The Epic RPG - Suspicious Path

You walk on the suspicious path. It just... screams 'oh no you're going to die oh boo hoo nOBODY CARES' or something along those lines. The water around you seems to be disappearing, and all that's left is the dry land and those... looming trees that are quite intimidating. As you walk down the path, an Enchanted Wand and a Magic Slime appear!
Enchanted Wand Pattern: Fair Game (Kills your strongest party member), Dodge, Soothe (x2 attack for two turns and player is stunned), Magic Beam (180 damage to 2 party members), Specter (120 damage), Aura (110 damage and x2 defense that turn), Dodge, Specter, Split (Strongest living party member's HP is set to enemy's HP), Dodge, Magic Beam, Aura, Dodge, Paralyze (All team members are stunned), Specter. 
Enchanted Wand Stats: 765 HP, 5 defense, immunity to stun and fire
Magic Slime Pattern: Specter, Aura, Magic Beam, Paralyze, Metal Coat (x3 defense this turn), Soothe, Aura, Magic Beam, Essence (160 lifesteal damage and one party member is stunned), Metal Coat, Magic Beam, Ritual (Summons a Demon Slime), Spider Dance, Aura, Paralyze, Specter. 
Magic Slime Stats: 790 HP, 4 defense, immunity to spells
As you defeat the two monsters, the Magic Slime plops into a puddle of goop holding 20 Crystal Coins and 5 Darkshards, and the Enchanted Wand falls to the ground and produces 10 more Darkshards. You then continue walking down the path to Deep Marsh.
Category:Epic RPG