Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #725 (ISO) » Wed Dec 06, 2017 3:15 pm

Post by animorpherv1 »

Man can I seriously.

Running away.
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Post Post #726 (ISO) » 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 (ISO) » 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 #728 (ISO) » Wed Dec 06, 2017 3:24 pm

Post by animorpherv1 »

Yes. And I'm going to search.
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Post Post #729 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » Wed Dec 06, 2017 4:00 pm

Post by TwoInAMillion »

Charles gets a DxM for the monster move.
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Post Post #734 (ISO) » Thu Dec 07, 2017 5:08 am

Post by Assemblerotws »

Map please?
Also, I play the following card:

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.
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Post Post #735 (ISO) » 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 #736 (ISO) » Thu Dec 07, 2017 5:22 am

Post by Assemblerotws »

I head into the Treasure Vault, then move north. Costs 2 move.

Also, you didn't note that I played Elf.
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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 #737 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » Thu Dec 07, 2017 5:48 am

Post by TwoInAMillion »

Assemble is winning, any interference?
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Post Post #741 (ISO) » Thu Dec 07, 2017 6:04 am

Post by Charles510 »

Pass
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Post Post #742 (ISO) » Thu Dec 07, 2017 6:46 am

Post by animorpherv1 »

Pass
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Post Post #743 (ISO) » Thu Dec 07, 2017 9:43 am

Post by McMenno »

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

Post by McMenno »

so in range to help yes
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Post Post #745 (ISO) » 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 #746 (ISO) » Fri Dec 08, 2017 4:36 am

Post by McMenno »

I'll help you for a treasure
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Post Post #747 (ISO) » Fri Dec 08, 2017 4:42 am

Post by Assemblerotws »

In post 740, TwoInAMillion wrote:Assemble is winning, any interference?
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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 #748 (ISO) » 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 #749 (ISO) » Fri Dec 08, 2017 2:06 pm

Post by Assemblerotws »

Play the following cards:

The Gms Notes - Read the GMs notes at any time, even during combat, to
draw two DxM cards, immediately, whatever they are. Usable once only.
600 Gold Pieces.

Potion of Strength Play during any combat. +5 to either side. Usable once
only. Throwable Magic Potion. 300 Gold Pieces.
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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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