Munchkin Quest(Charles vs. Rat, interference?)
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Pass.
CHarles, you should have armored one of the other monsters.ShowCheck my wiki for my meta.
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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- 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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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
Any interference?- TwoInAMillion
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Pass.ShowCheck 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- McMenno
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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
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