Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Munchkin Quest(Charles vs. Rat, interference?)

Post Post #0 (isolation #0) » Tue Oct 24, 2017 9:10 pm

Post by TwoInAMillion »

The dungeon
Level 1:
Spoiler:
Image

Image

Image

Munchkin Quest is a cross between a traditional board game, the munchkin card game and dungeons and dragons. Each player takes the part of an adventurer who must quest through an unknown dungeon, defeat monsters, make allies and enemies with other players, and ultimately defeat the monster boss and win the game. If this sounds like a great time for you(and you'd be nuts to not think so) then go ahead and sign up!

The official rules are here: http://www.worldofmunchkin.com/munchkin ... _rules.pdf but I will include a breif discription in case you don't want to read those for some reason.

Object of the game: The object of the game is to reach level 10 by defeating monsters and using other cards that can increase your level. Unlike traditional munchkin games which only use cards, munchkin quest is a board game. You start knowing only the entrance, and then you learn more about the dungeon by exploring. Let me know if you have any questions. I try to be fair but many rules are unchangable.

Game Setup
*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.
*Each player starts with 4 treasure cards and 4 deux ex munchkin cards.
*Each player starts with 4 health tokens and 3 movement tokens. This can be adjusted by races and cards. Each player also starts with 300 gold pieces.
*Each player starts at Level 1 with no class(heh heh). Your level, race, and class may change as the game progresses.
*Players start in the entrance. When they move beyond the entrance, rooms will be placed on the table. Each room has different abilities, advantages, and disadvantages which may help or hurt the player.

Disputes, unchangable and basic rules
*Nothing can reduce a player or monster below level 1.
*No player can reach level 10 except by killing a monster.
*Nothing can move, flip or remove the Entrance or it's links.
*Except during a boss fight, no monster can ever move into the Entrance. Any monster that moves into the Entrance leaves immediately through the opposite door.
*Nothing can move the boss monster out of the entrance or keep it from fighting.
*At any time you may spend 1000 gold to go up a level. You can do this for multiple levels and get change for any unused gold. You can also sell items in lieu of or in addition to gold.

The boss monster: The boss monster appears when a player reaches level 10. A card is drawn from the monster deck. That monster immediately appears in the entrance and becomes level 20 instead of it's actual level. At that point any player that is at level 10 may go to the entrance and attempt to defeat the boss monster. Cards may be played normally, and normal helping rules apply. The first player to defeat the boss monster wins the game.

Types of doors/links
*Open passageway(requires 1 movement)
*Locked door(requires 3 movement)
*Hidden door(requires 3 movement)
*Wall(impossible to move through normally)

*An item is a treasure card with a gold value or if it says "no gold value". Items may be played in front of you and used to help you in combat or may have other uses depending on the item. You may have 2 weapons(or 1 two handed weapon), 1 headgear, 1 armor, and 1 footgear. Excess items may be placed in your "backpack" if you wish. Items that are played in front of you may be traded with other players, as well as gold in your possesion. You must be in the same room as another player in order to trade. You may drop items in a room, in that case any player that enters that room may pick up those items. Your "pouch" is used for items that is not worn and does not require hands, usually potions. You can have an unlimited number of items in your pouch. Your "pack" is used for any worn items or weapons and you can have a maximum of two of these.

d10 powers: Some classes and races have d10 powers. To use a d10 power, you roll a d10 and if you roll below your level you succeed. Thus the power becomes more likely to succeed the higher your level gets.

Turn phases
*DxM draw(draw a Deux ex Munchkin card at the start of every turn)
*Movement
----Explore(if you want to move to another room, you may use your movement to do so. If you move to an unexplored room, you get a DxM card for doing so.)
----Combat(if you move into an unexplored room, a random monster appears. As soon as you enter a room with a monster, either explored or unexplored, combat begins immediately. See combat for more info.)
----Deal(some rooms allow you to make "deals". If you want to do so, you may do so at this point. Deals are always optional.)
----Search(if a room has no enemies, you may search the room for treasure. This takes one movement and sometimes you may get more than you bargained for. You may search a room multiple times if you desire but it still takes 1 additional movement, and depending on your search results a room may be "Ransacked"(-1 to search) or "looted out"(impossible to search further).
Search Table(1d6 unless cards say otherwise)
Spoiler:
1 or less – Draw a Monster card and start a combat (see p. 8).
2 – 300 Gold Pieces.
3 – 400 Gold Pieces.
4 – 500 Gold Pieces.
5 – 100 Gold Pieces and a Treasure card. The room is Ransacked!
6 – 300 Gold Pieces and a Treasure card. The room is Ransacked!
7 – Draw a Monster card and start a combat (see p. 8).
8 – 500 Gold Pieces and a Treasure card. The room is Ransacked!
9 – Two Treasure cards. The room is Looted Out!
10 – 500 Gold Pieces and two Treasure cards. The room is Looted
Out!
11 or more – Three Treasure cards. The room is Looted Out!


*If you enter an unexplored room, you roll a dice to determine the exits of any unexplored exits. You roll 1d146 for each doorway. 1-73 = Open Passageway, 74-101 = Normal Door 102-116 = Hidden Door 117-131 = Locked Door 132-146 = Wall. The table is adjusted as doors are revealed.

Combat
*You may only start fights during your turn.
*You can only fight monsters, not other players. You may play cards on other players if the card allows you to do so.
*Combat starts when a) you start in a room with a monster b) you move into a room with a monster c) a monster moves into a room with you or d) a new monster appears in your room.
*Some monsters may "ignore" you if they are too powerful and you are at a small level. In this case combat is voluntary.
*Combat costs no movement, and you may have as many combats as you like in your turn.
*You may ask for help from one other player. That player must be in the same room or adjacent to you, and if they are adjacent they move into your room at no movement cost. You will probably need to bribe players with treasure, items, gold or something else you can think of to get them to fight with you. If they agree they cannot rescind their help. If you are sharing the potential treasure of the monster to get them to help, you must decide how you are going to split the treasure(random, one player gets first pick, etc.) If you and your helper lose the fight, your helper may leave through a different room and you and your helper escape seperately.
*To fight a monster, check it's level against your level. In addition, you get (usually) a 1d6 to roll to add to your combat level. There are modifiers that may effect this. The monster also usually gets 1d6 combat modifier, although it may get 2d6 if it is a more powerful monster and may have additional modifiers.
*Any weapons or items you are carrying add to your combat level if it has a "+X bonus" on the card, where X is the amount that is added to your combat level.
*Most rooms have race or class icons that add or remove bonus dice to the combat for the player. For example, a green wizard hat indicates wizards get an extra dice. A red cross indicates clerics lose a dice.
*If you win the fight, you get (at least) a level, possible more depending on the monster, and Treasures equal to the amount shown on the monster card. You also get a DxM card if the monsters color matches your color.
*If you lose the fight, you have a chance to run away. Roll 1d6. You must roll a 5 or higher(may be modified by cards and items) to run away. You must say where you are running to before the roll. If you successfully run away, you move to that room at no movement cost. If you fail to run away, you take a hit point, plus the bad stuff on the monster card which in addition to losing levels and other things may also cause you to lose additional hit points. If you fail to run away you stay in the room of the original combat.

Death
*When you die your player is incapacitated until your next turn but you can still play cards, receive charity, make deals, etc.
*All the items and gold you are carrying are dropped.
*Discard your hand
*Lose a level
*Any DxM cards in play remain yours, including race and class
*Any curses on you remain in effect.
*Proceed to monster movement
*Your character returns to life your next turn in the Entrance, but all your items stay in the room where you died.
*It is okay to "die on purpose" if it is advantagous for you to do so.

---Monster Movement. At the end of your turn, any unkilled monsters have an opportunity to move. There is a "color die" that is rolled with six different colors. There are also arrows on each side of every room that are used to determine monster movement. Check the arrows of the room a monster is in. If there are arrows the monster follows the path of that color room to room until there is no arrows to follow. Monsters cannot go to a room they already visited in that movement.

----Charity. You cannot have more than 5 cards in your hand at the end of your turn unless a card says otherwise. If you do need to give to charity, charity is given to the lowest level player. If there is more than one player tied for lowest level, you decide who gets what as evenly as possible. If you are the lowest level player, charity is discarded.

Other Rules
Monster Color: When a monster appears in a room, you roll 1d6 to determine it's color. (1=Blue 2=Red 3=Green 4=Yellow 5=Orange 6=Purple). If it's color matches your color it is "your monster" and you may use your cards to effect its rolls. The monster color is also used to determine it's movement during the monster move phase.
Interference: You may play cards to interfere with another players combat, but card play is determined by "first played first served". Once a card is played, it cannot be reversed unless a card or rule says it can. When cards are played to interfere with combat, all cards played on the same monster or player are cumulative, including combat level and treasure gained/loss.
When cards may be played: Most cards say when they can be played. For example "during combat, or "at any time." Follow the text in these cases. Curses may be played at any time, even during combat. Items may only be played during your turn, and not during combat. You may equip and unequip items at any time during your turn, except combat.
Last edited by TwoInAMillion on Thu Jan 04, 2018 3:57 pm, edited 89 times in total.
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Post Post #4 (isolation #1) » Wed Oct 25, 2017 6:42 am

Post by TwoInAMillion »

I only own the basic game.
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Post Post #6 (isolation #2) » Wed Oct 25, 2017 7:11 am

Post by TwoInAMillion »

Just so you know this game may take several months to complete
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Post Post #7 (isolation #3) » Wed Oct 25, 2017 7:42 am

Post by TwoInAMillion »

Need two more players.
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Post Post #8 (isolation #4) » Wed Oct 25, 2017 7:43 am

Post by TwoInAMillion »

In post 3, James Brafin wrote:(Also, you know there is an expansion that allows six to play, right?)
I assume by your name you are male?
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Post Post #12 (isolation #5) » Wed Oct 25, 2017 12:10 pm

Post by TwoInAMillion »

One more and we can start.
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Post Post #13 (isolation #6) » Wed Oct 25, 2017 12:14 pm

Post by TwoInAMillion »

Inferno390
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


James Brafin
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


McMenno
Level: 1/10 Combat Level: 5 Health: 5/5 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None
Cards in play:
Spoiler:
ImageImage


Animorpherv1
Level: 1/10 Combat Level: 1 Health: 5/5 Movement: 3/3 Treasure: 300 Run Away: +1 Search: 0[/b]
Gender: Male Race: Elf Class Warrior Special Powers: None
Cards in Play:
Spoiler:
ImageImage



Monster Discard Pile
Top Card: None Number of Cards: 0

Treasure Discard Pile
Top Card: None Number of Cards: 0

DxM Discard Pile
Top Card: None Number of Cards: 0
Last edited by TwoInAMillion on Mon Oct 30, 2017 8:03 am, edited 12 times in total.
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Post Post #14 (isolation #7) » Wed Oct 25, 2017 12:39 pm

Post by TwoInAMillion »

3 players is enough to have a game regardless, but I will wait up to the end of the week to try and get one more.
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Post Post #16 (isolation #8) » Wed Oct 25, 2017 12:53 pm

Post by TwoInAMillion »

Awesome, I will get starting hands out shortly.
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Post Post #17 (isolation #9) » Wed Oct 25, 2017 12:56 pm

Post by TwoInAMillion »

Turn Order:
Animorpherv
Inferno
McMenno
James
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Post Post #20 (isolation #10) » Wed Oct 25, 2017 2:46 pm

Post by TwoInAMillion »

The other players haven't gotten their cards yet. But it's okay to play cards as soon as you get them for pre game setup.
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Post Post #22 (isolation #11) » Wed Oct 25, 2017 3:12 pm

Post by TwoInAMillion »

Yes
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Post Post #23 (isolation #12) » Wed Oct 25, 2017 4:18 pm

Post by TwoInAMillion »

All initial cards have been pmd. You can now play them in front of you(if you wish). Once all players have played their cards or passed play will begin.
Last edited by TwoInAMillion on Wed Oct 25, 2017 5:10 pm, edited 1 time in total.
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Post Post #25 (isolation #13) » Wed Oct 25, 2017 5:10 pm

Post by TwoInAMillion »

In post 24, animorpherv1 wrote:Oh. Stupid question, but can we play more than one?
Yes, as many as you wish.
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Post Post #27 (isolation #14) » Wed Oct 25, 2017 5:54 pm

Post by TwoInAMillion »

You can also play weapons/items right now, fyi.
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Post Post #29 (isolation #15) » Thu Oct 26, 2017 5:16 am

Post by TwoInAMillion »

Behold...the entrance.
Image

Inferno390
Level: 1/10 Combat Level: 1 Health: 3/4 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class: Warrior Special Powers: None Location: Spiked Pit
Cards in Play: Slippery Slippers of Sliding
Pouch: Flaming Poison Postion, Greater Potion of Insubstatiability


James Brafin
Level: 1/10 Combat Level: 1 Health: 4/4 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class: None Special Powers: None Location: Entrance
Cards in play
Boots of Running Really Fast - Dirk Of Dauntlessness
Pack: Bow With Ribbons


McMenno
Level: 1/10 Combat Level: 1 Health: 5/5 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in play:
Spoiler:
ImageImage


Animorpherv1
Level: 2/10 Combat Level: 1 Health: 4/5 Movement: 2/3 Gold: 300 Run Away: +1 Search: 0[/b]
Gender: Male Race: Elf Class Warrior Special Powers: None Location: Spiked Pit
Cards in Play:
Spoiler:
ImageImage
Last edited by TwoInAMillion on Fri Oct 27, 2017 6:55 am, edited 3 times in total.
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Post Post #30 (isolation #16) » Thu Oct 26, 2017 5:18 am

Post by TwoInAMillion »

Waiting on James and inferno, also, ani may want to play additional cards. If you want to see what cards everyone has played you click on the spoiler in the stats grid. The pictures are too large to not use spoilers. The icon with the magnifying glass and "no" symbol means no searching.
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Post Post #38 (isolation #17) » Thu Oct 26, 2017 7:48 am

Post by TwoInAMillion »

Turn Order:
Animorpherv
Inferno
McMenno
James
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Post Post #39 (isolation #18) » Thu Oct 26, 2017 7:48 am

Post by TwoInAMillion »

In post 32, Inferno390 wrote:Can you add names of all of the cards a person has, rooms, monsters, etc. on each status post? For some reason the pics won't show.

I'll become a Warrior, equip Slippery Slippers of Sliding, and then put a Flaming Poison Potion and a Greater Portion of Insubstantiality on my belt.
Hey, animo, got any footgear? If you don't, you have any weapons you want to trade?
Sure, maybe it depends on the type of computer/phone you are using.
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Post Post #40 (isolation #19) » Thu Oct 26, 2017 7:49 am

Post by TwoInAMillion »

If you'd rather I just type out the text of each card rather than use pictures I can. I was using the pictures because of the cool fluff, but if that's not practical that's okay.
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Post Post #41 (isolation #20) » Thu Oct 26, 2017 7:51 am

Post by TwoInAMillion »

Dungeon:

You all start in the entrance.

Entrance Text: No search. No monster may end it's move here Exits: North: open East: open South: open West: open
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Post Post #44 (isolation #21) » Thu Oct 26, 2017 8:14 am

Post by TwoInAMillion »

I'm making cupcakes for my daughters birthday right now I'll type out the text of the played cards later in the day.
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Post Post #45 (isolation #22) » Thu Oct 26, 2017 8:14 am

Post by TwoInAMillion »

In post 43, McMenno wrote:can't you just use both
I could do that too.
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Post Post #48 (isolation #23) » Thu Oct 26, 2017 8:19 am

Post by TwoInAMillion »

It's fine, I'm a fast typist:P.
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Post Post #50 (isolation #24) » Thu Oct 26, 2017 8:20 am

Post by TwoInAMillion »

No I'm not a hydra. Just trying to be clever.
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Post Post #52 (isolation #25) » Thu Oct 26, 2017 8:31 am

Post by TwoInAMillion »

Starting a munchkin quest chat if you want to do any general chatting without posting in thread.
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Post Post #56 (isolation #26) » Thu Oct 26, 2017 9:21 am

Post by TwoInAMillion »

You would need to roll for North East and West exits for the new room which will be revealed soon.
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Post Post #64 (isolation #27) » Thu Oct 26, 2017 10:42 am

Post by TwoInAMillion »

Spiked pit: +2 search. Unless you have flight, take 1 hit point when you enter the room, and spend 1 extra move to leave. All munchkins are -1 to run away.
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Post Post #65 (isolation #28) » Thu Oct 26, 2017 10:43 am

Post by TwoInAMillion »

Doorways are 1d146
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Post Post #66 (isolation #29) » Thu Oct 26, 2017 10:43 am

Post by TwoInAMillion »

Scary clowns: level 7. +3 against halflings bad stuff: laugh yourself sick. Lose 2 levels. Contrary humans. One level. 2 treasures. Combat 1d6
Last edited by TwoInAMillion on Thu Oct 26, 2017 10:54 am, edited 1 time in total.
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Post Post #69 (isolation #30) » Thu Oct 26, 2017 10:57 am

Post by TwoInAMillion »

Also ani gets a dxm
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Post Post #72 (isolation #31) » Thu Oct 26, 2017 11:20 am

Post by TwoInAMillion »

In post 70, James Brafin wrote:Hey, is my Dirk a magic weapon?
It is holy, not. Magic specifically.
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Post Post #75 (isolation #32) » Thu Oct 26, 2017 12:15 pm

Post by TwoInAMillion »

Doorways
North West east
Original Roll String: 3d146
3 146-Sided Dice: (89, 127, 58) = 274


Monster color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #76 (isolation #33) » Thu Oct 26, 2017 12:17 pm

Post by TwoInAMillion »

North exit is a wall. West and East are open passageways.

Scary clowns are purple.
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Post Post #80 (isolation #34) » Thu Oct 26, 2017 4:26 pm

Post by TwoInAMillion »

In post 79, Inferno390 wrote:And doesn't ani get 2 DMs? One for his turn, another for entering a room?
Yes, correct.
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Post Post #81 (isolation #35) » Thu Oct 26, 2017 4:43 pm

Post by TwoInAMillion »

Okay, so inferno moves into the spiked pit with ani. They each take one point of damage as per the spiked pit text.

They get 2d6 for their combat bonus
Ani and Inferno
Original Roll String: 2d6+2
2 6-Sided Dice: (4, 2)+2 = 8


Scary Clowns
Original Roll String: 1d6+7
1 6-Sided Dice: (2)+7 = 9
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Post Post #82 (isolation #36) » Thu Oct 26, 2017 4:46 pm

Post by TwoInAMillion »

You are tied, and monsters win ties. Do you want to play any cards or use any abilities?

Also James and McMenno need to say if they are interfering or passing.
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Post Post #84 (isolation #37) » Thu Oct 26, 2017 5:29 pm

Post by TwoInAMillion »

You cannot play wearable items/weapons during combat, only during your turn and during the non combat portion.
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Post Post #94 (isolation #38) » Fri Oct 27, 2017 6:30 am

Post by TwoInAMillion »

This is the correct rule for monster color:
Roll the Monster Die to see
what color its base is (the player of that color gets a DxM). If no bases of
the rolled color are available, you get to choose the base – but the player
of the chosen color does not get a DxM!
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Post Post #96 (isolation #39) » Fri Oct 27, 2017 6:36 am

Post by TwoInAMillion »

Okay so the munchkins win the fight.

Here are the two treasures:
Sword of Slaying Everything Except Squid - +4 Bonus. If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.

Cloak of Obscurity - Usable by theif only. +2 bonus. Gives +1 to run away. Clothing. 600 Gold pieces.

Ani advances to level 2. Ani has 2 move remaining.
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Post Post #98 (isolation #40) » Fri Oct 27, 2017 6:38 am

Post by TwoInAMillion »

Rules on drawing treasure cards:

Draw Treasure cards, as specified on the card(s) for the monster(s)
you killed. If there is another munchkin in the room, all Treasure is drawn
face-up. Otherwise, they are drawn face-down and no other players know
what you got. Items you have found may be put into play now, and any
DxM cards you got can be used now, if it is otherwise legal to use them
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Post Post #99 (isolation #41) » Fri Oct 27, 2017 6:41 am

Post by TwoInAMillion »

my interpretation of the monster color rule is that if you CHOOSE the base you do not get a dxm for defeating it.
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Post Post #100 (isolation #42) » Fri Oct 27, 2017 6:42 am

Post by TwoInAMillion »

In the future let's use only card text and not pictures if two players computers can't see the pictures
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Post Post #102 (isolation #43) » Fri Oct 27, 2017 6:46 am

Post by TwoInAMillion »

Ani if you have anything you want to equip now would be a good time before your next move/combat.
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Post Post #107 (isolation #44) » Fri Oct 27, 2017 6:48 am

Post by TwoInAMillion »

In post 105, Inferno390 wrote:And then I also said I wanted a card from his hand.
Rules:
You may give or trade your carried, worn, or packed Items – not Items
from your hand – to other players whenever you are in the same or adjacent
rooms and not in combat. Just give them the card.
If you want to give an Item to someone farther away, you’ll just have
to drop it, and hope the right player gets to it first.
When you give an Item away, you immediately lose the benefit of
that Item, and the other player immediately gets its benefit. Items you
give to another player stay in play, and cannot go into his hand.
You may also give Items away to bribe other players – “I’ll give you
my Flaming Armor next turn if you won’t help Bob fight that dragon!”
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Post Post #115 (isolation #45) » Fri Oct 27, 2017 6:55 am

Post by TwoInAMillion »

Inferno390
Level: 2/10 Combat Level: 5 Health: 3/4 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class: Warrior Special Powers: None Location: Spiked Pit
Cards in Play:
Spoiler:
Slippery Slippers of Sliding, Sword of Slaying Everything Except Squid
Pouch: Flaming Poison Postion, Greater Potion of Insubstatiability


James Brafin
Level: 1/10 Combat Level: 1 Health: 3/4 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class: None Special Powers: None Location: Entrance
Cards in play
Spoiler:
Boots of Running Really Fast - Dirk Of Dauntlessness
Pack: Bow With Ribbons


McMenno
Level: 1/10 Combat Level: 5 Health: 5/5 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in play:
Spoiler:
Image


Animorpherv1
Level: 2/10 Combat Level: 2 Health: 4/5 Movement: 1/3 Gold: 300 Run Away: +1 Search: 0[/b]
Gender: Male Race: Elf Class Warrior Special Powers: None Location: Spiked Pit
Cards in Play:
Spoiler:
ImageImage
Wearable: Sapphire Bane Ring, Cloak of Obscurity w/ Cheat
Last edited by TwoInAMillion on Sat Oct 28, 2017 6:40 am, edited 7 times in total.
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Post Post #116 (isolation #46) » Fri Oct 27, 2017 6:56 am

Post by TwoInAMillion »

In post 71, Inferno390 wrote:I could give you a +6 with my potion. What's the monster color? Also, what's ani's power level? I'll help for one treasure and one card from ani's hand.
Ani is only required to give you one treasure but if he wants/is able to play a card from his hand and give it to you he can.
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Post Post #123 (isolation #47) » Fri Oct 27, 2017 7:28 am

Post by TwoInAMillion »

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Post Post #124 (isolation #48) » Fri Oct 27, 2017 7:31 am

Post by TwoInAMillion »

In post 119, animorpherv1 wrote:I'm also going to give inferno Intelligent, as part of the deal we made.
You can only trade items, not DxM cards. Items are cards with a gold value or cards that say "no gold value"
In post 121, animorpherv1 wrote:I'd like to play Cheat with the Cloak. I'll go North afterwards??
You cannot go north. It is a wall. You can go east or west, or back to the entrance.
In post 122, Inferno390 wrote:I can equip my sword now right? I'll do that if I can.
Yes, since you were part of the combat.
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Post Post #127 (isolation #49) » Fri Oct 27, 2017 8:04 am

Post by TwoInAMillion »

Ani moves west. Ani receives a DxM for exploring a room.

A room is revealed!
Seemingly Empty Room - All flying monsters, and all monsters with flight, get +2.

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. Combat bonus: 1d6. 1 Level 3 Treasures Slow Flying Undead Horror

Links:
North West South
Original Roll String: 3d146 (STATIC)
3 146-Sided Dice: (3, 122, 44) = 169
Last edited by TwoInAMillion on Fri Oct 27, 2017 8:10 am, edited 1 time in total.
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Post Post #128 (isolation #50) » Fri Oct 27, 2017 8:06 am

Post by TwoInAMillion »

North = Open
West = Locked
South = Open

Dungeon Map
https://docs.google.com/spreadsheets/d/ ... sp=sharing
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Post Post #130 (isolation #51) » Fri Oct 27, 2017 8:11 am

Post by TwoInAMillion »

In post 129, Inferno390 wrote:How many treasures?
Just added that, 3 treasures.
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Post Post #134 (isolation #52) » Fri Oct 27, 2017 8:17 am

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #135 (isolation #53) » Fri Oct 27, 2017 8:18 am

Post by TwoInAMillion »

Monster Color is blue, and the monster belongs to Ani. He still attacks you though.
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Post Post #138 (isolation #54) » Fri Oct 27, 2017 8:21 am

Post by TwoInAMillion »

Ani also gets a DxM for rolling a blue monster.
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Post Post #140 (isolation #55) » Fri Oct 27, 2017 8:28 am

Post by TwoInAMillion »

Also ani used one extra turn when he left the spiked pit, so this is his last move.
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Post Post #145 (isolation #56) » Fri Oct 27, 2017 8:46 am

Post by TwoInAMillion »

I'm sorry, correct me if I'm wrong, but I don't see where you get an extra die for fighting a monster of your color. You get a DxM for rolling a monster of your color and a DxM for defeating a monster of your color.
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Post Post #146 (isolation #57) » Fri Oct 27, 2017 8:46 am

Post by TwoInAMillion »

In post 144, Inferno390 wrote:No, wait, not the Potion, I'll play this Intelligent.
No takebacks.
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Post Post #148 (isolation #58) » Fri Oct 27, 2017 8:50 am

Post by TwoInAMillion »

In post 144, Inferno390 wrote:No, wait, not the Potion, I'll play this Intelligent.
You do not have Intelligent. I will pm you your hand.
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Post Post #149 (isolation #59) » Fri Oct 27, 2017 8:50 am

Post by TwoInAMillion »

In post 147, Inferno390 wrote:Darn.
He has the corresponding bane ring.

Oh right.
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Post Post #151 (isolation #60) » Fri Oct 27, 2017 8:54 am

Post by TwoInAMillion »

In post 150, Inferno390 wrote:I thought ani gave me his Intelligent card?
You can only trade items, not DxMs.
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Post Post #155 (isolation #61) » Fri Oct 27, 2017 9:00 am

Post by TwoInAMillion »

Does anyone else wish to interfere?
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Post Post #156 (isolation #62) » Fri Oct 27, 2017 9:01 am

Post by TwoInAMillion »

Curse Monster Magnetism
Play at any time. All monsters within three rooms of
the cursed munchkin move one room toward him, as long as
they can legally do so. If two room 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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Post Post #157 (isolation #63) » Fri Oct 27, 2017 9:02 am

Post by TwoInAMillion »

The Shadow Nose moves into the spiked pit.
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Post Post #159 (isolation #64) » Fri Oct 27, 2017 9:05 am

Post by TwoInAMillion »

Monster Movement Room Colors:
Spiked Pit - N(Blue) E(Orange) S(Purple) W(Red)
Seemingly Empty Room - N(Yellow) E(Blue) South(Green) W(Orange)
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Post Post #160 (isolation #65) » Fri Oct 27, 2017 9:13 am

Post by TwoInAMillion »

The combat ends. Animorpherv1 is out of movement for Turn 1. Ani has 4 cards in hand(1 treasure and 3 DxM) so he does not need to give to charity. The Cross bow is dropped in the seemingly empty room. The shadow nose does not move due to the blue movement icon not leading to another room.

It is now Inferno's turn. He has 3 movement. He is currently in the spiked pit. He immediately engages in combat with the Shadow Nose.
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Post Post #163 (isolation #66) » Fri Oct 27, 2017 9:24 am

Post by TwoInAMillion »

Sorry you are right on monster movement.

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (3) = 3
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Post Post #164 (isolation #67) » Fri Oct 27, 2017 9:25 am

Post by TwoInAMillion »

Monster movement is green. THere is no green icon for movement in the pit. The shadow nose does not move.
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Post Post #165 (isolation #68) » Fri Oct 27, 2017 9:26 am

Post by TwoInAMillion »

In post 162, Inferno390 wrote:You have to roll for monster movement. I also have 4 movement because of my Slippery Slippers of Sliding.
Correct.
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Post Post #168 (isolation #69) » Fri Oct 27, 2017 9:29 am

Post by TwoInAMillion »

I thought you only get DxM cards when rolling for the base, not monster movement.

You do get a DxM card though for starting your turn.
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Post Post #170 (isolation #70) » Fri Oct 27, 2017 9:31 am

Post by TwoInAMillion »

Monster Movement
Almost every monster can move. Check each monster. Unless a card
says otherwise, monsters ignore other monsters, and even most
munchkins (see Gotcha!, below), while they are moving.
It doesn’t matter who moves the monsters, because their movement is
controlled by the colored Monster Movement Arrows on the rooms. If an
arrow of the Monster Movement Color leads out of the room, the monster
moves that way . . . if it can!
A monster’s base color has no effect on movement.
Normally, monsters can go only through passageways or
regular doors. However, some monsters have special movement
rules (see Special Monster Movement box, above).
Check the arrows in each room a monster enters. If any of
the arrows match the Monster Movement Color, then the monster
keeps moving (see Examples of Monster Movement, p. 14).
When the arrow points to a link the monster can’t move through, or
when there is no arrow of the chosen color, the monster ends its move.
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Post Post #171 (isolation #71) » Fri Oct 27, 2017 9:32 am

Post by TwoInAMillion »

Don't see anything about a DxM for monster movement rolls
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Post Post #174 (isolation #72) » Fri Oct 27, 2017 10:42 am

Post by TwoInAMillion »

James received a DxM card.
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Post Post #175 (isolation #73) » Fri Oct 27, 2017 11:04 am

Post by TwoInAMillion »

Working on typing out the text of all cards in play:
Animorpherv:
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.

Elf(race): You get +1 to run away. You go up a level for every monster you help someone else kill.

Sapphire Bane Ring(on finger) - You roll an extra die against each
blue monster, or two extra dice against each blue monster
that is Fearsome. Magic Shiny. 300 Gold Pieces.

Cheat: This card fulfills are requirements(hands, Race, Class, sex, location, possesion 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 its
avantages and none of its disadvantages. Put this card with that item. Discard it when you lose
that item.

Cloak of Obscurity(w/ cheat) - Usable by Theif Only. +2 Bonus. Gives +1 to run away. Clothing. 600 Gold Pieces.

Curse One Hand Tied Behind Your Back - Play at any time.
The victim now has one fewer hand. However, he gets
an extra 200 gold pieces for every monster he kills, or
helps to kill, with one hand tied behind his back!
Last edited by TwoInAMillion on Fri Oct 27, 2017 12:08 pm, edited 2 times in total.
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Post Post #176 (isolation #74) » Fri Oct 27, 2017 11:16 am

Post by TwoInAMillion »

Inferno:
Sword of Slaying Everything Except Squid: Sword of Slaying Everything Except Squid - +4 Bonus.
If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you
must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.

Warrior: 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.

Slippery Slippers of Sliding: Your move is increased by 1. Take another move token.
You may ignore any and all room effects that require you to spend extra move to leave.

Greater potion of insubstatiability: Use at any time. Util the beginning of your next turn,
the target monster or munchkin may pas through any door or wall as though it were an open
passageway. Usable once only.
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Post Post #177 (isolation #75) » Fri Oct 27, 2017 11:18 am

Post by TwoInAMillion »

McMenno:
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.

Ugly Stick: +2 Bonus. Holy Club. 1 Hand. No Value.
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Post Post #178 (isolation #76) » Fri Oct 27, 2017 11:23 am

Post by TwoInAMillion »

James:
Wizard: You pass through locked and hidden doors as though they were regular doors. You may
discard up to three cards before rolling to run away. Each one gives you +1 to your roll.
d10 power: Double the combat bonus for a single magic item that you use. You may make one
attempt per combat.

Boots of Runnning Really Fast: Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.

Dirk of Dauntlessness:+2 Bonus. Roll an extra die when fighting a fearsome monster. Holy dagger.
1 Hand. 400 Gold Pieces.

Bow With Ribbons(pack): +4 Bonus. Usable by Elf only. Lets you roll an extra die against bugs.
Bow. 2 Hands. 500 gold pieces.
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Post Post #179 (isolation #77) » Fri Oct 27, 2017 11:24 am

Post by TwoInAMillion »

Dropped(in Seemingly Empty Room):
Cross Bow: +5 Bonus. Monstrous Bow. 2 Hands. 500 Gold Pieces.
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Post Post #184 (isolation #78) » Sat Oct 28, 2017 5:23 am

Post by TwoInAMillion »

James takes a hit point of damage for entering the spiked pit.

Inferno and James
Original Roll String: 2d6+8
2 6-Sided Dice: (5, 3)+8 = 16


Shadow Nose
Original Roll String: 1d6+9
1 6-Sided Dice: (1)+9 = 10
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Post Post #185 (isolation #79) » Sat Oct 28, 2017 5:24 am

Post by TwoInAMillion »

you are tied. Inferno and James may play cards/use abilities to influence the result or other players may interfere or pass.
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Post Post #190 (isolation #80) » Sat Oct 28, 2017 5:33 am

Post by TwoInAMillion »

We need to wait and see what Ani and McMenno do.
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Post Post #193 (isolation #81) » Sat Oct 28, 2017 6:38 am

Post by TwoInAMillion »

Treasures for defeating the shadow nose. Inferno advances to level 2.

Healing Potion - Use at any time to restore two hits to any living munchkin in
your living muynchkin in your room or an adjacent one. Usable once only.
Throwable magic potion. 300 gold pieces.

Monster Ade - Play during any combat. +5 to each monster in comat. Usable once only.
Throwable potion. 400 gold pieces.

Potion of Flight - Play at any time to give Flight power 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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Post Post #194 (isolation #82) » Sat Oct 28, 2017 6:41 am

Post by TwoInAMillion »

Inferno390
Level: 4/10 Combat Level: 8 Health: 3/4 Movement: 4/4 Gold: 900 Run Away: 0 Search: 0

Gender: Male Race: None Class: Warrior Special Powers: None Location: Odd Room
Cards in Play:
Spoiler:
Slippery Slippers of Sliding(equipped), Sword of Slaying Everything Except Squid(equipped)
Pouch: Potion of Flight


James Brafin
Level: 1/10 Combat Level: 1 Health: 3/4 Movement: 3/3 Gold: 300 Run Away: +1 Search: 0

Gender: Male Race: None Class: None Special Powers: None Location: Spiked Pit
Cards in play
Spoiler:
Boots of Running Really Fast - Dirk Of Dauntlessness
Pack: Bow With Ribbons, Elven Flip Flops Pouch: Healing Potion, Monster Ade


McMenno
Level: 1/10 Combat Level: 5 Health: 5/5 Movement: 3/3 Gold: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None Location: Odd Room
Cards in play:
Spoiler:
[img]Ugly Stick, Health Club


Animorpherv1
Level: 2/10 Combat Level: 4 Health: 4/5 Movement: 3/3 Gold: 300 Run Away: +1 Search: 0[/b]
Gender: Male Race: Elf Class Warrior Special Powers: None Location: Seemingly Empty Room
Cards in Play:
Spoiler:
Wearable: Sapphire Bane Ring, Cloak of Obscurity w/ Cheat


Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Card Text:
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.

Elf(race): You get +1 to run away. You go up a level for every monster you help someone else kill.

Sapphire Bane Ring(on finger) - You roll an extra die against each
blue monster, or two extra dice against each blue monster
that is Fearsome. Magic Shiny. 300 Gold Pieces.

Cheat: This card fulfills are requirements(hands, Race, Class, sex, location, possesion 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 its
avantages and none of its disadvantages. Put this card with that item. Discard it when you lose
that item.

Cloak of Obscurity(w/ cheat) - Usable by Theif Only. +2 Bonus. Gives +1 to run away. Clothing. 600 Gold Pieces.

Curse One Hand Tied Behind Your Back - Play at any time.
The victim now has one fewer hand. However, he gets
an extra 200 gold pieces for every monster he kills, or
helps to kill, with one hand tied behind his back!

Sword of Slaying Everything Except Squid: Sword of Slaying Everything Except Squid - +4 Bonus.
If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you
must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.

Warrior: 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.

Slippery Slippers of Sliding: Your move is increased by 1. Take another move token.
You may ignore any and all room effects that require you to spend extra move to leave.

Greater potion of insubstatiability: Use at any time. Util the beginning of your next turn,
the target monster or munchkin may pas through any door or wall as though it were an open
passageway. Usable once only.

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.

Ugly Stick: +2 Bonus. Holy Club. 1 Hand. No Value.

Wizard: You pass through locked and hidden doors as though they were regular doors. You may
discard up to three cards before rolling to run away. Each one gives you +1 to your roll.
d10 power: Double the combat bonus for a single magic item that you use. You may make one
attempt per combat.

Boots of Runnning Really Fast: Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.

Dirk of Dauntlessness:+2 Bonus. Roll an extra die when fighting a fearsome monster. Holy dagger.
1 Hand. 400 Gold Pieces.

Bow With Ribbons(pack): +4 Bonus. Usable by Elf only. Lets you roll an extra die against bugs.
Bow. 2 Hands. 500 gold pieces.

Cross Bow: +5 Bonus. Monstrous Bow. 2 Hands. 500 Gold Pieces.

Healing Potion - Use at any time to restore two hits to any living munchkin in
your living muynchkin in your room or an adjacent one. Usable once only.
Throwable magic potion. 300 gold pieces.

Monster Ade - Play during any combat. +5 to each monster in comat. Usable once only.
Throwable potion. 400 gold pieces.

Potion of Flight - Play at any time to give Flight power to any or all Munchkins
in the target room for the remainder of the turn. Usable once only. Throwable
magic potion. 300 gold pieces.

Elven Flip Flops - If you are elf, your move is increased by 1. Take another move token. If you are not
an elf, you may choose to have any monster treat you as an elf at any time.


Rooms:
Entrance: No Search. No monster may end it's move here.
Spiked pit: +2 search. Unless you have flight, take 1 hit point when you enter the room, and spend 1 extra move to leave. All munchkins are -1 to run away.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Odd Room: If your level is odd, this room is good for you. If your level is even, this room is bad for you.
Last edited by TwoInAMillion on Mon Oct 30, 2017 7:38 am, edited 13 times in total.
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Post Post #197 (isolation #83) » Sat Oct 28, 2017 9:44 am

Post by TwoInAMillion »

You have 4 move sorry. You cannot play items on the table face down so it has to be revealedm
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Post Post #198 (isolation #84) » Sat Oct 28, 2017 9:46 am

Post by TwoInAMillion »

Search roll
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #200 (isolation #85) » Sat Oct 28, 2017 9:47 am

Post by TwoInAMillion »

You get 300 gold and a treasure. The room is ransacked (-1 to future searches)
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Post Post #201 (isolation #86) » Sat Oct 28, 2017 9:48 am

Post by TwoInAMillion »

You accepted James help with his conditions so he gets first pick. You get the potion of flight. James gets the Monster Ade and Healing Potion. You pick up the Cross Bow. You have 2 movement left.
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Post Post #205 (isolation #87) » Sat Oct 28, 2017 10:25 am

Post by TwoInAMillion »

Inferno advances to level 3. Inferno moves south.

You explore a new room. You receive a dxm card.

Odd Room: If your level is odd, this room is good for you. If your level is even, this room is bad for you.
Room Links:
West, South
Original Roll String: 2d146
2 146-Sided Dice: (61, 101) = 162


A monster appears!

Wight Brothers: Level 13. Ignores anyone of level 3 or below. Characters above level 3 lose a level immediately when they try to run away. Move: The Wight Brothers can pass through locked and hidden doors as though they were regular doors. Bad Stuff: Lose another level and discard two cards from your hand. Combat Bonus: 1d6 Undead. 1 Level. 4 Treasures.
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Post Post #206 (isolation #88) » Sat Oct 28, 2017 10:30 am

Post by TwoInAMillion »

The west exit is a normal door and the south exit is a wall.

Elven Flip Flops - If you are elf, your move is increased by 1. Take another move token. If you are not
an elf, you may choose to have any monster treat you as an elf at any time.
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Post Post #208 (isolation #89) » Sat Oct 28, 2017 10:44 am

Post by TwoInAMillion »

fixed.
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Post Post #212 (isolation #90) » Sat Oct 28, 2017 12:36 pm

Post by TwoInAMillion »

Monster color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #213 (isolation #91) » Sat Oct 28, 2017 12:37 pm

Post by TwoInAMillion »

The monster is red. Mcmenno gets a dxm.
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Post Post #216 (isolation #92) » Sat Oct 28, 2017 12:44 pm

Post by TwoInAMillion »

Only ani and mcmenno are within range to help you. James is not within range.
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Post Post #219 (isolation #93) » Sat Oct 28, 2017 12:47 pm

Post by TwoInAMillion »

Ani has yet to post since the monster appeared.
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Post Post #223 (isolation #94) » Sat Oct 28, 2017 12:57 pm

Post by TwoInAMillion »

you get an extra die because the room "is good for you" as an odd leveled munchkin.
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Post Post #230 (isolation #95) » Sat Oct 28, 2017 1:25 pm

Post by TwoInAMillion »

He gets +3 from his level, +4 from the squid sword, and +3 from the large sword, for a total combat level of 10, plus 2 dice.

The wight brothers get 13 plus one dice.
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Post Post #232 (isolation #96) » Sat Oct 28, 2017 1:32 pm

Post by TwoInAMillion »

Unreasonably Large Sword - +3 Bonus. Not Usable by Halfling. Big Sword. 1 Hand. 500 gold pieces.
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Post Post #245 (isolation #97) » Sun Oct 29, 2017 7:33 am

Post by TwoInAMillion »

you actually get 4d6, 2d6 extra for you being in the odd room

Original Roll String: 2d6
2 6-Sided Dice: (4, 3) = 7


Whight Brothers
Original Roll String: 1d6+13
1 6-Sided Dice: (1)+13 = 14
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Post Post #247 (isolation #98) » Sun Oct 29, 2017 7:39 am

Post by TwoInAMillion »

Inferno advances to level 4. He has 1 move left.

Potion of Swiftness - Double your move for one turn.
OR get +3 to all run away attempts for one turn.
OR use when another player is in combat to move through
one extra room, regardless of room rules or monsters
present, in order to help in that combat, but only if
invited. Magic potion. 400 Gold pieces.

The Eye of Argon - You pay only one move to pass through hidden
doors. You also get +1 to search rolls. Monstrous Magic Shiny.
1000 gold pieces.

Geeky Glasses - You pay only 1 move to pass through hidden doors.
On your turn, you can move the shriecking geek one room before your
move. It will always ignore you if not attacked. Magic thingie. 400 gold pieces.


Scroll of Opening the Way - Use at any time on the room you are in, or any
adjacent room. All of that room's links to other rooms (even walls) become
open passageways. Usable once only. Magic Scroll. 300 gold pieces.
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Post Post #251 (isolation #99) » Mon Oct 30, 2017 6:12 am

Post by TwoInAMillion »

Yes, if we want to chat together any of us can set it up.
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Post Post #253 (isolation #100) » Mon Oct 30, 2017 6:25 am

Post by TwoInAMillion »

If we are all on at the same time we can meet in chat and play faster.
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Post Post #254 (isolation #101) » Mon Oct 30, 2017 7:22 am

Post by TwoInAMillion »

Search roll
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #255 (isolation #102) » Mon Oct 30, 2017 7:22 am

Post by TwoInAMillion »

Wow you are getting nice search rolls, 300 and a treasure again.
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Post Post #256 (isolation #103) » Mon Oct 30, 2017 7:35 am

Post by TwoInAMillion »

Inferno has 4 DxM and 1 Treasure so he doesn't need to give to charity. There are no monsters for monster movement.

It is now McMenno's turn. He is in the Odd Room and he has 3 movement to use.
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Post Post #258 (isolation #104) » Mon Oct 30, 2017 7:55 am

Post by TwoInAMillion »

West = Wall East = Open South = Hidden

You move West. You explore a new room. You receive a DxM for starting your turn and a DxM for exploring a room.

Treasure room
If you don't find a monster on your first search, you may spend another move and search again. If you
find a single treasure, don't place a ransacked counter. But if you find two or more at once,
then room is still looted out.

A monster appears!

Potted Plant - Level 1. Elves draw an extra treasure after defeating it. You are at +1 to run away.
Bad Stuff: In the unlikely event that you cannot escape the potted plant, lose a level. Small Lurking
Plant. 1 Level. 1 Treasure. Combat Bonus: 1d6.
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Post Post #259 (isolation #105) » Mon Oct 30, 2017 8:00 am

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #260 (isolation #106) » Mon Oct 30, 2017 8:00 am

Post by TwoInAMillion »

The monster is blue. Ani gets a DxM. You are currently defeating the potted plant 5 to 1. Do you want to ask for help or fight by yourself? Inferno is the only munchkin currently in range to help.

Correction: North = Wall West = Open South = Hidden
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Post Post #262 (isolation #107) » Mon Oct 30, 2017 8:37 am

Post by TwoInAMillion »

Wandering Monster - Play during any combat. Draw the top card from the monster deck and add it to the combat. OR move one monster from an adjacent room into the combat, as long as it can legally pass through the link.

Another monster joins the combat!

Itsy Bitsy Spider - Level 1. +2 against females. Move: The Spider can move right under doors...it treats all regular and locked doors as open passageways. Bad Stuff: It gives you an itsy bitsy bite, and you take a hit of damage! Tiny Bug. 1 Level. 1 Treasure. Combat Bonus: 1d6

It is now 2 to 5 and the monsters have 2d6 instead of 1d6 to McMenno's 1d6.
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Post Post #263 (isolation #108) » Mon Oct 30, 2017 8:38 am

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #264 (isolation #109) » Mon Oct 30, 2017 8:38 am

Post by TwoInAMillion »

The monster is blue again, and ani gets another DxM.
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Post Post #266 (isolation #110) » Mon Oct 30, 2017 8:43 am

Post by TwoInAMillion »

McMenno and I are in chat if you would like to join us.
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Post Post #269 (isolation #111) » Mon Oct 30, 2017 8:57 am

Post by TwoInAMillion »

Evidently McMenno is waiting to see if Ani is going to play anything before deciding on help.(via chat)
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Post Post #273 (isolation #112) » Mon Oct 30, 2017 11:55 am

Post by TwoInAMillion »

other players need to play or pass.
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Post Post #276 (isolation #113) » Mon Oct 30, 2017 12:26 pm

Post by TwoInAMillion »

waiting on James
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Post Post #278 (isolation #114) » Mon Oct 30, 2017 12:32 pm

Post by TwoInAMillion »

Please paste the whole card when you play a card.
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Post Post #280 (isolation #115) » Mon Oct 30, 2017 12:34 pm

Post by TwoInAMillion »

FYI an actual full copy and paste rather than a summary is preferred in the future.
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Post Post #282 (isolation #116) » Mon Oct 30, 2017 1:04 pm

Post by TwoInAMillion »

Okay, the battle is over. McMenno advances to level 3 and gets 2 treasure. He has 2 move remaining.
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Post Post #284 (isolation #117) » Tue Oct 31, 2017 5:54 am

Post by TwoInAMillion »

You get +1 to run away. Not +1 to move.
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Post Post #286 (isolation #118) » Tue Oct 31, 2017 6:11 am

Post by TwoInAMillion »

Sent.
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Post Post #289 (isolation #119) » Tue Oct 31, 2017 6:25 am

Post by TwoInAMillion »

You get 500 gold for the first search and a monster for the second search.

Gazebo - Level 8. No one can help you. You must fight the gazebo alone. You are at +1 to run away.
Bad Stuff. Take 2 hits. You may substitute lost levels for either or both of the hits, if you have levels
to burn. Huge Lurking Construct. 1 level. 2 treasures. Combat Bonus: 1d6.
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Post Post #290 (isolation #120) » Tue Oct 31, 2017 7:13 am

Post by TwoInAMillion »

You are at combat level 8 and the gazebo is at combat level 8. You each have 1 combat dice. do you want to fight or try to run?
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Post Post #292 (isolation #121) » Tue Oct 31, 2017 7:21 am

Post by TwoInAMillion »

Looks like you are winning, does anyone want to interfere?
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Post Post #293 (isolation #122) » Tue Oct 31, 2017 7:23 am

Post by TwoInAMillion »

Oh have to roll for the gazebo's color

monster color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #294 (isolation #123) » Tue Oct 31, 2017 7:24 am

Post by TwoInAMillion »

The Gazebo is red so you get an extra dxm.
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Post Post #298 (isolation #124) » Tue Oct 31, 2017 4:29 pm

Post by TwoInAMillion »

McMenno advances to level 4, he gets 2 treasure and a DxM for defeating the gazebo. It is the end of his turn. He has 8 cards(5 DxM, 3 Treasure) so he must either play cards to the table or give to charity(James) to bring his hand down to 5.
Last edited by TwoInAMillion on Tue Oct 31, 2017 5:04 pm, edited 1 time in total.
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Post Post #299 (isolation #125) » Tue Oct 31, 2017 4:32 pm

Post by TwoInAMillion »

Sorry he has 11 cards including his 3 new cards I believe.
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Post Post #300 (isolation #126) » Tue Oct 31, 2017 5:02 pm

Post by TwoInAMillion »

Inferno390
Level: 4/10 Combat Level: 8 Health: 3/4 Movement: 4/4 Gold: 900 Run Away: 0 Search: 0

Gender: Male Race: None Class: Warrior Special Powers: None Location: Odd Room
Cards in Play:
Curses: Curse! Ripped Pack/spoiler]


James Brafin
Level: 4/10 Combat Level: 1 Health: 4/5 Movement: 3/3 Gold: 300 Run Away: +1 Search: 0

Gender: Male Race: Half Dwarf Class: None Special Powers: None Location: Spiked Pit
Cards in play
Spoiler:
Pouch: Healing Potion, Monster Ade


McMenno
Level: 5/10 Combat Level: 12 Health: 5/5 Movement: 3/3 Gold: 800 Run Away: +1 Search: 0

Gender: Male Race: Elf Class None Special Powers: None Location: Treasure Room
Cards in play:
Spoiler:
Ugly Stick, Health Club, Horny Helmet
(pack)Geeky Glasses


Animorpherv1
Level: 2/10 Combat Level: 4 Health: 4/5 Movement: 3/3 Gold: 300 Run Away: +1 Search: 0[/b]
Gender: Male Race: Elf Class Warrior Special Powers: None Location: Seemingly Empty Room
Cards in Play:
Spoiler:
Wearable: Sapphire Bane Ring, Cloak of Obscurity w/ Cheat
Curse! Shoelaces Tied Together Curse! One Hand Tied Behind Your Back


Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Card Text:
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.

Elf(race): You get +1 to run away. You go up a level for every monster you help someone else kill.

Sapphire Bane Ring(on finger) - You roll an extra die against each
blue monster, or two extra dice against each blue monster
that is Fearsome. Magic Shiny. 300 Gold Pieces.

Cheat: This card fulfills are requirements(hands, Race, Class, sex, location, possesion 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 its
avantages and none of its disadvantages. Put this card with that item. Discard it when you lose
that item.

Cloak of Obscurity(w/ cheat) - Usable by Theif Only. +2 Bonus. Gives +1 to run away. Clothing. 600 Gold Pieces.

Curse One Hand Tied Behind Your Back - Play at any time.
The victim now has one fewer hand. However, he gets
an extra 200 gold pieces for every monster he kills, or
helps to kill, with one hand tied behind his back!

Sword of Slaying Everything Except Squid: Sword of Slaying Everything Except Squid - +4 Bonus.
If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you
must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.

Warrior: 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.

Slippery Slippers of Sliding: Your move is increased by 1. Take another move token.
You may ignore any and all room effects that require you to spend extra move to leave.

Greater potion of insubstatiability: Use at any time. Util the beginning of your next turn,
the target monster or munchkin may pas through any door or wall as though it were an open
passageway. Usable once only.

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.

Ugly Stick: +2 Bonus. Holy Club. 1 Hand. No Value.

Wizard: You pass through locked and hidden doors as though they were regular doors. You may
discard up to three cards before rolling to run away. Each one gives you +1 to your roll.
d10 power: Double the combat bonus for a single magic item that you use. You may make one
attempt per combat.

Boots of Runnning Really Fast: Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.

Dirk of Dauntlessness:+2 Bonus. Roll an extra die when fighting a fearsome monster. Holy dagger.
1 Hand. 400 Gold Pieces.

Bow With Ribbons(pack): +4 Bonus. Usable by Elf only. Lets you roll an extra die against bugs.
Bow. 2 Hands. 500 gold pieces.

Cross Bow: +5 Bonus. Monstrous Bow. 2 Hands. 500 Gold Pieces.

Healing Potion - Use at any time to restore two hits to any living munchkin in
your living muynchkin in your room or an adjacent one. Usable once only.
Throwable magic potion. 300 gold pieces.

Monster Ade - Play during any combat. +5 to each monster in comat. Usable once only.
Throwable potion. 400 gold pieces.

Potion of Flight - Play at any time to give Flight power to any or all Munchkins
in the target room for the remainder of the turn. Usable once only. Throwable
magic potion. 300 gold pieces.

Elven Flip Flops - If you are elf, your move is increased by 1. Take another move token. If you are not
an elf, you may choose to have any monster treat you as an elf at any time.

Horny Helmet - +1 Bonus(+3 for elves). Headgear. 400 gold pieces.

Geeky Glasses - You pay only 1 move to pass through hidden doors.
On your turn, you can move the shriecking geek one room before your
move. It will always ignore you if not attacked. Magic thingie. 400 gold pieces.

Potion of Swiftness - Double your move for one turn.
OR get +3 to all run away attempts for one turn.
OR use when another player is in combat to move through
one extra room, regardless of room rules or monsters
present, in order to help in that combat, but only if
invited. Magic potion. 400 Gold pieces.

The Eye of Argon - You pay only one move to pass through hidden
doors. You also get +1 to search rolls. Monstrous Magic Shiny.
1000 gold pieces.

Scroll of Opening the Way - Use at any time on the room you are in, or any
adjacent room. All of that room's links to other rooms (even walls) become
open passageways. Usable once only. Magic Scroll. 300 gold pieces.

The Master Key - You pay only 1 move to pass through
locked doors. Thingie. 500 gold pieces.

Amulet of Dexterity - Gives you one extra hand. Magic Shiny. -1 Hand. 800 gold pieces.

Curse! Ripped pack - Play at any time. The victim drops everything in his pack. If it is his turn, he may not pick anything up until his next turn.

Curse! Shoelaces tied together - Play at any time. The victim loses one Move token immediately, and does not get it back until the Curse is removed. Keep this card as a reminder until the Curse is removed; then discard it.

Dwarf(race) - You get one extra health marker. Discard a red health marker if you stop being a dwarf. You pass through hidden doors as though they were regular doors. You can carry any number of big items without affecting your move.


Rooms:
Entrance: No Search. No monster may end it's move here.
Spiked pit: +2 search. Unless you have flight, take 1 hit point when you enter the room, and spend 1 extra move to leave. All munchkins are -1 to run away.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Odd Room: If your level is odd, this room is good for you. If your level is even, this room is bad for you.
Treasure room: If you don't find a monster on your first search, you may spend another move and search again. If you find a single treasure, don't place a ransacked counter. But if you find two or more at once, then room is still looted out.
Last edited by TwoInAMillion on Thu Nov 02, 2017 1:00 pm, edited 8 times in total.
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Post Post #302 (isolation #127) » Wed Nov 01, 2017 5:35 am

Post by TwoInAMillion »

So I assume you are using 300 of your own gold so you have 1000 gold for a level?

I am showing you still have 7 cards, and you need to get your hand down to 5.

James' Dirk of Dauntlessness is discarded. All of Inferno's items(Slippery Slippers of Sliding, Sword of Slaying Everything Except Squid
Potion of Flight, Potion of Swiftness, scroll of opening the way and Eye of Aragon) are dropped, and he cannot pick them up until his next turn.
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Post Post #304 (isolation #128) » Wed Nov 01, 2017 10:33 am

Post by TwoInAMillion »

Who are u using the curse on
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Post Post #307 (isolation #129) » Wed Nov 01, 2017 11:23 am

Post by TwoInAMillion »

There is no monster move.

It is now James turn. He gets a dxm and has 3 move.
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Post Post #308 (isolation #130) » Thu Nov 02, 2017 9:33 am

Post by TwoInAMillion »

Prodding James.
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Post Post #310 (isolation #131) » Thu Nov 02, 2017 12:32 pm

Post by TwoInAMillion »

Yes, you would just barely have enough(1 to leave spiked pit, 1 to enter Seemingly Empty Room, 1 to enter Odd room, and 1 to search.)
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Post Post #311 (isolation #132) » Thu Nov 02, 2017 12:38 pm

Post by TwoInAMillion »

by the way you get the Dwarf card for Charity.
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Post Post #313 (isolation #133) » Thu Nov 02, 2017 12:46 pm

Post by TwoInAMillion »

You mean half breed? Okay you are a half-dwarf.
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Post Post #316 (isolation #134) » Thu Nov 02, 2017 12:50 pm

Post by TwoInAMillion »

So you are keeping the Eye of Argon?
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Post Post #317 (isolation #135) » Thu Nov 02, 2017 12:55 pm

Post by TwoInAMillion »

Boots of Running 500
Sword of Slaying 500
Potion of Flight 300
Potion of Swiftness 400
Scroll of Opening the Way 300
Bow With Ribbons 500
Elven Flip Flops 500

That's exactly 3000 gold for 3 levels.
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Post Post #319 (isolation #136) » Thu Nov 02, 2017 1:25 pm

Post by TwoInAMillion »

Okay, the eye doesn't apply to this search though.

Original Roll String: 1d6-1
1 6-Sided Dice: (6)-1 = 5
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Post Post #321 (isolation #137) » Thu Nov 02, 2017 1:29 pm

Post by TwoInAMillion »

You search the room and find a monster!

Geletinous Octahedron - Level 8 - When this monster enters a room with dropped items, it picks them up. Move the treasure marker with the monster. If it is killed, the loot it was carrying is added to its normal treasure. Bad Stuff: Take a hit of damage. Combat Dice: 1d6 Huge Slow Slimy Goo. 1 Level. 2 Treasures.

Do you want to ask for help or fight it alone?
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Post Post #322 (isolation #138) » Thu Nov 02, 2017 1:30 pm

Post by TwoInAMillion »

In post 320, Inferno390 wrote:Wait, I thought that was MY Ripped Pack!
He played the curse on you, so its effects apply to you.
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Post Post #323 (isolation #139) » Thu Nov 02, 2017 1:31 pm

Post by TwoInAMillion »

Oh wait, sorry James.

Only the items that are in his pack are dropped, not everything.
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Post Post #324 (isolation #140) » Thu Nov 02, 2017 1:33 pm

Post by TwoInAMillion »

So that would be only the Eye of Argon. Not the other items. So you would still be at level 1 unless you want to sell the eye.
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Post Post #326 (isolation #141) » Thu Nov 02, 2017 1:48 pm

Post by TwoInAMillion »

I'm going out tonight to see Thor. I will check this in the morning.
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Post Post #327 (isolation #142) » Fri Nov 03, 2017 7:48 am

Post by TwoInAMillion »

McMenno, I don't show ever giving you ripped pack.
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Post Post #329 (isolation #143) » Fri Nov 03, 2017 8:04 am

Post by TwoInAMillion »

I made a mistake in sending out the opening hands and sent the same cards to two people....this should be what the opening hands were.Animorpherv
DXM (unrevealed) - Warrior A - Cheat C - Elf B
Treasure Potion of Strength - Sapphire Bane Ring - Freezing Explosive Potion - Cross Bow

Inferno
DXM Warrior B - Curse One Hand - Curse Ripped Pack - (unrevealed)
Treasure Ugly Stick - Health Club - Blink Potion - Short Wide Armor

McMenno
DXM Curse Shoelaces tied - Curse Hole In Pocket - (unrevealed) - Halfling C
Treasure Great Potion of Insub - Flaming Poison Potion - Elven Flip Flops - Slippery Slippers

James
DXM Half Breed - (unrevealed) - Wandering Monster- (unrevealed)
Treasure Bow With Ribbons - Boots of Running - Cheese Grater - Dirk of Dauntlessness

So we are going to have to work with what the opening hands should have been and move forward, or start over from scratch. My apologies.

In order to move forward with the mistake, we need everyone to agree.
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Post Post #331 (isolation #144) » Fri Nov 03, 2017 10:49 am

Post by TwoInAMillion »

Okay, if everyone could pm me what they have as their current hand I will see if there is a reasonable way to continue.
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Post Post #333 (isolation #145) » Fri Nov 03, 2017 11:05 am

Post by TwoInAMillion »

You don't what, have your current hand?
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Post Post #334 (isolation #146) » Sat Nov 04, 2017 8:09 am

Post by TwoInAMillion »

James, knowing that there is only the eye of argon that was dropped, did you still want to go after it or do something else?
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Post Post #336 (isolation #147) » Mon Nov 06, 2017 4:14 pm

Post by TwoInAMillion »

Apparently James is dropping out due to time constraints. Given the mixup at the beginning of the game, would you three be opposed to start over with a new fourth player?
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Post Post #338 (isolation #148) » Mon Nov 06, 2017 4:16 pm

Post by TwoInAMillion »

Okay sorry to hear that. Still willing to do this with two new players if people want to.
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Post Post #341 (isolation #149) » Tue Nov 07, 2017 8:25 am

Post by TwoInAMillion »

Cool just need one new player then.
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Post Post #342 (isolation #150) » Wed Nov 08, 2017 7:43 pm

Post by TwoInAMillion »

Still need one more player(assuming Animorpherv1 is playing).
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Post Post #344 (isolation #151) » Thu Nov 09, 2017 9:46 am

Post by TwoInAMillion »

I'll give it a week, if we don't get a 4th player we can play 3 player.
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Post Post #345 (isolation #152) » Thu Nov 09, 2017 12:46 pm

Post by TwoInAMillion »

Assemblertwos is replacing in. Will try and restart tonight.
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Post Post #346 (isolation #153) » Thu Nov 09, 2017 1:16 pm

Post by TwoInAMillion »

This is the turn order for the new game:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble

if you want to pick a color on a first come first serve basis you can, or I can choose one randomly for you when everyone is done choosing. Also you may play cards now(race, class, items, etc) before game movement begins.

You all begin in the Entrance. All exits for the entrance are open passageways.

Entrance - No monster may end it's move here. No search.

Please give all players a chance to play cards and choose a color before moving.
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Post Post #348 (isolation #154) » Thu Nov 09, 2017 5:22 pm

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: 3 Health: 4/4 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: 3 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 Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 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]


Rooms:
Entrance - No monster may end its move here. No Search.
Last edited by TwoInAMillion on Fri Nov 10, 2017 8:10 am, edited 11 times in total.
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Post Post #350 (isolation #155) » 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 #354 (isolation #156) » 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 #356 (isolation #157) » 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 (isolation #158) » 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 (isolation #159) » Fri Nov 10, 2017 8:17 am

Post by TwoInAMillion »

Charles gets a DxM for starting his turn.
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Post Post #360 (isolation #160) » 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 (isolation #161) » 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 #364 (isolation #162) » 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 (isolation #163) » 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 (isolation #164) » 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 (isolation #165) » Fri Nov 10, 2017 9:22 am

Post by TwoInAMillion »

The squirrel is green. Ani gets a DxM.
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Post Post #370 (isolation #166) » Fri Nov 10, 2017 10:58 am

Post by TwoInAMillion »

waiting on assemble.
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Post Post #372 (isolation #167) » 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 (isolation #168) » 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 #375 (isolation #169) » Fri Nov 10, 2017 12:58 pm

Post by TwoInAMillion »

Yes, since you did not succeed in running away.
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Post Post #377 (isolation #170) » Fri Nov 10, 2017 1:15 pm

Post by TwoInAMillion »

Yes, you can try to fight him again. Fighting does not cost any movment.
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Post Post #379 (isolation #171) » Fri Nov 10, 2017 1:28 pm

Post by TwoInAMillion »

Charles
Original Roll String: 1d6+3
1 6-Sided Dice: (2)+3 = 5


Squirrel
Original Roll String: 1d6+3
1 6-Sided Dice: (5)+3 = 8
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Post Post #380 (isolation #172) » Fri Nov 10, 2017 1:28 pm

Post by TwoInAMillion »

Looks like you lose again, and take another hit point.
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Post Post #382 (isolation #173) » Fri Nov 10, 2017 1:31 pm

Post by TwoInAMillion »

unless you run away
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #383 (isolation #174) » Fri Nov 10, 2017 1:32 pm

Post by TwoInAMillion »

You succeed in running away to the Entrance. You do not take a second hit point. The squirrel is still in the gym.
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Post Post #385 (isolation #175) » Fri Nov 10, 2017 1:52 pm

Post by TwoInAMillion »

You can only trade items, not DxM cards, unless you are giving to charity.
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Post Post #387 (isolation #176) » Fri Nov 10, 2017 2:04 pm

Post by TwoInAMillion »

Ok second move.

Charles
Original Roll String: 1d6+3
1 6-Sided Dice: (2)+3 = 5


Squirrel
Original Roll String: 1d6+3
1 6-Sided Dice: (4)+3 = 7
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Post Post #388 (isolation #177) » Fri Nov 10, 2017 2:05 pm

Post by TwoInAMillion »

Does anyone want to interfere? Play or pass.
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Post Post #391 (isolation #178) » Sat Nov 11, 2017 8:24 am

Post by TwoInAMillion »

Any more interference?
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Post Post #393 (isolation #179) » Sat Nov 11, 2017 10:04 am

Post by TwoInAMillion »

waiting for assemble.
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Post Post #395 (isolation #180) » Sat Nov 11, 2017 12:20 pm

Post by TwoInAMillion »

Charles tries to run away yet again...


Run Away
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #396 (isolation #181) » Sat Nov 11, 2017 12:22 pm

Post by TwoInAMillion »

Charles fails to run away. Charles takes one hit and has 2 hit points left. Charles is still in the Gym and has 1 move left.
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Post Post #398 (isolation #182) » Sat Nov 11, 2017 2:14 pm

Post by TwoInAMillion »

true
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Post Post #400 (isolation #183) » Sat Nov 11, 2017 3:29 pm

Post by TwoInAMillion »

Charles hand has 5 cards and he does not need to give to charity. The psycho squirrel cannot move because it can not move into the entrance as per the entrance's text. McMenno's turn, he gets a DxM for starting his turn.

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: 2/10 Combat Level: 10 Health: 5/5 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class None Special Powers: None Location: War Room
Cards in Hand: DXM: 8 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.

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.

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.

Amazon(yellow) - Level 9 - Ignores females, and will even let them search or make
Deals while she is in the room. +4 against males. Bad Stuff - Males -
Your butt has been kicked by a woman. Your macho munchkin pride is lost.
Lose your class. If you have no Class, lose two levels. Females - You
have betrayed the sisterhood! Take two hits. Combat bonus: 1d6. 1 Level.
3 Treasures.


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Mon Nov 13, 2017 11:13 am, edited 8 times in total.
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Post Post #402 (isolation #184) » Sat Nov 11, 2017 4:30 pm

Post by TwoInAMillion »

okay, did not realise that, my bad.
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Post Post #405 (isolation #185) » Sun Nov 12, 2017 7:42 am

Post by TwoInAMillion »

You go east. You get a DxM for exploring a room.

Exits:
North, East, South
Original Roll String: 3d146
3 146-Sided Dice: (80, 7, 111) = 198


You explore a room:
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.

A monster appears!

Amazon - Level 9 - Ignores females, and will even let them search or make
Deals while she is in the room. +4 against males. Bad Stuff - Males -
Your butt has been kicked by a woman. Your macho munchkin pride is lost.
Lose your class. If you have no Class, lose two levels. Females - You
have betrayed the sisterhood! Take two hits. Combat bonus: 1d6. 1 Level.
3 Treasures.

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


Combat begins. Do you want to fight by yourself or ask for help?
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Post Post #406 (isolation #186) » Sun Nov 12, 2017 7:45 am

Post by TwoInAMillion »

Exits: North = Wall, East = Open Passageway South = Normal Door

The Monster is Yellow. McMenno gets a DxM card.
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Post Post #408 (isolation #187) » Sun Nov 12, 2017 8:08 am

Post by TwoInAMillion »

Keep in mind the +4 Bonus applies for each male.
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Post Post #410 (isolation #188) » Sun Nov 12, 2017 9:01 am

Post by TwoInAMillion »

Looks like I was wrong again. You are correct.
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Post Post #413 (isolation #189) » Sun Nov 12, 2017 1:55 pm

Post by TwoInAMillion »

Monster Movement
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #414 (isolation #190) » Sun Nov 12, 2017 1:55 pm

Post by TwoInAMillion »

Assemble gets a dxm card.
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Post Post #416 (isolation #191) » Sun Nov 12, 2017 2:18 pm

Post by TwoInAMillion »

Each Weapon used in this room gives an extra +2.
So, yep.
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Post Post #419 (isolation #192) » Sun Nov 12, 2017 3:04 pm

Post by TwoInAMillion »

Assemble moves into the War Room to help fight.

Amazon
Original Roll String: 1d6+13
1 6-Sided Dice: (3)+13 = 16


McMenno
Original Roll String: 1d6+12
1 6-Sided Dice: (5)+12 = 17


Assemble
Original Roll String: 1d6+6
1 6-Sided Dice: (1)+6 = 7
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Post Post #420 (isolation #193) » Sun Nov 12, 2017 3:04 pm

Post by TwoInAMillion »

The Munchkins win 25 to 19. Does anyone want to interfere?
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Post Post #424 (isolation #194) » Sun Nov 12, 2017 3:30 pm

Post by TwoInAMillion »

Assemble dice 2
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #426 (isolation #195) » Sun Nov 12, 2017 3:34 pm

Post by TwoInAMillion »

He's a warrior in the war room.
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Post Post #428 (isolation #196) » Sun Nov 12, 2017 3:51 pm

Post by TwoInAMillion »

Ok in the future if you want to interefere in your own fight, you need to let me know by pm ahead of time or in thread before the other non-fighters respond.

Treasures for winning. Assemble gets first pick, McMenno gets the other two.

Horny Helmet +1 Bonus(+3 for Elves). Headgear. 400 Gold Pieces.

Scroll of Opening the Way - Use at any time on the room you are in, or any adjacent
room. All of that rooms links(even walls) become open passageways. Usable
once only. Magic Scroll. 300 gold pieces.

The Eye Of Argon - You pay only 1 move to pass through hidden doors. You also
get +1 to search rolls. Monstrous Magic Shiny. 1000 gold pieces.
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Post Post #430 (isolation #197) » Mon Nov 13, 2017 10:42 am

Post by TwoInAMillion »

that means mcmenno gets the other two and its his second move.
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Post Post #432 (isolation #198) » Mon Nov 13, 2017 10:55 am

Post by TwoInAMillion »

You go south. You get a dxm for exploring a room.

Exits
West, East, South
Original Roll String: 3d146
3 146-Sided Dice: (63, 2, 130) = 195


You explore a room.

Kitchen - Bonus: Halfling Restore 1 Health for each monster you kill in this room, or 2 Health if you have a
flaming item to help cook it.

A monster appears!

Plushy Skull - 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.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


Do you want to fight alone or ask for help?
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Post Post #433 (isolation #199) » Mon Nov 13, 2017 10:57 am

Post by TwoInAMillion »

West = Locked Door East = Open Passageway South = Open Passageway

The monster is yellow. McMenno gets a DxM card.

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