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.- TwoInAMillion
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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
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Lame Goblin - Level 1 - +3 against foolishly sympathetic clerics. You are
at +1 to run away. Move: Can pass through hidden doors as though they
were regular doors. Bad Stuff: He whacks you with his crutch. Lose
a level. Bonus: 1d6 Small Trollkin. 1 Level. 1 Treasure.
You are out of range for help.
You automatically win the fight unless there is interference.
Charles
Original Roll String: 1d6+12(STATIC) 1 6-Sided Dice: (3)+12 = 15
Goblin
Original Roll String: 1d6+1(STATIC) 1 6-Sided Dice: (4)+1 = 5
Monster Color
Original Roll String: 1d6(STATIC) 1 6-Sided Dice: (6) = 6- TwoInAMillion
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You explore south. You get a dxm for exploring a room.
Exits:
West, East, South
Original Roll String: 1d1461 146-Sided Dice: (129) = 129
New Room:
Hall of Mirrors - After this room is placed, draw links normally,
but then every link that is not a wall becomes a hidden door.
Bad: Wizard, Theif
A monster appears!
Crawling Hand - Level 3 - If you give the crawling hand a
wishing ring or 500 gold pieces instead of fighting it, it will
become your little friend. Discard this "payment". It becomes
a small item, giving you an extra hand. It stays with you and
does NOT move as a monster. Other players cannot kill it.
Bad stuff: Undead wedgie! Lose two levels. Tiny Undead.
1 Level. 1 Treasure.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (5) = 5
Do you want to pay it or fight it?- TwoInAMillion
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You explore a room. You get a DxM.
Exits
Original Roll String: 3d1463 146-Sided Dice: (7, 84, 57) = 148
New Room:
Locked Room - After the room is placed, draw links normally, but then
every link that is not a wall becomes a locked door.
A Monster Appears!
Zombees - Level 2 - +6 against wizards - Move: The zombees are so stupid
that even ordinary doors will stop them. They can only move through open
passageways. Bad Stuff: Drop items and/or gold worth at least 700 gold
pieces, or everything that you have. Bonus: 1d6 Tiny Undead Flying Bugs.
1 Level. 1 Treasure.
You are out of range for help.
McMenno
Original Roll String: 2d6+122 6-Sided Dice: (5, 2)+12 = 19
Zombees
Original Roll String: 1d6+21 6-Sided Dice: (5)+2 = 7
You automatically win unless there is interference. Any interference?- TwoInAMillion
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Leperchaun - Level 4 - +5 against squemish Elves. While the
leperchaun is in the dungeon, all munchkins have -1 on every
dice roll they make, except when they roll for monsters in
combat. Bad Stuff: Discard one magic item. Small Undead.
1 Level. 2 Treasures.
McMenno
Original Roll String: 1d61 6-Sided Dice: (2) = 2
Leperchaun
Original Roll String: 1d6+41 6-Sided Dice: (4)+4 = 8- TwoInAMillion
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Floating Nose: Level 10. You can bribe the Floating Nose with 200 gold pieces,
or an item worth at least that much, and it will ignore you for this turn.
Bribes are added to its treasures. Bad stuff: Discard 500 gold pieces worth
of Items and/or gold, or everything you have. Bonus: 1d6. Tentacled
Flying Horror. 1 Level. 3 Treasures.
Original Roll String: 1d61 6-Sided Dice: (4) = 4- 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
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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: 3d1463 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: 1d61 6-Sided Dice: (4) = 4
You are out of range for help.
Animorpherv1
Original Roll String: 1d6+21 6-Sided Dice: (4)+2 = 6
Frogs
Original Roll String: 1d6+51 6-Sided Dice: (6)+5 = 11
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Monster move is orange. McMenno gets a DxM.
The Level O Mat has an orange arrow pointing west but there is no room west.
The hall of shame has an orange arrow pointing east. The monster mob moves into the Den Of Thieves. The Den Of Thieves
has no orange arrows so the monster move ends.
It is now assemble's turn. He gets a DxM for starting his turn. He has two move. Combat with the monster mob will begin as soon as his turn begins.- TwoInAMillion
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You aren't going to have enough to win no point in throwing the dice.
Now to run away:
Frost Giant
Original Roll String: 1d61 6-Sided Dice: (2) = 2
Undead Horse
Original Roll String: 1d61 6-Sided Dice: (1) = 1
Flytrap
Original Roll String: 1d61 6-Sided Dice: (5) = 5
King Tut
Original Roll String: 1d61 6-Sided Dice: (1) = 1
Over Bear
[dice[1d6[/dice]
Plushy Skull
Original Roll String: 1d61 6-Sided Dice: (5) = 5
Tentacle Demon
Original Roll String: 1d61 6-Sided Dice: (4) = 4- TwoInAMillion
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