Board Thread:Off Topic/@comment-26877467-20180825051201/@comment-26877467-20180828013907

@XXPhoenix888 I canceled one of your actions, since it would involve damaging the dungeon and leaving the ceiling at risk of collapse. The crack is purely aesthetic.

If you want to proceed to the next room, you don't have to wait for the others. Right now, the "other side" of the spike pit has a doorway that you can walk through to the next room.

Items left unclaimed are still mentioned in the room description. Picking up items doesn't cost any actions as long as the item is easily accessible to you.

3 - Actions
Oiniteoderfla12 collects some of the cobwebs from of the nook, and stuffs them in their inventory. However, they now have a spider on them. It's on the back of their hand. Oiniteoderfla12 notices it.

XSlayer300 wonders what to do next. The primary goal right now is to get deeper in the dungeon and collect loot without dying.

XXPhoenix888 gestures towards the bag near what's left of the skeleton pile. However, the bag is on the opposite side of the pit from where XXPhoenix888 is.

Btd456Creeper is unfazed by the large amount of cobwebs in the corner and reaches right through them. A spider crawls on their arm. Btd456Creeper pulls the ladder out, completely demolishing most of the cobwebs. 6 more spiders crawl onto Btd456Creeper.

Type: Sparky inspects some bricks. They find a loose one. They pull it out. There's nothing behind it. They notice several other loose bricks.

Oiniteoderfla12 tries to make a bridge to cross the spike pit using all the bones they picked up. They realize this is going to be a difficult task, and lay out their Portable Crafting Table of Worlds. Oiniteoderfla12 decides to try to interlock the bones in a bridge-like structure, cutting holes and slots using cobwebs to help secure things in place. The spider crawls off of Oiniteoderfla12 and onto the table, where it is accidentally sawed in half. ROLL TO BUILD

18! We're getting a lot of 18's. Oiniteoderfla12 successfully creates a bone bridge, and it's surprisingly pretty rigid and stable. No part of it falls of as they hoist it over the pit. Unfortunately, it's only long enough to reach halfway across the spike pit.

XXPhoenix888 offers to help Oiniteoderfla12 with the bone bridge. Oiniteoderfla12 carefully throws the bone bridge to XXPhoenix888. XXPhoenix888 gets an idea, and throws the bone bridge right in the middle of the spike pit. Now the pit can be crossed with just two easy jumps, as long as the bridge can support someone's weight.

Btd456Creeper drags the cobwebby ladder over to the spike pit, and extends it some. They gently set it down across the spike pit. It's long enough to rest on both sides of the pit without touching the spikes.

Type:Sparky pulls out another loose brick. Behind this one, they find... more nothing.

Room 1 The first room has a spike pit with stretched spikes that you need to cross. It seems wide, but you be able to jump over it. On your side, there's what's left of the pile of bones in the corner to your right with their small item bag, and a cobwebby nook off to your left, in the back of which is an extendable, metal ladder. On the other side of the spike pit, there's a pillow-sized box in a corner, opened. Inside of it is an Enchanted Restaurant Menu and a Wild Card. The room has a smooth stone floor, stone brick walls, and a cracked stone ceiling supported by wooden boards across the tops of the walls.
 * There is currently a single, unpaired rift-to-go at the starting side of the spike pit pointing towards the other side. (4 turns left)
 * There is a pretty well made bone bridge in the middle of the spike pit
 * A cobwebby ladder is laid across the spike pit

Inventories
404 found 10/10 HP 10/10 MP Room 1 Unnamedblockster661 5/10 HP 10/10 MP Room 1 Type: Sparky 10/10 HP 7/10 MP Room 1 MaLuckyDay 10/10 HP 10/10 MP Room 1 Oiniteoderfla12 10/10 HP 10/10 MP Room 1 ThePlayer437 10/10 HP 10/10 MP Room 1 XSlayer300 10/10 HP 10/10 MP Room 1 XXPhoenix888 10/10 HP 10/10 MP Room 1 '''Aggron... Just Aggron' 10/10 HP 10/10 MP Room 1'' Sonar553 10/10 HP 10/10 MP Room 1 Btd456Creeper 10/10 HP 10/10 MP Room 1
 * DX-17 of impressing
 * Shoots hot bolts of glowing gas dealing 3 DMG of blaster
 * Impressive. Can be used to attempt to distract monsters
 * You can force people to join your army after defeating them (if they are still alive)
 * Efficient Tear Gas Grenade launcher
 * Shoots grenade of tear gas at up to 3 targets. Deals 6 DMG and inflicts blindness
 * Cooldown of 4 turns
 * Efficient: Increased accuracy, +1 DMG, and -1 cooldown
 * Potion of Haste
 * Using this gives you an extra action.
 * Using this costs no actions.
 *  Force Lightning 
 * Costs 10 MP
 * Shoots lightning from your hands. Deals 9 DMG and inflicts paralyzation.
 * On the other side of the pit
 * Rocket launcher
 * When shot, launches an explosive that deals 5 DMG to everything on the same space as the target and those around it.
 * This does not discriminate between monsters and players.
 * Canceled extra attribute since it was negative
 *  Wild Card  (with random modifier)
 *  Thrust 
 * Proficiency in thrusting.
 * On the other side of the pit
 * Missile launcher of noticing
 * Can fire slow, straight missiles.
 * Can fire slower, guided missiles. These will not miss, but will hit the target at the beginning of the next update.
 * Missiles deal 5 DMG of explosion to the space of the target and all adjacent spaces.
 * Cannot damage other players. Can damage user.
 * While the missile is being guided, it takes the user's attention and leaves them more vulnerable, with less focus.
 * Gives the user heightened senses.
 * Laser Rifle of popularity
 * Deals 2 DMG of bullet
 * Very accurate.
 * Teammates and enemies will think you're cool
 * Improves social skills
 *  Rift-to-go 
 * User can create spacial rifts. Maximum of two can exist at the same time.
 * If only one rift exists, it will teleport things that go into it a short distance in the direction it's facing.
 * If two rifts exist, they connect space such that if something enters the front of one rift, it exits the front of the other rift, and if something enters the back of one rift, it exits the back of the other.
 * Creating a rift at the user's location costs 3 MP.
 * Creating a rift at a short distance away costs 7 MP.
 * Rifts teleport anything.
 * Rifts last 5 turns before collapsing.
 * On the other side of the pit
 * Splat roller of recognition
 * Rolling on enemies deals 2 DMG of crush and ink and inflicts slowness
 * Gives you better recognition, so better access to knowledge and context
 * You get extra fame and your teammates will show more gratitude
 * Scary Laser Cannon
 * Takes two actions to charge up, and will fire at the start of the next turn.
 * Deals 8 DMG of laser
 * Enemies on the same space or a space 1 space away may receive blindness
 * Enemies will attack you a little bit less due to fear, effects amplified when you are using this weapon
 *  Summon Boogie Bomb 
 * Summons a boogie bomb. When it explodes, everyone in the room will begin uncontrollably boogieing. While boogieing, they have reduced accuracy, less movement speed , and +1 DMG for melee.
 * Icelead blade of arousing
 * Deals 4 DMG of cut.
 * May freeze the target
 * :eyes:
 * Portable Crafting Table of worlds
 * Allows the creation of simple tools.
 * Tools cost ingredients.
 * Can survive in any environment
 * Ridiculously durable
 * Un-stealable
 * 22 bones
 * Deals 2 DMG of impact and pointy.
 *  Expert Craftsmanship 
 * You are very resourceful.
 * You can use most things to make stuff.
 * Attempts to make/assemble things have a much higher chance of success.
 * Charged Blaster of several (20% charge)
 * A charge-able weapon. Automatically charges 10% each turn it was not used.
 * At 100%, it deals 20 DMG of blaster . Lower percentages deal that percent of the full charge's DMG.
 * Can split its damage across several targets.
 * Jetpack of personality (70% power)
 * Allows user to fly for up to 10 seconds, spending 10% of power per second.
 * Automatically recharges 10% power each turn not in use.
 * Sentient. If reaches 0% power, it will die.
 *  Build 
 * You're better at building, pushing, and pulling things.
 * Tool weapons have increased accuracy/effectiveness
 * Bruised
 * Enemies have a higher chance of getting a critical hit against you.
 * On the other side of the spike pit
 * Riot Shield of Atmospheres
 * Protects you pretty well while in use, but it makes it harder for you to do things, making you less efficient.
 * Light
 * Provides immunity to suffocation.
 * Tranq Crossbow of stopping
 * Fires a dart that deals 1 DMG of pointy and sedative and stuns the enemy or something
 * You can stop running more easily
 * You can yell during chaos to temporarily lessen/stop it.
 *  Magic Heal 
 * You can spend 5 MP to heal 5 HP.
 * You can alternatively spend 3 MP to heal 2 HP.
 * Blade of Divinity of insisting
 * Big sword, so it's somewhat slow
 * Deals 5 DMG of cut
 * Provides a boost to jumping
 * Provides a boost to arguing
 * Nice Shield of Doom
 * Can be used to moderately block against attacks.
 * Can be thrown to deal 2 DMG of impact . Improved critical hit chance.
 * Makes the user better at sensitivity, sympathy , empathy , and kindness.
 *  Firey Hands 
 * Costs 3 MP
 * You can shoot fire out of your hands, dealing 4 DMG
 * On the other side of the spike pit
 * Trumpet Gun
 * Launches music at all targets on a single space dealing 2 DMG of sound.
 * Deals 5 DMG instead if you are on the same space as the target.
 * Has a chance of temporarily giving those affected hearing loss
 * Canceled extra attribute since it was negative
 * OH NO THE PAW of perspective
 * A freezing cold paw that can be used to slap a target dealing 3 DMG of impact and cold
 * User gets a boost in sympathy and empathy
 * User can spend 3 MP to have all of their sensory inputs be temporarily replaced with those of another.
 *  Flash Fire 
 * You are immune to fire attacks
 * Fire attacks used on you heal you for 2 HP and give you strength
 * Responsible Worn Scythe
 * Deals (n + 2) DMG of cut, where n is the number of kills your team has.
 * For each 3 kills, the chances of inflicting critical hits and stagger increase, and knockback inflicted increases.
 * Increased accuracy
 * Others will place greater trust in you.
 * Demented Music Amplifier of judging
 * Plays "Mind Loss" and deals (5 - n) DMG of sound to everyone in the direction of attacking, where n is the number of spaces they are away.
 * Has a chance of temporarily giving those affected hearing loss
 * Has a very small chance of giving those affected insanity
 * User is impervious to the effects
 * Others will give your opinions on what to do a little more weight.
 *  Shadow Burst 
 * Costs 6 MP
 * Allows you to phase through objects for the turn it's used and the next 1 turn.
 * Cooldown of 3 turns
 * Immediate Aluminum Foil Rod
 * Somewhat rigid, but still easily bendable
 * Conducts electricity okay-ish
 * Smacking a target with this deals 1 DMG of impact
 * Using this item gets done at the top of the update, or at the soonest possible time
 * Things done with this item are done very quickly
 * Buzzy Beetle Shell of homework
 * Usable as a moderate shield or helmet
 * When used as a shield bash or during a headbutt, it deals 2 DMG of impact
 * Cannot be kicked
 * Grants a boost based off of any class the user is currently taking. The user must be in that class and that class must have, at some point, assigned homework. A boost must be declared before use.
 * 4 bones
 * Deals 2 DMG of impact and pointy
 * Small Mana Potion
 * User recovers 5 MP
 *  Savoring 
 * Effects of food consumed by the user become more potent or last longer.

@Unnamedblockster661 you still have a  Wild Card  to spend.