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Precipice of Dust (Rising_Dusk | Deck_Knight | Terrador) (LABYRINTH ALPHA RUN)

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in this post: dusk is trolled by a klinklang

Notice: After the discussion me and Rising_Dusk had in IRC; I've added some guidelines to the original Labyrinth post found here, regarding Chills. We'll be using the second option presented there; if there's an issue, feel free to hit me up in IRC.
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♪♫ - SMT: Nocturne - Playing the Fool

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As Ingram sets himself in against his lone opponent; Deck and Terrador order their Pokémon to fan out towards the walls, new and old, to search for indications of a way out. The Klinklang eyes all three of Ingram's Pokémon throughout its rotation, gathering energy as it turns.

Deck produces a magnifying glass from one of the many pockets on his person and scrutinizes his surroundings. Rook smells around for openings to the outside, and Bishop floats upwards to scour the higher areas of the room. Rook finds the trap wall riddled with cracks and punctures, but otherwise turns up nothing. Bishop, however, becomes fascinated with the metal rod that was electrified by the fainted Klinklang.

Terrador, meanwhile, begins twisting, pulling, and otherwise interacting with the reliefs on the wall, hoping to find a catch or lever that causes something to happen. One of the feathers on a Sigilyph statuette gives when tugged; a great moan is head from above. The screech of grinding stone pierces the air as the ceiling descends at a violent rate; slamming both Aerodactyl and Bishop violently into the ground. There are still the other three feathers of the statuette remaining; Terrador tries to radio this over Ingram's curses and Deck's bewildered questions.

Ingram, on the other hand, is encountering difficulty. On top of Terrador's trap mishap, the Klinklang has been desperately attacking with Discharge; leaving two of his Pokémon paralyzed and leaving his team lightly battered. The walls are beaten, but still holding. The higher levels of the room, along with Ingram's third, are unexplored.

What do, trainers?

Round 1:

Weavile used Fake Out!
Crit (625:10000) = 6436 no
(4 + 1.5) * 0.6666 = 3.6663 ~ 4 damage
4 energy
Klinklang has no item to pilfer.

Aerodactyl used Stone Edge!
Crit (1250:10000) = 2749 no
(10 + 3) * 0.6666 = 8.6658 ~ 9 damage
7 Energy

Klinklang used Discharge!

Aerodactyl
Crit (625:10000) = 7896 no
Paralyze (3000:10000) = 82 yes
(6 + 1.5) * 1.5 = 11.25 ~ 11 damage
Aerodactyl is Paralyzed! (20%)

Weavile
Crit (625:10000) = 9971 no
Paralyze (3000:10000) = 6726 no
(6 + 1.5) = 7.5 ~ 8 damage

Lucario
Crit (625:10000) = 5575 no
Paralyze (3000:10000) = 1433 no
(6 + 3) = 9 damage
Lucario's Paralysis was renewed! (20%)

6 Energy

Lucario used Rest!
Lucario went to sleep and became healthy! (3 actions)
Lucario regained health! (12 HP)
15 Energy



Round 2:

Weavile used Low Kick!
Crit (625:10000) = 6750 no
(8 + 1.5) * 1.5 =14.25 ~ 14 damage
5 Energy

Lucario is sleeping.
Lucario regained health! (12 HP)

Klinklang used Discharge!

Aerodactyl
Crit (625:10000) = 8545 no
Paralyze (3000:10000) = 4205 no
(6 + 1.5) * 1.5 = 11.25 ~ 11 damage

Weavile
Crit (625:10000) = 4146 no
Paralyze (3000:10000) = 5011 no
(6 + 1.5) = 7.5 ~ 8 damage

Lucario
Crit (625:10000) = 9213 no
Paralyze (3000:10000) = 32 yes
(6 + 3) = 9 damage
Lucario is Paralyzed! (20%)

10 (6 + 4) Energy

Aerodactyl used Fire Fang!
Paralysis (2000:10000) 3026 no
Crit (625:10000) = 6255 no
Burn (1000:10000) = 6997 no
(7) * 1.5 = 10.5 ~ 11 damage
5 Energy

Terrador dropped a trap ceiling!
Body Slam 4 Trap

Aerodactyl
Crit (625:10000) = 7865 no
Paralysis (3000:10000) = 9437 no
(8 + 1.5) * 0.6666 = 6.6627 ~ 7 damage

Bishop
Crit (625:10000) = 6184 no
Paralysis (3000:10000) = 8 yes
(8 - 1.5) = 6.5 ~ 7 damage
Bishop is Paralyzed! (20%)
_____________________________________________

Aerodactyl: Paralyzed (15%)
Lucario: Paralyzed (20%)

Klinklang B: 23 / 90 HP; 62% En.
_____________________________________________

Note to Keepers: The players have been punished for exploring carelessly thus far; but have been presented with more immediate possibilities in the statuette levers. Obviously, any one of them could be hazardous or helpful; the question is how they can learn which levers are helpful and which are harmful?
 
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Ingram nearly crushes the radio in his hand. Not only did the stupid Klinklang resist Weavile's Fake Out in some inexplicable manner, but that dumb idiot other trainer activated a trap that struck Aerodactyl! Ingram was furious, and nigh-on ready to go and punch the stupid Klinklang to death himself. Instead of losing his cool in battle, however, he issued commands with reason, hoping that this piece of shit Klinklang wouldn't weaken his already blundered team too much.

Over the radio after issuing commands, Ingram decides to be a little menacing to his half-retarded teammate: "If another trap hits my team, my Pokemon will target yours when this fight is over. Use some damned sense when pulling levers."

Aerodactyl:
Rest ~ Sleep

Weavile:
Brick Break Klinklang 2 ~ Low Kick Klinklang 2

Lucario:
Sleep ~ Chill
 
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"Yikes... sorry, guys." Terrador says into the radio. "I'll be more cautious from now on." Realizing that there were far more treacherous traps in the Labyrinth than he had previously anticipated, decided to be far more careful about it.

"All right, Celeste, let's see if we can find out what these statuettes do... use your natural Psychic abilities and try to identify a mechanism that helps us move forward! Then, I want you to hover by the one that will help us most!"

Celeste: Search for and identify any mechanisms that will aid the party with your Psychic sensory abilities.
 
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"I hate statues."

Deck calls on the radio "Sigilpyh feather levers that pull traps. Ridiculous. Is there anything else in there that doesn't look like a possessed voodoo doll mixed with a chimera hellspawn? See if you can find something else. I bet if Mienshao tried to use Aura Power with Lucario around it might turn something up."

Now lets see... a rod that Klingklang electrified dropped those walls, so lets see if another shock will do anything. Don't want to make it too strong thogh, it took the first walls a while to come down.

Foggy Bottom, use Thundershock on the rod.

Rook and Bishop, just hold off and try and recover from your statuses. We've barely entered this crazy place.
 
how do derpfish shot derp

♪♫ - SMT: Strange Journey - Crisis

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The search for a way out of the trap room continues, as Ingram wraps up the fight on his side of the wall. Terrador decides to take the lesson of the first lever to heart, having the area thoroughly scanned by his Pokémon and waiting for feedback. Deck, with no means of detection immediately available to him, idly experiments with a bolt from Foggy; directed at the rod used to raise the walls.

Terrador, intent on Celeste, doesn't notice Shao's antsiness as he tries to indicate the activity of the wall - it climbs further; digging into the ceiling and pressing with building force - Foggy's slight jolt has started a feedback loop that directs more and more energy to the wall lifts below.

Just as Ingram finishes with the remaining Klinklang; the wall begins to buckle; all attention goes to the noises of moaning steel and the hum of the lift apparatus belowground. With a loud, splintering shatter; the wall crumples and is ejected in pieces from its slot; the shrapnel shotguns in every direction; hitting those Pokémon not deft enough to dodge it or conceiled enough to be safe from it.

Two out of the three trainers have made serious mishaps as a result of not simply waiting for proper scanning or scrying; and Ingram's team is suffering from a good expendature of energy. There are still three levers to try on the Sigilyph statue, and the inner walls no longer pose an obstacle, though one must watch their footing.

What do, trainers?

Weavile used Brick Break on Klinklang!
Crit (625:10000) = 9420 no
(8 + 1.5) * 1.5 = 14.25 ~ 14 damage
6 Energy
Klinklang has no item to pilfer.

Klinklang used Gear Grind on Weavile!
Hit (8500:10000) = 7468 yes
Crit (625:10000) = 5906 no
(10 + 3) * 1.5 = 19.5 ~ 20 damage
6 Energy

Aerodactyl used Rest!
Aerodactyl went to sleep and became healthy! (3 actions)
Aerodactyl regained health! (12 HP)
15 Energy

Foggy used Thundershock on the conducting rod!
The walls clock into overdrive!
3 Energy

Lucario is sleeping.
Lucario became healthy!
Lucario regained health! (12 HP)



Round 2:
Aerodactyl is sleeping.
Aerodactyl became healthy!
Aerodactyl regained health! (12 HP)

Weavile used Low Kick on Klinklang!
Crit (625:10000) = 9754 no
(8 + 1.5) * 1.5 = 14.25 ~ 14 damage
5 Energy
Klinklang has no item to pilfer.
Klinklang fainted!

Lucario relaxed his body.
Lucario woke up!
Lucario regained energy! (12 En)
4/5 remaining.

The walls broke into shrapnel!
Meteor Mash 1 Trap; all Pokémon in the room.
Ruled to have halved base accuracy; it is not being actively aimed.

Aerodactyl
Hit (4500:10000) = 1371 yes
Crit (625:10000) = 8951 no
(10 - 3) * 1.5 = 10.5 ~ 11 damage

Weavile
Hit (4500:10000) = 6964 no

Celeste
Hit (4500:10000) = 6276 no

Shao
Hit (4500:10000) = 9499 no

Lucario
Hit (4500:10000) = 2617 yes
Crit (625:10000) = 2391 no
(10 - 3) * 0.6666 = 4.6662 ~ 5 damage

Opus
Hit (4500:10000) = 3623 yes
Crit (625:10000) = 8604 no
(10 - 3) * 1 = 7 damage

Rook
Hit (5500:10000) = 3684 yes
Crit (625:10000) = 2767 no
(10 - 4.5) * 1 = 5.5 ~ 6 damage

Foggy
Hit (5500:10000) = 6773 no

Bishop
Hit (5500:10000) = 3800 yes
Crit (625:10000) = 5034 no
(10 - 6) * 1 = 4 damage
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Aerodactyl: Sleep (Rest | 2 Actions)
Bishop: Paralyzed (10%)

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Note to Keepers: There's a time when trying again isn't the best solution, and that's a time such as this. Had they used a location move; such as Detect or Foresight, to discern where the conductor rod lead; they would have found that it feed only a single mechanism at the bottom of the walls - simple induction would've told them that this was the lift that raised the walls; and that it would be a bad idea to feed it further. Hopefully this, along with Terrador's ceiling trap mishap, encourages the players to fully research their options before committing to a course of action!

Lucario's remaining Chill count is purely academic in this post; he'll recover it in the two turns before the group next picks a fight - assuming, of course, that the group doesn't charge deeper inwards haphazardly.
 
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"Wah!" Terrador cries. "A trap! I suppose it can't be helped, though..."

"Such a pity that I can't gather any information. I'm going to Chill here, but I'll be happy to help as soon as I'll be of use."

Shao: Chill ~ Chill
Opus: Chill ~ Chill
Celeste: Chill ~ Chill
 
((Heads up, but Gear Grind does not work that way. It counts as a single 10 BAP attack, not two distinct 5 BAP attacks. It should do (10+3) x 1.5 = 19.5 damage ~ 20 damage))

Ingram.gif

Ingram stares blankly at the idiots he has been forced to work with. He literally cannot find the words to describe the actions they've both committed and how much he'd rather he in this place alone. He tries very intently to remain calm and not attack them out of pure fury, and just barely does he retract a "Weavile, murder them" from his lips. Instead, he has Weavile plunder the room and tries not to think about it.

Aerodactyl:
Sleep ~ Chill

Weavile:
Pickpocket Klinklang 1's fainted body ~ Hand all items to Ingram

Lucario:
Heal Pulse Weavile ~ Chill
 
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"Maybe after getting burned our friends won't be so damn hasty anymore"

At least we're rid of those stupid walls, one way or another. Oh well, we best help our allies patch up.

Otherwise we'll wait for Mienshao's report.

Bishop: Chill ~ Chill
 
I'll drop this link here; a lot of the thread has been edited over time, but you guys will want this part specifically.

Utility Moves in the Labyrinth

I'll give you guys a day or so to edit your actions after reading this, then I'll make the reffing post. I felt it necessary to codify how to gather knowledge in a dungeon; since I figure if it's such a stopping point for you guys, it will trip up anyone. With this, it should be a lot easier to get your bearings on a situation.

You guys are forcing me to codify so many things; this is turning out to be an extremely helpful alpha.
 
vague and ominous carvings never have anything to do with the plot; ever

♪♫ - Devil Summoner: Raidou Kuzunoha vs. King Abaddon - Fiend Battle

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Allowing their Pokémon to rest; Terrador and Deck take a moment to explore their surroundings further. Without the impending threat of harm, there's more freedom to ponder carvings, check for levers, and other mundane tasks. Ingram instead takes a pragmatic approach - he sends his Weavile off to collect the spoils of battle, and bring them to him. A pair of Electric Gems are the only things Weavile turned up that were of note. Ingram then settles into a corner and lets Terrador and Deck do the busywork - it takes enough of an effort to keep a lid on his temper.

For a while, Shao stands overhead on a ledge; arms crossed, pondering a wall. Only after a while does Ingram point out this behavior to Terrador; he, in turn, beckons for Deck to bring Foggy's light closer. Only then can the etching, high on the wall, be seen visibly.

In the north-eastern corner, under a section of ceiling that did not slide with the trap, is an engraving of a Sigilyph. Under it, represented in four carved circles, are a Cloyster, a Metagross, a Lucario, and an Aggron, from left to right. The Sigilyph is depicted in an action pose, with its left wing fanning between these four circles.

What do, trainers?

Lucario used Heal Pulse on Weavile!
Weavile regained 20 HP!
-14 Energy.

Aerodactyl sleeps, and then chills.
Aerodactyl recovers 12 HP, and then wakes up to chill, recovering 12 Energy. 4/5 remaining.

Lucario chills.
Lucario recovers 12 Energy, returing him to 74%. 3/5 remaining.

Shao, Opus, Celeste, and Bishop all Chill twice.
Shao recovers 12 Energy and is then back at 100% with no need to Chill. 4/5 remaining.

Bishop recovers 24 Energy, raising it to 87%. 3/5 remaining.

Opus and Celeste both recover 24 Energy, returning to 100%. 3/5 remaining each.
_____________________________________________

Note to Keepers: You have to wonder about a trainer like Terrador's black belt having three typically very intelligent Pokémon, don't you? There's potential for interesting backstory there; I'd say.
 
Ingram.gif

Ingram rolls the Electric Gems over his knuckles, not quite elated at the objects he found, but certainly better off mentally than had he gotten nothing at all. He pockets them for the moment, and returns to staring at the Sigilyph engraving on the wall. He really has no intention of helping the others; he'd rather keep his Pokemon on guard for if his allies trigger yet another trap. He decides to have his more exhausted Pokemon relax a bit, although Lucario is quite anxious about the depiction of his species on the wall just in the corner. Ingram, noticing Lucario's interest, sends him alone to examine the situation while the rest stay with him.

"Hey, you." Ingram tries hard to get the attention of that Pokemon Ranger fellow without actually knowing his name. "Yeah, you. Try an Extrasensory on the carvings in the corner with your Claydol. It'll reveal the nature of the situation in greater detail. Lucario's got your back on the second action." As he waits for a response, Ingram tries to tend to Weavile's wounds without actually having a clue what he's doing. Annoyed, he at the least prep-talks Weavile about how excellent a job he did.

Lucario:
Chill ~ Helping Hand Claydol
IF (Helping Hand wouldn't actually be useful for Extrasensory) THEN (Replace action with Do Nothing)

Weavile:
Chill ~ Chill

Aerodactyl:
Chill ~ Do Nothing
 
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"Traps are evil."

Alright then, lets get geared up.

Rook: Chill ~ Do Nothing

Bishop: Do Nothing ~ Extrasensory

Foggy Bottom: Chill ~ Do Nothing
 
bishop takes levels in rogue

♪♫ - SMT I - Encounter

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With Lucario's aid, Bishop sets to extending its senses; with no particular focus ordered by its trainer, Bishop turns its attention in all directions. As it does so, it almost casually teleports around the room, making markings this or that with a piece of levitated shrapnel, and beckoning for Deck to investigate them.

As Bishop comes around to the sealed westward entrance, it stops and begins to shudder violently - transfixed on something to the west - before suddenly shooting backwards several dozen feet, as if kicked or otherwise ejected away. As Deck and Terrador rush in to investigate; they find Bishop dazed and unresponsive, though not particularly hurt. Ingram, after jumping up a bit, settles back in to his corner once he's reassured that Lucario is unharmed.

Through the stone blocking the west exit; the sounds of movement can be heard; they are low and intermittent, indicating weight. You can't tell what exactly what is making the noise, though - only its general location.

As this is ascertained and everyone is listening intently, the sound of grating stone is once again heard, away from the sealed exit this time - the ceiling above that Terrador dropped is receeding back into the darkness where it originally rested. It slides into place with a deep thud, and the lever on the statuette that released it flips back to its resting position.

What do, trainers?

Lucario used Helping Hand!
Lucario is ready to help Bishop!
7 Energy

Bishop used Extrasensory!
Bishop opted for the move's dungeon application.
6 Energy
_____________________________________________

Chills
Shao - 4/5 remaining
Celeste - 3/5 remaining
Opus - 3/5 remaining

Lucario - 12 Energy - 3/5 remaining
Weavile - 24 Energy - 3/5 remaining
Aerodactyl - 12 Energy - 3/5 remaining

Rook - 12 Energy - 4/5 remaining
Claydol - 4/5 remaining
Foggy - 12 Energy - 4/5 remaining
_____________________________________________

Note to Keepers: Now we're talking. Now that the utility moves have a basic codification, it's much easier for players to explore their options when considering their next move. I don't think I'll have to worry about bull-headed players skipping their homework anymore; they will likely proceed with much greater prudence.

Addendum: Certain detection moves have had their effects greatly boosted. Make sure you know what you can find with your moves.
 
Ingram.gif

Ingram's pissed off. That stupid thing just bounced around a lot, marked up the walls, and then flipped out at something that God only knows what it is. What a worthless piece of junk. He's sick of this crap, sick of waiting around, and sick of these people he's with.

Ingram stands up abruptly. "Alright, I'm sick of this. Lucario, go figure out what the hell that Claydol wrote on the walls and what sort of traps lie in wait; report back to me after. Weavile, Taunt any Pokemon in this room that tries to flip a switch without having it Detected or something first. Aerodactyl, do the same thing as Weavile."

Ingram then turns his gaze to the trainers without speaking a word. He wasn't joking when he told his Pokemon to attack his allies if they decided to do something they'd eventually regret.

Weavile:
Taunt an allied Pokemon if they use try to activate a switch without first analyzing it by some means

Lucario:
Investigate wall markings without touching anything and report back, use Detect on anything that appears to be a switch and determine the nature of the trap therein

Aerodactyl:
Taunt an allied Pokemon if they use try to activate a switch without first analyzing it by some means
 
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"The Aggro concept should stick with World of Warcraft."

Excellent work Bishop, take a rest. Foggy Bottom, Rook, get back in formation.

We'll wait for the results of the Detect reports. If it's safe to do so, move the stone blocking the west entrance, Rook.

Bishop: Do Nothing

Foggy Bottom: Back to Torterra's back ~ Do Nothing.

Rook: Await Detect reports ~ If safe, move the stone away to the west.
 
♪♫ - Sigma Harmonics - Visiting Time Before Long

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Lucario visibly hesitates before approaching the wall; moving closer only at Ingram's behest. Examining it for a while; he begins to trace some unseen path behind the walls and under the floor - he indicates to Ingram that it's a mechanical catch of sorts; but it does not connect at any point to the relief on the wall. Instead, it runs behind it and into the darkness above.

Reaching the center of the room; Lucario stops in his tracks - there is an insanely complex set of gears and pulleys underneath the Sigilyph statuette; and with the lack of detail that Detect and Foresight afford, he can't make out which lever opens the door. In the meantime; Rook presses on the stone block that must weight several times his weight. Unsurprisingly, it does not budge.

Terrador has been idle for so long that he apparently has dozed off in the corner; perhaps for the better. Opus roughly lifts him and carries him over one shoulder; this might not an uncommon occurrence. Medical, perhaps. No matter, all three of his Pokémon are plenty intelligent enough to make their own decisions.

While Lucario has been trying to work out the gears beneath the statuette; Shao has been analyzing the stone gate that Rook has been pressing on. Getting Lucario's attention; Shao directs his attention to a specific unseen mechanism beneath the stone floor. Directing Rook to press particular parts of the gate and its frame; the three of them work out the ruleset of the door's mechanism.

With a grinding of stone, the stone rumbles; then falls into a pit formed below it. After a number of minutes, there is a barely-audiable crash innumerable feet below. The hallway beyond carries echoes of heavy footsteps, and is accessable only over this rather wide pit. At any rate, the path is finally open.

What do, trainers?
_____________________________________________

Note to Keepers: There's no real established DQ time or method of dealing with tardy players; so I'm essentially winging it by putting Terrador to sleep and having his Pokémon act on their own. What I have to be careful about is making them find things the players couldn't normally find - I have to keep my own knowledge and their knowledge seperate in my head.
 
Ingram.gif

Ingram stares at the asleep trainer and mumbles under his breath. "At least if he's asleep he can't do anything stupid..." His eyes trace back to Lucario's successful venture, and he shoots a rare smile in his direction. He always knows that he can count on his friends in times of need. He also nods approvingly at Shao, glad that it's intelligent enough on its own to help out where needed.

He approaches the pit formed by the door mechanism and looks down into it. Unable to see the bottom, he recognizes his plan of attack here. He looks at Aerodactyl, nods, and the beast understands without words. His wingspan is huge, and he can easily carry Ingram and the others across without issue.


Ingram calls over his shoulder: "If you need Aerodactyl's help carrying your Pokemon, we can arrange something once my Pokemon are across and have secured the other side. Dragonite should be enough to carry most of you, however."

Aerodactyl:
Lower yourself to the floor and let the others board ~ Fly over the pit and land on other side

Weavile:
Board Aerodactyl ~ Dismount on other side once crossed

Lucario:
Board Aerodactyl ~
Dismount on other side once crossed
 
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"Mind over matter."

Alright, we're continuing on. Foggy Bottom, stay latched onto Rook. I'll hold on to Bishop.

Bishop: use Telekinesis on Rook, that will lift him up and allow him to Levitate across the put with you.

Foggy Bottom: Secure yourself on Rook's back ~ remain alert as you cross on Rook's back.

Rook: Hold firm ~ Cross the pit while under the effects of Telekinesis.

Bishop: Telekinesis (Rook) ~ Cross the pit.
 
♪♫ - FFTA - Prison (Orchestra)

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Between the efforts of Bishop, Opus, and Aerodactyl; everyone crosses the pit without difficulty except Rook. Torterra are a hefty species to begin with; and the extra muscle added on by Deck's particular brand of training doesn't help matters in this regard - he easily weighs over 750 pounds, beyond Aerodactyl's or Opus' fight capacity and even Bishop's lifting power. An amount of time is spent puzzling out exactly how to get Rook over the pit - various combinations of lifting methods that lead only to the tripping of assistants and a very near bad. Finally, apparently fed up with the predicament; Rook lumbers his heft to the far side of the room. A light rumbling is heard, and then all duck for cover as Rook clears the pit and then some in a charging bound. He lands (pun) clumsily and with a long skid on the bottom of his carapace, but with plenty of room to spare and is otherwise unharmed. He certainly won't be winning any awards in a gymnasium, but for the purposes of regrouping with the team; a bound like that is more than sufficient.

At the end of his landing, however; Rook is greeted by another pair of Pokémon. This time, they express disinterest in Rook; and indeed, in the rest of the group. A pair of Rampardos - one of normal coloration and one of a red composition - stride past the group as if they were so much thin air. Engaging a switch on the wall with its skull; the blue one seemingly calls forth a new floor from the darkness; crossing over, the platform slides upwards to seal off the room from the group.

There is now a room to the north and a room to the west; the smell of salt from earlier wafts from the westward direction. The room to the north, however, is the apparent direction that the Rampardos came from; there might be something of note up there.

What do; trainers?

what did you think I was lying or some shit

come on now
_____________________________________________

Note for Keepers: I'm not trying to call Rook overweight. He just has a +Atk nature; so he's bound to have more than 683.4 pounds on his body.

More importantly; the group was entirely bypassed by denizens of the Precipice - this could mean a lot of things! Anything from "we're not the guards" to "we're not hungry right now", or even "we'll go find some easier pickings". Another interesting thing is the fact that the crew gets to choose which way they progress from here. They could both be valid paths, one or both could be bunk, or they could even be headed in the same direction. It should be interesting to see where their choices take them.
 
Ingram.gif

Ingram eyes the Rampardos with concern, but lets them pass by anyway. They lock them in the dungeon, and Ingram chuckles to himself. He was here for a reason, and wasn't planning on running away, so no issues there. He eyes the two paths, and decides without much thought where he's going to go. Whether his partner follows or not is entirely up to him, as Ingram really didn't care.

Without saying a word, Ingram steps westward to continue on his journey. His Pokemon follow his lead without hesitation, Lucario and Weavile taking point as usual.
 
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"Let's split up! What could possibly go wrong!"

"I'll take the path to the north. My team has very good internal synergy, as does yours, so I should be fine. Foggy Bottom, get in formation again on Rook's back, and lets prepare for what awaits us to the north. I'm no fan in particular of following those Rampardos, lets see where they came from.

Head North.
 
in this post: things actually happen

♪♫ - SMT: Strange Journey - An Honor Befitting That Name

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For Deck Knight
You enter in to a room of moderate size; furnished with sparse cloths and other bedding materials in the corner. The room is much cleaner than the typical den in the wild; whether this is the preference of its current residents or the remnants of the former is beyond knowing.

Rook catches a scent and begins to search the room; he appears confused as to the source. Bishop seems relieved by the choice of direction; it had been growing anxious as the group headed further westward.

There are small end tables set in welcoming places in the room; some of them are clumsily piled with dirt to make rather brutish planters with miniature berry trees in them. No berries can be found on them at the moment; but exactly how they're grown underground is a mystery in itself. The room is yet to be searched beyond Rook's efforts; and it seems he's having trouble pinning down whatever scent he's found.

What do, Deck?

For Rising_Dusk
Deck turns to the north to investigate; let him. Better to have that direction cleared, in any event. Striding into the room beyond; Lucario stiffens, then lowers his stance. Weavile shifts to one side, avoiding the center of the room. As you stride forward and bring your light to bear, it becomes clear why.

The room is covered from end to end in an unknown depth of sand. Slightly off-center, buried so as to be nearly undetectable, is a sleeping Hippowdon. In fact, you don't notice it until it's indicated to you by Lucario. In the south wall, nestled into a large alcove, rests a Metagross. It simply gazes in your direction; no expression reflecting on its metallic face - it doesn't seem to particularly care about your presence. It does, however, make sure you keep an eye on you and your three Pokémon.

In front of the Metagross is a large stone pedestal; whether it has a function or not can't be seen from where you stand. The Hippowdon is peacefully asleep, and the Metagross is at rest, so far as a computer can be, and has made no hostile actions.

What do, Dusk?

Each Pokémon regains 1 Chill; as none of them have used a combat action in 2 turns.
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Note to Keepers: Breaking the description up when the party splits up is almost mandatory. Imagine for a second if everything above was mashed together in one box? It would only lead to confusion among the players.
 
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