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Posted: Thu Dec 28, 2017 11:35 am
by Assemblerotws
I flee south to the Treasure Vault.

Posted: Thu Dec 28, 2017 11:41 am
by TwoInAMillion
Okay you now have two moves.

Posted: Thu Dec 28, 2017 12:10 pm
by Assemblerotws
I use the rest of my move to head into the War Room and end my turn.

Posted: Sun Dec 31, 2017 4:20 pm
by McMenno
bunp

Posted: Mon Jan 01, 2018 9:07 am
by TwoInAMillion
Sorry I've been a little busy.

Posted: Mon Jan 01, 2018 9:09 am
by TwoInAMillion
Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Posted: Mon Jan 01, 2018 9:16 am
by TwoInAMillion
Monster Move is red, Assemble gets a DxM.


The Treasure Vault has no red arrows so the monster mob does not move.

The Level O Mat has a red arrow going south so the monster mob goes into the armory. The armory has a red arrow pointing east so the mob moves through the Entrance and into the War Room. The War Room has a red arrow pointing north but the is a wall at the north exit preventing monster movement.

It is now Charles' turn. He gets a DxM for starting his turn. He has 3 move.

Posted: Mon Jan 01, 2018 9:21 am
by TwoInAMillion
Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Female(Sex Changed) 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: 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: 7/10 Combat Level: 15 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]

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. Assemble
[/color]

Posted: Tue Jan 02, 2018 2:29 am
by Assemblerotws
You have my class still listed as Warrior when I switched to Wizard several turns ago.

Posted: Thu Jan 04, 2018 8:17 am
by Charles510
Ok, Search

Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7

Posted: Thu Jan 04, 2018 8:21 am
by Charles510
Use the Geeky Glasses to move East and explore.

Posted: Thu Jan 04, 2018 3:54 pm
by TwoInAMillion
You get 400 gold from searching. You get a DxM for exploring a room.

Exits(South)
Original Roll String: 1d146
1 146-Sided Dice: (64) = 64


New Room:
Magnetic Room - Bad: Theif, Warrior Drop one weapon if you end your turn here.

A Monster Appears!
Maul Rat - Level 2. +2 against Clerics. Holy Items count double against Maul Rat.
Bad Stuff: She whacks you. Lose a level. Bonus: 1d6 Small Demon. 1 Level.
1 Treasure.

You are out of range for help.

Charles
Original Roll String: 1d6+16
1 6-Sided Dice: (4)+16 = 20


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


Any interference?

Posted: Thu Jan 04, 2018 3:58 pm
by TwoInAMillion
The south exit is an open doorway.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Posted: Thu Jan 04, 2018 3:59 pm
by TwoInAMillion
The Maul Rat is Yellow. McMenno gets a DxM.

Posted: Fri Jan 05, 2018 4:03 am
by Assemblerotws
Pass.

Posted: Fri Jan 05, 2018 7:28 am
by Charles510
On the Maul Rat:

Armored - +5 to level of monster(+10 against warriors). Play on
any monster. Keep this card on the monster until defeated.
If the monster is defeated, draw one extra treasure.

Posted: Thu Jan 11, 2018 2:41 pm
by Assemblerotws
I still pass.