Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #475 (ISO) » Wed Nov 15, 2017 8:50 am

Post by Charles510 »

pass
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Post Post #476 (ISO) » Wed Nov 15, 2017 8:54 am

Post by TwoInAMillion »

Waiting on assemble.
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Post Post #477 (ISO) » Wed Nov 15, 2017 9:13 am

Post by Assemblerotws »

Pass.
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Post Post #478 (ISO) » Wed Nov 15, 2017 9:22 am

Post by TwoInAMillion »

Looks like no one is helping McMenno, want to try to run away?
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Post Post #479 (ISO) » Wed Nov 15, 2017 9:31 am

Post by McMenno »

yes

Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4
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Post Post #480 (ISO) » Wed Nov 15, 2017 9:31 am

Post by McMenno »

welp
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Post Post #481 (ISO) » Wed Nov 15, 2017 9:37 am

Post by TwoInAMillion »

If you were fighting more than one monster (see Multiple Monsters,
p. 9), you roll separately to Run Away from each one, in any order you
choose. You might dodge one monster’s Bad Stuff but be hit by another
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Post Post #482 (ISO) » Wed Nov 15, 2017 9:39 am

Post by McMenno »

oh

bear
Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7

skull
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #483 (ISO) » Wed Nov 15, 2017 9:39 am

Post by McMenno »

I run north
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Post Post #484 (ISO) » Wed Nov 15, 2017 9:41 am

Post by TwoInAMillion »

You don't nullify their first roll, so you run away from the bear but not the skull, since you didn't specify the first time.

Therefore you are female and -5 to your next combat, take one hit, and run away back to the war room.
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Post Post #485 (ISO) » Wed Nov 15, 2017 9:48 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: 3/10 Combat Level: 13 Health: 4/5 Movement: 1/4 Treasure: 300 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: War Room
Cards in Hand: DXM: 7 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.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 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]


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.

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 Thu Nov 16, 2017 9:34 am, edited 9 times in total.
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Post Post #486 (ISO) » Wed Nov 15, 2017 9:58 am

Post by TwoInAMillion »

Mcmenno has one move remaining
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Post Post #487 (ISO) » Wed Nov 15, 2017 10:14 am

Post by McMenno »

go east
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Post Post #488 (ISO) » Wed Nov 15, 2017 10:24 am

Post by TwoInAMillion »

My internet is down and I am phone posting. It will be awhile to post the next fight.
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Post Post #489 (ISO) » Wed Nov 15, 2017 11:10 am

Post by TwoInAMillion »

McMenno goes east. McMenno gets a DxM card for exploring a room.

Exits
North, East, South
Original Roll String: 3d146
3 146-Sided Dice: (33, 71, 110) = 214


You explore a new room.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.

A monster appears!

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.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #490 (ISO) » Wed Nov 15, 2017 11:12 am

Post by TwoInAMillion »

All rooms are open passageways. The monster is purple and no one gets a dxm card. Assemble is the only player within range to help if you want to ask for help.
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Post Post #491 (ISO) » Wed Nov 15, 2017 11:34 am

Post by McMenno »

nah I totally got this

Original Roll String: 2d6+5
2 6-Sided Dice: (5, 3)+5 = 13

Original Roll String: 1d6+10
1 6-Sided Dice: (3)+10 = 13
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Post Post #492 (ISO) » Wed Nov 15, 2017 11:37 am

Post by TwoInAMillion »

Any interference? Shouldn't you be at 2d6+7? 1D+2 for you 1D for bonus 10 for weapons -5 for sex change.
Last edited by TwoInAMillion on Wed Nov 15, 2017 11:43 am, edited 1 time in total.
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Post Post #493 (ISO) » Wed Nov 15, 2017 11:42 am

Post by Charles510 »

pass
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Post Post #494 (ISO) » Wed Nov 15, 2017 11:42 am

Post by McMenno »

right. my combat level was listed at 10
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Post Post #495 (ISO) » Wed Nov 15, 2017 12:07 pm

Post by animorpherv1 »

pass.
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Post Post #496 (ISO) » Thu Nov 16, 2017 4:38 am

Post by Assemblerotws »

Pass.
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"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
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"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #497 (ISO) » Thu Nov 16, 2017 8:46 am

Post by TwoInAMillion »

Ok, McMenno wins, he gets 3 treasures and advances to level 3. It is the end of his move. It is the monster move phase, checking on monster movement.
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Post Post #498 (ISO) » Thu Nov 16, 2017 8:50 am

Post by TwoInAMillion »

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #499 (ISO) » Thu Nov 16, 2017 9:01 am

Post by TwoInAMillion »

Monster move is Red.

Plushy Skull and Overbear have a red icon in the kitchen but it points east and there is no room east or west to move to.

Psycho Squirrel in Gym has no rooms to move to.

It is now McMenno's charity phase. He needs to play cards or give cards to charity to get his hand down to 5. He currently has 10 cards in hand.
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