Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #900 (ISO) » Mon Dec 18, 2017 6:46 am

Post by TwoInAMillion »

Ani wins and gets a level(3) and a treasure. It is his final move.
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Post Post #901 (ISO) » Mon Dec 18, 2017 6:54 am

Post by animorpherv1 »

Playing he Snickersnee (phonepost no c/p) and search.
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Post Post #902 (ISO) » Mon Dec 18, 2017 6:55 am

Post by TwoInAMillion »

Snickersnee - +2 Bonus. Automatically defeats Scary Clowns.
Monstrous Sword. 1 Hand. 300 Gold Pieces.

Search
Original Roll String: 2d6
2 6-Sided Dice: (2, 6) = 8
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Post Post #903 (ISO) » Mon Dec 18, 2017 6:57 am

Post by TwoInAMillion »

Sorry should have been 1d6, you get the 5+1 for Thief =6. That's 300 gold and a treasure, it's the end of your turn and your charity phase. You have 10 cards and need to get your hand down to 5.
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Post Post #904 (ISO) » Thu Dec 21, 2017 4:37 am

Post by TwoInAMillion »

I have prodded Ani and will give him two more days to reply before removing him. Too late in the game to look for a replacement I think.
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Post Post #905 (ISO) » Thu Dec 21, 2017 4:57 am

Post by TwoInAMillion »

Or maybe I should wait since it is close to christmas and people may need a break.
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Post Post #906 (ISO) » Tue Dec 26, 2017 6:23 am

Post by TwoInAMillion »

Ani has dropped from the game due to illness, rather than replace him we will play with 3 players.
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Post Post #907 (ISO) » Tue Dec 26, 2017 6:23 am

Post by TwoInAMillion »

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #908 (ISO) » Tue Dec 26, 2017 6:33 am

Post by TwoInAMillion »

Monster move is orange. McMenno gets a DxM.

The Level O Mat has an orange arrow pointing west but there is no room west.

The hall of shame has an orange arrow pointing east. The monster mob moves into the Den Of Thieves. The Den Of Thieves
has no orange arrows so the monster move ends.

It is now assemble's turn. He gets a DxM for starting his turn. He has two move. Combat with the monster mob will begin as soon as his turn begins.
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Post Post #909 (ISO) » Wed Dec 27, 2017 4:53 am

Post by Assemblerotws »

I play the following card on McMenno:

Curse Monster Magnetism Play at any time. All monsters within three
rooms of the cursed munchkin move one room towards him, 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.
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"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #910 (ISO) » Wed Dec 27, 2017 4:58 am

Post by TwoInAMillion »

The monster mob moves into the treasure vault.
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Post Post #911 (ISO) » Wed Dec 27, 2017 5:12 am

Post by McMenno »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #912 (ISO) » Wed Dec 27, 2017 5:13 am

Post by McMenno »

no it doesn't
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Post Post #913 (ISO) » Wed Dec 27, 2017 5:14 am

Post by TwoInAMillion »

McMenno cancels the curse.
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Post Post #914 (ISO) » Wed Dec 27, 2017 9:10 am

Post by Assemblerotws »

I drink the Potion of Flight.

Potion of Flight - Play at any time to give power of flight to any
or all munchkins in the target room for the remainder of the
turn. Usable once only. Throwable magic potion. 300 gold pieces.
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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 #915 (ISO) » Wed Dec 27, 2017 9:11 am

Post by Assemblerotws »

As soon as that's resolved, the fight must begin.
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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 #916 (ISO) » Wed Dec 27, 2017 9:22 am

Post by TwoInAMillion »

You aren't going to have enough to win no point in throwing the dice.

Now to run away:

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


Undead Horse
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Flytrap
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


King Tut
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Over Bear
[dice[1d6[/dice]

Plushy Skull
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Tentacle Demon
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #917 (ISO) » Wed Dec 27, 2017 9:22 am

Post by TwoInAMillion »

Over Bear
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #918 (ISO) » Wed Dec 27, 2017 9:23 am

Post by TwoInAMillion »

You die from running out of hit points. Any interference?
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Post Post #919 (ISO) » Wed Dec 27, 2017 11:03 am

Post by Assemblerotws »

How exactly does the Wizard Flight Spell work?
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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 #920 (ISO) » Wed Dec 27, 2017 11:13 am

Post by TwoInAMillion »

You can discard one card to subtract one from a run away roll, up to 3.
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Post Post #921 (ISO) » Wed Dec 27, 2017 11:15 am

Post by TwoInAMillion »

It's possible you could avoid death, but not easy.
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Post Post #922 (ISO) » Wed Dec 27, 2017 3:48 pm

Post by Charles510 »

No interference
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Post Post #923 (ISO) » Thu Dec 28, 2017 5:05 am

Post by Assemblerotws »

Not easy? I'm an Elf, I get +1 to run away.

I discard Lightning Fast to add +1 to my roll to escape the Undead Horse, bringing that roll to 5. I also discard Curse: Hole in Pocket to add +1 to my roll to escape the Flytrap, likewise bringing that roll to 5. That would mean I escape both and am only caught by the Plushy Skull and the Frost Giant.

Lightning Fast - Play on any monster. Keep this card with the
monster until it is defeated. The monster becomes fast. If
it was slow or lurking, it loses those keywords. Anyone fleeing
from this monster gets a -2 to run away.

Curse Hole in Pocket - Play at any time. The victim drops all his gold.
He cannot pick it up until his next turn...if it's still there.
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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 #924 (ISO) » Thu Dec 28, 2017 9:40 am

Post by TwoInAMillion »

Okay, that means you take 2 hits(to 3) and are now female with -5 to your next combat. Where are you running too?
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