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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

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Bump the unfrozen 1, turning it into a 2. Warhammer my 2s, put a 1 each in Judge and Foresight, and Limit Break a 6 into existence, dumping it into Healing Word, which, this time, will be "Shiakazing!".

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.
Pass, since there's nothing useful I can do and I wanna save my Torch.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Innate Ability: The Wizard is unpredictable (Rolls different dice against each player).
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
Special: +1 Dice 1 Dodge No Status Special: +1 Dice No Status No Status



The Dragon Nudges [3] (2 Burn Damage) into [2], uses [6] (2 Burn Damage) with Whirlwind to return a [W], then uses double [2]s in Double Team to gain 1 Dodge and uses [W] in Gust for 12 damage.
Thief Jr Uses [5] on Ember, dealing 1 damage/burn and returning a [2]. He then uses Limit Break, swapping equipment with the Wizard, and uses his remaining dice with Teleport Spell, Hall of Mirrors, Flame Spell and Freeze Spell (taking 1 burn damage). The Wizard takes 10 total damage and is burned and frozen by 2.
The Brawler activates both burning dice (-4 HP), puts [4] in Kapow Punch, which the Wizard dodges, then uses [4] with Swirly Punch (CD=4), then uses Inner Aurora with [3] to gain +1 Mana.
The Robot rolls some dice, putting [5] in Plasma Blaster for 5 damage, triggering Pea Shooter for 2 damage and putting [3] in Small Shield for +3 Shield.
The Cleric bumps [1] into [2] (doesn't matter if it's frozen or not btw, it can still be manipulated on your turn), uses [2] and [2] in Warhammer for 4 damage and 2 shock, then puts [1] into Forsight to inflict 1 Freeze and puts another [1] away until next turn. Finally, he uses Limit Break to summon a [6], putting it into Healing Word: Shiakazing!. Everyone recovers 2 HP.
The Mage skips a turn.

The Wizard casts his spells, and once more on the Brawler again.
Vs Thief Jr: Rolls a [6] (which is on fire). Casts hall of Mirrors for +1 dice. (and takes 2 burn damage)
Vs The Dragon: Rolls a [5]. Casts Teleport Spell, gaining 1 Dodge.
Vs The Mage: Rolls a [2]. Casts Flame Spell, dealing 5 damage and burning 2 dice.
Vs The Brawler: Rolls a [5]. Teleport Spell, gaining 1 Dodge. Rolls a [4]. Casts Thunder Spell, dealing 5 damage and Shocking 2 equipment.
Vs The Cleric: Rolls a [1]. Casts Freeze Spell, dealing 5 damage and inflicting 2 Freeze.
Vs The Robot: Rolls a [2]. Casts Flame Spell, dealing 5 damage (-3 Shield) and burning 2 dice.

Thief Jr. takes 3 poison damage at the start of his next turn. Cleric and Robot take 2 Poison damage at the start of their turns. Poison is reduced by 1.

The Cleric's [3] and [4] are frozen, turning into [1]s. The Robot's first two dice rolled will be burning.


Thief Jr Dragon Mage Brawler Cleric Robot
[5], [5], [6], [1], [1B] [2], [2], [1] [5B], [4B], [2] [1], [6], [1] [1], [2], [1], [1], +[1] CPU 11
2 Poison, 1 Burn, 1 Dodge, Stolen 1 Gold 1 Dodge 2 Burn 2 Shock, 1 Mana 2 Freeze, 1 Poison 2 Burn, 1 Poison


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 Forsight.
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

Use both 2s for Double Team and 1 for Tackle.
Use one of the 1's to unshock Inner Aurora, then use the other to activate Inner Aurora.

Then put the 6 in Swirly Punch. Free 2 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.
Repeat my previous turn. The healing word will be "Guts".

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.
Roll -> Get a Burning 6 (CPU: 6) -> Roll -> Get a Burning 4 (CPU: 10) -> Use Burning 6 on Pea Shooter and Burning 4 on Plasma Blaster -> Roll -> Get 2 (Error!) -> End of my turn.
Put my burning 4 to my Wind Tome and cast Wind on this guy.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Use the 6 on Ember, returning a 3. Use both 5's on Rabbit's Foot, put both 1's I had at first on Double Kick, then put the remaining dice (the four 1's, the returned 3) on Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Innate Ability: The Wizard is unpredictable (Rolls different dice against each player).
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
Special: +1 Dice No Status No Status Special: +2 Dice No Status Special: +1 Dice



The Dragon uses double [2] on double team, gaining more Dodge, then uses [1] to Tackle, which the Wizard dodges in turn.
The Brawler unshocks Inner Aurora, then uses [1] with it for +1 Mana, then uses [6] with Swirly Punch for 5 damage and +2 Mana.
The Cleric bumps [1] into [2], uses [2] and [2] in Warhammer for 4 damage and 2 shock, then puts [1] into Forsight to inflict 1 Freeze and puts another [1] away until next turn. Finally, he uses Limit Break to summon a [6], putting it into Healing Word: Guts. Everyone recovers 2 HP.
The Robot rolls a burning [6] and [4], using [6] with Pea Shooter for 2 damage, and [4] with Plasma Blaster for 4 damage. Then, he hits an error.
The Mage uses [4] (taking 2 burn damage) with Wind Tome, dealing 4 damage.
Thief Jr. uses [6] with Ember for 1 damage/burn, returning a 3. Then he uses both [5]s in Rabbit's Foot, getting four [1]s, and uses two in Double Lick for Double Kick for 4 damage and everything else in Dagger for 7 more damage. (He also takes 1 damage from the burning 1.)

The Wizard casts his spells, and once more on the Brawler and Thief Jr!
Vs Thief Jr: Rolls a [3] (which is on fire), and a [1]. Casts Poison Spell (-2 HP), which Thief Jr. dodges, then casts Freeze Spell, dealing 5 damage and Freezing 2 dice.
Vs The Dragon: Rolls a [3]. Casts Poison Spell, which the Dragon dodges.
Vs The Mage: Rolls a [3]. Casts Poison Spell, inflicting 4 Poison.
Vs The Brawler: Rolls a [4]. Casts Thunder Spell, dealing 5 damage and inflicting 2 Shock. Rolls a [6]. Casts Hall of Mirrors, gaining +1 dice.
Vs The Cleric: Rolls a [5], which is frozen to [1]. Uses Freeze Spell, dealing 5 damage and inflicting 2 freeze.
Vs The Robot: Rolls a [6]. Casts Hall of Mirrors, gaining +1 dice.

The Brawler takes 4 poison damage at the start of the turn. Thief Jr. takes 2 poison damage at the start of his next turn. Cleric and Robot take 1 Poison damage at the start of their turns. Poison is reduced by 1.

The Cleric's [3] and [4] are frozen, turning into [1]s.


Thief Jr Dragon Mage Brawler Cleric Robot
[5], [3], [5], [2], [1B] [3], [5], [5] [2], [3], [2] [5], [1], [6] [1], [2], [1], [1], +[1] CPU 11
1 Poison, 2 Freeze, 1 Burn, 1 Dodge, Stolen 1 Gold 1 Dodge 3 Poison 2 Shock, 4 Mana No Status 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 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 Forsight.
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

Put both 5s in Whirlwind and nudge 4 down to 3. 3 in Tackle and W in Gust.

EDIT: Let's stop by the caravan for another look at equipment.
Just Master Punch, as that should do enough damage to finish him off. Probably.
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.
Good, nobody is dead. Copy my previous turn without the limit break.

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.
Use my last use on my Wind tome with a 3.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Roll -> Get 5 (CPU: 5) -> Roll -> Get 4 (CPU: 9) -> Put 5 in Plasma Blaster and 4 in Pea Shooter -> Roll -> Get 4 (Error!) -> End of my turn.

Agreeing with Noivern, some of us are going to need upgrades so it's good to stop by the caravan once more.
Put both 5's into Rabbit's Foot, and if putting the four 1's onto Dagger doesn't work due to Frozen dies, just make use of just the 3 on Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Swing Me Another 6 🎵


Innate Ability: The Wizard is unpredictable (Rolls different dice against each player).

Yeah, the Wizard gets dunked this turn.

🎶 Music: Chipzel - What's in the Box? 🎵

The party gains +2 XP and +7 Coins! The party levels up! Everyone gains +4 HP and is fully healed.

Everyone gets to choose one of two equipment rewards at this level.

(in character order)
Rabbitpick - [Range 2-4] : Break dice into 1s. OR Pyro Ball - [1] : Deal 1 damage. Inflict 1 burn. Increase the burn, damage and dice required by 1 this combat.
Dragon Pulse - [ ]+[ ] : Deal [ ] damage. OR Air Slash - [W]+[W] : Needs windy dice. Cuts the enemy's current HP down by 20%.


(4 Uses)


OR Staff Licence (1 Use) - [6]+[6] : You can now find staffs in shops and chests. Transform this into a random Staff.
Super Laby Bomb - [ ] : 6 Mana: Deal 20 damage. OR Be Healthy - N/A - Start of turn: Gain 1 Mana.

Determined Fate - [ ]+[ ]+[ ]+[ ] : Gives all party members a buff based on [] divided by 6.


1: 3 Shield


2: Reduce damage by 1.


3: 1 Dodge


4: 1 Re-Equip


5: 1 Fury


6: 1 Survive


OR Shattered Fate - [ ] : Give all party members [ ] this turn. Reduce your fate by 1 this battle.
OR





Also, since you wanna go to the caravan, let's show you the wares again! You can buy stuff at the same time as picking your level up reward.

🎶 Shop Music: Chipzel - Prize Money 🎵

General Store

Sold Out!


2 Gold Smash Dice - [Min 4] : Halve dice value, then deal [ ] damage. Return the dice.

3 Gold

Upgrade 1 Equipment - 2 Gold Upgrade 1 Equipment - 3 Gold Upgrade 1 Equipment - 4 Gold
Character Equipment Store (In Character Order)

Sold Out!



Sold Out!



Leech Life - [Max 2] : Drain [ ]+1 Life.


2 Gold



Sold Out!



Tactical Bolt - [CD 8] : Deal 4 damage. Doubled if the enemy has no ability. (6 Uses)


3 Gold



Knife - [ ] : Deal 2 damage. (6 uses)


1 Gold



Bullion - [6]+[6] : Gain 2 Gold. (3 uses)


1 Gold



Sold out!



Sold Out!



Sold Out!



Throw Hammer - [ ] - Deal [ ]x2 damage. Disable this equipment next turn.


3 Gold




3 Gold



Sold Out!





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 Forsight.
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

I'll take Buster Sword and Equip it, bagging Pea Shooter. I'll also upgrade (2 Gold) Plasma Blaster to take any dice.

Edit: Turns out I have free slots lol. I'll equip Pea Shooter again.
Edit 2: I'm not buying the upgrade this turn due to giga wanting to upgrade bump.
Choose Pyro Ball, and buy the 3 Gold upgrade to upgrade Double Kick. Replace Pickpocket with Pyro Ball.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

I'll take the Staff License, and buy the Tactical Bolt weapon.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
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