Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #400 (ISO) » 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 #401 (ISO) » Sat Nov 11, 2017 4:28 pm

Post by Charles510 »

Have we been playing correctly according to the run away rules? Here's a quote from the rulebook:
Rolling to Run Away
Running Away does not cost any Move. All you have to do is roll
one six-sided die, and be lucky.
If you roll a 5 or above, you dodge the Bad Stuff.
If you fail your roll, you were too slow. The monster does Bad
Stuff to you as described on its card. If NONE of the Bad Stuff can
apply to you, take another hit! For instance, if the only Bad Stuff is
“Lose your Headgear,” and you have no Headgear, take a hit.
Either way, if you survive, you go through the chosen link and into
the next room.
If the Bad Stuff takes your last hit, you die in the room
with the monster (see p. 8).
It seems to me that even if you fail the run away roll you still end up in the next room instead of staying in the room with the monster.
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Post Post #402 (ISO) » Sat Nov 11, 2017 4:30 pm

Post by TwoInAMillion »

okay, did not realise that, my bad.
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Post Post #403 (ISO) » Sat Nov 11, 2017 4:34 pm

Post by Charles510 »

It was ok for my turn. I used 3 moves to move into the gym 3 times and fight the squirrel 3 times and ended up back in the entrance.
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Post Post #404 (ISO) » Sun Nov 12, 2017 1:19 am

Post by McMenno »

go east
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Post Post #405 (ISO) » 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 (ISO) » 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 #407 (ISO) » Sun Nov 12, 2017 8:06 am

Post by McMenno »

Taking offers
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Post Post #408 (ISO) » 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 #409 (ISO) » Sun Nov 12, 2017 9:00 am

Post by Charles510 »

Helpers in Combat

When someone helps you, add his Level, dice, and combat bonus- es to yours. Your helper rolls his own dice and may use his own cards and abilities to modify them.

Your helper has all his normal abilities. For instance, if a Cleric helps you against Undead, he’ll roll an extra die. If the room is good for your helper, he rolls an extra die – and if it’s bad for him, he rolls one fewer die.

The special bonuses and penalties on a Monster card also apply to your helper. So if you are facing the Plutonium Dragon and a Halfling helps you, the dragon gets a +3 bonus (unless you, too, are a Halfling, because the
monster’s bonuses only count once even if they apply to both characters
). Likewise, if two Elves fight a monster that has a penalty against Elves, it only gets that penalty once.
So that +4 bonus would only be added once even if both characters are male, right?
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Post Post #410 (ISO) » 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 #411 (ISO) » Sun Nov 12, 2017 1:44 pm

Post by Charles510 »

If I were to help, it would be:
Amazon : Level 9 + 4 for male = 1d6+13

McMenno: 1d6 + 8
Charles: 1d6 + 3.
Room bonus: only works for warrior class, right?

so 1d6+13 vs 2d6+11
Is my math right?

Pretty risky, I'd do it for three treasures, but you would have much better luck if Assemblerotws helped you because he is a warrior.
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Post Post #412 (ISO) » Sun Nov 12, 2017 1:53 pm

Post by Charles510 »

After each player’s turn is a Monster Turn.
The player who just finished histurn rollsthe Monster Die. The color
rolled is the Monster Movement Color for the turn. The die must always
be rolled, even if there are no monsters to move, because of the . . .
DxM Draw
If the Monster Movement Color matches a player’s color, that
player immediately draws a DxM card.
Did we roll the color for monster movement? Someone is supposed to get another DxM card.
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Post Post #413 (ISO) » 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 (ISO) » Sun Nov 12, 2017 1:55 pm

Post by TwoInAMillion »

Assemble gets a dxm card.
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Post Post #415 (ISO) » Sun Nov 12, 2017 2:16 pm

Post by McMenno »

Does the war room mean that my weapon gets an additional +2?
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Post Post #416 (ISO) » 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 #417 (ISO) » Sun Nov 12, 2017 2:41 pm

Post by Assemblerotws »

I'll help for one treasure of my choice.
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Check my wiki for my meta.
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"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
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Post Post #418 (ISO) » Sun Nov 12, 2017 2:59 pm

Post by McMenno »

Sure
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Post Post #419 (ISO) » 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 (ISO) » 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 #421 (ISO) » Sun Nov 12, 2017 3:11 pm

Post by animorpherv1 »

pass
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Post Post #422 (ISO) » Sun Nov 12, 2017 3:13 pm

Post by McMenno »

Pass
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Post Post #423 (ISO) » Sun Nov 12, 2017 3:14 pm

Post by McMenno »

Assemble rolls two dice btw
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Post Post #424 (ISO) » 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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