Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #500 (ISO) » Thu Nov 16, 2017 9:10 am

Post by McMenno »

send me my treasure please
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Post Post #501 (ISO) » Thu Nov 16, 2017 9:22 am

Post by McMenno »

equip:

Hot Rod - +3 Bonus. Magic Flaming Club. 1 Hand. 600 Gold Pieces.

Boot of Runnning Really Fast - Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.

move north
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Post Post #502 (ISO) » Thu Nov 16, 2017 9:25 am

Post by TwoInAMillion »

any interference to McMenno's card plays?
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Post Post #503 (ISO) » Thu Nov 16, 2017 1:42 pm

Post by Assemblerotws »

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.
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Post Post #504 (ISO) » Thu Nov 16, 2017 1:55 pm

Post by TwoInAMillion »

Ani or Charles?
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Post Post #505 (ISO) » Thu Nov 16, 2017 4:28 pm

Post by Charles510 »

pass
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Post Post #506 (ISO) » Fri Nov 17, 2017 6:06 pm

Post by TwoInAMillion »

prodded ani
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Post Post #507 (ISO) » Fri Nov 17, 2017 6:32 pm

Post by animorpherv1 »

pass
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Post Post #508 (ISO) » Fri Nov 17, 2017 8:25 pm

Post by TwoInAMillion »

McKenna do you still want to go east?
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Post Post #509 (ISO) » Fri Nov 17, 2017 8:35 pm

Post by McMenno »

Sell this first

Healing Potion - Use at any time to restore two hits to any living munchkin in your room or
an adjacent one. Usable once only. Magic Throwable Potion. 300 Gold Pieces.

Then go east
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Post Post #510 (ISO) » Fri Nov 17, 2017 10:32 pm

Post by TwoInAMillion »

McMenno goes east. He gets a dxm for exploring a room.

Exits
North, East, South
Original Roll String: 3d146
3 146-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: 1d6
1 6-Sided Dice: (4) = 4


You are out of range to ask for help. Combat begins.

McMenno
Original Roll String: 1d6+10
1 6-Sided Dice: (6)+10 = 16


Octahedron
Original Roll String: 1d6+8
1 6-Sided Dice: (4)+8 = 12
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Post Post #511 (ISO) » Fri Nov 17, 2017 10:34 pm

Post by TwoInAMillion »

The exits are North = Normal Door East = Open Passageway South = Open Passageway.

The monster is blue and Charles gets a DxM card.

You are winning the fight currently. Does anyone want to interfere?
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Post Post #512 (ISO) » Sat Nov 18, 2017 12:32 am

Post by Charles510 »

pass
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Post Post #513 (ISO) » Sat Nov 18, 2017 1:55 am

Post by animorpherv1 »

Pass
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Post Post #514 (ISO) » Sat Nov 18, 2017 10:58 am

Post by Assemblerotws »

Pass.
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"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
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Post Post #515 (ISO) » Sat Nov 18, 2017 11:24 am

Post by TwoInAMillion »

McMenno wins the battle. He advances to level 4 and gets 2 treasures.

It is now the end of McMenno's move phase. It is now the monster move phase.

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #516 (ISO) » Sat Nov 18, 2017 11:28 am

Post by TwoInAMillion »

The monster move is orange.

The Kitchen has no orange arrows.

The gym has an orange arrow pointing east but there is no room to move to.

The monster move phase is over. It is now McMenno's charity phase. He has 13 cards and must get his hand down to five.
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Post Post #517 (ISO) » Sat Nov 18, 2017 12:30 pm

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 4 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Warrior Special Powers: None Location: Entrance
Cards in Hand: DXM: 3 Treasure: 2
Cards in play:
Spoiler:
Warrior(class) - You get one extra Health marker. Discard a red Health marker if
you stop being a Warrior. If your combat ends in a tie after the dice are
rolled, you may discard two cards and turn it into a victory. d10 power:
+5 combat bonus. You may make one attempt per combat.

Cheese Grater of Peace - +3 Bonus. Usable by Cleric only. Holy Mace.
1 Hand. 400 Gold Pieces.

Cheat - This card fufills all requirements (hands, Race, Class, sex,
location, possession of other items, etc) on any one Item, letting you use
the 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 of its
advantages and none of its disadvantages. Put this card with that item.
Discard it when you lose that item.
To be played with the Cheese Grater of Peace.

Slippery Slippers of Sliding - Your move is increased by one. Take one extra move
token. You may ignore any and all effects that require you to spend an extra move
to leave. Magic Footgear. 300 Gold Pieces.


McMenno
Level: 5/10 Combat Level: 15 Health: 4/5 Movement: 4/4 Treasure: 900 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 11 Treasure: 2
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.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Magic Item That Dwarves Arbitrarily Dislike - +2 Bonus. Not Usable by Dwarf.
A dwarf who aquires this item can go up a level at any time by jumping up and
down on it. Discard the card. Magic Shiny. 500 Gold Pieces.

Health Club - +2 Bonus. Take an extra health marker. If you lose the club,
or even put it in your Pack, you must discard a health marker, red side up. If
it loses its magic somehow, it remains a perfectly good non-magical +2 club.
Magic Club. 1 Hand. 400 Gold Pieces.

Horny Helmet +1 Bonus(+3 for Elves). Headgear. 400 Gold Pieces.


Charles510
Level: 1/10 Combat Level: 4 Health: 2/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
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.

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.
[/area]


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Level: 1/10 Combat Level: 1 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:
Spoiler:
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.

Sapphire Bane Ring - You roll an extra die against each Blue monster, or an extra
two die against each blue monster that is Fearsome. Magic Shiny. 300 gold pieces.
[/area]



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. Assemble
Last edited by TwoInAMillion on Mon Nov 20, 2017 6:50 am, edited 1 time in total.
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Post Post #518 (ISO) » Sun Nov 19, 2017 8:18 am

Post by TwoInAMillion »

prodding mcmenno
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Post Post #519 (ISO) » Mon Nov 20, 2017 3:43 am

Post by McMenno »

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.
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Post Post #520 (ISO) » Mon Nov 20, 2017 6:00 am

Post by TwoInAMillion »

For Smells like Dinner, Mate, and Intelligent, you need to choose a target.
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Post Post #521 (ISO) » Mon Nov 20, 2017 6:36 am

Post by Assemblerotws »

In post 520, TwoInAMillion wrote:For Smells like Dinner, Mate, and Intelligent, you need to choose a target.
Smells Like Dinner was on me, while Mate and Intelligent were on the Overbear. He said that when he played them.
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"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
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Post Post #522 (ISO) » Mon Nov 20, 2017 6:38 am

Post by TwoInAMillion »

My bad, didn't see that, thanks.
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Post Post #523 (ISO) » Mon Nov 20, 2017 6:38 am

Post by TwoInAMillion »

It is now animorpherv's turn. He has 3 move. He gets a DxM for starting his turn.
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Post Post #524 (ISO) » Mon Nov 20, 2017 7:12 am

Post by animorpherv1 »

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.
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