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Once everyone returns to Café Connection to tell Marcus they're ready, it's not long before they set out.

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"Everyone's ready?  Good.  Let's get going, then.  Anyone have a map so I can show you where the dungeon is?"

When someone unfurls their map of the Sand Continent, Marcus points out where the Secret Quarry is.

[attachment=1153]

"The Secret Quarry's not far, thankfully.  It's within walking distance, on the edge of the Distant Desert, the very tip of the Valley of Strong Winds.  Thankfully, we should be able to avoid any other Mystery Dungeons on the way there if we're careful.  Just stick with me, and we should get there just fine."

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The trip to the Secret Quarry is rather uneventful, save for the desert heat that the group encounters on the way there.  Marcus doesn't seem to mind it, nor does Pyra, but Daxter seems to be suffering from the heat slightly more than everyone else.  Wandering deeper into the desert, the air becomes much dryer in addition to hotter.  Marcus leads the way confidently, though, and steers the group away from what he says are the entrances to Mystery Dungeons more than a few times.

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"You see those dunes that are really close together?  Classic Mystery Dungeon entrance.  They look really unassuming, but as soon as you walk between them, you end up losing your way almost instantaneously.  We'd be wandering around the Distant Desert for awhile if we tried to take the shortest path to the Secret Quarry from here.  The worst part about those entrances is that they're rarely ever consistently in the same place unless they're part of a major landmark of some kind.  Adventurers need to constantly be on the lookout for things like that to avoid stumbling into a Mystery Dungeon by accident, especially these days.  Fortunately, the entrance to the Secret Quarry should be a bit more straightforward to find, so it shouldn't cause us any issues.  Let's walk around the dunes and keep going."

By late afternoon, the party of six can feel the air getting a little more humid once more as they approach the small peninsula that the Secret Quarry is situated at the start of.  Marcus again points out the entrance to the Mystery Dungeon before everyone unassumingly walks into it.

"Right there.  That crevasse that's dipping down slightly into the earth.  As soon as we walk into that, we'll be in the Mystery Dungeon.  It's a maze of open air tunnels and rooms where wild pokemon have been mining stone for longer than recorded history.  Machamp recently took up the trade, but even he admits he has a lot to learn from the wild Conkeldurr that call this location home.  Well, if everyone's ready, let's get started!"

And in the Mystery Dungeon everyone goes!  Marcus lets Kee take over the leadership position from this point on.

Secret Quarry 1F
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Team Omega Seekers initially finds themselves in the start of what looks like the beginning of a small ravine as they enter the dungeon.  The rock all begins to look the same after some time, until suddenly, they find that they've somehow ended up at the bottom of a ravine!  They're in the middle of a three way intersection, and they've somehow lost track of the path they've just come from.

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"Alright, we're here!  Welcome to the not-so-Secret Quarry!  Lead on, Kee!"

Marcus isn't quite as jovial when a Sandstorm starts blowing through the ravine mere moments later!

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"...well, I guess that means there's a Hippowdon somewhere.  This Sandstorm is probably going to be rather troublesome if we don't take care of that quickly.  I should be fine, but you all should be cautious if we get into a fight.  Healing naturally is going to be harder if this Sandstorm is constantly damaging us."
Good thing Kogeki carries his scarf all the time. During the sandstorms he wrap up some of his face for some better protection against the sand. 

"We will make sure to pay attention to such details if we ever end up on a Mystery Dungeon by accident."

Kogeki look at the entrance. "Then it means we should focus in beat the crap of that Hippowdon first in our travel to make our path in this dungeon easier. And a Hippowdon Aura might be delicious. And probably pretty strong. Speaking of which Karen, take this."

Kogeki search his bag and give to Karen hands a Orb. "A Escape Orb. Just in case things get dangerous you have a safe way to escape to safety."

"Hoopa, are you ready to enter? In case we find that Hippowdon we might need your help."

"Good thing you buy that X-Rays Specs Kee. Did you detect something? Maybe find Hippowdon location? Lead the way friend."
Into Secret Quarry they all go!~ ( ÒωÓ)و☆Ziggy Kee's excitement and eager for and about some adventure is almost as tangible as the grains blown around the whole place via the sandstorm.

Instinctively he grimaces and shakes himself to get rid of the nasty sensation of some sand having get stuck in his fine fur that quickly already, but thanks to the currently-worn Specs Kee manages to keep his eyes open and glance around. "Hummmmm...", he goes. "K, thanks to that x-ray-vision I c'n see that there are QUITE some wild 'Mon nearby 'n 'round us. Chances are, among 'em IS a H'ppowdon 'ndeed, am all for dealin' with THEM first to get that sandstorm t'stop. Then we can focus on gatherin' loot around 's well as pressin' onwards!~ ...Sounds 'greeable? Good. Then let'sa gooooo.....", Kee overdramatically raises a clawed paw to point in a certain direction,

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".....that wae."
"Uh, thanks I guess, Kogeki?  I can hold onto it, sure, but doesn't an Escape Orb affect the entire party?  I think that's what the Kecleon brothers said at one point, anyways...never mind.  Let's just keep going."

I'll assume that Kogeki tries to be at least a little discreet with talking to Hoopa since the group seemed to agree that they should keep this to themselves for now.

*rolls*

There's no response from Hoopa when Kogeki walks over to Pyra to say something to Hoopa, but Marcus doesn't seem to pick up on what Kogeki said either, instead focusing on the task at hand.

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Kee leads everyone to the east, and the ravine continues in a winding fashion for some time until the party comes to a fork in the path.  Everyone except Marcus takes 1 damage from the Sandstorm, but also recovers 1 HP from moving to a new tile (healing between tiles is nullified while the Sandstorm is active).

Karen coughs as the sand is making it harder to breathe than normal, but she does feel a little hardier after all this adventuring.  Karen spends 10 exp to increase her Health from 1 to 2, and increase her level by 2.

On the left of the fork, there's a very tall cliff that doesn't seem to be easily climbable (effectively a dead end).

On the right, the ravine continues to twist and turn as it cuts a path deeper and deeper into the ground.

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Suddenly, the ground begins to rumble underneath the party's feet!  "Uh...I have a bad feeling about this, everyone..."

1: Pyra
2: Kee
3: Kogeki
4: Karen
5: Daxter
6: Marcus

(1) Pyra

Stealth: (4)(3)(3)(3) 1 Success
Alert: (6)(2) 1 Success

As everyone tries to figure out where the rumbling is coming from, it's Pyra who determines the rumbling is coming from underneath her feet, and she Instinctively dives to the side as a large, male Hippowdon bursts out of the ground where she was standing, causing everyone to recoil backwards as sand, rock, and dirt are thrown everywhere!

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"Pyra, are you okay?!  That was a nasty Dig attack!"

"Oh wow, that was fast...I thought we'd have to search for that hippo for a bit longer than that!  Let's take it down!"

"Careful!  These hippos are tough!  But if you're going to fight it, I've got your backs!"

Hippowdon Trap Initiatives
Hippowdon: (5) + 4 = 9
Kee: (5) + 3 = 8
Daxter: (4) + 4 = 8
Kogeki: (4) + 3 = 7
Pyra: (3) + 2 = 5
Marcus: (1) + 3 = 4
Karen: (2) + 2 = 4

Hippowdon's Sand Stream whips up a Sandstorm!
Kogeki shudders in Anticipation!
Pyra's Intimidate decreases Hippowdon's Strength by 1!
(02-14-2021, 07:45 PM)Dragonstrike Wrote: [ -> ]

Pyra, with remarkable and rare restrain, was silent for the vast majority of the trip to the Silent Quarry. Partially because she didn't have much to be talkative about per say (that would warrant any meaningful answers, anyway), but because she had quite a bit on her fiendess brain taking up her attention. Her group dynamic and relationships with her cherished friends, their repeated and baffling attempts to try and convince her to be 'nicer' and 'more open' to outsiders/enemies outside of pragmatism or clear benefit to do so, Blitzles' own attempt to mend bridges with her/her team, Kogeki's plans to leave everyone behind to pursue his own visions of Adventuring and glory, Team Artificer's offer for her to join their ranks....all that and so many more issues danced in her head along with her regular thoughtfulness and near insatiable curiosity. If she had anymore to think about she'd hardly be able to focus on her friends and their Favor to Marcus at all, let alone what they were all discussing!

Hoopa's own 'inclusion' into the group also raised many questions and concerns with her (these ones being more excited than dour), but given their lack of talkativeness with her (or inability to do so) she put those aside for the time being. When they're released and can properly greet everyone in person, though.....

Still, for the most part, the fiery demoness was her cheerful, carefree self despite her case of severe mental congestion. Perhaps she was getting used to such a condition, perhaps she gotten better at hiding it, or perhaps being on a job kept her spirits up, but the fact of the matter remained was that she was outwardly happy as she could be. Karen could probably see through such a facade, but equally probably say nothing about it given her timidness and the recent tenseness between them and the brimstone imp.

All of that ended, however, the moment she felt that tremor beneath her in the next part of Secret Quarry. Before she knew it she was already throwing herself to the side without knowing exactly why, other than a sudden feeling of DANGER and ESCAPE, and as a result blessedly missed a nasty wake up call in the form of an angry sand hippo goring her from below just barely. Letting out an 'Omph!' upon her tumble, she pulled herself off the ground in time to catch sight her would be Ambusher's failed Attack on her, and her confused expression instantly deaded into a chilling blank stare at it as she connected the dots of her feelings and what nearly happened to her.

"......Rude, oh how so very imprudent of you, to interrupt me like so."

Marcus' outcry of concern for her went ignored as her undivided attention was now squarely on the Hippowdon, her tone turning gruesome as she oh so carefully prepared her reprisal to it, her pupils now shrunken to tiny sharp pinpricks ready to stab right into her foe.

"A lesson for you, then, a old adage we shall teach thee in turn: The bigger they are, the harder they fall."

At this point Intimidate would've triggered in full force, and from there....things get dicey.

Orders: Depending on how things go, this is Pyra's plan of action for Hippowdon:

- If Kogeki uses Bite on it as his first Action and it succeeds in Flinching it, use a Will Powered Bulk Up and then follow up with a Bite for her second Action.
- If Kogeki uses Bite but it fails to hit/Flinch Hippowdon, or if he chooses not to try and Flinch it for reasons, Pyra will use Bite to attempt to Flinch it out of its next Action, then either use Ember or Bulk Up as her second Action (the former if it doesn't Dig, and the later if it does)
- If Hippowdon elects to use Dig as its first Action, or otherwise uses a Move that would render it unhittable or make Flinching non-viable, Pyra will instead use that time to Bulk Up, then devote her second Action to Biting it the moment it resurfaces to attack/does something meaningful (Not in a Clash, just to be clear, unless you decide it has to be that way for reasons)
- If Hippowdon uses Dig as its Second Action, then Pyra will use hers to position herself in such a way to quickly and readily throw someone out of the way of the Dig attack (and probably taking it in the process) for its third Action/first action next Round if she has not used Bulk Up yet; otherwise use Bulk Up as her second action

That should cover it until I recieve further info from everyone, so until then it'll do!

Moves:

Bite/Ember
Accuracy: DEX (2) + Fight (3) + Brawl/Channel (1) - 2/4 Actions = 4/2D6 Base Dice
Damage: STR/SPE (2) + 2 + STAB = 5D6 Base Damage
Effect(s): *Flinch 3* (Bite), *Burn 1 [1]* (Ember)
Note: + 1 Accuracy Dice to Ember due to Fire Proof Glove Apparel

Bulk Up
Accuracy: Tough (2) + Contest (1) + Intimidate (1) - 2/4 Actions = 2D6 or 1 Luck Dice
Effect: + 1 STR and DEF
Note: Willpoint spend on Bulk Up; not to sure of how it'll interact with Luck Dice, but a Willful Failure on it would be interesting to see, to say the least.
"Mother-" Daxter yelps in shock as the colossal hippo bursts out of the ground. "Oh, you're gonna get it. Let's make this fat fuck our bitch!"

Conditional: If Dig is the first move, Daxter will use Mist while he waits for Hippowdon to surface before using Bubble. If Dig is not the first move, Daxter will just use Bubble. Daxter will also use 1 Will point to give Bubble one extra success in its Accuracy roll.

Condition 1
Mist Acc: 3d6 Special + 2d6 Fight + 1d6 Channel - 0d6 Pain - 2d6 Multi-Action Penalty = 4d6
Bubble Acc: 2d6 Dex + 2d6 Fight + 1d6 Channel - 0d6 Pain - 4d6 Multi-Action Penalty + 1 Will = d6 + 1
Bubble Dam: 3d6 Special + 2d6 Power + d6 STAB = 6d6

Condition 2
Bubble Acc: 2d6 Dex + 2d6 Fight + 1d6 Channel - 0d6 Pain -2d6 Multi-Action Penalty + 1 Will = 3d6 + 1
Bubble Dam: 3d6 Special + 2d6 Power + d6 STAB = 6d6
Hummmm.... It's making Ziggy Kee wary and suspicious as heck to see a wild Pokemon around here via the Specs but not so if he lifts them. He gazes and gazes around, almost x-raying the surroundings with his piercing stare....!!

"Oh, THERE y'are!!~ ( ÒωÓ)و☆" he shouts (and coughs) as he leaps outta the way. Having done a precise landing and showing off a lowered body with his tail raised and hindlegs readied to pounce, the furry crittercoon smiles his best sarcastical smile at the revealed Hippowdon. "Well, sorreh for tha trouble, but NAT sorreh!~ That's a fine sandstorm ya're keepin' up 'round yar territory, it 'ndeed is, but we NEED an' we WILL pass r'gardless, got it?~~" He seems unafraid of Hippowdon, and does his best in the brewing sandstorm to focus and concentrate - that'll be a FUN and GREAT battle, yes it will with such a hippo as the opponent, the adrenaline kicks in and makes Kee as selfless and reckless as EVER!


Orders for this Round:

The first time ANY of us is targeted with a move that will deal SE-damage, Kee will intercept and protect his companions (say, clash the SE-attack) via screaming-shouting-venting at that Hippo. And he'll do so with a bit of extra-determination, putting his everything into it!! (Mechanically meaning, spending a Will Point to add one success to this Action). Second Action is a determined and direct headbutt, which too will be powered by a Will Point to make it hit.

Accuracy Roll Snarl Clash: 2 Special + 2 Fight + 2*Clash - 2 Actions = 4d6 + Will Point
"Dontcha DARE 'ttacking mah people like THAT!!1" That's Kee's strong and neurotic protective instinct at it's best.

Accuracy Roll Headbutt: 2 Dext + 2 Fight + 1 Brawl - 4 Actions = 1d6 + Will Point
Damage Roll: 1 Strength + 3 Power + STAB = 5d6
Additional notes: Has 3CD to flinch Hippowdon.


However, if Hippowdon uses a non-damaging move OR Dig as their first Action, Kee will use his first Action to swap his held X-Ray Specs with an Oran Berry from his bag - this is legal and requires no roll according to what I've noted. For his second Action he'll bravely close the distance between himself and the hippo to give them a good headbutt, which he'll too put in everything he's got!! (Mechanically meaning, spending a Will Point to make this Action a success PLUS spending 6XP to give Kee +1 Brawl in this moment)

Accuracy Roll Headbutt: 2 Dext + 2 Fight + 1 Brawl - 4 Actions = 1d6 + Will Point
Damage Roll: 1 Strength + 3 Power + STAB = 5d6
Additional notes: Has 3CD to flinch Hippowdon.
Kogeki barely had time to prepare himself for the battle at hand. His Anticipation trigger, suggesting thats a pretty dangerous foe. He grab his kunai hided behind his scarf and tell the others. "Everone be ready! That Hippodow problably have a Dark/Ghost move, or a Lethal Move! Even if any of you dont have weakness to ghost or dark, be careful!"

"Karen, I think he you should prepare Life Dew to counter the effects of that sandstorm! Marcus! If you have a Flinch Move like Headbutt or something, you better use it! We must stop that behemoth movements as quick we can! Pyra, with me!"

Kogeki sharp its fangs, ready to launch in battle against Hippodow!

Sequence of orders: If Hippowdon not use Dig, Kogeki will focus in use Bite to try Flinch its movements, and then in sequence use Quick Attack to cause some sort of chip damage to help the others to fight against it! If Hippowdon did use Dig, Kogeki will use Bulk Up instead using a Will Point to increase the number of dices to make it work and then use Bite.

In the scenario where Hippowdon did not use Dig:

Bite: Dex(2)+Fight(2)+Brawl(2)-Actions(2)=4D6
Damage: Power(2)+STR(2)=4D6
Effect: 3D6 to flinch.

Quick Attack: Dex(2)+Fight(2)+Brawl(2)-Actions(4)=2D6
Damage: Power(2)+STR(2)=4D6
Effect: Priority Attack.

In case of Hippowdon use Dig:

Bulk Up: Tough(3)+Contest(0)+Intimidate(0)+Will Point(1)-Actions(2)=1D6+1
Effect: Increase STR and DEF by +1.

Bite: Dex(2)+Fight(2)+Brawl(2)-Actions(4)=2D6
Damage: Power(2)+STR(3*)=5D6
Effect: 3D6 to Flinch.
Music: Arid Assault: Wildspire Waste Large Monster - Monster Hunter: World

Hippowdon Trap Round 1

Hippowdon focuses his attention on his original target, stretching his jaws wide open before clamping down on the imp with sparking teeth!

Thunder Fang 1 on Pyra
6 base - 1 Acc - 2 Act = 3
(4)(3)(6)
3* Str + 2 Pow - 2 Def = 3
(4)(3)(3) Pyra takes 1 damage 4/5 HP
(6)(4) Pyra was Paralyzed! -1 Dex
(6)(3) Pyra Flinches 1!

Pyra's limbs seize up twofold as the electricity starts causing her muscles to cramp, and the feeling causes her to hesitate as she tries to determine how to deal with this new sensation.

Kee, caught off guard by the hippo attacking with a neutral move and Pyra getting super statused, opts to switch his held item up in the confusion.

Item Swap 1
Kee swapped the X-Ray Specs for an Oran Berry!

Daxter's Water attack washes through the Sandstorm to strike Hippowdon hard!

Bubble 1
(4)(3)(1)(6*) (Spend that Will Point!)
6 - 4 Sp Def = 2
(4)(6) Hippowdon takes 3 damage! 7/10 HP -1 Pain
(5) (Don't forget Bubble has a small chance to decrease Dex)

Hippowdon roars at the Water type as sand continues to spill out of the pores on their side and a lone Riolu tries to sneak in some damage on them.

Bite 1 (Kogeki)
(2)(3)(3)(3) Miss

Kogeki misses as the angry hippo starts spewing more sand, however, blinding Kogeki for a very brief moment.

Flinch 1 (Pyra)

Marcus raises his half Thick Club to bring it down on the Hippowdon's head. 
 
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"Take this, ya dang Hippo!  Daxter's not the only one with enough power to break through your defenses!"

Bone Club 1
2 Dex + 2 Fight + 2 Brawl - 2 Acc + 1 Marowlens - 2 Action = 3d6
(5)(2)(5)
2 Pow + 3* Str + STAB - 4 = 2d6
(5)(2) Hippowdon takes 1 damage 6/10 HP -1 Pain
(5)(2)

Meanwhile, Karen's finding it hard to keep her eyes off of Pyra, and shouts to the black and white Zigzagoon in her concern.  "Pyra!  Kee, protect her from Dig!"

Life Dew on Kee and Pyra
(6)(3)(2)(2)(6)
Kee and Pyra start to recover HP slowly
Karen spends 1 Will Point

The healing water moistens the air around Pyra and Kee as Kogeki rushes forward in an attempt to slow the Hippowdon down even a little more.

Quick Attack 2
(5)(3)
(3) No damage

Unfortunately, the large pokemon's defenses prove difficult to penetrate, and they casually shrug off the blow and begin to burrow!

Charge 2
Hippowdon dug a hole!

The party's remaining actions either miss, or they refrain from doing anything as they wait to see if the Hippowdon is going to resurface...

Headbutt 2 (Kee)
Miss

Hold 2 (Daxter)

Hold 2 (Pyra)

Headbutt 2 (Marcus)
Miss

The Hippowdon does not resurface immediately, but as the Sandstorm rages around the battlefield, intensified by the Hippowdon's presence, the ground begins to tremble again...

Daxter, Kogeki, and Karen take 1 damage from the Sandstorm. 4/5 HP for all
Pyra and Kee take 1 damage from the Sandstorm, then recover 1 HP from Life Dew.  No change to their HP

Hippowdon Trap Round 2

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"Everyone get ready!  That Hippo is going to try to hit one of us any second!"
"Ah shit, that barely did anything. Let's keep going guys." Daxter calls out.

Bubble Acc: 2d6 Dex + 2d6 Fight + 1d6 Channel - 0d6 Pain +2d6 Single Action Bonus = 7d6
Bubble Dam: 3d6 Special + 2d6 Power + d6 STAB + 1 SE = 6d6 + 1
Roll 1 chance die to lower Hippowdon's Dexterity