Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 2, 2024 22:32:32 GMT 9
[nospaces] HUNTER'S QUEST LIBRARY [break][break] hi there! my name is hunter, and i tend to get a lot of ideas for quests and stuff (i blame it on the old event-runner brain waking up). like. a lot of ideas. enough ideas that i need somewhere to put them all for me to come back to later so i don't forget about them. [break][break] that being said though, i want this to be more than just a storage area for me. in all honesty, i really don't mind if other people see my quests and think they're neat enough that they want to do them themselves, even if it's without me - it makes it feel a bit more like a game with repeatable questing anyway! all i ask in return is that if you use one of my quests, you wait until i've actually finished the quest once myself - after all, it's kind of a crappy feeling to watch someone else finish up your own quest first just because yours stalled out! [break][break] to make it a little easier to navigate, i made this post into a directory, with icons detailing whether they're open for people to sign up for or already closed off, as well as whether they're waiting to go up, currently in progress, or done and good to use! just hover over the icons here to get the key c:[break][break]
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 3, 2024 0:16:04 GMT 9
QUEST: A BREWING STORM OPEN QUEST 2 PARTICIPANTSARTWORK BY ohdon
RECOMMENDED TYPES | ADDITIONAL TYPES |
With starter in hand, you've found yourself sitting in a black carriage bound for the first proper settlement of Asper, sitting across from a unfamiliar face - but before you can begin to properly meet the stranger across from you, the Spectrier pulling the carriage suddenly grow uneasy, snorting and shivering before, with a cry, they break free of their traces and kick free of the carriage, fleeing into the brewing storm. Luckily, it seems like you might just be able to get through this storm with a little help from your friends...
OBJECTIVES- Repair the Broken Carriage Axel
- Locate a suitable tree
- Cut down tree
- Refine the tree into a makeshift axel
- Install the axel on the carriage
- Recapture the Carriage Horses
- Locate and retame the first steed
- Locate and retame the second steed
- Reach the Briarbane Settlement
Note: This quest satisfies the requirements of the Intro to Asper quest line!
MECHANICS
Party Mechanics Characters enter the quest with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. There is no combat for this quest, so players are unable to white out.
Actions Each character is allowed to make one primary action during their post. This action can be movement (moving from the carriage to the tall grass or the surroundings), progression (pursuing a fled Spectrier or solving a puzzle), spawning (searching for a wild Pokemon), taming (attempting to tame a wild Pokemon), or recovery (restocking on berries).
Pokemon Taming After the carriage breaks down, all characters will be able to gather 5 berries from a nearby tree to be able to tame nearby Pokemon to help them with their current objective. Taming is a simple pass/fail dice roll with a d6 but cannot be attempted in the same post the Pokemon is spawned in. If a character rolls a 1, the Pokemon will take 2 berries and not be tamed; if they roll a 2-3, the Pokemon will take 1 berry and not be tamed; if they roll a 4-5, they will take 1 berry and be tamed for one task; if they roll a 6, they will take no berries and be tamed for one task. Characters can regain 3 berries if they have a Pokemon native to the Steppes and 2 otherwise.
Carriage Repair The carriage repair portion of the quest functions as a simple logic puzzle that is solved with either an automatic pass based on the members of their current team or by successfully taming a native Pokemon to perform the task for them.
{PASS LIST} Locating the Tree: Grass Pokemon Rufflet or Yanma
Felling the Tree: Fighting Pokemon Phanpy or Duraludon
Preparing the Tree: Clawed Pokemon Drilbur or Nidoran
Installing the Axel: Psychic Pokemon Nosepass or Doduo
Horse Recapture The horse-recapture portion of the quest functions as a mild chase with some adaptability. Characters will advance 3 spaces when on a Ride Pokemon or 2 spaces normally to chase the missing Spectrier; once they reach 6 spaces, they will have caught up to the Spectrier, which will not need to be tamed. However, if they wish, they can instead opt to search for and tame a Blitzle, Ponyta, Tauros, or Mareep to pull the wagon instead, should they be able to spawn one.
Enemies Enemy Pokemon species will be randomized from this list: Yanma, Nidoran (m), Nidoran (f), Blitzle, Ponyta, Mareep, Doduo, Phanpy, Tauros, Drilbur, Duraludon, Nosepass, Rufflet, and Shinx. All Pokemon have an equal likelihood of appearing; however, due to combat being disabled for this quest, all Pokemon will flee if they are not successfully tamed.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since this quest is meant to be pretty much entirely self-sufficient, honestly, I'm not anticipating needing to do any GM posts at all for this quest.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 3, 2024 1:21:01 GMT 9
QUEST: THE MOST DANGEROUS GAME OPEN QUEST 3 PARTICIPANTSARTWORK BY めいぷ
RECOMMENDED TYPES | ADDITIONAL TYPES |
Ever since you first saw it, you haven't been able to shake the memory of that dark silhouette looming up there on the hill, its low growl making your heart race as its glowing red eyes bore into your very soul like a creature dredged up from the very depths of the storm it had caught you in. But, no matter how much the very thought of it frightened you, you still found yourself going back to the flowing grasses and rumbling thunder of the Surge Steppes, hoping to put an end to your fears once and for all. After all, it's just a Pokemon, right? ... Right?
OBJECTIVES- Identify the Beast
- Find traces of the Beast's presence
- Correctly deduce the identity of the Beast
- Track the Beast back to its den
- Find the beast's trail
- Defeat the guards around the Beast's den
- Unlock the Beast's Den Dungeon
Note: This quest is a pre-requisite for the The Belly of the Beast dungeon!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will be out of commission until the current enemy is defeated and someone is able to use their action heal them back to full health.
Progression To simulate a hunting experience, each post, the participant will roll a d6 to determine what they find. Rolling a 1-3 results in an enemy spawn while rolling a 4-5 results in a clue and a 6 results in a critical clue. Alternatively, they may choose to forgo their roll for that turn to instead rest for a moment in order to heal their Pokemon (or someone else's).
Deductions For the identification stage, each normal clue will rule out 1 of the 25 suspects (Persian, Arcanine, Ursaluna, Houndoom, Mightyena, Manectric, Zangoose, Absol, Salamence, Luxray, Garchomp, Stoutland, Liepard, Zoroark, Beartic, Hydreigon, Pyroar, Pangoro, Incineroar, Lycanroc (Midday), Lycanroc (Midnight), Salazzle, Kommo-o, Toxtricity, and Baxcalibur) and each critical clue will rule out 2 suspects. Correspondingly, for the tracking phase, players must reach a total of 25 clues in order to successfully locate the den. Please note that Luxray cannot be eliminated as it is the culprit + Houndoom must be in the final three.
Enemies Enemy Pokemon species will be randomized from this list: Meowth, Growlithe, Teddiursa, Houndour, Poochyena, Electrike, Zangoose, Absol, Bagon, Shinx, Gible, Lillipup, Purrloin, Zorua, Cubchoo, Deino, Litleo, Pancham, Litten, Rockruff, Salandit, Jangmo-o, Toxel, and Frigibax. The Boss at the Beast's Den is three Houndoom following Easy Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases each Houndoom's max HP by 50.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since this quest is meant to be pretty much entirely self-sufficient, honestly, I'm not anticipating needing to do any GM posts at all for this quest.
Suspect Eliminations The order you eliminate suspects in generally does not matter, but given that the culprit is a Luxray with a pack of Houndoom listening to them, it's very strongly recommended to keep this in mind and eliminate in a somewhat logical order. After all, it wouldn't make a lot of sense for, say, Pyroar to be eliminated (as another lion-like Pokemon) while keeping Zoroark or Salamence in play.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 3, 2024 7:04:18 GMT 9
DUNGEON: THE BELLY OF THE BEAST OPEN DUNGEON 4 PARTICIPANTS PREREQUISITE QUEST REQUIREDARTWORK BY 老子金馆长
RECOMMENDED TYPES | ADDITIONAL TYPES |
After pursuing the beast to its lair, you've now found yourself with three Houndoom lying defeated at the entrance to what seems to be an elaborate cave system. You can hear the growls and cries of a number of other Pokemon inside, those who have fallen under the spell of the fearsome beast and its pride, but despite your hesitation and the fear pounding in your heart, you've decided to press on and enter the cave. You've already made it this far, so you may as well see it to the end - and earn yourself a nice lion-skin rug.
Note: This dungeon is only available if you have completed the The Most Dangerous Game quest or been invited to party by someone who has completed the quest!
OBJECTIVES- Explore the Beast's Den
- Complete at least 20 "rooms" within the Beast's Den
- Optional: Find your way to the heart of the den
- Defeat the beast
Note: This dungeon is not technically considered complete until the beast has been defeated
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken in the entryway of the Beast's Den with full health but must spend 1 action progressing through each room to return to the party unless the party has engaged with the boss. Once the boss is engaged, the door is locked until the boss is defeated or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Actions Each character is allowed to make one primary action during their post. This action can be movement (moving from one room to another), recovering (healing the party), exploration (passing an obstacle or solving a puzzle), or combat (fighting a basic enemy or the boss).
Progression To simulate a randomized map, each new "room" of the dungeon is decided by rolling a d6. Rolling a 1-3 results in an obstacle that must be either "cleared" or "avoided" while rolling a 4-6 results in an enemy spawn. Once players have successfully completed 20 "rooms" within the dungeon, they may either fight the boss to end the dungeon or continue exploring in the hopes of obtaining more loot. Note: The intended balance is 1 additional piece of loot for every 5 additional clears.
Obstacles Obstacles are randomized from one of six options (darkened room, rocky cliff, collapsed bone pile, approaching Pokemon, flooded tunnel, and a large chasm). Characters can pass these automatically via a member of their team (either by meeting the stated solution condition or by attempting a logical alternative), attempt to get around them via a pass/fail dice roll (functioning as a stat check), or reroll the obstacle. All participants must fail their rolls and/or vote to reroll in order to reroll an obstacle.
{DUNGEON SOLUTIONS} Darkened Room: Dark-type to navigate the room without light Fire-type or Electric-type to light up the room
Rocky Outcrop: Rock-type to climb up the rock Flying-type to fly to top (provided Pokemon is large enough to bear a person's weight)
Collapsed Bones: Fighting-type to move/crush the bones Fire-type to burn away the bones
Approaching Pokemon Dark-type to sneak around the Pokemon Electric-type to blind the Pokemon for an escape
Flooded Tunnel: Water-type to navigate through the water
Large Chasm: Flying-type to fly across (provided Pokemon is large enough to bear a person's weight)
Loot Befitting the vibe of a dungeon, if the progression roll is a 1 or a 6, participants may add an additional element of difficulty (such as a stronger enemy spawn or an additional obstacle to pass) to that "room" in order to obtain a Rare Bone. This item has no use outside of the dungeon but is meant to be exchanged upon quest completion for additional loot.
Enemies Enemy Pokemon species will be randomized from this list: Houndour, Houndoom, Poochyena, Mightyena, Litleo, Pyroar (female), Electrike, Manectric, Shinx, and Luxio. The Boss at the end of the Dungeon is a Luxray following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since this dungeon is meant to be pretty much entirely self-sufficient, honestly, I'm not anticipating needing to do any GM posts at all for this.
Dungeon Repetition Due to the nature of how the dungeon is formulated, characters can enter this dungeon an infinite amount of times until they defeat the boss, at which point they can only re-enter the dungeon when in a party with someone else who is completing the quest and hasn't defeated the boss yet.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 3, 2024 7:59:13 GMT 9
QUEST: A SIREN'S PERISH SONG OPEN QUEST 3 PARTICIPANTS SWIMMER CLASS REQUIREDARTWORK BY タイジュ
RECOMMENDED TYPES | ADDITIONAL TYPES |
While exploring the water's depths surrounding the Drowned Harbor, you heard a cry for help pass through the water. As you've hurried towards the source of the cry, however, you couldn't help but notice a faint melody at the very edges of your hearing, a haunting sound urging you to dive deeper, to find the source of the harmony no matter what. The next thing you knew, you suddenly found yourself inside a large, white, crystalline entryway with an elegant chandelier overhanging a grand staircase with a locked door and two doors, one inset with elegant swirls of ocean coral and the other with the sharp curves of glittering ice - and all the while, the melody continues onwards, pervading your every move...
OBJECTIVES- Make your way through the Ocean Door (left side)
- Solve the Water Puzzle on the other side
- Retrieve the lighthouse keeper's key
- Make your way through the Ice Door (right side)
- Solve the Ice Puzzle on the other side
- Retrieve the siren's jewel and place it in key
- Make your way through the Siren's Door (upstairs)
- Solve the Water Puzzle on the other side
- Solve the Ice Puzzle on the other side
- Defeat the siren
Note: This quest satisfies the requirements of the Opportunity Knocks quest line!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken in the entryway of the Drowned Manor with full health but must spend 1 action progressing through each room to return to the party unless the party has engaged with the boss. Once the boss is engaged, the door is locked until the boss is defeated or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Actions Each character is allowed to make one primary action during their post. This action can be movement (moving from one room to another), recovering (healing the party or increasing perish count), progression (working on the puzzle or engaging with the freeform objective), or combat (fighting a basic swarm or the boss).
Perish Song While within the Drowned Manor (the entryway, puzzle rooms, and boss' chambers), characters are subject to the siren's Perish Song. All characters have a perish count of 5, and this perish count will decrease by 1 for each post they make while under the effects of Perish Song (unless they do not take an action that turn, in which case, it will not decrease). Characters can partially restore their perish count by resting, which will increase their perish count by 3 if they have a Psychic Pokemon in their team or by 2 if they do not. If a character's perish count reaches zero, they will immediately white out.
Puzzle Mechanics The Puzzle Rooms function as a collaborative progression mechanic. Each puzzle requires a total of 50 points to solve, which all characters contribute towards with their actions. By default, a character will contribute 5 points with their action; however, a Water or Ice Pokemon will contribute an additional 10 points for their respective puzzle type or 5 points for the opposing puzzle type; alternatively, a Fire Pokemon will also contribute the same 5 point bonus to the Ice Puzzle and an Electric Pokemon the 5 point bonus to the Water Puzzle. Point bonuses do not stack!
Enemies No enemies will spawn in the entryway or puzzle rooms. On the other side of the Ocean Door and Ice Doors, spawns are possible but should be thematic for what awaits on the other side. The Boss inside the Siren Door is a corrupted Primarina (Water/Ice type, knows Perish Song) following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since the quest is fairly self-sufficient, participants will only need to wait for a GM post following solving each door's final puzzle and entering the corresponding loading zone. This is so that the new scene can appropriately be set for the location and freeform objective.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
Impact I will admit that I do have hopes for this quest to have a "sequel", likely in the form of a dungeon exploring the Drowned Manor post-boss (since the locations past the puzzles aren't actually meant to be the true locations connected to those loading zones), so if that sounds interesting, stay tuned for that.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 5, 2024 9:33:37 GMT 9
DUNGEON: A SIREN'S REQUIEM OPEN DUNGEON 4 PARTICIPANTS SWIMMER CLASS REQUIREDARTWORK BY 汐音
RECOMMENDED TYPES | ADDITIONAL TYPES |
It's been some time since you defeated the siren in the Drowned Manor, and the waves have been quiet ever since - quiet enough for you to wonder if it would be worth returning to the depths to properly explore what actually lies beyond those twin doors. When you reached the little bubble that made up the elegant entryway, however, you found that the massive door at the top of the staircase had sealed itself shut again, and... Wait, what's that melody wavering just at the edge of your hearing?
OBJECTIVES- Explore the Drowned Palace
- Complete at least 10 puzzle rooms within the Drowned Palace
- Optional: Re-open the Siren Door at the top of the stairs
- Defeat the revived siren
Note: This dungeon is not technically considered complete until the siren has been defeated
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken in the entryway of the Drowned Manor with full health but must spend 1 action progressing through each room to return to the party unless the party has engaged with the boss. Once the boss is engaged, the door is locked until the boss is defeated or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Actions Each character is allowed to make one primary action during their post. This action can be movement (moving from one room to another), recovering (healing the party or increasing perish count), progression (working on the puzzle or engaging with the freeform objective), or combat (fighting a basic swarm or the boss).
Progression The ground floor functions as a loop, with 10 puzzle rooms and a corresponding boss room for each puzzle room. Characters will progress through the loop, and upon completing said loop, the Siren Door at the top of the staircase will unlock, allowing them to either fight the boss or re-enter the loop for additional loot. Note: The intended balance is 1 additional piece of loot for every 2-3 additional clears.
Perish Song While within the Drowned Manor (the entryway, puzzle rooms, and boss' chambers), characters are subject to the siren's Perish Song. All characters have a perish count of 5, and this perish count will decrease by 1 for each post they make while under the effects of Perish Song. Characters can partially restore their perish count by resting, which will increase their perish count by 3 if they have a Psychic Pokemon in their team or by 2 if they do not. If a character's perish count reaches zero, they will immediately white out.
Puzzle Mechanics The Puzzle Rooms function as a collaborative progression mechanic. Each puzzle requires a total of 50 points to solve, which all characters contribute towards with their actions. By default, a character will contribute 5 points with their action; however, a Water or Ice Pokemon will contribute an additional 10 points for their respective puzzle type or 5 points for the opposing puzzle type; alternatively, a Fire Pokemon will also contribute the same 5 point bonus to the Ice Puzzle and an Electric Pokemon the 5 point bonus to the Water Puzzle. Point bonuses do not stack!
Loot Befitting the vibe of a dungeon, with the defeat of each boss, all participants will receive either a Small Pearl or a Giant Pearl, with the latter being awarded to whichever players survived the encounter. These items have no use outside of the dungeon but is meant to be exchanged upon quest completion for additional loot.
Enemies No enemies will spawn in the entryway or puzzle rooms; however, after each puzzle room will be a mini boss battle with a Gengar, Jynx, Lapras, Politoed, Mismagius, Altaria, Absol, Kricketune, Cursola, Dewgong, Wigglytuff, Azumarill, Honchkrow, or Chimecho following Easy Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 50. The Boss inside the Siren Door is a Primarina following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since this dungeon is meant to be pretty much entirely self-sufficient, honestly, I'm not anticipating needing to do any GM posts at all for this.
Dungeon Repetition Due to the nature of how the dungeon is formulated, characters can enter this dungeon an infinite amount of times until they defeat the boss, at which point they can only re-enter the dungeon when in a party with someone else who is completing the quest and hasn't defeated the boss yet.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 7, 2024 11:45:16 GMT 9
QUEST: CONNECTION TERMINATED CLOSED QUEST 4 PARTICIPANTSARTWORK BY あすてろid
RECOMMENDED TYPES | ADDITIONAL TYPES |
After picking up some strange electrical interference at the edge of the Forgotten Nexus, you inadvertently found yourself in front of a crumbling building, standing before a heavy, locked metal door. Despite your best efforts, you were unable to pry it open or find a way to crawl inside... and, in fact, were about to give up when you found a simple keycard lying in the grass. Amazingly, scanning it would end up unlocking the door - and replacing much of your UI with static until you completed the quest...
OBJECTIVES- Reach the Alpha Station
- Recharge the dead generator
- Restart the workstation
- Reach the Beta Station
- Repair the broken generator
- Restart the workstation
- Reach the Omega Station
- Defeat the invasive Magnezone
- Restart the workstation
- Reboot the Main Terminal
Note: This quest satisfies the requirements of the Abandoned Laboratory quest line!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken in the entryway of the Abandoned Laboratory with full health but cannot return to the other participants until the current objective stage is complete unless the others choose to wait for them to catch up.
Progression To simulate a randomized map, each new "room" of the dungeon is decided by rolling a d6. Rolling a 1-3 results in an obstacle that must be either "cleared" or "avoided", rolling a 4-5 results in an enemy spawn, while rolling a 6 results in reaching the core objective. As a fail-safe, the 6th room is guaranteed to be the core objective if it has not been reached already.
Obstacles Obstacles are randomized using a d6 from one of six options (broken equipment, electrified water, fallen debris, locked door, toxic waste, darkened rooms). Characters can pass these automatically via a member of their team (either by meeting the stated solution condition or by attempting a logical alternative), attempt to get around them via a pass/fail dice roll (functioning as a stat check), or reroll the obstacle. All participants must fail their rolls and/or vote to reroll in order to reroll an obstacle.
{DUNGEON SOLUTIONS} Broken Equipment (sparking tesla coils): Electric-type to create a different protective electrical field Steel-type or Ground-type to redirect the current
Electrified Water: Steel-type to locate and remove the wire Ground-type to cross the water safely (provided Pokemon is large enough to bear a person's weight)
Fallen Debris (metal or organic): Fire-type to burn or melt the debris Fighting-type or Rock-type to crush or move it
Locked Door: Electric-type or Steel-type to sense the missing keycard Fighting-type to force open the door
Toxic Waste (noxious fumes or poison spill): Poison-type to successfully navigate + stop the source Flying-type or Water-type to dilute the toxins
Darkened Rooms: Electric-type or Fire-type to light the room Dark-type to navigate the room without light
Enemies Enemy Pokemon species will be randomized from this list: Porygon, Ditto, Magnemite, Voltorb, Electrode, Electabuzz, Grimer, Muk, Klink, Klank, Aron, Lairon, Beldum, Bronzor, and Trubbish. The Boss in the Omega Station is an invasive Magnezone following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since the quest is fairly self-sufficient, participants will only need to wait for a GM post following locating each core objective and solving that objective's obstacle. This is so that the new scene can appropriately be set for the location and freeform objective.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 7, 2024 11:45:30 GMT 9
QUEST: LOST TO THE SANDS OPEN QUEST 3 PARTICIPANTS SEER CLASS REQUIREDARTWORK BY あだつ
RECOMMENDED TYPES | ADDITIONAL TYPES |
C̴̪̘̎o̸̫̚m̵͓͆e̸̘͂̕ ̶̬͜͝t̶̠̑̃ͅo̵̺̝͂̍ ̷̖̦͋͝u̸͓͂s̸̰̆͜͠ Camping out at the edge of the Dune District, you found yourself awoken in the dead of night to an odd compulsion that you just couldn't quite shake. Y̴̼̓ȍ̷͚̚͜ṳ̸̡́ ̵̞̓w̵̖̺̚i̴̺̥̊̂ḽ̷͆̉l̶̙̥̏̚ ̴͓͕͂b̴͚̺͆͆è̶͈͝ ̴̮͘o̶͍̿̚u̴͈̓ṛ̷͇́s̴̠̹̉ Following that strange feeling lingering in the back of your mind, you looking outside only to see a strange sight - a line of Pokemon, from all types and habitats, gathering up to trail into the desert. Ȋ̷͙͎ṇ̸̍ ̸̘̓̌͜ț̷͑h̸͍̎̃ͅḙ̸̺̊ ̴͈̾̇s̸̨̚a̴̠̐̈n̵͕̽d̶̢͖̈́s̵̹͂ Unable to shake your curiosity, you gathered yourself up, venturing outside to follow them into the dunes... F̸̪̣̃ő̸̘͜ř̷̥̎ͅe̵̟͎͊̈́v̴̼̈́́e̴̩͋͘r̸̲̃͊
OBJECTIVES- Follow the Strange Call
- Navigate through the desert
- Reach the Broken Sundial
- Join in the Strange Ritual
- Lose yourself to the Strange Call
- Sacrifice a Pokemon before the Broken Sundial
- Free yourself from the Strange Call
- Break the spell of the Strange Call
- Reveal the ruin guardian
- Defeat the ruin guardian
Note: This quest satisfies the requirements of the Broken Sundial quest line!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will fall victim to the Strange Call and must be snapped out of their trance unless the party has engaged with the boss. Once the boss is engaged, the Strange Call cannot be purged until the boss is defeated or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Actions Each character is allowed to make one primary action during their post. This action can be progression (navigating through the desert or engaging with the freeform objective), recovery (healing the party or restoring tenacity for yourself + your team or that of a fellow party member), or combat (fighting a "mini-boss" or the boss).
Strange Call While engaged with the quest, characters are subject to the effects of the Strange Call. All characters have a mental tenacity of 10, and this tenacity will decrease for each post they make while under the effects of the Strange Call. While in the desert, the rate of tenacity loss is 1 tenacity per post; once reaching the Broken Sundial, this will then increase by 2 tenacity per post as well as expand the effects to Pokemon in addition to Trainers. Completing the Strange Ritual (sacrificing the Pokemon and summoning the meteors) will immediately set all characters' tenacity count to 0 unless the character has a Psychic or Dark Pokemon on their team but will also end the ongoing effect of the Strange Call (unless the character or Pokemon would faint or white out, at which point they become lost again).
To restore tenacity, a player must use their action to restore their mind, which will add 4 tenacity to their current count (and +1 for either a Dark or Psychic Pokemon, the effects of which can be stacked). If a character's tenacity reaches 0, they become lost to the Strange Call and must be snapped out of their trance by a fellow party member with a Dark or Psychic Pokemon to restore them back to 5 tenacity.
Desert Navigation In an attempt to simulate navigating during a sandstorm, while in the desert, characters must collaborate to reach 300 navigation points to reach the Broken Sundial. Each post, characters may use their action to progress by rolling a d20, which stands for the distance they are able to cover through the sands, with an additional progression bonus of +10 for possessing a Ground Pokemon (who can better navigate the sands) and +5 for possessing a Flying Pokemon (who can fly to spot the Pokemon following the Strange Call), a Ghost Pokemon (who are better attuned to the Strange Call than other types), or a Bug Pokemon (who can sense the "swarms" of Pokemon following the Strange Call). Bonuses cannot stack beyond +10!
Enemies Combat is disabled during the objective to follow the Strange Call. Once arriving at the Broken Sundial, attempting to prevent the sacrifice of a Pokemon will result in an individual battle with a Cradily, Armaldo, or Vibrava following Easy Difficulty Colossal Battle Mechanics; losing this fight will cause the character to be lost to the Strange Call until the sacrifice is completed. The Boss that appears after breaking the spell of the Strange Call is a corrupted Claydol (Ground/Ghost type, knows Infernal Parade) following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since the quest is fairly self-sufficient, participants will only need to wait for a GM post following solving each door's final puzzle and entering the corresponding loading zone. This is so that the new scene can appropriately be set for the location and freeform objective.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
Impact D-don't judge me for already having plans for the ruin guardian to have been guarding some big tomb area that's also a future dungeon (and also for clearly having a preferred questline format oh no-)
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 9, 2024 23:15:19 GMT 9
QUEST: LOST TO THE SANDS OPEN QUEST 3 PARTICIPANTS JEWELER CLASS REQUIREDARTWORK BY Higa
RECOMMENDED TYPES | ADDITIONAL TYPES |
With the brightness of the sun to burn away the memories of that strange night out in the Desert, you've found yourself wanting to return to the desert - if only to reassure yourself that what you experienced that night was real. Better equipped now to navigate the shifting sands, as well as whatever else might be out there waiting for you, you've resolved yourself to return to the Broken Sundial in the light of day, hoping against hope to shed some light on what you saw...
OBJECTIVES- Return to the Broken Sundial
- Navigate through the desert
- Reach the Broken Sundial
- Examine the Broken Sundial
- Find the door to the Lost Tomb
- Decipher the Strange Markings
- Solve the riddle of the Strange Markings
- Travel to the Ancient Marker (Ruby)
- Find the Relicanth charm in the sands
- Travel to the Ancient Marker (Sapphire)
- Find the Wailord charm in the sands
- Open the door to the Lost Tomb
- Defeat the ruin statue
Note: This quest is a pre-requisite for the Raiders of the Lost Ark dungeon!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken at the Broken Sundial but will be unable to re-engage the boss until either it is defeated, which will allow the player to progress the quest, or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Desert Navigation In an attempt to simulate navigating during a sandstorm, while in the desert, characters must collaborate to reach 300 navigation points to reach the Broken Sundial and 100 navigation points to travel between the Broken Sundial and the two Ancient Markers. Each post, characters may use their action to progress by rolling a d20, which stands for the distance they are able to cover through the sands, with an additional progression bonus of +10 for possessing a Ground Pokemon (who can better navigate the sands) and +5 for possessing a Flying Pokemon (who can fly to determine the correct navigation) or a Psychic Pokemon (who can sift through your memories to aid navigation). Bonuses do not stack!
Strange Markings There are several lines of text in a strange language on the Broken Sundial and surrounding the Tomb Door. Each line of text to decipher will add 50 "difficulty" points to the overall translation, and players will work collaboratively to decipher the translation. By default, a character will contribute 10 points towards translation, with an additional progression bonus of +10 for possessing a Ghost Pokemon (who can more easily read the text) and +5 for possessing a Psychic Pokemon (who can assist in reading and solving the riddle) or a Rock Pokemon (who can better determine what's actually text or what's simply damage to the rock). Bonuses do not stack!
{TRANSLATED MARKINGS} Broken Sundial (4 lines) - TWO FRIENDS SHARING POWER OPEN A WINDOW - TO A NEW WORLD THAT GLOWS. - THE NEXT WORLD WAITS FOR YOU. - DIG HERE.
Tomb Door (4 lines) - LET THE TWO GLITTERING STONES - ONE IN RED - ONE IN BLUE - CONNECT THE PAST. Ancient Marker (1 line) - optional - FIRST COMES RELICANTH. Ruby Marker Only - LAST COMES WAILORD. Sapphire Marker Only Additional Puzzle-Solving The Tomb Door and two charms can be reached by using Dig; this can be achieved by having one Pokemon that knows Dig, two Ground Pokemon in the party, or by having all three players use their action for the post to dig. The Tomb Door will accept and absorb each charm when presented to it; while characters can present both charms at the same time, the door will not absorb them until presented with first the Relicanth charm, then the Wailord charm.
Enemies Combat is disabled for the entirety of this quest save the boss due to the lingering effects of the Strange Call. The Boss that appears after opening the door to the Lost Tomb is a Golurk following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since the quest is fairly self-sufficient, participants will only need to wait for a GM post following reaching the Broken Sundial, discovering the Tomb Door and each marker, presenting each charm, and opening the Tomb Door. This is so that the new scene can appropriately be set for the location and freeform objective.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
Bonus I don't know who hired The Riddler to make a Pokemon game, but y'know what, whoever it was is an absolute psychopath between the Regis and the Trick House and the absolute shenanigans of Pacifidlog Town and the Sky Pillar-
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 10, 2024 1:21:57 GMT 9
DUNGEON: RAIDERS OF THE LOST ARK OPEN DUNGEON 4 PARTICIPANTS SEER CLASS + PREREQUISITE QUEST REQUIREDARTWORK BY 夢見隊
RECOMMENDED TYPES | ADDITIONAL TYPES |
With a low groan of protest from mechanisms that hadn't been forced to move in a very long time, the doors to the Lost Tomb swung open, revealing a long, dark set of steps trailing down into the darkness. Against your better instincts, you decided to venture downwards into the Tomb, armed with more questions than answers from your earlier trek, but when you reached the bottom, expecting to find darkness and silence, you instead found a strange, white stone door accompanied by a heavy, foreboding wind that sent a shiver down your spine as you pressed onwards...
Note: This dungeon is only available if you have completed the Lost to the Sands quest or been invited to party by someone who has completed the quest!
OBJECTIVES- Explore the Lost Tomb
- Unlock the three Sealed Chambers
- Break each of the three seals by solving the riddle
- Optional: Open the final Sealed Chamber
- Defeat the sealed Pokemon
Note: This dungeon is not technically considered complete until the sealed Pokemon has been defeated Additional Note: This dungeon is a pre-requisite for the Curse of the Tomb raid!
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread. Should a player white out, they will awaken at the Tomb Door with full health but must spend 1 action progressing through each room to return to the party unless the party has engaged with the boss. Once the boss is engaged, the door is locked until the boss is defeated or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Actions Each character is allowed to make one primary action during their post. This action can be movement (moving from one room to another), recovering (healing the party), exploration (passing an obstacle or solving a puzzle), or combat (fighting the boss).
Ominous Wind While in the exploration portion of the dungeon, all characters will be set to 100 HP and all Pokemon to 50 HP. Each post, all active participants (characters and Pokemon) will take 10 damage and all inactive participants (Pokemon) will take 5 damage unless already fainted. If a player uses their turn to rest, they will restore themselves and all active Pokemon to full health and all inactive Pokemon to half-health.
Progression To simulate a randomized map, each new "room" of the dungeon is decided by rolling a d6. Rolling a 1-2 results in a trap room that must be deactivated to progress (but yields loot to do so), a 3-4 results in an empty room, a 5 results in a treasure room, and a 6 results in reaching one of the three Sealed Chambers. Once players have successfully cleared all three Sealed Chambers, they may return to the entryway to unlock the final Sealed Chamber or continue exploring in the hopes of obtaining more loot. Note: The intended balance is 1 additional piece of loot for every 5 additional clears.
Trap Rooms Trap Rooms are randomized from one of five themes (pressure plate, tripwire, fragile construction, self-locking doors, maze-like construction); the exact nature of the mechanic can be determined by the player, alongside an additional solution. Characters can pass these automatically via a member of their team (either by meeting the stated solution condition or by attempting a logical alternative), attempt to get around them via a pass/fail dice roll (functioning as a stat check), or by having another player save them using one of the other two methods.
{TRAP ROOM SOLUTIONS} Pressure Plate: Rock-type to weigh down the plate
Tripwire: Dark-type to see the wire before it's activated
Fragile Construction: Ground-type to sense the structural damage
Self-locking Door: Ghost-type to phase through the door and reopen it
Maze-like Construction: Psychic-type to read the inscriptions and navigate
Sealed Chambers Each of the Sealed Chambers contain more of the Strange Markings from the previous quest that must be deciphered in order to break the seal. Each line of text to decipher will add 50 "difficulty" points to the overall translation, and players will work collaboratively to decipher the translation. By default, a character will contribute 10 points towards translation, with an additional progression bonus of +10 for possessing a Ghost Pokemon (who can more easily read the text) or Psychic Pokemon (who can assist in reading and solving the riddle) and and +5 for possessing a Fire Pokemon (who can better illuminate the walls) or a Rock Pokemon (who can better see in the dark). Bonuses do not stack!
{TRANSLATED MARKINGS} East Chamber (4 lines) - IN THIS CAVE WE HAVE LIVED. - WE OWE ALL TO THE POKEMON. - STAND CENTER. AIM TO THE SKY - WITH LOVE AND HOPE AND TIME.
West Chamber (4 lines) - BUT, WE SEALED THE POKEMON AWAY. - WE FEARED IT. - RIGHT, RIGHT, DOWN, DOWN, - THEN USE YOUR STRENGTH. North Chamber (4 lines) - THOSE WITH COURAGE, THOSE WITH HOPE. - OPEN A DOOR. AN ETERNAL POKEMON WAITS. - STOP AND WAIT UNMOVING - AS TIME PASSES YOU BY.
South Chamber / Entryway (4 lines - Only visible after opening the other Sealed Chambers) - EVERYTHING HAS MEANING - EXISTENCE HAS MEANING - BEING ALIVE HAS MEANING - HAVE DREAMS. USE POWER.
Loot Befitting the vibe of a dungeon, for each cleared trap room, the party will gain one unit of Stardust, and for each treasure room or broken seal, the party will gain one Star Piece (equal to 5 Stardust). These items have no use outside of the dungeon but is meant to be exchanged upon quest completion for additional loot.
Enemies No enemy Pokemon will spawn inside of the Lost Tomb. The Boss at the end of the Dungeon is a Cofagrigus following Medium Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 100.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement Since this dungeon is meant to be pretty much entirely self-sufficient, honestly, I'm not anticipating needing to do any GM posts at all for this.
Dungeon Repetition Due to the nature of how the dungeon is formulated, characters can enter this dungeon an infinite amount of times until they defeat the boss, at which point they can only re-enter the dungeon when in a party with someone else who is completing the quest and hasn't defeated the boss yet.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 10, 2024 2:37:59 GMT 9
RAID: CURSE OF THE TOMB OPEN QUEST 3 PARTICIPANTS PRE-REQUISITE QUEST REQUIREDARTWORK BY もとり
RECOMMENDED TYPES | ADDITIONAL TYPES |
As the last of the three guardians of the Lost Tomb slowly faded, a sense of triumph filled you... but then, suddenly, a strange rumbling sound echoed through the room, the ground shaking beneath your feet as a foul mist began to leak from the coffin. All of a sudden, it occurs to you that, perhaps, the Lost Tomb had been lost for a reason - as an ancient and terrible evil rose from the prison it had been locked in for so long, its malice turned on you as the one who opened its final door...
Note: This raid is only available if you have completed the Raiders of the Lost Ark dungeon or been invited to party by someone who has completed the dungeon!
OBJECTIVES
MECHANICS
Party Mechanics Characters enter the dungeon with up to 6 Pokemon in their party. This party cannot be switched or adjusted mid-thread, nor can players upgrade their classes or Pokemon mid-thread. Should a player white out, they will awaken at the Southern Chamber (the Entryway to the Lost Tomb) but will be unable to re-engage the boss until either it is defeated, which will allow the player to progress the quest, or all characters white out, which functionally resets the boss with a minor difficulty decrease.
Enemies The Raid Boss is a Corrupted Spiritomb (knows Ominous Wind) following Hard Difficulty Colossal Battle Mechanics, with the addition that each party wipe decreases the Boss' max HP by 150.
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement In the spirit of fairness, the boss will react every fifth post, when it's its turn in battle. This post should be GM'd, for the purposes of keeping things a little easier to parse, but any player can make it as long as they're willing to make the rolls.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 10, 2024 4:09:03 GMT 9
QUEST: LET THE MUSIC PLAY OPEN QUEST 2 PARTICIPANTS ARTWORK BY 爺
RECOMMENDED TYPES | ADDITIONAL TYPES |
Out of all the possible things you expected to overhear while enjoying a drink at the saloon, whispers about an "underground Battling Ring" certainly weren't one of them... but who are you to turn your nose up at the possibility of a fight? With your Pokemon burning a hole in your pocket, you decide to do a little big of digging around. The two men whispering by the jukebox might be gone, but you're sure someone in this troubled town knows something about an underground Battling Ring, or at least where you ought to start looking for one...
OBJECTIVES- Locate the Underground Battling Ring
- Get the Ring Invitation from the drunk guard
- Get the first password from the bored guard
- Get the second password from the sick guard
- Infiltrate the Underground Battling Ring
- Get past the suspicious guard
- Register as a contestant for the night's Doubles Round
- Advance through the first two rounds
- Defeat the reigning Champion
MECHANICS
Party Mechanics As this quest functions similarly to a "dueling gauntlet", players can enter this quest with more than the 6 party limit but their team cannot be updated once the quest has begun and player stats (trainer subclasses or pokemon class stats) will remain fixed unless upgraded in-character. Pokemon Refresh can be used up to 2 times between rounds of the Battle Ring to temporarily boost rarity for the next match as part of the party preparation. All Pokemon are healed after infiltrating the Battle Ring and between each round.
Guards The four guards will give up their information (or just give up) either to defeat them in battle or to satisfy their pacifist option - but to do the latter, both players must agree to pursue this option rather than battle. The drunk guard will give over the invitation after being plied with more drinks, the bored guard will give her password if you buy a deck of cards for her, the sick guard will give his password if you bring him something to settle his stomach, and the suspicious guard will stop questioning you if you used a pacifist option for one of the other three guards. Alternatively, their teams can be found below:
{DRUNK GUARD} ZUBAT 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Zubat will use either a Poison or a Flying type move, depending on which is more effective. If this would be super-effective, add another 40 damage to its attack
GLAMEOW 300 HP (Tier 1 Tank, Uncommon) - Attacks first with 1d50+5 and loses 10 HP for each attack.
- Glameow will always use a Normal type move
{BORED GUARD} WURMPLE 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Wurmple will always use a Bug type move. If this would be super-effective, add another 20 damage to its attack
WURMPLE 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Wurmple will always use a Bug type move. If this would be super-effective, add another 20 damage to its attack
{SICK GUARD} STUNKY 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Stunky will use either a Poison or a Dark type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
ZUBAT 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Zubat will use either a Poison or a Flying type move, depending on which is more effective. If this would be super-effective, add another 40 damage to its attack
{SUSPICIOUS GUARD} GLAMEOW 300 HP (Tier 1 Tank, Uncommon) - Attacks first with 1d50+5 and loses 10 HP for each attack.
- Glameow will always use a Normal type move
STUNKY 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Stunky will use either a Poison or a Dark type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
Battle Ring In an effort to keep both players meaningfully engaged in the battle, all Battle Ring battles will be conducted as "double battles", with one player meant to take on 2 weaker Pokemon or 1 stronger Pokemon alongside their partner. Characters can select up to 3 Pokemon from their initial team submission to bring into each round, for a total of 6 Pokemon in the combined "team".
{ENTRY ROUND - MICHAEL} TEDDIURSA 300 HP (Tier 1 Tank, Uncommon) - Attacks first with 1d50+5 and loses 10 HP for each attack
- Teddiursa will always use a Normal type move
LEDYBA 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Ledyba will always use a Bug type move. If this would be super-effective, add another 40 damage to its attack
POOCHYENA 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Poochyena will always use a Dark type move. If this would be super-effective, add another 40 damage to its attack
EEVEE 300 HP (Tier 1 Tank, Rare) - Attacks first with 1d50+10 and loses 10 HP for each attack
- Eevee will always use a Normal type move
{SEMI-FINALS - TRUDLY AND FOLLY} VOLTORB 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Voltorb will always use an Electric type move. If this would be super-effective, add another 20 damage to its attack
HOPPIP 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Hoppip will use either a Grass or a Flying type move, depending on which is more effective. If this would be super-effective, add another 40 damage to its attack
NUZLEAF 200 HP (Tier 2 Sweeper, Common) - Attacks first with 3d20 and loses 30 HP for each attack
- Nuzleaf will use either a Grass or a Dark type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
{REIGNING CHAMP - MIROR B} SUDOWOODO 300 HP (Tier 1 Tank, Common) - Attacks first with 1d50 and loses 10 HP for each attack
- Sudowoodo will always use a Rock type move. If this would be super-effective, add another 20 damage to its attack
LOMBRE 150 HP (Tier 1 Sweeper, Common) - Attacks first with 2d20 and loses 20 HP for each attack
- Zubat will use either a Poison or a Flying type move, depending on which is more effective. If this would be super-effective, add another 40 damage to its attack
LUDICOLO 400 HP (Tier 2 Tank, Uncommon) - Attacks first with 1d100+5 and loses 10 HP for each attack
- Ludicolo will use either a Grass or a Water type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
LUDICOLO 200 HP (Tier 2 Sweeper, Uncommon) - Attacks first with 3d20+15 and loses 30 HP for each attack
- Ludicolo will use either a Grass or a Water type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement In the spirit of fairness, the opponent will react every third post, when it's its turn in battle. This post should be GM'd, for the purposes of keeping things a little easier to parse, but any player can make it as long as they're willing to make the rolls.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
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Cheshired Kat
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Player Character
Posts: 153
Player Name: Adrien Cromwell
OOC Username: Hunter
Arena Points: 10
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Post by Cheshired Kat on Mar 17, 2024 2:56:33 GMT 9
QUEST: THE BALLARD OF SMOKIN' JOE RUDEBOY OPEN QUEST 2 PARTICIPANTS ARTWORK BY 어야우(yau_1)
RECOMMENDED TYPES | ADDITIONAL TYPES |
--
OBJECTIVES- Interrupt the Duel
- Defeat Leroy "Two Guns" Jenkins
- Meet the Rude Stranger
- Clear out the Mongoose Mountain Gang
- Defeat Dirty Dan
- Defeat Pinhead Larry
- Defeat Tranquil Tommy
- Defeat Mustang Julia
- Optional: Find Smokin' Joe between battles
- Defeat the Velvet-Cloaked Outlaw
- Optional: Defeat Joseph Rudeboy
MECHANICS
Party Mechanics As this quest functions similarly to a "dueling gauntlet", players can enter this quest with more than the 6 party limit but their team cannot be updated once the quest has begun and player stats (trainer subclasses or pokemon class stats) will remain fixed unless upgraded in-character. Pokemon Refresh can be used up to 2 times between rounds of the Battle Ring to temporarily boost rarity for the next match as part of the party preparation. All Pokemon are healed by Smokin' Joe, who can be found between battles.
Opponents This quest has six required opponents (Leroy "Two Gun" Jenkins, the four members of the Mongoose Mountain Gang, and the Velvet Man) and one optional opponent (Joseph Rudeboy himself). Opponents may be taken on in an equal battle (with one Pokemon per player) or an unequal battle (with one Pokemon fighting both players at the same time). Players' Pokemon will not be healed between rounds unless the players seek out Smokin' Joe (which will be done automatically after the battle with Leroy "Two Guns" Jenkins).
{LEROY "TWO GUNS" JENKINS} DURALUDON 250 HP (Tier 3 Sweeper, Rare) - Attacks first with 4d20+40 and loses 30 HP for each attack
- Duraludon will use either a Dragon or Steel type move, depending on which is more effective. If this would be super-effective, add another 80 damage to its attack
DURALUDON 250 HP (Tier 3 Sweeper, Rare) - Attacks first with 4d20+40 and loses 30 HP for each attack
- Duraludon will use either a Dragon or Steel type move, depending on which is more effective. If this would be super-effective, add another 80 damage to its attack
{MONGOOSE MOUNTAIN GANG - DIRTY DAN} FALINKS 100 HP (Tier 0 Unequipped, Uncommon) - Attacks first with 1d20 and loses 10 HP for each attack
- Falinks will always use a Fighting type move. If this would be super-effective, add another 20 damage to its attack
BARBARACLE 400 HP (Tier 2 Tank, Common) - Attacks first with 1d100 and loses 10 HP for each attack
- Barbaracle will use either a Water or a Rock type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
DRAKLOAK 200 HP (Tier 2 Sweeper, Uncommon) - Attacks first with 3d20+15 and loses 30 HP for each attack
- Drakloak will use either a Ghost or Dragon type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
HYDREIGON 250 HP (Tier 3 Sweeper, Uncommon) - Attacks first with 4d20+20 and loses 40 HP for each attack
- Hydreigon will use either a Dark or Dragon type move, depending on which is more effective. If this would be super-effective, add another 80 damage to its attack
{MONGOOSE MOUNTAIN GANG - PINHEAD LARRY} FALINKS 100 HP (Tier 0 Unequipped, Uncommon) - Attacks first with 1d20 and loses 10 HP for each attack
- Falinks will always use a Fighting type move. If this would be super-effective, add another 20 damage to its attack
BARBARACLE 400 HP (Tier 2 Tank, Common) - Attacks first with 1d100 and loses 10 HP for each attack
- Barbaracle will use either a Water or a Rock type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
DUGTRIO 400 HP (Tier 2 Tank, Common) - Attacks first with 1d100 and loses 10 HP for each attack
- Dugtrio will use either a Ground or a Steel type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
VANILLUXE 250 HP (Tier 3 Sweeper, Common) - Attacks first with 4d20 and loses 40 HP for each attack
- Vanilluxe will always use a Ice type move. If this would be super-effective, add another 80 damage to its attack
{MONGOOSE MOUNTAIN GANG - TRANQUIL TOMMY} FALINKS 100 HP (Tier 0 Unequipped, Uncommon) - Attacks first with 1d20 and loses 10 HP for each attack
- Falinks will always use a Fighting type move. If this would be super-effective, add another 20 damage to its attack
METAGROSS 500 HP (Tier 3 Tank, Uncommon) - Attacks first with 1d150+5 and loses 10 HP for each attack
- Metagross will use either a Steel or Psychic type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
KLANG 400 HP (Tier 2 Tank, Common) - Attacks first with 1d100 and loses 10 HP for each attack
- Klank will always use a Steel type move. If this would be super-effective, add another 20 damage to its attack
DOUBLADE 200 HP (Tier 2 Sweeper, Very Rare) - Attacks first with 3d20+45 and loses 30 HP for each attack
- Drakloak will use either a Ghost or Steel type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
{MONGOOSE MOUNTAIN GANG - MUSTANG JULIA} FALINKS 100 HP (Tier 0 Unequipped, Uncommon) - Attacks first with 1d20 and loses 10 HP for each attack
- Falinks will always use a Fighting type move. If this would be super-effective, add another 20 damage to its attack
METAGROSS 500 HP (Tier 3 Tank, Uncommon) - Attacks first with 1d150+5 and loses 10 HP for each attack
- Metagross will use either a Steel or Psychic type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
DODRIO 200 HP (Tier 2 Sweeper, Uncommon) - Attacks first with 3d20+15 and loses 30 HP for each attack
- Dodrio will use either a Normal or Flying type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
WEEZING 200 HP (Tier 2 Sweeper, Common) - Attacks first with 3d20 and loses 30 HP for each attack
- Weezing will always use a Poison type move, depending on which is more effective. If this would be super-effective, add another 60 damage to its attack
{VELVET-CLOAKED OUTLAW} REMORAID 200 HP (Tier 2 Sweeper, Uncommon) - Attacks first with 3d20+15 and loses 30 HP for each attack
- Remoraid will always use a Water type move. If this would be super-effective, add another 60 damage to its attack
HORSEA 200 HP (Tier 2 Sweeper, Common) - Attacks first with 3d20 and loses 30 HP for each attack
- Horsea will always use a Water type move. If this would be super-effective, add another 60 damage to its attack
ZANGOOSE 500 HP (Tier 3 Tank, Uncommon) - Attacks first with 1d150+5 and loses 10 HP for each attack
- Zangoose will always use a Normal type move.
KANGASKHAN 500 HP (Tier 3 Tank, Rare) - Attacks first with 1d150+10 and loses 10 HP for each attack
- Kangaskhan will always use a Normal type move.
GIRAFARIG 500 HP (Tier 3 Tank, Uncommon) - Attacks first with 1d150+5 and loses 10 HP for each attack
- Girafarig will always use a Psychic type move. If this would be super-effective, add another 20 damage to its attack
FLETCHINDER 300 HP (Tier 4 Sweeper, Uncommon) - Attacks first with 5d20+25 and loses 50 HP for each attack
- Fletchinder will use either a Fire or a Flying type move, depending on which is more effective. If this would be super-effective, add another 100 damage to its attack
Smokin' Joe After being interrupted in his showdown with a cafe worker over an overpriced soy latte to battle Leroy "Two Gun" Jenkins, Smokin' Joe can be found between each round having a showdown in three other locations (a scammer over his account being falsely hacked, a cashier over returning a hat for store credit, and a stranger over bringing soda water instead of a fancy platter to a party); if located, he will heal the players' Pokemon. Following the defeat of the Mongoose Mountain Gang, he can be found out in the street, having been defeated by the the Velvet-Cloaked Outlaw, where he will heal the players' Pokemon as per usual and ask the player to defeat the Velvet Man on his behalf. Once the players do so (and reveal the Velvet-Cloaked Outlaw to be Smokin' Joe's long-lost daughter), they may then opt to battle Smokin' Joe himself.
{SMOKIN' JOSEPH RUDEBOY} TALONFLAME 300 HP (Tier 4 Sweeper, Uncommon) - Attacks first with 5d20+25 and loses 50 HP for each attack
- Talonflame will use either a Fire or a Flying type move, depending on which is more effective. If this would be super-effective, add another 100 damage to its attack
TALONFLAME 300 HP (Tier 4 Sweeper, Uncommon) - Attacks first with 5d20+25 and loses 50 HP for each attack
- Talonflame will use either a Fire or a Flying type move, depending on which is more effective. If this would be super-effective, add another 100 damage to its attack
FROSLASS 600 HP (Tier 4 Tank, Rare) - Attacks first with 1d200+10 and loses 10 HP for each attack
- Froslass will use either an Ice or a Ghost type move, depending on which is more effective. If this would be super-effective, add another 20 damage to its attack
ADDITIONAL
Activity Expectations For the sake of progression, participants are expected to be able to post at least once a week. Double-posting is permitted as long as at least 3 calendar days have passed from the previous post. If a player goes more than 2 weeks between posts without a valid reason, their quest rewards may be reduced.
GM Involvement In the spirit of fairness, the opponent will react every third post, when it's its turn in battle. This post should be GM'd, for the purposes of keeping things a little easier to parse, but any player can make it as long as they're willing to make the rolls.
Quest Repetition While I don't have a problem with other members doing this exact same quest with a different party, I do ask that, as a courtesy, they wait until this initial run has concluded before starting theirs.
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