Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #800 (ISO) » Mon Dec 11, 2017 1:03 pm

Post by TwoInAMillion »

You also never lost your small item due to the tentacle demon. It can be your MITDAD, Health Club, or Amulet.
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Post Post #801 (ISO) » Mon Dec 11, 2017 1:17 pm

Post by McMenno »

what does den of thieves do
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Post Post #802 (ISO) » Mon Dec 11, 2017 1:19 pm

Post by TwoInAMillion »

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

The only dropped item at the moment is the Horny Helmet.
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Post Post #803 (ISO) » Mon Dec 11, 2017 1:22 pm

Post by McMenno »

the amulet

where is the horny helmet now
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Post Post #804 (ISO) » Mon Dec 11, 2017 1:24 pm

Post by McMenno »

go south pick up and equip horny helmet go east
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Post Post #805 (ISO) » Mon Dec 11, 2017 1:27 pm

Post by TwoInAMillion »

Search to pick up horny helmet
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #806 (ISO) » Mon Dec 11, 2017 1:33 pm

Post by TwoInAMillion »

You get 400 gold with your search to raise your gold total to 1900.

You get a DxM for exploring a room.

Exits:
East, South
Original Roll String: 2d146
2 146-Sided Dice: (20, 95) = 115



New Room:
Map Room - Deal: Spend 2 move to choose a room
tile from those remaining. Use that tile the next time
you explore a room.


A Monster Appears!

Fungus - Level 2 - -2 agianst hungry Halflings. The
unpredictable Fungus rolls 2 dice. In the mush room,
it rolls 4 dice! And if it is made Humungous, it also
gets 2 extra dice. Bad Stuff: Hallucinations! You
fire off your scrolls and potions agianst the walls. Show
the other players your hand and discard all scrolls and
potions. Bonus: 2D6 + (2D6?) Smal Contrary Plant.
1 Level 1 Treasure

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #807 (ISO) » Mon Dec 11, 2017 1:35 pm

Post by TwoInAMillion »

The monster is red, Assemble gets a dxm.

You are out of range for help.

McMenno
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Fungus
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5
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Post Post #808 (ISO) » Mon Dec 11, 2017 1:36 pm

Post by TwoInAMillion »

It is 15 to 4 for McMenno, any interference?
Last edited by TwoInAMillion on Mon Dec 11, 2017 1:44 pm, edited 1 time in total.
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Post Post #809 (ISO) » Mon Dec 11, 2017 1:44 pm

Post by Charles510 »

pass
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Post Post #810 (ISO) » Mon Dec 11, 2017 1:45 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
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Post Post #811 (ISO) » Mon Dec 11, 2017 1:48 pm

Post by TwoInAMillion »

If everyone will be here tonight we could try and fast play.
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Post Post #812 (ISO) » Mon Dec 11, 2017 1:52 pm

Post by animorpherv1 »

Pass
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Post Post #813 (ISO) » Mon Dec 11, 2017 1:54 pm

Post by TwoInAMillion »

McMenno wins and advances to Level 5. He also gets a treasure.

The treasure will be McMenno's 6th card, he will need to get his hand down to 5.
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Post Post #814 (ISO) » Tue Dec 12, 2017 6:29 am

Post by McMenno »

btw I get 500 gold because I'm a halfling

discard for health

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 #815 (ISO) » Tue Dec 12, 2017 6:35 am

Post by TwoInAMillion »

Okay 500 gold. It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #816 (ISO) » Tue Dec 12, 2017 6:39 am

Post by TwoInAMillion »

Monster move is Yellow. McMenno gets a dxm.

The Level o Mat has no yellow arrows so monster mob A does not move.

The Hall of Shame has a yellow arrow pointing north but the hidden door prevents monster movement.

McMenno's turn is over. It is now Animorpherv1's move. He has 3 move and gets a dxm for starting his turn.

The DxM deck has been depleted. It will be shuffled and reused.
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Post Post #817 (ISO) » Tue Dec 12, 2017 6:51 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: Elf Class Warrior Special Powers: None Location: Den Of Thieves
Cards in Hand: DXM: 3 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.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

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: 3/5 Movement: 4/4 Treasure: 2000 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 3 Treasure: 1
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: 3/10 Combat Level: 11 Health: 3/4 Movement: 3/3 Treasure: 500 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 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.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces

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: +1

Gender: Male Race: Dwarf Class Thief Special Powers: None Location: Armory
Cards in Hand: DXM: 5 Treasure: 0
Cards in play:
Spoiler:
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.

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 #818 (ISO) » Tue Dec 12, 2017 6:53 am

Post by animorpherv1 »

Maaaan. I can't really risk staying here. Also hidden and no doors _sucks, so let's search for a while before I run away.
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Post Post #819 (ISO) » Tue Dec 12, 2017 7:10 am

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5
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Post Post #820 (ISO) » Tue Dec 12, 2017 7:10 am

Post by TwoInAMillion »

You get 300 gold and a treasure. The room is ransacked.
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Post Post #821 (ISO) » Tue Dec 12, 2017 7:25 am

Post by animorpherv1 »

HEY FINALLY MY FIRST TREASURE.
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Post Post #822 (ISO) » Tue Dec 12, 2017 7:28 am

Post by animorpherv1 »

Uh, let's go to the Empty Room.
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Post Post #823 (ISO) » Tue Dec 12, 2017 7:29 am

Post by TwoInAMillion »

Okay Ani's turn is over. It is his charity phase. He has 7 cards and must get his hand down to 5.
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Post Post #824 (ISO) » Tue Dec 12, 2017 8:28 am

Post by animorpherv1 »

You still have Dwarf in my hand, so I'm playing this:

Super Munchkin - You may have two class cards, and have
all the advantages and disadvantages of each. OR you may
have one class card and have all of the advantages and none
of the disadvantages(for example, monsters that hate wizards
have no bonus against a super wizards). Lose this card if you
lose all of your classes.

and becoming a Super Thief.
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