Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #700 (ISO) » 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
User avatar
Assemblerotws
Assemblerotws
Goon
User avatar
User avatar
Assemblerotws
Goon
Goon
Posts: 965
Joined: June 24, 2017

Post Post #701 (ISO) » Sun Dec 03, 2017 4:26 pm

Post by Assemblerotws »

Pass.
Show
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #702 (ISO) » Mon Dec 04, 2017 7:04 am

Post by TwoInAMillion »

McMenno?
User avatar
McMenno
McMenno
they/them
One For Aren't-We-All
User avatar
User avatar
McMenno
they/them
One For Aren't-We-All
One For Aren't-We-All
Posts: 5159
Joined: February 18, 2015
Pronoun: they/them
Location: In spaaaace

Post Post #703 (ISO) » Mon Dec 04, 2017 7:26 am

Post by McMenno »

I'm going to discard some cards to gain health
User avatar
McMenno
McMenno
they/them
One For Aren't-We-All
User avatar
User avatar
McMenno
they/them
One For Aren't-We-All
One For Aren't-We-All
Posts: 5159
Joined: February 18, 2015
Pronoun: they/them
Location: In spaaaace

Post Post #704 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #705 (ISO) » 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
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #706 (ISO) » 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.
User avatar
McMenno
McMenno
they/them
One For Aren't-We-All
User avatar
User avatar
McMenno
they/them
One For Aren't-We-All
One For Aren't-We-All
Posts: 5159
Joined: February 18, 2015
Pronoun: they/them
Location: In spaaaace

Post Post #707 (ISO) » 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
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #708 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #709 (ISO) » Tue Dec 05, 2017 4:57 am

Post by TwoInAMillion »

Search
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #710 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #711 (ISO) » 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.
User avatar
McMenno
McMenno
they/them
One For Aren't-We-All
User avatar
User avatar
McMenno
they/them
One For Aren't-We-All
One For Aren't-We-All
Posts: 5159
Joined: February 18, 2015
Pronoun: they/them
Location: In spaaaace

Post Post #712 (ISO) » 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
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #713 (ISO) » Tue Dec 05, 2017 6:18 am

Post by TwoInAMillion »

Oh right sorry
User avatar
McMenno
McMenno
they/them
One For Aren't-We-All
User avatar
User avatar
McMenno
they/them
One For Aren't-We-All
One For Aren't-We-All
Posts: 5159
Joined: February 18, 2015
Pronoun: they/them
Location: In spaaaace

Post Post #714 (ISO) » 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
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #715 (ISO) » Wed Dec 06, 2017 11:55 am

Post by TwoInAMillion »

Monster move
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #716 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #717 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #718 (ISO) » 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.
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #719 (ISO) » Wed Dec 06, 2017 2:16 pm

Post by TwoInAMillion »

McMenno still needs to lose a small item due to the tentacle demon.
User avatar
animorpherv1
animorpherv1
Honey Trap
User avatar
User avatar
animorpherv1
Honey Trap
Honey Trap
Posts: 5763
Joined: April 12, 2008
Location: Untraveled Road
Contact:

Post Post #720 (ISO) » Wed Dec 06, 2017 2:55 pm

Post by animorpherv1 »

Go into the Armory and North from there.
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare

"Ani is right 100% of the time" - Alisae
User avatar
animorpherv1
animorpherv1
Honey Trap
User avatar
User avatar
animorpherv1
Honey Trap
Honey Trap
Posts: 5763
Joined: April 12, 2008
Location: Untraveled Road
Contact:

Post Post #721 (ISO) » Wed Dec 06, 2017 2:56 pm

Post by animorpherv1 »

Also playing this:

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.
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare

"Ani is right 100% of the time" - Alisae
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #722 (ISO) » 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?
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #723 (ISO) » Wed Dec 06, 2017 3:08 pm

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
User avatar
TwoInAMillion
TwoInAMillion
Mafia Scum
User avatar
User avatar
TwoInAMillion
Mafia Scum
Mafia Scum
Posts: 2841
Joined: July 21, 2017

Post Post #724 (ISO) » Wed Dec 06, 2017 3:08 pm

Post by TwoInAMillion »

The monster is green. Ani gets a DxM. Both exits are open passageways.
Locked

Return to “Sens-O-Tape Archive”