Munchkin Quest(Charles vs. Rat, interference?)
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"assemble GOAT mod" -Mulch
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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.
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 Thu Nov 16, 2017 9:34 am, edited 9 times in total.- TwoInAMillion
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McMenno goes east. McMenno gets a DxM card for exploring a room.
Exits
North, East, South
Original Roll String: 3d1463 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: 1d61 6-Sided Dice: (5) = 5- TwoInAMillion
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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.- Charles510
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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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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. - TwoInAMillion
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