Munchkin Quest(Charles vs. Rat, interference?)
- McMenno
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McMenno they/themOne For Aren't-We-All
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McMenno they/themOne For Aren't-We-All
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- TwoInAMillion
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TwoInAMillion Mafia Scum
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I play the following cards on McMenno:
Curse! Item Catches Fire! - Play at any time. The victim discards an Item
of your choice. This curse will not affect a munchkin who has Protection
from Flam.
Curse Armor Turns to Pudding - Play at any time. The victim discards the
Armor he is wearing.
Item Catches Fire targets the Hot Rod.ShowCheck 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- TwoInAMillion
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- Charles510
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Charles510 heGoon
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- TwoInAMillion
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TwoInAMillion
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animorpherv1 Honey Trap
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- McMenno
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McMenno they/themOne For Aren't-We-All
- McMenno
they/them- One For Aren't-We-All
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- TwoInAMillion
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TwoInAMillion Mafia Scum
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McMenno goes east. He gets a dxm for exploring a room.
Exits
North, East, South
Original Roll String: 3d1463 146-Sided Dice: (20, 48, 28) = 96
Unexplored Room
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 place
a ransacked counter. But if you find two or more at
once, the room is still looted out.
A monster appears!
Gelatinous Octahedron - Level 8. When the
Gelatinous Octahedron enters a room with dropped
items, it picks them up. Move the treasure marker
with the monster. If it is killed, the loot is was
carrying is added to its normal treasure.
Bad Stuff: Take a hit of damage. Bonus: 1d6.
Huge Slow Slimy Goo. 1 Level. 2 Treasures.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (4) = 4
You are out of range to ask for help. Combat begins.
McMenno
Original Roll String: 1d6+101 6-Sided Dice: (6)+10 = 16
Octahedron
Original Roll String: 1d6+81 6-Sided Dice: (4)+8 = 12- TwoInAMillion
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- Charles510
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Charles510 heGoon
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- animorpherv1
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animorpherv1 Honey Trap
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- Assemblerotws
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Pass.ShowCheck 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- TwoInAMillion
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TwoInAMillion Mafia Scum
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Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
Cards in play:[/area]Spoiler:
Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:[/area]Spoiler:
Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing
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.
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.
Monsters:
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.
Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. AssembleLast edited by TwoInAMillion on Mon Nov 20, 2017 6:50 am, edited 1 time in total.- TwoInAMillion
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- McMenno
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McMenno they/themOne For Aren't-We-All
- McMenno
they/them- One For Aren't-We-All
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play:
Sneaky Bastard Sword - +2/+3 Bonus. If held in one hand, it is a
regular +2 weapon. If used with two hands, it gives a +3 bonus.
The sword gives you the power to walk past a monster without
fighting...sometimes. Roll a die. On a 1 or 2, the monster
notices you and fights anyhow. On a 3 or better, you walk past,
assuming you have enough move to leave the room! Sword.
1 or 2 hands. 500 gold pieces.
Monstrous Wealth - Pick a color, and put 300 gold pieces into the room with
every monster of that color. The gold stays there when the monster moves.
You may use this card at any time. choosing a color which there are no monsters of
Curse Smells Like Dinner - Play at any time. All Huge monsters in the dungeon move one room towards the cursed
munchkin, as long as they can do so legally. If two rooms are equally close, the player who cast the curse
decides where the monster goes. This is not a continuing curse; its effects are instant but only occur once. on assemble
Mate - Play on any monster. The monster's Mate appears. It is a seperate
monster with all the same levels, bonuses, and treasure that the original
monster had. If either one is unhanced further, both of them get the
enhancement. If the monsters survive the combat, they will move together,
and are represented by the orginal standie. on the overbear
Intelligent - +5 to level of monster. Play on any monster. Keep this card
with the monster until it is defeated. An Intelligent monster knows
where all the hidden doors are, and can use them as though they were regular
doors. If the monster is defeated, draw one extra Treasure. on the overbear
sell:
Scroll of Opening the Way - Use at any time on the room you are in, or any adjacent
room. All of that rooms links(even walls) become open passageways. Usable
once only. Magic Scroll. 300 gold pieces.
Flaming Poison Potion - Play during any combat. +5 to either side. This is a
flame power attack. OR use any time against the dropped items and gold in
your room or an adjacent room, to destroy the whole pile. Usable once only,
Throwable Magic Flaming Potion. 400 Gold Pieces.
Freezing Explosive Potion - Play during any combat. +5 to either side,
or +10 against fiery monsters. Usable once only. Throwable Magic
Potion. 400 Gold Pieces.- TwoInAMillion
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Assemblerotws Goon
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Smells Like Dinner was on me, while Mate and Intelligent were on the Overbear. He said that when he played them.In post 520, TwoInAMillion wrote:For Smells like Dinner, Mate, and Intelligent, you need to choose a target.ShowCheck 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- TwoInAMillion
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TwoInAMillion Mafia Scum
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TwoInAMillion Mafia Scum
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- animorpherv1
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animorpherv1 Honey Trap
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Playing:
Dwarf(race) - You get one extra Health marker. Discard a red Health marker if you stop
being a dwarf. You pass through hidden doors as though they were regular doors. You can
carry any number of Big items without affecting your move.
Sell:
Elven Flip Flops - If you are an elf, you move is increased by 1. Take another move
token. If you are not an Elf, you may choose to have any monster treat you as an
elf at any time. Magic Footgear. 500 Gold Pieces.
Monster Call - At the end of any monster move, you may spend 100 gold pieces to
make one monster move one room towards you. If more than one room will get it
closer, you may pick which one it moves too. Big Thingie. 600 Gold Pieces.
Level 2 get. Keep the extra gp and move left."Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare
"Ani is right 100% of the time" - Alisae - animorpherv1
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