Board Thread:Adventure RP Games/@comment-37322933-20190824042858/@comment-37322933-20190829233308

''As Boksur goes to grab the potions and gold, she is suddenly attacked by an arrow out of the forest, which seemed to be imbued with poison! Boksur is now at 1 HP, and will take 1 damage at the end of each of her turns for 8 turns unless cured! She reaches for the healing potions and the gold, but they were fakes, simply dyed sparkling water and painted cardboard pieces.''

''From the forest emerges 2 Goblin Archers and none other than Warrior 3, all looking slightly stronger than when you first encountered their kind. As your party prepares for battle, they notice that behind them, 2 Warriors and an Archer appear as well, and then a Goblin Boss comes from behind while in front of you is a new enemy: The Goblin King, commander of all Goblin, who came here himself the threat to his rule that is your team.''

You'll have to split up your party to face the two groups of enemies.

Group 1: 2 Archers, Warrior 3, Goblin King

Group 2: 1 Archer, 2 Warriors, Goblin Boss

the dumb uncreative goblin arc will soon be over

probably

who knows

*pokemon gym leader theme plays*

Goblin Archer Mk II

Stats:

HP: 3 (25)

Strength: 5 (12)

Defense: 2 (2)

Stamina: 4 (1)

Magic: 2 (1)

Speed: 5 (3)

Skills:

Focused Shot: The Archer shoots an arrow, dealing damage equal to four times their Strength to a single opponent.  3 Turn Cooldown

Indiscriminate Shooting: The Archer randomly fires, dealing 4 damage to 3 random opponents. 3 Turn Cooldown

Spells:

Magic Arrow: The Archer enchants two of their arrows. Their next two attacks or skills will deal extra damage equal to their magic and have a 10% chance to crit, dealing double damage.

Passives:

Archer: The Archer uses his bow to attack, so defense against his attacks and skills is only half as effective, but he cannot crit.

Poisoned Arrows: All the Archer's attacks will poison their target.

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Goblin Warrior

Stats:

HP: 5 (35)

Strength: 8 (18) [+2 (22)]

Defense: 4 (4)

Stamina: 8 (4)

Magic: 0 (0)

Speed: 8 (4)

Skills:

Fury Attack: The Warrior swings wildly at a single opponent. This does damage equal to its Strength 2 to 5 times, and each hit has a 5% chance to crit, dealing double damage. 3 Turn Cooldown

Night Slash: The Warrior sneaks up on an opponent and cuts them down. This does 12 damage, goes through Defense, and has a 20% chance to crit, dealing double damage. 3 Turn Cooldown

Focus Energy: The Warrior stands still and glares at its enemies, marking their weak points. It increases its chance to crit on all moves by 20% for 4 turns. 5 Turn Cooldown

Passives:

Huge Power: While Focus Energy is not active, the Warrior has +2 Strength.

Loyal Soldier: If the Boss/Prince is attacked by a Skill or Basic, each Warrior has a 25% chance to retaliate by using a Skill or Basic on the attacker.

(Warrior 3 Only) Items:

Big Hammer: Grants +2 Strength.

30 Pieces of Gold: Warrior 3 might want to run away if he's in danger.. but under the command of the Prince, will he be able to get away?

Goblin Boss

HP: 6 (40)

Strength: 6 (14)

Defense: 7 (7)

Stamina: 8 (4)

Magic: 2 (1)

Speed: 6 (3)

Skills:

Body Slam: The Boss charges at an opponent, dealing damage equal to half his remaining health. 4 Turn Cooldown

Rage: The Boss punches an opponent in vengeance, dealing damage equal to half his missing health. 4 Turn Cooldown

Rest: The Boss sits down and does nothing, erasing one of his cooldowns 4 Turn Cooldown

Spells:

Roar: The Boss amplifies his voice using magic and then roars, stunning everybody and getting away. The Cooldown on this doesn't really matter, does it

Passives:

The Boss: Whenever a Goblin Warrior or Archer dies, the Boss heals 10 health and their Strength increases by 1.

Goblin King

Stats:

HP: 18 (100)

Strength: 0 (2)

Defense: 10 (10)

Stamina: 0 (0)

Magic: 10 (5)

Speed: 5 (3)

Spells:

Bide: The King absorbs energy from attacks and then shoots them out in a ray of devastating power. After 2 turns of doing nothing, the King will deal damage to an opponent equal to double the damage he took during those turns. Cooldown = 6 or the damage dealt, whichever is less

Rock Tomb: The King summons a massive amount of rocks to bury the enemy, dealing 14 damage and lowering their Speed by 3. 3 Turn Cooldown

Attack Order: The King forces his underlings to attack. All his remaining allies will use an Attack or Skill on an opponent, disrgarding cooldowns. 4 Turn Cooldown

Heal Order: The King commands his underlings to give him their life force. He deals x damage to one of his allies and gains 3x health. 4 Turn Cooldown

Defend Order: The King has his underlings guard him. All damage he takes for 3 turns will be taken by one of his allies, but halved.4 Turn Cooldown

Passives:

King's Power: The King gains 1 Strength at the end of each of his turns.