Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #875 (ISO) » Fri Dec 15, 2017 4:52 am

Post by TwoInAMillion »

That makes it 26 to 13 McMenno. Interference?
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Post Post #876 (ISO) » Fri Dec 15, 2017 6:11 am

Post by Assemblerotws »

Pass.
CHarles, you should have armored one of the other monsters.
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Post Post #877 (ISO) » Fri Dec 15, 2017 8:21 am

Post by animorpherv1 »

Pass
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Post Post #878 (ISO) » Fri Dec 15, 2017 8:56 am

Post by Charles510 »

I know, stupid mistake.
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Post Post #879 (ISO) » Fri Dec 15, 2017 9:17 am

Post by TwoInAMillion »

Okay, McMenno wins and gets a level(Level 6) and 2 treasure. He has two move left.
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Post Post #880 (ISO) » Fri Dec 15, 2017 1:00 pm

Post by McMenno »

Mutliate the Bodies - Go Up A Level - Play this card after you
participate in a combat as the main player or helper. Go up an
extra level. This extra level cannot be the winnning level.

search

Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7
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Post Post #881 (ISO) » Fri Dec 15, 2017 1:00 pm

Post by McMenno »

search again

Original Roll String: 1d6+1
1 6-Sided Dice: (2)+1 = 3
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Post Post #882 (ISO) » Fri Dec 15, 2017 4:10 pm

Post by TwoInAMillion »

McMenno goes up to Level 7, and gets 700 gold from his two searches.

It is McMenno's charity phase. He has 10 cards and he must get his hand
down to 5.
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Post Post #883 (ISO) » Sat Dec 16, 2017 11:07 am

Post by McMenno »

sell
Boots of Butt Kicking - +3 Bonus. Usable by Warrior Only. Footgear.
400 Gold Pieces.

discard for life:

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.

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.

Sudden Character Development Play at any time when a Race or Class card
is discarded. Take it immediately; you may either put it in your hand or
play it.

Curse! Shoelaces Tied Together - Play at any time. The victim loses one
Move token immediately and does not get it back until the curse is removed.
Keep this card as a reminder until the curse is removed, then discard it. on assemble
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Post Post #884 (ISO) » Sat Dec 16, 2017 11:27 am

Post by TwoInAMillion »

Okay McMenno is at level 8.

Monster move
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #885 (ISO) » Sat Dec 16, 2017 11:32 am

Post by TwoInAMillion »

The monster move is green, ani gets a DxM.

The level O mat has a green arrow pointing west but there is no room west.

The Hall of Shame has no green arrows.

It is now Animorpherv1's turn. He has 3 move and gets a dxm for starting his turn.
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Post Post #886 (ISO) » Sat Dec 16, 2017 11:41 am

Post by TwoInAMillion »

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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: 8/10 Combat Level: 15 Health: 5/5 Movement: 4/4 Treasure: 1900 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.


Charles510
Level: 6/10 Combat Level: 14 Health: 3/4 Movement: 3/3 Treasure: 600 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 #887 (ISO) » Sat Dec 16, 2017 2:08 pm

Post by animorpherv1 »

Move to the open spot underneath the kitchen.
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Post Post #888 (ISO) » Sat Dec 16, 2017 3:20 pm

Post by TwoInAMillion »

You use your thief ability to move through the locked door as a regular door. You get a DxM for exploring a room.

Exits
West, East, South
Original Roll String: 3d146
3 146-Sided Dice: (20, 105, 124) = 249


Room
Hospital - Bonus: Clerics You may restore health here by spending 100 gold
each. This requires no move.

A Monster Appears!
Flying Frogs - Level 2 - +3 against dwarves, for no particular reason except
the GM is grumpy. You are at -2 to run away. Bad Stuff: They bite! Lose
A Level. Bonus: 1d6. Small Fast Slimy Flying Vermin. 1 Level 1 Treasure.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


You are out of range for help.

Animorpherv1
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6


Frogs
Original Roll String: 1d6+5
1 6-Sided Dice: (6)+5 = 11


Any interference?
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Post Post #889 (ISO) » Sat Dec 16, 2017 3:20 pm

Post by TwoInAMillion »

All exits are open passageways. The Monster is orange, no one gets a dxm. It is 8 to 6 for the Frogs.
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Post Post #890 (ISO) » Sat Dec 16, 2017 3:46 pm

Post by Charles510 »

No
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Post Post #891 (ISO) » Sat Dec 16, 2017 4:24 pm

Post by animorpherv1 »

... I can't even do anything to fucking save this. Why is my luck so fucking bad.
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Post Post #892 (ISO) » Sat Dec 16, 2017 4:26 pm

Post by TwoInAMillion »

You could stop being a dwarf if you wanted...
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Post Post #893 (ISO) » Sun Dec 17, 2017 12:23 pm

Post by Assemblerotws »

Pass.
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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
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #894 (ISO) » Sun Dec 17, 2017 4:22 pm

Post by McMenno »

pass
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Post Post #895 (ISO) » Sun Dec 17, 2017 4:38 pm

Post by animorpherv1 »

Fine, I'll drop dwarf.
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Post Post #896 (ISO) » Sun Dec 17, 2017 5:02 pm

Post by TwoInAMillion »

Okay any more interference, he is winning by one now.
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Post Post #897 (ISO) » Sun Dec 17, 2017 8:45 pm

Post by Charles510 »

pass
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Post Post #898 (ISO) » Mon Dec 18, 2017 1:22 am

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
"Anyone who plays with assemble knows silence is NAI" -Maki
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Post Post #899 (ISO) » Mon Dec 18, 2017 6:44 am

Post by McMenno »

pass
Locked

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