
Dicey Dungeons - Forum Fangame Edition (One Slot Open)

Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Innate: Sorceress changes equipment each turn.
Mysterious Influence: Sorceress uses a limit break after losing 50% of HP. Extra rewards after the battle.
Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
No Status | No Status | No Status | No Status | No Status | No Status |
The Cleric Limit Breaks to conjure a [6], using it in Healing Word to recover for everyone +2 HP. He then bumps [3] into [4], uses both [4]s in Warhammer for 8 damage and 1 shock, then bumps [2] to [3] (taking 2 burn damage) and uses it in Judge to inflict 1 Weaken.
Thief Jr. Uses [6] with Ember, returning a [3] and dealing 1 damage/burn. [3] and [3] go into Double Kick for 12 damage, then [1] and [1] go into Rabbit's foot at the cost of 2 HP, two [1]s go into Dagger, Limit Break swaps equipment, and then [1] is re-rolled into [1] with cauldron, dealing 1 damage, and [1] goes into Infliction for 3 damage.
The Robot uses Limit Break, getting [3B], [2B] and [6], uses the Bear Smash payout ability, dealing 10 damage, combines the burning [2] and [3] with Spanner (-4 HP), uses the [5] produced in Plasma Blaster for 5 damage and the [6] in Buster Sword for 6 damage.
The Dragon touches [2B] to unburn it (-2 HP), then uses [3] with Gust for 3 damage. The Sorceress is defeated!
Baby Squid:
Wow! That one was really close! I'm glad you're all mostly okay!
I don't remember seeing minions use limit breaks in the dungeons before.
The party gets 3 XP and 6 Coins.
Level Up! Everyone gets +4 Max HP, and everyone but the Brawler is fully healed (the Brawler is revived at half HP).
The Dragon, Brawler, Mage and Thief Jr. all get +1 Dice.
The Cleric gets +1 Fate.
The Robot gets +2 CPU.
Oh, and the Sorceress seems to have left other rewards behind...
You'll have to decide who gets them. Once you pick, you can't exchange it.
β Infusion - Infuse 1 Equipment : Status effects are swapped to their Parallel Universe versions. |
Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment
Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment
The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment
The Brawler has no innate abilities.
Brawler's Equipment
The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment
The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Speaking of, swap Warhammer out for Determined Fate and my second Bump. I will defer my vote to Segment - whatever he thinks is best probably will be.


This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Swap out Nudge for Tackle and Whirlwind for Air Slash.

To add to that, Beta Infusion is basically useless to me because I don't have status effects on any of my equipment except small shield, and cauldron is... meh.

Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 12
Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment
Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment
The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment
The Brawler has no innate abilities.
Brawler's Equipment
The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment
The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.

Yolanda:
Sorry, no frozen fish sticks this time. All I have is vegetable fingers.
General Store | ||
3 Gold |
4 Gold |
Dice Block - [ ] : Gain [ ]+4 Shield. -1 Dice this fight. (Large Equipment) |
Apple - Recover 10 HP to 1 Contestant 2 Gold |
Upgrade 1 Equipment 3 Gold |
Upgrade 1 Equipment 3 Gold |
Character Equipment Store (In Character Order) | ||
2 Gold |
Flare Blitz - [ ] - Do []+4 Fire damage. Burn ALL your dice next turn. (Large Equipment) 2 Gold |
|
Tailwind - [ ]=[ ] : Give a copy of [ ] to everyone else this turn. (Large Equipment) 3 Gold |
Screech - [Min 3] : Inflict [ ]-3 Weaken. 2 Gold |
|
Elthunder (6 Uses) - [Even]+[Even] : Deal [ ] Shock damage. For each 6, inflict 1 shock. 2 Gold |
Blizzard (6 Uses) - [CD 12] - Deal 8 Freeze damage and Freeze 2 dice. 2 Gold |
Stamina Drink (3 uses) - [6] : Reduce all countdowns to 0. 2 Gold |
Butterfly Balm - [Odd] [Even] : Deal 8 damage. 4 Mana: And remove all debuffs from allies. (Large Equipment) 4 Gold |
Dududu - [Even] : Deal [ ] damage. 1 Mana: Re-equip this. 2 Gold |
|
Cure Wounds - [ ]+[Max 4] : For the character in the slot matching the left dice, recover health equal to the right dice. Return the lowest dice. 2 Gold |
Smite - [ ] : Deal [ ]x2 Damage. Reduce Fate by 1 this battle. 1 Gold |
|
4 Gold |
2 Gold |
Party Gold: 12
Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment
Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment
The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment
The Brawler has no innate abilities.
Brawler's Equipment
The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment
The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Don’t forget my item swaps please thank.

Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
You spend 11 Gold. The Brawler recovers 10 HP.
General Store | ||
3 Gold |
4 Gold |
Dice Block - [ ] : Gain [ ]+4 Shield. -1 Dice this fight. (Large Equipment) |
Sold Out! 2 Gold |
Sold Out! | Sold Out! |
Character Equipment Store (In Character Order) | ||
Sold Out! 2 Gold |
Flare Blitz - [ ] - Do []+4 Fire damage. Burn ALL your dice next turn. (Large Equipment) 2 Gold |
|
Tailwind - [ ]=[ ] : Give a copy of [ ] to everyone else this turn. (Large Equipment) 3 Gold |
Screech - [Min 3] : Inflict [ ]-3 Weaken. 2 Gold |
|
Elthunder (6 Uses) - [Even]+[Even] : Deal [ ] Shock damage. For each 6, inflict 1 shock. 2 Gold |
Sold Out! |
Stamina Drink (3 uses) - [6] : Reduce all countdowns to 0. 2 Gold |
Butterfly Balm - [Odd] [Even] : Deal 8 damage. 4 Mana: And remove all debuffs from allies. (Large Equipment) 4 Gold |
Dududu - [Even] : Deal [ ] damage. 1 Mana: Re-equip this. 2 Gold |
|
Cure Wounds - [ ]+[Max 4] : For the character in the slot matching the left dice, recover health equal to the right dice. Return the lowest dice. 2 Gold |
Smite - [ ] : Deal [ ]x2 Damage. Reduce Fate by 1 this battle. 1 Gold |
|
4 Gold |
2 Gold |
🎶 Floor Music: Chipzel - The Volcano Stage 🎵
Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 1
The Cleric gives up, and leaves the party. β Infusion and the two Upgrades may be reapplied to a different equipment. All other equipment is lost. Enemies are now a bit weaker.
Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment
Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment
The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment
The Brawler has no innate abilities.
Brawler's Equipment
The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment
considering the situation
Picking up Cleric too if there are no objections. The mass healing is too valuable to lose, at the very least.
Can't afford anything and can't get to the door to the next floor. Time to fight that last enemy.
