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The Legend Run: (Rising_Dusk | TravelLog) Timeless Tower [Completed]

The Legend Run

Iron Dungeon
Iron Maiden

TravelLog

600.png
(U) | (F)
303.png

Mental Herb
Bag_Mental_Herb_Sprite.png
|
Bag_Mental_Herb_Sprite.png
Mental Herb
HP: 23 | HP: 100
EN: 44 | EN: 34
Spe: 160 | Spe: 160
Hasty | Mild
Plus| Hyper Cutter
Minus| Intimidate
Clear Body | Sheer Force (A)
+3 Atk, +3 Spe | +3 Atk, +3 Spe

Thunderbolt | Brick Break
Thunderbolt | Thunderpunch



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|
609.png
|
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Pengwin (M) | Danse Macabre (M) | Loki (M)
Bag_Steel_Gem_Sprite.png
| None | None
HP: 22 | HP: KO | HP: KO
EN: 24 | EN: KO | EN: KO
Spe: 13 (53/4) | Spe: 80| Spe: 121
Relaxed | Modest | Mild
PRZ (5%), Taunted (4a) | None | None
+1 Atk | None | None

Aqua Jet + Brick Break (Klang)
Combo cool down


Action 1:
Empoleon rushed in with a watery strike! (Aqua Jet + Brick Break) (-19 EN, 16.25 -> 16 DMG)
Thunderbolt succeeds (-7EN, 18.75-19 DMG)
Brick Break succeeds (-6EN, 15 DMG. Emploeon is knocked out!)

Crits irrelevant.

All the trainer's Pokemon fainted!
End Legend Run!

600.png
(U) | (F)
303.png

Mental Herb
Bag_Mental_Herb_Sprite.png
|
Bag_Mental_Herb_Sprite.png
Mental Herb
HP: 4 | HP: 100
EN: 37 | EN: 28
Spe: 160 | Spe: 160
Hasty | Mild
Plus| Hyper Cutter
Minus| Intimidate
Clear Body | Sheer Force (A)
+3 Atk, +3 Spe | +3 Atk, +3 Spe

395.png
|
609.png
|
frontnormal-msyclant.png

Pengwin (M) | Danse Macabre (M) | Loki (M)
Bag_Steel_Gem_Sprite.png
| None | None
HP: KO | HP: KO | HP: KO
EN: KO | EN: KO | EN: KO
Spe: 53 | Spe: 80| Spe: 121
Relaxed | Modest | Mild
None | None | None
None | None | None

End Legend Run!

Rewards:

TravelLog: 8 TC (6 +
Bag_Ether_Sprite.png
Ether [20 EN] Trade)
Pengwin (KO'd): 7 MC
Danse Macabre (KO'd): 7 MC, 1 KOC
Loki (KO'd): 6 MC, 2 KOC

Bag_Steel_Gem_Sprite.png
Steel Gem
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Heat Appliance
(Can be kept in trainer inventory and used to change Rotom formes in battle)​

As for my own compensation:

4 Regular Battles + 2 Trap Battles = 6 Triples Equivalent Battles. Additionally there were 5 RP scenarios (Rumble Hall, Vista, Gear Golem x2, Scrapyard). At a rate of 2 BT per Triples battle and 1 token per 4 RPs, total compensation =13 BT.

EDIT: I totally did the math wrong on this. Lets do something easier:

Lackeys: 5 Mons: 5 BT x2 = 10
Traps: 4 Mons: 4 BT x 2 = 8
Guardians: 5 Mons: 5BT x 2 = 10
RP phases: 5: 5/4 = 1.25 (Truncate)

So total is 29. OK, that makes sense, and is actually in line with general battle compensation.

Now that both Legend Runs have been completed, feedback is welcome.
 
It was interesting, and far more difficult than I'd originally envisioned. Enduring the dungeon at length is quite challenging, far more than just normally battling. That said, I think the difficulty is welcome and on par with what you'd expect with the allure of maybe getting a legend. I do want to emphasize that I think that TLR should be beatable without being forced to capture Pokemon along the way. That gets in the way of the general vision of wanting to hunt down a boss for capture, and just feels too forced for my tastes. I personally think that allowing items on Pokemon would be a logical choice for such a thing, especially since some very good capture Pokemon could theoretically benefit a lot from stuff like Eviolite. This would also punish ending after one dungeon far less than it currently does (where you can't hold onto >3 Pokemon or items found), which I think is a good thing. TLR should be portable and not restricting in that sense.

I think your BT compensation is a bit low for what I would've wanted to see. You currently, for both challenges combined, earned less BT than most Battle Hall challenge refs earn. I'd like to suggest that you earn a bit more, maybe on the order of 2 BT per challenge.

Either way, thanks for both making this and reffing it. It's been fun and I hope to do it again soon. I have every intention of getting Regigigas.
 
This looks interesting.

I will likely do this when it goes up...provided I can train up a bit first. If Rising_Dusk was beat that quickly, I'm certainly not lasting to Regice quite yet.
 
this looks pretty nice to me, the only thing i can think of (and it may have just been more a player issue than ref) is that perhaps there should be more possibility to research what will be the outcome of some of the choices to be made, such as using an observant pokemon (like lucario or something idk) to try and study a mechanism to see what will happen if activated or something along those general guidelines. Although of course not every outcome is predictable and not all information gathered is accurate so it shouldnt by any means be a fail safe, just a slight advantage for people that plan and scout accordingly. And a quick question, can any of the items you pick up in here be saved for future use at all? Like saving a potion to use the next legend run you attempt, or is it all traded for counters at the end of the run? and finally, kudos on difficulty, difficulty seems to come from multiple sources and not only battle prowess. I would like that anyone thats going to attempt to capture a legendary to have to claw his way through hell and back to get it, so the large challenge is certainly refreshing in my eyes.

Any ways thats my two cents, dunno if the feedback is any good but i would like to see this become a regular thing cause i would love to try with all the D&D experience i have and see how well it transfers over. Overall great job :)
 
This was definitely an interesting exercise and much more difficult than I might have imagined. As R_D said, I have every intention of trying again. Additionally, I agree with the note that it should be possible to win without pokemon capture.

Another thing I might think desirable is toning down the trap aspect of the Iron Dungeon, as it presented significantly fewer hints about paths than did Rocky Crag. That said, I'm pleased to see that the different paths are differentiated from one another. I would also have liked to be able to post second on encounters, though that's essentially a minor complaint and not something I consider serious.

Finally, thank you for reffing/running this. It was truly a pleasure to have been a tester, and I'm excited to see where you take it next.
 
This was definitely an interesting exercise and much more difficult than I might have imagined. As R_D said, I have every intention of trying again. Additionally, I agree with the note that it should be possible to win without pokemon capture.

Another thing I might think desirable is toning down the trap aspect of the Iron Dungeon, as it presented significantly fewer hints about paths than did Rocky Crag. That said, I'm pleased to see that the different paths are differentiated from one another. I would also have liked to be able to post second on encounters, though that's essentially a minor complaint and not something I consider serious.

Finally, thank you for reffing/running this. It was truly a pleasure to have been a tester, and I'm excited to see where you take it next.

Those are mostly for flavor. Iron Dungeon is supposed to be so hopelessly bland and inorganic that it feels like a soul draining experience just to be there. Both are pretty much on set paths, the only thing I'm going to do is make multiple scenarios for each area so a ref can RNG them, and you can't just look up a past TLR and expect the same result for the same action.

What I'll probably end up doing is making a shop with TLR consumable items so that you actually stand a decent shot without catching something. I really don't want there to be too many healing items in the dungeons.

As far as researching actions, this isn't really set up like the Labyrinth, you need a good combination of luck and skill to win, and allowing things like detection of traps removes that aspect of it.

A lot of this was actually done on the fly, and there's still so much more I'd want to release for the next run.
 
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