Precipice of Dust (Rising_Dusk | Deck_Knight | Terrador) (LABYRINTH ALPHA RUN)

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LouisCyphre

heralds disaster.
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Team Rising_Dusk
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Lucario (M)*

Nature: Naive
+15% Spe, +12% Accuracy, -1 SpD

Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Bone Rush
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Heal Pulse
Quick Guard
Me First
Copycat
Dragon Pulse
Close Combat

Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Circle Throw
Blaze Kick
Follow Me

Magnet Rise
ThunderPunch
Magic Coat
Ice Punch
Helping Hand
Zen Headbutt

Swords Dance*
Brick Break*
Hidden Power Grass 7*
Psychic
Substitute
Flash Cannon
Focus Punch
Stone Edge
Drain Punch
Toxic
Dig
Rest
Sleep Talk
Protect
Earthquake
Rain Dance
Sunny Day
Fling
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Weavile (M)*

Nature: Jolly
+15% Spe, +24% Accuracy, -1 SpA

Type: Dark / Ice
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Pickpocket (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Stats:
HP: 100
Atk: 5
Def: 3
SpA-: 1
SpD: 3
Spe+: 144

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws
Fling

Ice Shard*
Ice Punch*
Pursuit*
Fake Out
Assist
Feint
Foresight
Punishment

DynamicPunch
Counter
Avalanche
Endure
Mimic
Knock Off
Low Kick

Moonlight

Swords Dance*
Brick Break*
Aerial Ace*
Reflect
Hail
Snatch
Shadow Claw
Dig
Protect
Detect
Substitute
Focus Punch
Toxic
Torment
Rain Dance
Rest
Sleep Talk
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Aerodactyl (F)

Nature: Jolly
+15% Spe, +26% Accuracy, -1 SpA

Type: Rock / Flying
Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Rock Head:
(Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Unnerve (DW):
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150

MC: 0
DC: 5/5

Attacks:
Ice Fang-
Fire Fang-
Thunder Fang-
Wing Attack-
Supersonic-
Bite-
Scary Face-
Roar-
Agility-
AncientPower-
Rock Slide
Crunch

Roost-
Tailwind-
Whirlwind-

Aqua Tail
Endure

Stone Edge-
Earthquake-
Taunt-
Stealth Rock
Sky Attack
Toxic
Smack Down
Substitute
Reflect
Fly
Protect
Detect
Bide
Torment
Iron Tail
Rest
Sleep Talk
Dragon Claw
Team Deck Knight
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Torterra [Rook] (M)

Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)

Type: Grass/Ground
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)

EC: 9/9
MC: 0
DC: 4/5

Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Superpower
Worry Seed

Toxic
Light Screen
Facade
Rock Slide
Swords Dance
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Claydol [Bishop] (U)
Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v) (-)

EC: 6/6
MC: 0
DC: N/A

Attacks:

Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Extrasensory
Earth Power
Power Trick
Heal Block

Ice Beam
Telekinesis
Smack Down
Earthquake
Dig
Trick Room
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Stunfisk [Foggy Bottom] (M)
Nature: Mild (Adds 1 Rank to Special Attack; Subtracts 1 Rank from Defense)

Type: Ground/Electric
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 32

EC: N/A
MC: 0
DC: 0/5

Attacks:
Mud-Slap
Mud Sport
Bide
Thundershock
Mud Shot
Camouflage
Mud Bomb
Discharge
Thunderbolt

Earth Power
Pain Split
Yawn

Toxic
Dig
Scald

Team lol
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Mienshao * [Shao] (Male)
Nature: Jolly (+Spe, +16.8% Acc, -* SAtk)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Inner Focus Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 2: Regenerator Type: Innate

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Ability 3: Reckless Type: Innate

This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.


Stats:

HP: 90
Atk: Rank 5
Def: Rank 2
SAtk: Rank 2 (-)
SDef: Rank 2
Spd: 121 (+)

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Pound*
Meditate*
Detect*
Fake Out*
Doubleslap*
Swift*
Calm Mind*
Hi Jump Kick
Drain Punch

Knock Off*
Low Kick*
Me First*

Acrobatics*
Swords Dance*
Stone Edge*
Rock Slide
Substitute
Brick Break
Reflect
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Starmie * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)
Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
<Psychic>: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Abilities:
Ability 1: Natural Cure
Type: Innate

This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 2: Illuminate

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Ability 3 (DW): Analytic

Type: Can be Enabled

If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 + 15%)

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*

Ice Beam*
Thunderbolt*
Psychic*
Blizzard
Protect
Substitute
Reflect
Psyshock
Thunder
Light Screen
Bide
Rain Dance
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Dragonite [Opus] [Male]
Nature: Hasty (+ Spd, +9.729 Acc, - Def)

Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


Stats:
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SAtk: Rank 4
SDef: Rank 4
Spd: 92 (+)

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Ability 1:Inner Focus: Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 2: Multiscale (DW Unlocked!): Type: Innate

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Fire Punch
ThunderPunch
Roost
Outrage
Hurricane
Aqua Tail
Safeguard

Dragon Rush
Dragon Pulse
Extremespeed

Draco Meteor

Fire Blast
Blizzard
Thunder
Substitute
Protect
Fly
Earthquake
Stone Edge
Bide
Reflect
Light Screen
Brick Break
Rain Dance

Rising_Dusk, Deck_Knight, and Terrador explore
The Precipice of Dust
A three-player Elite dungeon

Your travels take you to many places, and bring you tell of many stories.

Recently, you've happened upon a small, home-y town in a rather dry, arid region. Welcoming the chance to cool off; you turn off of the road and direct your footsteps towards the town.

The Pokémon Center is sweltering; air conditioning can only do so much for a glass-panel building. You settle in with a meal and listen to the talk; it's strangely single-minded, even for a town of this size. You nudge another customer and wonder aloud what the deal is; he tells you a tale of a "Lord of the Sands" who has taken up residence in an old temple out in the desert proper.

As you make to leave the Center, a voice asks you to wait. After a moment's ponder, a woman recognizes you for the league trainer that you are; in seconds you're flooded with questions. There are "what's your favorite type" and "what kind of Poké Ball do you use" in there, but the prevailing question is this: "Can you deal with the Sand Lord?"

Of course, you can't refuse - not loudly enough for them to hear, anyway.

Soon enough, you're brought to the edge of town where a jeep sits in idle. Two other trainers sit inside; they too are swamped with admirers and critics. The driver turns as you sit down and idly asks "What are you in for, am I right?" He chuckles lightly to himself and gives the jeep gas.

***

As you're driven to the old temple, you come to find out more about the other two trainers - both of them were pressured into coming out here, just as you were. The jeep arrives just as night is beginning to fall; the driver disembarks from the jeep first. Wishing you luck, he tosses you the keys and extracts a small motorbike from the trunk. As he drives off into the distance, the three of you turn to face the mesa you've been brought to.

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The first thing you see is a sheer cliff; it runs a vast distance in either direction; the details are hazy outside of the light of your Pokémon. A pair of large, intricate double doors are visible on the cliff's face. The tracks in the sand at their base indicate recent usage; they don't seem to be stuck in any way.

What do, trainers?
__________________________________________________

Note for Keepers: Notice how I listed the teams first, then the title of the dungeon; along with the dungeon's expected player count and difficulty. These details should always go first. After that, it's less distinct. I personally chose to give flavor that places the players at the dungeon first, so as to provide the players with a clear goal. I showed the map screenshot only after I brought their trainers to the dungeon; remember that the trainer serves as a player's eyes and ears. Nothing actually happens yet, though - the players always get to take the initiative and act first. Nothing should ever happen to the players before they get a chance to act.
 
Ingram.gif

Ingram sends out the three Pokemon he brought with him today, having them acclimate to their surroundings and see if they can figure out anything about the area. Lucario emerges first, and immediately closes his eyes to analyze the world he's been thrust into. He notions to Ingram as Weavile and Aerodactyl emerge from their Poke Balls.


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The door appears to be the obvious choice, Master.

The voice rings in Ingram's head at a tolerable level, indicating clearly that this is not some new interaction between the two. Ingram nods to the other trainers to try the doors while in the meantime he takes off one of his sand-protective jackets and hands it to Weavile. Weavile wraps himself in the protective gear, like normal in sandy conditions, with the clear intent to protect himself from the whipping sandstorms of the desert.
 
Spr_BW_Black_Belt.png

Terrador surveys the forboding doors leading to the Precipice of Dust, entertaining for the briefest moment a notion to flee. That thought is quickly swept away by another, more powerful one: the nearby villagers needed his help. He views the other Trainers who were roped into the task, and is surprised to find two of the most famous Trainers around: The mighty Ingram and the ingenious Deck Knight. Surely this task will be easier with such powerful allies...


Terrador sends out the three Pokemon he brought with him: Shao, the Mienshao who stood by his side through the darkest of times, Celeste, the Starmie that has supported him since he started his Pokemon journey, and Opus, the Dragonite whose strength carried him through many a vital battle. Though they could not speak, their conclusion is obvious: the door is the best route to go with. Terrador sets himself against the door, quickly supported by Opus and Shao. Celeste floats just a few feet behind, barely hovering above the ground, analyzing the situation and waiting for the real battle to begin...

tl;dr I open the door
 
frlgemtr060.png


Deck stands on the mesa in awe, looking at the setting sun. He releases his Pokemon and begins talking to them in plain English to small nods.

"Alright gents, it's time to pack up for an exciting hike underground. First thing we've got to do is prepare. First we'll get you all into formation, and then we'll prepare for a long journey." His pokemon chuckle slightly.

"What, how I'm dressed? You think I overdid it?"

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"Bishop, you just evolved so save your strength. I'll need you if we need to reach a high place or search beyond the light, your perceptive abilities will be very useful. Just relax and prepare to support our fellow trainers in case something nasty lies beyond those doors."

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"Rook, your preparations will be simple. As the sun sets, absorb the powerful rays from the setting sun to prepare a stock of oxygen to photosynthesize in an emergency. We have no idea how long we'll be in that tunnel, I'd prefer it if we could all breathe."

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"Foggy Bottom, Once Rook is done absorbing sunlight, perch yourself up on Rook's back, placing yourself above the stone plate above his neck. You'll be traveling on Rook's back in case we have need for an earth-shaking experience, and you want little part of that. Additionally when Rook walks you can serve as a consistently positioned elevated light source."

"All prepared? Let's move out."

I spend my turn prepping Torterra with sunlight and creating a formation.
 
♪♫ - Into the Darkness

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The doors, obviously in frequent use, swing open with hardly any effort - Dragonite and his owner fall on their haunches from their pull. Mienshao lands weightlessly on its feet, chuckling slightly. Beyond the doors stretches a corridor, engraved with a number of reliefs; each one depicts a Pokémon above and a person below. The corridor proceeds further than your light reaches, but you see glints of metal in the darkness beyond. There is a smell of salt from within, but all is silent as far as you can tell. Torterra shuffles slightly, but makes no indication of tension.

What do, trainers?
______________________________________________________

Note to Keepers: Nothing much to see here. Just reporting the actions as given; the doors are well-used and therefore don't take any real force at all to budge. The music link is simply something I like to have - it's completely up to the Keeper whether or not to have one.
 
Ingram.gif

"Everyone's so bloody slow..." Ingram mumbles to himself.

Frustrated by how cautious the other trainers are being, he lurches forward past the Pokemon that fell on their asses and moves into the door frame and subsequent hallway. Lucario and Weavile, realizing that Ingram is on the move, use their raw agility to leap and bound ahead of him and take point together. Aerodactyl, as is usual, lurks above and behind Ingram's position. Ingram slows only slightly to examine the walls and their figures, but is generally uninterested and pushes on until something happens of note.

Move into hallway, Lucario + Weavile in front, Aerodactyl above in behind ~ Move until unable to continue for whatever reason
 
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Terrador is surprised to see Ingram dash forward with such haste, and briefly pauses, considering what to do. He then leaps up and grabs Celeste by one of its appendages. Before Celeste could realizes what is happening, it is thrown forward so as to keep pace with the run Terrador breaks into. Shao and Opus quickly catch on, and easily catch up with Terrador and Ingram: Shao just ahead of Terrador, with Opus flanking Terrador. The whole ensemble soon reaches Celeste, who surprisingly manages to keep pace.

"Hrm... telekinesis sure is more potent than I thought. Anyhow, Ingram, you didn't think you'd be going alone, would you?"

Charge northward; make sure to keep pace with Ingram!
 
frlgemtr060.png

"Proceed with caution."

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Stick close together and stay in formation. Rook, proceed forward towards the metal glimmers, Foggy Bottom, hold your perch and keep lighting the way.

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Bishop, float up higher and see if you can sense anything in the vicinity with your psychic abilities.

Advance toward metal glimmers.
 
♪♫ - Tartarus, Tier VI

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The uneven stones of the floor make progress difficult, you have to stay within the light of your watches and Deck's Stunfisk in order to keep your footing. As Terry horses around with his team, the room at the end of the hallway comes into view. The other side of the room is obscured by darkness still, but what you can see is encircled by a number of stone statues, accentuated with iron or silver, depicted a number of different Pokémon. Claydol, Solrock, Lunatone, Klinkling, Sigilyph, Unown - a wide variety of species are shown in these statues. They're all life-size, and caked with dust. The reliefs carved into the hallway are no longer found in this room - instead, intricate columns run the walls upward, curving upward and out of the reach of your light.

What do, trainers?
______________________________________________________

Note to Keepers: Just making some set-up here; there is a subtle hint in the flavor this time around. Let's see if our intrepid players catch on.
 
frlgemtr060.png

"Searching time."

Bishop, advance into the room and use Extrasensory to identify any threats before they become an issue, we might me able to use the element of surprise to scare them off without a fight.

Rook w/Foggy Bottom, make your way to the far left of the lit area to give Ingram a little room to move around.


Bishop: Extrasensory to identify any targets in the statue room

Rook w/Foggy Bottom: advance upward and to the left.

Hopefully our allies will give us a little better light coverage.
 
Ingram.gif

"Tch, I may want to get this over with, but I'm not stupid."

Ingram is not pleased with his teammates. Unnecessarily cautious when they don't need to be, and already making assumptions about his motives. For better or worse, he was stuck here with these people, so he would use them in whatever way made them most useful. Ingram glances down to meet eyes with an onlooking Weavile. Ingram nods, and Weavile nods in return, knowing well what is expected of him. The other trainer already begins doing something useful with his Claydol, presumably detecting life within the statues. Ingram then turns to Lucario:

"Give that Claydol a helping hand so its work will absolutely succeed."

Weavile: Use Foresight along with Weavile's Dark-type senses to detect any traps within illumination before partners advance
Lucario: Use Helping Hand on Claydol
 
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Terrador, realizing that his companions would handle western exploration and finding threats within visible range, decides to proceed to the northeast of the room. Shao strides forward, a lithe and silent figure, with Celeste floating almost hauntingly behind. Opus and Terrador are right on Celeste's tail, ready to spring into action.


Head to the northeast of the room.
 
♪♫ - Sigma Harmonics - Dance of the Dog's Howl

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Proceeding further into the room, the smell of salt grows; and the air is now obviously wet. Claydol begins to set up its search, sweeping the room with its never-closing eyes; as it takes the time to do so you notice a metal rod sticking out from above each entrance, roughly the length of a person. Torterra is the last to lumber into the room despite being one of the first to start moving, and as it stops the shadows on the wall grow still. For a few moments, the silence is deafening.

All at once, there is a breaking sound akin to that of smashed pottery; predictably enough, some of the statues were sentries. Two Klinklang free themselves of layers of clay; one of them sparks itself like a lighter, sending a small ember into a trench in the floor. The canal ignites like a line of black powder, and a fuse zips across the room and out the west entrance before you can react.

While the fuse provides a distraction, each Klinklang directs a bolt to the metal rods above the entrances; the ceiling groans as colossal stones slide into place in front of each exit. As fast as you can blink, the twelve of you are trapped in a room with admittedly underwhelming adversaries.

What do, trainers?
_____________________________________________

Note to Keepers: Now for something interesting! I'll need a ref for this, but I feel fair in calling the party surprised - Terrador was heading towards an opposite corner of the room; Deck was intent on his Claydol's search, and Ingram tossed his caution to the wind.
 
Ingram.gif

Ingram never actually took his eyes off the Klinklang, but didn't bother interfering with their antics.

"What, this is it?"

Ingram genuinely looked disappointed. Aerodactyl grins and chuckles a bit in a raspy manner, meanwhile Lucario looks on adamantly and Weavile looks on with disdain. Ingram casually points at the Klinklang and leaps into battle mode without any hesitation.

"Lucario, Magnet Rise! Give those Ground-types room to work! Weavile, you get on Aerodactyl and hold back a bit! Aerodactyl, take up Weavile and stay back with him! The Ground-types have the field here!"

Lucario: Magnet Rise ~ Aura Sphere Klinklang #1
IF (Klinklang #2 hasn't fled or been KOed by your third action) THEN (Use Vacuum Wave on it)
Weavile: Leap on Aerodactyl
Aerodactyl: Wait for Weavile to mount
 
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Terrador views the two Klinklang with mild amusement - surely they would be no trouble to take down. At a cue from Ingram, he makes sure that his Pokemon take to the skies; there would be no crossfire today.

"Shao, I want you to hop onto Opus' back as soon as possible. I don't want you to eat an Earthquake. Celeste, start by Levitating; then fire a Hydro Pump, at the Klinklang that Ingram isn't paying attention to. Opus, I want you to use Fire Blast on the Klinklang Starmie is hitting, then a Fire Punch on that same Klinklang."

Shao crouches its legs and prepares to act, while a strange aura reveales Celeste's deep concentration. Opus roars menacingly, eagerly awaiting a chance to test his strength.

Shao: Jump on to Opus' back ~ Hang on
Celeste: Levitate ~ Hydro Pump (Klinklang 2)
Opus: Fire Blast (Klinklang 2) ~ Fire Punch (Klinklang 1)
 
(I have no idea if the battle format is supposed to be Tripes or Doubles or what, but I'm assuming sicne its so many mons, go with Triples Rules)

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"How do you expect to win when the very earth is your enemy?"

Welp, Steel types. This will be good for a warm-up. Looks like they haven't come to play nice. Lets see here...

Bishop, begin with Mud-Slap on Klingklang 1, then use Earthquake and Synchronize it with Rook to keep Rook and Foggy Bottom stable. Finish up with a Mud-Slap on Klingklang 1.

Rook, blast both your foes with Earthquake. Our allies should all have levitated or taken to the sky by the time you attack. Foggy Bottom is safe on your back. Then use another Earthquake, synchronized with Bishop.

Foggy Bottom, blast Klinglang 1 with Mud Shot to lower its Speed. Then hit Klingklang 2 with Earth Power, which should be quite easy with the rest of the field shaking.

Bishop: Mud-Slap (Klinklang 1) ~ Earthquake (Synch with Rook)

Rook: Earthquake ~ Earthquake (Synch with Bishop)

Foggy Bottom: Mud Shot (Klingklang 1) ~ Earth Power (Klingklang 2)
 
♪♫ - Sigma Harmonics - Words Were Shaken

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As Ingram makes to engage the sentries; the near Klinklang revs up while magnetizing itself - a wall, in a T-shape, begins to slide out from rifts in the floor. As the other Pokémon are arranging themselves into formation; Dragonite leaps to the offensive - he sends a scorching mark past the first Klinklang as it begins to raise the wall further. The other Klinklang; identifying Lucario as a threat by his magnetic activity, begins discharging bolts of plasma of intensifying strength. Bishop spins in the dirt, splattering the wall with a low shot of mud as it climbs higher. Rook, unfazed, directs his readied assault at the impediment; it hasn't climbed sufficiently to soak the force and instead transits it just as the floor does - both Klinklangs suffer seriously from the attack. Seeing Bishop's failed attempt, Foggy shoots his attack in an arc; just barely clearing the wall as it approaches the edge of the light; it finds its mark soundly. The wall finishes rising in an echoing thud - now each trainer is isolated with their Pokémon.

Aerodactyl and Weavile circle at the edge of the light as Lucario pummels the offending Klinklang with aura; it's badly beaten at this point. Dragonite, undeterred, rams his fist into the wall ablaze. Both Klinklangs, unfazed by the beating that their protection is taking, begin firing on Lucario, who shrugs off the attacks. Both Rook and Bishop launch Earthquakes this time; but the wall has locked into place, soaking the force of the assault and emitting a creak. Finally, Foggy sends a pulse through the ground, initiating an eruption of energy at the base of the wall.

The sounds of the fighting echo through the room right up until the wall locks into place, at which point it can only be heard via Ingram's radio. The wall is standing strong, if fiercely dented, and Ingram seems to have the upper hand over his opponents even while alone.

What do, trainers?

Action 1

Aerodactyl waited for Weavile to hop on!
-0 energy
Weavile hopped onto Aerodactyl!
-2 energy
Celeste attempted to levitate!
Celeste hovers above the ground!
-5 energy
Shao hopped onto Opus!
-2 energy
Lucario used Magnet Rise!
Lucario levitated using its electromagnetism!
-6 energy
Opus used Fire Blast on Klinklang B!
RNG Roll (To-Hit) (<=8500 Yes) 8596/10000 (No)
Missed
-8 energy
Klinklang B raised the wall!
The walls began to go higher!
-3 energy
Klinklang A used Charge Beam on Lucario!
Activate Electric Gem? (no)
RNG Roll (To-Hit) (<=9000 Yes) 8359/10000 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 5289/10000 (No)
RNG Roll (SpA Inc) (<=7000 Yes) 4786/10000 (Yes)
(6 + 2 + 3) * 1 = 11 damage
-5 energy
Klinklang A's Special Attack rose!
Bishop used Mud-Slap on Klinklang A!
The mud splattered against the wall!
(4 + 3 - 4) * 1 = 3 damage
-2 energy
Rook used Earthquake!
Bishop avoided the attack!
RNG Roll (To-Crit) (<=625 Yes) 3293, 5072/10000 (No)
(7.5 + 3 + 1.5) * 1.5 = 18 damage to each Klinklang
-6 energy
Foggy Bottom used Mud Shot on Klinklang A!
5726 (Hits), 5916 (No-Crit)
(6 + 3 + 1.5) * 1.5 = 15.75 ~ 16 damage
-3 energy

The wall finishes rising!

Action 2

Aerodactyl, Weavile, Shao all did nothing!
Celeste used Hydro Pump against Klinklang B!
Hits, but hits the wall instead
(12 + 3 - 2.5) * 1 = 12.5 ~ 13 damage
-7 energy
Lucario used Aura Sphere on Klinklang A!
(9 + 3 + 1.5) * 1.5 = 20.25 ~ 20 damage
-6 energy
Opus used Fire Punch on Klinklang A!
Hits, but hits the wall instead
(8 - 1.5) * 1 = 6.5 ~ 7 damage
-6 energy
Klinklang A used Charge Beam on Lucario!
Activate Electric Gem? (no)
RNG Roll (To-Hit) (<=9000 Yes) 4857/10000 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 9972/10000 (No)
RNG Roll (SpA Inc) (<=7000 Yes) 163/10000 (Yes)
(6 + 2 + 3 + 1.5) * 1 = 12.5 ~ 13 damage
-(5 + 4) energy
Klinklang A's Special Attack rose!
Klinklang B used Charge Beam on Lucario!
Activate Electric Gem? (no)
RNG Roll (To-Hit) (<=9000 Yes) 6587/10000 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 2457/10000 (No)
RNG Roll (SpA Inc) (<=7000 Yes) 3475/10000 (Yes)
(6 + 2 + 3) * 1 = 11 damage
-5 energy
Klinklang B's Special Attack rose!
Bishop used Earthquake!
Hits, but hits wall (and Rook) instead
(7.5 + 3 - 1.5) * 2/3 = 6 damage (Rook)
(7.5 + 3 - 4) * 1 = 6.5 ~ 7 damage (Wall)
-6 energy
Rook used Earthquake!
Hits, but hits wall (and Bishop) instead
Bishop avoided the attack!
(7.5 + 3 - 1) * 1 = 9.5 ~ 10 damage (Wall)
-10 energy
Foggy Bottom used Earth Power on Klinklang B!
Hits the Wall
(9 + 3 - 2.5) * 1 = 9.5 ~ 10 damage
-6 energy

Klinklang A: 36/90 HP, 86% En, +2 SpA
Klinklang B: 72/90 HP, 92% En, +1 SpA
_____________________________________________

Note to Keepers: This particular trap wasn't supposed to be sprung until the Explorers were through the room; trapping them inside of the next hallway. Oh well, the Klinklang are understandably desperate - this shouldn't last much longer.
_____________________________________________

Note to Testers: Due to the sheer number of actions to be processed; I think it's fair to cut actions down to two per turn, don't you?
 
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Ingram grins widely as the walls slam behind him, sealing him off from his companions. He's been in worse situations than this, and quite frankly, has no issues with this situation. Now that the numbers are down to his three against two severely weakened adversaries, he has little to worry about.

"Execute them! Lucario, keep the pressure up; Weavile, use your acrobatics to attack and then return to your perch atop Aerodactyl! Aerodactyl, do your own rack of damage, but be careful to make sure that you don't Earthquake until Weavile's in the air! Time it just right! This is easy work for you all!"

Lucario:
Hi Jump Kick Klinklang 1 ~ Aura Sphere Klinklang 2

Aerodactyl:
Fire Fang Klinklang 2 after Weavile leaps off ~ Earthquake after Weavile has leaped off the floor back toward you

Weavile:
Leap at and Fake Out Klinklang 1 ~ Leap off floor back onto Aerodactyl
 
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"I can Dig it."

Alright, we can break this down with Terrador if we apply enough force.

Bishop, help send a mental transmission. We should both strike the wall to our south with the strongest direct attack we can muster. But we'll do it after charging up first and at the same time. Relay a message to Terrador use a booster or a wait on the first action, and to blitz the south wall with ordinary priority attacks on the second action. We'll bring it down together, and Aerodactyl's EQ will help on the other side.

Rook, this means you're going to start with Curse to increase your offensive abilities. On your second action, bash through that wall with a Superpower aimed at the south wall near the T-section.

The battle's not over yet though, we need to give our allies an assist.

Bishop, and Foggy Bottom, see if you can Dig under the wall and over to the other side, both of you targeting Klingklang 2 Dig in tandem and hold onto each other as you make the targetted attack. If both of you combine your talents like a drill you should be able to bore under and through to your foes. You'll need to be floating together to evade Aerodactyl's Earthquake the second action, so make sure to hold Foggy Bottom in mid-air after you both strike, Bishop. Then do a tandem Mud-Slap + Mud Shot together of Klingklang 2.

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Rook: Curse ~ Superpower (South wall near T).

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Bishop + Foggy Bottom: Tandem Dig underground and hit Klingklang 2, end your action levitating in mid-air after the hit. ~ Tandem Mud-Slap (Bishop) + Mud-Shot (Foggy Bottom) on Klingklang 2.
 
You are all assumed to have a way to communicate; such as a radio, phone, or pokéGear, Deck.

Hey Terrador; Mienshao's base HP is 65 - that means Shao has 100 HP in ASB! Thought I'd let you know!

e: That was a productive first day; but now life kicks back in. We'll get to see how the Labyrinth holds up to day-to-day availability conflicts!
 
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Terrador is surprised to see walls spring up between the three explorers, leaving Ingram alone with the Klingklang. However, at a cue from Deck Knight, he brings his team to bear, attacking the walls.

"Shao, wait, then Hi Jump Kick the wall. Opus, I want you to Dragon Rush when Shao and Torterra act. Finally, Celeste, just relax; you haven't got the muscle to help here."

Shao: Nothing ~ HJK wall
Opus: Nothing ~ Dragon Rush wall
Celeste: Nothing ~ Nothing
 
Can you believe I almost derped the image again?

♪♫ - Overture of the Summer Wars

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Almost before the orders leave Ingram's mouth; Aerodactyl is readying himself to act. Weavile, once its partner passed over, leaps from his perch and struck the Klinklang in a sudden, startling fashion. Only after bounding off of its opponent does Weavile land on the ground, in his hand a gem pilfered from the victim. Aerodactyl, free of his burden, swoopsin with euphraten jaws and snaps at the first Klinklang; leaving it blackened and charred.

Opus and Shao both brace themselves to properly assault the wall; Celeste instead floats idly. On the other side of the wall; Lucario performs a flying kick on the first adversary; knocking it clean out. Seemingly unworried by the attack; the second Klinklang takes careful aim at Lucario.

On Deck's side of the wall; he realizes how futile attempting to dig through a stone floor is. Fortunately, Bishop and Foggy are intelligent Pokémon; they instead direct their burrowing actions towards the wall itself. Rook takes the time to brace his body for action.

Aerodactyl again prepares and holds back his attack; once Weavile has safely flipped and twirled onto his back, he lets loose a vicious tremor that threatens everything on Ingram's side of the wall - only Klinklang and the Wall are actually hit, however. Contuing to break the wall; Shao and Opus begin to pummel the structure. Bishop and Foggy continue their steady degrading of the wall's material, rather than attempting to punch holes.

The Klinklang cuts loose its carefully-aimed assault on Lucario; pulverizing it with electricity and leaving it extremely sluggish. Rook, in turn, cuts loose his own readied assault on the wall; pulverizing it with force and leaving himself sluggish. Ingram will likely clean up the rest of this fight; and the walls likely can be brought down without attacks given enough time.

What do, trainers?

Round 1:

Aerodactyl readies Fire Fang.

Weavile used Fake Out on Klinklang B!
Crit (625:10000) = 2289 no
(4 + 1.5) * 0.6666 = 3.6663 ~ 4 damage
6 (4 + 2) Energy (Ruled showy, but not difficult)
Weavile pilfered Klinklang's Electric Gem (3)!

Aerodactyl uses Fire Fang on Klinklang A!
Crit (625:10000) = 7133 no
Burn (1000:10000) = 5799 no
Flinch (1000:10000) = 1003 no
(7) * 1.5 = 10.5 ~ 11 damage
5 Energy

Celeste waits.

Shao waits.

Lucario used Hi Jump Kick on Klinklang A!
Crit (625:10000) = 1948 no
(13 + 3) * 1.5 = 24 damage
8 Energy
Klinklang A fainted!

Opus waits.

Klinklang B flinched!

Bishop readies Dig.

Rook uses Curse!
Rook's Speed fell!
Rook's Attack and Defense rose!
6 Energy

Bishop used Dig!
Can't reach the intended target; redirect to Wall.
Crit (no, it's an object) = no
(8 + 3 - 4) = 10 damage
6 Energy

Foggy used Dig!
Can't reach the intended target; redirect to Wall.
Crit (no, it's an object) = no
(8 + 3 - 4) = 10 damage
6 Energy



Round 2:

Aerodactyl readies Earthquake.

Weavile leapt on to Aerodactyl!
7 Energy (as per Acrobatics)

Aerodactyl used Earthquake on multiple targets!
Lucario
Hit (magnet rise) = no

Weavile
Hit (airborne) = no

Klinklang
Crit (625:10000) = 7738 no
(10) * 1.5 * 0.75 = 11.75 ~ 12 damage

Wall
Crit (no, it's an object) = no
(10 - 2.5) * 0.75 = 5.625 ~ 6 damage

7 Energy

Celeste waits.

Shao used Hi Jump Kick on the wall!
Hit (yes, it's a wall) = yes
Crit (no, it's an object) = no
(13 + 3 - 1) = 15 damage
8 Energy

Lucario used Aura Sphere on Klinklang B!
Crit (625:10000) = 2888 no
(9 + 3 + 1.5) * 1.5 = 20.25 ~ 20 damage
7 Energy

Opus used Dragon Rush on the wall!
Hit (yes, it's a wall) = yes
Crit (no, it's an object) = no
(10 + 3 - 1) = 12 damage
7 Energy

Klinklang B used Zap Cannon on Lucario!
Hit (5000:10000) = 4820 yes
Crit (625:10000) = 3614 no
(12 + 3) = 15 damage
9 Energy
Lucario is Paralyzed (25%)!

Bishop used Mud-Slap on the Wall!
Hit (yes, it's a wall) = yes
Crit (no, it's an object) = no
(4 + 3 - 4) = 3 damage
3 Energy
Objects don't have Accuracy stats to reduce.

Foggy used Mud Shot on the Wall!
Hit (yes, it's a wall) = yes
Crit (no, it's an object) = no
(6 + 3 - 4) = 5 damage
4 Energy
Objects don't have Speed stats to reduce.

Rook used Superpower on the wall!
Hit (yes, it's a wall) = yes
Crit (no, it's an object) = no
(12 - 1) + 1.5 = 12.5 ~ 13 damage
8 Energy
Rook's Attack and Defense fell!

Other Changes
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Rook: -1 Spe (1 round)

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Lucario: Paralyzed (25%)
_____________________________________________

Note to Keepers: Two Klinklang might not seem like a fair fight against nine well-trained Pokémon at first, and it really isn't. But in this instance, they managed to use environmental factors to serve their overarching purpose; that is, they drained the party's resources with a fight. In addition, more energy will be spent getting out of the traps that the Klinklang triggered - by tenderizing the party to a degree, they served a larger purpose than themselves in the grand scheme of the dungeon.
 
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Ingram grits his teeth slightly. "Aggravating..." He pondered for the slightest of moments, as he decided what to do and how to finish this battle. The wall was nearly broken through, but he'd have to deal with this Klinklang on his own terms before they made it through. Lucario was hurt, but Ingram had a plan... He always has a plan.

"Lucario, you've got a few actions of Magnet Rise left, use them to Rest off the paralysis and damage you've taken! Aerodactyl, Weavile, take point in his stead! Aerodactyl, lash out with a Stone Edge against the Klinklang, while Weavile will fake it out! Weavile's Fake Out will be quick enough that he can get out of the way of the rocks without exerting extra energy! Keep the pressure on for the second action as you two nail different sides of the enemy!"

Lucario:
Rest ~ Sleep

Aerodactyl:
Stone Edge Klinklang 2 ~ Fire Fang Klinklang 2

Weavile:
Fake Out Klinklang 2 ~ Low Kick Klinklang 2
 
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"At least we weren't beaten by a log."

Looks like brute force isn't going to work, and we can't go around either. Let's see, those Klingklang triggered a trap to put these walls up, lets see if there's anything on our side that can help us.

Bishop, sense around for anything that might be a mechanism. Fortunately you all don't really care about dark places so this shouldn't be an issue. Rook, Foggy Bottom, I also want you to use your natural senses to see if you can find a trigger. We'll leave the battling to Ingram for now.

Search out location for any mechanisms or triggers.
 
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Terrador is surprised that such powerful attacks on the wall yield no results, and doesn't try again. Terrador knows that Ingram will take down the Klinklang, so he decides to mirror Deck Knight's actions in the hopes of getting out of here.

Search for anything out of the ordinary. If there is a button, PUSH IT!
 
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