Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #850 (ISO) » Wed Dec 13, 2017 10:03 am

Post by TwoInAMillion »

You get 100 gold and a treasure. You have 6 cards so you must get your hand to 5.
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Post Post #851 (ISO) » Wed Dec 13, 2017 10:35 am

Post by Charles510 »

Sell to go up a level:

Cross Bow - +5 Bonus - Monstrous Bow - 2 Hands. 500
Gold Pieces.

Bow With Ribbons - +4 Bonus. Usable by Elf Only. Lets you
roll one extra die against bugs. Bow. 2 Hands. 500 Gold
Pieces.
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Post Post #852 (ISO) » Wed Dec 13, 2017 10:36 am

Post by TwoInAMillion »

You advance to level 7. It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #853 (ISO) » Wed Dec 13, 2017 10:40 am

Post by TwoInAMillion »

Monster move is blue. Charles gets a dxm.

The Level O Mat has no blue arrows so mob A does not move.

The Hall of Shame has no blue arrows so mob B does not move.

It is now McMenno's move. He gets a DxM for starting his turn. He has 4 move.
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Post Post #854 (ISO) » Thu Dec 14, 2017 5:02 am

Post by McMenno »

which room tiles are remaining
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Post Post #855 (ISO) » Thu Dec 14, 2017 5:05 am

Post by TwoInAMillion »

You're not allowed to look unless a card or room text tells you to.
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Post Post #856 (ISO) » Thu Dec 14, 2017 6:42 am

Post by McMenno »

move west south
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Post Post #857 (ISO) » Thu Dec 14, 2017 7:03 am

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You explore a room. You get a DxM.

Exits
Original Roll String: 3d146
3 146-Sided Dice: (7, 84, 57) = 148


New Room:
Locked Room - After the room is placed, draw links normally, but then
every link that is not a wall becomes a locked door.


A Monster Appears!

Zombees - Level 2 - +6 against wizards - Move: The zombees are so stupid
that even ordinary doors will stop them. They can only move through open
passageways. Bad Stuff: Drop items and/or gold worth at least 700 gold
pieces, or everything that you have. Bonus: 1d6 Tiny Undead Flying Bugs.
1 Level. 1 Treasure.

You are out of range for help.

McMenno
Original Roll String: 2d6+12
2 6-Sided Dice: (5, 2)+12 = 19


Zombees
Original Roll String: 1d6+2
1 6-Sided Dice: (5)+2 = 7



You automatically win unless there is interference. Any interference?
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Post Post #858 (ISO) » Thu Dec 14, 2017 7:04 am

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


All exits become locked doors.
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Post Post #859 (ISO) » Thu Dec 14, 2017 7:05 am

Post by TwoInAMillion »

The Monster is green, ani gets a dxm.
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Post Post #860 (ISO) » Thu Dec 14, 2017 7:11 am

Post by animorpherv1 »

Pass
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Post Post #861 (ISO) » Thu Dec 14, 2017 8:49 am

Post by Charles510 »

Wandering Monster - Play during any combat. Draw the top card from the Monster
deck and add it to the combat. OR - move one monster from an adjacent room
into the combat, as long as it can legally pass through that link.
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Post Post #862 (ISO) » Thu Dec 14, 2017 9:04 am

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Leperchaun - Level 4 - +5 against squemish Elves. While the
leperchaun is in the dungeon, all munchkins have -1 on every
dice roll they make, except when they roll for monsters in
combat. Bad Stuff: Discard one magic item. Small Undead.
1 Level. 2 Treasures.

McMenno
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Leperchaun
Original Roll String: 1d6+4
1 6-Sided Dice: (4)+4 = 8
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Post Post #863 (ISO) » Thu Dec 14, 2017 9:04 am

Post by TwoInAMillion »

McMenno still winning, 26 to 15.
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Post Post #864 (ISO) » Thu Dec 14, 2017 11:38 am

Post by TwoInAMillion »

pass or play again pls.
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Post Post #865 (ISO) » Thu Dec 14, 2017 12:09 pm

Post by Charles510 »

pass
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Post Post #866 (ISO) » Thu Dec 14, 2017 4:00 pm

Post by Assemblerotws »

Pass.
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Post Post #867 (ISO) » Thu Dec 14, 2017 4:30 pm

Post by animorpherv1 »

Monster Morph - Use this card when a monster is drawn. You may substitute any
other Monster card from the discard pile. Usable once only.

Replacing the monster with the Shadow Nose.
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Post Post #868 (ISO) » Thu Dec 14, 2017 4:34 pm

Post by TwoInAMillion »

The Shadow Nose is not in the discard pile, it's in the Level O Mat.
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Post Post #869 (ISO) » Thu Dec 14, 2017 4:36 pm

Post by animorpherv1 »

WRONG NOSE.

Floating Nose. If that doesn't work, Gelatinous Cube.
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Post Post #870 (ISO) » Thu Dec 14, 2017 4:38 pm

Post by TwoInAMillion »

Floating Nose: Level 10. You can bribe the Floating Nose with 200 gold pieces,
or an item worth at least that much, and it will ignore you for this turn.
Bribes are added to its treasures. Bad stuff: Discard 500 gold pieces worth
of Items and/or gold, or everything you have. Bonus: 1d6. Tentacled
Flying Horror. 1 Level. 3 Treasures.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #871 (ISO) » Thu Dec 14, 2017 4:38 pm

Post by TwoInAMillion »

26 to 23 McMenno.
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Post Post #872 (ISO) » Thu Dec 14, 2017 4:39 pm

Post by TwoInAMillion »

Unless you want to bribe it.
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Post Post #873 (ISO) » Thu Dec 14, 2017 4:45 pm

Post by Charles510 »

On the floating nose:

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.
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Post Post #874 (ISO) » Thu Dec 14, 2017 11:25 pm

Post by McMenno »

I bribe the nose
Locked

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