Adventure Battle: To Defy the End [Chapter 1] Rainman Legends + Dogfish44

*ONLY THE USERS RAINMAN LEGENDS, DOGFISH44, AND GLACIER KNIGHT SHOULD POST IN THIS THREAD. If you want to participate, go sign up in the Adventure Battles main thread!*


Paine_Trainer_by_LaniceraCaprifolium.gif

"Greetings, thrill seekers. My name is Cheyenne, and I will be your host as you make your way through perils and plights. I hope you two have got your thinking caps on snug and your imaginations kicked into gear! I expect us to have a grand time."

"Before we send you off into the heat of adventure, let's go over some of the rules- as well as look over your profiles. Shall we, gents?"


1) Rainman Legends and Dogfish44 have a DQ time of 3 days, and Glacier Knight Cheyenne has a DQ time of 5 days to keep things rolling. The best way to experience the wonder and challenge of Adventure Battles is to be on time and keep up a brisk pace, so keep that in mind!
2) This campaign will be using some special mechanics that are noted in the AB general thread. You may want to read up on them, if you haven't already.
3) In combat, you get two substitutions per round.
4) You and your pokemon get to equip items.
5) All abilities are available, except those locked or accessible only by mega evolution.
6) You can use as many recoveries or chills as you like, provided the ill wind count is not at zero
7) While Cheyenne cannot punish you for skipping on the flavor, it is highly recommended that you avoid doing so at all costs; If you want a flavor-less roleplay, you should sign up for a battle hall challenge and quickly be on your way

Paine_Trainer_by_LaniceraCaprifolium.gif
"And now, our rising stars! Let's get a little insight as to who we are going to be watching undertake the mysteries of the Adventure Battles!"
Team Rainman Legends
latest


Rainman [M]

Nature: Adamant (+Atk, -SpA)
Type: Dark/Ghost
Ability: Pressure/Mold Breaker/Dark Aura

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

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Confuse Ray
Ominous Wind
Astonish
Shadow Punch
Spite
Night Shade

Bodyblock
Chill
Dodge
Shift
Take Cover
b3cAGYB.png

*Sprite Courtesy of Dogfish44*
Gardevoir (Terra Branford) (F)
Type:
Psychic: 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.

Fairy: The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).

Abilities:
Synchronize: Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.

Trace:When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced

Telepathy (H): This Pokemon 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.

Nature: Timid: +1 Def, -1 Atk, +10% Accuracy Boost
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21

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

Nature: Timid: +1 Def, -1 Atk, +15% Accuracy Boost
uAVmIi2.png

*Sprite Courtesy of Dogfish44*
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 5
Spe: 115 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 25

Moves:

Level-Up:
Moonblast
Stored Power
Healing Wish
Draining Kiss
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Dream Eater

Egg Moves:
Encore
Disable
Destiny Bond
Misty Terrain
Mean Look

TM Moves:
Psyshock
Dazzling Gleam
Taunt
Torment
Thunder Wave
Toxic
Light Screen
Protect
Safeguard
Shadow Ball
Double Team
Reflect
Rest
Echoed Voice
Focus Blast
Energy Ball
Will-o-wisp
Grass Knot
Substitute
Hyper Beam
Sleep Talk
Charge Beam
Hidden Power (Ground)

Move Tutors:
Endure
Swift
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Magic Coat
Pain Split
Shock Wave
Signal Beam
Skill Swap
Snatch
Trick

Team Dogfish44
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There's not a security system in the world which can't be broke through by Eris. The fact that breaking through can vary from "picking a lock" to "triple homicide via a strategically placed cliff" really doesn't faze her either.

Nature: Quirky (-)
Type: Poison / Dark
Abilities: Infiltrator / Sniper / Run Away

Stats:
HP: 80
ATK: 3
DEF: 2
SPA: 3
SPD: 2
SPE: 60
Size Class: 3
Weight Class: 4

Items: Shortbow, Simple Backpack

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock

Bodyblock
Chill
Dodge
Shift
Take Cover
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Romeo (M)

Nature: Impish
+1 Def, -1 SpA

Type: Psychic / Fighting

Abilities: Steadfast / Justified [DW]

Stats:
HP: 100
Atk: 5
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

gallade-mega.png


Type: Psychic / Fighting

Abilities: Steadfast / Justified [DW] / Inner Focus

Stats:
HP: 100
Atk: 7
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 24

Attacks [133/133]:
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Team
Double-Edge
Drain Punch
Draining Kiss
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Paine_Trainer_by_LaniceraCaprifolium.gif

"It seems as though we've got a pair of shady characters among us... adept in the art of cloak and dagger, will this couple be able to sneak their way past inevitable danger? I would like to note the aesthetic charm of a pair of assassins/thieves with a Gallade and Gardevoir to tote! I would like to think my gut is leading me in the correct direction when I take its word that this will be a good one!"

"Ready or not, here we go~"


_______________________________________________________________________

Chapter 1: In the Caves
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...


Location: Southern Sinnoh, on the edges of the Mt. Coronet mountain range
Music: Wilderness Whimsy

The area of Mt. Coronet that Walker was spotted in is no longer open to the public, due to events ranging from slightly ominous to down-right life endangering occurring in those deep, twisting tunnels. However, through some combination of luck or having the right connection and know how, you and your expedition mate have made it to the right place:

Though you find yourself at one of the most southern points of Sinnoh, the mountain ridges are thick with Spruces and Douglas firs; while nearly all the Mt. Coronet range is classified as an Alpine Biome, these southern parts are strangers to the harsh winter blizzards and pounding snow falls its northern brethren experience. You stocked up in Pastoria City, and then trekked through the thicker parts of the swamp to make it to the continental divide- though you havent seen a wooper or thick mud for at least a day or two. You are definitely in a different climate zone, as you stare at the foreboding entrance of the cavern system. The tunnel itself is fairly small- perhaps ten feet tall at the most, with a narrow width of seven or so feet. The surrounding mountainside is craggy, though it abruptly juts skyward as you get closer to the cavern entrance... definitely cant (or would want to) scale it. As you wait or prepare to enter the cavern, you can hear the surrounding flora and fauna loud and clear; that flock of starvia was no match for you and your pokemon, yet you could tell they were much more agitated than usual. While you havent been confronted or ambushed just yet, it would be best not to dilly dally....

Rainman Legends and Dogfish44 have 3 days to post opening flavor / talk to each other. Once the both explorers decide and act to enter the cave, or the 3 days have passed without a word, the Adventure Battle will truly begin. Best wishes~
(Dogfish has equipped already, and I advise Rainman to do the same now in his opening flavor)

 
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"Well now, this is certainly something. I mean, I'm more partial to being above ground, but what can you do, hmm? Besides, I've broken through royal security many times for the sake of wealth redistribution, I doubt some rocky path will pose an issue. Romeo, what do you think?"

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*focussed entirely on the Gardevoir*

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"Good grief... ah, Rainman, I take it you're ready to get going here? I refuse to have gone through that wretched swamp for nothing."​
 
images

"Ugh, it would be a swamp"
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"Is.....Is he staring at me?"
images

"Just...ignore him and lets move on"
(Gardevoir takes Gardevoirite)



 
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Cave Area 1: Entrance
Music: SECRET TUNNEL

Eris casually looks onward towards the cavern entrance as her team mate gifts his Gardevoir with a suiting mega stone. Terra accepts the item and nods humbly, always thankful for the opportunity to wield the power of mega evolution.

Rainman turns to face Eris and Romeo, the former making eye contact.


"Let's go?"

"Let's go. Ladies first?"

"Such a gentleman."

Curt and to the point, the two trainers head into the cavern; narrow at the entrance, Eris takes the lead- Rainman and the their trusted pokemon in the back.

Entering the cave proves to be annoying, as you barely take ten steps before it sharply turns right and dips down. You feel your way down, and it curves to the left; the descent proves a bit challenging as darkness envelops your party. It take you about two or three minutes to finish the descent and end up in a larger tunnel; your entire party can stand side by side now. The inky black void is a problem, but hopefully your eyes will adjust soon... or maybe you can something to combat the darkness?

The faint shuffling of feet a few yards ahead of you hastens your need to act.

What will you do?


Rainman Legends Dogfish44

Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 100
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other

Field:
Dark Cave (Hindered movement and -2 Acc to all if no light source is available. This is reduced to -1 for ghost- and dark-types, and does not affect ground-types.)
 
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"It's dark, rocky, and these shoes do not have a good grip. Romeo, set up some light for us? And be gentle whilst you're doing so...."

475.png

*summons a gentle aura of light*

Eris: Stands around looking pretty
Gallade: Flash (Do a gentle, non blinding light, and make it one which can be held for a long duration)​
 
Cave Area 1: Entrance

Eris, grumbling about her poor choice of foot gear under her breath, declares for Gallade to brighten the pitch black cave. Gallade complies, attempting to even the playing field and oust any creatures lurking in the dark. Rainman and Gardevoir brace themselves, perhaps expecting battle if the lights come up and something attacks...

*FLASH*

[Gallade -4EN, plus -1EN at the beginning of each referee update as long as he keeps holding the flash]
[The field's accuracy effects are nullified due to the light]

Gallade releases a flash of light, but quickly manipulates it as to prevent shocking its teammates and prolong the luminescence.
35.png
35.png

"EEEEEEEP! PI PI EEEEEEEP!" "Pipipi Piiii Pipipipi!"
<<BRIIIIIIIIGHT! AND A FAIRY QUEEEEEEEN!>> <<Oh! trainers! Strong trainers and a FAIRY QUEEN!>>


The cave, now illuminated, seems to be inhabited by not only the Exploring party, but two wild Clefairies. Both seem timid and fairly friendly; more notably, they seem to react and pay all of their attention to the uncommonly colored Gardevoir.

Furthermore, the light now reveals that the cavern room you are in has another opening in the back and to the left, leading even further down into the Mt. Coronet range.

What will you do?

Rainman Legends | Dogfish44




Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 96
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other
Field:
Dark Cave (Hindered movement and -2 Acc to all if no light source is available. This is reduced to -1 for ghost- and dark-types, and does not affect ground-types.)
[ABOVE FIELD EFFECTS ARE TEMPORARILY NULLIFIED DUE TO FLASH]​
 
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b3cAGYB.png

"AWWWWW SO ADORABLE. I wanan keep them, can i keep them?"
images

"Something tells me they'll object to that....just tell them we mean no harm"
b3cAGYB.png

"Awww...Why you have to ruin my fun"

Rain: Stand There
Terra: Tell the Clefairies we mean no harm and only want to know the proper path




 
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"Are you sure we can't keep them? I mean, they're so adorable, and I've been told I need something cute to make myself look less suspicious..."

475.png


*continues impression of lightbulb*

Eris: Pout that Mon-Napping is frowned upon
Gallade: Make like a Chernobyl employee and glow​
 
Cave Area 1: Entrance

[Flash cost: -1EN to Gallade to keep the cavern lit]

The female members of the party find the wild Clefairies quite adorable, even musing that they will attempt to recruit them. Terra takes the lead, after noticing the positive reaction she had to the little ones. But will the little creatures prove more sinister than they assumed....?
35.png
35.png

"Pi piiiii PIPI PIPIIIII!" "Pipipipi piiiii pipi pi!"
<Fairy queen is coming! FAIRY QUEEN PLEASE STAY WITH US FOREVER!>>
<<Quick, we have to do the moon dance for Fairy Queen!>>


They wiggle their little butts. THEY WIGGLE THEIR LITTLE BUTTS.

You definitely have nothing to worry about here.

Terra, absolutely swooning over the cute little suckers, kneels down to communicate with them better. Taking this as a good sign, the Clefairy twins happily run up to their "Queen", and eagerly tell Terra what she wants to know.


35.png
35.png

"Pi piiii? PI PIIIIPIPIPIPIPI!!!!!" "Piiiiii pipipi Pi pi!"
<<You want to go deeper into the cave? BUT FAIRY QUEEN THERE'S A SCARY SICK MAN!>>
<<Fairy Queen can beat the sick man! Just go down the left tunnel!>>


You arent quite sure what they mean, but you now know the tunnel in the back of this particular cavern is the way to go.

What do you do?

Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 95
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other

Rainman Legends | Dogfish44
 
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"THEY ARE SO ADORABLE are you sure we cant take them with us i mean its not like theyre going to betray us and look they dance for us and theyre not mean at all"

475.png

*sighs as he walks down the left path, dragging his trainer behind him*

Eris: Squee (And be dragged down the left path)
Romeo: Take the left turn at albequeque, maintaining status as glow-stick-(in-the-mud)​
 
b3cAGYB.png

"NOOOO I WANNA KEEP EM"
images

"..." *drags Terra down left path*

Rain: Drag Terra down left path
Terra: Whine about the Clefairies (while being dragged down left path)​
 
Cave Area 1: Entrance

[Flash Cost: -1EN to Gallade for keeping the area lit]

Your party (though not all by consent) go to leave this part of the cavern. As the ladies grumpily pout, the clefairy twins say their goodbyes.
35.png
35.png

"PIIIIIIIIIIIII PIPI PI!" "Pipipi! Pi piiii Pipi pipipi!"
<<NOOOOOOOOOOO MY FAIRY QUEEN STAY WITH US!>>
<<Stay Safe! Please come back so we can have a berry party!>>


...You're probably going to have to call a rain check on that berry party.

Cave Area 2: Central Caverns
Music: Things are getting serious

Your party makes its way through another winding passage tunnel, with your living beacon Gallade in lead. It takes a full 20 minutes to finish the trek, and the further you go the colder and damper it gets. Finally however, Gallade alerts the group that a larger Cavern is coming up shortly.

You discover that this is a very large cavern indeed.

....That is an understatement.

This massive chamber is circular in shape, and is probably a quarter mile wide and long (402ish Meters). It takes a dome like shape as you look up... but you cant see the ceiling. Even with all members of your party using flash or a similar move, you can see perhaps 50 or so feet up before all depth perception and vision is swallowed by the inky darkness. The sides of the cavern though seem to slope inward, so the ceiling eventually comes to an end... however high up that is. Thick, ancient stalactites protrude from the darkness above, some 5 or so feet in diameter. There are too many of various sizes and shapes to keep track, but there's at least 20 of them in this gargantuan chamber. The longer ones, that reach closest to the ground floor, seem to have been messed with... some kind of constant scratching where something sharpened appendages, or kept watch.

The cavern floor is surprisingly smooth, though collecting small puddles in some places.. especially the closer you get to the waterfalls.

There seem to be five, pouring up from the darkness and located on edges of the chamber equal distances away from each other. Your party, now looking behind them, just came out from under one of the weakest one, only a thin mist covering your bodies. All five pour into a decent sized river that wraps itself around the entire edge of the chamber: the water is so fresh and crystal clear you can see the bottom, which is only three or so feet deep. Your eyes track the water flowing, and discover where the water leaves the Cavern: to the left near the northwestern waterfall is a small tunnel, where there is both a path for the river and those who dont want to get sopping wet. It of course heads down even deeper into Mt. Coronet, as if you couldnt go any further down.

On the opposite end lies another tunnel, to the right of the southeastern waterfall. To your relief, this one doesnt go down; however, its even smaller than the river tunnel and seems to jut up at a 60 degree angle. This path is littered with sturdy rocks that could be used as stepping and gripping stones, so you wouldn't have too much difficulty- but you'll be tired when you get to the top of wherever it leads.

And then your attention is directed to a massive door across the massive chamber: 60 feet wide and easily 100 feet tall, this double sided door (30 feet wide for each door) is heavily ordained obstacle has a deep purple hue to it, a rich yet insidious color. Your party walks to the center of this Giant cavern and stops, wondering what to do next. From this distance, you can notice that the Door has two indentations: A cross and a pointed Line. Seems as though you've found yourself a puzzle.

As you quiet your minds to think of what to do next, the roaring crash of the waterfalls coupled with the hiss of mist being born into existence fills your ears. You seem to be alone, but this area isnt like the small clefairy chamber: there is much more room for error.

What do you do?


Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 94
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other

Field: Grand Cavern
Water Source/No Grass Source/Rock Source possibly avaiable
-2 Acc if no light source is available (-1 Acc for Dark and/or Ghost types, No Acc drop for ground types and/or cave dwelling pokemon)
Damaging Sound based moves gain +2BAP due to the sheer size of the cavern and echo power
All Sound based moves gain a flat 15% Accuracy and hit/affect all pokemon/trainers in the Field bar the user
Seismic activity is extremely hazardous and can cause catastrophic consequences
Secret Power has a 30% Chance to lower accuracy by one stage
Camouflage turns the user into a Water/Rock type
Nature Power calls Ominous Wind

Rainman Legends | Dogfish44




 
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"Sheesh, this is big. Ooooh, puzzle. And shinies.... and two paths? Two paths, and two thingimibobs in the door. I like these odds. Hey, Rainman, left or right?"

475.png


*by the power of Tesla, I illuminate thee!*

Eris: Go down whichever path Rainman says
Gallade: Wonder if he can get paid by the hour for continuing to use Flash and follow Eris​
 
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Cave Area 2: Central Caverns

[Flash Cost: -1EN to Gallade for keeping the area lit]

Your party, after along pause of consideration, decides to see where the water goes! You adjust your dresses and ninja suits, grab your trusty pokelight Gallade, and head of two by two down the left passage way. This cave is notably chillier than the other parts of the cave you've experienced, but that's due to the rushing water pulling cool temperatures along with it as it rushes down the twisting path. It takes about 10 minutes to complete the trek, and when the cavern opens up, you fin yourself in a cavern almost as big as the Grand Cavern.

Cave Area 4: North West Lake Cavern
Music: Mystical Lake

The whole cavern (which is a little less than a quarter mile long, and only 100 feet wide) is quite rectangular in shape, and 95% of the cavern is one giant lake. The small stretch of land you four stand on is perhaps 40 feet long and wide, a petite peninsula in this underground ocean. To your left the water flows from the grand cavern into this lake, still as crystal clear as it was before. This cavern's ceiling, though, is much lower, being a consistent 30 feet above the water's surface; the ceiling is riddled with hundreds of tiny stalactites, only inches or so in thickness and some getting as long as 4 feet. They remind you of tiny little fingers, which sends a shiver down your spine. They also seem quite delicate, as if the littlest tremor in the earth could send all of them cascading down at once. The cavern walls seem to be sheer and slick. The ground you are standing on is also a tad slick, from the river splashing over fervently.

The rectangular lake itself gives off a brilliant yellow/green glow, and you could probably get away with not having a light source here. In the lake, you can see the lake's bottom dip down further and further as the cavern extends... It's perhaps two feet deep right on the edge of your little platform, but within 50 feet it becomes 30 feet deep. Seems to stay that deep for most of the lake, but it very well might get deeper the farther you go out into the lake.

While musing to yourself, you start to hear some splashes. You look up find about 8 to 10 magikarp flopping and flitting about in the lake, minding their own business (though some seem to be flopping aggressively at each other). You decide to track on of the fishies with your eyes, just curious to see its pattern. It swims with some weird form of grace only a magikarp could achieve, dipping up and down in the lake. It skitters across one of the deeper parts of the lake bottom, quickly passing by pretty cave rocks and budding stalagmites and- what? what was that? You eyes quickly turn back a few feet and stop following the karp.

You've spied a worn out blade, a sword's blade. Minus the Hilt.

You suddenly make the connection. The indentations.

Now, all that's left is to get the thing. By your calculations, the Blade is about 68 feet out into the lake, near center of the thing. Its most likely 30 feet deep where the blade rests, give or take a foot. The center of the lake is where a good 5 or 6 of the magikarp are keeping, however. While you know magikarp arent the best of battlers, your pokemon should be able to communicate with them quite easily, if need be.

What do you do?


Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
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Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 93
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other
Field: Underground Lake
Luminescence Lake- No Acc drops
Seismic Activity is extremely hazardous
Water source/No grass source/Possible Rock Source
Camouflage turns the user into a Water type
Nature Power calls surf
Secret Power has a 30% chance to give the enemy the "Drenched" status (See Watergun) for 6 actions

 
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"Hmm... okay, about 20.... 21 metres in maybe? And about 10 metres down... that'd be a pain to swim for. Oh, Romeo, turn out the lights would you? I have a feeling that Magikarp's lower IQ is going to annoy me for quite a while."

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*dims*

Eris: Tap the water to see if you can get the attention of the Magikarp
Gallade: And the Lord said, "Let there be light", but unfortunately he went with EDF Energy and there was a power cut (stop maintaining light)​
 
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"Can I fry them"
images

"Uhhh lets try to talk to them before needlessly fighting"
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"Im Hungry tho, we havent eaten in 3 hours"
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"...something tells me you'll survive"

Rain: Be on Guard
Terra: Attempt to communicate to the magikarps



 
Cave Area 4: North West Lake Cavern

Gallade, being assured that this section of the caverns have a bright enough light to see clearly, cuts off his prolonged flash. It gets just the slightest bit of dim around your party, but the overall glow of the water keep vision unimpaired. Gallade closes his eyes and takes a short break, while Rain keeps tabs on the tunnel back to the main chamber; no one is going to sneak up on you from that point at least.

The female members of the party try to communicate and attract the Magikarps attention. Eris, still in high heels, kneels down a bit to get closer to the water's surface.


"Here fishy fishy~" she cooes, putting her hand in the water just a bit and making some small waves to get their attention. Two of the magikarp, both sticking to a pattern that entailed circling most of the lake's edge, get close- however they immediately get skittish and flit back to the farther reaches of the lake. "Drat." Eris pouts, and Terra takes it upon herself to try and call out to the magikarp in the center of the lake. Using her telepathic powers, the Gardevoir attempts to speak to the magikarp

<<Hello? Hel->>


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<<VOICE! VOICE!>> <<NOT A KARP NOT A KARP KARP>> <<Derp? Derp. Derp derp.>>

As soon as you send the wave into their tiny brains, the center group immediately freaks out, splashing about and making a ruckus. Three of the six in the center seem to be quite startled by this voice and are flopping about spasmodically to no end; the two aggressive magikarp you noticed earlier are still locked in some pathetic form of duel.

You notice that there is one magikarp out of the center bunch that is freaking out a bit less; Terra tunes in to that particular magikarp and hears it trying to quell the others



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<<KARP KING I AM KARP KING STOP KARP KARP YOU DUMMY KARP KARP I AM KARP KING>>

You didn't get any magikarp in particular's attention, but you found one that perhaps could be willing to talk to you. Other than that, you've sent most of the magikarp into a tizzy.


What do you do?
Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 93
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other



Field: Underground Lake
Luminescence Lake- No Acc drops
Seismic Activity is extremely hazardous
Water source/No grass source/Possible Rock Source
Camouflage turns the user into a Water type
Nature Power calls surf
Secret Power has a 30% chance to give the enemy the "Drenched" status (See Watergun) for 6 actions

Rainman Legends | Dogfish44
 
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"Rude little dimwits. Romeo, see if you communicate with them."

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"Hello? Can you hear me?"

Eris: Contemplate a rube golberg machine which results in the local power station having a redirected wire into this tunnel...
Romeo: Try asking what they're swimming around​
 
Cave Area 4: North West Lake Cavern

While Eris daydreams about karpicide, her Gallade stirs into action; he calmly approaches the water's edge and uses his own psychic energy (though not as strong as Terra's) to call out and communicate with the fish. Rain and Terra stay near the tunnel, making sure nothing from the main chamber ambushes them.

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<<I SPLASH HIGHER KARP>> <<KARP KARP I SPLASH STRONGER>>

Those two seem to be lost causes..


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<<KARP KARP CALM DOWN DUMMIES KARP KARP I AM KARP KING>>
<<DONT DISTRUB KARP KARP THE LAKE TREASURE KARP>>


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<<VOICE KARP VOice karp...karp?>> <<NOT A KARp.. not a... karp? Karp?>> <<....derp derp.>>

It looks like that one Magikarp maganged to calm the ones freaking out!



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"Hello? Can you hea-"
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<<MORE VOICE KARP>> <<MORE NOT KAAAAAAAAAARPS>> <<DERP DERP DERP DERP>>

...And there they go again.

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<<KING KARP who is that? KING KARP is king! KING KARP has lake treasure KARP KARP KARP>>

While the "Karp King" seems brighter than the others, he isn't bright enough to figure out where the voices are coming from. Communicating seems to be working... at a very slow pace.

What do you do?







Rainman Legends:
images
b3cAGYB.png

Rainman | Terra
No Item | Gardvoirite
Dark/Ghost | Psychic/Fairy
HP: 90 | HP: 100
EN: 100 | EN: 100
Stats: 3/3/0/3/55 | Stats: 2/3/5/4/92 (+10% Acc)
Pressure | Synchronize
Mold Breaker| Trace
Dark Aura| Telepathy
No ailments | No ailments
No changes | No changes
No other | No other

Dogfish44:
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png
475.png

Eris | Romeo
Dark/Poison | Psychic/Fighting
Short Bow + Simple Backpack | Galladite
HP: 80| HP: 100
EN: 100 | EN: 93
Stats: 3/2/3/2/60 | Stats: 5/4/2/4/80
Infiltrator | Steadfast
Sniper | Justified
Run Away | Nothing
No ailments | No ailments
No changes | No changes
No other | No other

Field: Underground Lake
Luminescence Lake- No Acc drops
Seismic Activity is extremely hazardous
Water source/No grass source/Possible Rock Source
Camouflage turns the user into a Water type
Nature Power calls surf
Secret Power has a 30% chance to give the enemy the "Drenched" status (See Watergun) for 6 actions

Rainman Legends | Dogfish44
 
_commission_01__pokemonalianza_by_purplepablo-d57jjzu.png


"Before I invest in a deep fat friar... Rainman, play along with this would ya?"

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"We are powerful deities, please do not fear us! These travellers need the treasure of the lake!"

Eris: Stay on alert for other guests.
Romeo: Commit Blasphemy (Well, sorta)​
 
b3cAGYB.png

"Ooh diety impersonation time, time to work my magic"
images

"Wait don't go overboard"

Terra (Mega Evolve): Fire a moonblast into the air and detonate it in the air
Rain: Stand Guard





 
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