Munchkin Quest(Charles vs. Rat, interference?)
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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: 2d1462 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: 1d61 6-Sided Dice: (6) = 6- TwoInAMillion
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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.- Charles510
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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.- TwoInAMillion
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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. Assemble- animorpherv1
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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."Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare
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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."Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare
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