
Dicey Dungeons - Forum Fangame Edition (One Slot Open)


Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
No Status | No Status | No Status | No Status | No Status | No Status |
Sneezy:
"I found some antihistamines I wasn't also allergic to for my dungeon allergy... But the stress of battling makes me need to.... ACHOO!
Maybe we can make this a quick one?"
Thief Jr | Dragon | Mage | Brawler | Cleric | Robot |
[2], [6], [1], [1B] | [1], [2], [2] | [5], [3], [5] | [2], [4], [6] | [1], [2], [3], [4] | CPU 11 |
1 Burn | No Stautus | No Stautus | 1 Mana | No Stautus | No Stautus |
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 Foresight.
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

Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Look amazed at how the Cleric has 1, 2, 3 and 4 in an order.

Bump my 2 and 4. Put two 3s into Warhammer, my 5 into Healing Word, and my 1 into Judge. Also, limit break a 6 and Foresight it.


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.
Shame I can't use the 6 but what can you do.

Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
No Status | No Status | No Status | No Status | No Status | No Status |
I'm gonna skip typing out the full list of actions so I can update a bit faster this time.
The Dragon deals 2 damage and gains +1 Dodge.
The Mage deals 8 damage and 6!(critical) damage.
The Brawler does 2 damage and 7 damage, losing 1 mana.
The Robot does 4 damage and 6 damage.
The Cleric does 6 damage, 1 shock, and 2 healing across the board. Limit break is spent, [6] is saved til next turn.
Thief Jr. does 1 damage/burn, 1 damage/burn, 4 damage and 2 damage. He loses 1 HP.
Sneezy rolles [3], [2] and [5].
Sneezy finishes the countdown for two Spikes against everyone, dealing 6 damage total, except against the dragon, who dodges one and takes 3 damage.
Thief Jr | Dragon | Mage | Brawler | Cleric | Robot |
[4], [6], [2], [1B] | [3], [4], [4] | [2], [5], [3] | [2], [4], [6] | [1], [2], [3], [4], +[6] | CPU 11 |
1 Burn | No Stautus | No Stautus | 1 Mana | No Stautus | No Stautus |
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 Foresight.
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
From the following Jackpots:
Barricade (Shield +3)
Jackhammer (Shock 3 equipment)
Lucky Shot (Do 5 damage)
I pick Jackhammer -> Put 5 in Plasma Blaster -> Put 6 in Buster Sword -> End of my turn.
Also you forgot to keep track of the durability again.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.





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.
Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
No Status | No Status | No Status | No Status | No Status | No Status |
The Robot rolls [5] and [6], hitting the Jackpot. He uses Jackhammer, inflicting 3 Shock, then uses [5] with Plasma Blaster for 5 damage and [6] with Buster Sword for 6 damage.
The Mage uses [3] and [5] in Tactical Bolt for 8 damage.
The Dragon uses [4] with Nudge to set it to [3], uses [3] and [3] in Double Team for +1 Dodge and [4] in Gust for 4 damage.
Thief Jr. uses 4 with Ember for 1 damage/burn, returning a [2], uses that [2] and another [2] in double kick for 8 damage, then puts the burning [1] in Dagger, taking 1 damage.
The Brawler Kicks with [2] for 2 damage, returning the dice, then Kapow Punches with [6] for 7 damage, paying a Mana.
The Cleric Judges with [6], inflicting 1 Lock. He Bumps [2]>[3] and [4]>[5], then uses Warhammer with [3] and [3] for 6 damage and +1 Shock, [5] with Healing Word to restore 2 HP to everyone, and [1] in Magic Dagger for 2 damage.
Sneezy rolles [3], [5] and [1].
Vs Thief Jr: Decides not to use the burning 3, puts [5] and [1] in Spike for 3 damage.
Vs The Dragon: Puts [5] and [1] in Spike, which The Dragon evades. Puts [3] in another Spike (CD=3)
Vs The Mage: Puts [5] and [1] in Spike for 3 damage. Puts [3] in another Spike (CD=3)
Vs The Brawler: Puts [5] and [1] in Spike for 3 damage. Puts [3] in another Spike (CD=3)
Vs The Cleric: [3] is Locked. One Spike is shocked. Puts [5] and [1] in a different Spike for 3 damage.
Vs The Robot: Three Spikes are shocked! Puts [5] and [1] into the unshocked Spike for 3 damage, ends turn.
Thief Jr | Dragon | Mage | Brawler | Cleric | Robot |
[6], [6], [6], [1B] | [4], [3], [5] | [4], [5], [3] | [2], [1], [4] | [1], [2], [3], [4] | CPU 11 |
1 Burn | No Stautus | No Stautus | 1 Mana | No Stautus | No Stautus |
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 Foresight.
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



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.