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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

I decided to start off this turn with putting the two 1's I have into Cauldron. The first 1 got rerolled into a 2 for once, and the second one into a 5. Thanks NoiBot. Put the 2 onto Pyro Ball.

Use 6 with Lockpick because there's basically no real reason not to do that since I can activate Double Kick regardless of the result, it just means it'll deal between 12 and 20 damage depending on each one.

So the numbers I got are 4 and 2 out of it, which means I can put my two 4's into Double Kick, and put the 3 and the 2 into Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Put both my 4s into Fire and charge up a Blizzard by putting the rest into it. It'll bring my CD to 7.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Roll twice -> Get 2 and 5 (CPU: 7) -> Put 2 in Small Shield and 5 in Midnight Charm, receiving two 6s -> Put one 6 in Plasma Blaster and one 6 in Buster Sword -> Roll -> Get 4 (CPU: 11) -> Put 4 in Mechanical Arm -> Roll -> Get 6 (Error!) -> End of my turn.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Vs Thief Jr Vs. Dragon Vs. Cleric Vs. Mage Vs. Brawler Vs. Robot
No Status No Status No Status No Status No Status No Status



The Brawler kicks with [2], returning the dice and dealing 2 damage. Inner Aurora is used with [2], granting +1 Mana and Fury, then Mana Potion is used with [3], triggering fury and granting +6 Mana.
The Dragon bumps [2]>[3], uses [2] in Healing Crystal for +2 health, [3] in Tackle for 4 damage and [W] in Gust for 12 damage.
The Cleric Bumps [1]>[2] and [4]>[5]. [2], [3] and [4] grant yet more dodge with Determined Fate, [5] heals everyone by 2 with a now silent word, and the other [5] is stashed for next turn.
Thief Jr. re-rolls two [1]s with Cauldron (taking 1 burn damage) into [2] and [5], dealing 2 damage in the process. [2] goes into Pyro Ball for 2 damage/burn, then [6] is lockpicked into [4] and [2], allowing two [4]s to activate a 16 damage double kick and [3] and [2] to both go into Dagger for 5 more damage.
The Mage puts two [4]s into Fire Tome for 8 Damage and 2 Burn, then [5] and [2] into Blizzard (CD=5).
The Robot rolls [2] and [5], puts [2] in Small Shield for +2 Shield and [5] in Midnight Charm to get [6] and [6], then uses those with Plasma Blaster and Buster Sword for 12 damage. Then he rolls [4], puts it in Mechanical Arm for 3 damage, rolls [6] and busts.

The Rhino Beetle rolls [6], [5] and [6].
Vs Thief Jr: Puts everything in Beetle Headbutt, taking 4 burn damage and triggering dodge.
Vs The Dragon: Puts everything in Beetle Headbutt, triggering dodge.
Vs The Cleric: Puts everything in Beetle Headbutt, triggering dodge.
Vs The Mage: Puts everything in Beetle Headbutt, taking 4 burn damage and triggering dodge.
Vs The Brawler: Puts everything in Beetle Headbutt, triggering dodge.
Vs The Robot: Puts everything in Beetle Headbutt, triggering dodge.

Thief Jr Dragon Cleric Mage Brawler Robot
[6], [4], [1], [4], [1B] [2], [3], [2], [W] [1], [2], [3], [4], [5], +[5] [3], [5], [2], [3] [4], [5], [3], [1] CPU 13
No Status No Status No Status No Status 8 Mana, 1 Reduce 2 Shield



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 Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight. (Controlled by Noivern)
Cleric'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

Put all my dice into Blizzard. I'm gonna save my Bump until the next turn, if I get a 5.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Start off with putting both 1's into Cauldron, which were rerolled to 3 and 6 (thanks NoiBot for not being rigged for once). May as well Lockpick the 6, which according to NoiBot were split into a 1 and a 5. Shame about the 5 and 6 I can't use due to this overly specific build I'm going for.

Put the 3 into Pyro Ball, use the two 4's with Double Kick, then put the 1 I got into Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Dragon:

3 in Tackle, and W in Gust.


Cleric:

Bump 1 to 2 and 5 to 6. 2 in Judge β for Burn?, 2 3 4 in Determined Fate for Dodge, 5 in Healing Word, 6 in Foresight.
5 in Inner Aurora, and then just suck it up and put the 4 in Kapow Punch because my initial plan was a bit faulty given how much damage this guy is capable of.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
Roll thrice -> 2,5,1 (CPU: 8) -> Combine 2 and 1, put the result in Small Shield -> Repeat the "Midnight Charm" thing I did last time -> Roll -> Get 5 (Jackpot!)

From the following Jackpots:

Protection (Reduce damage by 1)
Teleport (Evade next attack)
Firebomb (Do 8 fire damage)

I pick Firebomb -> can't do anything with a 5, so that's the end of my turn.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Vs Thief Jr Vs. Dragon Vs. Cleric Vs. Mage Vs. Brawler Vs. Robot
No Status No Status No Status No Status No Status No Status



The Mage puts everything in Blizzard, dealing 8 damage and inflicting 2 freeze, then reducing the CD to 4.
Thief Jr. double cauldrons both [1]s again, dealing 2 damage and getting a [3] and [6]. [6] is lockpicked into [1] and [5], then [3] goes into Pyro Ball for 3 damage/burn, double kick with double [4] does 16 damage and the spare [1] goes into Dagger for 1 damage. (Also, he takes 1 burn damage as usual)
The Dragon uses [3] and [W] with Tackle and Gust respectively, dealing 16 damage total.
The Cleric Bumps [1]>[2] and [5]>[6], Judges with [2], inflicting 1 Burn?, uses [2], [3] and [4] in Determined Fate to give everyone a dodge, [5] in Healing Word for +2 HP recovery party wide, and [6] in Foresight, stashing it away for next turn.
The Brawler uses [5] in Inner Aurora for +1 Mana, then [4] in Kapow Punch for 13 damage.
The Robot rolls [2], [5] and [1], combining [2] and [1] into [3], which goes into Small Shield for +3 Shield. [5] goes into Midnight Charm, creating two [6]s for Plasma Blaster and Buster Sword, dealing 12 damage total. Then [5] is rolled, hitting jackpot and allowing for Firebomb to be used for 8 more damage.

The Rhino Beetle rolls [4], [3] and [6].
Vs Thief Jr: All dice are burning. Takes 6 damage to use both battle axes with [3] and [4], eating a dodge and then dealing 8 damage, then uses [6] to count down Beetle Headbutt to 6.
Vs The Dragon: Uses both battle axes with [3] and [4], eating a dodge and then dealing 8 damage, then uses [6] to count down Beetle Headbutt to 6.
Vs The Cleric: Beetle Headbutt is disabled by burn. [4] is Burning? Uses both battle axes with [3] and [4], eating a dodge and then dealing 8 damage. Battle Axe will be disabled next turn.
Vs The Mage: [4] and [6] are both Frozen to [1]. Uses both battle axes with [1] and [3], eating a dodge and then dealing 6 damage, then uses [1] to count down Beetle Headbutt to 11.
Vs The Brawler: Uses both battle axes with [3] and [4], eating a dodge and then dealing 7 damage, then uses [6] to count down Beetle Headbutt to 6.
Vs The Robot: Uses both battle axes with [3] and [4], eating a dodge and then dealing 8 (-5 Shield, -3 HP) damage, then uses [6] to count down Beetle Headbutt to 6.

The beetle took 85 damage this turn, by the way. Good job!

Thief Jr Dragon Cleric Mage Brawler Robot
[2], [3], [2], [5], [1B] [4], [W], [W], [3] [1], [2], [3], [4], [5], +[6] [2], [6], [1], [4] [4], [2], [4], [2] CPU 13
No Status No Status No Status No Status 1 Mana, 1 Reduce No Status



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 Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight. (Controlled by Noivern)
Cleric'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

Cleric:

Bump a 3 twice to 5, 4 5 6 in Determined Fate for Fury, 5 in Healing Word, everything remaining in Magic Dagger.


Dragon:

W in Gust, W in Tackle, 3 in Healing Crystal.
Limit break! -> Roll the following numbers 1,2,1,5,2,1,1

From the following jackpots:

Snake Eyes (Roll 2 ones)
Firebomb (Do 8 fire damage)
Refrigerator (Freeze 1 dice)

I pick Firebomb (which should be activated twice due to fury) (apparently not) -> Put a 2 in Mechanical Arm (which should be activated twice due to fury) -> Since I have the same dice as last time, repeat the last turn -> can't do anything with the other dice, so that's the end of my turn.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Vs Thief Jr Vs. Dragon Vs. Cleric Vs. Mage Vs. Brawler Vs. Robot
No Status No Status No Status No Status No Status No Status



The Cleric gives everyone Fury, and then heals everyone by 2 and another 2, then uses Magic Dagger twice for 4 damage.
The Dragon uses a furious gust for 24 damage and tackles for 4 damage, then heals by 3.
The Robot limit breaks, getting a bunch of dice, uses the Firebomb jackpot ability for 8 damage, then a furious mechanical arm for 14 total damage, and Plasma Blaster and Buster Sword for 6 damage.

The Rhino Beetle is very defeated.

Rhino Beetle:
FEE. FI. FO. FICE. THAT RABBIT DICE WAS NOT VERY NICE.
BE YOU AHEAD OR BE BEHIND, NOW I HAVE AN AXE TO GRIND.

The party gets +4 XP and +6 Gold.

🎶 Floor Music: Chipzel - The Volcano Stage 🎵

Party Level: 4 / Party XP: 7 (Next Level at 14 XP) / Party Gold: 6

Thief Jr Dragon Cleric Mage Brawler Robot
[2], [3], [2], [5], [1B] [4], [W], [W], [3] [1], [2], [3], [4], [5], +[6] [2], [6], [1], [4] [4], [2], [4], [2] CPU 13
No Status No Status No Status No Status 1 Mana, 1 Reduce No Status



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 Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight. (Controlled by Noivern)
Cleric'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

Since most of us are pretty good on health (surprisingly), I'd say we go fight the Handyman.
I vote that we fight the Handyman and save the apples for when we fight the Kraken.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Dragon: Swap out Bump, swap in Whirlwind.

Let's fight the man with hands.
Handyman a go go.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Fistfight the man of many hands.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Vs Thief Jr Vs. Dragon Vs. Cleric Vs. Mage Vs. Brawler Vs. Robot
No Status No Status No Status No Status No Status No Status



Time to handle... the Handyman

Thief Jr Dragon Cleric Mage Brawler Robot
[2], [6], [5], [6], [1B] [4], [2], [4], [2] [1], [2], [3], [4], [5] [4], [3], [3], [1] [2], [5], [5], [6] CPU 13
No Status No Status No Status No Status 1 Mana, 1 Reduce No Status



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 Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight. (Controlled by Noivern)
Cleric'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

Kick with 2, Inner Aurora with the returned 2, Kapow Punch with 6. Not a great starting roll, but it'll do.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.