Munchkin Quest(Charles vs. Rat, interference?)
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Charles510 heGoonhe
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TwoInAMillion Mafia Scum
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TwoInAMillion Mafia Scum
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Charles510 heGoonhe
- Goon
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- Pronoun: he
- Location: San Francisco Bay Area
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Charles510 heGoonhe
- Goon
- Goon
- Posts: 219
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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TwoInAMillion Mafia Scum
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You move west. You get a dxm for exploring a room
Exits:
North, West, South
Original Roll String: 3d1463 146-Sided Dice: (106, 20, 70) = 196
New Room:
Torture Chamber - Bonus: Theif Bad: Cleric - Demons roll an extra die. Monstrous items used in this room
double their combat or search bonus.
A Monster Appears!
Goldfish - Level 1. If you defeat the goldfish, you may either take your level normally, or you may
swallow it and gain one extra Health. Gain an extra health token. Bonus: 1d6 Tiny Slimy Beast.
1 Level or 1 Health. 1 Treasure.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (2) = 2-
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TwoInAMillion Mafia Scum
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animorpherv1 Honey Trap
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- Location: Untraveled Road
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Assemblerotws Goon
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PassShowCheck 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-
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McMenno they/themOne For Aren't-We-Allthey/them
- One For Aren't-We-All
- One For Aren't-We-All
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- Location: In spaaaace
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TwoInAMillion Mafia Scum
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Charles510 heGoonhe
- Goon
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- Posts: 219
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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TwoInAMillion Mafia Scum
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- Joined: July 21, 2017
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TwoInAMillion Mafia Scum
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Monster move is Yellow, McMenno gets a DxM card.
Level O Mat has no yellow arrows so the Gazebo does not move.
The Seemingly Empty Room has a yellow arrow pointing north so the monsters move to the Gym. The gym has a yellow arrow pointing west so the monsters move to the Level O Mat with the Gazebo.
The mead room has a yellow arrow pointing north so the monster mob moves to the Hall of Shame. The hall of shame has a yellow arrow pointing north but a hidden door prevents monster movement.
It is now McMenno's move. He has 4 move. He gets a DxM for starting his turn.-
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TwoInAMillion Mafia Scum
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TwoInAMillion Mafia Scum
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Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
Cards in play:[/area]Spoiler:
Gender: Male Race: Dwarf Class Thief Special Powers: None Location: Armory
Cards in Hand: DXM: 5 Treasure: 0
Cards in play:[/area]Spoiler:
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. AssembleLast edited by TwoInAMillion on Mon Dec 11, 2017 8:44 am, edited 1 time in total.-
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Charles510 heGoonhe
- Goon
- Goon
- Posts: 219
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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animorpherv1 Honey Trap
- Honey Trap
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- Posts: 5763
- Joined: April 12, 2008
- Location: Untraveled Road
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TwoInAMillion
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McMenno they/themOne For Aren't-We-Allthey/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
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TwoInAMillion Mafia Scum
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- Joined: July 21, 2017
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McMenno they/themOne For Aren't-We-Allthey/them
- One For Aren't-We-All
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- Posts: 5159
- Joined: February 18, 2015
- Pronoun: they/them
- Location: In spaaaace
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TwoInAMillion Mafia Scum
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- Joined: July 21, 2017
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.
The "don't place a ransacked counter" only applies to your second search of the turn, according to the room text.-
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McMenno they/themOne For Aren't-We-Allthey/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
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TwoInAMillion Mafia Scum
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