Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #10 (isolation #0) » Wed Oct 25, 2017 11:47 am

Post by McMenno »

/in
I choose red
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Post Post #28 (isolation #1) » Thu Oct 26, 2017 2:37 am

Post by McMenno »

equip these
Image
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Post Post #43 (isolation #2) » Thu Oct 26, 2017 8:14 am

Post by McMenno »

can't you just use both
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Post Post #57 (isolation #3) » Thu Oct 26, 2017 10:09 am

Post by McMenno »

those should be d145/d144 right
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Post Post #59 (isolation #4) » Thu Oct 26, 2017 10:32 am

Post by McMenno »

doorways
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Post Post #68 (isolation #5) » Thu Oct 26, 2017 10:55 am

Post by McMenno »

I can help too! I have +4 to helping as you can see. but I'll want two treasures as well
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Post Post #85 (isolation #6) » Thu Oct 26, 2017 5:42 pm

Post by McMenno »

I pass
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Post Post #92 (isolation #7) » Fri Oct 27, 2017 6:23 am

Post by McMenno »

In post 0, TwoInAMillion wrote:Monster Color: When a monster appears in a room, you roll 1d6 to determine it's color. (1=Blue 2=Red 3=Green 4=Yellow 5=Orange 6=Purple). If it's color matches your color it is "your monster" and you may use your cards to effect its rolls. The monster color is also used to determine it's movement during the monster move phase.
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Post Post #173 (isolation #8) » Fri Oct 27, 2017 9:46 am

Post by McMenno »

I can help you. I'll want two treasures, and I'll let you have second pick instead of third.
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Post Post #191 (isolation #9) » Sat Oct 28, 2017 6:17 am

Post by McMenno »

can you update post #13 please

anyway I pass
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Post Post #199 (isolation #10) » Sat Oct 28, 2017 9:46 am

Post by McMenno »

In post 172, James Brafin wrote:I do get one for the roll. "If the Monster Movement's Color matches a player's color, that player immediately draws a DxM card." Under DxM Draw on page 13 of ruleset.
I'll help. First pick 2 treasures is all I ask.
he did claim first pick
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Post Post #207 (isolation #11) » Sat Oct 28, 2017 10:43 am

Post by McMenno »

the map is saying james is in the odd room but inferno is in it right
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Post Post #209 (isolation #12) » Sat Oct 28, 2017 10:53 am

Post by McMenno »

I will help you for a first/third pick
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Post Post #215 (isolation #13) » Sat Oct 28, 2017 12:42 pm

Post by McMenno »

I am the only one who can help currently
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Post Post #220 (isolation #14) » Sat Oct 28, 2017 12:51 pm

Post by McMenno »

nevermind I misread the monster
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Post Post #224 (isolation #15) » Sat Oct 28, 2017 1:03 pm

Post by McMenno »

In post 222, Inferno390 wrote:Why? It's 10 to 13 by myself, and even if I don't get a die, it's still pretty close with a helper.
isn't it 7 to 13
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Post Post #227 (isolation #16) » Sat Oct 28, 2017 1:09 pm

Post by McMenno »

what's the card text on unreasonably large sword
In post 225, James Brafin wrote:Yeah. With Mc, you guys get 4 dice, and are what, a 15 to it's 13? Even if it rolled a 6, you'd have to roll a lot of crap to lose.
if he accepted my help we would have to roll four 1s and it had to roll a 6 for us to lose
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Post Post #231 (isolation #17) » Sat Oct 28, 2017 1:28 pm

Post by McMenno »

yes I know now. is the large sword just +3 or does it do something else?
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Post Post #234 (isolation #18) » Sat Oct 28, 2017 1:49 pm

Post by McMenno »

then I downgrade my offer to third treasure as well
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Post Post #240 (isolation #19) » Sat Oct 28, 2017 2:35 pm

Post by McMenno »

Five (5) whole dxm cards
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Post Post #243 (isolation #20) » Sun Oct 29, 2017 7:29 am

Post by McMenno »

Original Roll String: 2d6+5
2 6-Sided Dice: (3, 4)+5 = 12
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Post Post #244 (isolation #21) » Sun Oct 29, 2017 7:29 am

Post by McMenno »

well looks like we win
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Post Post #246 (isolation #22) » Sun Oct 29, 2017 7:39 am

Post by McMenno »

I know, I only rolled for myself. I didn't add inferno's modifiers either so it's 34 total for us
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Post Post #249 (isolation #23) » Sun Oct 29, 2017 8:33 pm

Post by McMenno »

Geeky glasses please
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Post Post #257 (isolation #24) » Mon Oct 30, 2017 7:45 am

Post by McMenno »

Move west

Original Roll String: 3d146
3 146-Sided Dice: (37, 18, 66) = 121
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Post Post #267 (isolation #25) » Mon Oct 30, 2017 8:46 am

Post by McMenno »

do you have an offer for help inferno
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Post Post #271 (isolation #26) » Mon Oct 30, 2017 11:47 am

Post by McMenno »

I'll just go for it

you only live once right? or something like that

Original Roll String: 1d6+5
1 6-Sided Dice: (5)+5 = 10

Original Roll String: 2d6+2
2 6-Sided Dice: (5, 3)+2 = 10
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Post Post #272 (isolation #27) » Mon Oct 30, 2017 11:47 am

Post by McMenno »

I'll use my loaded dice to change that six to a one
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Post Post #277 (isolation #28) » Mon Oct 30, 2017 12:31 pm

Post by McMenno »

Oh, and I become an elf.
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Post Post #279 (isolation #29) » Mon Oct 30, 2017 12:33 pm

Post by McMenno »

+1 to run away and I gain a level whenever I help someone defeat a monster
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Post Post #283 (isolation #30) » Mon Oct 30, 2017 8:24 pm

Post by McMenno »

Shouldn't I get one extra for being am elf?
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Post Post #285 (isolation #31) » Tue Oct 31, 2017 6:06 am

Post by McMenno »

I mean treasure.
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Post Post #287 (isolation #32) » Tue Oct 31, 2017 6:16 am

Post by McMenno »

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

Search the room.

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #288 (isolation #33) » Tue Oct 31, 2017 6:17 am

Post by McMenno »

search again
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #291 (isolation #34) » Tue Oct 31, 2017 7:19 am

Post by McMenno »

I'm actually at combat level 10. and I want to fight it yes.
Original Roll String: 1d6+10
1 6-Sided Dice: (5)+10 = 15

Original Roll String: 1d6+8
1 6-Sided Dice: (6)+8 = 14
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Post Post #301 (isolation #35) » Wed Nov 01, 2017 1:59 am

Post by McMenno »

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

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

Use:
Curse! Item catches fire - Play at any time. The victim discards an item of your choice. This curse will not effect
a munchkin who has protection from flame. on james' dirk

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

Sell my Short Wide Armor and Blink Potion for 700 gold.
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Post Post #303 (isolation #36) » Wed Nov 01, 2017 10:00 am

Post by McMenno »

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

Discard/Give away:
Dwarf(race) - You get one extra health marker. Discard a red health marker if you stop being a dwarf. You pass through hidden doors as though they were regular doors. You can carry any number of big items without affecting your move.
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Post Post #305 (isolation #37) » Wed Nov 01, 2017 10:34 am

Post by McMenno »

oh right
ani
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Post Post #328 (isolation #38) » Fri Nov 03, 2017 7:55 am

Post by McMenno »

it was in my opening hand
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Post Post #330 (isolation #39) » Fri Nov 03, 2017 10:47 am

Post by McMenno »

I don't see how we can work forward with how the opening hands "should have been"

I think the only two options are continue as is or restart the game
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Post Post #335 (isolation #40) » Mon Nov 06, 2017 2:44 am

Post by McMenno »

bunp
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Post Post #340 (isolation #41) » Tue Nov 07, 2017 6:52 am

Post by McMenno »

In post 338, TwoInAMillion wrote:Okay sorry to hear that. Still willing to do this with two new players if people want to.
I'm still here
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Post Post #349 (isolation #42) » Fri Nov 10, 2017 3:46 am

Post by McMenno »

play:
Magic Item That Dwarves Arbitrarily Dislike - +2 Bonus. Not Usable by Dwarf.
A dwarf who aquires this item can go up a level at any time by jumping up and
down on it. Discard the card. Magic Shiny. 500 Gold Pieces.

Health Club - +2 Bonus. Take an extra health marker. If you lose the club,
or even put it in your Pack, you must discard a health marker, red side up. If
it loses its magic somehow, it remains a perfectly good non-magical +2 club.
Magic Club. 1 Hand. 400 Gold Pieces.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces.
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Post Post #353 (isolation #43) » Fri Nov 10, 2017 7:32 am

Post by McMenno »

Orange
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Post Post #355 (isolation #44) » Fri Nov 10, 2017 8:10 am

Post by McMenno »

That is rude
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Post Post #362 (isolation #45) » Fri Nov 10, 2017 9:12 am

Post by McMenno »

I will help you for one (moist) treasure
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Post Post #368 (isolation #46) » Fri Nov 10, 2017 10:16 am

Post by McMenno »

do not intervene
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Post Post #381 (isolation #47) » Fri Nov 10, 2017 1:30 pm

Post by McMenno »

my offer is still on the table btw
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Post Post #392 (isolation #48) » Sat Nov 11, 2017 9:45 am

Post by McMenno »

No
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Post Post #397 (isolation #49) » Sat Nov 11, 2017 2:10 pm

Post by McMenno »

Charles can intervene too
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Post Post #404 (isolation #50) » Sun Nov 12, 2017 1:19 am

Post by McMenno »

go east
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Post Post #407 (isolation #51) » Sun Nov 12, 2017 8:06 am

Post by McMenno »

Taking offers
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Post Post #415 (isolation #52) » Sun Nov 12, 2017 2:16 pm

Post by McMenno »

Does the war room mean that my weapon gets an additional +2?
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Post Post #418 (isolation #53) » Sun Nov 12, 2017 2:59 pm

Post by McMenno »

Sure
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Post Post #422 (isolation #54) » Sun Nov 12, 2017 3:13 pm

Post by McMenno »

Pass
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Post Post #423 (isolation #55) » Sun Nov 12, 2017 3:14 pm

Post by McMenno »

Assemble rolls two dice btw
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Post Post #431 (isolation #56) » Mon Nov 13, 2017 10:45 am

Post by McMenno »

Put on the helmet

go south
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Post Post #434 (isolation #57) » Mon Nov 13, 2017 11:05 am

Post by McMenno »

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

Original Roll String: 1d6+3
1 6-Sided Dice: (3)+3 = 6
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Post Post #437 (isolation #58) » Mon Nov 13, 2017 11:14 am

Post by McMenno »

ohshit
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Post Post #439 (isolation #59) » Mon Nov 13, 2017 11:27 am

Post by McMenno »

what the fuck

I am now taking offers
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Post Post #455 (isolation #60) » Mon Nov 13, 2017 12:13 pm

Post by McMenno »

magic items can only be played when you've got nothing else going on anyway
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Post Post #462 (isolation #61) » Mon Nov 13, 2017 11:02 pm

Post by McMenno »

Previously you told me I could play dxm cards at any time if I knew that wasn't the case I would've played some earlier
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Post Post #465 (isolation #62) » Tue Nov 14, 2017 7:24 am

Post by McMenno »

Play some cards

Cleric(class) - Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

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

roll extra die because cleric

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #466 (isolation #63) » Tue Nov 14, 2017 7:25 am

Post by McMenno »

it's 21 to 20 now, does anyone want to intervene
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Post Post #468 (isolation #64) » Tue Nov 14, 2017 7:52 am

Post by McMenno »

I also got an additonal +2 from my horny helmet for being an elf now
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Post Post #473 (isolation #65) » Tue Nov 14, 2017 12:13 pm

Post by McMenno »

can someone give me at least... let's say +2?
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Post Post #479 (isolation #66) » Wed Nov 15, 2017 9:31 am

Post by McMenno »

yes

Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4
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Post Post #480 (isolation #67) » Wed Nov 15, 2017 9:31 am

Post by McMenno »

welp
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Post Post #482 (isolation #68) » Wed Nov 15, 2017 9:39 am

Post by McMenno »

oh

bear
Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7

skull
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #483 (isolation #69) » Wed Nov 15, 2017 9:39 am

Post by McMenno »

I run north
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Post Post #487 (isolation #70) » Wed Nov 15, 2017 10:14 am

Post by McMenno »

go east
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Post Post #491 (isolation #71) » Wed Nov 15, 2017 11:34 am

Post by McMenno »

nah I totally got this

Original Roll String: 2d6+5
2 6-Sided Dice: (5, 3)+5 = 13

Original Roll String: 1d6+10
1 6-Sided Dice: (3)+10 = 13
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Post Post #494 (isolation #72) » Wed Nov 15, 2017 11:42 am

Post by McMenno »

right. my combat level was listed at 10
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Post Post #500 (isolation #73) » Thu Nov 16, 2017 9:10 am

Post by McMenno »

send me my treasure please
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Post Post #501 (isolation #74) » Thu Nov 16, 2017 9:22 am

Post by McMenno »

equip:

Hot Rod - +3 Bonus. Magic Flaming Club. 1 Hand. 600 Gold Pieces.

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

move north
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Post Post #509 (isolation #75) » Fri Nov 17, 2017 8:35 pm

Post by McMenno »

Sell this first

Healing Potion - Use at any time to restore two hits to any living munchkin in your room or
an adjacent one. Usable once only. Magic Throwable Potion. 300 Gold Pieces.

Then go east
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Post Post #519 (isolation #76) » Mon Nov 20, 2017 3:43 am

Post by McMenno »

play:

Sneaky Bastard Sword - +2/+3 Bonus. If held in one hand, it is a
regular +2 weapon. If used with two hands, it gives a +3 bonus.
The sword gives you the power to walk past a monster without
fighting...sometimes. Roll a die. On a 1 or 2, the monster
notices you and fights anyhow. On a 3 or better, you walk past,
assuming you have enough move to leave the room! Sword.
1 or 2 hands. 500 gold pieces.

Monstrous Wealth - Pick a color, and put 300 gold pieces into the room with
every monster of that color. The gold stays there when the monster moves.
You may use this card at any time. choosing a color which there are no monsters of

Curse Smells Like Dinner - Play at any time. All Huge monsters in the dungeon move one room towards the cursed
munchkin, as long as they can do so legally. If two rooms are equally close, the player who cast the curse
decides where the monster goes. This is not a continuing curse; its effects are instant but only occur once. on assemble

Mate - Play on any monster. The monster's Mate appears. It is a seperate
monster with all the same levels, bonuses, and treasure that the original
monster had. If either one is unhanced further, both of them get the
enhancement. If the monsters survive the combat, they will move together,
and are represented by the orginal standie. on the overbear

Intelligent - +5 to level of monster. Play on any monster. Keep this card
with the monster until it is defeated. An Intelligent monster knows
where all the hidden doors are, and can use them as though they were regular
doors. If the monster is defeated, draw one extra Treasure. on the overbear

sell:

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

Flaming Poison Potion - Play during any combat. +5 to either side. This is a
flame power attack. OR use any time against the dropped items and gold in
your room or an adjacent room, to destroy the whole pile. Usable once only,
Throwable Magic Flaming Potion. 400 Gold Pieces.

Freezing Explosive Potion - Play during any combat. +5 to either side,
or +10 against fiery monsters. Usable once only. Throwable Magic
Potion. 400 Gold Pieces.
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Post Post #538 (isolation #77) » Tue Nov 21, 2017 6:16 am

Post by McMenno »

Pass
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Post Post #546 (isolation #78) » Tue Nov 21, 2017 9:16 pm

Post by McMenno »

Pass
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Post Post #565 (isolation #79) » Wed Nov 22, 2017 9:51 am

Post by McMenno »

I use my d10 power

Original Roll String: 1d10
1 10-Sided Dice: (9) = 9
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Post Post #566 (isolation #80) » Wed Nov 22, 2017 9:51 am

Post by McMenno »

gottem
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Post Post #580 (isolation #81) » Fri Nov 24, 2017 6:16 am

Post by McMenno »

pass
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Post Post #608 (isolation #82) » Sun Nov 26, 2017 1:45 pm

Post by McMenno »

Ancient - +10 to level of monster - Play on any monster. Keep this card with the monster
until it is defeated. Munchkins now have +1 to run away from it. If the monster is
defeated, draw 2 extra treasure.
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Post Post #630 (isolation #83) » Mon Nov 27, 2017 8:24 pm

Post by McMenno »

Pass
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Post Post #644 (isolation #84) » Tue Nov 28, 2017 8:45 am

Post by McMenno »

Half Breed - You may have two race cards, and have all of the
advantages and disadvantages of each. Or you may have one
race card and have all of its advantages and none of its
disadvantages. (for example, monsters that hate elves will have
no bonus against a half elf.) Lose this card if you lose all your
races.

move left
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Post Post #646 (isolation #85) » Tue Nov 28, 2017 10:11 am

Post by McMenno »

oh I hadn't seen the updated map yet
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Post Post #647 (isolation #86) » Tue Nov 28, 2017 10:14 am

Post by McMenno »

woops I had the wrong map, can I move south instead
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Post Post #651 (isolation #87) » Tue Nov 28, 2017 11:12 am

Post by McMenno »

where dat dxm at
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Post Post #652 (isolation #88) » Tue Nov 28, 2017 11:53 am

Post by McMenno »

Original Roll String: 1d6+15
1 6-Sided Dice: (1)+15 = 16

Original Roll String: 1d6+5
1 6-Sided Dice: (4)+5 = 9
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Post Post #659 (isolation #89) » Wed Nov 29, 2017 3:58 am

Post by McMenno »

Loaded Die - Use this card after you roll any die for any reason. Turn one die
the side your want. That's your roll. Usable once only.

make it a 1?
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Post Post #673 (isolation #90) » Thu Nov 30, 2017 12:06 pm

Post by McMenno »

I do get an extra roll

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


and king tut only adds 14 since he's "reduced" by the kennel
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Post Post #680 (isolation #91) » Fri Dec 01, 2017 5:00 am

Post by McMenno »

Loaded Die - Use this card after you roll any die for any reason. Turn one die
the side your want. That's your roll. Usable once only. on king tut's roll.

flee north

can we have an update on everyone's status etc.
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Post Post #690 (isolation #92) » Sat Dec 02, 2017 11:43 pm

Post by McMenno »

Pass
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Post Post #692 (isolation #93) » Sun Dec 03, 2017 9:26 am

Post by McMenno »

I want to search
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Post Post #695 (isolation #94) » Sun Dec 03, 2017 10:05 am

Post by McMenno »

Mighty Pen - +2 Bonus. Not usable by warrior. Magic Thingy
1 Hand. 300 Gold Pieces.

move right
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Post Post #703 (isolation #95) » Mon Dec 04, 2017 7:26 am

Post by McMenno »

I'm going to discard some cards to gain health
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Post Post #704 (isolation #96) » Mon Dec 04, 2017 7:26 am

Post by McMenno »

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.

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.

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.
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Post Post #707 (isolation #97) » Tue Dec 05, 2017 3:53 am

Post by McMenno »

I don't think I have a small magic item

I want to search the vault again
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Post Post #712 (isolation #98) » Tue Dec 05, 2017 6:17 am

Post by McMenno »

but I didn't end my move in the mud room, I ended it in the treasure vault
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Post Post #714 (isolation #99) » Wed Dec 06, 2017 11:39 am

Post by McMenno »

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

Halfling(race) - When you sell Items to go up a level,
you may sell one item each turn for double price(other items are
at normal price) You get +1 to any Search roll.

pass the turn
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Post Post #743 (isolation #100) » Thu Dec 07, 2017 9:43 am

Post by McMenno »

uhm I am in the treasure vault
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Post Post #744 (isolation #101) » Thu Dec 07, 2017 9:43 am

Post by McMenno »

so in range to help yes
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Post Post #746 (isolation #102) » Fri Dec 08, 2017 4:36 am

Post by McMenno »

I'll help you for a treasure
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Post Post #748 (isolation #103) » Fri Dec 08, 2017 1:28 pm

Post by McMenno »

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

frost giant moves in
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Post Post #759 (isolation #104) » Sat Dec 09, 2017 1:24 am

Post by McMenno »

Loaded Die - Use this card after you roll any die for any reason. Turn one die
the side your want. That's your roll. Usable once only.

let's turn that frosty 1 into a 6
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Post Post #764 (isolation #105) » Sat Dec 09, 2017 11:06 am

Post by McMenno »

Original Roll String: 1d10
1 10-Sided Dice: (6) = 6
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Post Post #784 (isolation #106) » Sun Dec 10, 2017 11:32 am

Post by McMenno »

pass
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Post Post #794 (isolation #107) » Mon Dec 11, 2017 12:30 pm

Post by McMenno »

search

Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7
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Post Post #796 (isolation #108) » Mon Dec 11, 2017 12:39 pm

Post by McMenno »

no it's not
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Post Post #798 (isolation #109) » Mon Dec 11, 2017 12:56 pm

Post by McMenno »

that doesn't seem right. they look like seperate clauses to me
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Post Post #801 (isolation #110) » Mon Dec 11, 2017 1:17 pm

Post by McMenno »

what does den of thieves do
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Post Post #803 (isolation #111) » Mon Dec 11, 2017 1:22 pm

Post by McMenno »

the amulet

where is the horny helmet now
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Post Post #804 (isolation #112) » Mon Dec 11, 2017 1:24 pm

Post by McMenno »

go south pick up and equip horny helmet go east
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Post Post #814 (isolation #113) » Tue Dec 12, 2017 6:29 am

Post by McMenno »

btw I get 500 gold because I'm a halfling

discard for health

Halfling(race) - When you sell Items to go up a level,
you may sell one item each turn for double price(other items are
at normal price) You get +1 to any Search roll.
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Post Post #844 (isolation #114) » Tue Dec 12, 2017 10:33 pm

Post by McMenno »

pass
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Post Post #854 (isolation #115) » Thu Dec 14, 2017 5:02 am

Post by McMenno »

which room tiles are remaining
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Post Post #856 (isolation #116) » Thu Dec 14, 2017 6:42 am

Post by McMenno »

move west south
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Post Post #874 (isolation #117) » Thu Dec 14, 2017 11:25 pm

Post by McMenno »

I bribe the nose
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Post Post #880 (isolation #118) » Fri Dec 15, 2017 1:00 pm

Post by McMenno »

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.

search

Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7
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Post Post #881 (isolation #119) » Fri Dec 15, 2017 1:00 pm

Post by McMenno »

search again

Original Roll String: 1d6+1
1 6-Sided Dice: (2)+1 = 3
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Post Post #883 (isolation #120) » Sat Dec 16, 2017 11:07 am

Post by McMenno »

sell
Boots of Butt Kicking - +3 Bonus. Usable by Warrior Only. Footgear.
400 Gold Pieces.

discard for life:

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

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.

Sudden Character Development Play at any time when a Race or Class card
is discarded. Take it immediately; you may either put it in your hand or
play it.

Curse! Shoelaces Tied Together - Play at any time. The victim loses one
Move token immediately and does not get it back until the curse is removed.
Keep this card as a reminder until the curse is removed, then discard it. on assemble
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Post Post #894 (isolation #121) » Sun Dec 17, 2017 4:22 pm

Post by McMenno »

pass
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Post Post #899 (isolation #122) » Mon Dec 18, 2017 6:44 am

Post by McMenno »

pass
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Post Post #911 (isolation #123) » Wed Dec 27, 2017 5:12 am

Post by McMenno »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #912 (isolation #124) » Wed Dec 27, 2017 5:13 am

Post by McMenno »

no it doesn't
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Post Post #928 (isolation #125) » Sun Dec 31, 2017 4:20 pm

Post by McMenno »

bunp
Locked

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