Mr. Bambu
Suffer-Not-Injustice Bambu
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Summary
Hey guys, as the resident Dungeons and Dragons voodoo man, I figure this would be fun-ish. So, let me explain the idea of the thread:
Basically, pick a character in the tier range of 9-B to 7-B. This character is dropped in front of a randomly generated dungeon in Faeru. Their goal is simple- reach the end, kill the Big Bad Evil Guy. Some rules below.
Rules
The dungeon itself is five floors. Each floor has a Big Bad Evil Guy, each of which must be killed for the character to successfully "win" the gauntlet.
In order...
The Characters
Hey guys, as the resident Dungeons and Dragons voodoo man, I figure this would be fun-ish. So, let me explain the idea of the thread:
Basically, pick a character in the tier range of 9-B to 7-B. This character is dropped in front of a randomly generated dungeon in Faeru. Their goal is simple- reach the end, kill the Big Bad Evil Guy. Some rules below.
Rules
- The character has any equipment they normally have- any equipment deemed "magical" is considered to be at least +1 for the purposes of hitting enemies that need magic to be hit (Abstracts and such). Scientific armaments are not magical.
- Any incredibly powerful supernatural abilities have limited usage "per day" (meaning once/twice/etc per trek through the dungeon). The character is aware of this.
- Summons are restricted to those possible within D&D- if they have a summon without a direct equivalent in D&D, a swap can be made.
- Incapacitation is fine for all except the Big Bad Evil Guys. These "boss fights" have to be fully killed one way or another. Normal enemies can be bypassed if needed, the only objective is to kill the Big Bads.
- Enemies are encountered in groups of 1-4 at random unless stated otherwise.
- Characters receive standard D&D resistances appropriate for their AP.
- Characters keep their speed. Speed is unequalized but in a weird way. Characters have a normal Reflex save for their AP- meaning their ability to dodge is separate from their ability to move around the map (basically game mechanics apply). However! Your character can still move around at super high speed (up to 10x faster than a normal creature, just to prevent ridiculousness).
- You can enter a "party" of characters from the same verse. Up to 4 characters can be added as a single dungeon-wiping entity.
- Each character is at least somewhat aware of the mechanics and is fully aware of their goal to kill all the BBEGs (though not of the abilities and strengths of BBEGs before they meet them). Specifically- characters know their special powers now have limited use, they are aware that their magical abilities can now affect abstracts/intangibles/etc, and they're aware of general monster information.
The dungeon itself is five floors. Each floor has a Big Bad Evil Guy, each of which must be killed for the character to successfully "win" the gauntlet.
In order...
- Floor 1 is populated with 25 Goblins of varying races, at least one of which is a Nilbog. The "boss" is an Ogre Mage with two imp minions. For each summon that dies, 2 Carrion Crawlers show up in the dungeon to be fought just before the proverbial boss fight. For killing the boss, the character receives a +1 weapon as non-standard equipment. The weapon can take any singular form desired.
- Floor 2 is populated with 10 Ghasts, 2 Allips, a Chuul, and his Aboleth master. The BBEG of the area is a Mind Flayer sorcerer (8-C key) guarded by two Chaos Beasts. As a reward for killing the Mind Flayer, the given character receives a Gem of True Seeing (They can see through illusions, invisibility, shapeshifting, etc).
- Floor 3 is populated almost exclusively by 10 Kuo-Toa archpriests, all preparing a ritual to summon a demon to assist them. Unlike other floors, all 10 enemies are in the same area and will attack all at the same time. The Big Bad shows up immediately following their death- a High 8-C Cambio. If the cambion is killed, the character receives yet another gem. When broken, the gem will summon a High 8-C elemental summon.
- Floor 4 is largely populated with 16 Barbed Devils and a single Horned Devil (the Horned Devil is always defended by a pair of Barbed Devils). Additionally, 4 TGreater Doppelgangers appear as allies and friends of the character from their verse. If trusted, and if for whatever reason the character doesn't use the Gem of True Seeing, the doppelgangers will attempt to kill the character as they find the Big Bad. The Big Bad of the floor is Lord Soth, and his throne is hidden behind one of two dozen illusory walls of the dungeon. If this succeeds, the characters get a single wish- this wish can be used in any way with the exception of instantly defeating any BBEG.
- The fifth and final floor is populated with a selection of BBEGs and nothing else. Five initial ones, all Low 7-B- Vargo Kent, Aerisi Kalinoth, Vladmir Horngaard, an Elder Brai, and none other than Drizzt Do'Urde- each is in their own chamber, alone. The final boss emerges in a central chamber once all five are defeated- Soneillon the Whispering Quee appears alongside two Balor attendants (both Low 7-B). Unlike other BBEGs, the character may simply incapacitate Soneillon- killing her is not required.
The Characters
- Mile: Clears floor one, 50/50 on whether she clears floor 2, likely falls victim to the Mind Flayer Sorcerer.
- Announcer: Clears due to Plot Manip.
- Ren Amamiya: Absolutely clears the first two floors thanks to spamming spells a lot, accelerated development assists in arguably reaching the end of Floor 4, where he ostensibly stops due in part to Horned Devil and Lord Soth.
- Sayaka Miki
- Super Monkey
- Orikan the Diviner: Very likely clears the dungeon, though it is questionable if he can outlive the undead such as Soth. Tenatively can use his time abilities to rinse everyone prior to the Death Knight, arguably can defeat Soth by right of outsmarting him and survive until Floor 5, at which point he can no longer simply outlive anything and falls short of victory.
- Glaistig Uaine
- The Simurgh
- Khonsu
- Henry Stickmi
- Sans
- The Player (Pixel Gun 3D)
- Zim
- Kadabra
- Hajime Hinata
- Virgilia
- Satou Kazuma
- Maxwell
- Dante/Nero/Trish/Vergil
- Sapphire/Peridot: Likely reaches Floor 3 and delves well into Floor 4, however both are wildly beat up by soul damage, insanity, and shifting moral compasses due to demon interaction. There's a good chance Peridot dies to the Cambion of floor 3, but even assuming this isn't the case, the two have little to no chance of defeating Soth and his Horned Devil when lacking the advantage of AP and intelligence (as well as both of them being in moderate states of insane).
- Slifer the Sky Drago
- Salamo
- Machoke/Kadabra/Cryogonal/Haunter
- Tsumemo: Likely clears Floor 1 thanks to odd abilities, but lacks the raw AP to clear later floors.
- Void Knight: Succeeds tenatively until Floor 3, at which point it has about a 50% chance to win in a 1v1 vs the Cambion. It absolutely loses to most things on Floor 4.
- Baroque: Succeeds almost certainly until Floor 4 at which point it is killed instantly.
- Shalltear Bloodfalle/Ainz Ooal Gow/Demiurge/Cure Elim Los Malvar: Rinses almost all enemies until Soth with relative ease. Soth proves too survivable to overcome with ease and his puzzle too difficult to pass. While it is feasible they could collectively clear Lord Soth, there is no possibility where they clear the dungeon.
- March: Clears much of the dungeon thanks to Physics Manipulation, fails to clear Lord Soth and dies on Floor 4.
- Zhong Yue: Likely clears all first four floors thanks to insane intelligence, and can clear Drizzt and Horngaard with little issue. Falls victim to either Elder Brain, Kent, or Soneillon.
- Firey/Puffball/Gelati/Robot Flower: Easily clears floor 1 an 2 thanks to massive speed advantage and a handful of abilities (mainly freezing the Aboleth).
- Castiel/Dean Winchester/Sam Winchester/Crowley: Sam likely dies by floor 2 or 3, Crowley by 4, Dean and Castiel survive until Floor 5 at which point they hit a wall immediately after clearing Soth. The pair lack the firepower to overcome most of the BBEGs of the area.