Munchkin Quest(Titus' turn)
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McMenno they/themOne For Aren't-We-Allthey/them
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Zebulin Goon
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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MonkeyMan576 Jack of All Trades
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Here is the map of the dungeon.
It costs one move to go through an open doorway(O) or a normal door(N), 3 move to go through a locked door(L) or a hidden door(H), and walls are impassable. Right now you are in the Body Shop in the south east corner of the dungeon. Some rooms have "deals" where if you enter the room you can take advantage of the deal by following the text if you choose.
Just like in regular Munchkin, there are Treasure cards, and DxM cards replace Doors. You get a DxM card whenever you start your turn, you explore an unexplored room, or another card says you do.
Whenever you explore an unexplored room, a monster is drawn from the monster deck and you have to fight it. If you win you get levels and treasures like in regular munchkin.
When battling a monster, normally you and the monster each roll one combat die(6 sided die) and add your combat level. If your combat level is greater than the monsters, you win. Monsters win ties. Some tougher monsters have two combat die, and some rooms have modifiers which give bonuses or deductions to certain races or classes. So, if there is a green elf icon in a room, elves get one more combat die in that room, if there is a red dwarf icon, dwarves get one less combat die, etc.
If a monster is not defeated, it stays in the dungeon. Monsters move at the end of every players turn, by rolling the color die, each room has four monster move colors, one for each exit, and if the color die matches the monster move color of the room, monsters in that room move as long as they are able to. You can move into a room with a monster and initiate a fight if you want to fight a previously unbeaten monster.
You start the game with 3 hit points, and 3 move. You lose a hit point if you lose a fight with a monster, and may lose additional hit points if your bad stuff on the monster card says so. You can also lose hit points by entering various rooms or by DxM cards. When you get to 0 hit points you die, you lose one level, drop all your items you are carrying where you died in the dungeon and discard your hand. Then you reappear in the Entrance and draw a new starting hand(4 treasures, 4 DxM cards).
You win the game by reaching level 10 and then defeating the Boss Monster, which is located in the entrance. When you reach level 10 and make it to the entrance, you draw a monster card, and that monster is automatically increased to Level 20. Other players may play cards to help or hurt you as normal. If you defeat the boss monster, you win the game.-
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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BlueMoonRising Goon
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You get a DxM card for exploring a room.
Exits
East
Original Roll String: 1d1751 175-Sided Dice: (18) = 18
South
Original Roll String: 1d1751 175-Sided Dice: (132) = 132
West
Original Roll String: 1d1751 175-Sided Dice: (61) = 61
A monster appears!
Monster Color
Original Roll String: 1d61 6-Sided Dice: (4) = 4
It is 13 to 18 for Squidzilla, do you want to fight or try to run away?(5 or 6 on D6). You can only ask for help from players in the same or adjacent room(no one is able to help at the moment).
(sorry, bad break for someone just entering in).-
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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Zebulin Goon
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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Radja Serial Thriller
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MonkeyMan576 Jack of All Trades
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