Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #575 (ISO) » Fri Nov 24, 2017 4:45 am

Post by Assemblerotws »

I play the following cards:

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.

I then move north.
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"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #576 (ISO) » 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 (ISO) » 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 #578 (ISO) » Fri Nov 24, 2017 5:55 am

Post by Charles510 »

pass
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Post Post #579 (ISO) » Fri Nov 24, 2017 5:57 am

Post by animorpherv1 »

Pass
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Post Post #580 (ISO) » Fri Nov 24, 2017 6:16 am

Post by McMenno »

pass
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Post Post #581 (ISO) » Fri Nov 24, 2017 9:18 am

Post by Assemblerotws »

I attempt to activate my d10 power.
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"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #582 (ISO) » 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 (ISO) » Fri Nov 24, 2017 9:32 am

Post by TwoInAMillion »

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

Post by TwoInAMillion »

Run away or play card(s)?
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Post Post #585 (ISO) » Sat Nov 25, 2017 5:30 am

Post by Assemblerotws »

Run away.
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"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #586 (ISO) » 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 (ISO) » 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 #588 (ISO) » Sat Nov 25, 2017 2:51 pm

Post by Assemblerotws »

I'm pretty sure searching used up a move.
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"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #589 (ISO) » 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 #590 (ISO) » Sun Nov 26, 2017 3:25 am

Post by Assemblerotws »

In that case, I move into the Treasure Vault.
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"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #591 (ISO) » 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 (ISO) » 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 #593 (ISO) » Sun Nov 26, 2017 8:49 am

Post by Charles510 »

May I please have updated players stats and map?
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Post Post #594 (ISO) » 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 #595 (ISO) » Sun Nov 26, 2017 9:21 am

Post by Charles510 »

Thank you
In post 592, TwoInAMillion wrote:Monster move is blue.
Do I get another card for this?
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Post Post #596 (ISO) » Sun Nov 26, 2017 9:23 am

Post by TwoInAMillion »

Yes sorry.
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Post Post #597 (ISO) » Sun Nov 26, 2017 9:45 am

Post by Charles510 »

Play:
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.

Discard for two points healing:
These Aren't The Munchkins You're Looking For - Play at any time except during
combat. You may change the base color of any monster to any other players
color.

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.
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Post Post #598 (ISO) » 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 #599 (ISO) » Sun Nov 26, 2017 9:54 am

Post by Charles510 »

animorpherv1, would you like to help me fight the Shadow Nose again? I'll give you first pick of treasure.

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