Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #675 (ISO) » Thu Nov 30, 2017 3:58 pm

Post by Assemblerotws »

Pass.
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Post Post #676 (ISO) » 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 (ISO) » 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 #678 (ISO) » Thu Nov 30, 2017 4:38 pm

Post by Charles510 »

Nope
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Post Post #679 (ISO) » Thu Nov 30, 2017 4:41 pm

Post by animorpherv1 »

Nope
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Post Post #680 (ISO) » 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 #681 (ISO) » 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 #682 (ISO) » Fri Dec 01, 2017 6:10 am

Post by Assemblerotws »

Reloaded Die - Play after any other player rolls any die, for any reason. Turn the die
to the side you want. That's his roll. A Reloaded Die can override a Loaded Die or
another Reloaded Die. A loaded die can overried a reloaded die. The last card played
is the one that counts. Usable once only.

Restoring McMenno's 1 on King Tut.
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Post Post #683 (ISO) » 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 #684 (ISO) » Fri Dec 01, 2017 2:48 pm

Post by Charles510 »

You left out these cards for me:
In post 632, Charles510 wrote: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.
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Post Post #685 (ISO) » Fri Dec 01, 2017 3:16 pm

Post by TwoInAMillion »

sorry, fixed.
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Post Post #686 (ISO) » Fri Dec 01, 2017 3:46 pm

Post by animorpherv1 »

You also don't have me listed as a Dwarf.

Pass.
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Post Post #687 (ISO) » Fri Dec 01, 2017 4:20 pm

Post by Charles510 »

Also this card. I have a +1 for search.
In post 597, Charles510 wrote: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 #688 (ISO) » Fri Dec 01, 2017 7:00 pm

Post by TwoInAMillion »

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

Post by TwoInAMillion »

prodded McMenno
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Post Post #690 (ISO) » Sat Dec 02, 2017 11:43 pm

Post by McMenno »

Pass
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Post Post #691 (ISO) » 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 #692 (ISO) » Sun Dec 03, 2017 9:26 am

Post by McMenno »

I want to search
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Post Post #693 (ISO) » 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 (ISO) » 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 #695 (ISO) » 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 #696 (ISO) » 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 (ISO) » 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 #698 (ISO) » Sun Dec 03, 2017 10:53 am

Post by Charles510 »

No
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Post Post #699 (ISO) » Sun Dec 03, 2017 11:57 am

Post by animorpherv1 »

On phone can't c/p, playing with eyes in the back of it's head.
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