Turn 4 is happening!
Remuthra continues to sit at start.
Borno and gwg both land on tile 11. The tile goes to borno, making a tile that grants a magical hat! At least gwg gets one of the hats!
Javier moves to tile 12, making a tile that grants armor to those who land on it.
Rabidgamer and Micelus both get to tile 14. It goes to Micelus by random chance, turning into a battle royale tile! (Geez, you're unlucky gamer. ) The tile then activates, doing 1 damage to all players!


Statuses:
Pink: Micelus 4/5hp. Tile 14.
Red: Remuthra 4/5hp. Has a confusing dagger. Tile 0.
ConfusedGold: Greatwyrmgold 4/5hp. Tile 11.
Has a magic hat.Blue: borno 4/5hp. Has a can of power up juice. Tile 11.
Purple: Rabidgam3r 3/5hp. Tile 14.
Black: Javierpwn 4/5hp. Has a can of power up juice. Tile 12.
Goblin 1: Tile 14. Chasing borno. 1atk
Goblin 2: Tile 13. Chasing Javier. 1atk
Random encounters: On.
1. Anyone landing on it must roll a 6-sided die or have it rolled for them. The random effects are hidden!
2. The tile will causes people to lose their balance, and they will move 1 less space from then on.
3. When someone activates this tile, random encounter mode is toggled! Upon someone landing on 10, 20, 30, 40, or 45 it spawns a creature able to attack (Random) tiles away and will hunt them down.
4. Velociraptor Rampage!: Player runs 4 tiles forward to avoid raptors. Any players passed by are moved 3 tiles forward. If none are passed by, player is damaged by 1hp. Should a player have 1 health when activating the tile and no players are passed by, the player becomes Raptor Lunch. The tile he/she is currently on changes into a Velociraptor Rampage! tile.
5. Spring trap. When activated, roll a d5 die. Whatever it lands on, take half the number rounded up off of your hp total, but also propel forward by that number.
6. Gives player a single Glass Dagger of Confusion. Can be used on command when on the same tile as another player. For the next 3 turns, that player walks backwards at a 2x rate, losing spaces instead of gaining them. Breaks when used.
7. Teleporter: Teleports to a random tile between 0 and 20.
8.
9. Reality Police: If a player lands on this tile he/she is searched by the reality police. If the player has any power or equipment that does not fit into the early 21st century, he is transported to the nearest 'jail' tile or equivalent. The player may not move for one turn while in jail. If no jail tiles are present, all powers or equipment are taken away. Alternatively, the player may give up 1hp per ability/equipment and run to the next tile.
10. Power up juice: This juice really packs a punch! One sip will either send you running one d3 tiles forward, or restore one d3 health. One can will be given to you upon activation of this tile. Discard after first use.
11. Magic Hat:
This hat can do anything! But probably won't. Every turn you have this hat on your head, a random effect occurs, rolled by a d10. What happens when a number is rolled is ultimately up to you, the GM, but a 10 would be a good thing, like a healing potion while a 1 is bad, like the hat randomly exploding. Can be taken off.
12. Armor:Make Self be suited with either:
4 Points of armor
Cloth armor(Nothing)
Heavy armor:6 points, -2 to rolls
13. Jail: Has no effects on players who step on this tile. If a player is incarcerated due to the effect of another tile, he/she will be sent to the closest 'prison tile'. He/she must then jump on the next turn.
14. Battle Royale: If this tile is activated with two or more players on the tile or adjacent to the tile, all players will lose 1 hp. This tile has no effect if there is only one player.
15.
16.
17.
18.
19.
20.
Dice: 6, 6, 2, 2, 1, 1