Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #525 (ISO) » Mon Nov 20, 2017 7:27 am

Post by TwoInAMillion »

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.

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


Do you want to fight by yourself or ask for help?
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Post Post #526 (ISO) » Mon Nov 20, 2017 7:28 am

Post by TwoInAMillion »

Exits
Original Roll String: 2d146
2 146-Sided Dice: (47, 28) = 75
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Post Post #527 (ISO) » Mon Nov 20, 2017 7:30 am

Post by TwoInAMillion »

Exits: North = Open Passageway West = Normal Door South = Hidden Door

The monster is yellow. McMenno gets a DxM.

Currently it is 9 to 2 for the Shadow Nose.(But ani gets an extra die for the room bonus).
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Post Post #528 (ISO) » Mon Nov 20, 2017 7:34 am

Post by animorpherv1 »

Hey Charles, together we should kick this thing's butt with dice galore. You want a treasure? I'll even let you have first pick.
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Post Post #529 (ISO) » Mon Nov 20, 2017 9:34 am

Post by Charles510 »

Sure, I’ll help for first pick of treasure
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Post Post #530 (ISO) » Mon Nov 20, 2017 9:59 am

Post by animorpherv1 »

Cool. Let's go.
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Post Post #531 (ISO) » Mon Nov 20, 2017 11:28 am

Post by TwoInAMillion »

Charles moves into the armory to help. Combat begins.

Ani
Original Roll String: 2d6+2
2 6-Sided Dice: (2, 3)+2 = 7


Charles
Original Roll String: 1d6+4
1 6-Sided Dice: (6)+4 = 10


Shadow
Original Roll String: 1d6+9
1 6-Sided Dice: (2)+9 = 11
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Post Post #532 (ISO) » Mon Nov 20, 2017 11:29 am

Post by TwoInAMillion »

You are losing 13-12. Any interference?
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Post Post #533 (ISO) » Mon Nov 20, 2017 11:46 am

Post by animorpherv1 »

This game is insistent I get nowhere, isn't it.
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Post Post #534 (ISO) » Mon Nov 20, 2017 11:54 am

Post by TwoInAMillion »

Yeah pretty bad luck so far, sorry.
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Post Post #535 (ISO) » Mon Nov 20, 2017 12:11 pm

Post by Charles510 »

Is there any armor, headgear, or footwear in the discards?
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Post Post #536 (ISO) » Mon Nov 20, 2017 12:30 pm

Post by TwoInAMillion »

Minthril Armor

Elven Flip Flops

Deal's may only be done after combat if that is what you are thinking about.
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Post Post #537 (ISO) » Mon Nov 20, 2017 12:44 pm

Post by Charles510 »

I got nothing to help. Pass
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Post Post #538 (ISO) » Tue Nov 21, 2017 6:16 am

Post by McMenno »

Pass
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Post Post #539 (ISO) » Tue Nov 21, 2017 8:13 am

Post by TwoInAMillion »

Waiting on assemble
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Post Post #540 (ISO) » Tue Nov 21, 2017 2:08 pm

Post by Assemblerotws »

Pass.
Show
Check my wiki for my meta.
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Post Post #541 (ISO) » Tue Nov 21, 2017 4:30 pm

Post by TwoInAMillion »

Ani and Charles try to run away to the Entrance.

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


Charles
[/dice]1d6[/dice]
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Post Post #542 (ISO) » Tue Nov 21, 2017 4:30 pm

Post by TwoInAMillion »

Charles
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #543 (ISO) » Tue Nov 21, 2017 4:31 pm

Post by TwoInAMillion »

Ani succeeds in running away, Charles does not.

Does anyone want to interfere?
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Post Post #544 (ISO) » Tue Nov 21, 2017 6:13 pm

Post by animorpherv1 »

nope
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Post Post #545 (ISO) » Tue Nov 21, 2017 6:17 pm

Post by Charles510 »

pass
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Post Post #546 (ISO) » Tue Nov 21, 2017 9:16 pm

Post by McMenno »

Pass
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Post Post #547 (ISO) » Wed Nov 22, 2017 2:51 am

Post by Assemblerotws »

Pass.
Show
Check my wiki for my meta.
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Post Post #548 (ISO) » Wed Nov 22, 2017 7:12 am

Post by TwoInAMillion »

Okay, Charles takes a hit because he fails to run away.

It is now Ani's second turn.
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Post Post #549 (ISO) » Wed Nov 22, 2017 7:25 am

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: 1/4 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]


Animoprherv1
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
Locked

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