To The Defy the End Chapter 1: Havoc in Mt. Coronet

To Defy the End: Chapter 1, Into the Caves!

Chapter 1:
While most trainers that come from the region of Smogon control their Pokémon, there is one exception: Walker, the Eternal Drifter. Missing for over half a year, search teams dried up, especially once he was spotted with a Natu in turn at a shopping mall, a cave, and a battlefield, all very briefly. But his state when others encountered him showed him to be deteriorating, and Demon Lord Itsumo is known to be chasing the trainer for his own reasons.

Which is why, when Walker was spotted in the caverns in Mt Coronet, that two trainers and their Pokémon were sent to try to bring him to safety back in the Smogon region.
However, with the general increase of hostility of Pokémon all around, the trainers had better be on their guard...


Maxim:

Trainer: Terra (F)
Nature: Careful (Special Defense increased by 1, Special Attack lowered by 1)

Bio: Terra is a youthful trainer from the Unova region and an acclaimed actor for Pokestar Studios. She made her fame by defeating Ghetsis's second plan to take over Unova, and by making several well received movies. She currently has a contract with Pokestar Studios that allows her to do plenty of training as well as act on her schedule, but she has a hard time getting the paparazzi away from her. Through her acting career, she's gained a knowledge of many tricks and special effects that she sometimes uses elsewhere.

Her most famous method of battle is her relentless use of seismic moves, especially Earthquake. If she can't hit you with Earthquake, she'll simply use Gravity to make sure she can. That said, she isn't unaware of other tactics to bring down opponents. Those who underestimate her usually find themselves buried by her attacks.

Type:
Poison:
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Telepathy:
(Passive) This Trainer has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:

HP: 90
Atk: 3
Def: 3
SpA: 0 (-)
SpD: 3 (+)
Spe: 55
Size Class: 3
Weight Class: 4

Attacks:

Basic:
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle

Typing:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes

Sword:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen
Cross Poison
Poison Jab
Psycho Cut

Points Used: 100


Colossoil [Rosch] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound:
(Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks (32):Drill Run
Horn Attack
Peck
Leer
Tackle
Bubblebeam
Body Slam
Bite
Rapid Spin
Pursuit
Dig
Bounce
Magnitude
Crunch
Megahorn
Horn Drill

Encore
Fake Out
Thunder Fang
Sucker Punch

Aqua Tail
Endure
Snatch

Taunt
Brick Break
Protect
Earthquake
Double Team
Rock Slide
Stone Edge
Substitute
U-Turn


AOPSUSer:

Trainer: AOPSUser (M)
Nature: Serious

Type: Dark/Psychic
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:
HP: 100
Atk: 1
Def: 3
SpA: 1
SpD: 3
Spe: 55

Item: Arceus Amulet

Moves:

Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle

Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief

Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt

Special (cost 1.5x energy before STAB):
Heal Pulse
Light Screen
Reflect
Safeguard
Wish

Total Cost: 100




Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW Unlocked): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore

Dispel
Shadow Mend


Total: 58/90



The Two trainers bring their march to a halt, taking one last look at the map before glancing at each other and nodding in agreement. They put the map away and begin their descent into Mt. Coronet, having finally located the small side-cave that Walker had been reportedly seen at. They descended into the darkness with a grim determination to finally find Walker and bring him home, and put this hunt to rest at last.



DQ: 3 Days (Trainers)/5 Days (Ref)
Substitutions: 2
Pokémon Items: On
Abilities: All
Chills/Recovers: Infinite/Infinite



(Feel free to post opening remarks/make any last minute changes or strategy adjustments. The next section will be posted in approximately 48 hours.)
 
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It was a fairly innocuous day, the trainers of Smogon's ASB program had gotten up and were off doing their own thing. Some were reffing matches, others were taking insane battles, and still others were burning Syclants to the ground...


"Oh come on! How much Health does this stupid ice bug have!? BURN!"


Ahem...anyways. Terra, for one, had decided to head for the gymnasium to exercise and take her mind off the craziness that had taken hold upon her acting career. With the paparazzi spreading rumors, Terra had barely had much time to think, but the gym had become her solace recently. Well, during her morning routine there, an announcement had come over the speakers...

"Attention! This is a special news bulletin. The Pokemon trainer known as Walker, aka Eternal Drifter, has been spotted. All able hands are needed to mount this rescue. Please report to the Trainer Administration Office as soon as possible. Thank you!"


"Huh? Why would they announce such a thing here of all places? No matter, this sounds important...though I've never heard of this guy. I wonder what's going down..."

Eventually, she had come down to the Office and was initially told to come down to the auditorium. However, she was called back up when the response was...a lot less than most had predicted. Only a few trainers had come to the office, and Terra quickly learned that it was because many people had tried to find Walker or even found him, only for their efforts to be fruitless. The administrators talked about how dangerous this was likely to be, Pokemon attacking trainers, hushed whispers of his Spiritomb having gone mad, all things pointed to this mission being ludicrously hard. At length, they decided to only send two Pokemon trainers. Terra was one of them to be sure, and you'd expect AOPSUser to have been the second one chosen right? Well, as it turns while he was involved with this dungeon crawl, it wasn't until after this meeting that they met. Who was the other one then?


"Ah, so you're the one I'm to be sent with. Interesting."

...What am I doing here you ask? Well, he's not actually me...well I guess he is...uh you'll see what I mean later on.

And so the two trainers decided to pack their bags and Pokemon, and headed up to the mountain cavern where Walker was said to be. Terra and Maxim talked for a while, but something seemed amiss to Terra, Maxim was acting...quite oddly from his usual persona. Before she had much time to think about it though, they came to the entrance of the cave...where they also saw another man preparing to head into the cavern.


"Uh...sir? What are you doing here?"

And that's where AOPSUser came in.
 

"Well, here we are again, back on the trail of Itsumo...."


"Okay boss, what's the plan?"

"Um...we got any light in here?"

"No..."

"Great. Remind me to pack Flash next time."

"Uhhh...didn't Cyclohm tell you like 50 times?"

"...right...well, let's find Walker as quickly as possi---" *runs into wall* "OW FUCK"

"Here we go..."
 
You guys may already know this, but with Alex currently out of commission, Drif's put me in charge of reffing. I'll have the first bit up before long.
 
Okay, lessee if I can pull this off..

Maxim:
|

Terra | Rosch
Trainer | Unsummoned
Ancient Sword | Flame Orb
HP: 90 | HP: 120
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | No ailments
Darkness (-2 Acc) | No stat changes
No other | No other

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 100 | EN: 100
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
Darkness (-1 Acc) | Darkness (-1 Acc)
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)


Cave Area 1: Entrance
♫Caverns of Rasteenie

You both trudge into the cave ahead, having forgotten a light. In another realm, you would likely be eaten by a grue for this, but here, the forces of evil will have to settle for you fumbling around in the blackness, hoping you slip and break your necks. Thankfully, to some degree, AOPS and Tut are able to adjust well enough to have an idea on where to go. Having Rosch out would probably help more, though that flame orb is a bit of a hot potato...

The cave is eerily quiet...too quiet. This being Mt. Coronet, you'd normally be harassed by hordes of Zubats or Geodudes by now, but so far, all you've heard are your own footsteps and the occasional curse from running into a wall.

You jump as the silence is shattered by a faint, chirpy "pippi!" AOPS catches movement of something small nearby, but can't make it out.

WAT DO?​
 

"That sounds like Natu."


"Now if you could Flash up this cave..."

"Shut u---" *runs into another rock* "OWWWWW"

"I'm glad I'm a Ghost-type."

"Just follow the Natu! And Maxim, have your Colossoil clear the path or something. I don't want to keep running into roc---OWWWW SHITTTTT"

"Is it too late to back out?"

Run towards the sound.
 

"Huh, I'm hearing some voices in that tunnel. Hello? Who is tha..." *runs into a wall* "OWWW!"


"Wait, you both are here and yet neither of you brought a Pokemon with flash? What is wrong with you people."


"Shut up Maxim! Geez when did you become such a jerk..."


*pulls down his black goggles, revealing them to have a night vision mode, then thinks*

("Hmm, I could bring out my Charizard to bring in some light...nah. Both of these people running into walls and rocks is too much of a comedic goldmine. After all, if they get into any serious trouble, I can bail them out. Eventually they'll wear themselves out, and I'll be free to get some actual answers from Drifter if he decides to run away like I've heard he tends to do. Can't have some chummy idealists mucking up my plans after all.")

"Don't worry about it, you did hear him though, use your Colossoil to clear a path towards that chirping sound. Hopefully it's friendly."

Send out Colossoil and chase after the sound, having Colossoil clearing any important rocks on the way there.
 
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Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 120
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | No ailments
Darkness (-2 Acc) | No stat changes
No other | No other

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 100 | EN: 100
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
Darkness (-1 Acc) | Darkness (-1 Acc)
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)

Terra sends Rosch out of his pokeball, evoking a surprised chirp from the darkness. Naturally built for navigating caves like this, the Colossoil makes his way toward the source of the sounds, clearing rocks along the way to make a path for you.

Rosch clears rocks!
-4 EN


Tutankhamen, meanwhile, floats swiftly to the sound's origin, evoking another chirp and a catch of movement. Perhaps the shadow's trying to run away? Giving pursuit, the Revenankh manages to corner the shadow, and silently keeps his eye on it as he waits for Rosch to come around. There seems to be a second shadow next to the one Tut cornered. Although you can barely make out what the creatures are, they're small.

Tutankhamen pursues the shadows!
-4 EN


Rosch finishes his business and joins Tut, where his superior cave eyes are able to identify the dark figures...


"P...piii..."

...They're a pair of Clefairy. Although clearly terrified by such imposing pokemon, they don't appear to be hostile.

Rosch was burned!
Rosch was hurt by his burn!
(-2 HP Colossoil)


...Whoops. Looks like the flame orb triggered.

WAT DO, MIGHTY TRAINERS?

Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 118
EN: 100 | EN: 96
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
Darkness (-2 Acc) | No stat changes
No other | No other

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 100 | EN: 96
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
Darkness (-1 Acc) | Darkness (-1 Acc)
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)
 

"What's that you say? It's a couple of Clefairy?"


"Hmm, better destroy them before they do something bad. They might call in a Clefable or something."


"What? No they're so cute. Not to mention they're obviously scared out of their wits of us, let's just continue on."


"I dunno, walking around in the dark anymore doesn't seem like such a good idea."


"Well, Colossoil's Flame Orb should be providing some light, might not be a torch but it should at least illuminate most of our surroundings without too much trouble."

Continue deeper into the cave, attempting to ignore the Clefairy, but having Colossoil keep an eye on them.
 
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"Those are no Natu."


"I still wish we had Flash."

"Shut up. Anyways, let's just keep going. Maybe we can use Colossoil's Flame Orb as light?"

"Maybe you can have something use Flash?"

"Shut up and walk."

Proceed deeper into the cave.
 
Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 118
EN: 100 | EN: 96
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
No stat changes | No stat changes
No other | Light

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 100 | EN: 96
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
No stat changes | No stat changes
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)

You decide to ignore the Clefairy and move on, although Rosch keeps an eye on them as you leave. They don't attempt anything; in fact, they're all too happy to be rid of your big scary mons. It takes a while to find the way down, but at least you have a light now, thanks to Rosch's flame orb.

The party proceeds further down the cave!
-6 EN all


Cave Area 2: Central Caverns

You've arrived at an open space. In front of you is a pair of ancient stone slabs that look to be some kind of door. Try as you might, they won't budge, but you can make out an indentation on each slab: A cross on the right, and a pointed line on the left.

To your left is a path that goes downward. Although faint, you can hear what sounds like running water...an underground river, perhaps? The path to your right appears to be going upward in a steep slope.

A chill suddenly runs down your spine as you mull what to do. Even though you haven't seen any life since the two Clefairy, you can't shake off the feeling that you're being watched...

Rosch is hurt by his burn! (-2 HP Colossoil)

WAT DO, MIGHTY TRAINERS?

Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 116
EN: 94 | EN: 90
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
No stat changes | No stat changes
No other | Light

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 94 | EN: 90
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
No stat changes | No stat changes
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)
 

"Phew, that could've been pretty bad, especially if something else had shown up. At least now we have some light..."


"Indeed we do. Now then, it looks like there's a fork in the road here. Hmm, I can't tell what these symbols mean, but I can make a few guesses. The left path I believe has some kind of river."

While this was going on, Terra noticed something shining near the rock wall just head of them. She went closer with her Colossoil behind her.

"That does seem to suggest that we might be fighting some water types, which would be bad for Terra's Colossoil here. The right path is a bit less obvious, but if I had to guess, I'd say it might lead outside, where we'll either fight an Ice or a Flying type, both of which would also be bad. Hmm, this is kind of a bad situation..."

Once Terra got close enough, she saw that it was a sword of some kind. Not seeing a blue scarf around it that would indicate a Honedge, she decided to pick it up. Then she started to hear a voice inside of her head.

"Hello? Can you hear me?"


"Yipe! I picked up a Honedge, quick get it off before---"

A voice came from the sword this time, allowing everyone to hear.

"Wait wait wait! I'm not going to hurt you. Please calm down, I'm not a Honedge."


"Oh um...never mind guys, false alarm. Who...are you exactly?"

"My name...what was it now? Oh...yes it was Cassida. I'm...honestly not sure how I ended up trapped within this sword. I...must have met my end here, or somewhere around here."


"Well...any chance you know where Walker is? We need to find him."

"I don't know of anyone by that name, at least, I don't think I do. However, I do know my way around this place! Can you please take me with you? I don't want to spend any more time in this dark, dank place."


"Uh...sure! It'll take a little getting used to, having a talking sword around and all, but if you know how to get around this maze we could certainly use you. I'm Terra by the way, pleased to meet you! This here's Maxim and this is...a priest I found along the way. Perhaps my fencing classes could prove useful finally."

"Oh nuts, I didn't even think about that. I hate blood, I get squeamish around it."


"A talking sword? I never thought I'd see the day. Regardless, what do you know about these things?" *Points to the glyphs on the walls.*

"You will need to point me in the direction of the object. I can't even see for crying out loud!"


"All right." *Points sword at the two symbols on the walls.* "By the way priest, I never caught your name. Mine's Terra, what about yours?"

Point Ancient Sword at the two symbols on the wall and the door and see if Cassida knows anything about them.
 

"Hmm...left or right?"


"Um...boss? Colossoil stopped."

"Hmm...*listens*"

"A talking sword. I remember a trainer named SubwayJ had one of those. Wasn't its name also Cassida or something?"

"A helpful spirit. Hmm. Could really help in looking for Walker. Now do you know what those glyphs mean?"

"I never studied those kind of spells. I cannot determine if they are Egyptian or Greek or Roman, but regardless I don't know what they say."

"Well, I suppose we can wait. I'm a bit tired of walking."

"Oh, and your name is Terra? What an interesting name. I don't think I've seen a single person named Terra since Rome."


"Wait...seen?"

"I meant heard of, of course. As for my name...I haven't had one for so long, so you might as well call me High Priest, or maybe 'sir'."

If possible, have both me and Revenankh Chill while waiting for Cassida. Otherwise, just wait.
 
Terra picks up a sword from behind some rocks - and it talks! What a surprise! Introducing itself as Cassida, the sword asks to go with you, offering to help with your journey in exchange for not having to rust in a dank cave. While AOPS and Tut take a moment to rest, Terra tries out her new companion's abilities and points her at the door.

AOPSUser and Tutankhamen chill!
+6 EN AOPSUser, +10 EN Tutankhamen

Terra points the ancient sword at the door!


"This door is many years old," Cassida begins. "I don't exactly know about the mechanisms, but I suspect that a key of some sort is required. Perhaps multiple, judging from the two indents on the door." The sword pauses as Rosch grunts in discomfort from his burn. "Is..is that a Colossoil? You can also dig around the door, if you don’t want to be bothered with finding the keys. Be warned, though: I'm detecting a powerful presence ahead..."

A powerful presence, huh? While you could look elsewhere in the cave for signs of Walker, what lies beyond might be a good place to start. Another chill goes down your spine as you think on it...that feeling's back...

Rosch is hurt by his burn! (-2 HP Colossoil)

WAT DO, MIGHTY TRAINERS?

Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 114
EN: 94 | EN: 90
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
No stat changes | No stat changes
No other | Light

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 100 | EN: 100
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
No stat changes | No stat changes
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)
 

"Dungeon bypass! I like it!"


"Now wait a minute, there's no such thing as a free lunch. I'm betting the rock extends pretty deep under the door just to make sure people can't just bypass it so easily. No doubt it'll take a lot of Rosch's energy."


"Oh...I hadn't even thought about that. Still, I think it's worth a go, considering we're still pretty healthy. What do you think High Priest?"
 

"Hmm...keys. I think I might have a contact in Kalos that can send us a Klefki. It'll take a couple weeks."


"Do we have any other options?"

"Rosch can dig around the door, but it might expend a lot of his energy. Also, we can look in those two passages to see if there's keys, and to see if it's easier to break through from there."

"Couldn't you just heal Rosch?"

"Depends what's on the other side. Really, I'm thinking right now that I want to see what's in the side passages before I look into the main passage. Besides, I don't like this cold feeling. The last time I felt it was the day of Julius Caesar's assassination."

"*in hushed whispers* shut up, you don't want to reveal yourself now"

"...right. Well, in any case, do we have any methods of contact? I want the Klefki method as a safety net, just in case. Although I doubt we'll last that long."

"Don't you have a cell phone?"

"You seriously think I have reception down here? Just send a Diglett with a letter or something, there's gotta be one down here somewhere."

"Maybe we can search the side passages until we find one?"

"Now we're talking."

I suggest that we go explore one of the side passages to see if there's an easier way in from there, and also to try to find the key. Also I don't really want to fight the "powerful presence" right now.
 

"Fair enough, I still don't see why we don't just bypass this whole crap dungeon though. Anyways, why do you keep talking about Rome as though it's in the present? Somebody might mistake you for immortal or something you know."


*Sigh* "This idle talk is getting us nowhere. You two just pick a path to go on, and I'll go on the other one, and we'll all be out of here before nightfall."


"You sure seem to be full of yourself today. You might be onto something though, if High Priest and I went on different paths we'd cover more ground quicker. At the same time though, I'm getting a little nervous about the chill in the air, so it might be safer if we all went together.

"Personally, I think we should all try the right path first, find the key there, and then head down the other path later to find the other key."

Proposal: Head down the right pathway. Splitting up is also an option though, as it would make things quicker.
 

"Nightfall? It's always night down here. Although we should probably stick together."

Head down the right pathway.
 
Deciding that digging around the door would be more trouble than it's worth, you head up the steep slope to your right. It's a bit of a climb, but not too difficult.

The party takes the right path!
-6 EN all


Cave Area 3: Southeast Cavern

Contrary to Maxim's prediction, the path you took doesn't lead outside, but through a tunnel just barely wide enough to fit Rosch. Eventually, you reach a large open space. While there could be other passageways, you can't see any in your immediate vicinity.

...You do hear movement, though. Something clunky...

Rosch is hurt by his burn!
-2 HP Colossoil


WAT DO, MIGHTY TRAINERS?
Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 112
EN: 88 | EN: 84
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
No stat changes | No stat changes
No other | Light

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 94 | EN: 94
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
No stat changes | No stat changes
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)
 

*huff, puff* "Geez, this cave just goes on forever and ever. I'm starting to worry that Walker is gonna move out of here by the time we find them. Was the mountain this long when you went up it Maxim?"

"...Maxim?"

To Terra's astonishment, Maxim was nowhere to be found in their party. Terra theorized that they must've gotten separated on the way here, but in reality Maxim had decided to ditch the two hapless adventurers to find Walker himself. He had gone to the path where the sound of running water was coming from.

____________________________________________

"All right, now that I've ditched those two idiots, let's get to actually finding Walker. Easiest way would be to dig around the door, which means digging in that door area would probably be a bad idea, as the door might extend deeper into the ground. Hmm...

"Ah, I've got it. There should be a river or some other body of water down here, if I follow it upstream, I should be able to find a spot to dig directly to where Walker might be."

At this point, Maxim headed down further. Eventually, he did reach the body of water in question, but before he could head upstream...


"RAWWWWWWWRRRRR!"


"Dang it, just when I thought things would be easy. Malus, destroy this fool."


"..."
_______________________________________________
Back to Terra, she then heard a sound, not of the ensuing battle, as the rushing water was drowning out most of the sound. It was a clunky sound, like a large metal object heading towards them with the intent to fight. Terra figured it was a Golurk.


"Uh oh...sounds like trouble is brewing. Cassida, what is that?"

*Sigh* "Again you have to point me towards the object in order for me to tell you that. Since you don't know where it is yet I cannot help you. I'd recommend preparing for trouble."

"Nuts...Colossoil, keep an eye out for anything suspicious, I don't like the look of this. Better ready an action to...blast it what am I doing, this isn't Pathfinder!"

Head out to the wide open area and keep an eye peeled for any enemies.
 

"I...do not like the idea of going into a clearing here. But it is our best shot, so..."


"I really wonder what Maxim is up t---" *sound of Gyarados from far off*

"Um...that's not good, is it?"

"Well, t---" *sound of Boomburst from far off*

"HOLY---"

"Forget him, let's keep going."

"Good idea."

Head out to the wide open area and keep an eye peeled for any enemies.
 
Startled by the distant boomburst that sounded suspiciously like dubstep, the sound of clunky movement in the blackness intensifies. Warily, you trudge forward, expecting an ambush...

The party moves to the center!
-2 EN all


...which doesn't come. You reach the center unmolested, allowing you to see a good chunk of the cavern thanks to the light from Rosch's flame orb. There are no paths you can see beyond the way you came, but there isn't enough light to completely confirm this.

That said, you can see the outline of something unusual in the distance. It's not small enough to be another clefairy, but it's not very big either.

Rosch is hurt by his burn!
-2 HP Colossoil


WAT DO, MIGHTY TRAINERS?
Maxim:
|

Terra | Rosch
Trainer | Summoned
Ancient Sword | Flame Orb
HP: 90 | HP: 110
EN: 86 | EN: 82
Stats: 3/3/0/3/55 | Stats: 6/3/2/3/95
Telepathy | Rebound
Nothing | Guts
Nothing | Pressure
No ailments | Burn
No stat changes | No stat changes
No other | Light

AOPSUser:
|

AOPSUser | Tutankhamen
Trainer | Summoned
Arceus Amulet | Focus Sash
HP: 100 | HP: 100
EN: 92 | EN: 92
Stats: 1/3/1/3/55 | Stats: 5/3/2/4/65
Prankster | Shed Skin
Regenerator | Air Lock
Defeatist | Infiltrator
No ailments | No ailments
No stat changes | No stat changes
No other | No other

Field:
Dark cave (-2 Acc to all if no creature in the area has a light. This is reduced to -1 if the creature is ghost- or dark-type, and doesn't affect ground-type creatures at all.)
 

"Huh, what odd noises...I think I see something over there. Cassida, can you tell me what that is, or do I need to get a better look at it?"

"I'll try and see what it is from here..."

Point the Ancient Sword at the outline and see if I can get any info on it.
 

"We should probably rest up while Terra does her thing."


"You could also look for a Diglett to send that letter..."

"I could. But this place is way too empty, and I don't want to risk anything."

"...meh."

AOPSUser:
Action 1: Heal Pulse (Rosch)
Action 2 (if applicable): Chill

Revenankh:
Action 1: Chill
Action 2 (if applicable): Chill

 

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