Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #750 (ISO) » Fri Dec 08, 2017 5:09 pm

Post by TwoInAMillion »

Frost Giant moves to Den of Thieves.

Frost Giant
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #751 (ISO) » Fri Dec 08, 2017 5:10 pm

Post by TwoInAMillion »

It is 24 to 19 for the monsters, any interference?
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Post Post #752 (ISO) » Fri Dec 08, 2017 5:14 pm

Post by Assemblerotws »

Discard the Warrior class and play Wizard.

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 #753 (ISO) » Fri Dec 08, 2017 5:18 pm

Post by TwoInAMillion »

d10 power
Original Roll String: 1d10
1 10-Sided Dice: (8) = 8
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Post Post #754 (ISO) » Fri Dec 08, 2017 5:19 pm

Post by TwoInAMillion »

your d10 fails.
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Post Post #755 (ISO) » Fri Dec 08, 2017 5:36 pm

Post by Assemblerotws »

Play Loaded Die to change my d10 roll (to boost my Sword of Slaying Everything Except Squid) to a 0.

Loaded Die - Use this card after you roll any die for any reason.
Turn the die to the side you want. That's your roll. Usable once
only.
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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 #756 (ISO) » Fri Dec 08, 2017 5:38 pm

Post by TwoInAMillion »

It is now 23 to 20 for Assemble.
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Post Post #757 (ISO) » Fri Dec 08, 2017 5:45 pm

Post by Charles510 »

Pass
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Post Post #758 (ISO) » Fri Dec 08, 2017 5:50 pm

Post by animorpherv1 »

Pass
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Post Post #759 (ISO) » 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 #760 (ISO) » Sat Dec 09, 2017 4:31 am

Post by TwoInAMillion »

McMenno is able to use loaded die in this case because the Frost Giant is yellow and players roll the dice for monsters of their own color.

It is 25 to 23 for the monsters.
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Post Post #761 (ISO) » Sat Dec 09, 2017 10:20 am

Post by Assemblerotws »

I play Monster Magnetism on McMenno.

Curse Monster Magnetism Play at any time. All monsters within three
rooms of the cursed munchkin move one room towards him, 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.
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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 #762 (ISO) » Sat Dec 09, 2017 10:23 am

Post by TwoInAMillion »

Frost Giant, Undead Horse, Flytrap, King Tut, Overbear, Plushy Skull, and Tentacle Demon all move into the treasure vault with McMenno.

Combat is over. It is now Assemble's third move.
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Post Post #763 (ISO) » Sat Dec 09, 2017 10:29 am

Post by TwoInAMillion »

Sorry, McMenno and Charles may try to use their d10 power first if they want to try and stop the curse from going through.
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Post Post #764 (ISO) » 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 #765 (ISO) » Sat Dec 09, 2017 11:08 am

Post by TwoInAMillion »

McMenno fails
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Post Post #766 (ISO) » Sat Dec 09, 2017 12:23 pm

Post by Charles510 »

Pass
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Post Post #767 (ISO) » Sat Dec 09, 2017 12:30 pm

Post by TwoInAMillion »

Okay curse goes through, it is Assemble's third turn.
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Post Post #768 (ISO) » Sat Dec 09, 2017 1:10 pm

Post by Assemblerotws »

Search the room.
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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 #769 (ISO) » Sat Dec 09, 2017 1:38 pm

Post by TwoInAMillion »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #770 (ISO) » Sat Dec 09, 2017 1:43 pm

Post by TwoInAMillion »

You get 100 gold and a treasure. The room is ransacked.

Assemble has 3 cards so he does not need to give to charity.

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #771 (ISO) » Sat Dec 09, 2017 1:56 pm

Post by TwoInAMillion »

Monster move is Orange.

The Level O Mat has an orange arrow pointing north but the hidden door of the Armory prevents the Gazebo from moving.

The Seemingly Empty Room has an orange arrow pointing west but the Hidden Door prevents monster movement.

The treasure vault has an orange arrow pointing west so the monster mob moves into the mead room. The mead room
has no orange arrows so the monster mob does not move any further.

it is now Charles' turn. He gets a dxm card for starting his turn.
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Post Post #772 (ISO) » Sat Dec 09, 2017 2:28 pm

Post by Charles510 »

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Post Post #773 (ISO) » Sat Dec 09, 2017 2:30 pm

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (2)+1 = 3
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Post Post #774 (ISO) » Sat Dec 09, 2017 2:31 pm

Post by TwoInAMillion »

You find 300 gold. It is your 2nd move.
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