Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #435 (isolation #200) » Mon Nov 13, 2017 11:06 am

Post by TwoInAMillion »

anyone interfering?
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Post Post #438 (isolation #201) » 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 #440 (isolation #202) » 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 (isolation #203) » 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 (isolation #204) » 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 #445 (isolation #205) » 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 (isolation #206) » 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 (isolation #207) » 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 (isolation #208) » 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 (isolation #209) » Mon Nov 13, 2017 11:54 am

Post by TwoInAMillion »

Actually 20 to 13 because McMenno went up to level 2.
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Post Post #451 (isolation #210) » Mon Nov 13, 2017 11:57 am

Post by TwoInAMillion »

Wandering Monster says "play during any combat" and it is still during combat.
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Post Post #452 (isolation #211) » Mon Nov 13, 2017 11:59 am

Post by TwoInAMillion »

when the rulebook disagrees with a card or room, follow the card
or room.
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Post Post #453 (isolation #212) » Mon Nov 13, 2017 12:02 pm

Post by TwoInAMillion »

So my interpretation is that Wandering Monster may be played, and McMenno may not ask for help because he already rolled.
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Post Post #456 (isolation #213) » Mon Nov 13, 2017 12:18 pm

Post by TwoInAMillion »

You don't have a choice on weather to use an equipped item. If the item is equipped, you are using it, regardless on if it is magic or not.

Also, running away is part of combat. So as per the rules, if a card says "play during any combat", then it can be played at any time during the combat phase, up until the monster is either defeated, or the munchkins have ran away.
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Post Post #458 (isolation #214) » Mon Nov 13, 2017 12:22 pm

Post by TwoInAMillion »

Correct, it will say on the card.
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Post Post #461 (isolation #215) » Mon Nov 13, 2017 4:09 pm

Post by TwoInAMillion »

Waiting on Ani.
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Post Post #463 (isolation #216) » Tue Nov 14, 2017 4:17 am

Post by TwoInAMillion »

Races and classes can be played at any time. Other cards are as per card text.
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Post Post #464 (isolation #217) » Tue Nov 14, 2017 4:24 am

Post by TwoInAMillion »

Items – Playing Them
Any Item card may be played to the table as soon as you get it, or at
any time during your own turn except during combat.
Items – Using Them
Any one-shot (“usable once only”) card can be played during any combat,
whether you have it in your hand or in play.
Other Items cannot be used unless they are in play. If it’s your turn and
you are not in combat, you can play them and use them immediately. If you
are helping someone, or fighting out of turn for some reason, you cannot
put new Items into play.
Deus ex Munchkin Cards
You may play a DxM card at any time, unless the card says otherwise.
Most DxMs are used only once and discarded.
Some exceptions:
Classes and Races
These cards may be played to the table as soon as they are acquired, or
at any time thereafter, but you may only have one Class and one Race
unless you are a Half-Breed or Super Munchkin (below). You may discard
a Class or Race at any time.
Half-Breed and Super Munchkin
These cards let you have, respectively, two Races and two Classes.
You can play Half-Breed any time you have one Race in play. You are
now half that Race and half human. You have all the advantages of the
non-human Race, and none of the disadvantages. So, for instance, a halfElf
benefits from a green Elf icon, but ignores a red one!
You may add a second Race at the same time or later, as long as you
still have Half-Breed out. If you have two different Race cards in play,
you are now (for instance) half Elf and half Dwarf, with all the advantages
and disadvantages of both.
You lose Half-Breed assoon as you have no Race card in play, but you
may deliberately discard a Race and immediately substitute another from
your hand, becoming (for instance) half Elf instead of half Dwarf.
Super Munchkin works exactly the same way, for Classes. You can
be (for instance) a super-Warrior, with all of the advantages of a Warrior
and none of the disadvantages. Or you can be (for instance) both a Warrior
and a Wizard, with all the advantages and disadvantages of each class.
Monster Enhancers and Extra Monsters
Cards that give bonuses to monsters are “monster enhancers.”
Enhancers may be played at any time. Most enhancers raise the level of
monsters, but some (for instance, Baby) lower the level. Wandering
Monster and Mate bring another monster to join a battle.
All enhancers add together. If there are multiple monsters in the fight,
the player who plays the enhancer must choose which one it applies to.
18 Glossary
If a monster survives the combat, keep its enhancer cards with it. A
Humongous Fungus, for instance, remains Humongous until it is killed
or removed from play.
Timing
Cards always take effect in the order they are played.
“Any Time” If a card can be used at “any time,” this means:
During your turn, you can literally use it at any time. If you have Blink
Potion, for instance, you may use it before rolling the dice in a combat, and
escape unharmed even if the monster was sure to defeat you.
During someone else’s turn, you may say “Stop!” at any moment and
use the card, but you may notsay “Before you do that, I’m going to use this
card . . .” unless the card specifically says that it can reverse an action that
has already been announced. For instance, if someone picks up his
munchkin and movesit into your room, you may notsay that you are using
Summon Wall to stop his move. You would have to say “Stop!” before he
moved.
Curses
These are our very favorite “Any Time” cards. A Curse may be played
on ANY player at ANY time, unless the card says otherwise. Reducing
someone’s abilities while he’s in combat is a lot of fun.
A Curse affects its victim immediately and is discarded. Exceptions:
● By discarding a Wishing Ring, you can cancel any Curse before it
takes effect.
● A Cleric’s d10 power can avert a Curse.
● If a Curse gives a penalty “on your next fight” and you are in combat,
it countsimmediately. Otherwise, keep the card until your next fight as
a reminder.
● If a Curse changes a stat like Move, keep the card until you become
uncursed.
If a Curse can apply to more than one Item, the victim decides which
Item is lost or cursed unless the card states otherwise.
If a Curse applies to something you don’t have, ignore it. For instance,
if you are given ArmorTurnsto Pudding and you are not wearing
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Post Post #467 (isolation #218) » Tue Nov 14, 2017 7:32 am

Post by TwoInAMillion »

It was 20 to 13 Monsters +6 for you makes it 20 to 19 monsters correct?
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Post Post #469 (isolation #219) » Tue Nov 14, 2017 8:05 am

Post by TwoInAMillion »

Ah yes, any interference?
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Post Post #472 (isolation #220) » Tue Nov 14, 2017 11:49 am

Post by TwoInAMillion »

Any more interference? 30 to 21 for the monsters now.
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Post Post #476 (isolation #221) » Wed Nov 15, 2017 8:54 am

Post by TwoInAMillion »

Waiting on assemble.
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Post Post #478 (isolation #222) » Wed Nov 15, 2017 9:22 am

Post by TwoInAMillion »

Looks like no one is helping McMenno, want to try to run away?
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Post Post #481 (isolation #223) » Wed Nov 15, 2017 9:37 am

Post by TwoInAMillion »

If you were fighting more than one monster (see Multiple Monsters,
p. 9), you roll separately to Run Away from each one, in any order you
choose. You might dodge one monster’s Bad Stuff but be hit by another
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Post Post #484 (isolation #224) » Wed Nov 15, 2017 9:41 am

Post by TwoInAMillion »

You don't nullify their first roll, so you run away from the bear but not the skull, since you didn't specify the first time.

Therefore you are female and -5 to your next combat, take one hit, and run away back to the war room.
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Post Post #485 (isolation #225) » Wed Nov 15, 2017 9:48 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: 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: 3/10 Combat Level: 13 Health: 4/5 Movement: 1/4 Treasure: 300 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: War Room
Cards in Hand: DXM: 7 Treasure: 2
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.

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

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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.



Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Thu Nov 16, 2017 9:34 am, edited 9 times in total.
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Post Post #486 (isolation #226) » Wed Nov 15, 2017 9:58 am

Post by TwoInAMillion »

Mcmenno has one move remaining
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Post Post #488 (isolation #227) » Wed Nov 15, 2017 10:24 am

Post by TwoInAMillion »

My internet is down and I am phone posting. It will be awhile to post the next fight.
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Post Post #489 (isolation #228) » Wed Nov 15, 2017 11:10 am

Post by TwoInAMillion »

McMenno goes east. McMenno gets a DxM card for exploring a room.

Exits
North, East, South
Original Roll String: 3d146
3 146-Sided Dice: (33, 71, 110) = 214


You explore a new room.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.

A monster appears!

Floating Nose: Level 10. You can bribe the Floating Nose with 200 gold pieces,
or an item worth at least that much, and it will ignore you for this turn.
Bribes are added to its treasures. Bad stuff: Discard 500 gold pieces worth
of Items and/or gold, or everything you have. Bonus: 1d6. Tentacled
Flying Horror. 1 Level. 3 Treasures.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #490 (isolation #229) » Wed Nov 15, 2017 11:12 am

Post by TwoInAMillion »

All rooms are open passageways. The monster is purple and no one gets a dxm card. Assemble is the only player within range to help if you want to ask for help.
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Post Post #492 (isolation #230) » Wed Nov 15, 2017 11:37 am

Post by TwoInAMillion »

Any interference? Shouldn't you be at 2d6+7? 1D+2 for you 1D for bonus 10 for weapons -5 for sex change.
Last edited by TwoInAMillion on Wed Nov 15, 2017 11:43 am, edited 1 time in total.
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Post Post #497 (isolation #231) » Thu Nov 16, 2017 8:46 am

Post by TwoInAMillion »

Ok, McMenno wins, he gets 3 treasures and advances to level 3. It is the end of his move. It is the monster move phase, checking on monster movement.
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Post Post #498 (isolation #232) » Thu Nov 16, 2017 8:50 am

Post by TwoInAMillion »

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #499 (isolation #233) » Thu Nov 16, 2017 9:01 am

Post by TwoInAMillion »

Monster move is Red.

Plushy Skull and Overbear have a red icon in the kitchen but it points east and there is no room east or west to move to.

Psycho Squirrel in Gym has no rooms to move to.

It is now McMenno's charity phase. He needs to play cards or give cards to charity to get his hand down to 5. He currently has 10 cards in hand.
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Post Post #502 (isolation #234) » Thu Nov 16, 2017 9:25 am

Post by TwoInAMillion »

any interference to McMenno's card plays?
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Post Post #504 (isolation #235) » Thu Nov 16, 2017 1:55 pm

Post by TwoInAMillion »

Ani or Charles?
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Post Post #506 (isolation #236) » Fri Nov 17, 2017 6:06 pm

Post by TwoInAMillion »

prodded ani
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Post Post #508 (isolation #237) » Fri Nov 17, 2017 8:25 pm

Post by TwoInAMillion »

McKenna do you still want to go east?
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Post Post #510 (isolation #238) » Fri Nov 17, 2017 10:32 pm

Post by TwoInAMillion »

McMenno goes east. He gets a dxm for exploring a room.

Exits
North, East, South
Original Roll String: 3d146
3 146-Sided Dice: (20, 48, 28) = 96


Unexplored Room
Treasure Vault - If you don't find a monster on your
first search, you may spend antoher 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, the room is still looted out.

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

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


You are out of range to ask for help. Combat begins.

McMenno
Original Roll String: 1d6+10
1 6-Sided Dice: (6)+10 = 16


Octahedron
Original Roll String: 1d6+8
1 6-Sided Dice: (4)+8 = 12
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Post Post #511 (isolation #239) » Fri Nov 17, 2017 10:34 pm

Post by TwoInAMillion »

The exits are North = Normal Door East = Open Passageway South = Open Passageway.

The monster is blue and Charles gets a DxM card.

You are winning the fight currently. Does anyone want to interfere?
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Post Post #515 (isolation #240) » Sat Nov 18, 2017 11:24 am

Post by TwoInAMillion »

McMenno wins the battle. He advances to level 4 and gets 2 treasures.

It is now the end of McMenno's move phase. It is now the monster move phase.

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #516 (isolation #241) » Sat Nov 18, 2017 11:28 am

Post by TwoInAMillion »

The monster move is orange.

The Kitchen has no orange arrows.

The gym has an orange arrow pointing east but there is no room to move to.

The monster move phase is over. It is now McMenno's charity phase. He has 13 cards and must get his hand down to five.
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Post Post #517 (isolation #242) » Sat Nov 18, 2017 12:30 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: 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: 5/10 Combat Level: 15 Health: 4/5 Movement: 4/4 Treasure: 900 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 11 Treasure: 2
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.

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

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.


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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.



Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Mon Nov 20, 2017 6:50 am, edited 1 time in total.
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Post Post #518 (isolation #243) » Sun Nov 19, 2017 8:18 am

Post by TwoInAMillion »

prodding mcmenno
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Post Post #520 (isolation #244) » Mon Nov 20, 2017 6:00 am

Post by TwoInAMillion »

For Smells like Dinner, Mate, and Intelligent, you need to choose a target.
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Post Post #522 (isolation #245) » Mon Nov 20, 2017 6:38 am

Post by TwoInAMillion »

My bad, didn't see that, thanks.
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Post Post #523 (isolation #246) » Mon Nov 20, 2017 6:38 am

Post by TwoInAMillion »

It is now animorpherv's turn. He has 3 move. He gets a DxM for starting his turn.
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Post Post #525 (isolation #247) » Mon Nov 20, 2017 7:27 am

Post by TwoInAMillion »

You move west. You get a DxM for exploring a room.

Exits
North, West, South
Original Roll String: 1d146
1 146-Sided Dice: (10) = 10


New Room:
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.

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.
Bonus: 1d6 Slow Flying Undead Horror. 1 Level.
3 Treasure.

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


Do you want to fight by yourself or ask for help?
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Post Post #526 (isolation #248) » Mon Nov 20, 2017 7:28 am

Post by TwoInAMillion »

Exits
Original Roll String: 2d146
2 146-Sided Dice: (47, 28) = 75
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Post Post #527 (isolation #249) » Mon Nov 20, 2017 7:30 am

Post by TwoInAMillion »

Exits: North = Open Passageway West = Normal Door South = Hidden Door

The monster is yellow. McMenno gets a DxM.

Currently it is 9 to 2 for the Shadow Nose.(But ani gets an extra die for the room bonus).
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Post Post #531 (isolation #250) » Mon Nov 20, 2017 11:28 am

Post by TwoInAMillion »

Charles moves into the armory to help. Combat begins.

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


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


Shadow
Original Roll String: 1d6+9
1 6-Sided Dice: (2)+9 = 11
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Post Post #532 (isolation #251) » Mon Nov 20, 2017 11:29 am

Post by TwoInAMillion »

You are losing 13-12. Any interference?
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Post Post #534 (isolation #252) » Mon Nov 20, 2017 11:54 am

Post by TwoInAMillion »

Yeah pretty bad luck so far, sorry.
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Post Post #536 (isolation #253) » Mon Nov 20, 2017 12:30 pm

Post by TwoInAMillion »

Minthril Armor

Elven Flip Flops

Deal's may only be done after combat if that is what you are thinking about.
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Post Post #539 (isolation #254) » Tue Nov 21, 2017 8:13 am

Post by TwoInAMillion »

Waiting on assemble
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Post Post #541 (isolation #255) » Tue Nov 21, 2017 4:30 pm

Post by TwoInAMillion »

Ani and Charles try to run away to the Entrance.

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


Charles
[/dice]1d6[/dice]
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Post Post #542 (isolation #256) » Tue Nov 21, 2017 4:30 pm

Post by TwoInAMillion »

Charles
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #543 (isolation #257) » Tue Nov 21, 2017 4:31 pm

Post by TwoInAMillion »

Ani succeeds in running away, Charles does not.

Does anyone want to interfere?
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Post Post #548 (isolation #258) » Wed Nov 22, 2017 7:12 am

Post by TwoInAMillion »

Okay, Charles takes a hit because he fails to run away.

It is now Ani's second turn.
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Post Post #549 (isolation #259) » Wed Nov 22, 2017 7:25 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: 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: 5/10 Combat Level: 15 Health: 4/5 Movement: 4/4 Treasure: 900 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 11 Treasure: 2
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.

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

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.


Charles510
Level: 1/10 Combat Level: 4 Health: 1/4 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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.



Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
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Post Post #551 (isolation #260) » Wed Nov 22, 2017 8:21 am

Post by TwoInAMillion »

You move south. You get a DxM for exploring a room.

Exits
West, South
Original Roll String: 2d6
2 6-Sided Dice: (6, 5) = 11


New Room:
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.

A Monster Appears!
Squidzilla - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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


Do you want to fight, ask for help, or ignore it?
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Post Post #552 (isolation #261) » Wed Nov 22, 2017 8:22 am

Post by TwoInAMillion »

Exits
Original Roll String: 2d146
2 146-Sided Dice: (12, 10) = 22
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Post Post #553 (isolation #262) » Wed Nov 22, 2017 8:23 am

Post by TwoInAMillion »

West is a hidden door. South is a wall.

The monster is green. Ani gets a DxM.
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Post Post #556 (isolation #263) » Wed Nov 22, 2017 9:07 am

Post by TwoInAMillion »

A room must be empty to search.
By spending 1 Move, you may roll on the Search Table (see p. 20),
looking for whatever goodies are not nailed down. This also lets you pick
up any dropped items in the room (see Picking Up Items, p. 16). You cannot
Search in a room with a monster
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Post Post #558 (isolation #264) » Wed Nov 22, 2017 9:13 am

Post by TwoInAMillion »

So what are you doing with your third move?
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Post Post #560 (isolation #265) » Wed Nov 22, 2017 9:16 am

Post by TwoInAMillion »

McMenno must discard a non one shot item.

Ani it is your charity phase. you have 8 cards and must get down to 5.
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Post Post #562 (isolation #266) » Wed Nov 22, 2017 9:20 am

Post by TwoInAMillion »

ah my bad. done.

It is now monster move phase.

Monster die
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #563 (isolation #267) » Wed Nov 22, 2017 9:21 am

Post by TwoInAMillion »

Monster move is yellow. Calculating move.

Armory has a yellow arrow but it is south and there is no room south.

Gym has a yellow arrow but it is west and there is no room west.

Empty Room has a yellow arrow pointing north so squidzilla passes through the entrance and goes into the Gym.

Kitchen has a yellow arrow south, but the Wall of the War Room prevents the overbear and plushy skull from moving.
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Post Post #564 (isolation #268) » Wed Nov 22, 2017 9:27 am

Post by TwoInAMillion »

It is now assemble's turn. He has 3 move and gets a dxm card for starting his turn.
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Post Post #570 (isolation #269) » Wed Nov 22, 2017 4:45 pm

Post by TwoInAMillion »

Search
Original Roll String: 2d6
2 6-Sided Dice: (6, 1) = 7

You may reroll one of the dice at your discression.
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Post Post #572 (isolation #270) » Thu Nov 23, 2017 12:48 pm

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #573 (isolation #271) » Thu Nov 23, 2017 12:49 pm

Post by TwoInAMillion »

Your roll is 11. You get 3 treasures.
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Post Post #574 (isolation #272) » Thu Nov 23, 2017 1:01 pm

Post by TwoInAMillion »

It is your second move.
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Post Post #576 (isolation #273) » Fri Nov 24, 2017 5:23 am

Post by TwoInAMillion »

You move north. You get a dxm for exploring a room.

Exits:
North, West, East
Original Roll String: 3d146
3 146-Sided Dice: (55, 55, 83) = 193


New Room:
Hall of Shame - Lose a level if you lose a combat here.

A Monster appears!

Frost Giants - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #577 (isolation #274) » Fri Nov 24, 2017 5:26 am

Post by TwoInAMillion »

North is a hidden door. West is a Wall. East is a normal door.

The Monster is yellow. McMenno gets a DxM.

You are out of range for help.

Assemble
Original Roll String: 1d6+8
1 6-Sided Dice: (2)+8 = 10


Frost Giant
Original Roll String: 1d6+11
1 6-Sided Dice: (3)+11 = 14
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Post Post #582 (isolation #275) » Fri Nov 24, 2017 9:32 am

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #583 (isolation #276) » Fri Nov 24, 2017 9:32 am

Post by TwoInAMillion »

Your d10 fails.
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Post Post #584 (isolation #277) » Fri Nov 24, 2017 1:44 pm

Post by TwoInAMillion »

Run away or play card(s)?
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Post Post #586 (isolation #278) » Sat Nov 25, 2017 7:23 am

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #587 (isolation #279) » Sat Nov 25, 2017 7:24 am

Post by TwoInAMillion »

Yiou succeed in running away to the mead room. It is your 3rd move.
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Post Post #589 (isolation #280) » Sat Nov 25, 2017 3:23 pm

Post by TwoInAMillion »

Yep the search was your first and moving to the hall of shame was your second.
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Post Post #591 (isolation #281) » Sun Nov 26, 2017 8:03 am

Post by TwoInAMillion »

Assemble only has 5 cards so he does not need charity.

It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #592 (isolation #282) » Sun Nov 26, 2017 8:09 am

Post by TwoInAMillion »

Monster move is blue.

There is no blue arrow in the Armory.

The gym has a blue arrow pointing north but the Wall of the Empty Room prevents the monsters from moving.

The kitchen has a blue arrow pointing west but the locked door prevents the monsters from moving.

The Hall of Shame has no blue arrows.

The monster move phase is over.

It is now Charles' turn. He has 3 move.

Charles get's a DxM card for starting his turn.
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Post Post #594 (isolation #283) » Sun Nov 26, 2017 8:54 am

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 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.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

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. 1 Hand. 500 Gold Pieces.


McMenno
Level: 5/10 Combat Level: 15 Health: 4/5 Movement: 4/4 Treasure: 900 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 6 Treasure: 0
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.

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

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.


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

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 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.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.


Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.



Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Fri Dec 01, 2017 1:07 pm, edited 2 times in total.
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Post Post #596 (isolation #284) » Sun Nov 26, 2017 9:23 am

Post by TwoInAMillion »

Yes sorry.
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Post Post #598 (isolation #285) » Sun Nov 26, 2017 9:50 am

Post by TwoInAMillion »

You are a halfling. Your health is increased to 3.
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Post Post #601 (isolation #286) » Sun Nov 26, 2017 11:23 am

Post by TwoInAMillion »

Charles moves to the Armory. Combat begins with the Shadow Nose. Charles asks Ani for help and Ani accepts.

Shadow Nose
Original Roll String: 1d6+9
1 6-Sided Dice: (6)+9 = 15


Charles
Original Roll String: 1d6+4
1 6-Sided Dice: (1)+4 = 5


Animorpherv1
Original Roll String: 2d6+1
2 6-Sided Dice: (2, 5)+1 = 8
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Post Post #602 (isolation #287) » Sun Nov 26, 2017 11:24 am

Post by TwoInAMillion »

Looks like you are losing again, any interference?
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Post Post #604 (isolation #288) » Sun Nov 26, 2017 11:28 am

Post by TwoInAMillion »

Also the SN is in the empty room not the armory sorry.
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Post Post #605 (isolation #289) » Sun Nov 26, 2017 11:29 am

Post by TwoInAMillion »

Yes, you do.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #606 (isolation #290) » Sun Nov 26, 2017 11:29 am

Post by TwoInAMillion »

You are now winning. any interference?
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Post Post #609 (isolation #291) » Sun Nov 26, 2017 1:49 pm

Post by TwoInAMillion »

21 to 16 monsters.
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Post Post #613 (isolation #292) » Sun Nov 26, 2017 4:54 pm

Post by TwoInAMillion »

At least you are +1 to run away from it.
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Post Post #615 (isolation #293) » Mon Nov 27, 2017 4:23 am

Post by TwoInAMillion »

Run Away
Charles
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Ani
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #616 (isolation #294) » Mon Nov 27, 2017 4:24 am

Post by TwoInAMillion »

Ani runs away, Charles does not.
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Post Post #618 (isolation #295) » Mon Nov 27, 2017 4:48 am

Post by TwoInAMillion »

Sorry, I was wrong the first time, Empty room is the one that is empty and Armory has Shadow Nose. I assume you want to go to the Seemingly Empty Room?
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Post Post #620 (isolation #296) » Mon Nov 27, 2017 5:25 am

Post by TwoInAMillion »

Search
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #621 (isolation #297) » Mon Nov 27, 2017 5:30 am

Post by TwoInAMillion »

You find a monster!

Crabs - Level 1 - +3 against unbathed Warriors. Move: The crabs can run right under doors...they treat all regular and locked doors as open passageways.
Bad Stuff: Drop your armor. Bonus: 1d6 Tiny bugs. 1 Level. 1 Treasure.

Fight or ask for help?
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Post Post #623 (isolation #298) » Mon Nov 27, 2017 5:33 am

Post by TwoInAMillion »

Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #624 (isolation #299) » Mon Nov 27, 2017 5:35 am

Post by TwoInAMillion »

The monster is green, ani gets a dxm.

Charles
Original Roll String: 1d6+4
1 6-Sided Dice: (2)+4 = 6


Crabs
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #625 (isolation #300) » Mon Nov 27, 2017 5:35 am

Post by TwoInAMillion »

You are winning. any interference?
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Post Post #627 (isolation #301) » Mon Nov 27, 2017 6:04 am

Post by TwoInAMillion »

Mutliate the Bodies - Go Up A Level - Play this card after you
participate in a combat as the main player or helper. Go up an
extra level. This extra level cannot be the winnning level.

Ani is at level 2.
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Post Post #629 (isolation #302) » Mon Nov 27, 2017 5:10 pm

Post by TwoInAMillion »

Waiting on mcMenno.
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Post Post #631 (isolation #303) » Mon Nov 27, 2017 9:28 pm

Post by TwoInAMillion »

Charles wins. He advances to level 2 and gets a treasure. It is now his 3rd move.
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Post Post #633 (isolation #304) » Tue Nov 28, 2017 7:16 am

Post by TwoInAMillion »

You didn't need to go into the armory that was a mistake on my part.
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Post Post #635 (isolation #305) » Tue Nov 28, 2017 7:25 am

Post by TwoInAMillion »

You moved to fight the nose and then searched.
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Post Post #636 (isolation #306) » Tue Nov 28, 2017 7:28 am

Post by TwoInAMillion »

Oh wait you moved to the armory to search right? That would be 3.
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Post Post #637 (isolation #307) » Tue Nov 28, 2017 7:32 am

Post by TwoInAMillion »

Charles has only 2 cards so he doesn't need charity.

It is monster move.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #639 (isolation #308) » Tue Nov 28, 2017 7:34 am

Post by TwoInAMillion »

Monster move is yellow. Mc menno gets a dxm.
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Post Post #640 (isolation #309) » Tue Nov 28, 2017 7:37 am

Post by TwoInAMillion »

Yes, you can use gold to buy the Minthril Armor if you like. You would either need to use gold or trade items.

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

Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.

It appears you don't have money or items to afford the Minthril Armor.
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Post Post #643 (isolation #310) » Tue Nov 28, 2017 7:53 am

Post by TwoInAMillion »

Gym has a yellow arrow west but there is no room west.

Seemingly empty room has a yellow arrow north. The Shadow Nose passes through the Entrance into the Gym with the psycho squirrel and Squidzilla.

Kitchen has a yellow arrow pointing south but the wall of the War Room prevents monster movement.

Hall of Shame has a yellow arrow pointing north but the hidden door prevents monster movement.

It is now McMenno's turn. He has 4 movement. He gets a DxM for starting his turn.
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Post Post #645 (isolation #311) » Tue Nov 28, 2017 10:06 am

Post by TwoInAMillion »

You are in the Mead Room with Asssemble.
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Post Post #648 (isolation #312) » Tue Nov 28, 2017 10:43 am

Post by TwoInAMillion »

Yes. You move south and get a DxM for exploring a room.

Exits
West, East, South
Original Roll String: 1d146
1 146-Sided Dice: (105) = 105


New Room:
Kennels - If a monster above Level 5
appears here, it counts as Level 5 for
this combat, and gives only one Level
and one Treasure, but its other stats
are unchanged. If it survives the
combat, it regains its normal stats

A monster appears!

Poison Ivy Kudzu Flytrap - Level 10 -
Move: If the Flytrap is in the same
room with a Bug after any move, the
flytrap eats the Bug. Remove the
Bug standie and put its card under
the flytrap. The Flytrap gets to
roll an extra die for every bug it
has eaten. Bad Stuff: Frantic
scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6
Plant. 1 Level. 3 Treasures.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #649 (isolation #313) » Tue Nov 28, 2017 10:44 am

Post by TwoInAMillion »

Original Roll String: 2d146
2 146-Sided Dice: (58, 43) = 101
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Post Post #650 (isolation #314) » Tue Nov 28, 2017 10:47 am

Post by TwoInAMillion »

West is a locked door. East is an open passageway. South is a normal door.

The monster is green and ani gets a dxm.

The Flytrap is level 5 due to Kennel text. You are out of range for help.

McMenno
Original Roll String: 1d6+12
1 6-Sided Dice: (1)+12 = 13


Flytrap
Original Roll String: 1d6+5
1 6-Sided Dice: (4)+5 = 9


Any interference?
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Post Post #653 (isolation #315) » Tue Nov 28, 2017 11:55 am

Post by TwoInAMillion »

I already rolled 4 u.
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Post Post #654 (isolation #316) » Tue Nov 28, 2017 11:57 am

Post by TwoInAMillion »

You should be at +2 for Anti-Dwarf Item, +2 for health club, +3 for Horny Helmet, and +5 for levels. for a total combat level of 12.
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Post Post #655 (isolation #317) » Tue Nov 28, 2017 12:42 pm

Post by TwoInAMillion »

Doubtful but if everyone is on at the same time we can do quickplay.
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Post Post #660 (isolation #318) » Wed Nov 29, 2017 5:54 am

Post by TwoInAMillion »

Loaded die makes it a win.
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Post Post #661 (isolation #319) » Wed Nov 29, 2017 5:54 am

Post by TwoInAMillion »

any more interference?
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Post Post #663 (isolation #320) » Wed Nov 29, 2017 6:59 am

Post by TwoInAMillion »

King Tut - Level 18 - Ignores anyone of level 2 or below.
Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as
though they were regular doors. Bad Stuff:
Take a hit of damage and a level!
Fearsome Undead. Bonus: 2d6 2 Levels.
4 Treasures.
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Post Post #664 (isolation #321) » Wed Nov 29, 2017 1:24 pm

Post by TwoInAMillion »

interference?
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Post Post #666 (isolation #322) » Wed Nov 29, 2017 1:32 pm

Post by TwoInAMillion »

Just for the record

King Tut
Original Roll String: 2d6
2 6-Sided Dice: (6, 4) = 10
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Post Post #667 (isolation #323) » Wed Nov 29, 2017 1:35 pm

Post by TwoInAMillion »

Originally 18 vs. 10 McMenno

Humongous makes it 20 to 18 Flytrap

Loaded Die turnes the Flytrap's 5 to a 1 so that makes it 18 to 16 McMenno.

King Tut adds 27 so that makes it 33 to 18 monsters.
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Post Post #669 (isolation #324) » Wed Nov 29, 2017 1:52 pm

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #670 (isolation #325) » Wed Nov 29, 2017 1:53 pm

Post by TwoInAMillion »

Yellow. McMenno gets a dxm.
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Post Post #672 (isolation #326) » Wed Nov 29, 2017 1:58 pm

Post by TwoInAMillion »

Waiting on Assemble and McMenno
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Post Post #674 (isolation #327) » Thu Nov 30, 2017 12:34 pm

Post by TwoInAMillion »

Okay so it is 30 to 20 monsters, waiting on assemble.
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Post Post #676 (isolation #328) » Thu Nov 30, 2017 4:37 pm

Post by TwoInAMillion »

Okay so McMenno must run away twice.

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


Tut
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #677 (isolation #329) » Thu Nov 30, 2017 4:37 pm

Post by TwoInAMillion »

Looks like you run away from neither, any interference?
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Post Post #681 (isolation #330) » Fri Dec 01, 2017 5:02 am

Post by TwoInAMillion »

I am at work right now. Unless someone interferes with your loaded die you will take a hit from the flytrap and you will drop your horny helmet.
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Post Post #683 (isolation #331) » Fri Dec 01, 2017 1:21 pm

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Warrior Special Powers: None Location: Mead Room
Cards in Hand: DXM: 4 Treasure: 1
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.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

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. 1 Hand. 500 Gold Pieces.


McMenno
Level: 5/10 Combat Level: 12 Health: 4/5 Movement: 3/4 Treasure: 900 Run Away: +2 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Cleric Special Powers: None Location: Kennels
Cards in Hand: DXM: 7 Treasure: 0
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.

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

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.


Charles510
Level: 2/10 Combat Level: 7 Health: 3/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Armory
Cards in Hand: DXM: 0 Treasure: 0
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.

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that 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 advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

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: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Dwarf Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 6 Treasure: 0
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.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.



Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Fri Dec 01, 2017 6:05 pm, edited 3 times in total.
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Post Post #685 (isolation #332) » Fri Dec 01, 2017 3:16 pm

Post by TwoInAMillion »

sorry, fixed.
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Post Post #688 (isolation #333) » Fri Dec 01, 2017 7:00 pm

Post by TwoInAMillion »

Waiting on mcmenno
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Post Post #689 (isolation #334) » Sat Dec 02, 2017 11:27 am

Post by TwoInAMillion »

prodded McMenno
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Post Post #691 (isolation #335) » Sun Dec 03, 2017 8:35 am

Post by TwoInAMillion »

Okay McMenno takes two hits(to 2) and a level(to 4) from King Tut, and a hit(to 1) and drops the horny helmet from the flytrap. He flees to the treasure vault. It is his second move.
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Post Post #693 (isolation #336) » Sun Dec 03, 2017 9:44 am

Post by TwoInAMillion »

search
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #694 (isolation #337) » Sun Dec 03, 2017 9:45 am

Post by TwoInAMillion »

You get 300 gold and a treasure. Because of the treasure vault text, the room is NOT ransacked. It is your third move.
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Post Post #696 (isolation #338) » Sun Dec 03, 2017 10:12 am

Post by TwoInAMillion »

You move East. You get a dxm for exploring a room.

Exits
North, East, South
Original Roll String: 3d146
3 146-Sided Dice: (113, 69, 85) = 267


New Room:
Mud Room - No Search. Drop your footgear if you
end your move here.

A Monster appears!
Tentacle Demon - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

You are out of range for help.

Demon
Original Roll String: 2d6
2 6-Sided Dice: (5, 4) = 9


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


Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #697 (isolation #339) » Sun Dec 03, 2017 10:15 am

Post by TwoInAMillion »

North is an open passageway. East is a Locked Door. South is a normal door.

The monster is purple. No one gets a dxm.

It is 22 to 19 for the monster. Any interference?
Last edited by TwoInAMillion on Sun Dec 03, 2017 11:01 am, edited 1 time in total.
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Post Post #700 (isolation #340) » Sun Dec 03, 2017 11:59 am

Post by TwoInAMillion »

...With Eyes In The Back of It's Head - +5 To Level of Monster
(+10 against Theives) - Play on any monster. Keep this card with
the monster until it is defeated. This monster can move through
hidden doors as if they were ordinary doors. If the monster is
defeated, draw one extra Treasure.

27 to 19
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Post Post #702 (isolation #341) » Mon Dec 04, 2017 7:04 am

Post by TwoInAMillion »

McMenno?
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Post Post #705 (isolation #342) » Mon Dec 04, 2017 8:20 am

Post by TwoInAMillion »

Okay you discard 3 cards to increase your health to 4. Then you try to run away.

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #706 (isolation #343) » Mon Dec 04, 2017 8:21 am

Post by TwoInAMillion »

You fail to run away, so you lose 2 hit points(to 2), and and you lose one small item of your choice. Then you run away to the treasure vault, then it is your 4th move.
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Post Post #708 (isolation #344) » Tue Dec 05, 2017 4:55 am

Post by TwoInAMillion »

It doesn't have to be a magic item it can be your dwarf item health club or mighty pen.
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Post Post #709 (isolation #345) » Tue Dec 05, 2017 4:57 am

Post by TwoInAMillion »

Search
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #710 (isolation #346) » Tue Dec 05, 2017 4:59 am

Post by TwoInAMillion »

You get 300 gold and a treasure. The room is ransacked. You drop your slippers due to the mud room text.
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Post Post #711 (isolation #347) » Tue Dec 05, 2017 5:09 am

Post by TwoInAMillion »

It is your charity phase. You have 8 cards and need to get to 5.
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Post Post #713 (isolation #348) » Tue Dec 05, 2017 6:18 am

Post by TwoInAMillion »

Oh right sorry
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Post Post #715 (isolation #349) » Wed Dec 06, 2017 11:55 am

Post by TwoInAMillion »

Monster move
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #716 (isolation #350) » Wed Dec 06, 2017 11:56 am

Post by TwoInAMillion »

Monster move is purple. Will probably come up in an hour or so as I am working.
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Post Post #717 (isolation #351) » Wed Dec 06, 2017 2:04 pm

Post by TwoInAMillion »

The Hall of Shame has a purple arrow north but the hidden door prevents monster movement.
The kitchen has a purple arrow pointing north so the overbear and plushy skull move to the War Room. The War Room has a purple arrow pointing East so the overbear and plushy skull move to the Mead Room. The Mead Room has a purple arrow pointing east so the overbear and plushy skull move to the Treasure Vault. The Treasure Vault has a purple arrow pointing north so the overbear and plushy skull move to the Kennels with the Flytrap and King Tut.
The Kennels have a purple arrow pointing west but there is no room west so the Flytrap and King Tut do not move.
The Mud Room has a purple arrow pointing west so the tentacle demon moves to the treasure vault. The treasure vault has a purple arrow pointing north so the tentacle demon moves to the Kennels with the big group of monsters.

It is now animorpherv1's move. He gets a dxm for starting his turn.
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Post Post #718 (isolation #352) » Wed Dec 06, 2017 2:15 pm

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Warrior Special Powers: None Location: Mead Room
Cards in Hand: DXM: 4 Treasure: 1
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.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

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. 1 Hand. 500 Gold Pieces.


McMenno
Level: 4/10 Combat Level: 11 Health: 2/5 Movement: 4/4 Treasure: 1500 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Kennels
Cards in Hand: DXM: 5 Treasure: 0
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.

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

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.

Amulet of fire breathing-grants the power of flame. Magic flaming shiny. 400 gold pieces.


Charles510
Level: 2/10 Combat Level: 7 Health: 3/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Armory
Cards in Hand: DXM: 0 Treasure: 0
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.

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that 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 advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

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: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Dwarf Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 6 Treasure: 0
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.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 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.

Curse! One Hand Tied Behind Your Back! - Play at any time. The victim how 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! on assemble
[/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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

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


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Wed Dec 06, 2017 2:29 pm, edited 3 times in total.
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Post Post #719 (isolation #353) » Wed Dec 06, 2017 2:16 pm

Post by TwoInAMillion »

McMenno still needs to lose a small item due to the tentacle demon.
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Post Post #722 (isolation #354) » Wed Dec 06, 2017 3:07 pm

Post by TwoInAMillion »

You get a DxM for exploring an empty room.

Exits
North, West
Original Roll String: 2d146
2 146-Sided Dice: (111, 76) = 187


New Room

Level O Mat - No Search. When you discard items to go up
a level, the most expensive item counts double.

A monster appears!
Gazebo - Level 8. No one can help you. You must face the
gazebo alone. You are at +1 to run away. Bad Stuff: You
take two hits. You may substitute lost levels for either or
both of the hits, if you have levels to burn. Bonus: 1d6
Huge Lurking Construct. 1 Level. 2 Treasures.

Mo
It is 8 to 2 for the Gazebo. Do you want to ask for help or fight alone?
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Post Post #723 (isolation #355) » Wed Dec 06, 2017 3:08 pm

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #724 (isolation #356) » Wed Dec 06, 2017 3:08 pm

Post by TwoInAMillion »

The monster is green. Ani gets a DxM. Both exits are open passageways.
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Post Post #726 (isolation #357) » Wed Dec 06, 2017 3:18 pm

Post by TwoInAMillion »

Run Away
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #727 (isolation #358) » Wed Dec 06, 2017 3:18 pm

Post by TwoInAMillion »

You successfully run away, to the Armory, I assume.
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Post Post #729 (isolation #359) » Wed Dec 06, 2017 3:26 pm

Post by TwoInAMillion »

Search
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #730 (isolation #360) » Wed Dec 06, 2017 3:27 pm

Post by TwoInAMillion »

You get 400 gold. It is the end of your move phase. You have 5 cards so you do not need to give to charity.

It is the monster move phase.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #731 (isolation #361) » Wed Dec 06, 2017 3:28 pm

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #732 (isolation #362) » Wed Dec 06, 2017 3:39 pm

Post by TwoInAMillion »

Monster move is blue.

The Gazebo does not move because it is a lurking monster.

The gym has a blue arrow pointing north so pyscho squirrel, squidzilla and Shadow Nose move to the Empty Room. The empty room has a blue arrow pointing east but there is a locked door east to prevent monster movement.

The hall of shame has no blue arrows so the frost giant does not move.

The kennels have a blue arrow pointing west but there is no room west.

It is now assemble's turn. He gets a dxm for starting his turn.
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Post Post #733 (isolation #363) » Wed Dec 06, 2017 4:00 pm

Post by TwoInAMillion »

Charles gets a DxM for the monster move.
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Post Post #735 (isolation #364) » Thu Dec 07, 2017 5:12 am

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: None Class Warrior Special Powers: None Location: Mead Room
Cards in Hand: DXM: 4 Treasure: 1
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.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

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. 1 Hand. 500 Gold Pieces.


McMenno
Level: 4/10 Combat Level: 11 Health: 2/5 Movement: 4/4 Treasure: 1500 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Kennels
Cards in Hand: DXM: 5 Treasure: 0
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.

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

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.

Amulet of fire breathing-grants the power of flame. Magic flaming shiny. 400 gold pieces.


Charles510
Level: 2/10 Combat Level: 7 Health: 3/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Armory
Cards in Hand: DXM: 0 Treasure: 0
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.

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that 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 advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

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: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Dwarf Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 6 Treasure: 0
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.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 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.

Curse! One Hand Tied Behind Your Back! - Play at any time. The victim how 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! on assemble
[/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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

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


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
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Post Post #737 (isolation #365) » Thu Dec 07, 2017 5:35 am

Post by TwoInAMillion »

I don't have my computer with me just my phone.
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Post Post #738 (isolation #366) » Thu Dec 07, 2017 5:44 am

Post by TwoInAMillion »

You get a dxm for exploring a room.

Exits
North, East
Original Roll String: 2d146 (STATIC)
2 146-Sided Dice: (32, 3) = 35


New Room:
Den Of Thieves - Deal: Pick one dropped item from anywhere in the
dungeon and buy it for it's face value. You can pay in gold, or trade
items at half their face value, rounded down. Bonus: Thief
Bad: Cleric

A monster appears!
Undead Horse - Level 6 - +4 against warriors. Bad Stuff: Kicks, bites
and smells awful. Lose two levels. Bonus: 1d6. 1 Level. 2 Treasure

Monster Color
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (2) = 2
Last edited by TwoInAMillion on Fri Dec 08, 2017 4:37 am, edited 1 time in total.
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Post Post #739 (isolation #367) » Thu Dec 07, 2017 5:47 am

Post by TwoInAMillion »

The exits are both open passageways. The monster is Red. Assemble gets a DxM. It is 10 to 8 for the horse.

You are out of range for help.

Assemble
Original Roll String: 1d6+8
1 6-Sided Dice: (2)+8 = 10


Horse
Original Roll String: 1d6+10
1 6-Sided Dice: (2)+10 = 12
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Post Post #740 (isolation #368) » Thu Dec 07, 2017 5:48 am

Post by TwoInAMillion »

Assemble is winning, any interference?
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Post Post #745 (isolation #369) » Thu Dec 07, 2017 9:50 am

Post by TwoInAMillion »

Sorry had you in the mud room. Yes you are in range.
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Post Post #750 (isolation #370) » Fri Dec 08, 2017 5:09 pm

Post by TwoInAMillion »

Frost Giant moves to Den of Thieves.

Frost Giant
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #751 (isolation #371) » Fri Dec 08, 2017 5:10 pm

Post by TwoInAMillion »

It is 24 to 19 for the monsters, any interference?
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Post Post #753 (isolation #372) » Fri Dec 08, 2017 5:18 pm

Post by TwoInAMillion »

d10 power
Original Roll String: 1d10
1 10-Sided Dice: (8) = 8
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Post Post #754 (isolation #373) » Fri Dec 08, 2017 5:19 pm

Post by TwoInAMillion »

your d10 fails.
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Post Post #756 (isolation #374) » Fri Dec 08, 2017 5:38 pm

Post by TwoInAMillion »

It is now 23 to 20 for Assemble.
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Post Post #760 (isolation #375) » Sat Dec 09, 2017 4:31 am

Post by TwoInAMillion »

McMenno is able to use loaded die in this case because the Frost Giant is yellow and players roll the dice for monsters of their own color.

It is 25 to 23 for the monsters.
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Post Post #762 (isolation #376) » Sat Dec 09, 2017 10:23 am

Post by TwoInAMillion »

Frost Giant, Undead Horse, Flytrap, King Tut, Overbear, Plushy Skull, and Tentacle Demon all move into the treasure vault with McMenno.

Combat is over. It is now Assemble's third move.
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Post Post #763 (isolation #377) » Sat Dec 09, 2017 10:29 am

Post by TwoInAMillion »

Sorry, McMenno and Charles may try to use their d10 power first if they want to try and stop the curse from going through.
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Post Post #765 (isolation #378) » Sat Dec 09, 2017 11:08 am

Post by TwoInAMillion »

McMenno fails
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Post Post #767 (isolation #379) » Sat Dec 09, 2017 12:30 pm

Post by TwoInAMillion »

Okay curse goes through, it is Assemble's third turn.
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Post Post #769 (isolation #380) » Sat Dec 09, 2017 1:38 pm

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #770 (isolation #381) » Sat Dec 09, 2017 1:43 pm

Post by TwoInAMillion »

You get 100 gold and a treasure. The room is ransacked.

Assemble has 3 cards so he does not need to give to charity.

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #771 (isolation #382) » Sat Dec 09, 2017 1:56 pm

Post by TwoInAMillion »

Monster move is Orange.

The Level O Mat has an orange arrow pointing north but the hidden door of the Armory prevents the Gazebo from moving.

The Seemingly Empty Room has an orange arrow pointing west but the Hidden Door prevents monster movement.

The treasure vault has an orange arrow pointing west so the monster mob moves into the mead room. The mead room
has no orange arrows so the monster mob does not move any further.

it is now Charles' turn. He gets a dxm card for starting his turn.
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Post Post #773 (isolation #383) » Sat Dec 09, 2017 2:30 pm

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (2)+1 = 3
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Post Post #774 (isolation #384) » Sat Dec 09, 2017 2:31 pm

Post by TwoInAMillion »

You find 300 gold. It is your 2nd move.
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Post Post #776 (isolation #385) » Sat Dec 09, 2017 2:34 pm

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (2)+1 = 3
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Post Post #777 (isolation #386) » Sat Dec 09, 2017 2:35 pm

Post by TwoInAMillion »

You find 500 gold pieces. Your gold total is now 1100. It is your 3rd move.
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Post Post #780 (isolation #387) » Sat Dec 09, 2017 3:02 pm

Post by TwoInAMillion »

You move west. You get a dxm for exploring a room

Exits:
North, West, South
Original Roll String: 3d146
3 146-Sided Dice: (106, 20, 70) = 196


New Room:
Torture Chamber - Bonus: Theif Bad: Cleric - Demons roll an extra die. Monstrous items used in this room
double their combat or search bonus.

A Monster Appears!
Goldfish - Level 1. If you defeat the goldfish, you may either take your level normally, or you may
swallow it and gain one extra Health. Gain an extra health token. Bonus: 1d6 Tiny Slimy Beast.
1 Level or 1 Health. 1 Treasure.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #781 (isolation #388) » Sat Dec 09, 2017 3:05 pm

Post by TwoInAMillion »

The monster is purple. No one gets a dxm.

The north exit is a Hidden Door. The west exit is an open passageway. The south exit is an open passageway.

You are winning 10 to 1, even without combat dice you win automatically, unless there is interference.

Does anyone want to interfere?
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Post Post #785 (isolation #389) » Sun Dec 10, 2017 12:22 pm

Post by TwoInAMillion »

Charles wins. Do you want the level or the health?
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Post Post #787 (isolation #390) » Sun Dec 10, 2017 2:50 pm

Post by TwoInAMillion »

Charles advances to level 3. It is the end of his move. He has two cards so he does not need to give to charity.

Monster Move.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #788 (isolation #391) » Sun Dec 10, 2017 2:58 pm

Post by TwoInAMillion »

Monster move is Yellow, McMenno gets a DxM card.

Level O Mat has no yellow arrows so the Gazebo does not move.
The Seemingly Empty Room has a yellow arrow pointing north so the monsters move to the Gym. The gym has a yellow arrow pointing west so the monsters move to the Level O Mat with the Gazebo.
The mead room has a yellow arrow pointing north so the monster mob moves to the Hall of Shame. The hall of shame has a yellow arrow pointing north but a hidden door prevents monster movement.

It is now McMenno's move. He has 4 move. He gets a DxM for starting his turn.
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Post Post #789 (isolation #392) » Sun Dec 10, 2017 4:11 pm

Post by TwoInAMillion »

There are only four dxm cards left so after that the discard pile will be shuffled and used.
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Post Post #790 (isolation #393) » Sun Dec 10, 2017 9:14 pm

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Elf Class Warrior Special Powers: None Location: Den Of Thieves
Cards in Hand: DXM: 3 Treasure: 1
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.

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

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.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

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. 1 Hand. 500 Gold Pieces.


McMenno
Level: 4/10 Combat Level: 11 Health: 2/5 Movement: 4/4 Treasure: 1500 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Treasure Vault
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.

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

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.

Amulet of fire breathing-grants the power of flame. Magic flaming shiny. 400 gold pieces.


Charles510
Level: 3/10 Combat Level: 11 Health: 3/4 Movement: 3/3 Treasure: 500 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
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.

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

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that 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 advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

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: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Dwarf Class Thief Special Powers: None Location: Armory
Cards in Hand: DXM: 5 Treasure: 0
Cards in play:
Spoiler:
Thief(class) - You pass through locked doors as though they
were regular doors. You get +1 to any search. You may
discard up to two cards before rolling for a search, and take
another +1 for each discard. d10 power: backstab. When you
are not the main player or the helper, roll one die on either
side of a combat in your room or an adjacent one. Declare your
side before you roll! You may make one attempt per combat.

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.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 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.

Curse! One Hand Tied Behind Your Back! - Play at any time. The victim how 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! on assemble
[/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.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

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.

Plushy Skull(yellow) - 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.

Overbear(purple) - 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.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

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


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Mon Dec 11, 2017 8:44 am, edited 1 time in total.
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Post Post #793 (isolation #394) » Mon Dec 11, 2017 8:44 am

Post by TwoInAMillion »

fixed both
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Post Post #795 (isolation #395) » Mon Dec 11, 2017 12:36 pm

Post by TwoInAMillion »

You find 100 gold and a treasure. The treasure vault is ransacked(-1 to future search rolls)
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Post Post #797 (isolation #396) » Mon Dec 11, 2017 12:46 pm

Post by TwoInAMillion »

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

The "don't place a ransacked counter" only applies to your second search of the turn, according to the room text.
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Post Post #799 (isolation #397) » Mon Dec 11, 2017 1:01 pm

Post by TwoInAMillion »

It's not a seperate clause because you can spend another move to search again regardless of the room text.
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Post Post #800 (isolation #398) » Mon Dec 11, 2017 1:03 pm

Post by TwoInAMillion »

You also never lost your small item due to the tentacle demon. It can be your MITDAD, Health Club, or Amulet.
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Post Post #802 (isolation #399) » Mon Dec 11, 2017 1:19 pm

Post by TwoInAMillion »

Den Of Thieves - Deal: Pick one dropped item from anywhere in the
dungeon and buy it for it's face value. You can pay in gold, or trade
items at half their face value, rounded down. Bonus: Thief
Bad: Cleric

The only dropped item at the moment is the Horny Helmet.
Locked

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