• Hi all. We have had reports of member's signatures being edited to include malicious content. You can rest assured this wasn't done by staff and we can find no indication that the forums themselves have been compromised.

    However, remember to keep your passwords secure. If you use similar logins on multiple sites, people and even bots may be able to access your account.

    We always recommend using unique passwords and enable two-factor authentication if possible. Make sure you are secure.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

roll to dodge (accepting pre-sign-ups)

Superteletubbies64

MAHINA-PEEEAAA!!!
Roll to have the yoshi destroy the ghost containment unit
 

Omegagoldfish

My will be done
Roll to read the magic map and see if anything good is nearby.
 

CuriousHeartless

Well-Known Member
Stinky-Winky
[roll 6]
Yoshi steps on the containment unit, letting out not just you but every ghost trapped in it. The old man yells in anger and says that you just released over three hundred ghosts.

Mr. Snuggles
[roll 1]
As you try to read it, you fall, smashing it and releasing a vortex of magic from it. You are thrown through the dungeon and land in a dark room full of spikes.
(-2 health)

Maria
[roll 6]
You charge the tank shooting it. Your shapeshifting powers leak to the gun making it grow even more powerful, tearing holes in the tank.
(-6 health from the tank)

1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 8/10
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock)
status: Astral State (Can go through physical objects, Will die if Mentality hits 0), Mini-Mega Mushroom
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them)

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 3/10
mentality: 10/10
items: Spiked Helmet (+2 damage from headbutts and to things that hit your head), Silver Hammer (+2 attack)
status: Banned from store in Floor 1 Room 3, Mini-Mega Mushroom
allies:

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 13/10
mentality: 10/10
items: Hand cannon (High power, low attack speed)
status: Timed Hits, Overhealed (Health above max, cannot gain more health, if you drop below ten it cannot go above it again)
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more. Ghosts fill the dungeon. Every round you have a 1-in-3 chance of running into a ghost that can do a variety of things.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Fifty Room Six

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

A tank that blocks the floor three staircase. 9 health, 4 attack, 1 defense. Very tough but cannot move and attacks slowly. Has an electric barrier around it that makes physical contact dangerous.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

In the fifth room of the second floor is a ghost. Pay him and he'll steal a random item from an enemy. Paying him better might get extra bonuses.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

Mr. Snuggles is in ???
Maria is in the Floor Three Room 8
Stinky-Winky is in Floor Fifty Foom 12
 

CuriousHeartless

Well-Known Member
Stinky-Winky
[roll 1]
You fly into the next room and are surprised by a ghost with two boxing gloves. It attacks you harshly before leaving.
(-3 mentality)

Mr. Snuggles
[roll 1]
Your body is torn at by the spikes as you pointlessly move around, unable to find anything.
(-3 health)

Maria
[roll 5]
Your hand cannon tears up the tank more, including destroying its cannon.
(-5 health from the tank)


1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 5/10
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock)
status: Astral State (Can go through physical objects, Will die if Mentality hits 0), Mini-Mega Mushroom
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them)

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 0/10
mentality: 0/10
DEAD

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 13/10
mentality: 10/10
items: Hand cannon (High power, low attack speed)
status: Timed Hits, Overhealed (Health above max, cannot gain more health, if you drop below ten it cannot go above it again)
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more. Ghosts fill the dungeon. Every round you have a 1-in-3 chance of running into a ghost that can do a variety of things.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Fifty Room Six
Floor Fifty Room 13

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

A tank that blocks the floor three staircase. 4 health, 1 attack, 1 defense. Very tough but cannot move and attacks slowly. Has an electric barrier around it that makes physical contact dangerous.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

In the fifth room of the second floor is a ghost. Pay him and he'll steal a random item from an enemy. Paying him better might get extra bonuses.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

In the ??? room is a Spiked Helmet (+2 damage from headbutts and to things that hit your head) and a Silver Hammer (+2 attack).

Maria is in the Floor Three Room 8
Stinky-Winky is in Floor Fifty Foom 13
 

CuriousHeartless

Well-Known Member
Stinky-Winky
[roll 3]
You start your journey up, but even with the bounce pad it is a long way so you only make it to floor two.

Maria
[roll 1]
You try to shoot but find that you're out of ammo. You pathetically try to shoot a few more times and are struck by the tank's fire.
(-2 health)


1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 5/10
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock)
status: Astral State (Can go through physical objects, Will die if Mentality hits 0), Mini-Mega Mushroom
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them)

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 0/10
mentality: 0/10
DEAD

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 11/10
mentality: 10/10
items: Hand cannon (High power, low attack speed, No ammo)
status: Timed Hits, Overhealed (Health above max, cannot gain more health, if you drop below ten it cannot go above it again)
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more. Ghosts fill the dungeon. Every round you have a 1-in-3 chance of running into a ghost that can do a variety of things.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Fifty Room Six
Floor Fifty Room 13

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

A tank that blocks the floor three staircase. 4 health, 1 attack, 1 defense. Very tough but cannot move and attacks slowly. Has an electric barrier around it that makes physical contact dangerous.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

In the fifth room of the second floor is a ghost. Pay him and he'll steal a random item from an enemy. Paying him better might get extra bonuses.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

In the ??? room is a Spiked Helmet (+2 damage from headbutts and to things that hit your head) and a Silver Hammer (+2 attack).

Maria is in the Floor Three Room 8
Stinky-Winky is in Floor Two Room 3
 

CuriousHeartless

Well-Known Member
Stinky-Winky
[roll 6]
You lead them back up. You try to meditate to recover your mentality. But as you meditate, you tap into the depths of your soul. You transcend from an astral strate into a full-on astral being. It cranks up your mentality and makes you immune to madness. But at the same time you can no longer go back into your body and it becomes harder to recover mentality.

Maria
[roll 2]
You look around for ammo but can't find any. You are struck by another one of the tank's rounds.
(-2 health)


1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 15/15
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock)
status: Astral Being (Can go through physical objects, Will die if Mentality hits 0, Unable to enter body, harder to gain mentality, immune to insanity), Mini-Mega Mushroom
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them)

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 0/10
mentality: 0/10
DEAD

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 9/10
mentality: 10/10
items: Hand cannon (High power, low attack speed, No ammo)
status: Timed Hits, Overhealed (Health above max, cannot gain more health, if you drop below ten it cannot go above it again)
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more. Ghosts fill the dungeon. Every round you have a 1-in-3 chance of running into a ghost that can do a variety of things.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Fifty Room Six
Floor Fifty Room 13

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

A tank that blocks the floor three staircase. 4 health, 1 attack, 1 defense. Very tough but cannot move and attacks slowly. Has an electric barrier around it that makes physical contact dangerous.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

In the fifth room of the second floor is a ghost. Pay him and he'll steal a random item from an enemy. Paying him better might get extra bonuses.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

In the ??? room is a Spiked Helmet (+2 damage from headbutts and to things that hit your head) and a Silver Hammer (+2 attack).

Maria is in the Floor One Room 17
Stinky-Winky is in Floor Two Room 3
 

CuriousHeartless

Well-Known Member
Stinky-Winky
[roll 6]
You go into deep meditation as you move through the labyrinth. You tap into your own soul so hard that it creates a soul vacuum, drawing in all free souls. You absorb all the ghosts in the labyrinth and become empowered by them. You also find a staff in a treasure room. This staff allows you to focus all the souls you gathered and take on focused attack forms.

Maria
[roll 3]
You get a crazy idea and attack it head on, beating the tank to bits with the hand cannon. This gets you another of the star rocks.
(Tank destroyed, +Star Rock)


1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 15/15
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock), Staff (Allows magic)
status: Astral Being (Can go through physical objects, Will die if Mentality hits 0, Unable to enter body, harder to gain mentality, immune to insanity), Mini-Mega Mushroom, Ghost Form (You have absorbed all the ghosts and can use the staff to take on different forms based on them. You have an attack, defense, speed, multi, and sneak mode. Once one is entered you cannot switch or leave it for one full turn.)
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them)

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 0/10
mentality: 0/10
DEAD

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 9/10
mentality: 10/10
items: Hand cannon (High power, low attack speed, No ammo), Glowing Star Rock
status: Timed Hits
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Fifty Room Six
Floor Fifty Room 13

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

In the fifth room of the second floor is a ghost. Pay him and he'll steal a random item from an enemy. Paying him better might get extra bonuses.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

In the ??? room is a Spiked Helmet (+2 damage from headbutts and to things that hit your head) and a Silver Hammer (+2 attack).

Maria is in the Floor One Room 17
Stinky-Winky is in Floor Two Room 3
 

Superteletubbies64

MAHINA-PEEEAAA!!!
So if I enter a mode will that mode have an impact on the next roll and will I be able to choose a different mode the next roll?

Roll to enter sneak mode and sneak up to floor 3, with your yoshi and thunder sprite following you and guarding you
 

CuriousHeartless

Well-Known Member
By full turn I mean like:

Turn 1:
Roll to become Attack Form and attack the wall. It may affect your actions depending on what order you did things in, like if you did stuff then transformed it wouldn't matter.
Turn 2:
You have to remain in Attack Form. It's guaranteed to affect what you did, if what you do relates (Positively or negatively. For example, attack mode might have some trouble sneaking around).
Turn 3: You can change again or go back to normal.

Also I forgot that the stealing boo was a ghost, but he is gone now.

Stinky-Winky
[roll 2]
You transform into sneak mode, which makes you into a small gold mouse. You scurry but it seprates you from your allies who have trouble keeping track of you.

Maria
[roll 4]
You go downstairs. You shiver as you find the new floor is an ice floor. You move forward some and find a thick jacket.
(+Thick Jacket)


1. Stinky-Winky (vanilite1)
HP: 12/12
mentality: 15/15
items: Two Glowing Star Rocks, Skeleton Key (Can open any lock), Staff (Allows magic)
status: Astral Being (Can go through physical objects, Will die if Mentality hits 0, Unable to enter body, harder to gain mentality, immune to insanity), Mini-Mega Mushroom, Ghost Form (You have absorbed all the ghosts and can use the staff to take on different forms based on them. You have an attack, defense, speed, multi, and sneak mode. Once one is entered you cannot switch or leave it for one full turn.), Sneak Mode (Small, fast, low attack and defense)
allies: Giant Yellow Yoshi (Can eat enemies and turn them into fruit. Very large and tough. 8 health. Can cross water, spikes, and some poisons. Can do a ground pound attack), Thunder Sprite (Made of electricity, 5 health, can shock enemies and either start electric things or overcharge them to break them), Both separated from you

2. Walalala (pancham4life)
HP: 0/10
mentality: 0/10
DEAD

3. Mr. Snuggles (omegagoldfish)
HP: 0/10
mentality: 0/10
DEAD

4. Ol' Joe (sigh!)
HP: 0/10
mentality: 0/10
DEAD

5. Maria (younggoose)
HP: 9/10
mentality: 10/10
items: Hand cannon (High power, low attack speed, No ammo), Glowing Star Rock, Thick Jacket (Immune to cold)
status: Timed Hits
allies:

6. Ebunn Flopfoot (Trot Away)
HP: 0/10
mentality: 0/10
GONE

location: (new in green) You are in the Grand Dungeon, a massive diverse dungeon full of traps, monsters, treasures, and more. Ghosts fill the dungeon. Every round you have a 1-in-3 chance of running into a ghost that can do a variety of things.

There is a vestibule on the first floor. The first room contains a weak healing spring. Every two turns it will fill up if empty. Drinking the water will heal small injuries. It is currently full. The second room contains piles of cursed items. If you stop here, you'll be forced to pick one up. The third room is a shop. If you pass by, you may buy something. To the left of room five is Room A, a mysterious room filled with darkness. Room six contains four doors as well as the staircase down. The fourteenth room is a grove of fruit trees. The sixteenth room has a cauldron in the middle and runes on the walls. The doors are currently sealed. The seventeenth room has a bed that one person can sleep in. If you sleep here for two rounds (the one where you lay down plus one more) then you recover health, but injuries do not heal. The ninteenth room has a locked chest. It can be unlocked or broken, breaking a chest damages what is inside. The twentieth room is a macabre room with the walls covered in varied pairs of arms.

The second floor resembles a mine. The second room has three empty chests. The third room has an odd looking doctor who will heal you if you pay him. The fourth room has a priest who can remove curses. The fifth room has a ghost. The six room has a man with a strange hat and three empty chests. The seventh room is full of swinging pendulum traps that will hurt if they hit you. The eight room had a very large chest that was actually a mimic. The eleventh room is full of ninja and has a large acid puddle in it. Stepping in this will cause heavy damage. The twelfth room is an acidic swamp area. Stepping in can cause poisoning or severe damage.

The third floor looks to be made out of toys, oddly enough. Room four has a small armory. All weapons are low level but there is a variety of choices and a large amount of each. In room five is a puppet wearing a blue cape. It will teach you one random combat skill. You can talk to him again to give up the ability but may not get another. These abilities include:
Timed Hits- When you do a combat roll you can only get 1 (Bad Timing), 3 (OK Timing), or 6 (Perfect Timing). If you would roll a 2, 4, or 5 it is rerolled.
Mini-Mega Mushroom - Allows you to focus to shrink or grow. When small you take more damage but are faster and more agile. When large you take less damage but can only use it for a short while before needing to recharge.

Floor 3 room 6 contains a normal way forward and a green door. The green door leads to Room L. This room is a small casino with a roulette wheel, a slot machine, and a poker table. You can place bets to play the games and the more you bet and better your luck the better the pay-out is. Room Eight has the stairs down. Room A, attached to Room 13, has a tunnel down to Floor 50. A bad roll will result in injury when going down. Room 11 is covered in mushrooms.

There is a tunnel down from the first floor vestibule to the third. Can be used to go down (or up) quickly. A bad roll while traversing will break bones.

The fourth floor is icy and cold. Can negatively affect your speed and reaction time.

The secret floor can only be accessed by magic whistles. It has a plains motif and consists of a main room. There are three doors and a hallway in this main room.

The fiftieth floor has a volcano theme. The tenth room has a lava flow going through it. There is a bridge over the flow and a heat-immune raft in it. You can ride the raft up the river to Room 50A or down it to Room 50B. In room eleven is a pink star sprite. She might give you a smooch, healing you some. Room A features a spring pad that will launch you all the way up to Floor 3.

Rooms that have already formed but have nothing of interest:
Floor One Room Five
Floor One Room Fifteen
Floor Three Room Seven
Floor Three Room 10
Floor Three Room 13
Floor Four Room 4
Floor Fifty Room Six
Floor Fifty Room 13

enemies: (new in red) Each other. Sorcerer in a purple cloak in floor one room sixteen. Has magic attacks. Rampaging and shooting magic attacks randomly, low mentality. Living vacuum cleaners in floor 1 room 18. Fast but weak, steal items. Large mimic. Resembles a chest with large teeth and tongue, and spider-like legs. Very tough but will drop good treasure when killed. 9 health, 3 attack, 2 defense. Ninja. There is a swarm of them and they are angry. They are fast and agile.

There is a mysterious dark room full of spikes. It's location is currently unknown.

other: (new in blue) Hagren is in the first floor's vestibule. He is currently a neutral character whom you can talk to. However you can also attack him. If you do, he will strike back and then wait for you to attack him again before doing anything. He is fast but not particularly strong so hitting him can be hard but he won't kill you quickly. He has 10 health.

The shop keep is a timid man wearing a black cloak and a mask. He can be frightened but may fight back. Despite his appearance, he is very powerful. Taking him out would make all items in his shop free, but is a difficult task. No items have an exact price, instead you must barter with him and things have general prices. He has badges that give very weak magical effects and that are cheap. He has four mushrooms that are worth more and heal three health when eaten. There are two weapons on the back wall: A silver hammer that is expensive and increases power by 2, and a gold hammer that is very expensive and increases power by 3.

Somewhere in Room A is a healing mushroom.

The casino in Room L has: Two keys, Wood Hammer (+1 attack), Glowing Star Rock, and 800 Coins that can all be won.

In Floor 50 Room 11 is a Magic Map.

In the ??? room is a Spiked Helmet (+2 damage from headbutts and to things that hit your head) and a Silver Hammer (+2 attack).

Stinky-Winky is in Floor Three Vestibule
Maria is in the Floor Four Room 4
 
Top