -5  +0      7
 Race   Gnome             Height     42   INT:     18  +2  +3  +0  18/50
 Class  Mage              Weight     89   WIS:     10  +0  +0  +1     11
 Title  Illusionist       Status      3   DEX:     10  +2  +1  +0     13
 HP     75/75             Maximize    Y   CON:     14  +1  -2  +0     13
 SP     16/33             Preserve    Y   CHR:     10  -2  +1  +0      9

 Level           16       Armor      [12,+1]     Saving Throw     Superb
 Cur Exp       3287       Fight      (-1,+0)     Stealth       Very Good
 Max Exp       3287       Melee      (+8,+7)     Fighting      Very Good
 Adv Exp       3565       Shoot      (-1,+0)     Shooting           Fair
 MaxDepth   1000 ft       Blows       1/turn     Disarming     Excellent
 Gold          1589       Shots       1/turn     Magic Device     Superb
                                                 Perception         Good
 Burden    83.6 lbs       Infra        40 ft     Searching          Fair

 You are one of several children of a Gnome Prankster.  You are the
 black sheep of the family.  You have brown eyes, straight red hair,
 and a very fair complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:....+........ Blind:.............
 Elec:............. Confu:.............
 Fire:............. Sound:.............
 Cold:............. Shard:.............
 Pois:............. Nexus:.............
 Fear:............. Nethr:.............
 Lite:............. Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:...+......... Sear.:.............
PLite:............. Infra:.............
Regen:............. Tunn.:.............
Telep:............. Speed:.............
Invis:+............ Blows:.............
FrAct:............+ Shots:.............
HLife:............. Might:.............


  [Character Equipment]

a) a Dagger of *Slay Undead* (1d4) (+9,+7) (+1)
   It increases your wisdom by 1.  It is especially deadly against undead.
   It grants you the ability to see invisible things.  
b) a Short Bow (x2) (+0,+0)
c) (nothing)
d) a Zircon Ring of Feather Falling
   It makes you fall like a feather.  
e) a Driftwood Amulet of Resist Acid
   It provides resistance to acid.  It cannot be harmed by acid.  
f) a Wooden Torch (with 1091 turns of light)
g) Hard Studded Leather (-1) [7,+0]
h) (nothing)
i) (nothing)
j) a Metal Cap [3,+1]
k) (nothing)
l) a Pair of Soft Leather Boots [2,+0]


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!d!k!v}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
e) a Green Mushroom of Cure Poison
f) a Dark Red Mushroom of Cure Serious Wounds
g) a Piece of Elvish Waybread
h) a Flask of oil
i) 2 White Potions of Resist Heat
j) a Coagulated Crimson Potion of Cure Serious Wounds {!*}
k) a Black Potion of Cure Critical Wounds
l) 2 Scrolls titled "consun glen" of Teleportation
m) a Scroll titled "toxviv khoaus" of Detect Invisible {10% off}
n) a Scroll titled "potsun rhovban" of Blessing
o) a Scroll titled "tri danun he" of Holy Chant
p) a Copper-Plated Rod of Door/Stair Location
q) a Platinum Rod of Light
r) a Steel-Plated Wand of Trap/Door Destruction (5 charges)
s) a Zirconium Wand of Stone to Mud (2 charges)
t) a Runed Staff of Light (14 charges)
u) a Hickory Staff of Cure Light Wounds (7 charges)
v) a Carved Oak Amulet of Resist Lightning
   It provides resistance to lightning.  It cannot be harmed by 
   electricity.  
w) Metal Scale Mail of Resist Fire (-2) [13,+7]
   It provides resistance to fire.  It cannot be harmed by fire.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
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Old May 24, 2008, 04:10   #3
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
--Angmar the Illusionist
--Second journey into the pit.
--Progress dump is in my reply to this post.
--Score list shows just past 500k turn count

------------------------------------------------------------
With a successful journey behind me - Kelek's on my first descent! as well as a dagger allowing me to see invisible - it seemed I was lucky so far but underpowered for the depths I had so recently left. And so rather than recalling magically I took again to the stairs, having bought out the shops on supplies such as !CSW, ?magic mapping and ?object detection.

Importantly, I ensured I purchased a lantern and oil. No running away for fear of the darkness this time!

My tactic sees me rapidly back to 400', burdened by supplies, when I am suprised by Mugdash and his regiment of kobold archers. For the first time, I use teleport within the depths - a risky manouver that pays off. It is a warning that even the shallows can be dangerous for a heavily burdened mage of only fair power.

600' bought a pit, redily mapped out with a scroll, and nearby... wormtounge. at a depth to be worth fighting, and not surrounded by more deadly assistance in my destruction.

dropping surplus supplies, I took this chance to see if any helpful tools might be guarded by wormtounge and his legion. My carelessness! not only did he have worldly enemy for me to fight he was surrounded - and prevented from chasing me down - by transparent beastly dogs. My stinky poison clouds awaken the enemy and out they spill. Wormtounge falls easily, the dogs fall steadily. Wormtounge, it seems, had been up to no good and was wrapped in a cloak he had surely stolen from Thorongil. The outer ring of the pit yields a potion of dexterity, my first opportunity to improve my body or mind. It also uncovered - after descending to 1000' already and finding none - a potion of speed. The inner ring of the pit yields some enchanted boots, better than what was on my feet but better still waits deeper I am sure. Other than that it mocks me with the first lantern I have yet found outside of a shop. Of course, now I am carrying my own...

In the depths I stumble upon the small sword of a holy warrior. It too will allow me to see invisible foes and for once I am faced with a choice: a dagger, dangerous only do undead, or a holy sword which will smite undead, demons and all else that is evil! Swapping weapons, I put my dagger aside, in case it becomes useful at some later stage.
This time I am moving freely through the depths and more confident in ranging out to find stairs. 800' reveals Brodda, alone but for a great bear. The bear I dispatch, while Brodda I retreat from and form a plan to draw him into an area of my chosing. he falls before me, dropping only the swords of his past warrior foes. They are of no use to me so I move on.

Finally I regain the depths of 1000' which I departed previously. Orfax appears to have forgotten his minions, and I still have charges left on a wand of drain life - too good an opportunity to pass up. He is well beyond his depth now. He summons his minons but they fall easily. He runs away, and I track him down. He drops a useful shield - till now my arm has been bare - but little else of either value or use to me.

I am becoming too burdened to continue. Faced with a choice, I review my belongings: I feel it is too risky to continue while so heavily weighed down. Weighing my options I continue regardless. The lay of the land reveals Bolg with his escort, in a corridor leading away from stairs offerring a retreat if needed. I drop the items which are weighing me down, and pick off his allies one by one. His death comes at the cost of my only potion of speed, and provides nothing to take away but the knowledge that I wont have to face him again.

Descending to 1100' I am heavily burdened and about to set foot on the stairs leading further down when earth hounds block my way. I weigh my options. I am already wounded, and they stand directly on the stairs. There is nothing for it: I read a scroll and teleport myself to another area. More earth hounds are waiting there. I am breathed on, but survive. A second scroll finds me in a safer area, a map reveals I am safely blocked by rubble - both a blessing and a curse - and there are stairs nearby.

1150' finds me in a room with a potion I had not seen before, and drinking it - maybe it's only vanity but I swear the wrinkles were erased and I am more beautiful than before! A room nearby reveals a ring of resist fire. I cast aside my featherfall, finally I have resistance of the base elements even if I must swap my necklace to do so. My careful discovery shows another pit, this time an octagon vault with large and small cells in rows. Banshees, and a spirit naga, a nexus hound and iron golum: I choose to take them on. I tunnel into the eastern side, and take out many of the enemy. The Banshee comes to me and drains my life force. I lure the iron golum out, and trap it in a side corridor as its simple brain fails it. In poor fortune a firey bat burns a whole chest - what fire it must take to burn an iron chest I cannot imagine coming from such a small beast but nonetheless, it happened. My work though is in vain, and again the lesson is presented: great risks brought forth small reward. It would have been better all along to ignore temptation and simply journey elsewhere.

Burdened and with depleting supplies, I return to the village, my second dive having achieved three more levels into the depths and an as yet untested cloak of Thorongil.
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Last edited by Garrie; May 24, 2008 at 04:28.
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Old May 24, 2008, 04:16   #4
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
Dump from end of second dive.

Code:
  [Angband 3.0.5 Character Dump]

 Name   Angmar                                   Self  RB  CB  EB   Best
 Sex    Male              Age        72   STR:     13  -1  -5  +0      7
 Race   Gnome             Height     42   INT:     18  +2  +3  +0  18/50
 Class  Mage              Weight     89   WIS:     10  +0  +0  +1     11
 Title  Spellbinder       Status      3   DEX:     11  +2  +1  +0     14
 HP     114/114           Maximize    Y   CON:     14  +1  -2  +0     13
 SP     39/45             Preserve    Y   CHR:     12  -2  +1  +0     11

 Level           22       Armor     [11,+33]     Saving Throw     Superb
 Cur Exp      11077       Fight      (+0,+0)     Stealth       Very Good
 Max Exp      11077       Melee     (+8,+10)     Fighting      Very Good
 Adv Exp      13020       Shoot      (+0,+0)     Shooting           Good
 MaxDepth   1150 ft       Blows       1/turn     Disarming     Excellent
 Gold          3581       Shots       1/turn     Magic Device     Superb
                                                 Perception         Good
 Burden   141.7 lbs       Infra        40 ft     Searching          Fair

 You are one of several children of a Gnome Prankster.  You are the
 black sheep of the family.  You have brown eyes, straight red hair,
 and a very fair complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:....+........ Blind:.............
 Elec:............. Confu:.............
 Fire:..+.....+.... Sound:.............
 Cold:...+......... Shard:.............
 Pois:............. Nexus:.............
 Fear:+............ Nethr:.............
 Lite:............. Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:...........+. Sear.:.............
PLite:............. Infra:.............
Regen:............. Tunn.:.............
Telep:............. Speed:.............
Invis:+............ Blows:.............
FrAct:............+ Shots:.............
HLife:............. Might:.............


  [Character Equipment]

a) a Small Sword (Holy Avenger) (1d6) (+8,+10) [+2] (+1) {.700'}
   It increases your wisdom by 1.  It slays demons, undead, and all evil
   creatures.  It provides resistance to fear.  It is blessed by the gods.
   It grants you the ability to see invisible things.  It might have
   hidden powers.
b) a Short Bow (x2) (+0,+0)
c) a Sapphire Ring of Resist Fire
   It provides resistance to fire.  It cannot be harmed by fire.  
d) a Garnet Ring of Resist Cold
   It provides resistance to cold.  It cannot be harmed by cold.  
e) a Driftwood Amulet of Resist Acid
   It provides resistance to acid.  It cannot be harmed by acid.  
f) a Brass Lantern (with 14082 turns of light)
   It cannot be harmed by fire.  
g) a Robe [2,+4]
h) The Cloak of Thorongil [1,+10] {Wormy 600'}
   It cannot be harmed by the elements.  It might have hidden powers.
i) a Small Metal Shield of Resist Fire [3,+1] {Maggot}
   It provides resistance to fire.  It cannot be harmed by fire.  
j) a Metal Cap [3,+5]
k) (nothing)
l) a Pair of Soft Leather Boots of Slow Descent [2,+6]
   It makes you fall like a feather.  


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!d!k!v}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) 2 White Potions of Resist Heat
e) 3 Yellow Potions of Resist Cold
f) 8 Coagulated Crimson Potions of Cure Serious Wounds {!*}
g) a Black Potion of Cure Critical Wounds
h) a Brown Potion of Healing {!*}
i) a Scroll titled "consun glen" of Teleportation {!*}
j) a Platinum Rod of Light
k) a Cast Iron Rod of Lightning Bolts
l) a Gold Wand of Drain Life (3 charges)
m) 2 Tin-Plated Wands of Stinking Cloud (10 charges)
n) a Maple Staff of Detect Invisible (15 charges)
o) 2 Ivory Staffs of Sleep Monsters (19 charges)
p) an Amethyst Ring of Damage (+7)
q) a Carved Oak Amulet of Resist Lightning
   It provides resistance to lightning.  It cannot be harmed by 
   electricity.  
r) a Dagger of *Slay Undead* (1d4) (+9,+7) (+1)
   It increases your wisdom by 1.  It is especially deadly against undead.
   It grants you the ability to see invisible things.  
s) a Long Sword (2d5) (+3,+4)
t) a Pike (2d5) (+5,+4)
u) a Halberd of Slay Evil (3d5) (+2,+5)
   It slays all evil creatures.  
v) a Morning Star of Westernesse (2d6) (+5,+5) (+2) {1/2 orc 900'}
   It increases your strength, dexterity, and constitution by 2.  It slays 
   orcs, trolls, and giants.  It grants you immunity to paralysis and the
   ability to see invisible things.  
w) 24 Arrows (1d4) (+1,+1)


  [Home Inventory]

a) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
b) 10 Coagulated Crimson Potions of Cure Serious Wounds {!*}
c) a Black Potion of Cure Critical Wounds
d) an Azure Potion of Restore Life Levels
e) 20 Scrolls titled "nermung paynis" of Phase Door
f) Metal Scale Mail of Resist Fire (-2) [13,+7]
   It provides resistance to fire.  It cannot be harmed by fire.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
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Old May 24, 2008, 10:55   #5
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
--Angmar the Bold Gnome Spellbinder
--Third journey into the pit - and ultimately fatal journey
--final dump is in my reply to this post.
--Score list shows died at just past 600k turn count, DL32, CL24.

------------------------------------------------------------


Having sold what would not be useful to a great adventuring magician I endevoured to return directly to the depths. I still have no idea what powers Thorongils cloak might provide beyond protecting me from combat.

Having read my scroll, a pack of lightning breathing hounds ensured that I departed by the closest available stairs - which happened to lead down.

I passed through 1200' fighting my way through cave orcs, one step above the weakest of their race. This shallow, they drop nothing of value so I continued on.

1250' saw me in the middle of a large area with no stairs that I could detect other than the ones I used to gain the level, with hounds of all kinds all around me. With my current burden I am no match for their speed. I wandered only a short way but still I was blinded by a flash of light as I fled back up the stairs, coming out hoping for an empty room but uncertain of my surroundings. Luck and nothing more had me in a small empty room.

With a lucky feeling I ventured off to the west where I quickly dispatched an umber hulf from long range. I read a scroll and detected a phial, further still to the west. Nearby, smeagol - or gollum? - was waiting.

with no other enemy detected I set off. Smeagol it turns out was in a different room to the phial and uncontested I snatched it from the floor and lit a large room empty but for a summoning trap. I departed back to the stairs, now beyond the risk of wandering darkened halls thanks to Galadriels light.

Moving back to 1250 I was set upon by a might sabre-toothed tiger, long extinct in the rest of the world. Together with a Yeti they forced me to flee back up the stairs, having not even picked up the treasure scattered in the room.

Pausing only briefly at 1200' I returned. It seems that 1250' might be where all the sabre-tooth tigers live because on my return there were two more only a short distance away.

On my third attempt I managed to find a level which gave me a path to 1300'. As I reached the stairs, frosty cold hounds bounded to me - but I gave them no heed and left the level. Moving around 1300' I could not find stairs, but I did find Angamite of Umbar - so I fled back the way I had come, hoping to not be face to face with more sabre-tooth tigers. As it was I nearly led Angamite back to the stairs before I left!

It seems that he somehow alerted his countryman Sangahyando of my coming, so I did not hang around 1250' longer than it took me to regain my composure and go back down the stairs. Face to face with four stoney trolls - the first I had ever encountered! Their clumsy tactics left them open to my magic and power coursed through me as I became even more powerful (CL23). Their priest was nearby and I did not feel ready to take him on yet. To the west I sensed a vast pit of jellies and moulds - nothing good would come of venturing nearby I was sure!

I had not wandered far but in my wanderings I allowed myself to be ambused by light hounds. Fleeing back to the stairs, my battle alerted a pack of cave ogres to my presensce and I was sorely wounded as I headed back up. Sangahyando was waiting not far from where I entered. I rested and departed as quickly as I could.

1300' saw me face to face with a young poison-spewing dragon. I teleported him away before he could wake up. However nearby were a pack of poison air breathing hounds, so without stepping foot off the stairway I fled back the way I came.

1250' saw me in a room with a carrion crawler and a mummified human. I dispatched them both and surveyed the treasure strewn around the mummies crypt. Powerful scrolls which the mummy had not been given the chance to read, were ready to summon yet more undead. To the north was a potion I had not seen before - as it turned out, a constitutional restorer that I did not need. I took the chance to cast about for more treasures, and to the east noticed a staff lay near some descending stairs. The staff it seemed could map out my surrounds. I snatched it up and returned to the stairs.

I came face to face with a druid. In a magical duel we hurled spell after spell at each other - firey bolts from myself, and weak magic from him which had no effect on me. He struck me only once, returning one of my fire bolts, before he fell. Off to the northwest was Orfax, surrounded by his kin, seemingly paying homage to a spectator. it was a fight i wanted no part in. Off to the south were stairs - guarded by a fierce hardened warrior asleep at his post. I decided to use my magic to make my own way there.

1350' saw me in a level with a camp of trolls. An umber hulk was nearby. Rather than take the risk of being dazed and confused I tried to let them be. The umber hulk came crashing toward me and I killed it with my powerful wand of drain life. This gave me a chance to come back to the troll pit - the entrance was tucked well away from my position and a hariy poisonous mould blocked the trolls path. Using my spear of light I killed all that I could until the path became choked by mighty Algroth, impervious to the effect of the sun.

Finally I departed to 1400. Around a pillar from me was a mighty hill giant. I teleported him off before he could wake up.
Moving down to 1450 I was set upon by vibration hounds so I retreated briefly to return immediately to a new 1450. I moved straight onto some nearby stairs and gained 1500' temporarily blinded thanks to light hounds. 1500' welcomed me with a fire giant, and a young white dragon. To add to them was Ufthak with a large retinue - too much for me to take on. So I continued - even though I was beginning to feel hesitant about being underpowered for so many denizens of this depth. And so I continued, and upon descending to 1600' was overpowered by Khim, Son of Mim, with his attending pack of Nexus hounds surrounding the stairs leading to a large - seemingly empty - room.
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Old May 24, 2008, 10:56   #6
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
Code:
  [Angband 3.0.5 Character Dump]

 Name   Angmar                                   Self  RB  CB  EB   Best
 Sex    Male              Age        72   STR:     13  -1  -5  +0      7
 Race   Gnome             Height     42   INT:     18  +2  +3  +0  18/50
 Class  Mage              Weight     89   WIS:     10  +0  +0  +1     11
 Title  Spellbinder       Status      3   DEX:     11  +2  +1  +0     14
 HP     -6/121            Maximize    Y   CON:     14  +1  -2  +0     13
 SP     49/49             Preserve    Y   CHR:     13  -2  +1  +0     12

 Level           24       Armor     [11,+29]     Saving Throw     Superb
 Cur Exp      17723       Fight      (+0,+0)     Stealth       Very Good
 Max Exp      17723       Melee     (+8,+10)     Fighting      Excellent
 Adv Exp      19375       Shoot      (+0,+0)     Shooting           Good
 MaxDepth   1600 ft       Blows       1/turn     Disarming     Excellent
 Gold          6361       Shots       0/turn     Magic Device     Heroic
                                                 Perception         Good
 Burden    88.9 lbs       Infra        40 ft     Searching          Fair

 You are one of several children of a Gnome Prankster.  You are the
 black sheep of the family.  You have brown eyes, straight red hair,
 and a very fair complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:....+..+..... Blind:.............
 Elec:............. Confu:.............
 Fire:..+.....+.... Sound:.............
 Cold:...+......... Shard:.............
 Pois:............. Nexus:.............
 Fear:+......+..... Nethr:.............
 Lite:............. Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:...........+. Sear.:.............
PLite:............. Infra:.............
Regen:............. Tunn.:.............
Telep:............. Speed:.............
Invis:+......+..... Blows:.............
FrAct:.......+....+ Shots:.............
HLife:............. Might:.............


  [Last Messages]

> The Nexus hound misses you.
> The Nexus hound bites you.
> The Nexus hound claws you. <2x>
> The Nexus hound bites you. <2x>
> The Nexus hound claws you. <2x>
> Khim, Son of Mim wakes up.
> Khim, Son of Mim hits you. <2x>
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> Khim, Son of Mim hits you.
> *** LOW HITPOINT WARNING! ***
> Khim, Son of Mim hits you.
> *** LOW HITPOINT WARNING! ***
> The Nexus hound bites you.
> You die.


  [Character Equipment]

a) a Small Sword (Holy Avenger) (1d6) (+8,+10) [+2] (+1) {.700'}
   It increases your wisdom by 1.  It slays demons, undead, and all evil
   creatures.  It provides resistance to fear.  It sustains your dexterity.
   It is blessed by the gods.  It grants you the ability to see invisible
   things.  
b) (nothing)
c) a Sapphire Ring of Resist Fire
   It provides resistance to fire.  It cannot be harmed by fire.  
d) a Garnet Ring of Resist Cold
   It provides resistance to cold.  It cannot be harmed by cold.  
e) a Driftwood Amulet of Resist Acid
   It provides resistance to acid.  It cannot be harmed by acid.  
f) The Phial of Galadriel
   It lights the dungeon around you.  It activates for illumination every
   10+d10 turns.  It cannot be harmed by the elements.  
g) a Robe [2,+4]
h) The Cloak of Thorongil [1,+10] {Wormy 600'}
   It provides resistance to acid and fear.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
i) a Small Metal Shield of Resist Fire [3,+2]
   It provides resistance to fire.  It cannot be harmed by fire.  
j) a Metal Cap [3,+5]
k) (nothing)
l) a Pair of Soft Leather Boots of Slow Descent [2,+6]
   It makes you fall like a feather.  


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!d!k!v}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) a Black Mushroom of Cure Confusion
e) a Puce Potion of Speed {!*}
f) 2 White Potions of Resist Heat
g) 3 Yellow Potions of Resist Cold
h) 4 Coagulated Crimson Potions of Cure Serious Wounds {!*}
i) 2 Brown Potions of Healing {!*}
j) 15 Scrolls titled "nermung paynis" of Phase Door
k) a Scroll titled "consun glen" of Teleportation {!*}
l) a Scroll titled "doknep botkho" of Teleport Level {!*}
m) 3 Scrolls titled "iha cosbar" of Word of Recall {@r0!*, 10% off}
n) a Platinum Rod of Light
o) a Cast Iron Rod of Lightning Bolts
p) a Nickel-Plated Wand of Teleport Other (5 charges)
q) a Gold Wand of Drain Life (2 charges)
r) a Steel Wand of Acid Bolts (14 charges)
s) a Brass Wand of Lightning Bolts (9 charges)
t) a Pine Staff of Enlightenment (3 charges)
u) a Banyan Staff of Detect Evil (21 charges)
v) a Carved Oak Amulet of Resist Lightning
   It provides resistance to lightning.  It cannot be harmed by 
   electricity.  
w) an Awl-Pike of Slay Dragon (1d8) (+5,+5)
   It slays dragons.  


  [Home Inventory]

a) a Book of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!d!k!v}
b) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
c) 96 Flasks of oil
d) 22 Coagulated Crimson Potions of Cure Serious Wounds {!*}
e) 4 Black Potions of Cure Critical Wounds
f) 3 Azure Potions of Restore Life Levels
g) 20 Scrolls titled "nermung paynis" of Phase Door
h) 12 Scrolls titled "aksdalf mik" of Object Detection
i) an Opal Ring of See Invisible
   It grants you the ability to see invisible things.  
j) an Amethyst Ring of Damage (+7)
k) Metal Scale Mail of Resist Fire (-2) [13,+7]
   It provides resistance to fire.  It cannot be harmed by fire.  
l) a Dagger of *Slay Undead* (1d4) (+9,+7) (+1)
   It increases your wisdom by 1.  It is especially deadly against undead.
   It grants you the ability to see invisible things.  
m) a Morning Star of Westernesse (2d6) (+5,+5) (+2) {1/2 orc 900'}
   It increases your strength, dexterity, and constitution by 2.  It slays 
   orcs, trolls, and giants.  It grants you immunity to paralysis and the
   ability to see invisible things.  
n) 24 Arrows (1d4) (+1,+1)


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
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Old May 27, 2008, 12:36   #7
Lebannen
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Join Date: Apr 2008
Posts: 61
Donated: $20
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Och, shame! But thanks for the tale, a fun read

(Feels to me you were quite unlucky with drops, apart from Kelek's!)
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Old May 30, 2008, 13:10   #8
Garrie
Adept
 
Join Date: Feb 2008
Location: Sydney, Australia
Posts: 147
Garrie is on a distinguished road
Thanks... I have tried since then to get a @ to similar CL/DL but either failed or real life intruded...

will skip what has gone to date.

I don't think the drops were too stingy... I didn't fight many things!
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