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.