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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

Put [2] into Heat Expansion -> [6B]
Finish things off in style by throwing [3B], [1B], and [6B]
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.

Wicker Man:

HP: 22/220
Dice: 3

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



The Sage passes.
The Brawler puts [5] into Flexible Mind, Limit Breaks for +3 Mana and 5 damage, then [5] into Flexible Mind to trigger it and return to max limit, then Limit Breaks again for +3 more mana and 8 damage.
The Bun uses [2] in Heat Expansion to get [6B], then throws all dice for 12 damage!

Wicker Man is defeated! The party gets 4 XP and 5 Coins.




🎶 Floor Music: Chipzel - The Volcano Stage 🎵

- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.
Party Level: 4 / Party XP: 8 (Next Level at 14 XP) / Party Gold: 14









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 26/36 Limit 11/11 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 7/36 Limit 0/11 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 8/40 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 9/11 Dice 4
Dragon HP: 17/18
Tyrant (Lead) HP: 17/18

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 3/36 Limit 11/11 Dice 3

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


Summons


Convoy Bag
Apple then chest.

I'm all five players look we have a majority wow
🎶 Floor Music: Chipzel - The Volcano Stage 🎵

- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.
Party Level: 4 / Party XP: 8 (Next Level at 14 XP) / Party Gold: 14

Wow guess a majority was somehow reached with one post.

nah i know you were all gonna post that anyway, thing is now you have to decide if you want to fight Marshmallow or not for the cash and xp. And I guess also if you want to make any more trades? And if you want to pick up the item from the chest. Speaking of which.

Everyone recovers 8 HP and...

🎶 Music: Chipzel - What's in the Box? 🎵 Hey, the Trainer's item is a innate. Lucky!


MissingNo - [0]+[0]+[0] : Trainer gets MissingNo until the end of the turn and rolls 1-5 Invalid Dice.
Combat Sense  - [6] : Gain Evade. Passive: Get Reduce when you spend mana.
Elemental Stash: One Fire, Ice, Wind and Thunder aspect.
Leftovers: Adds an Innate that recovers 1 HP at the end of each turn to the selected Monster.
Rat -  [CD 5] : Inflict 1 Poison, get a new dice.









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 34/36 Limit 11/11 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 15/36 Limit 0/11 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 16/40 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 9/11 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 11/36 Limit 11/11 Dice 3

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


Summons


Convoy Bag
Give Leftovers to Dragon.

Move to the next floor. If we're lucky, we'll get a floor layout that allows us to advance to the boss after two battles, fully healed. Any battles after the second can only hurt us, so we should skip this one.
Take the 4 Aspects. Forging time!

Fire Aspect + Ice Aspect -> Meteor
Knife Aspect + Knife Aspect -> Steel Knife

Unequip Saggitae and put Elstone and Poison Cloud in their place.

Proceed to Floor 5, and vote for the Robot rule.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Don't pick anything. Vote for going to the next floor, with the Robot Rule in place.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Put MissingNo in the backpack (for now, hopefully it doesn't corrupt everything) and vote for the next floor as well as the Robot Rule.
🎶 Floor Music: Chipzel - The Ice Stage 🎵

- Users of Dice and CPU swap over to the other style for this floor.
Party Level: 4 / Party XP: 8 (Next Level at 14 XP) / Party Gold: 14

Out of the frying pan and into the freezer!

You might want to make sure your equipped items have good synergy with CPU (or dice!) for this floor, if you have that luxury anyway.

Also, Cornelius is taking a day off. Prepare for a Guest Battle!








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 34/36 Limit 11/11 Dice 4



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 15/36 Limit 0/11 CPU 13



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 16/40 Limit 12/12 CPU 15



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 9/11 CPU 12
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
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 11/36 Limit 11/11 CPU 11

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


Summons


Convoy Bag
I'm bnnuy and Create Bonfire is too good to change as a pre-prepared spell, so

Sally forth to Dire Wolf I guess

Also reminder to self: I have 11 CPU
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Well since I have so many options... (Fight Dire Wolf)
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Swap Guru Meditation with Bump, and fight the Dire Wolf.
🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Users of Dice and CPU swap over to the other style for this floor.

Dire Wolf:

HP: 210/210
Dice: 4

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





Dire Wolf:
"I heard from the Gardener you brought my son with you! Thank you for looking after him! Although I'm not sure you should be encouraging him to be fighting our co-workers, the Gardener was quite irate about it. I'm happy to see him though, make sure he eats well! That means healthy foods too, like bone marrow. Just make sure he doesn't munch the Skeleton to bits if you fight them.
Or perhaps I'll turn you cubes into dinner..."


Party Condition:
Robot Brawler Sage Trainer (Tyrant) Bunjurer
[4], [5], [4], [5] CPU 13 CPU 15 CPU 13 CPU 11









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 34/36 Limit 11/11 Dice 4



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 15/36 Limit 0/11 CPU 13



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 16/40 Limit 12/12 CPU 15



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 9/11 CPU 13
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
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 11/36 Limit 11/11 CPU 11

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


Summons


Convoy Bag
Glitch with both [4]s, 8 damage.
NaN Error using one of the [5]s to get a [0] and a [5] back.
Bit Flip with the [0] and get a [7] back.
PC LOAD LETTER+ with [7] and [5], get the [5] back, 7 damage, +1 Confuse.
Abnormal End with a [5], +1 Curse.

Total: 15 damage, +1 Confuse, +1 Curse.
Roll -> 3
Roll -> 1
Roll -> 3
Roll -> 3

Lot of 3s lol

3 -> Anvil (split 3 into 1 & 2, repair Duplicate and Stone, breaks)
Limit Break! I split all my 3s into 1s and 2s, and my 2 into a 1.
1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 -> Meteor (CD 20 -> 10)
Roll -> 4
4 -> Duplicate
4 -> Stone x2 (8 damage)
Roll -> 2 (Bust!)
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Roll -> [6], no spell (CPU: 6)
Roll -> [5], prepare Heat Expansion to slot 2, turning into Heat Expansion+ (CPU: 11, Jackpot! -> Barricade)
Put [6] into Create Bonfire Μ Mu Infusion -> [5B]
Throw [5] and [5B]
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Roll 3, 5 (CPU 8) -> 3 in Leer -> 5 in Stealth Rock (return 5) -> 5 in Rock Throw -> Swap to Dragon -> Roll 6 (Error!)
🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Users of Dice and CPU swap over to the other style for this floor.

Dire Wolf:

HP: 165/210
Dice: 4

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




The Robot uses [4] and [4] in Glitch for 8 total damage, [5] in NaN Error to get [5] and [0], [0] in Bit Flip for 7 damage, returning [7], then uses [7] and [5] in PC LOAD LETTER for 7 more damage, confuse and returning the [5], then [5] in Abnormal End for 1 Curse. (total 22 damage actually! plus confuse and curse)
The Sage does "Roll 3+1+2+3 > 3 -> Anvil (split 3 into 1 & 2, repair Duplicate and Stone, breaks) > Limit Break > 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 -> Meteor (CD 20 -> 10) > Roll -> 4 > 4 -> Duplicate> 4 -> Stone x2 (8 damage) > Roll -> 2 (Bust!)" Anvil breaks into a Junk Aspect.
The Bun does "Roll -> [6], no spell (CPU: 6) -> Roll -> [5], prepare Heat Expansion to slot 2, turning into Heat Expansion+ (CPU: 11, Jackpot! -> Barricade) -> Put [6] into Create Bonfire Μ Mu Infusion -> [5B] -> Throw [5] and [5B]" create bonfire doesn't return burning dice, so you do 2 damage and inflict 1 burn and 1 vanish. and get +3 shield
The Tyrant does "Roll 3, 5 (CPU 8) -> 3 in Leer -> 5 in Stealth Rock (return 5) -> 5 in Rock Throw -> Swap to Dragon -> Roll 6 (Error!)" 13 damage, 3 weaken, 1 curse.
The Brawler does "cpu is 11, I have [3], [2], [1] and [5]. ~> Splinter [5] to [2][1][1][1], dump [3], [2], [2], [1], [1], [1] in Flexible Mind for +6 Mana and CD to 15, then put [1] in I'm Helping ~> get [6] and [2] ~> flip [2] to [5] and put it in Flexible Mind along with the [6] for +2 Mana and CD to 4. ~> roll [4] (bust)" Total +8 Mana, Flexible Mind CD=4.


Dire Wolf rolls [6], [1], [1], [3].
VS. Robot: [1] vanishes. Dire Wolf is cursed! Uses [1] in Claw for 1 Damage and 1 Poison, then [3] in Claw for 3 Damage and 1 Poison.
VS. Brawler: Uses [1] and [1] in Dire Wolf Howl to inflict Curse, then [3] in Claw for 3 Damage and 1 Poison.
VS. Sage: Uses [1] and [1] in Dire Wolf Howl to inflict Curse, then [3] in Claw for 3 Damage and 1 Poison.
VS. Trainer: All equipment is weakened! Dire Wolf is cursed! Uses [3] (cursed!) and [1] in Claw for 1 damage total.
VS. Bun: [1] vanishes, [6] is burned! Uses [1] in Claw for 1 Damage and 1 Poison, then [3] in Claw for 3 Damage and 1 Poison. (-3 shield, -1 hp)

Robot, Brawler, Sage and Bun take 1-2 poison damage and reduce poison counts by 1. The Dragon recovers 1 HP.


Party Condition:
Robot Brawler Sage Trainer (Tyrant) Bunjurer
[3], [1], [2], [2] CPU 13 CPU 15 CPU 13 CPU 11
1 Poison Curse Curse 1 Poison









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 28/36 Limit 11/11 Dice 4



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 11/36 Limit 4/11 CPU 13



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 12/40 Limit 4/12 CPU 15



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 10/11 CPU 13
Dragon HP: 18/18
Tyrant (Lead) HP: 18/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
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 8/36 Limit 11/11 CPU 11

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


Summons


Convoy Bag
Roll -> [5] (CPU: 5), prepare Heat Expansion to slot 2, turning into Heat Expansion+
Roll -> [1] (CPU: 6), prepare Create Bonfire into slot 3
Put [1] into Heat Expansion+ -> [3B]
Roll -> [3] (CPU: 9), prepare Nasty Words into slot 2, turning it into Nasty Words+
Put [5] into Nasty Words+
Roll -> [4] (CPU: 12, Error!), prepare Healing Crystal into slot 4
Throw [1], [3B], and [4]
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Roll 6, 1, 6 (becomes W W W, Jackpot!)

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

Choose Snake Eyes: Roll 1, 1 (becomes W W) -> W in Wing Attack (return W) -> W in Dual Wingbeat -> Switch to Tyrant -> W in Leer -> W in Rock Throw -> W in Stealth Rock -> W in Assurance