Data [TLR DATA] Victory Road

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Its_A_Random

A distant memory
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Credits: Frosty (Creation), Mowtom (Flavour).

Victory Road

Pokemon:


Lackeys:
Combusken
Zubat
Geodude

Trap:
Simisear
Crobat
Machoke
Machamp

Nest:
Bulbasaur
Squirtle
Charmander
Chimchar

Guardians:
Emboar
Ursaring

Boss:
Moltres
Charizard-X

Profiles:


Combusken (M/F)
NATURE
: Lonely (+ 1 Atk, -1 Def)

TYPE: Fire / Fighting
ABILITIES: Blaze / Speed Boost (H)

STATS
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 14

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

ATTACKS
Bulk Up
Double Kick
Ember
Flame Charge
Flare Blitz
Focus Energy
Growl
Mirror Move
Peck
Quick Attack
Sand Attack
Scratch
Sky Uppercut
Slash

Counter
Feint
Flame Burst
Low Kick
Night Slash

Brick Break
Dig
Protect
Shadow Claw
Rock Slide

MC Allocation: 10

Zubat (M/F)
NATURE
: Naughty (+1 Atk, -1 SpD)

TYPE: Poison / Flying
ABILITIES: Inner Focus / Infiltrator (H)

STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

ATTACKS
Acrobatics
Air Cutter
Air Slash
Astonish
Bite
Confuse Ray
Haze
Leech Life
Mean Look
Poison Fang
Quick Guard
Supersonic
Swift
Venoshock
Wing Attack

Brave Bird
Feint Attack
Hypnosis
Steel Wing
Zen Headbutt

Fly
Protect
Shadow Ball
Sludge Bomb
Toxic

MC Allocation: 10

Geodude (M/F)
NATURE
: Brave (+1 atk, - spe)

TYPE: Rock / Ground
ABILITIES: Rock Head / Sturdy / Sand Veil (H)

STATS
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

ATTACKS
Bulldoze
Defense Curl
Double-Edge
Earthquake
Explosion
Harden
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Stone Edge
Tackle

Block
Flail
Hammer Arm
Rock Climb
Wide Guard

Dig
Gyro Ball
Incinerate
Protect
Rock Slide



MC Allocation: 10

Simisear (M/F)
NATURE
: Hasty (+spe, -1 Def, +16% acc)

TYPE: Fire
ABILITIES: Gluttony / Blaze (H)

STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5

ATTACKS
Acrobatics
Amnesia
Bite
Crunch
Fire Blast
Flame Burst
Fling
Fury Swipes
Incinerate
Leer
Lick
Natural Gift
Play Nice
Recycle
Scratch
Yawn

Astonish
Fire Punch
Fire Spin
Heat Wave
Low Kick

Dig
Focus Blast
Grass Knot
Overheat
Rock Slide
Protect

MC Allocation: 12

Crobat (M/F)
NATURE
: Mild (+1 SpA, -1 Def)

TYPE: Poison / Flying
ABILITIES: Inner Focus / Infiltrator (H)
ITEM: Weakness Policy

STATS
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 130
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

ATTACKS
Acrobatics
Air Cutter
Air Slash
Astonish
Bite
Confuse Ray
Cross Poison
Haze
Leech Life
Mean Look
Poison Fang
Quick Guard
Screech
Supersonic
Swift
Venoshock
Wing Attack

Brave Bird
Giga Drain
Hypnosis
Pursuit
Zen Headbutt

Fly
Protect
Shadow Ball
Sludge Bomb
X-Scissor



MC Allocation: 12

Machoke (M/F)
NATURE
: Brave (+1 Atk, Spe)

TYPE: Fighting
ABILITIES: Guts / No Guard / Steadfast (H)
ITEM: Black Belt

STATS
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

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

ATTACKS
Bulk Up
Cross Chop
Dual Chop
Dynamic Punch
Focus Energy
Foresight
Karate Chop
Knock Off
Leer
Low Kick
Low Sweep
Revenge
Scary Face
Seismic Toss
Submission
Vital Throw
Wake-Up Slap

Bullet Punch
Counter
Encore
Ice Punch
Thunder Punch

Dig
Earthquake
Poison Jab
Power-Up-Punch
Protect

MC Allocation: 10

Machamp (M/F)
NATURE
: Brave (+1 Atk, -Spe)

TYPE: Fighting
ABILITIES: Guts / No Guard / Steadfast (H)
ITEM: Black Belt

STATS
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

ATTACKS
Bulk Up
Cross Chop
Dual Chop
Dynamic Punch
Focus Energy
Foresight
Karate Chop
Knock Off
Leer
Low Kick
Low Sweep
Revenge
Scary Face
Seismic Toss
Submission
Vital Throw
Wake-Up Slap
Wide Guard

Counter
Fire Punch
Ice Punch
Encore
Thunder Punch

Earthquake
Protect
Payback
Poison Jab
Stone Edge



MC Allocation: 15

Bulbasaur (M/F)
NATURE
: Quiet (+1 SpA, -Spe)

TYPE: Grass / Poison
ABILITIES: Overgrow / Chlorophyll (H)
ITEM: Rare Candy (none if a horde)

STATS
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 5/5
ATTACKS
Double-Edge
Growl
Growth
Leech Seed
Poison Powder
Razor Leaf
Seed Bomb
Sleep Powder
Solar Bomb
Sweet Scent
Synthesis
Tackle
Take Down
Vine Whip
Worry Seed

Giga Drain
Leaf Storm
Petal Dance
Power Whip
Skull Bash

Body Slam
Hidden Power (Rock)
Protect
Sludge Bomb
Venoshock

MC Allocation: 4

Squirtle (M/F)
NATURE
: Quiet (+1 SpA, -Spe)

TYPE: Water
ABILITIES: Torrent / Rain Dish (H)
ITEM: Rare Candy (none if a horde)

STATS
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

ATTACKS
Aqua Tail
Bite
Bubble
Hydro Pump
Iron Defense
Protect
Rain Dance
Rapid Spin
Skull Bash
Tackle
Tail Whip
Water Gun
Water Pulse
Withdraw

Aqua Jet
Aura Sphere
Brine
Fake Out
Mirror Coat

Dive
Ice Beam
Protect
Scald
Waterfall

MC Allocation: 4

Charmander (M/F)
NATURE
: Hasty (+Spe, -1 Def, +19% acc)

TYPE: Fire
ABILITIES: Blaze / Solar Power (H)
ITEM: Rare Candy (none if a horde)

STATS
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

ATTACKS
Dragon Rage
Ember
Fire Fang
Fire Spin
Flamethrower
Flame Burst
Growl
Inferno
Scary Face
Scratch
Slash
Smokescreen

Counter
Crunch
Flare Blitz
Focus Punch
Outrage

Brick Break
Dig
Overheat
Protect
Rock Slide

MC Allocation: 4

Chimchar (M/F)
NATURE
: Quiet (+1 SpA, -Spe)

TYPE: Fire
ABILITIES: Blaze / Iron Fist (H)

STATS
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 53 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

ATTACKS
Acrobatics
Ember
Facade
Fire Spin
Flamethrower
Flame Wheel
Fury Swipes
Leer
Nasty Plot
Scratch
Slack Off
Taunt
Torment

Counter
Fake Out
Fire Punch
Focus Punch
Thunder Punch

Brick Break
Dig
Overheat
Protect
Shadow Claw

MC Allocation: 4

Emboar (M/F)
NATURE
: Quiet (+1 Atk, -1 Spe)

TYPE: Fire / Fighting
ABILITIES: Blaze / Reckless (H)
ITEM: Iron Ball

STATS
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22

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

ATTACKS
Arm Thrust
Assurance
Defense Curl
Ember
Flame Charge
Flamethrower
Flare Blitz
Hammer Arm
Head Smash
Heat Crash
Odor Sleuth
Roar
Rollout
Smog
Tackle
Tail Whip
Take Down

Body Slam
Endeavor
Heavy Slam
Sucker Punch
Super Power

Brick Break
Earthquake
Grass Knot
Protect
Scald



MC Allocation: 12

Ursaring (M/F)
NATURE
: Adamant (+1 Atk, -1 SpA)

TYPE: Normal
ABILITIES: Guts / Quick Feet / Unnerve (H)
ITEM: Flame Orb

STATS
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

ATTACKS
Baby-Doll Eyes
Charm
Covet
Fake Tears
Feint Attack
Fling
Fury Swipes
Hammer Arm
Leer
Lick
Play Nice
Rest
Scary Face
Scratch
Slash
Snore
Sweet Scent
Thrash

Close Combat
Counter
Crunch
Double-Edge
Play Rough

Brick Break
Earthquake
Protect
Rock Slide
Shadow Claw

MC Allocation: 12

Moltres (M/F)
NATURE
: Rash (+1 SpA, -1 SpD)
TYPE: Fire / Flying
ABILITIES: Pressure / Flame Body (H)
ITEM: Life Orb

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 90
Size Class: 4
Weight Class: 4
Base Rank Total: 21

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

ATTACKS
Agility
Air Slash
Ancient Power
Ember
Endure
Fire Spin
Flamethrower
Heat Wave
Hurricane
Leer
Peck
Roost
Safeguard
Sky Attack
Solar Beam
Sunny Day
Wing Attack

Air Cutter
Ancient Power
Ominous Wind
Roost
Tailwind

Fire Blast
Fly
Hyper Beam
Protect
Sky Drop

MC Allocation: 16

Charizard (M/F)
NATURE
: Naughty (+1 Atk, -1 SpD)

TYPE: Fire / Flying
ABILITIES: Blaze / Solar Power (H) / Tough Claws (Mega Only)
ITEM: Charizardite X

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

STATS (MEGA)
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 5
Base Rank Total: 24

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

ATTACKS
Air Slash
Dragon Claw
Dragon Rage
Ember
Fire Fang
Fire Spin
Flamethrower
Flame Burst
Flare Blitz
Growl
Heat Wave
Inferno
Scary Face
Scratch
Shadow Claw
Slash
Smokescreen
Wing Attack

Air Cutter
Counter
Crunch
Focus Punch
Outrage

Earthquake
Fly
Protect
Rock Slide
Solar Beam

MC Allocation: 16



RP Overview:

As usual, the longer it takes you to deal with this, the hardest the boss encounter will be. But unlike the other birds, the main deterrent isn't trickery and chance, but Power. All opposing pokemon are very capable of dealing a lot of damage if left unchecked and the difficulty of stalling versus them means that you will need to manage your power and time closely.

Arenas:

In the begining of the victory there is this cave, leading you further into the mountain. You see no bodies of water, but aside from it it is a pretty bland cave. The close quartes mean that fire pokemon can easily produce light and enhance their accuracy without much effort. Their battle spirit is also enhanced for some reason.

  • Arena Type: Cave
  • No Natural Water source
  • Fire Pokemon gain the ability "Victory Star".
A small place outside the Victory Road main caves, this place has it all: plains with lots of greens, rocks from the nearby cave and the most beautiful Blue Cascade of clean water you've ever seen. The proximity from the cave seems to be fueling the spirits of the fire pokemon as they are filled of the spirit of victory. But you aren't here sightseeing, this is a pokemon battle and you ought to play by the rules.

  • Arena Type: Plains (no pokeball is boosted).
  • Fire Pokemon gain the ability "Victory Star"
  • No pokemon can be caught.
  • Trainer's pokemon do NOT drop items if defeated.
A wall made purely of a big Fire Stone, this is truly a sight to behold. The power emanating from this orange wall fuels the spirits of fire pokemon, mainly those who evolve with the usage of the Fire Stone. The name comes from a thunder-like formation on the wall that doesn't affect you much. It is just pretty to look.

  • Arena Type: Cave
  • No natural Water source
  • All eligible pokemon gets the effects of Fire Stone as if they were holding it
A garden of tranquility within the chaos that is Victory Road. Some holes in the ceiling provide enough sunlight for many flowers to flourish in this enviroment. There is a small pond and by the looks of it, the roses are well taken care of. If you were to guess, you would say that the pokemon are taking care of the roses, but that seems far-fetched for you, or does it? Regardless, you feel oddly at peace, like this place had a high sipiritual energy or something of the like. Until you came in and ruined the mood, of course.

  • Arena Type: Cave
  • Fire Pokemon gain the ability "Victory Star"
  • Grassy Terrain is always up
  • All pokemon receive the effects of the item "Cleanse Tag"
  • All Recoil damage is nulled.
You've found out where all the water from that cascade you saw came to. In this marsh there are some islands of "solid ground" and a vast golden marsh filled with all kinds of junk. Some you shouldn't even look at. All the things left at Victory Road eventually come to the Marsh, be them pokeballs, garbage, items or even living beings, the latter being the reason why it is called "marsh of souls". So many pokemon are brough to this place in...unwanted conditions that newer pokemon are forced to develop a tough skin to resist this enviroment. Your hope to hit any pokemon with a spread move is by using the islands to focus on one of them. You find it difficult to access other pokemon, which combined with the heavy air of the marsh of souls makes healing much more difficult. Finally, the harsh place forces you to be extra precise, specially when hitting where it hurts.
  • Arena Type: Marsh. Dusk Balls have increased capture rate due to this being inside the cave.
  • Fire Pokemon gain the ability "Victory Star"
  • Spread moves hit only one pokemon, chosen by the player. This work for moves that hit only opponents (e.g. muddy water) and for the ones that hit everyone (e.g. Earthquake)
  • The moves Heal Pulse, Softboiled and Milk Drink heal only by 10hp instead of 20hp.
  • Chimchar is immune to Taunt, Torment, Imprison, Disable, Pain Split and Flinch and its attacks can't be redirect by Snatch.
  • All pokemon get the effects of the item "Expert Belt". Doesn't Stack if the pokemon is holding Expert Belt.
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
  • Arena Type: Cave
  • Permanent Sun. Can’t be changed by other weather effects.
  • Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
  • Grassy Terrain is always up, stacking with other "terrains" if needs be.
  • Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
  • Rock-typed moves have their bap halved and can't flinch.
  • Charizard can evolve into Charzard-X without the need of a trainer.



Scenarios:

Everyone knows that Victory Road is the ultimate test of skill. Only those who have eight badges are even allowed to go near the place, let alone get in. But once word got out that it is the only known residence of the legendary Moltres, the guards couldn't stop the stream of people who wanted to get it for themselves. Now, anybody can go into Victory Road, and the badge check has been moved to the entrance to the Pokemon League building.

Fortunately, Victory Road is still as difficult to traverse as ever. Most people who go in come running right back out in less than an hour. But rumors abound of trainers who go in and come back out with fewer Pokemon than they began with. You doubt there is any truth to those rumors—after all, who would abandon their Pokemon to the depths of Victory Road?—but even if they are true, it shouldn't be too much of a hurdle.

Arriving at Victory Road, you draw a deep breath. After all you've heard about it, and all you've prepared, here you are. You step in, ready to test these rumors and see if these abandoned Pokemon—or Moltres—actually exist where it is said they do
You enter Victory Road, surprised by how easy it is to see. However, you've barely gone a few meters in before you hear a grunt, and a Combusken pops out from behind a corner to block your way! That isn't all, for the commotion seems to have stirred a [Zubat/Geodude] that was [perched above you/blending in with the surroundings]. As you call your Pokemon forth to fight, you think about how unusual it is to find a wild Combusken, but it probably doesn't mean anything significant...

[Initiate Battle vs Lackeys. Arena: Gray Boulder Cave]

[After Battle Go to Into the Cave]
After defeating the lackeys and tending to your team, you advance further into the cave. Every so often, you find a group of pebbles on the ground, as if a rock has been destroyed. Groups of Geodude cluster around them, but they don't seem to be mourning, just curious. So, probably not Pokepebbles. Shrugging, you continue on, surprised that you haven't seen any [more] Zubat.

A few minutes later, you notice a trainer not too far from you.



Once you get closer, you hear him saying, "You useless monkey! You're too weak! Breaking all those rocks should have made you stronger, but it seems like all it did was prove that your hand can hurt! If you could evolve I might want to keep you, but NO. Pansear this, Pansear that. Never a Simisear. You know what? I'm done with you. Go off on your own, I'm going that way." He turns left and walks off into the distance, while the Pansear runs to the right. You can catch up to one of them, but then the other will be too far gone for you to find. What do you do?

a) Follow the Pansear to the right
b) Follow the trainer to the left


You decide that confronting the trainer is not as important as making sure the Pansear is okay, so you run to the right. However, the Pansear sees you behind it, and in its panic starts spewing Flamethrowers everywhere!

[REF NOTE: Roll a d2 for every pokemon out]

They hit your [Pokemon names], causing each of them to take 10 damage! Furthermore, [Pokemon names] seem to be burned now...

[Affected mons lose 10hp and are burned. Pokemon immune to burn only lose hp]


[REF Note: Roll a d2, If 1 include the below. If not Jump the hide tag below]

While running, you almost trip over a sack. In it, you find two Cherish Balls, a Heal Ball, and a Potion! Lucky!

[Player gets 2 Cherish Balls, a Heal Ball and a Potion]


You proceed to run regardless, going deeper into the mountain.

[Go to Lightning Chase]
You decide you'd rather confront the trainer about they way he treats his Pokemon than follow the Pansear, so off to the left you go, apparently going someplace outside the caves.

[Go to Battle by the Waterfall!]
You continue your chase, but since it wasn't looking where it was going, the Pansear seems to have stumbled upon a dead end. You approach slowly, not wanting to start any more fires, and the Pansear backs up further and further until it brushes into the wall. Which has an interesting orange pattern. Uh oh.

Standing back, you watch the Pansear evolve into a Simisear. And with its new strength, the Simisear seems to have lost its fear of you. This could be a tough battle.

[Initiate Battle Against Simisear. Arena: Orange Thunder Wall]

[Post-Simisear Battle]

With Simisear [caught/defeated], you head back out to where you saw the trainer, to head left and away from the dead end. Before you leave the cavern, though, you notice a Burn Heal on the floor. Shrugging, you pick it up an continue onward.

[Player gets a Burn Heal]

[Go to Guardians: Lotus Position]
As you quicken your pace to catch up to the trainer, he hears your approach and turns to face you. His eyes narrow in annoyance as you draw breath to speak.

"And what exactly do you think you're doing?" He interrupts before you get a chance to form words. "That Pansear was my Pokemon to do with as I see fit! I don't care if you have a problem with it!"

Clearly an argument with this guy won't result in anything productive.

"And you know what? For questioning my decisions about my Pokemon, I'm challenging you to a battle!"

He tosses three Pokeballs, and out come a Bulbasaur, a Charmander, and a Squirtle. You wonder how he managed to get his hands on all three of them–it isn't like starters are given out like candy, after all–but decide it isn't worth worrying about. You send out your Pokemon, and the battle begins!

[REF NOTE: Initiate Battle vs Charmander, Bulbasaur and Squirtle. Arena: Blue Cascade]

[Post-Trainer Battle]


After trouncing the trainer, he yells, "No fair! You used fully evolved Pokemon! Stop cheating, you scrub!" and runs back off into the cave, dropping a Rage Candy Bar behind him. You shrug at the stupidity of some people, and travel onwards...

[Player gets a RageCandyBar]

[Go to Guardians: Lotus Position]
After crossing a few wooden bridges, climbing a few ladders, and wondering how they got there in the first place, you come upon a large, open chamber. Which seems to have plants growing in it. You didn't realize that those could grow in this cave, but it seems to be happening. You bend down to inspect them and make sure they pose no threat.

Suddenly, the ground around you starts shaking! Turning around, you see an Emboar bulldozing towards you. He looks pretty angry at you for disturbing its "garden." That's one question answered, at least. Your Pokemon seem to be slowed from the tremors, but you should be able to take the war pig down without too much hassle. Until an Ursaring holding a strange yellow orb comes up the ladder you climbed to get here, and Charms your Pokemon, lowering their attacking power! This could be a tough battle.

[Initiate Battle with Emboar and Ursaring. Emboar uses Bulldoze and Ursaring uses Charm on all of your pokemon before the battle begins. Arena: Rainbow Garden]

[Post-Guardian Battle]

As the last of the guardians [falls in defeat/succumbs to your Pokeball], you pick up their items and search for an exit to the large chamber. Finding none, you go back down the ladder you took here and choose a different route, wondering if you could have avoided that fight.

[Go to Soul Friends]
After some more wrong turns, you come upon a Chimchar lying wounded on the ground. It looks like it fought with one of the many Rock-types Victory Road has to offer. As you slowly advance towards it, concerned about its safety, a Crobat swoops down from the cave roof and adopts a protective stance. It seems to think that you wanted to attack the Chimchar, and now won't let you leave without a battle! What do you do?

Player Options:
a) Attack the Crobat at once
b) Wait and see

If it's a battle the Crobat wants, it's a battle it'll get! You send one of your Pokemon after it, not wanting to disturb the Chimchar with the ruckus of a 3v1. Crobat seizes the initiative to stir up a wind that blows away natural obstacles and emit a loud screech. This looks like it could be annoying.

[Initiate Rare Encounter vs Crobat. Crobat uses Defog and Screech once pokemon is chosen. Arena: Golden Marsh of Souls]

[Post-Crobat Battle]

Once the Crobat's body hits the floor, the Chimchar breathes just a little fire onto it to wake it up. Realizing that you didn't hurt the Chimchar too badly, even though you could have, the Crobat flaps its wing as if to say "Follow me." It looks like it is willing to assist you in whatever comes next. However, it glances back at the still hurting Chimchar and screeches one last time, and you see another belt glint from the darkness and hear an answering roar. This might not end well, though you do have the Crobat at your side.

[Go to Pushing Forward]


You decide that even though the Crobat is the aggressor here, you want to hang on to any chance you have of not angering it further. After a few threatening swoops over your head, the Crobat seems to realize that you won't take its bait, and emits a deafening screech. That can't be good. From behind the Chimchar, a humanoid shadow approaches, heeding the call. The light glinting off its belt reveals it to be a Machoke, who gently helps the Chimchar to stand. The two of them walk over to the Crobat, who, now that it has reinforcements, brings the battle to you anyway!

[Initiate Battle vs Crobat, Machoke and Chimchar. Chimchar starts with 11hp/75en and will use Slack Off every a2 if capable of doing so (this means chimchar won't use combos). Arena: Golden Marsh of Souls]


Once the Chimchar's body hits the cave floor, the Crobat [is roused and] goes berserk. It drops all caution and charges you, though your Pokemon are able to beat it back. Once it realizes you are too well-defended to reach, it screeches even louder than before, though you detect more despair than malice in its tone. Meanwhile, the Machoke [pulls itself off the cavern floor and] loosens its belt ever so slightly. It punches the floor a few times, and is enveloped in a bright light. Now you have an enraged Machamp chasing after you as you run towards the next room. This will definitely be unpleasant.

[Go to Pushing Forward]
Once the Crobat's body hits the floor, the Chimchar breathes just a little fire onto it to wake it up. Realizing that you didn't hurt the Chimchar too badly, even though you could have, the Crobat flaps its wing as if to say "Follow me." It looks like it is willing to assist you in whatever comes next. However, it glances back at the still hurting Chimchar and screeches one last time, and you see another belt glint from the darkness and hear an answering roar. This might not end well, though you do have the Crobat at your side.

[Go to Pushing Forward]
Crobat is too tired and falls. When Crobat's body hits the floor, the Chimchar breathes just a little fire onto it to wake it up. Overjoyed that you allowed its friend to recover, the Crobat screeches and [the Machoke you fought/a different Machoke] walks up to you. With the Crobat and the Machoke both at your side, you confidently stride into the next room, leaving the healthy Chimchar behind.


[Go to Pushing Forward]
Arena: Golden Marsh of Souls

After the little detour with that Chimchar, you proceed forward in the marsh, only to find a strange rock formation blocking your way...

Code:
XXXEXXX
XX___XX
XOO_OOX
X_OOO_X
XO___OX
X_OOO_X
X_____X
XXXYXXX

O - Rock
_ - Free space to push
X - Wall
E - Exit
Y - You
You take a deep breath and access the situation...

But before you could do much thinking, the Crobat screeched at you, ordering you to make your pokemon obey his commands, as he would guide you through the way. Not ungrudgingly though.

The crobat informs you that 8 pushes will be needed to get you through. The rocks seem light enough that one of your pokemon is enough to push them. The bad part is that if any pokemon appears, the pushing pokemon would be vulnerable, so it would be wiser to move carefully perhaps.

In the other hand, the cave seems unstable at best, and you fear that any big movement might have unpleasant results. Also, the ominous step sounds you hear don't make you feel in the slightest confortable.

The crobat prompts you to direct him which pokemon will push. You say...

Player options:

a) Give 3 Pushes with *insert pokemon*
b) Give 2 Pushes with *insert pokemon*
c) Give 1 Push with *insert pokemon*

[REF NOTE: The player can move one rock per pokemon out engaged on that task. If one pokemon pushes they can move one rock, if two pokemon push, they can make 2 moves and if 3 pokemon push they can make 3 moves. No pokemon pushing isn't an option. A Pokemon can't move the rock and attack the foes simultaneously, but all pokemon can be targeted by opposing pokemon (except on trap). If there are horde pokemon attacking the player, the ref must instruct the player to give orders with the remaining pokemon on the same round he picks the number of pushes]

[REF NOTE: When the pushes occur roll a d4, If 1 then [NUMBER OF PUSHES] rocks fall under random targets. If 2 then [NUMBER OF PUSHES] random pokemon spawn and proceed to attack. If 3 then Machamp reaches the opponents (nothing happens if Machamp were already defeated). If 4 nothing happens.]

You give the push and what results is...

: …nothing, as you manage to push the rock without any problems. Lucky you!
: The pokemon manage to push the rocks as instructed...except one of them slipped and fell face to the floor, causing rocks to fall onto *pokemon* for some damage. You help your pokemon get up and return to pushing the rocks

[REF NOTE: Roll a target for each rock, as more than one can hit the same pokemon. Deduct 10hp from the respective pokemon per rock.]
: ...you did the pushes just fine, except more loudly than you would want it to. The noise alerted some pokemon of your presence and now you have more to deal with. You realize it is best to keep going before more pokemon come.

[REF NOTE: For each push done roll a d3 between Charmander, Squirtle and Bulbasaur. The pokemon chosen will spawn with horde stats and will proceed to attack. The player must continue to push and use whatever idle pokemon to face the horde]
: The rock didn't budge! You help your pokemon and...nothing. You put all pokemon pushing that rock and...nothing. Almost giving up, you climb onto one of your pokemon to check what is on the other side of the rock, only see an angry machamp looking back at you, holding the rock with a single hand. Before you could escape, the Machamp reach your pokemon with a single jump. It then uses Vital Throw on <Pokemon with highest Weight Class> to separate it from you and then focused all its energy on its fists and proceeded to punch the walls causing a cave in to block your access to your pokemon. You calculate that you will need at least two rounds to pass the debris and reach your pokemon. Crobat is nowhere to be seen.
[Initiate Trap Battle vs Machamp vs Pokemon with highest Weight Class. Trap Moves: Vital Throw and Focus Energy]

[After the Battle]
Having dealt with the Machamp, you decide to move on. The crobat appears out of nowhere and resumes screeching at you. You find that suspicious, but cannot do anything about it, so back to pushing it is...

[REF NOTE: Continue until 8 pushes are done. Repeat the same text from the first push to all movements from now on. Horde pokemon won't stop the player from moving (will only attack their pokemon). Machamp will stop all movements until dealt with.]

The Crobat tells you not to worry and Machoke will handle the grunt work. He informs you that 4 rounds of pushing will be needed and that they might cause rocks to fall or pokemon to attack you. It would be your duty to deal with the stray pokemon as Machoke did the pushing.

Crobat asked if you understood and you replied positively. With nothing in the way, Machoke started to push and the result was...

[REF NOTE: When the pushes occur roll a d4, If 1 then 2 rocks fall under random targets. If 2 then 2 random pokemon spawn and proceed to attack. If 3 or 4 nothing happens.]


: …nothing, as you manage to push the rock without any problems. Lucky you!
: ...Machoke manages to push the rocks as instructed...but he slipped and fell face to the floor, causing rocks to fall onto *pokemon* for some damage.

[REF NOTE: Roll a target for two rocks, as more than one can hit the same pokemon. Deduct 10hp from the respective pokemon per rock.]

Crobat and Machoke give you the opportunity to tend to your team and deal with the foes before pushing once more.

[REF NOTE: Give a reprieve. If there are opposing horde mons, ask for orders before rolling for hazards once more]
: ...Machoke did the pushes just fine, except more loudly than you would want it to. The noise alerted some pokemon of your presence and now you have more to deal with. You realize it is best to keep going before more pokemon come.

[REF NOTE: Roll a d3 twice between Charmander, Squirtle and Bulbasaur. The pokemon chosen will spawn with horde stats and will proceed to attack. Machoke will continue to push and you will need to deal with the pokemon. If more pokemon spawn, the turn-order remains unchanged, unless at any moment all horde pokemon are dealt with.]

Crobat and Machoke give you the opportunity to tend to your team and deal with the foes before pushing once more.
[REF NOTE: Give a reprieve. If there are opposing horde mons, ask for orders before rolling for hazards once more]


[REF NOTE: Roll the above four times and give reprieves after each one. Repeat the same text from the first push to all movements from now on. Horde pokemon won't stop the player from moving (will only attack their pokemon).]

After some investigation, you managed to see what seemed to be an exit at the other side of the rocks. Except you couldn't reach them without removing the rocks from the way. The bad part is that there those rocks are there for so long that small barriers were formed around the rocks and to move the rocks you will need to push them upwards with extra force, so pulling isn't an option. Unless you pull the rocks back into their original positions...

The rocks seem light enough that one of your pokemon is enough to push them. The bad part is that if any pokemon appears, the pushing pokemon would be vulnerable, so it would be wiser to move carefully perhaps.

In the other hand, the cave seems unstable at best, and you fear that any big movement might have unpleasant results. Also, the ominous step sounds you hear don't make you feel in the slightest confortable.

Your pokemon wait for your directions, to know who will push, which rocks to push and where to push them to. You say...


Player Orders
a) Give 3 Pushes (specify pokemon pushing, rocks and directions)
b) Give 2 Pushes (specify pokemon pushing, rocks and directions)
c) Give 1 Push (specify pokemon pushing, rock and direction)
d) Rearrange Rocks the way they were when you got there.

[REF NOTE: The player can move one rock per pokemon out engaged on that task. If one pokemon pushes they can move one rock, if two pokemon push, they can make 2 moves and if 3 pokemon push they can make 3 moves. No pokemon pushing isn't an option. A Pokemon can't move the rock and attack the foes simultaneously, but all pokemon can be targeted by opposing pokemon (except on trap). If there are horde pokemon attacking the player, the ref must instruct the player to give orders with the remaining pokemon on the same round he picks the number of pushes]

[REF NOTE: For a push to be possible, the rock must be acessible to the player, and there must be an empty space in front of the rock (for the pokemon to push) and behind it (for the rock to move to).]

[REF NOTE: When the pushes occur roll a d5, If 1 then [NUMBER OF PUSHES] rocks fall under random targets. If 2 then [NUMBER OF PUSHES] random pokemon spawn and proceed to attack. If 3 then Machamp reaches the opponents (nothing happens if Machamp was already defeated). If 4 nothing happens. If 5 one of the pushes fail and one random pokemon pushing loses 5*[NUMBER OF PUSHES] hp]

You give the push and what results is...


: …nothing, as you manage to push the rock without any problems. Lucky you!
: ...The pokemon manage to push the rocks as instructed...except one of them slipped and fell face to the floor, causing rocks to fall onto *pokemon* for some damage. You help your pokemon get up and return to pushing the rocks.

[REF NOTE: Roll a target for each rock, as more than one can hit the same pokemon. Deduct 10hp from the respective pokemon per rock.]
: ...you did the pushes just fine, except more loudly than you would want it to. The noise alerted some pokemon of your presence and now you have more to deal with. You realize it is best to keep going before more pokemon come.

[REF NOTE: For each push done roll a d3 between Charmander, Squirtle and Bulbasaur. The pokemon chosen will spawn with horde stats and will proceed to attack. The player must continue to push and use whatever idle pokemon to face the horde]
: ...The rock didn't budge! You help your pokemon and...nothing. You put all pokemon pushing that rock and...nothing. Almost giving up, you climb onto one of your pokemon to check what is on the other side of the rock, only see an angry machamp looking back at you, holding the rock with a single hand. Before you could escape, the Machamp reach your pokemon with a single jump. It then uses Vital Throw on <Pokemon with highest Weight Class> to separate it from you and then focused all its energy on its fists and proceeded to punch the walls causing a cave in to block your access to your pokemon. You calculate that you will need at least two rounds to pass the debris and reach your pokemon. Crobat is nowhere to be seen.
[Initiate Trap Battle vs Machamp vs Pokemon with highest Weight Class. Trap Moves: Vital Throw and Focus Energy]

[After the Battle]
Having dealt with the Machamp, you decide to move on. Back to pushing it is...
...as expected for the most part. Except that *insert random pokemon pushing* felt your rush and slipped and fell. Fortunately it was only bruised by the ordeal, but the rock it was supposed to move remained as is. Perhaps you should take it more slowly?
...the pokemon managed to rearrange the rocks on the original formation

Code:
XXXEXXX
XX___XX
XOO_OOX
X_OOO_X
XO___OX
X_OOO_X
X_____X
XXYOUXX

O - Rock
_ - Free space to push
X - Wall
E - Exit
Now, to begin the pushing all over again...
...except *pokemon* didn't manage to push the rock as you ordered and remained looking at you puzzled, awaiting the next orders. Preferably possible ones.


[REF NOTE: Continue until player reaches their goal. Repeat the same text from the first slide to all movements from now on. Horde pokemon won't stop the player from moving (will only attack their pokemon). Machamp will stop all movements until dealt with.]


You finally reach the other side of the Cave. Or so you thought, as there is a big rock blocking the way. The cave is still unstable and there are still many pokemon around. This isn’t over.

[REF NOTE: The Rock has 230hp, Ground Typing and 3/3 defenses. Trainer’s team attack in rounds (2 actions per pokemon per round) with the rock and the horde pokemon being possible targets. If the rock is alive at the end of the round roll a d4 (1= 2 Rocks fall, 2= 2 Horde spawn, 3= Machamp reaches you (if Machoke is with the player or if Machamp was defeated alread, nothing happens), 4 = Nothing happens).]

[After Rock is destroyed]: You manage to destroy the rock and proceed to run forward, before more harm comes to you. When reach a seemly safe place, you regroup for the final battle.

[Give Reprieve and advance to Through the Fire and Flames]
You figure that nobody has gotten past that rock before, meaning that there is a good chance that Moltres lies behind it. After a few minutes of walking, you come to a dead end and begin to turn around. However, before you get very far, one of your Pokemon points out that the rocks at the dead end look climbable. Sighing, you begin your ascent, hoping beyond hope that you will be able to find another way down.

At the top of the rocky plateau, you notice that there is a hole in the cavern roof here, letting the sun shine through. As a result, the floor around you is full of small plants. While you contemplate where to go from here, a shadow passes over the cave, making your decision for you.

You quickly run to the cave wall and watch as two majestic figures land on the cave floor. One, a black dragon with blue flames around its mouth, lets loose a torrent of flames that turn the heat in this room up to almost unbearable levels. The other, which must be the Moltres you came for, shoots fire into the sky, intensifying the sun's heat to that of a summer day in the desert. You realize this heat will spell your end if you can't do anything about it, and begin the battle!

[Initiate Battle vs Moltres and Mega Charizard-X. Arena: Crimson Volcano]
 
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