You move west. You get a DxM for exploring a room.
Exits
North, West, South
Original Roll String: 1d146
1 146-Sided Dice: (10) = 10
New Room:
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.
A monster appears!
Shadow Nose - Level 9. +4 Against theives. If the
Shadow Nose defeats you, lose a level immediately.
Move: The Shadow Nose can pass through all kinds
of doors and even walls as if they were open
passageways. Bad Stuff: Lose another level.
Bonus: 1d6 Slow Flying Undead Horror. 1 Level.
3 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
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
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]
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.
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