Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #425 (ISO) » Sun Nov 12, 2017 3:33 pm

Post by Charles510 »

How does Assemble roll two dice?
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Post Post #426 (ISO) » Sun Nov 12, 2017 3:34 pm

Post by TwoInAMillion »

He's a warrior in the war room.
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Post Post #427 (ISO) » Sun Nov 12, 2017 3:45 pm

Post by Charles510 »

ok, no interference
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Post Post #428 (ISO) » 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 #429 (ISO) » Mon Nov 13, 2017 10:39 am

Post by Assemblerotws »

I take the Eye of Argon and play it.
Show
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #430 (ISO) » 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 #431 (ISO) » Mon Nov 13, 2017 10:45 am

Post by McMenno »

Put on the helmet

go south
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Post Post #432 (ISO) » 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 (ISO) » 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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Post Post #434 (ISO) » Mon Nov 13, 2017 11:05 am

Post by McMenno »

I'll take my chances lol
Original Roll String: 1d6+9
1 6-Sided Dice: (3)+9 = 12

Original Roll String: 1d6+3
1 6-Sided Dice: (3)+3 = 6
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Post Post #435 (ISO) » Mon Nov 13, 2017 11:06 am

Post by TwoInAMillion »

anyone interfering?
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Post Post #436 (ISO) » Mon Nov 13, 2017 11:13 am

Post by Charles510 »

I play the wandering monster card.

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 that link.
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Post Post #437 (ISO) » Mon Nov 13, 2017 11:14 am

Post by McMenno »

ohshit
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Post Post #438 (ISO) » Mon Nov 13, 2017 11:23 am

Post by TwoInAMillion »

Another monster appears!

Overbear - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over Level 5, lose a level. And if you have no armor, take another hit. Bonus: 1d6 Beast. 1 Level. 4 Treasures.
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Post Post #439 (ISO) » Mon Nov 13, 2017 11:27 am

Post by McMenno »

what the fuck

I am now taking offers
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Post Post #440 (ISO) » Mon Nov 13, 2017 11:32 am

Post by TwoInAMillion »

Over Bear color
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
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Post Post #441 (ISO) » Mon Nov 13, 2017 11:32 am

Post by TwoInAMillion »

Over Bear Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #442 (ISO) » Mon Nov 13, 2017 11:33 am

Post by TwoInAMillion »

Over Bear is red and Assemble gets a DxM.
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Post Post #443 (ISO) » Mon Nov 13, 2017 11:38 am

Post by Charles510 »

How does interference and helping work after the dice have been rolled? Can you ask for help after the dice have been rolled? Can you interfere after the dice have been rolled?
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Post Post #444 (ISO) » Mon Nov 13, 2017 11:46 am

Post by Charles510 »

If the combat is happening on your turn, you are the “main player.”
You are the one who initiates the die rolling, either because you are satisfied
with the odds or because you know you can’t improve them. Before
you roll, you must say “I’m rolling,” and wait a reasonable time, defined
as about 2.6 seconds, for anyone else to speak up. Someone may play a
Curse card on you, or use a special power (see Help and Interference, p.
10), just as you are about to roll, and you will realize that you can’t win.
If you cannot kill the monster, you can still ask for help (see p. 10), or play
more cards, before you roll.
It looks like help and interference should be happening before the roll, not after.
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Post Post #445 (ISO) » Mon Nov 13, 2017 11:48 am

Post by TwoInAMillion »

But the over bears roll hasn't happened yet
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Post Post #446 (ISO) » Mon Nov 13, 2017 11:51 am

Post by TwoInAMillion »

It does say "before you roll" so I'll interpret that to mean if the player has rolled he can't ask for help anymore.
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Post Post #447 (ISO) » Mon Nov 13, 2017 11:52 am

Post by TwoInAMillion »

Over bear
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #448 (ISO) » Mon Nov 13, 2017 11:52 am

Post by TwoInAMillion »

So it is 20 to 12 for the monsters, any interference?
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Post Post #449 (ISO) » Mon Nov 13, 2017 11:54 am

Post by TwoInAMillion »

Actually 20 to 13 because McMenno went up to level 2.
Locked

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