Board Thread:Adventure RP Games/@comment-28278669-20191201202340/@comment-28278669-20191201205431

='''Glenn attacks the Dark Orb! The Dark Orb now has 13 HP! Glenn has 3 more turns of Healing Bubbles! Glenn is now knocked out due to the poison!'''=

='''The Blind Witch uses Destruction! The Quaccanthrope now has 5 HP! Rasen is now knocked out! Earl is now stunned for 2 turns! The Blind Witch is now knocked out due to the poison! The Dark Orb is now in their Final Stand! The Dark Orb now has 37 HP! The Dark Orb's Attack is now 0! The Dark Orb's Defense is now 6! The Dark Orb's Magic is now 6! The Dark Orb's Speed is now 12!'''=

='''Earl is stunned! Earl now has 110 HP due to Healing Bubbles! Earl has 2 more turns of Healing Bubbles!'''=

='''The Dark Fragment uses Violet Darkness! The Dark Orb now has 204 HP! The Dark Orb now has 138 HP due to the poison! The Dark Orb now has 70 HP due to the bleeding!'''=

='''Earl is stunned! Earl has 1 more turn of Healing Bubbles!'''=

='''Ekstreem uses Rock on the Dark Orb! The Dark Orb now has 55 HP! Ekstreem has 1 more turn of Healing Bubbles! Bigger Rock has no more turns of cooldown! Rock is now on an 8 Turn Cooldown!'''=

='''DieN1 uses Switch on Ekstreem! Blood Ressurection has no more turns of cooldown!'''=

='''Ekstreem uses Bigger Rock on the Dark Orb! The Dark Orb now has 15 HP! Ekstreem has no more turns of Healing Bubbles! Rock has no more turns of cooldown! Bigger Rock is now on an 11 Turn Cooldown!'''=

='''The Dark Orb uses Dark Fragment on Tryedalus! Tryedalus now has 42 HP! Tryedalus is now frozen and poisoned! Tryedalus's Rage is now 6! The Dark Orb is now knocked out due to the poison!'''=

''Another battle is over. You're all still alive. But you all know that as you keep on climbing this horrible tower, you will be more and more likely to die. Maybe some encouragement is necessary. After all, showing off is fun and it can take your minds off of some of the more stressful things about this place.''

You may put all of your spells on full cooldown to heal two of your allies

''Even though you just rested for a while on the previous floor, you all feel incredibly tired. The only problem is that there are holes everywhere in the floor so you can't really lay down that well.'''

'''Pick zero to three players to fix the holes. They might fall and hurt themselves but if you don't, you'll all be dealt 5 damage and have your spells put on two additional turns of cooldown.'''

''And with the defeat of the Light Orb, this floor is very very dark. Someone needs to hold the many lanterns and candles you guys have so you can see. But that is hard work and nobody wants to do that. But you definitely should since you all want to search the Blind Witch for items. Also because how are you supposed to encourage people or fix the floors without light?'''

Pick two players to hold the many lanterns and candles

''You know what's even better than stealing? Grave robbing! It is totally not creepy at all. Nope, nothing creepy about it. This is something perfectly normal people do everyday.''

Items:

Health Potion x27: Heals 4 Health.

Red Potion x16: +2 Attack for next 4 turns.

Speed Potion x12: +2 Speed for the entire encounter

Blue Potion x8: +2 Magic, +1 Speed for the next 2 turns.

Vampire Potion x5: Deals 5 Damage to two allies but heals you for 12 Health.

Demonic Potion x5: 7 Damage to you and all allies and +3 Attack for all allies (except you) for the entire emcounter.

White Potion x5: Heal 10 HP but -1 to all stats, except Max HP, during the next encounter.

Black Potion x5: Get dealt 10 Damage but +1 to all stats, except Max HP, during the next encounter.

Golden Potion x2: Cannot go under 1 HP until end of next round.

Poisonous Dart x12: Deal 1 Damage to an enemy and poison them. You can use multiple of these in one turn. (Can be used during battle)

Hunting Mark x5: Marks an enemy. When a marked enemy is attacked, the attacker takes another turn and the mark is removed. (Can be used during battle)

Chain x4: Chains an enemy. They will attack you but they will have -2 Speed for the rest of the encounter. (Can be used during battle)

Bowl of Poison x2: Lose 5 Health, -1 in Health, +2 in Strength OR Speed. (Whichever is lower)

Pyre Piece x4: Light an enemy on fire

Bear Fat: +2 HP, -1 Speed, +x Defense, -(0.5x) Magic, -1 Attack

Necromancer's Book: Heal to your full HP but be stunned for the first 3 turns of the next encounter.

Necromancer's Staff: Heal x allies by 4 Health but deal 2x Damage to yourself. You cannot heal the same ally multiple times. If you do not heal over 3 allies, all allies that weren't healed will lose 3 Health.

Spellbook: +2 Magic. You may change one of your spells to a different one.

Heavy Chains: +2 Defense, +1 Attack, -2 Magic, -1 Speed

Slave Outfit x3: +1 Attack, +1 Speed, Defense reduced to 0, Lose 7 Health

Mask of Vengeance: Gain x Attack but lose x/3 rounded up in all stats

Necklace of Depression: Lose x Defense and Speed but gain x Magic

Cloak of Paranoia: Remove one of your spells or passives and lose x stats to gain a new passive: Cloak: (or whatever name fits your character's backstory and stuff) Whenever you are normally attacked, the magical cloak hides and protects you. All normal attacks dealt to you have a 10x% chance of missing.

Shoes of Denial: Change all of your stats to 6.

Golden Cross: Lose 2 Max HP but gain 4 Magic

Crystal Ball: Gain 1 Max HP and Magic

Divine Statue: Stun any amount of players for any amount of turns during the next encounter but they'll heal 6 HP for every turn they're stunned.

Prophecy of Success: Gain 1 Attack, 1 Defense, 1 Magic, 1 Speed but two of your spells have a +2 turn cooldown/one of your spells has a +3 turn cooldown

Scythe: +1 Attack, +2 Magic, -2 HP

Demonic Illusion: You and a random enemy are scared of each other in the next encounter

Magic Box x2: +2 Magic, steal up to 5 Magic from another player.

Palace Mirror: Replace one of your spells or passives with one of your other spells or passives.

Spellbook: +2 Magic, you may change one of your spells to a different one.

Vampire Fangs: One of your damaging spells heals you by 5 HP, +1 Attack, +1 HP.

Strange Shield: Move any amount of stats from Attack and Magic to Defense (at least 2 each).

Explosive Staff: +3 Attack but one of your spells deals 5 damage to you

Light Fragment: +1 HP, +2 Magic, +2 Defense (someone else must take the Dark Fragment at the same time) (you enter a fight with whoever takes the Dark Fragment, the winner gets double of their Fragment's effect, the loser is dealt 8 damage but they won't receive knocked out penalties)

Dark Fragment: +1 Attack, +1 Speed (someone else must take the Dark Fragment at the same time) (you enter a fight with whoever takes the Light Fragment, the winner gets double of their Fragment's effect, the loser is dealt 8 damage but they won't receive knocked out penalties)

1700 Gold

Emerald x8

Ruby x2

Sapphire x5

Diamond x3

Pyrite x12

Garnet x7

Mercury x4

Blood x0

Metal x4

Onyx x2