Board Thread:Adventure RP Games/@comment-28278669-20191004223805/@comment-28278669-20191106000118

''Two hours after the demonic beings were slain, everybody burned by the Pyre wakes up to see Earl and the Auric Knight walking around them, looking worried. After seeing that you have all woken up, they silently thank the gods for your survival. Suddenly, a large gust of wind sweeps across the room and a cloaked figure appears with a large table covered in wares. The shopkeeper is back as she said but how their teleportation and curse works is a mystery.''

''There're also two more problems. The demons are dead but their demonic energies are still radiating from their bodies. If nobody disposes or takes care of those bodies, you might all go insane. But also, dealing with demonic things takes A LOT of work. Who knows how tired you guys will be when another group of enemies try to kill you. So the real question is: Will you risk going insane or will you risk being weak in the next battle?''

'Pick any amount of players to get rid of the demons and the energies (can pick none)

''The pyre is also still burning and glowing with intense heat. But there is a way to change that. If a few of you used your magical powers tending to the pyre, you might be able to change the heat from an inferno to a warm and kind heat. After all, there are some fires that have healing properties and everybody likes the feeling of warmth.''

Pick any amount of players to tend to the pyre (can pick none)

The shopkeeper is back and I guess it's time for some shopping.

Shop:

Health Potion: Heals 5 Health. COST: 80 Gold

Red Potion: +2 Attack for next 5 turns. COST: 100 Gold

Blue Potion: +2 Magic, +1 Speed for the next 2 turns. COST: 100 Gold

Speed Potion: +2 Speed for the entire encounter. COST: 200 Gold

Emerald Potion: Poison yourself twice but increase all of your stats by 1 for the entire encounter. COST: 350 Gold

Slippery Shoes: +2 Speed but give one of your abilties that deal damage a 30% chance to miss. COST: 400 Gold

Magic Box: +2 Magic, steal up to 5 Magic from another player. COST: 450 Gold

Broadsword: +1 Speed, +1 Attack, -1 Magic. COST: 500 Gold

Heavy Sword: -1 Speed, +2 Attack, +1 Defense. COST: 600 Gold

Wedding Ring: +1 HP for two people. COST: 800 Gold

Golden Potion: Cannot go under 1 HP until end of next round. COST: 1000 Gold

Giant Shield: +3 Defense, -2 Attack. COST: 1000 Gold

Bow and Arrow: +1 Attack, +2 Speed OR +2 Attack, +1 Speed. COST: 1200 Gold

Wooden Staff: +2 Magic, -1 Attack. COST: 1300 Gold

Spellbook: +2 Magic, you may change one of your spells to a different one. COST: 1500 Gold

Sharp Sword: +2 Attack, three random allies bleed for the next encounter. COST: 1500 Gold

Armor: +4 Defense. COST: 2000 Gold

Dr. Pepper: Heals everybody by 10 Health and increases one random stat by 1.. COST: 2000 Gold

Angel's Wings: +2 in all stats, heal 4 HP per turn until Floor 20. COST: 2500 Gold

Demon's Wings: +3 in all stats, lose 4 HP per turn until Floor 20. COST: 2500 Gold

Black Market: +300 Gold, you are dealt 5 Damage. Everytime this is bought, the Damage dealt increases by 1. COST: Free

Enchanted Necklace: +2 Magic, -1 Attack. COST: 1 Emerald.

Emerald Sword: +2 Magic, +1 Attack, -1 HP. COST: 2 Emeralds, 500 Gold

Old Wand: +2 Magic, +2 HP, -2 Attack. COST: 1 Emerald, 1 Ruby, 400 Gold

Vampire Potion: Deals 5 Damage to two allies but heals you for 12 Health. COST: 1 Ruby, 400 Gold, 2 Blood

Diamond Necklace: +1 in all stats except Attack. -2 Attack. COST: 1 Diamond

Crown: +2 HP, +1 Magic, +1 Speed, -2 Attack. COST: 1 Ruby, 1 Sapphire, 1 Diamond

Fake Crown: +1 HP, -1 Attack. COST: 1 Metal, 4 Pyrite

Jewelry: Gain 4 stat points but you will be stunned for the first two turns of the next encounter. COST: 1 Emerald, 1 Ruby, 1 Sapphire, 1 Onyx

Jar of Poisons: All enemies during the next encounter will be poisoned but will have +1 to all stats, Max HP will be +10. COST: 2 Mercury, 2 Blood

White Potion: Heal 10 HP but -1 to all stats, except Max HP, during the next encounter. COST: 1 Sapphire, 2 Pyrite, and 1 of Garnet or Blood

Black Potion: Get dealt 10 Damage but +1 to all stats, except Max HP, during the next encounter. COST: 1 Ruby, 2 Pyrite, and 1 of Mercury or Onyx

Vampire Fangs: One of your damaging spells heals you by 5 HP, +1 Attack, +1 HP. COST: 3 Blood

Strange Shield: Move any amount of stats from Attack and Magic to Defense (at least 2 each). COST: 3 Metal, 3 Pyrite

Palace Mirror: Replace one of your spells or passives with one of your other spells or passives. COST: 1 of everything except Pyrite and Blood

Items:

Health Potion x25: Heals 4 Health.

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

Speed Potion x10: +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 x4: Heal 10 HP but -1 to all stats, except Max HP, during the next encounter.

Black Potion x4: Get dealt 10 Damage but +1 to all stats, except Max HP, during the next encounter.

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)

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

"Slave Owner's Guide to Teaching Obedience": +1 Attack, +1 Speed to 2 allies but they will be stunned for two turns during the next encounter OR gain 4 stat points but you'll be stunned for 2 turns during the next encounter.

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

Sword of Regret: Gain x/2 rounded down Speed and Attack but lose x HP stat.

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

Burning Orb: One of your damaging abilities lights the enemy on fire while another damaging ability of yours puts it out

Scythe: +1 Attack, +2 Magic, -2 HP

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

Slashing Knives: +1 Attack or Speed (whichever is higher), -1 to the lower one

Love Letter: +2 HP to three players but each of them has to crit attack one of the other two and normal attack the second

8800 Gold

Emerald x10

Ruby x5

Sapphire x7

Diamond x4

Pyrite x16

Garnet x6

Mercury x5

Blood x6

Metal x8

Onyx x4