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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

You pick your items and buy stuff...

🎶 Shop Music: Chipzel - Prize Money 🎵
Shared Options (Cawtomancer Exempt) - 2 Gold Each
Bump - [ ] : Dice Value +1 Nudge - [ ] : Dice Value -1 Sold!
Individual Options - 2 Gold Each
Robot Redshift - (Y/B) : Cycle a coin towards Red, 50% chance to get 1 Shield (3 uses this turn) Sold!
Illusionist This Will Sting - [5] : Get 1 Thorn?, do 1 damage 3 times Broom Broom - [Stockpile 1 2 3] : Do 3 damage for the next 3 turns (this is a Jinx effect)
Knight Sold! Bow Aspect + Shield Aspect
Trainer Sold! (Dice Monster Upgrade) Pillow : At the end of the turn, recover 1 HP for each unused dice
Cawtomancer's Options
*Bird Noises* - [Evem] : Gain Parry? [ ] and Parry? equal to enemy Weaken? Dream Eater - [Odd] : Drain 1 HP, do 1 damage per Thorn Sold!
Remove a Card - 1 Gold Remove a Card - 2 Gold Remove a Card - 3 Gold




🎶 Floor Music: Chipzel - The Grotto 🎵

Party Level: 3 / Party XP: 0 (Next Level at 7 XP) / Party Gold: 4

Safe bet that you're doing the Marshmallow fight now?




🎶 Battle Music: Swing Me Another 6🎵

Marshmallow

HP: 154/154

Dice: 2

Luck's Retort: Enemy is equipped with a Gadget that can be used each turn. (Gadgets are Skills, and can be Silenced)

Condition:
Vs. Robot Vs. Illusonist Vs. Knight Vs. Trainer Vs. Cawtomancer




Marshmallow
"I saw you fail just moments ago. Don't think you can fall Mua-ha-ha-marshmallow! Lady Luck is going to make sure you can't beat me, and your failure will be eternal!"

Party Condition:
Robot Illusionist Knight Trainer (Dragon) Cawtomancer

| CPU 5 |
| (RH) (YH) (BH)|
| (RT) (YT) |
Flip a coin to get coins from CPU
[2] [1] [1] [1] [1] [5] [4] [3] [1] [5]


Cartomancy








The Robot uses CPU to flip coins 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 32/32 Limit 2/10 CPU 5



The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.

Illusionist HP 32/32 Limit 0/10 Dice 3



The Knight'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.
Knight HP 32/32 Limit 0/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). 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 2/10 Dice 3
Dragon HP: 11/10
Tyrant HP: 11/11
Fox HP: 10/10




The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.

Cawtomancer HP 32/32 Limit 7/10 Draw 3






Summons



Convoy Bag
Well, that's not a great set of dice to start off with.

Put [1] and [2] in Unlimited Powah, and then just Laby Shoot so I at least have some Mana for next turn.
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.
Stockpile [5] into Corvid Mirage -> [6]
Stockpile [6] into Corvid Mirage, activating it -> [3]
Put [3] into Layton's Hat+ (CD: 4) -> [3]
Put [3] into Layton's Hat+ (CD: 1) -> [6]
Put [6] into Layton's Hat+ (CD: 0, activating it) -> [1]
Put [1] into Peck -> [3]

One of the turns of all time
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Put all of my dice into Iron Bow.

Great start.
I have nothing else to say now. Huh...
I forgot to specify who I wanted to start with but this works out.

4 in Toxic Ink, switch to Fox, 1 3 in Stare.

Coinflip (RT) | (RH), (RT), (YH), (YT), (BH) |

Blueshift (RT), turning it into a (YT). (Tails, no damage.)
Color Charge with (YT), + 1 Dodge?.

Coinflip (YT) | (RH), (RT), (YH), (YT), (BH) |

Blueshift (YT), turning it into a (BT). (Heads, 1 damage.)
Independent Variable with (BT), 3 damage, + 1 Freeze?.

Coinflip (RH) | (RH), (RT), (YH), (YT), (BH) |
Structured Test with (RH), 1 damage (color changed to YELLOW).

Coinflip (YH) | (RH), (RT), (YH), (YT), (BH) |

Dry Run with (YH), +1 Survive?.

Coinflip (T) | Bust! |

Total:
5 damage, + 1 Freeze?, + 1 Dodge?, + 1 Survive?.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
🎶 Battle Music: Swing Me Another 6🎵

Marshmallow

HP: 139/154

Dice: 2

Luck's Retort: Enemy is equipped with a Gadget that can be used each turn. (Gadgets are Skills, and can be Silenced)

Condition:
Vs. Robot Vs. Illusonist Vs. Knight Vs. Trainer Vs. Cawtomancer
1 Poison?, 1 Stare (R)



The Illusionist Stockpiles [1] and [2] into Unlimited Powah, then uses Laby Shoot for 1 damage and +1 Mana.
The Cawtomancer stockpiles [5] and [6] into Corvid Mirage, inflicting Confuse?, then uses [3] and [3] and [6] to count down Layton's Hat+, equipping Layton's Hat, then puts [1] into Peck for 3 damage.
The Knight puts [1], [1] and [5] in Iron Bow for 5 damage.
The Dragon puts [4] in Toxic Ink for 2 Poison, then the Fox tags in and puts [1] and [3] in Stare+ to inflict the Stare Jinx.
The Robot does the stuff in the post for 5 damage, 1 Freeze?, 1 Dodge? and 2 Survive? (I edited the equipment so you don't immediately die after not getting jackpot this turn, but now you need to jackpot every turn lol)

Marshmallow rolls [4] and [4].
VS. Robot: Dice are frozen to [3]s. Uses [3] in Echo Bang, doing 1 Weaken? and 4 damage, then uses Ember, but triggers dodge?
VS. Illusionist: Uses [4] in Electric Shock for 4 damage and 1 Shock?, then Ember for 1 burn.
VS. Knight: Uses [4] in Electric Shock for 4 damage and 1 Shock?, then Ember for 1 burn.
VS. Trainer: Stare inflicts 1 Weaken?. Electric Shock is Poisoned [CD 2]. Uses [4] to reduce poison, then [4] in Electric Shock for 4 damage and 1 Shock?, then Ember for 1 burn.
VS. Cawtomancer: Uses [4] in Electric Shock for 4 damage and 1 Shock?, then Ember for 1 burn. Takes 2 confusion damage.

Poke It?, Bronze Armor, Psy Wave and SQUARK CAW are Shocked?. Take 3 damage to unshock equipment.

Party Condition:
Robot Illusionist Knight Trainer (Fox) Cawtomancer

| CPU 5 |
| (RH) (YH) (BH)|
| (RT) (YT) |
Flip a coin to get coins from CPU
[5B] [2] [2] [1B] [2] [6] [4B] [3] [1] [WB]
1 Survive?, 1 Weaken? 1 Mana, 1 Shock?, 1 Burn? 1 Shock?, 1 Burn? 1 Shock?, 1 Burn? Layton's Hat, 3 Windy, 1 Shock?, 1 Burn?


Cartomancy








The Robot uses CPU to flip coins 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 28/32 Limit 6/10 CPU 5



The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.

Illusionist HP 28/32 Limit 4/10 Dice 3



The Knight'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.
Knight HP 28/32 Limit 4/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). 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 6/10 Dice 3
Dragon HP: 11/10
Tyrant HP: 11/11
Fox HP: 6/10




The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.

Cawtomancer HP 28/32 Limit 10/10 Draw 3






Summons



Convoy Bag
[1] -> Bumpblade (disable Bumpblade for this turn + next turn, get [2]

All of my dice -> Knight Crest (2 more evens needed to promote)

Going to not attack for now since promoting would likely be a good idea to do before I do anything else.
I have nothing else to say now. Huh...
Use the burning [5] in Unlimited Powah, then Laby Shoot and stow the remaining [1]s in Go Away!
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.
(I went though some old updates and noticed my limit never charged during this update when I took 8 damage. I haven't used a limit break or summon since then, so this means my limit should be fully charged.)

Summon Wolf Puppy (rolls 1, 2). (2) in Wolf Puppy Bite, (1) in Woof Woof Woof I guess??? (do summon CDs carry over between turns?)

4 in Spatula (take 2 damage, return 3), 3 3 in Stare, take 3 damage to unshock Psy Wave, 1 in Psy Wave, switch to Dragon.
Activate Draw 3 (I should be able to do this because my Limit was 7/10 and I took 4 damage meaning I should have the Limit and it just hasn't been updated correctly alongside everyone else's Limit)
Put [WB] in Nisha's Thorn
Unshock SQUAWK CAW, and put [W] and [W] into it -> [2]
Put [2] in Pancake Flipper, turning it into a [5]
Put [5] in Caw -> [5]
Put [5] in Caw -> [1]
Put [1] in Peck -> [4]
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Swing Me Another 6🎵

Marshmallow

HP: 90/154

Dice: 2

Luck's Retort: Enemy is equipped with a Gadget that can be used each turn. (Gadgets are Skills, and can be Silenced)

Condition:
Vs. Robot Vs. Illusonist Vs. Knight Vs. Trainer Vs. Cawtomancer
1 Poison?, 1 Stare (R), 1 Stare (R)



(apologies, I must once again speedy-ish? but not that speedy i guess? update)

Knight does 1 damage and stockpiles 3 evens in Knight's Crest.
Illusionist stockpiles a [5] (taking 2 damage), does 2 damage and gets +1 mana, then reduces the CD of Go Away! to 1.
Trainer summons, does 4 damage, reduces the CD of Woof Woof Woof to 7 (it does carry but only for the battle's duration), flips the burning dice to get [3] (takes 2 damage), [3] and [3] in Stare to inflict another Stare Jinx, then taking 3 damage to unshock Psy Wave and uses it.
The Cawtomancer uses Draw 3 (hand size is 4, so excess cards will be drawn automatically as cards in hand are used). Nisha's Thorn is used for +1 Thorn, taking 2 burn damage, SQUARK CAW is unshocked for 3 HP, used for 2 Weaken? and 4 damage and +1 HP, flipper flips and draws, [5] is used in Caw for 3 damage and 1 Weaken?, then another Caw for 4 damage and 1 Weaken?, then Peck for 7 damage. (at this point you could have used the [4] in spinning top and then drawn peck for 7 more damage, but you didn't so rip) (also u got +3 more hp for 4 healing total)
Robot flips all coins, jackpots and sustains +1 Survive? does 5 lucky shot damage, converts 3 coins to dice and then uses independant variable, structured test, woof woof woof and wolf puppy bite for 12 more damage and 1 burn.


Marshmallow rolls [2] and [6].
VS. Robot: [2] is burning. Uses [6] in Electric Shock for 6 damage and 1 Shock?, then Ember for 1 Burn?.
VS. Illusionist:Uses [6] in Electric Shock for 6 damage and 1 Shock?, then Ember for 1 Burn?.
VS. Knight: Uses [6] in Electric Shock for 6 damage and 1 Shock?, then Ember for 1 Burn?.
VS. Trainer: Stare inflicts 2 Weaken?, Psy Wave does 7 damage. Electric Shock is Poisoned [CD 1]. Uses [2] to reduce poison, then [6] in Electric Shock for 6 damage and 1 Shock?, then Ember for 1 burn?
VS. Cawtomancer: Uses [6] in Electric Shock for 6 damage and 1 Shock?, then Ember for 1 Burn?.

Structured Test, Go Away!, Bumpblade, Toxic Ink and SQUARK CAW are Shocked?. Take 3 damage to unshock equipment.

EVERYONE's limit is fully charged!!!

Party Condition:
Robot Illusionist Knight Trainer (Dragon) Cawtomancer

| CPU 5 |
| (RH) (YH) (BH)|
| (RT) (YT) |
Flip a coin to get coins from CPU
[5B] [1] [4] [3B] [2] [4] [2B] [5] [4] [WB]
1 Survive?, 1 Shock?, 1 Burn? 1 Mana, 1 Shock?, 1 Burn? 1 Shock?, 1 Burn? 1 Shock?, 1 Burn? Layton's Hat, 3 Windy, 1 Shock?, 1 Burn?


Cartomancy








The Robot uses CPU to flip coins 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 22/32 Limit 10/10 CPU 5



The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.

Illusionist HP 20/32 Limit 10/10 Dice 3



The Knight'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.
Knight HP 20/32 Limit 10/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). 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 10/10 Dice 3
Dragon HP: 5/10
Tyrant HP: 11/11
Fox HP: 1/10




The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.

Cawtomancer HP 21/32 Limit 10/10 Draw 3






Summons



Convoy Bag
EDIT: Will redo this move after we decide what to do.
I have nothing else to say now. Huh...