Data [TLR DATA] The Planet's Fury

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Its_A_Random

A distant memory
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Arcane in architecture and strange in setting, the Planet's Fury is a place of legend and myth, ironically seated in the bustling downtown of the artificial island city of Alto Mare.

Its origins are as murky as the waters it sits on. Some time ago, a storm caused a massive evacuation of the city; inundating it and preventing anyone from entering for weeks on end. After the water receded and the clouds cleared, this structure was found to have forced its way up from underneath the tides and the foundations of the city. Resourceful as they were, the people simply chose to rebuild around it, and now it's a mundane part of the Alto Mare skyline.

Rumormongers speak of guardians that cruise the night skies, keeping the peace in Alto Mare, and tie these stories to the appearance of the Planet's Fury. It's said that they guard something within the walls of the alien construct, and that the doors will open only to those whom they wish to see.

The Planet's Fury

Requirements:
None

Difficulty:
Uber

Roleplay Order:

Lackeys: 1 (Two foes, random of Haunter, Seadra, Dragonair)
Arena: Bizarre Foyer

Events: 2 (Random, Strange Room type)
Arena: Discordant Hall

Lackeys: 1 (Three foes, Unown E, O, and N)
Arena: Generation Column

IF (Option A is chosen after the Column Fight) THEN

Guardian Fight: 1 (Hydreigon and Haxorus)
Arena: View of Devotion

ELSE (Option B is chosen at the Column Fight) THEN

Guardian Fight: 1 (Kingdra and Goodra)
Arena: Pool of Wrath

ENDIF

Event: 2 (Random, Obstructed Ascent type)
Arena: Stairway Landing

Lackeys: 1 (Unown E, O, and N)
Arena: Pinnacle's Base
Note: This does not last long, and is mostly for effect over difficulty.

Event: 2 (Random, Obstructed Ascent type)
Arena: Stairway Landing

Boss: 1 (Latios, Latias)
Clause: Planet's Fury (see arena)
Arena: Pinnacle Sphere (Either Normal (Phases I and II) or Hard)

Referee Overview:

Players face a multi-faceted and bizarre trek ahead of them if they wish to plumb the secrets of The Planet's Fury. They're immediately confronted with the strangeness of the structure in a wacky Lackey battle, immediately after the doors close behind you. This battle frustrates attempt to lay down an early momentum, by putting every action at risk of failure. After two obtuse and mindbending RPs, you battle the three Unown in the complex's power source. This trio employs an amplified Hidden Power attack that strikes against the entire player's team, inflicting Taunt to all foes or attempting to Badly Poison them. The players then have a chance to fight one of two differing Guardian pairs, who each bring very different gameplans to the table despite their similarities.

After that, the player begins the extremely difficult climb upwards and faces two very hostile RPs, on their way to the topmost part of the structure. The Unown trio returns to harass the player again partway up, but this is only for theatrics and they are easy dispatched this time. The player traverses two more RPs after this, of renewed difficulty. Reaching the Twins at the very end, no easy task in and of itself, is compounded by the incredible resilience of the two in tandem, who have a myriad of ways to heal and protect one another. Upon defeating one dragon, the attempt to catch the other is put on a 16-round timer and further complicated by the granting of a Soul Dew and the appropriate Mega Stone that the remaining Twin uses to Mega Evolve. At this point, the remaining Twin can employ either to attempt to stall out the countdown, or use as a window in which to dismantle the enemy team.

Truly, those who desire an Eon Pokémon have quite a lot of work cut out for themselves.

GROUND RULES

All item drops are in lieu of the mon's held items. If no drop is listed, the mon drops its held item as normal. Latios and Latias are exceptions; they drop nothing upon defeat or capture.

Traps are targeted by the referee. The traps also specify this, but it bears repeating here as a general rule.

Any Scenario that is a branched scenario cannot be selected by the randomization, nor do they count as a scenario towards reaching the end of the TLR—They are merely sub-scenarios. This means that there are technically 5 RP's of the Obstructed Ancient type.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
List of Pokémon found in The Planet's Fury.


Lackeys
Haunter
Dragonair
Seadra
Unown E
Unown O
Unown N

Guardians
Hydreigon
Haxorus
Kingdra
Goodra

Trap Encounters
Dragalge
Flygon
Slowbro

Rare Encounters
Dragonite
Alakazam

Nest Encounters
Bagon
Deino
Gible

Bosses
Latias
Latios

Haunter
(X) @ Flame Orb
Nature: Lonely (-1 Def, +1 Atk)
Type: Ghost
Abilities: Levitate

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 4/9
MC: 12
AC: N/A

Attacks:
Confuse Ray
Curse
Dark Pulse
Destiny Bond
Dream Eater
Hex
Hypnosis
Lick
Mean Look
Night Shade
Nightmare
Payback
Shadow Ball
Shadow Punch
Spite
Sucker Punch

Disable
Fire Punch
Ice Punch
Reflect Type
Thunder Punch

Endure
Icy Wind
Skill Swap
Thunderbolt
Trick

Double Team
Protect
Substitute
Taunt
Telekinesis
Seadra
(X) @ Water Gem
Nature: Mild (-Def, +SpA)
Type: Water
Abilities: Poison Point / Sniper / Damp (H)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 4/9
MC: 12
AC: 5/5

Attacks:
Agility
Brine
Bubble
Bubble Beam
Dragon Dance
Dragon Pulse
Focus Energy
Hydro Pump
Leer
Smokescreen
Twister
Water Gun

Disable
Flail
Muddy Water
Outrage
Razor Wind

Bounce
Dive
Endure
Icy Wind
Signal Beam

Bide
Brine
Double Team
Protect
Substitute
Dragonair
(X) @ Light Clay
Nature: Modest (-1 Atk, +1 SpA)
Type: Dragon
Abilities: Shed Skin / Marvel Scale (H)

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 2
Base Rank Total: 18

Item Drop:
Dragon Gem

EC: 4/9
MC: 12
AC: 5/5

Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Hyper Beam
Leer
Outrage
Safeguard
Slam
Thunder Wave
Twister
Wrap

Aqua Jet
Dragon Pulse
Extremespeed
Light Screen
Mist

Draco Meteor
Endure
Flamethrower
Icy Wind
Thunderbolt

Bide
Ice Beam
Protect
Reflect
Substitute
Unown
(-) @ Expert Belt
Nature: Modest
Type: Psychic
Abilities: Levitate

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Item Drop:
Starf Berry

EC: N/A
MC: 1,000
AC: N/A

Attacks:
Hidden Power
Hidden Power Bug: 50% Drain Effect
Hidden Power Dark: Taunt Effect
Hidden Power Dragon: Roar Effect
Hidden Power Electric: 30% Paralyze
Hidden Power Fairy: 20% Attack Lower
Hidden Power Fighting: Calculates Damage Using Defense
Hidden Power Fire: 30% Burn
Hidden Power Flying: High Critical Hit Ratio
Hidden Power Ghost: 20% Special Defense Lower
Hidden Power Grass: 20% Sleep
Hidden Power Ground: 20% Accuracy Lower
Hidden Power Ice: 20% Freeze
Hidden Power Poison: 30% Toxic
Hidden Power Psychic: 20% Confusion
Hidden Power Rock: 20% Flinch
Hidden Power Steel: 20% Special Attack Lower
Hidden Power Water: 20% Speed Lower, Douse effect


Kingdra
(X) @ Dragon Scale
Nature: Timid (-1 Atk, +13 Spe, +11% Acc)
Type: Water / Dragon
Abilities: Swift Swim / Sniper / Damp (H)

Stats:
HP: 100
Atk: Rank 2 [3] (-)
Def: Rank 3
SpA: Rank 3 [4]
SpD: Rank 3
Spe: 98 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 18

Item Drop:
Water Gem

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Agility
Brine
Bubble
Bubble Beam
Dragon Dance
Dragon Pulse
Focus Energy
Hydro Pump
Leer
Smokescreen
Twister
Water Gun
Yawn

Clear Smog
Disable
Flail
Muddy Water
Octazooka
Outrage
Razor Wind
Signal Beam

Bounce
Dive
Draco Meteor
Endure
Ice Beam
Icy Wind
Iron Head
Twister

Bide
Brine
Double Team
Mimic
Protect
Quash
Rain Dance
Substitute
Goodra
(X) @ Damp Rock
Nature: Naive (-1 SpD, +12 Spe, +10% Acc)
Type: Dragon
Abilities: Sap Sipper / Hydration / Gooey (H)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 5 (-)
Spe: 92 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 23

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Absorb
Aqua Tail
Bide
Body Slam
Bubble
Dragon Breath
Dragon Pulse
Feint
Flail
Muddy Water
Outrage
Power Whip
Rain Dance
Protect
Tackle

Acid Armor
Counter
Curse
Endure
Iron Tail
Poison Tail

Draco Meteor

Blizzard
Earthquake
Fire Blast
Focus Blast
Rock Slide
Sludge Wave
Substitute
Thunder
Haxorus
(X) @ Dragon Gem
Nature: Jolly (-1 SpA, +15 Spe, +15% Acc)
Type: Dragon
Abilities: Rivalry / Mold Breaker / Unnerve (H)

Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Assurance
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dual Chop
False Swipe
Giga Impact
Guillotine
Leer
Outrage
Scary Face
Scratch
Slash
Swords Dance
Taunt

Counter
Dragon Pulse
Endure
Focus Energy
Harden
Night Slash
Razor Wind
Reversal

Aqua Tail
Draco Meteor
Endeavor
Iron Tail
Low Kick
Sleep Talk
Snore
Superpower

Brick Break
Dig
Double Team
Earthquake
Protect
Rock Slide
Substitute
Taunt
Hydreigon
(X) @ Roseli Berry
Nature: Naive (-1 SpD, +15 Spe, +15% Acc)
Type: Dark / Dragon
Abilities: Levitate

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 113 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 15
AC: N/A

Attacks:
Bite
Body Slam
Crunch
Double Hit
Dragon Pulse
Dragon Rage
Dragon Rush
DragonBreath
Focus Energy
Headbutt
Hyper Voice
Outrage
Roar
Scary Face
Slam
Tackle
Tri Attack
Work Up

Assurance
Astonish
Dark Pulse
Earth Power
Fire Fang
Head Smash
Ice Fang
Thunder Fang

Aqua Tail
Draco Meteor
Heat Wave
Iron Tail
Roost
Signal Beam
Superpower
Zen Headbutt

Fire Blast
Focus Blast
Protect
Reflect
Substitute
Surf
Taunt
Thunderbolt


Dragalge
(X) @ Poison Barb
Nature: Quiet (-6 Spe, +1 SpA, -10% Eva)
Type: Dragon / Poison
Abilities: Poison Point / Poison Touch / Adaptability (H)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 38 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Item Drop:
Dragon Gem

EC: 6/6
MC: 15
AC: 5/5

Attacks:
Acid
Aqua Tail
Bubble
Camouflage
Double Team
Dragon Pulse
Dragon Tail
Feint Attack
Hydro Pump
Poison Tail
Sludge Bomb
Smokescreen
Tackle
Tail Whip
Toxic
Twister
Water Gun
Water Pulse

Acid Armor
Haze
Play Rough
Toxic Spikes
Venom Drench

Draco Meteor

Focus Blast
Protect
Shadow Ball
Sludge Wave
Substitute
Surf
Thunderbolt
Venoshock
Flygon
(X) @ Wise Glasses
Nature: Hasty (-1 Def, +15 Spe, +15% Acc)
Type: Ground / Dragon
Abilities: Levitate / Levitate (H)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 115 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 20

Item Drop:
Razor Fang (has it been... gnawed on?)

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Bite
Crunch
Dig
Dragon Claw
Dragon Tail
Dragon Breath
Earth Power
Earthquake
Faint Attack
Feint
Fissure
Hyper Beam
Sand Tomb
Sand-Attack
Sandstorm
Screech
Sonic Boom
Supersonic

Bug Bite
Endure
Flail
Focus Energy
Gust
Mud Shot
Quick Attack
Signal Beam

Air Cutter
Draco Meteor
Fire Punch
Heat Wave
Outrage
Rock Slide
Tailwind
Thunder Punch

Double Team
Giga Drain
Fire Blast
Fly
Protect
Roost
Substitute
U-Turn
Slowbro
(X) @ Durin Berry
Nature: Quiet (-4 Spe, -10% Eva, +1 SpA)
Type: Water / Psychic
Abilities: Oblivious / Own Tempo / Regenerator (H)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 20

Item Drop:
Rocky Helmet

EC: 6/6
MC: 15
AC: 5/5

Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Psych Up
Psychic
Rain Dance
Slack Off
Tackle
Water Gun
Water Pulse
Withdraw
Yawn
Zen Headbutt

Belch
Block
Future Sight
Me First
Mud Sport
Safeguard
Wonder Room
Zen Headbutt

Counter
Dive
Endure
Foul Play
Iron Tail
Magic Coat
Substitute
Trick

Fire Blast
Grass Knot
Ice Beam
Light Screen
Protect
Reflect
Surf
Trick Room


Dragonite
(X) @ Enigma Berry
Nature: Naive (-1 SpD, +12 Spe, +10% Acc)
Type: Dragon / Flying
Abilities: Inner Focus / Multiscale (H)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3 (-)
Spe: 92 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Item Drops:
Enigma Berry x 5
(x15 if not caught)

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer
Outrage
Roost
Safeguard
Slam
Thunder Punch
Thunder Wave
Twister
Wing Attack
Wrap

Aqua Jet
Dragon Pulse
ExtremeSpeed
Haze
Iron Tail
Light Screen
Mist
Water Pulse

Dive
Endure
Heat Wave
Ice Punch
Icy Wind
Iron Head
Superpower
Tailwind

Bide
Brick Break
Fly
Protect
Roost
Sky Drop
Substitute
Thunderbolt
Alakazam
(X) @ Mental Herb
Nature: Naive (-1 SpD, +18 Spe, +22% Acc)
Type: Psychic
Abilities: Synchronize / Inner Focus / Magic Guard (H)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 138 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Item Drops:
Twisted Spoon

Not dropped if caught.

EC: 9/9
MC: 15
AC: 5/5

Attacks:
Ally Switch
Calm Mind
Confusion
Disable
Future Sight
Kinesis
Miracle Eye
Psybeam
Psychic
Psycho Cut
Recover
Reflect
Role Play
Telekinesis
Teleport
Trick

Barrier
Encore
Fire Punch
Guard Split
Ice Punch
Knock Off
Light Screen
Skill Swap

Counter
DynamicPunch
Endure
Foul Play
Gravity
Magic Coat
Signal Beam
Wonder Room

Bide
Energy Ball
Focus Blast
Psyshock
Reflect
Protect
Substitute
Zap Cannon


Bagon
(X) @ N/A
Nature: Hasty (-1 Def, +8 Spe, +12% Acc)
Type: Dragon
Abilities: Rock Head / Sheer Force (H)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 20

EC: 0/9
MC: 10
AC: 5/5

Attacks:
Bite
Crunch
Double-Edge
Dragon Claw
DragonBreath
Ember
Focus Energy
Headbutt
Leer
Rage
Scary Face
Zen Headbutt

Dragon Rush
Endure
Fire Fang

Hyper Voice
Outrage
Zen Headbutt

Protect
Rock Slide
Substitute
Deino
(X) @ N/A
Nature: Adamant (-SpA, +Atk)
Type: Dark / Dragon
Abilities: Hustle

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 38
Size Class: 3
Weight Class: 2
Base Rank Total: 20

EC: 0/9
MC: 10
AC: 5/5

Attacks:
Bite
Body Slam
Crunch
Dragon Pulse
Dragon Rage
Dragon Rush
DragonBreath
Focus Energy
Headbutt
Hyper Voice
Outrage
Roar
Scary Face
Slam
Tackle
Work Up

Assurance
Fire Fang
Head Smash

Aqua Tail
Superpower
Zen Headbutt

Protect
Substitute
Taunt
Gible
(X) @ N/A
Nature: Rash (-1 SpD, +1 SpA)
Type: Dragon / Ground
Abilities: Sand Veil / Rough Skin (H)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 42
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 0/9
MC: 10
AC: 5/5

Attacks:
Dig
Dragon Claw
Dragon Rage
Dragon Rush
Sand Tomb
Sand-Attack
Sandstorm
Slash
Tackle
Take Down

Body Slam
Iron Head
Outrage

Dragon Pulse
Earth Power
Fury Cutter

Flamethrower
Protect
Substitute


Latias
(F) @ Mental Herb (Normal Mode Only) / Soul Dew (Hard Mode Only)
Nature: Modest (-1 Atk, +1 SpA)
Type: Dragon / Psychic
Abilities: Levitate

Stats (Normal):
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 110
Size Class: 4
Weight Class: 3
Base Rank Total: 22

Stats (Mega):
HP: 100
Atk: Rank 3 (-)
Def: Rank 5
SpA: Rank 6 (+)
SpD: Rank 6
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 27

Item Drop:
Latiasite (If Caught, Both Modes), Soul Dew (If Caught, Hard Mode Only)

EC: N/A
MC: —
AC: N/A

Attacks:
Aerial Ace
Attract
Body Slam
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Confide
Covet
Cut
Defog
Dive
Double-Edge
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dream Eater
Earthquake
Endure
Energy Ball
Facade
Flash
Fly
Frustration
Fury Cutter
Giga Impact
Grass Knot
Guard Split
Healing Wish
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hone Claws
Hyper Beam
Ice Beam
Icy Wind
Last Resort
Light Screen
Magic Coat
Magic Room
Mimic
Mist Ball
Mud-Slap
Natural Gift
Outrage
Protect
Psychic
Psycho Shift
Psych Up
Psyshock
Psywave
Rain Dance
Recover
Reflect
Reflect Type
Refresh
Rest
Retaliate
Return
Roar
Role Play
Roost
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Shadow Claw
Shock Wave
Sleep Talk
Snore
Solar Beam
Steel Wing
Substitute
Sucker Punch
Sunny Day
Surf
Swagger
Swift
Tailwind
Telekinesis
Thunder
Thunderbolt
Thunder Wave
Toxic
Trick
Twister
Waterfall
Water Pulse
Water Sport
Whirlpool
Wish
Zen Headbutt
Latios
(M) @ Expert Belt (Normal Mode Only) / Soul Dew (Hard Mode Only)
Nature: Naive (-1 SpD, +17 Spe, +19% Acc)
Type: Dragon / Psychic
Abilities: Levitate

Stats (Normal):
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3 (-)
Spe: 127 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 22

Stats (Mega):
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 7
SpD: Rank 4 (-)
Spe: 127 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 28

Item Drop:
Latiosite (If Caught, Both Modes), Soul Dew (If Caught, Hard Mode Only)

EC: N/A
MC: —
AC: N/A

Attacks:
Aerial Ace
Attract
Body Slam
Bulldoze
Calm Mind
Captivate
Charge Beam
Confide
Cut
Defog
Dive
Double-Edge
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dream Eater
Earthquake
Endure
Energy Ball
Facade
Flash
Fly
Frustration
Fury Cutter
Giga Impact
Grass Knot
Heal Block
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hone Claws
Hyper Beam
Ice Beam
Icy Wind
Last Resort
Light Screen
Luster Purge
Magic Coat
Memento
Mimic
Mud-Slap
Natural Gift
Outrage
Power Split
Protect
Psychic
Psycho Shift
Psych Up
Psyshock
Psywave
Rain Dance
Recover
Reflect
Refresh
Rest
Retaliate
Return
Roar
Roost
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Shadow Claw
Shock Wave
Sleep Talk
Snore
Solar Beam
Steel Wing
Substitute
Sunny Day
Surf
Swagger
Swift
Tailwind
Telekinesis
Thunder
Thunderbolt
Thunder Wave
Toxic
Trick
Twister
Waterfall
Water Pulse
Whirlpool
Wonder Room
Zen Headbutt
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Boss Arena:

Pinnacle Sphere

Inside the topmost structure in the complex, you find yourself inside of massive glass-like sphere, likely several stories tall. You're not sure what you're standing on—you're roughly level with the center of the sphere, but you don't see anything beneath you except the bottom of the sphere, at least two stories below your feet.

There is a jewel-like orb, in mixed blue and red hues, fixed in the exact center of the sphere by no visible means; this is not, however, the most notable feature. On either side of the orb, you have attracted the attention of a pair of sleek, elegant dragon-like figures, who stare you down with a withering gaze. They set themselves between you and this orb, and prepare for aggression.

You also notice a gem that appears to take the form of a Soul Dew on a pedestal. It seems like you can take it but you can also not take it. What do you do?

a) Take the Soul Dew.
b) Do not take the Soul Dew.

If Option A is chosen, trigger Hard Mode Pinnacle Sphere mechanics. If Option B is chosen, trigger Normal Mode Pinnacle Sphere mechanics as shown belowL

Pinnacle Sphere (Normal) [Phase I]

Ignoring the Soul Dew, the pedestal then disappears like nothing. The two dragons then gaze off at you, ready to fight.
  • Arena Type: Structure
  • No external water, grass or rock source is present.
  • Weather moves and abilities don't function, even with Rocks—the weather is called outside of the sphere, which seems to be specifically fortified against such things.
  • Seismic attacks don't function—the invisible floor doesn't budge in the least.
  • As soon as either Latias or Latios is defeated, the stage enters Phase II, skipping any remaining actions—even cutting off mid-round if need be.
  • Poké Balls do not work in this phase—Latias and Latios work together and are willing to defend each other against Poké Balls, with the non-targeted Pokémon swatting the ball away before it reaches the targeted Pokémon.

Pinnacle Sphere (Normal) [Phase II]

As if in anticipation of the final blow, the victimized dragon offers its own to aid its comrade. The remaining dragon's stoic nature breaks—you know yourself to have transgressed gravely, and prepare for the worst. The dragon seizes the orb, ripping it from its resting place with renewed vigor, before evolving into its Mega form. As soon as the orb moves, you feel unseen floor shake and lift ever so slightly. As if released from some catch, the sphere around you begins to rotate, gaining speed at a steady rate. You have little time to wonder, though, as the dragon intends to avenge its defeated ally.

  • Arena Type: Structure
  • The defeated dragon will use, for no En cost, a final sacrificing move. Latias will employ Healing Wish +, which heals Latios at the end of the first round. Latios will employ Memento +, which affects all foes.
  • The remaining dragon is healed to full HP and En, and is given a Latiasite/Latiosite, Mega Evolving right away.
    • The Mega Stone also gives the Pokémon the effects of Soul Dew.
    • If Latias remains, she is given a Latiasite.
    • If Latios remains, he is given a Latiosite.
  • No external water, grass or rock source is present.
  • Weather moves and abilities don't function, even with Rocks—the weather is called outside of the sphere, which seems to be specifically fortified against such things.
  • Seismic attacks don't function—the invisible floor doesn't budge in the least.
  • The spinning of the sphere intensifies every round for sixteen rounds. The following descriptions are used at the end of each round. In addition, a countdown is added to the match status, starting at 16 and counting down to 1 on the last round.
    1. "The spinning is gaining speed."
    2. "The sphere is spinning faster and faster."
    3. "The sphere spins yet faster still."
    4. "The clouds around the sphere begin to darken, churned by the spinning."
    5. "The sphere incessantly spins."
    6. "Howling winds can be heard from outside the sphere."
    7. "Lightning strikes the spinning formation outside the sphere."
    8. "A full-on storm brews beyond the confines of the sphere."
    9. "The storm engulfs the sphere, pressing against it on all sides."
    10. "An eye forms in the storm above, with the moon visible near the edge."
    11. "The moon centers itself in the rotating column of dark clouds."
    12. "A faint, white light comes down from the column of the clouds."
    13. "The light focuses itself into a beam, and grows in intensity."
    14. "The beam widens outward at a steady pace."
    15. "The beam expands further and meets the edges of the storm's eye."
    16. "The light has engulfed almost everything in the sphere."
  • On the sixteenth round's end, the Planet's Fury fires, and all mons in play are knocked out. This ends the player's challenge.
  • If the player catches or defeats the dragon later into the countdown, describe how the clouds dissipate and the light column fades abruptly, as needed.

Pinnacle Sphere (Hard)

You try to take the Soul Dew, but then it suddenly shatters as you touch it. You then see the two Dragons now have a Soul Dew in hand. You then feel the unseen floor shake and lift ever so slightly. As if released from some catch, the sphere around you begins to rotate, gaining speed at a steady rate. You have little time to wonder what is going on as you find yourself staring down the face of a double team. The two dragons then suddenly act. This is going to be difficult.

[AFTER ONE DRAGON FAINTS] As if in anticipation of the final blow, the victimized dragon offers its own to aid its comrade. The remaining dragon's stoic nature breaks—you know yourself to have transgressed gravely, and prepare for the worst. The dragon seizes the orb, ripping it from its resting place with renewed vigor, before evolving into its Mega form.
  • Arena Type: Structure
  • Latias leads with Tailwind as a free action (-10 En), and Latios uses Heal Block (ref-targeted) as a free action (-9 En)
  • No external water, grass or rock source is present.
  • Weather moves and abilities don't function, even with Rocks—the weather is called outside of the sphere, which seems to be specifically fortified against such things.
  • Seismic attacks don't function—the invisible floor doesn't budge in the least.
  • As soon as either Latias or Latios is defeated, the stage enters Phase II, skipping any remaining actions—even cutting off mid-round if need be.
  • While both Latias and Latios are alive, Poké Balls do not work—Latias and Latios work together and are willing to defend each other against Poké Balls, with the non-targeted Pokémon swatting the ball away before it reaches the targeted Pokémon.
  • Items cannot be removed from either boss but can be negated through the use of Embargo or Magic Room
  • When either Latias or Latios faints...
    • The defeated dragon will use, for no En cost, a final sacrificing move. Latias will employ Healing Wish +, which heals Latios at the end of the first round. Latios will employ Memento +, which affects all foes.
    • The remaining dragon is healed to full HP and En, and is given a Latiasite/Latiosite, Mega Evolving right away.
      • The Mega Stone also increases the remaining dragon's Attack and Defense by one (1) Rank, and their Sp. Attack and Sp. Defence by two (2) Ranks.
      • The Mega Stone also grants the remaining dragon immunity to stat drops from all sources.
      • If Latias remains, she uses Wish and Reflect for free, and is given a Latiasite.
      • If Latios remains, he uses Thunder Wave (ref-targeted) and Safeguard for free, and is given a Latiosite.
  • The spinning of the sphere intensifies every round for sixteen rounds. The following descriptions are used at the end of each round. In addition, a countdown is added to the match status, starting at 16 and counting down to 1 on the last round.
    1. "The spinning is gaining speed."
    2. "The sphere is spinning faster and faster."
    3. "The sphere spins yet faster still."
    4. "The clouds around the sphere begin to darken, churned by the spinning."
    5. "The sphere incessantly spins."
    6. "Howling winds can be heard from outside the sphere."
    7. "Lightning strikes the spinning formation outside the sphere."
    8. "A full-on storm brews beyond the confines of the sphere."
    9. "The storm engulfs the sphere, pressing against it on all sides."
    10. "An eye forms in the storm above, with the moon visible near the edge."
    11. "The moon centers itself in the rotating column of dark clouds."
    12. "A faint, white light comes down from the column of the clouds."
    13. "The light focuses itself into a beam, and grows in intensity."
    14. "The beam widens outward at a steady pace."
    15. "The beam expands further and meets the edges of the storm's eye."
    16. "The light has engulfed almost everything in the sphere."
  • On the sixteenth round's end, the Planet's Fury fires, and all mons in play are knocked out. This ends the player's challenge.
  • If the player catches or defeats the last of the two dragons later into the countdown, describe how the clouds dissipate and the light column fades abruptly, as needed.
Mundane Arenas:

Bizarre Foyer

Referee note: The last three sentences each describe a mon. Strike any that don't apply to those in play.

This room is opulently furnished, if... strange. Physics don't seem to work quite right here—furniture floats freely or rests on walls or ceilings. You can pass through without any ill effects or strange interactions, but not everything around you follows the same rules you do. A [pair of] Seadra swims through the air freely. A [pair of] Haunter flit from painting to painting as if they were open windows. A [pair of ] Dragonair coil around free-floating chairs. They turn to you and move as if to aggress. You get ready to respond, hopeful that your attacks will function correctly.

  • Arena Type: Structure
  • No water source is present.
  • Each round, RNG amongst all of the actions being used. That action fails in a way up to the referee, incurring no penalties or En consumption. Hydro Pump might shoot daisies instead of water, or Substitute might produce sunglasses instead of a decoy. Only one action can fail in this way each round.

Discordant Hall

This... interesting locale is best described as "curved"—there are no straight lines here. Even the walls and floor bend and warp, meeting along jagged edges with rounded vertices. The colors here are garish and entirely random in distribution and hue, and as saturated as you can imagine. Your eyes hurt just looking upon it.

  • Arena Type: Structure
  • No water source is present.
  • Despite its appearance, no special effects occur here beyond the events themselves.

Generation Column

Reaching the center of the structure's ground floor, you find yourself, in a massive, conical room that reaches farther than the light can show you. A dim glow is given off by a pool in the middle, around which float three letter-shaped creatures. In order, they spell "EON," though what this means you cannot fathom as of yet. There is a staircase beyond the letters, but you cannot reach it from here. They circle the pool, interpreting your actions as hostile and attack you.

  • Arena Type: Structure
  • There is a water source here.
  • As long as the three Unown are present, they do not attack individually. Instead, they attack in tandem using the pool to amplify their Hidden Power. They will order as a single unit ("Unown Trio - RP Dark | RP Poison | RP Poison) to hit all of the player's active mons with "Revealed Power [Type, 8]" each action, at priority -8. This BAP is already adjusted for spread. Hidden Power Bug heals each Unown for 50% of the total damage dealt. Due to the nature of the pool, none of the Unown can be made to fail to act unless one of them has fallen, rendering them immune to such things as Flinching, Sleep, and Full Paralysis. "The pool facilitiated Unown's action!" indicates that an effect was thwarted by this immunity.

After the Unown are defeated, the pool drains, revealing a walkway below. The player may either take the walkway, or take the staircase the Unown previously guarded.

View of Devotion

You find yourself in a wide, open pavilion, paved with polished marble and crested with rows of columns, allowing a commanding view of the town of Alto Mare below. There are a pair of dragons here, however, and they are watching you in their leisure, ready to act if you show signs of aggression. Which, most likely, includes "being here".

  • Arena Type: Structure
  • No water source is present.
  • Being open to the elements, there will be a either clear weather (50%), rain (30%), or sun (20%) here upon arrival. Weather moves function normally.

Pool of Wrath

Dropping onto the catwalk below, you find yourself just above Alto Mare's water table. In the waters below swims a Kingdra and on a slightly suspended platform stands a Goodra—just as you think to turn back, the opening above seals shut, seamlessly! There is a stairway leading up, if you can reach it safely.

  • Arena Type: Structure
  • Water is retardedly abundant.
  • Footing is very limited, and attacks predicated on a charge (e.g. Take Down) simply will not connect.

Stairway Landing

This open area is flanked on either side by spiral stairs, one set leading up and the other down. Nothing strange seems to be going on in this smooth marble room. A glass circle in the center of the room allows you to peer down and see the other stairs below. Looking up, however, you only see marble roof.

  • Arena Type: Structure
  • No water source is present. [DOES NOT APPLY TO UNSEEN PATH]
  • Just as it appears, no special effects occur here beyond the events themselves.

Pinnacle's Base

Another conical room, this location also sports a glass floor, although it appeared to be marble when viewed from below. As you cross, the Unown from earlier drag themselves up the stairs, seemingly intent on making a final attempt at you.

  • Arena Type: Structure
  • No water source is present.
  • The Unown start at 25 HP and 30% En, and cannot combine attacks here.
  • Despite its appearance, no special effects occur here beyond the events themselves.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
List of Events that can occur in The Planet's Fury:


Strange Room type
Iron Sphere
Obtuse Garden
Tiered Balconies
Musty Library

Obstructed Ascent type
Lordly Landing
--- Opulent Nest [Branching from Lordly Landing]
--- Velvet Throne [Branching from Lordly Landing]
Clockwork Platform
Bladed Walkway
Unseen Path
Desert Expanse
--- Oasis [Branching from Desert Expanse]

Iron Sphere

As you travel deeper into this strange tower, you find yourself emerging into a long, slanted, and featureless tube. Indeed, it's so featureless that you can't find the door you've entered from! Before you can ponder this unnerving development, a loud and low thud from uphill—a massive, metal sphere has dropped into the tube with you! Looking downhill, you see that the tube curves upward to an unknown end. You have mere seconds to decide how to handle this dire threat—try to stop it with muscle, or channel your inner archaeologist?

Player Options:
1) Stop the sphere with sheer power.
2) Run like hell!

Stop the sphere with sheer power:

With the help of your mons, you brace yourself against the colossal trap and try to slow it down as best you can. It grinds and groans as it slides across the sides of the tube, pushing you down further and further until you reach the curve at the bottom and it comes to a stop at last. You ache all over, and you can tell your mons do too. Your mons have each lost X, X, and X HP, but at least none of you are flat.

(REF NOTE: X is equal to 35, minus 5 for each SC of the mon)

Run like hell:

You decide to make your best whip-wielder impression and start to hoof it down the tube as fast as you can, your mons at your heels. You're partway there, but you have some ground to cover yet! Your mons have each lost 5 En from the effort.

Player Options:
1) Stop the sphere with sheer power.
2) Keep running!

Stop the sphere with sheer power:

With the help of your mons, you brace yourself against the colossal trap and try to slow it down as best you can. It grinds and groans as it slides across the sides of the tube, pushing you down further and further until you reach the curve at the bottom and it comes to a stop at last. You ache in your knees and arms, and you can tell your mons hurt a bit too. Your mons have each lost X, X, and X HP, but at least none of you are flat.

(REF NOTE: X is equal to 21, minus 3 for each SC of the mon)

Keep running!

You decide you don't feel like having an altercation with several tons of iron, and continue charging for the safety of the other tube. You're at the foot of the uphill portion, but sphere is rolling fast enough to follow you upwards quite a ways! Your mons have each lost 10 En from the continued fleeing.

Player Options:
1) Stop the sphere with sheer power.
2) Keep running!

Stop the sphere with sheer power:

With the help of your mons, you brace yourself against the colossal trap and try to slow it down as best you can. It gives only token resistance, though, before you force it back down the hill and eventually to rest at the bottom of the curve. You have a twinge in your knees and arms, and you can tell your mons hurt a bit too, but it's nothing serious at all. Your mons have each lost X, X, and X HP, but at least none of you are flat.

(REF NOTE: X is equal to 14, minus 2 for each SC of the mon)

Keep running!

You make one last frenzied dash, uphill this time, to escape the crushing trap. It rolls upwards after you, but loses momentum quickly and quietly rolls back down to settle in the bend below. Your mons have each lost 20 En from the continued fleeing, but it could have ended much worse, you tell yourself as you continue deeper into the complex.​

Obtuse Garden

Passing through the next door, you find yourself in a large, featureless round room—everything is stark white. Confident, you take a mere step forward. As soon as you begin to move, the floor beneath you rises rapidly! Before you can respond, you find yourself several dozen feet in the air, atop a wide section of wall. More importantly, you and your Pokémon have become separated from each other! You, on this wall, are divided from them by a pale blue field, while they are each divided by these sudden white walls. Looking around, you see stairs rising from this newly-grown maze. But how do you get your team from here to there?

They can still hear you, and you could get them to the maze exit with your instructions. Guiding the three forward by proxy, you slowly approach the stairs.

REF NOTE: Now, RNG a mon and one of the choices on this table. This occurs five times. Don't include the item number when you paste the question.

1) [MON NAME] approaches a fork in its road. You can't see where the forks lead; they're covered. Do you advise the left fork, or the right?

Player Options:
1) Indicate the left fork.
2) Indicate the right fork.

Indicate the left fork.
[MON] enters the tunnel and does not come out for quite some time. Just as you really begin to worry, you see signs of movement at another, very distant tunnel. [MON] is there, but seems to have lost 20 En from taking the scenic route.

Indicate the right fork.
[MON] enters the tunnel and almost immediately emerges from the other side. Relieved that there were no tricks, you continue onward.

2) [MON NAME] approaches a fork in its road. You can't see where the forks lead; they're covered. Do you advise the left fork, or the right?

Player Options:
1) Indicate the left fork.
2) Indicate the right fork.

Indicate the left fork.
[MON] enters the tunnel and returns immediately. It must have been a dead end. Looking closer, you see that [MON] has found a Max Potion! A nice find, if you can get to the stairs to retrieve it. The other path is direct and allows your team to move on.

Indicate the right fork.
[MON] enters the tunnel and almost immediately emerges from the other side. Relieved that there were no tricks, you continue onward.

3) [MON NAME] approaches a fork in its road. You can't see where the forks lead; they're covered. Do you advise the left fork, or the right?

Player Options:
1) Indicate the left fork.
2) Indicate the right fork.

Indicate the left fork.
[MON] enters the tunnel and almost immediately emerges from the other side. Relieved that there were no tricks, you continue onward.

Indicate the right fork.
[MON] enters the tunnel and emerges on the other side a bit battered and bruised. It seems like [MON] has taken [CALCULATE 8 BP NO STAB POISON ATTACK OFF RANK 4 SP. ATTACK] Damage in the process.

4) [MON NAME] approaches a fork in its road. You can clearly see a jagged, rocky path and a smooth, metallic path. Which do you advise?

Player Options:
1) Indicate the rocky fork.
2) Indicate the metallic fork.

Indicate the rocky fork.
[MON] enters the path and is immediately caught on sharp, jagged stones! Pushing through, [STEALTH ROCK] damage is sustained. Feeling a pang of guilt for subjecting your team to that, you move onward.

Indicate the metallic fork.
[MON] steps on to the metallic plate, which tilts in response to the weight, revealing a compartment. Reaching in, a Revive and a Super Potion are extracted. Fortuitous finds, if you can get to the stairs to claim them.

5) [MON NAME] approaches a fork in its road. You can clearly see a jagged, rocky path and a smooth, metallic path. Which do you advise?

Player Options:
1) Indicate the rocky fork.
2) Indicate the metallic fork.

Indicate the rocky fork.
[MON] enters the path and finds the stones loose and easily brushed aside. There are even items under some of them! If you can meet up with your team at the stairs, you'll be the proud owner of a Max Revive and a Hyper Potion!

Indicate the metallic fork.
[MON] steps on to the metallic plate, and instantly recoils in pain. The presumed plate is actually composed very fine, sharp, and tough needles. Crossing before you can call out to stop, the spikes inflict [TWO SPIKES LAYERS] damage! Feeling a pang of guilt for subjecting your team to that, you move onward.

6) [MON NAME] approaches a fork in its road. You can clearly see a jagged, rocky path and a smooth, metallic path. Which do you advise?

Player Options:
1) Indicate the rocky fork.
2) Indicate the metallic fork.

Indicate the rocky fork.
[MON] enters the rocky path and seems to find itself going through a long maze. [MON] eventually comes out the other side of the maze unscathed, but it seems to have lost 20 En trying to get through the rocky maze.

Indicate the metallic fork.
[MON] steps on to the metallic plate and is immediately struck by flying debris! [MON] gets up and gets to the other side, but it seems to taken [CALCULATE 8 BP NO STAB STEEL ATTACK OFF RANK 4 ATTACK] Damage in the process.

Tiered Balconies

As you step out from the last room, you find yourself suddenly outside. On every edge and railing, the discordant nature of the structure clashes with the serenity of Alto Mare below. Looking up and down, you find several additional balconies above and below you, funneling what air movement there is into a relaxing breeze. As you indicate for your team to take a break, however, you find one of your members missing. Gazing skyward, you see [REFEREE'S CHOICE] floating upward, towards the next landing up! It seems that a Slowbro is angling with its Telekinesis. You'd better get up there quickly, before it leaves you one member short!

Musty Library

In this room, shelves and shelves of books cover the walls, as far as you can see. Pulling one down to peruse it, you find an unintelligible scrawling within. The scratching of scribing can be heard from within, somewhere in the maze of shelves. The air is thick with paper fibers and dust, but you can still make out the stairs to the next floor down the aisle. The source of the writing catches your interest, however, and could be some manner of boon to your team.

Player Options
1) Investigate the scribing.
2) Ignore the scribing.

1) Investigate the scribing.
Rounding several corners, you find an Alakazam aloft in midair, surrounded by several also-floating tomes. In each one, a quill crosses the page with furious speed, jotting down some unknown manner of log. Taking notice of you, all of the books fall to the floor as Alakazam assumes a battle stance.

(Alakazam Captured) As the ball stops shaking, the maze around you vanishes, taking the quills, tomes, and the Alakazam with it. The room has returned to a much smaller and utterly empty state. You wonder idly if the maze has followed its owner into the ball. Bewildered, you decide to move on before you, too, vanish into thin air.

(Alakazam Defeated) As you strike the finishing blow, the maze around you vanishes, taking the quills, tomes, and the Alakazam with it. The room has returned to a much smaller and utterly empty state. Picking up a pair of small glass objects on the ground, you find them to be a TwistedSpoon and a RageCandyBar. Bewildered, you decide to move on before you, too, vanish into thin air.​

Ignore the scribing.
Deciding to avoid the chance of losing yourself to the maze of strange journals, you continue on your way. The scratching eventually fades out as you reach the stairs. Looking back one last time, you find all of the books have vanished. No scratching can be heard and no shelves can be seen, and the room has returned to a much smaller and utterly empty state. Bewildered, you decide to move on before you, too, vanish into thin air.

Lordly Landing

As you arrive at the next floor, you find yourself swathed in red velvet and gold trim. Everything here is opulent and regal. There is all manner of exquisite furniture in this room—finely upholstered chairs and couches, and exotic hardwood tables and shelves. Two tall, grand doors flank the room, between the sets of stairs on either side. One is labeled, upon a gold plaque, "STUDY," the other is labeled as a "NURSERY." You could enter one or leave outright.

Player Options:
1) Investigate the Study.
2) Investigate the Nursery.
3) Continue onward.

1) Investigate the Study.
Deciding that the Study has your interest, you enter that door first.

[Automatically branches to Velvet Throne]

2) Investigate the Nursery.
Deciding that the Nursery has your interest, you enter that door first.

[Automatically branches to Opulent Next]

3) Continue onward.
Deciding that you're uninterested in either door, you make a beeline for the stairs and continue ascending towards your goal.

Opulent Nest

This room, while furnished as exquisitely as the previous, has a more childish bent to it. The velvets are cast in pinks and blues, and the trim is silver throughout. In a plush nest in the corner sit three eggs, rustling furiously. The temperature in the room begins to climb to rather uncomfortable levels as the eggs rustle more and more. Finally, just as you consider leaving, the cracking begins, and you find yourself face-to-face with three fresh Dragon-types. The wyrmlings yawn, shake off their shattered shells, and converge on you as instructed by their hunting instinct.

REF NOTE: In case it wasn't clear, these three are Bagon, Deino, and Gible.

Velvet Throne

In this wide, tall and opulent room, there sit two either side of you massive shelves covered with all manner of books. The furthest wall is of glass trimmed with gold, standing several stories tall to provide a commanding view of Alto Mare below and the surrounding countryside below. Standing just in front of this wall, a large and powerfully built orange dragon stands facing outward, as if scanning the horizon for some unknown event. It has yet to notice you, however, and no confrontation need occur here.

Player Options:
1) Confront the dragon.
2) Leave.

1) Confront the dragon.
Feeling like the dragon was dangerous, you approach it. The dragon hears your footsteps and turns around, before rushing towards you, pushing you back in-between the massive shells. It looks like you can only send out one Pokémon against this Dragonite. Who do you choose?

2) Leave.
Not wanting to disturb the dragon, you decide to leave the area. The dragon manages to notice you leaving and then fires off a powerful gust of heat at your team, dealing damage to all your team. Shaking this off, you leave before anything else happens.

REF NOTE: Calculate No STAB Heat Wave damage on all active Pokémon from Rank 4 Sp. Attack.

Clockwork Platform

As you continue to get closer to the peak, you come across a massive, intricate clockwork mesh which bars your path. There are walls to either side which confirms this. The mechanism seems to whir around at a fast speed and you have to time it right to get across as a metal wheel with openings rotates across the path. You could wait until it is appropriate to do so however or you could get one of your Pokémon to grab the mesh and hope it will be what can get you all through. What do you do?

Player Options:
1) Wait a bit.
2) Run through and hope to reach the other side.
3) Have [MON] grab hold of the mesh while everyone else runs through.

REF NOTE: Roll a D3 initially. This will represent the time counter for the first update. Each update, reduce the time counter by one. If the time counter was already 1, increase it to 3 instead. This represents a time mechanic where if the number is currently one, then anyone attempting to run through will make it through without incident.

1) Wait a bit.
Feeling like it is too dangerous to cross, you decide to wait a bit. Nothing happens in the meantime however but the mechanism seems to have moved a bit. What do you do? (Present same options as before)

2) Run through and hope to reach the other side.
Taking your chances you run through the clockwork structure, hoping to reach the other side.

(Time Counter == 1) You and your Pokémon manage to run through to the other side without incident. You are relieved that you managed to make it through and you then continue on, further up towards the peak.

(Time Counter != 1) Halfway through however, you and your Pokémon are suddenly struck by metal and you are all knocked back to where you were! You were relatively unscathed but [ALL ACTIVE POKÉMON] took 10 Damage from the impact. What will you do now? (Present same options as before)​

3) Have [MON] grab hold of the mesh while everyone else runs through.
Not willing to take your chances, you order [MON] to grab hold of the mesh. [MON] holds the mesh—temporarily stopping the mechanism—while the rest of you get to the other side unscathed. As [MON] lets go of the mesh, the mechanism starts again and [MON] is stuck on the other side! [MON] expended 20 En to hold the mesh and is looking a bit tired. You will have to order when it is time to run over. What do you do?

Player Options:
1) Order [MON] to wait.
2) Order [MON] to run.

1) Order [MON] to wait.
You order [MON] to wait a bit and [MON] obliges. Nothing happens in the meantime however but the mechanism seems to have moved a bit. What do you do now? (Present same options as before)

2) Order [MON] to run.
You order [MON] to run through the clockwork structure and hope for the best.

(Time Counter == 1) [MON] manages to run through to the other side without incident. You are relieved that you managed to make it through and you then continue on, further up towards the peak.

(Time Counter != 1) Halfway through however, [MON] is suddenly struck by metal and is knocked back to where it was! [MON] took 10 Damage from the impact. What do you do now? (Present same options as before)​

Bladed Walkway

Continuing your way through, you comes to a walkway that is littered with spikes. Worse yet, this room is filled with noxious vapors. You can choose to rush across the walkway and escape the poisons, or you could walk through carefully to avoid stepping on spikes but run the risk of being poisoned. What do you do?

Player Options:
1) Rush across the walkway.
2) Walk carefully across the walkway.

1) Rush across the walkway.
Not wanting to have any detrimental health for yourself, you rush across the walkway. You manage to be careful enough to avoid the spikes but [ALL ACTIVE GROUNDED POKÉMON] are not as lucky, stepping on a few spikes and taking [TWO SPIKES LAYERS] damage! At least none of you were affected by the vapors however as you continue on your path.

2) Walk carefully across the walkway.
Not wanting to suffer an injury rushing, you walk carefully across the walkway enduring the poisons. You manage to get through to the other side without getting poisoned but [ALL ACTIVE POKÉMON NOT IMMUNE TO POISON] are not as lucky, being afflicted by Toxic Poison as a result of the vapors! At least none of you were hurt by the spikes however as you continue on your path.

Unseen Path

Continuing your ascent to the top, you come across a large room with a large drop but as you enter the room, you find yourself walking on air? How you are doing this you do not know. To either side of the room is a ladder which leads to an exit. Down below is a big pool of water without any platforms to walk on as far as you can see... Time to make a decision. What do you do?

Player Options:
1) Continue on your current path and hope you do not fall.
2) Take the ladders and attempt to swim to the other side.

1) Continue on your current path and hope you do not fall.
You continue on this unseen path you are on, treading very carefully. You make it to the other side only to see [REFEREE'S CHOICE] missing. You look at the room and see [MON] down in the pool. You notice a Dragalge harassing [MON] before splitting itself into three, creating two clones of itself. You assess that it will take you two rounds to climb down the ladder to reach the battle.

After the Dragalge is <dispatched/caught>, you tend to your team on the invisible walkway close to the water. After that, you climb up the stairs and move on. You hope that you do not have to deal with something like that again.

2) Take the ladders and attempt to swim to the other side.
Afraid of falling down, you decide to climb down the ladders instead. As you finish climbing, you find that you are on another invisible path directly below the water. You walk across the path when [REFEREE'S CHOICE] is suddenly taken into the water! You look around and see a Dragalge harassing [MON] before letting off a cloud of smoke, obscuring your view of the two and blinding [MON]. It will take two rounds for the cloud to dissipate.

After the Dragalge is <dispatched/caught>, you tend to your team on the invisible walkway close to the water. After that, you climb up the stairs at the other side of the room and move on. You hope that you do not have to deal with something like that again.

Desert Expanse

The stairs from the previous floor bewilderingly deposit you in a vast, open desert. Looking around, sky is very clearly visible in all directions. Indications all point to you most definitely not being in the structure any more. The stairs continue upward immediately to your right, and you could continue up them to see if they take you back, but you've spotted an oasis in the distance which could be the rest your team needs. There's no shimmering or such nonsense to indicate a mirage, but the dark, dry clouds near and around it bother you.

Player Options
1) Investigate the oasis.
2) Continue up the stairs.

1) Investigate the oasis

REF NOTE: There is a 50% chance of a Flygon trap here. Either way, the player can continue onward to the oasis after.

(Flygon Branch) Along the way, the clouds you spied before turn out to be sand, as you expected. Pressing onward, the duststorm serves only to annoy and blind, rather than to do actual harm. However, eyes buried in your hands and layers for protection, you and [REFEREE'S CHOICE] take a very sudden drop. Pulling yourself out of the sand and looking around, you find yourself in a large, conical pit in the sand. The rest of your team is nowhere to be seen; they may have wandered off without even realizing you're no longer leading them. As [MON] tries to climb out, they are stuck down by a stone and enveloped in whirling sands. A large, insectoid dragon appears as the culprit, emerging from the center of the pit in response to potential prey.

(Afterwards) Defeated, the dragon returns to the sand, and the edges of pit crumble, leading to a much gentler incline on the way out. The sandstorm has subsided by now, ensuring your team members can see and keep up with you easily. After a quick head count, it seems almost unanimously agreed that a mad dash to the water's edge is in order. You dive straight in, uncaring.

[Automatically branches to Oasis]

(Non-Flygon Branch) Along the way, the clouds you spied before turn out to be sand, as you expected. Pressing onward, the duststorm serves only to annoy and blind, rather than to do actual harm. However, eyes buried in your hands and layers for protection, you take a very sudden drop.

[Automatically branches to Oasis]

2) Continue up the stairs.

Shaking your head, you decide that pursuing a rest beyond a storm like that would leave you at a net loss. Climbing further, you find yourself back inside the structure as expected; but you almost miss the alluring salt-water scent already.

Oasis

Pulling yourself out of the water and looking around, you find yourself just at the edge of this oasis. The rest of your team has already reached the water, which is warm and free of immediately obvious inhabitants. Resting for a while, your team recovers 30 HP and 30 En. The duststorm dissipates with impeccable timing, and you gather your team to return to the stairs and continue up the structure. You could stay and rest longer, though it would risk the storm returning.

Player Options
1) Return to the ascent.
2) Rest longer.

1) Return to the ascent.
Wisdom speaks the virtues of not outstaying one's welcome, you think to yourself. Better to take the gracious boon of relaxation and depart quickly, before misfortune befalls you for it. Seeing the swirling clouds in the distance as you begin to ascend the stairs, you regret leaving the welcoming waters much less.

2) Rest longer.
Deciding to stick around longer, your team finds itself invigorated further, recovering an additional 15 HP and En. As you relax without care, however, the desert seems to slowly encroach on you from all sides, until it rushes over the water quite suddenly. The storm topples trees and howls fiercely, forcing your team to evacuate the pool. At the stairs, you do a head count and find that [TWO MONS, REFEREE'S CHOICE] are missing! After the storm passes, minutes later, you go back and find them beneath fallen trees. They've taken 15 damage and sustained 15% paralysis, but seem eager to continue the fight nonetheless. Seeing their limp as they climb the stairs, though, you wonder if the reprieve was really worth it after all.
 
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