Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
The Treasure Vault has no red arrows so the monster mob does not move.
The Level O Mat has a red arrow going south so the monster mob goes into the armory. The armory has a red arrow pointing east so the mob moves through the Entrance and into the War Room. The War Room has a red arrow pointing north but the is a wall at the north exit preventing monster movement.
It is now Charles' turn. He gets a DxM for starting his turn. He has 3 move.
Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
Cards in play:
Spoiler:
Cleric(class) Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.
Ugly Stick - +2 Bonus. Holy Club. One Hand. No Value.
Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces
Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.
Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.
Geeky Glasses - You pay only one move to pass through hidden doors. On your
turn, you may move the Shrieking Geek one room before you move. It will
always ignore you if not attacked. Magic Thingie. 400 Gold Pieces.
Amulet of Dexterity - Gives you one extra Hand. Magic Shiny. -1 Hand. 800
Gold Pieces.
Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.
Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures
Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.
Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.
Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.
Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.
Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.
King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.
Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
You get 400 gold from searching. You get a DxM for exploring a room.
Exits(South)
Original Roll String: 1d146
1 146-Sided Dice: (64) = 64
New Room:
Magnetic Room - Bad: Theif, Warrior Drop one weapon if you end your turn here.
A Monster Appears!
Maul Rat - Level 2. +2 against Clerics. Holy Items count double against Maul Rat.
Bad Stuff: She whacks you. Lose a level. Bonus: 1d6 Small Demon. 1 Level.
1 Treasure.
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
Armored - +5 to level of monster(+10 against warriors). Play on
any monster. Keep this card on the monster until defeated.
If the monster is defeated, draw one extra treasure.
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki