Get thrown in by a mod. Roll your way out with !spr rolltd. The longer you're stuck, the harder it gets.
A mod or the broadcaster can throw any viewer into the Dungeon. Once you're in, every !spr rolltd roll doubles as an escape attempt — no extra cost, no separate command, it's the exact same roll you'd normally use for TD Dice.
Roll higher than the current target and you escape immediately. Roll lower or equal, and you're still stuck — but the target gets a little easier to think about differently: it actually goes up each time you fail, making the next escape roll harder. It caps out at 90%, so escape is always possible, just increasingly unlikely the longer you're trapped.
The roll range is 1 – 666,666,666. Your target starts at 50% of that and climbs 5 percentage points with every failed attempt, capped at 90%.
| Roll Attempt | Target | Need to Roll Higher Than |
|---|---|---|
| 1st | 50% | 333,333,333 |
| 2nd | 55% | 366,666,666 |
| 3rd | 60% | 400,000,000 |
| 4th | 65% | 433,333,333 |
| 5th | 70% | 466,666,666 |
| 6th | 75% | 500,000,000 |
| 7th | 80% | 533,333,333 |
| 8th | 85% | 566,666,666 |
| 9th+ | 90% (capped) | 600,000,000 |