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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

Splinter my 5 twice. Flip one of the 1s to 6 with Distortion, and put the other in I'm Helping! to reroll it... and get a 2. Very helpful.

With that, dump the 4, 3, and two 6s into Z-Saber, and then throw the 2 in Kapow Punch.
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.
Put [4] into Create Bonfire 1 -> Got [3] -> Put that into Create Bonfire 2 -> Got [4] again
And just put [4], [5] and [5] into Z-Saber
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Roll [2] (CPU: 2)
Roll [2] (CPU: 4) -> Put both 2s in PC LOAD LETTER, 2 damage +1 Confuse -> Put the other 2 i got back in Glitch, 2 damage.
Roll [6] (CPU: 10) -> Put 6 in Z-Saber, game-ending the Jar.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵
- Everyone's ability is replaced with Finder's Keepers. Limit Breaks let you choose to steal 1 extra equipment card after the battle.

Haunted Jar:

HP: 0/170
Dice: 4

Innate: Haunted Jar is strong against poison.

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer




The Tyrant summons Zero at the cost of 1 limit break, who rolls a [1]. [5] is used in Rock Throw for 5 damage and 1 Weaken, then [6] and [6] are used in Z-Saber for 7 and 7 damage.
The Sage uses [1] in Leather Shield, breaking it and getting a Junk Aspect, then three [5]s in Z-Saber for 15 total damage.
The Brawler splinters [5] twice into [3], [1] and [1], flips a [1] to [6] with Distortion, uses [1] in I'm Helping to get a [2] at the cost of 1 HP, then puts [4], [3], [6] and [6] in Z-Saber for 19 total damage and [2] in Kapow Punch for 2 more damage.
The Bun uses [4] in Create Bonfire twice to get a [3] and then a [4], do 2 burn and 1 Vanish. Then [4], [5] and [5] are all used in Z-Saber for 14 total damage.
The Robot does "Roll [2] (CPU: 2) -> Roll [2] (CPU: 4) -> Put both 2s in PC LOAD LETTER, 2 damage +1 Confuse -> Put the other 2 i got back in Glitch, 2 damage. -> Roll [6] (CPU: 10) -> Put 6 in Z-Saber, game-ending the Jar." 10 damage, 1 Confuse, Haunted Jar is defeated!



You Win! The party gains +3 XP and + 5 Gold.

Level Up!

The Robot gets +2 CPU, +4 HP and +1 Limit.

The Sage and Brawler get +1 Dice, +4 HP and +1 Limit.

The Trainer gets +1 Dice and +1 Limit, the Dragon and Tyrant get +2 HP.

The Bun gets +4 HP, +1 Limit and must choose from:
Duplicate - [Min 4] : Duplicate a dice
Heat Expansion - [Max 3] : Triple dice value, returned dice are burning

Everyone is fully healed.

Additionally, the Mage may choose a piece of equipment to steal.


Lady Luck:
"Oh, that's great! Give them a friend who will slice and dice my minions to dust at no cost to them! Just let them win! If I was producing this series, they'd have perished here, just like they're supposed to. Remember, little dice people, you couldn't have done this alone."

The Guest Producer:
"Um... cool robots are good for ratings?"


Lady Luck:
"..."




🎶 Floor Music: Chipzel - The Volcano Stage 🎵
- Everyone's ability is replaced with Finder's Keepers. Limit Breaks let you choose to steal 1 extra equipment card after the battle.

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 10

Lots of options! Let's see which you choose!








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 36/36 Limit 4/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 36/36 Limit 4/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 40/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 0/11 Dice 4
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 36/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Open chest. What shiny loot does it hold?
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.
Combine two of my Junk Aspects to create Stone and equip it. Open the chest before proceeding any further.

Also, Poison Cloud. I'll take that.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Chest is the only option.
Heat Expansion seems like fun, gonna add that to slot 5. Also chest chest chest
Chester
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Leather Chestplate
🎶 Music: Chipzel - What's in the Box? 🎵
this chest... it is a powerful chest.
Error Recovery Control - Passive : When you bust, recover 1 HP for every point over Target CPU.

Galaxy - [Even]+[Even] : Gain 2 Reduce. Mana > 6: Bash with 3xReduce.

(4) Anvil - [Min 2] : Split dice in two, restore 1 durability to all equipment with [ ] durability. AND (4) Elstone - [2-5]+[2-5] : Do [ ] Weaken damage. On Break: Double Damage.

Hurricane - [Range 3-5]+[Range 3-5] : Do [ ] damage. On doubles: Inflict Confuse. AND Stealth Rock - [ ] : Do 1 damage, return the dice.

Healing Crystal - [Max 3] : Recover [ ] health. AND Catastrophe - [CD 7] : Inflict Shock, Burn and Freeze.


All of the equipment is optional to pick up as usual! Relevant to the Trainer and Bun.




🎶 Floor Music: Chipzel - The Volcano Stage 🎵
- Everyone's ability is replaced with Finder's Keepers. Limit Breaks let you choose to steal 1 extra equipment card after the battle.

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 10

Slightly less options?








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 36/36 Limit 4/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 36/36 Limit 4/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 40/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 0/11 Dice 4
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 36/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Hmm, trying to decide between Ashera Icon or Blizzard. I'm gonna need new stuff.

Let's go to the Anvil to upgrade.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Dragon will forget Tackle and learn Hurricane. Tyrant will forget Oran Berry and Ink Splat and learn Assurance (which I'm buying from the shop for 2 Gold) and Stealth Rock. Go to the Anvil and upgrade Stealth Rock.

There's nothing else I want to do on this floor. After everyone has messed with their moves to their liking, I want to move on.
I haven't really gotten any mileage out of Vise Grip, so, Healing Crystal into 4 it is.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Take Galaxy, though I don't expect to be using it right now. Hypothetically I could make it work in my current build, but it'd definitely be really hard to justify dumping two evens into it when I could be dumping them in Flexible Mind for free mana.
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.
You all take the equipment you want, but the votes on where to go next are not conclusive. As such:

First you visit the shop so the Trainer can buy Assurance for the Tyrant at the cost of 2 Gold, then everyone visits the Anvil.



"Hey, you guys! Good to see you're still battling through the dungeons all together! By the way, Robot, I saw your new friend at work earlier. I'd love to get a closer look at his sword..."

Everyone can upgrade a piece of equipment (The Trainer already chose his choice)




🎶 Floor Music: Chipzel - The Volcano Stage 🎵
- Everyone's ability is replaced with Finder's Keepers. Limit Breaks let you choose to steal 1 extra equipment card after the battle.

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 8

Options have been weakened. You can now only choose the mysterious not-actually-sorceress fight, or the exit. (can't pick up apples at full health!)








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 36/36 Limit 4/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 36/36 Limit 4/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 40/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 0/11 Dice 4
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 36/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Upgrade Duplicate. Unequip Stone and equip Elstone. Unequip Poison Cloud and equip Anvil.

I'd also like to buy the Blizzard Tome from the shop. If nobody else wants something from the shop, I'd like to buy the Ashera Icon too.

I do not mind either fighting the...whatever it is now, or moving on.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
I don't have anything I wanna buy, so I'll just upgrade slot 2 to have α Alpha Infusion (the other options available being Ψ Psi Infusion and Φ Phi Infusion).

I vote for fighting the Sorceress or whatever, much to the Trainer's dismay.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Upgrade I'm Helping!, and then buy Nisha is Pocket from the shop, replacing Kapow Punch.

We're gonna try something a little different.
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.
You do the upgrades and purchases, then move on to the next floor.




🎶 Floor Music: Chipzel - The Volcano Stage 🎵

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 4

It's a rare and very lucky super enemy double combo this episode! Marshmallow hopes it'll do better than the Magician.

Choose a Modifier:
- Healing is prevented. Limit charges twice as fast.
- Everyone's ability is replaced with Finder's Keepers. Limit Breaks let you choose to steal 1 extra equipment card after the battle.
- Users of Dice and CPU swap over to the other style for this floor.
- At the end of each battle, scrap 1 of 3 equipment and get a gadget with four uses.
- Equipped Inventory space is reduced by 2. (backpack remains the same). You can throw dice.
- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.









The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 36/36 Limit 4/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 36/36 Limit 4/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 40/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 0/11 Dice 4
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 36/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
I vote Jester modifier, and let's fight Aurora.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.