Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #350 (ISO) » Fri Nov 10, 2017 6:36 am

Post by TwoInAMillion »

You can choose a color if you like, McMenno.
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Post Post #351 (ISO) » Fri Nov 10, 2017 6:58 am

Post by Charles510 »

Color:
Blue


Play cards:

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.
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Post Post #352 (ISO) » Fri Nov 10, 2017 7:27 am

Post by animorpherv1 »

I'll take Green.

Play:

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.
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Post Post #353 (ISO) » Fri Nov 10, 2017 7:32 am

Post by McMenno »

Orange
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Post Post #354 (ISO) » Fri Nov 10, 2017 8:08 am

Post by TwoInAMillion »

The fourth color is Yellow, which McMenno is by default. Charles starts the game.
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Post Post #355 (ISO) » Fri Nov 10, 2017 8:10 am

Post by McMenno »

That is rude
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Post Post #356 (ISO) » Fri Nov 10, 2017 8:10 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: 2 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: 1/10 Combat Level: 8 Health: 5/5 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: 4 Treasure: 1
Cards in play:
Spoiler:
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.

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


Charles510
Level: 1/10 Combat Level: 4 Health: 3/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Cleric Special Powers: None Location: Gym(in combat)
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.


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Fri Nov 10, 2017 12:57 pm, edited 8 times in total.
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Post Post #357 (ISO) » Fri Nov 10, 2017 8:16 am

Post by TwoInAMillion »

In post 355, McMenno wrote:That is rude
rules wrote:Each player chooses a color. There is a maximum of four players and a minimum of two. The colors are blue, red, yellow and green.
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Post Post #358 (ISO) » Fri Nov 10, 2017 8:17 am

Post by TwoInAMillion »

Charles gets a DxM for starting his turn.
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Post Post #359 (ISO) » Fri Nov 10, 2017 8:45 am

Post by Charles510 »

Play card:
Unnessseary Roughness - Go Up A Level

Then explore North.
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Post Post #360 (ISO) » Fri Nov 10, 2017 9:01 am

Post by TwoInAMillion »

You travel north. You get a DxM for exploring a room.

Exits
North, West, East
Original Roll String: 3d146
3 146-Sided Dice: (8, 15, 25) = 48


You explore a room.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.

A monster appears!
Psycho Squirrel - 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.
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Post Post #361 (ISO) » Fri Nov 10, 2017 9:02 am

Post by TwoInAMillion »

North = Normal Door West = Normal Door East = Open Passageway.

Do you want to fight by yourself or ask for help(one player can help).
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Post Post #362 (ISO) » Fri Nov 10, 2017 9:12 am

Post by McMenno »

I will help you for one (moist) treasure
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Post Post #363 (ISO) » Fri Nov 10, 2017 9:16 am

Post by Charles510 »

I will try to fight alone
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Post Post #364 (ISO) » Fri Nov 10, 2017 9:18 am

Post by TwoInAMillion »

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


Squirrel
Original Roll String: 1d6+3
1 6-Sided Dice: (3)+3 = 6
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Post Post #365 (ISO) » Fri Nov 10, 2017 9:19 am

Post by TwoInAMillion »

You lose the fight, does anyone want to interfere? Play or pass(all players except fighter must respond. fighter responce is optional)
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Post Post #366 (ISO) » Fri Nov 10, 2017 9:22 am

Post by TwoInAMillion »

I did forget the monster color.

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #367 (ISO) » Fri Nov 10, 2017 9:22 am

Post by TwoInAMillion »

The squirrel is green. Ani gets a DxM.
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Post Post #368 (ISO) » Fri Nov 10, 2017 10:16 am

Post by McMenno »

do not intervene
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Post Post #369 (ISO) » Fri Nov 10, 2017 10:17 am

Post by animorpherv1 »

pass
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Post Post #370 (ISO) » Fri Nov 10, 2017 10:58 am

Post by TwoInAMillion »

waiting on assemble.
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Post Post #371 (ISO) » Fri Nov 10, 2017 12:14 pm

Post by Assemblerotws »

Pass.
Show
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
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Post Post #372 (ISO) » Fri Nov 10, 2017 12:52 pm

Post by TwoInAMillion »

No one is interfering, Charles will try to run away with a roll of 5+.

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #373 (ISO) » Fri Nov 10, 2017 12:53 pm

Post by TwoInAMillion »

Charles does not run away, he takes a hit point, loses a level(to level 1) and must speak in a high pitched tone until his next turn.

It is now Charles' second movement.

You may try and fight the monster again or move into another room.
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Post Post #374 (ISO) » Fri Nov 10, 2017 12:57 pm

Post by Charles510 »

So am I still in the room with the squirrel?

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