Mr. Bambu
Suffer-Not-Injustice Bambu
VS Battles
Joke Battles
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I did this some time ago, so let's revisit the concept. In brief, this thread provides a large gauntlet of D&D characters. Your job is to submit a character that can successfully overcome this gauntlet per the rules of the thread. Victory is determined based on overcoming the gauntlet (I'll try to give as many evaluations regarding this as possible).
Some Rules
The following is the tier progression for leveling up.
9-B -> 9-A -> 8-C -> High 8-C -> 8-B -> 8-A -> Low 7-B -> 6-C
Each takes the same amount of kills to achieve.
Entered Characters/Results
Let's see 'em boys.
Some Rules
- Characters are limited to 9-B at the start of the gauntlet and may "level up" to reach new tiers- every 20 kills they increase their own level by one tier. They are aware that they can level up by doing this, but are not aware of any other D&D-verse mechanics. Killing creatures of a lower-tier than themselves gives them nothing.
- Teams of characters are acceptable if they are presented as a team in their own canon- so, just for an example off of the top of my head, Brock, Misty, and Ash (plus their respective pokemon) would be a theoretically acceptable team.
- Smurfs remain unwelcome. For the most part, I will only be including those D&D characters relegated to the realms of 3-D hax, I expect the same from you.
- They keep all equipment they would normally possess, assuming that equipment also follows the rules of the thread. The equipment is similarly AP equalized.
- For certain characters that possess the protection of, say, a god, that protection is neutered (Steve from Minecraft loses his Type 9, coz it's stupid). No help from those that exist outside of this gauntlet's space.
- For characters of higher tiers, assume chip damage rules are in place- so a 9-B can harm a 9-A, just in very small increments. Chip damage doesn't work for a two-tier gap.
- Characters possess all of their own knowledge and must act totally in-character. If you aren't providing your take on how they do, please provide a short synopsis on how they'd act, in your opinion, in response to waking in a rank cell in a vast dungeon.
- Floor I: This floor is a rank prison-like compound. Within are held numerous fouler creatures, deemed to weak to rule the upper floors. The majority of the denizens are over a hundred Kuo-Toa (1st key) organized into loose cult groups (6-18 individuals). A single Kuo-Toa Monitor leads these individuals, who is always accompanied by 10-20 Kuo-Toa at any given time. Other horrors populating this floor include a Gibbering Mouther that can be found eating an unfortunate Kuo-Toa, an Intellect Devourer separated from its master and desperately searching for a host to take control of, and a pod of Rust Monster young (10 in total) that remain docile until provoked, or in the presence of a large amount of metal (such as weapons, armor, or exposed trinkets). To ascend to the next floor, an individual must simply find the stairs on the other side of the floor from their starting area- however, if the individual kills the Monitor, they will receive a magic weapon (+1, any shape most fitting of them) that will allow them to affect intangible, incorporeal, nonexistent, conceptual, and purely abstract creatures.
- Floor II: This floor seems to be a standard stronghold layout, with most rooms appearing as barracks, storage vaults, dining chambers, and training halls. The primary threat of this floor is regular patrols of 4-6 Trolls, each led by a single Medusa who keeps her petrification powers under control until attacked. There are any number of these patrols wandering the floor and will continue searching for the character until they are defeated. Four Mind Flayers skulk through the floor as well, actively looking for food in the form of fresh brains. Finally, a coven of a Green Hag, Annis Hag, and Night Hag watch over everything on the floor, and are served by superstitious Gnolls- three dozen of them, spread evenly across the first three keys, all led by a Sorcerer. The only way up is guarded by the Hags, however it is not locked and can be gotten into without killing them.
- Floor III: This floor is largely a terrarium of sorts- large pens meant for the containment of creatures line the long halls, with few chambers dedicated to viewing. Teleportation circles exist in four chambers here that may be used to be transported to one another with intelligent use (Genius or above). The geography of this floor constantly moves and thus it will take quite some time or a particular level of wit to escape this foor. The primary threats of this floor are the numerous Bone Devil overseers patrol the floor constantly, accompanied by a troupe of 9-A Bearded Devils, each typically containing 5-10 of the soldiers. Within the containers are any number of foul creatures, including (list incoming) Delvers, Behirs, Bulettes, Abyssal Basilisks, Pack Lord Displacer Beasts, A single Frost Worm, numerous Gricks, and Gorgons. All these beasts are lightly contained but can escape containment easily if provoked. In certain areas where light is suppressed, numeous undead exist- namely Blasphemes all serving under a Devourer that controls the devils populating the floor. The Devourer possesses a treasure- Winged Boots- that grant the user limited flight.
- Floor IV: As you reach the top, you reach a strange floor built to mock a grim ziggurat. Holy iconography is carved into the walls but tainted with blasphemous imagery. Above all else, carvings of eyes dot every surface. This floor is pitch black, and light is muffled in its use. Approximately 20 Vitreous Drinkers wander through the floor, generally in groups of 4, and each group is accompanied by a single Eidolon that serves the group. Pairs of Battle Horrors also wander through the halls, occasionally stopping and standing motionless until they detect a threat. An Atropal (Low 7-B) guards the exit to the floor, and is served by five Barbed Devils. The exit will only open if the Atropal is slain. If the character didn't gain a magical weapon earlier, they will find one here immediately upon entering the floor.
- Floor V: The final floor. A single, mile-long dark hallway in which sound is impossibly muffled. Low 7-B Maruts constantly spring out at the character, approximately one every 250 feet. Each Marut has a 50% chance of being accompanied by a Ember Guard. At the end of the hallway is a chamber that is a miniature tower in of itself- and on floating platforms stationary in the air sit the five bosses of this gauntlet. They are fought in any order:
- A Solar named Zakariah is assisted by four Trumpet Archons. Sound is not dampened on this platform and indeed a constant sound of music plays- after five minutes of being on this platform, the character will succumb to the allure of the music and be trapped here, immediately losing. The music stops if the Solar is slain.
- Zuggtmoy (6-C key) is surrounded by a squadron of Low 7-B Verdant Princes, each covered in fungi.
- A Sirrush (one-headed) is worshipped here by a group of five Angels of Decay as well as two Death Knights. It is impossible to breathe on this platform.
- A 6-C Red Dragon is lovingly adored here by a horde of Kobolds, over 100 ranging of any key (they cannot even do chip damage). The dragon prefers using incapacitation over outright murder and will act accordingly.
- Rary the Traitor has summoned forth a Balor and Pit Fiend, and forced both to serve him even if they despise each other. He is aware of the character in advance and will move to make the most optimal moves against them. He is also aware of their tier when they enter his platform.
- Finally, on one randomly determined platform there is a Thorciasid clinging to the bottom of it, which will intervene just before the boss is defeated. The creature is interested in the demise of the boss, but ultimately wishes for the character to die as well and will focus on them if the boss is already weakened.
The following is the tier progression for leveling up.
9-B -> 9-A -> 8-C -> High 8-C -> 8-B -> 8-A -> Low 7-B -> 6-C
Each takes the same amount of kills to achieve.
Entered Characters/Results
Let's see 'em boys.
- Travis Touchdown: There is a not-insignificant chance that Travis perishes at approximately the third floor, should he make it that far anyways. Even though he is uniquely acclimated to the concept of grinding, which means tier-wise and gear-wise he should be more advanced than typical by each of the floors. However, his personality is also one such that certain creatures will **** him over- the Intellect Devourer is likely to telefrag his brain, and the hags are likely to hax him into the dirt if he drops his guard for but a moment. After level 3 his odds of survival drop down to below 50% and thus is considered dead.
- Moonstone: Psychology skills allows her to potentially social influence her way through floor 1, though even this is not a guaranteed victor. Intangibility allows her to ignore a good majority of early encounters as creatures such as the Kuo-Toa aren't able to affect such things. This cheese ability falls off in use somewhat later since enemies can now affect her. It is unlikely she clears Floor 2 and is considered dead.
- Shinobu Oshino and Koyomi Araragi: Shinobu immediately starts off as the powerhouse of the duo, using darkness-based powers to cleave through the floor's denizens. Thanks to range it is unlikely they even need to engage anybody on the floor at all. They can neg some of the trolls' regen by eating them, though this obviously becomes impractical eventually. The medusas probably take out numerous clones but with their clone-spamming strat it is somewhat reasonable to assume the originals make it through. I don't know if the witch's AE was taken into account for the latter bit so suffice to say it isn't totally likely that she survives the floor, even with her clones and range. They fall victim to the countless devils of Floor 3 and go insane, rotting within the Terrarium, and are considered dead.
- Super Monkey: Most of their keys perish on Floor 1 due to the haxy individuals (such as the Intellect Devourers or Gibbering Mouthers). The stronger, more spam-heavy individuals manage to clear Floor 1 thanks to that alone but ultimately perish on Floor 2 due to stronger presence of hax- the monkeys are considered dead.
- Ashen One: Given a bonfire, Ashen One likely cannot be simply killed. By right of his existence as an ashen one, he is rendered relatively immune (or, at least, immune from actual threat) from a good portion of the dungeon. He has no soul, his mind is dead, and his body is as valuable to him as any suit of armor- it can be remade, simply all the way at the beginning. So now it is more of an issue of discovering where it might become impossible for the Ashen One to continue, assuming that each time they die they are totally reset. With this in mind, I believe the Ashen One perishes at the very end of Floor 4, since the Atropal is the only enemy in the dungeon that can offer a true, genuine death to the man. Atropals can propagate the Death Curse, which prevents regen, resurrection, etc. Ashen One probably doesn't succeed in getting past it, and is considered dead.
- Huitzil: Has a fairly easy time clearing the kuo-toa with a simple shredding storm of bullets. Thanks to significant range advantage, rust monsters likely do not get close and thus the greatest threat to a robot on Floor 1 is eliminated. The worst outcome here is that a Gibbering Mouther destabilizes him somewhat but that's a major "what if" scenario, given the robot is capable of scanning everybody on the dungeon and allowing the Mouther to come that close would be a major lapse in judgment.
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