Data [TLR DATA] Glacial Cave

Dogfish44

You can call me Jiggly
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Glacial Cave

Pokemon:

Lackeys:

Piloswine
Bergmite
Sealeo

Guardians:

Beartic
Jynx

Boss:

Mamoswine
Articuno

Trap:

Hariyama
Slowking

Nest:

Slowpoke
Sneasel

Profiles:

[hide=Sealeo][IMG]http://veekun.com/dex/media/pokemon/main-sprites/diamond-pearl/364.png[/IMG]
Sealeo (X)
Nature: Quiet (+SpA; -15% Spe, -10 EVA)
Type: Ice / Water
Abilities: Thick Fat / Ice Body / Oblivious

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39 (45/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 5/5

Attacks:
Aurora Beam
Blizzard
Body Slam
Defense Curl
Encore
Growl
Hail
Ice Ball
Powder Snow
Rest
Sheer Cold
Snore
Swagger
Water Gun

Aqua Ring
Signal Beam
Water Pulse
Water Sport
Yawn

Frost Breath
Ice Beam
Rock Slide
Surf
Earthquake

MC Allocation: 10[/hide]
[hide=Bergmite]
[IMG]http://www.smogon.com/forums/attachments/712_f-png.29127/[/IMG]

Bergmite (X)
Nature: Careful (+SpD, -SpA)
Type: Ice
Abilities: Own Tempo / Ice Body / Sturdy

Stats:
Hp: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 26
SC: 2
WC: 4
Base Rank Total: 14

EC: 0/6
MC: 0
AC: 5/5

Attacks:

Tackle
Bite
Harden
Powder Snow
Icy Wind
Take Down
Sharpen
Curse
Ice Fang
Ice Ball
Rapid Spin
Avalanche
Blizzard
Recover
Double-Edge

Mirror Coat
Barrier
Mist

Stone Edge
Surf
After You
Gyro Ball
Frost Breath
Rock Slide
Protect

MC Allocation: 10[/hide]
[hide=Piloswine]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/221.png[/IMG]

Piloswine (X)
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Ice/Ground
Abilities: Oblivious / Snow Cloak / Thick Fat

Stats:
Hp: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 39 (-)
SC: 2
WC: 4
Base Rank Total: 17

EC: 4/9
MC: 0
AC: 5/5

Attacks:

Ancient Power
Peck
Horn Attack
Odor Sleuth
Mud Sport
Powder Snow
Endure
Mud-Slap
Mud Bomb
Icy Wind
Ice Fang
Take Down
Fury Attack
Mist
Thrash
Earthquake
Blizzard
Amnesia
Ice Shard
Tackle
Flail

Avalanche
Freeze Dry
Icicle Crash
Icicle Spear
Rock Slide

Superpower
Dig
Giga Impact
Stone Edge
Protect

MC Allocation: 10
[/hide]
[hide=Beartic][IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/614.png[/IMG]
Beartic (M)

Nature: Naive (+15% Spe, +5% Acc; -SpD)
Type: Ice
Item: Rare Candy
Abilities: Snow Cloak / Swift Swim

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 58 (50*1.15^) (+)
Size Class: 5
Weight Class: 6
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Aqua Jet
Bide
Blizzard
Brine
Charm
Endure
Flail
Fury Swipes
Growl
Hail
Icicle Crash
Icy Wind
Powder Snow
Rest
Sheer Cold
Slash
Superpower
Swagger
Thrash
Play Nice

Encore
Focus Punch
Night Slash
Avalanche
Play Rough

Bulk Up
Dive
Giga Impact
Grass Knot
Ice Beam
Protect
Strength
Surf
Taunt

Roar

MC Allocation: 15[/hide]
[hide=Jynx]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/heartgold-soulsilver/frame2/124.png[/IMG]
Jynx (F)

Nature: Timid (+15% Spe, +14% Acc, -1 Atk)

Type: Ice/Psychic
Item: Rare Candy
Abilities: Oblivious / Forewarn / Dry Skin

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 110 (95*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Avalanche
Blizzard
Body Slam
Confusion
Copycat
DoubleSlap
Fake Tears
Heart Stamp
Ice Punch
Lick
Lovely Kiss
Lucky Chant
Mean Look
Perish Song
Pound
Powder Snow
Psychic
Sing
Sweet Kiss
Thrash
Wake-up Slap
Wring Out
Draining Kiss

Fake Out
Nasty Plot
Wish
Miracle Eye
Ice Punch

Magic Coat

Focus Blast
Hyper Beam
Protect
Shadow Ball
Taunt
Psyshock

Water Pulse
Counter

MC Allocation: 15[/hide]
[hide=Mamoswine]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/473.png[/IMG]
Mamoswine (X)
Nature: Jolly (+Spe; -SpA, +10% acc)
Type: Ice / Ground
Item: Expert Belt
Abilities: Oblivious / Snow Cloak / Thick Fat

Stats:
HP: 110
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 2
Spe: 92 (+)
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

Attacks:
Amnesia
Ancientpower
Blizzard
Double Hit
Earthquake
Endure
Flail
Fury Attack
Hail
Horn Attack
Ice Fang
Ice Shard
Icy Wind
Mist
Mud Bomb
Mud Sport
Mud-Slap
Odor Sleuth
Peck
Powder Snow
Scary Face
Tackle
Take Down
Thrash

Avalanche
Double-Edge
Icicle Crash
Icicle Spear
Rock Slide

Block
Superpower
Endeavor

Bulldoze
Giga Impact
Light Screen
Protect
Reflect
Stone Edge
MC Allocation: 15[/hide]
[hide=Articuno]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/heartgold-soulsilver/144.png[/IMG]
Articuno (U)
Nature: Naive (+15% Spe, +11% Acc; -1 SpD)
Type: Ice / Flying
Item: Bright Powder
Abilities: Pressure / Snow Cloak

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (-)
Spe: 98 (85*1.15^) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: N/A
MC: 0
DC: 5/5

Attacks:
Agility
AncientPower
Blizzard
Freeze Dry
Gust
Hail
Hurricane
Ice Beam
Ice Shard
Mind Reader
Mist
Peck
Powder Snow
Reflect
Roost
Sheer Cold
Tailwind

Air Cutter
Icy Wind
Mud-Slap
Signal Beam
Sky Attack
Twister

Detect
Bide
Razor Wind
Sleep Talk
Sky Attack

Sky Drop
Double Team
Fly
Frost Breath
Pluck
U-turn

Endure

MC Allocation: 15[/hide]
[hide=Sneasel]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/215.png[/IMG]
Sneasel (X)
Nature: Adamant (+1Atk, -1SpA)
Type: Ice / Dark
Item: Chople Berry
Abilities: Inner Focus / Keen Eye / Pickpocket

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 0/6
MC: 0
AC: 5/5

Attacks:

Scratch
Leer
Taunt
Quick Attack
Feint Attack
Icy Wind
Fury Swipes
Agility
Metal Claw
Hone Claws
Beat Up
Slash
Snatch
Punishment
Ice Shard

Counter
Fake Out
Ice Punch
Bite
Feint

Dig
Brick Break
Protect
Reflect
Poison Jab

MC Allocation: 3
[/hide]
[hide=Hariyama]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/297.png[/IMG]
Hariyama (X)

Nature: Adamant (+1Atk, -1SpA)
Type: Fighting
Item: None
Abilities: Thick Fat / Guts / Sheer Force

Stats:

HP: 125
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attack:

Tackle
Focus Energy
Sand Attack
Brine
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
Smelling Salts
Belly Drum
Force Palm
Seismic Toss
Wake-Up Slap
Endure
Close Combat
Reversal
Heavy Slam

Bullet Punch
Counter
Feint
Focus Punch
Revenge

Protect
Earthquake
Dig
Sleep Talk
Payback
Giga Impact
Stone Edge
Rock Slide
Poison Jab

Fire Punch
Thunder Punch
Ice Punch
Knock Off

MC Allocation: 10
[/hide]
[hide=Slowpoke]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/79.png[/IMG]
Slowpoke (X)

Nature: Brave (+1Atk, -Spe)
Type: Water/Psychic
Item: None
Abilities: Oblivious / Own Tempo / Regenerator

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 13
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 0/6
MC: 0
AC: 5/5

Attacks:

Curse
Tackle
Yawn
Growl
Water Gun
Confusion
Disable
Heabutt
Amnesia
Water Pulse
Zen Headbutt
Slack Off
Psychic
Rain Dance
Psych Up
Heal Pulse

Belly Drum
Sleep Talk
Snore
Wonder Room
Stomp

Trick Room
Protect
Reflect
Light Screen
Surf

Aqua Tail

MC Allocation: 4[/hide]
[hide=Slowking]
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/199.png[/IMG]
Slowking (X)

Nature: Quiet (+SpA, -Spe)
Type: Water/Psychic
Item: Twisted Spoon
Abilities: Oblivious / Own Tempo / Regenerator

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Curse
Tackle
Yawn
Growl
Water Gun
Confusion
Disable
Heabutt
Amnesia
Water Pulse
Zen Headbutt
Slack Off
Psychic
Rain Dance
Psych Up
Heal Pulse
Power Gem
Hidden Power Fairy
Nasty plot
Swagger
Trump Card

Belly Drum
Sleep Talk
Snore
Wonder Room
Future Sight

Protect
Hail
Blizzard
Surf
Scald
Flamethrower
Fire Blast
Brine
Dive
Trick Room
Dragon Tail
Thunder Wave
Quash
Shadow Ball
Focus Blast

Foul Play
Magic Coat
Skill Swap
Signal Beam

MC Allocation: 12[/hide]


Arenas:

Combination Timer: 1/2
Arena Type: Cave

Gentle Snow Field

  • Weather: Snow. Blizzard has --% accuracy. Snow Cloak is triggered.
  • If a Pokemon is hit by a Weight-Based attack, Icicle Crash, Strength from a Pokemon with a Weight Class 2 or greater than their own, they will be knocked into the rapids for an additional five (5) fixed damage.
Combination Timer: 1/2
Arena Type: Ice


Inside the Snowstorm
  • Weather: Mild Glaciation: Snow (--% accuracy to blizzard and Snow Cloak) and Rain simultaneously.
  • If a Pokemon is hit by a Weight-Based attack, Icicle Crash, Strength from a Pokemon with a Weight Class 2 or greater than their own, they will be knocked into the rapids for an additional ten (10) fixed damage.
  • Rare Candies are frozen to the respective mons and can’t be knocked off or trick’d or Switcheroo’d
Combination Timer: 1/2
Arena Type: Cave

Sumo Ring

  • Non contact moves lose 3bap.
Combination Timer: 1/2
Arena Type: Cave


Cold Alley
  • Command (Pickpocket) can be activated without using an action.
Combination Timer: 1/2
Arena Type: Cave

Ice Platform

  • Psychic pokemon that don’t already have it gain the ability “Overcoat”
  • Contact moves have their accuracy reduced by a flat 20. you will be slipping away for the most part.
Combination Timer: 1/1
Arena Type: Cave


Frozen Hell:
  • Moves that require external water become Ice
  • Moves that require external rock become Ice
  • Only Hail can be used.
  • Snow is up, activating snow cloak and giving --% acc to blizzard. This can be nulled by Air Lock or Cloud Nine.
  • General Winter: Every round the temperature lowers and the snow gets stronger, damaging all non ice pokemon by 0.15*[number of battle updates made by the ref on the entire thread - Max of 5hp] per action and enhancing snow cloak by 20% to a maximum of 40% evasion (20% evasion, then 24%, 28%, 32%, 36%, 40%, 40%, 40%...). Air Lock, Cloud Nine, Weathers don’t block this. Ice Body isn’t activated. If Snow is blocked by Air Lock, only the damage part will remain.
  • All pokemon get Sticky Hold.
[REF NOTE]: The rounds where the player is sliding are NOT to be considered for General Winter, even if they are fending off horde mons in the process. The rounds vs the Rock do count though.


RP Overview:

RUUUUUUUUUUUUUUUUUNNNNNNNN

uh

The RP is filled with stuff that can drag you down and slower your pace. You will need to pass through all obstacules as fast as possible, since if you take too long, Articuno’s battle may be a little problematic.


Scenarios:

Glacial Cave is an Island located far into the South. When you get close you awe at the white sands of its beaches, until you realise that is not sand - it is snow. The Island's most prominent feature is a mountain with a large opening that serves as a mouth of a cave. Based on the structure of the mountain, you can tell tell that most of the mass is below the surface, once you get it you will not be heading up - you will be heading down, deep into the chilly depths. A chill runs down your spine and persistent snow seems to be following you wherever you go. Hopefully you are ready...

Having finally made your way into the cavern, you suddenly come upon a set of rapids. Given the chill mist rising from the rapids, you surmise that falling in would be a very bad idea. You go up the side of the rapids until you find a set of large rocks that seem to let you cross to the other side. Seeing no better bridge, you hop across them. However, when you jump off the last one, it sinks into the water. It looks like you aren't going back that way!

As if that weren't enough bad luck, the falling rock seems to have stirred up some of the local Pokemon.

[Initiate Battle with two out of Piloswine, Bergmite and Sealeo. After that, give a reprieve and go to “Surf ‘n Turf”]

After the welcome party was dealt with, you check around your surroundings to get a grip at where you are. Over the years, the cave system became complex and many exits and entrances could be found, although most were blocked by rocks, frozen, or too small for you to pass through. Still, you figure that if you were to check all the possible ways, you would stay there forever. And to add to that, the constant snow keeps getting inside your eyes, as a way to show you that the cave won’t simply let you explore it without a price…

Before despair takes you, you start to hear something. You close your eyes to hear it better and it seems to be...cheering? You look at the direction of the sound, but you see just a deep lake with a surface so clear that you can see its bottom, as well as the Ice Wall on the end of it. It seems to you that the Wall is blocking most of the sound, which means that there must be a considerable number of pokemon cheering past it for you to be able to hear from where you are. You check the lake and there a big hole underwater, so you may be able to get through the wall to where the pokemons are. If you manage to withstand the cold water, that is.

But before you could give more thought to that option and get ready for you, you start to hear some footsteps coming towards you. You pick your binoculars to get a better look at it and you notice that there is one Sneasel coming your way! It is walking fastly towards you, yet not running, and it seems to be smiling and harmless. Still, it will get where you are really soon, so you don’t have much time to think. What will you do, trainer?

Player Options:
a) Pick your Backpack and jump inside the water with your pokemons and your clothes and swim quickly towards the ice wall before the Sneasel catches up to you;
b) Wait for the Sneasel to come.

Roll a d10 for each pokemon out. If the result is equal to or lower than 6, that pokemon is frozen for 1a and loses 20en.
Roll a d10. If the result is equal to or lower than 4, the challenger gets 3 Ultra Balls and one Enigma Berry.

You jump inside the water and swim like if your life depended on it. And maybe it did. The water was as cold as it seemed and you feel that if you were to stay there for another second, you would have a bad case of hypothermia. As you approached the Ice Wall, you and your pokemon went underwater and manage to surface after a few meters, only to see that there was a land mass close to it. You continue to swim towards it, almost not feeling your legs and you finally managed to get out of that lake unharmed...only soaked from head to toe, but a flu was something you could deal with. As for your pokemon....[*insert pokemon not frozen* were just behind you and got to land as you did] (Remove if all are frozen)[, while *insert pokemon frozen* appeared to be stuck on the Ice Wall. You jumped back and managed to rescue your pokemon, but it appears that the ordeal left them mildly frozen.](Remove if none are frozen).

[Also, just as you were to leave, you see what appears to be sack washed out by the rapids. You open it to see 3 Ultra Balls and a frozen Enigma Berry. You manage to create some fire and thaw the Berry, and it seemed that the cold preserved it! Lucky!] (Remove if no items are got).

[Go to “SUMOOOO”. No Reprieve.]

You wait for Sneasel to come with a smile in your face and a good deal of doubt inside your head. It comes, curious, and takes the binoculars you left at the ground. It tests them and, amazed by how far it could see, starts to talk to your pokemon. They then report to you that the Sneasel is offering to guide you through the cave in exchange for those binoculars. You feel you don’t have much of a choice, since the Sneasel can just flee with your binoculars, and decide to agree with it. The Sneasel then smiles to you and waves its hand, directing you to follow it and starts to walk forward, towards one of the holes, never removing the binoculars from its eyes.

You then follow the Sneasel, wondering if it were a good choice after all…

[Go to “Treachery! No Reprieve]

Arena: Sumo Ring.

The cheering sound is louder than ever and it is pretty easy to determine its origins. After a few minutes of walking you start to see many pokemon together. Krabbies, Psyducks, Makuhitas, Seels, Slowpokes, Zubats, Golbats all of them forming what appeared to be a ring and looking at what was happening inside, completely oblivious to your approach.

You get closer to the ring and see that inside of it a Hariyama and a Kingler are fighting. The Kingler tried a Crabhammer, but the Hariyama evaded the attack and promptly answered with a Force Palm of his own, which knocked out his opponent.

Hariyama’s victory made the pokemon cheer louder, shouting “Champion! Champion!”, according to your own pokemon. The bad part is that, with the fight over, they became suddenly aware of your presence, and they sure aren’t happy to see you.

But before they could do anything, the Hariyama waves his hand, ordering you to approach. You send out your pokemon and get to him, inside the ring. But before you could say anything, the Hariyama shouted “You shall be my next opponent!”, and proceeded to attack your <Pokemon of ref choice> with [Sheer Force On] Force Palm/Fire Punch (Force Palm if not frozen and Fire Punch if frozen) followed by Knock Off. Before you could go to the rescue, the wild pokemon forced you and your partners out of the ring and began to cheer “Champion! Champion!”. You will need some time to get past these pokemons and reach the ring once more…

[Initiate Trap Battle with Hariyama. Sheer Force is toggled on including on the trap moves. Full team comes after 2 rounds]

After the Battle: Having managed to defeat the former Champion, the crowd suddenly take interest in you. The zubats inform you of the way towards the bottom of the cave, the slowpokes offer to dry your clothes with flamethrower while the Hariyama gives you 1 Aspear Berry, before you take your backpack and resume your journey.

[Give a reprieve. Go to “Cold Pokemon also Love”]

Arena: Cold Alley

You follow the Sneasel deep inside the cave, going up and down, left and right, in and out and in again. The route you are taking is so complex that you don’t feel safe to return to where you were if needs be. You start to get worried.

And yet the sneasel in front of you seems to be oblivous to your worry. It just keeps smiling and jumping around. Perhaps your concern is unjustified?

You mull over that thought while following the Sneasel and some minutes later it seemed that you are approaching the end of the tunnel into a big room of the cave. The Sneasel then stands in front of the way and tells you “If you continue that route, you should get to the bottom of the cave. As long as you are discreet and smart, you should be fine, hehe.”. You reply: “We will be heading there then, thanks.”

The Sneasel appeared to be shocked at hearing what you said. It says to you: “We? What you mean by ‘we’? I said I would show only you the way. Your pokemon would have to stay here and play with us! We don’t get much visitors here and you can get them back when you are finished with your business!”.

And there is the trap! You get away from Sneasel and send out your pokemon to force your way through.

“Oh, so you want to play now? This works too! Let’s get them boys!!” The Sneasel replied.

And before you could move forward, two more Sneasels appear. There is no way to get past them in such close quarters. It seems that you can’t avoid this battle…

[Initiate Battle with Sneasels.].

After the battle: You manage to defeat the sneasels and move forward. Yet you don’t fail to notice that the Sneasel that was guiding you still have a smile on its face. It appears that it only wanted company. Life in a cave can be cold in many ways...

[Give Reprieve. Go to “Cold Pokemon Also Love”]

After that little detour, you continue moving forward through the tunnels towards the next room of the cave. While you are positive that your destination lies in the bottom of the cave, you seem to be moving upwards constantly towards the peak, which makes you question if you are really on the right track. In a couple minutes you get to a wide room, with a ring of ice on the center and surrounded by rapids. You look up and see the sky and wonder how did you get so high.

The room is bland and has only one way out, so moving on seems easy. Except that right in front of the exit there seems to be a couple of pokemon….kissing each other.

Feeling incredibly unconfortable you look around to see if there is any other way, with no success. With no other choice, you approach the couple and…

“AHEM….sorry to bother, but can we pass? We will leave you alone if you let us.”

Bad idea.

The male pokemon, a Beartic, gives you and your team of look of burning rage, and emits a strong Roar that manages to send *Pokemon chosen at random* back to its pokeball and *bench pokemon chosen at random, excluding the one sent back...except if it is the only pokemon not out* is sent out to replace it, much to your surprise.

To add insult to injury, the roar triggered an avalanche on what used to be your way out, as well as seemed to have made it rain, adding to the ever lasting snow. Before your brain could wrap around the idea of rain-inducing roars, the couple attacked you. Again: Bad idea.

[Beartic Roars, random pokemon returns to pokeball and is replaced by random bench pokemon. If no bench pokemon then oh well].

[Initiate Battle]

Arena: Inside the Snowstorm

[After Battle]

After the final pokemon is dealt with, you leave the scene as far as you can, not without a guilty conscience though. But you have to do what you have to do.

[Give Reprieve. Proceed to Ice Blocks]

You continue to move forward through the intricated cave system. At first you were clueless about where to go, but along the way you noticed that there was a gentle yet extremely cold breeze always coming from only one of the possible ways, so you decide to follow it. Hey, a cliché is a cliché for a reason right? Right?

After a good time walking you encounter what appears to be a huge block of ice. Upon closer inspection you notice that there is a Slowking trapped inside of it. You look around and see several Slowpokes moving towards the Ice Block. Why? You can only guess. But the fact that Slowking’s Crown Jewel appears to be glowing ominously doesn’t make you feel any better.

The slowpokes are getting closer and time is running up. Will you:

Player Options
a) Move Forward and ignore the Slowpokes and the Slowking.
b) Thaw Slowking (requires Fire Attack with 9 or more bap) and see what happens
c) Carry Slowking with you to stop the slowpokes from thawing it.

You decide to just ignore that family reunion and continued moving forward. At some point you hear a loud noise and feel a heat wave coming from behind you. You can’t help but have a bad feeling about this.

[Give Reprieve and Advance to Slippery Slope]

Your *POKEMON* used *MOVE* on the ice block and began to thaw out the Slowking. As it did so, the jewel stopped glowing and the slowpokes suddenly turned and left the room. Perhaps this was a good choice?

You thought that until Slowking used Psychic on <Pokemon of Ref’s Choice> to separate it from you and then summoned a mighty Hail that drove you away. You calculate that you will need at least two rounds to pass the furious Hail and reach your pokemon.

[Initiate Trap Battle vs Slowking]
Arena: Ice Platform

[After Battle]

With Slowking out of the way, you feel safe to proceed.

[Give Reprieve and Advance to Slippery Slope]

You feel that the Slowpokes are trying to thaw out their master and that it is a bad thing. So you and all your mons lift the Ice Block and carry it forward. While it takes you some time to get moving, the Slowpokes are very slow and you manage to outrun them, if barely. Although the Block is very heavy and it may take its toll later...

[Give Reprieve and Advance to Slippery Slope]

Arena: Ice Platform

You move forward, following the breeze. As you get down the cave, the temperature lowers and a thin ice layer starts to form on the ground. Eventually the ice becomes too slippery for you to walk properly and you end up with one way to go. Your only choice is to slide across the ice, straight towards the rock. At least it seems fun!

You take a deep breath and slide you go! You managed to get the hang of it quickly and reached the other side without major causalities. You take a moment to breathe and look at your surroundings and you get to the following scenario.



You feel that you need to make haste and advance as fast as possible and thus you decide to make three moves at once before taking another break.

Unfortunately, that is easier said than done in your case, as the Ice Block you are carrying is very heavy and won’t budge that easily. Last time you and all your team were pushing it, so it seems possible to keep going with it. You calculate that, to move it, you will need the full dedication of the pokemon you choose for the job, so they can either push or attack eventual foes. Right now all your team is commited to the job...but it may get tricky in the future.

[REF NOTE: If the trainer decided to carry Slowking, they can move once per pokemon engaged on that task. If one pokemon pushes they can move once, if two pokemon push, they can make 2 moves and if 3 pokemon push they can make 3 moves. No pokemon pushing isn't an option. A Pokemon can either move the block or attack the foes, but all pokemon can be targeted by opposing pokemon (except on trap).]

So you analyze the layout and get prepared to make your next moves...

[Player Options (Player Chooses 1 Per Pokemon out not engaged in battle):]
a) Go north
b) Go south
c) Go east
d) Go west


So you analyze the layout and get prepared to make your next moves...

[Player Options (Player Chooses 3):]
a) Go north
b) Go south
c) Go east
d) Go west


And slide you did, and what happened was...

[REF NOTE: Roll a d3, If 1 then 2 active pokemon chosen at random (amongst the ones that can be frozen) will be frozen for 1a, being thawed out at the end of the following round if outside battle. If 2 then a 3 horde pokemon of sealeo/bergmite/piloswine (RNG each one of them) spawns. If 3 then Slowking breaks free or nothing happens if no Slowking anymore.]

A dead end. Should have planned your moves a little better, eh?
: …nothing, as you manage to reach the rock without any problems. Lucky you!
: ...as you went towards to the other side, the ice cracked open revealing a small pond of freezing water underneath and you before you could do anything, your *POKEMON* and *POKEMON* fell on it! You manage to get it back up, but it appears that they were frozen!
: ...your pokemon just couldn’t control themselves and they began to scream and yell out of excitement. The bad part is that the noise alerted some pokemon of your presence and now you have more to deal with…
: You pushed the slowking first and then slided afterwards...which was a bad idea, as you lost control and slammed on the Ice Block.The impact cracked the Block, weakening it just enough for Slowking to free itself with its psychic powers. Slowking then used Psychic on <Pokemon of Ref’s Choice> to separate it from you and then summoned a mighty Hail that drove you away. You calculate that you will need at least two rounds to pass the furious Hail and reach your pokemon.
[Initiate Trap Battle vs Slowking]


[REF NOTE: Continue until player reaches their goal. Repeat the same text from the first slide to all movements from now on. Horde pokemon won't stop the player from moving (will only attack their pokemon). Slowking will stop all movements until dealt with.]

[WHEN Goal is reached:]

You finally reach the other side of the Ice Platform. Or so you thought, as there is a big rock blocking the way. The ground is still slippery and there are still many pokemon around. This isn’t over.

And adding insult to injury, the Slowpokes appear, with their leader the Slowking. it seems that they didn’t appreciate you abandoning them like that and Slowking isn’t really happy. You decide to ignore the rock for now and face that threat before finally moving on.

[Initiate Battle vs Slowking + 2 Slowpoke. No Trap Moves]

With the Slow pokemon dealt with, you turn your attentions back to the rock. This is the final obstacule before your final destination!

[REF NOTE: The Rock has 250hp, Rock Typing and 3/3 defenses. Trainer’s team attack in rounds (2 actions per pokemon per round) with the rock and the horde pokemon being possible targets. If the rock is alive at the end of the round roll 2 hazards.]

[After Rock is destroyed]: You manage to destroy the rock and proceed to run forward, before more harm comes to you. When reach a seemly safe place, you regroup for the final battle.

[Give Reprieve and advance to Trapped Under Ice]

The bottom of the Glacial Cave is completely covered in Ice, every trace of water frozen permanently into place, frozen completely solid. The moisture in the area has not entirely dissipated, and in fact Snow crystals float around the entire arena, shimmering in the frigid cold. The crystals are so pure in fact that the light that seems to be shining from them is reflected, making it very hard to see anything. It's quite disorienting.

On both sides of the structure you see perfect Ice mirrors. Upon closer observation you manage to identify forms forever encased in ice. Some you recognize: pokeballs, potions, a backpack, even a pokedex. But some forms are bigger, covered by a layer of ice and so far inside the ice blocks that you can’t safely identify what they are. You can only imagine, and none of your guesses are particularly reassuring. You feel it may be wise to consider leaving at once.

One thing you can clearly see waiting on a pedestal is a shiny Freeze Flute
. You pick it up, and then a chill wind blows through the arena, which you identify the frosty breath of two Pokemon. This is the final territory of the glacial cave, and you meet two very large, and quite angry Pokemon. Also, as time goes by, it gets colder and colder...you better finish this before it is too late.

Arena: Frozen Hell.

[Initiate Boss Fight with Articuno and Mamoswine]
 
Last edited by a moderator:

Its_A_Random

A distant memory
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OLD GLACIAL CAVE REVAMP DATA IN BELOW HIDE
Difficulty: Legendary
Requirements: None

Lackeys:
Seel, Snover, Sealeo

Guardians:
Lapras, Beartic

Rare Encounter:
Froslass

Boss:
Articuno, Mamoswine

Trap: Cloyster, Honchkrow, Cryogonal, Glalie, Mantine, Jynx, Abomasnow

Nest: Golbat, Dewgong

Roleplay Order:

Frigid Coast: Lackeys: 2 (Random of Seel, Snover, Sealeo, Frosty Rapids Type)

Event: 2 (Random, Frosty Rapids Type)

Glaciation Chamber: Lapras, Beartic

Event: 2 (Random, Chilled Depths Type)

Arctic Pit: Articuno, Mamowsine

Referee Overview:

Glacial Cave is basically Seafoam Cavern by another name (and slightly different mons, obv.) You start out on an island cave that gets progressively deeper and colder as you go along. The first part involves stopping the flow of the rapids and descending further into the cave, until you get to a chamber with, shall we say, a unique weather pattern. On the rapids, weight-based attacks play a critical role in that they cause significant fixed damage when used by heavier Pokemon. Use this to your advantage, as many Ice-typed Pokemon have decent size/weight and can use this to overcome a lot of type weaknesses.

The next set of RPs are more like Johto's Ice Cave as far as how they play out, since the water is now frozen but the arena's weather is in a mixture of Rain and Hail, which greatly advantages the encounters in this part of the dungeon. Eventually you get to the bottom to face Articuno and Mamoswine in a frigid arena.

---

Pokemon Sheets:

Lackeys:

Seel:
(X)
Nature: Brave (+Atk; -15% Spe, -10 EVA)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Thick Fat:
(Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 39 (45/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

EC: 0/6
MC: 0
DC: 5/5

Attacks:
Aqua Jet
Aqua Ring
Aqua Tail
Aurora Beam
Brine
Dive
Encore
Growl
Hail
Headbutt
Ice Beam
Ice Shard
Icy Wind
Rest
Safeguard
Take Down
Water Sport

Disable
Fake Out
Icicle Spear

Bide
Body Slam

Drill Run

Blizzard
Protect
Surf
Waterfall
MC Allocation: 10


Snover:
(X)
Nature: Quiet (+1 SpA, Speed/1.15, -10 EVA)
Type: Grass/Ice
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Snow Warning:
(Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard&#8217;s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Requires an action to summon.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 34 (40/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 5/5

Attacks:
Blizzard
Grasswhistle
Ice Shard
Icy Wind
Ingrain
Leer
Mist
Powder Snow
Razor Leaf
Sheer Cold
Swagger
Wood Hammer

Avalanche
Bullet Seed
Skull Bash

Worry Seed

Shadow Ball
Energy Ball
Ice Beam
MC Allocation: 10


Sealeo:
(X)
Nature: Quiet (+SpA; -15% Spe, -10 EVA)
Type: Ice / Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Thick Fat:
(Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW): (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39 (45/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 5/5

Attacks:
Aurora Beam
Blizzard
Body Slam
Defense Curl
Encore
Growl
Hail
Ice Ball
Powder Snow
Rest
Sheer Cold
Snore
Swagger
Water Gun

Aqua Ring
Signal Beam
Water Pulse
Water Sport
Yawn

Frost Breath
Ice Beam
Rock Slide
Surf
MC Allocation: 10


Guardians:

Lapras
(X) @
Shed Shell

Nature: Bold (+Def, -Atk)
Type: Water / Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Water Absorb:

(Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armor:
(Innate) This Pokemon&#8217;s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW):
(Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon

Stats:

HP: 120
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 5
Weight Class: 6
Base Rank Total: 19

EC: N/A
MC: 0
DC: 5/5

Attacks:
Body Slam
Brine
Confuse Ray
Growl
Hydro Pump
Ice Beam
Ice Shard
Mist
Perish Song
Rain Dance
Safeguard
Sheer Cold
Sing
Water Gun
Water Pulse

Dragon Dance
Future Sight
Tickle
Whirlpool

Endure
Block
Heal Bell

Solarbeam

Blizzard
Dream Eater
Dive
Giga Impact
Hyper Beam
Protect
Thunder
MC Allocation: 12


Beartic:
(X) @
King's Rock
Nature: Naive (+15% Spe, +5% Acc; -SpD)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Snow Cloak:
(Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 58 (50*1.15^) (+)
Size Class: 5
Weight Class: 6
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Aqua Jet
Bide
Blizzard
Brine
Charm
Endure
Flail
Fury Swipes
Growl
Hail
Icicle Crash
Icy Wind
Powder Snow
Rest
Sheer Cold
Slash
Superpower
Swagger
Thrash

Encore
Focus Punch
Night Slash

Bulk Up
Dive
Giga Impact
Grass Knot
Ice Beam
Protect
Strength
Surf
Taunt
MC Allocation: 12


Boss:

Articuno:
(U) @
Brightpowder
Nature: Naive (+15% Spe, +11% Acc; -1 SpD)
Type: Ice / Flying
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Pressure:
(Innate) This Pokemon&#8217;s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Snow Cloak (DW): (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (-)
Spe: 98 (85*1.15^) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: N/A
MC: 0
DC: 5/5

Attacks:
Agility
AncientPower
Blizzard
Gust
Hail
Hurricane
Ice Beam
Ice Shard
Mind Reader
Mist
Peck
Powder Snow
Reflect
Roost
Sheer Cold
Tailwind

Air Cutter
Icy Wind
Mud-Slap
Signal Beam
Sky Attack
Twister

Detect
Bide
Razor Wind
Sleep Talk

Aerial Ace
Double Team
Fly
Hyper Beam
Pluck
U-turn
Whirlwind
MC Allocation: 10


Mamoswine:
(X) @
Expert Belt

Nature: Lonely (+Atk; -Def)
Type: Ice / Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 110
Atk: 6 (+)
Def: 2 (-)
SpA: 3
SpD: 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

Attacks:
Amnesia
Ancientpower
Blizzard
Double Hit
Earthquake
Endure
Flail
Fury Attack
Hail
Horn Attack
Ice Fang
Ice Shard
Icy Wind
Mist
Mud Bomb
Mud Sport
Mud-Slap
Odor Sleuth
Peck
Powder Snow
Scary Face
Tackle
Take Down

Avalanche
Body Slam
Double-Edge
Icicle Crash
Icicle Spear
Rock Slide

Block
Superpower
Sleep Talk

Bulldoze
Giga Impact
Light Screen
Protect
Reflect
Stone Edge
MC Allocation: 10


Rare Encounter:
Froslass:
(F) @
Dawn Stone
Nature: Hasty (+15% Spe, +19% Acc; -1 Def
Type: Ice / Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Snow Cloak:
(Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 3 [4]
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 127 (110*1.15^) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Astonish
Bite
Blizzard
Captivate
Confuse Ray
Crunch
Destiny Bond
Double Team
Hail
Headbutt
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Ominous Wind
Powder Snow
Protect
Wake-Up Slap

Bide
Disable
Hex
Weather Ball

Body Slam
Sucker Punch

Frost Breath
Hidden Power (Fighting 7)
Hyper Beam
Light Screen
Protect
Shadow Ball
Thunder
Thunder Wave
MC Allocation: 10


Trap Pokemon:

Trap Cloyster: Clamp, Shell Smash (-23 EN)
(X) @
Grip Claw
Nature: Lonely (+Atk; -Def)
Type: Ice / Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Shell Armor:
(Innate) This Pokemon&#8217;s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon&#8217;s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 6 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Aurora Beam
Brine
Clamp
Hydro Pump
Ice Beam
Ice Shard
Icicle Crash
Icicle Spear
Iron Defense
Leer
Protect
Razor Shell
Shell Smash
Spike Cannon
Spikes
Supersonic
Tackle
Toxic Spikes
Whirlpool
Withdraw

Barrier
Rock Blast
Twineedle

Dive
Double-Edge
Icy Wind
Signal Beam

Blizzard
Giga Impact
Hidden Power (Psychic 7)
Hyper Beam
Surf
Torment
MC Allocation: 10


Trap Honchkrow: Tailwind, Snarl (-13 EN)
(X) @
BlackGlasses
Nature: Naive (+15% Spe, +8% Acc; -1SpD)
Type: Dark / Flying
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia:
(Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Super Luck: (Innate) This Pokemon&#8217;s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 82 (71 *1.15) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Assurance
Astonish
Dark Pulse
Faint Attack
Foul Play
Haze
Mean Look
Nasty Plot
Night Shade
Night Slash
Peck
Pursuit
Quash
Sucker Punch
Swagger
Tailwind
Taunt
Torment
Wing Attack

Brave Bird
Mirror Move
Quick Attack

Superpower
Icy Wind
Twister

Giga Impact
Hidden Power (Ground 7)
Hyper Beam
Protect
Rain Dance
Snarl
Thunder Wave
MC Allocation: 10


Trap Cryogonal: Bind, Swagger (-11 EN)

(U) @
Binding Band
Nature:
Timid (+15% Spe, +17% Acc; -1 Atk)
Type: Ice
Ice: Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Levitate:
(Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
Cryogonal
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 5
Spe: 121 (105*1.15) (+)
Size Class: 2
Weight Class: 5
Base Rank Total: 19

EC: N/A
MC: 0
DC: N/A

Attacks:
Acid Armor
Aurora Beam
Bind
Confuse Ray
Haze
Ice Beam
Ice Shard
Icy Wind
Light Screen
Mist
Night Slash
Rapid Spin
Recover
Reflect
Sharpen
Sheer Cold
Solarbeam

Acrobatics
Blizzard
Frost Breath
Hidden Power (Psychic 7)
Hyper Beam
Hail
Protect
Swagger
MC Allocation: 10


Trap Mantine: Whirlpool, Agility (-11 EN)
(X) @
Power Anklet
Nature: Brave (+Atk ; Speed/1.15, -10 EVA)
Type: Water / Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swift Swim:
(Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 5
Spe: 60 [70/1.15v] [30] (-)
Size Class: 4
Weight Class: 6 [7]
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Agility
Air Slash
Aqua Ring
Bounce
Bubble
BubbleBeam
Bullet Seed
Confuse Ray
Headbutt
Hydro Pump
Psybeam
Signal Beam
Supersonic
Tackle
Take Down
Water Pulse
Wide Guard
Wing Attack

Mud Sport
Rock Slide
Twister

Air Cutter
Aqua Tail
Body Slam
Bounce
Dive

Earthquake
Giga Impact
Protect
Waterfall

Whirlpool
MC Allocation: 10


Trap Glalie: Hail, Icy Wind (-12 EN)
(X) @
Focus Sash
Nature: Lonely (+1 Atk, -1Def)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 6
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Powder Snow
Leer
Double-Team
Bite
Icy Wind
Headbutt
Protect
Ice Fang
Crunch
Ice Shard
Ice Beam
Hail
Blizzard
Sheer Cold

Bide
Block
Disable

Body Slam
Double-Edge
Iron Head

Bulldoze
Explosion
Frost Breath
Giga Impact
Light Screen
MC Allocation: 10


Trap Abomasnow: Block (fixed damage), Swords Dance
(X) @
Power Bracer
Nature: Brave (+1 Atk; Speed/1.15, -10 EVA)
Type: Grass/Ice
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Snow Warning:
(Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard&#8217;s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Requires an action to summon.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 (60 / 1.15v) (-) [26]
Size Class: 4
Weight Class: 5 [6]
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Blizzard
Grasswhistle
Ice Punch
Ice Shard
Icy Wind
Ingrain
Leer
Mist
Powder Snow
Razor Leaf
Sheer Cold
Swagger
Wood Hammer

Avalanche
Bullet Seed
Double-Edge
Leech Seed
Skull Bash
Stomp

Block
Role Play

Brick Break
Bulldoze
Earthquake
Focus Punch
Giga Impact
Ice Beam
Protect
Swords Dance
Strength
MC Allocation: 10


Trap Jynx: Trick, Taunt (-16EN)
(F)
@ Ring Target
Nature: Hasty (+15% Spe, +14% Acc, -1 Def)

Type: Ice/Psychic
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (95*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Attacks:
Avalanche
Blizzard
Body Slam
Confusion
Copycat
DoubleSlap
Fake Tears
Heart Stamp
Ice Punch
Lick
Lovely Kiss
Lucky Chant
Mean Look
Perish Song
Pound
Powder Snow
Psychic
Sing
Sweet Kiss
Thrash
Wake-up Slap
Wring Out

Fake Out
Nasty Plot
Wish

Counter
Magic Coat
Signal Beam
Trick

Dream Eater
Focus Blast
Hidden Power (Electric 7)
Hyper Beam
Protect
Shadow Ball
Taunt

Bubblebeam
Water Gun
Water Pulse
MC Allocation: 10


Nest Pokemon:

(X)
Types: Poison / Flying
Poison:Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Nature:Hasty (+15% Speed, +19 Acc; -1 Def)

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Inflitrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 104 (90*1.15^) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 4/9
MC: 0
DC: 5/5

Level Up Moves:
Acrobatics
Air Cutter
Air Slash
Astonish
Bite
Confuse Ray
Haze
Leech Life
Mean Look
Poison Fang
Screech
Supersonic
Wing Attack

Brave Bird
Hypnosis
Pursuit
Steel Wing

Venoshock
Giga Impact
Hidden Power (Ground 7)
Hyper Beam
MC Allocation: 5


Dewgong:
(X)
Nature: Quiet (+SpA ; Speed/1.15, -10 EVA)
Type: Water / Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Thick Fat:
(Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (70 / 1.15v) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Aqua Jet
Aqua Ring
Aqua Tail
Aurora Beam
Brine
Dive
Encore
Growl
Hail
Headbutt
Ice Beam
Ice Shard
Icy Wind
Rest
Safeguard
Sheer Cold
Signal Beam
Take Down
Water Sport

Disable
Fake Out
Icicle Spear

Body Slam

Blizzard
Giga Impact
Protect
Surf
MC Allocation: 5


---

Boss Arenas:

Arctic Pit:

The bottom of the Glacial Cave is completely covered in Ice, every trace of water frozen permanently into place, frozen completely solid. The moisture in the area has not entirely dissipated, and in fact Hail crystals float around the entire arena, shimmering in the frigid cold. The crystals are so pure in fact that the light that seems to be shining from them is reflected, making it very hard to see anything. It's quite disorienting. One think you can see waiting on a pedestal is a shiny Freeze Flute
. You pick it up, and then a chill wind blows through the arena, which you identify the frosty breath of two Pokemon. This is the final territory of the glacial cave, and you meet two very large, and quite angry Pokemon.

Summary:

  • Arena Type: Cave
  • Weather: Glacial Hail
    • Unchangeable
    • Two (2) DPA like ordinary Hail
    • Water-typed freeze upon release, making them Ice-typed.
    • Adds Sticky Hold effect to Items on both sides, preventing their swapping or removal (Embargo and Magic Room are still effective) [HIDDEN]
    • Attacks with "Rock" in their name freeze and become Ice-typed [HIDDEN]

Glaciation Chamber:

The mid-point of Glacial Cave features a massive room where the ice and water mix together to form a kind of hybrid environment inbetween Rain and Hail. The ice reflects light very well, while the water produces a fine mist. There are still a few rapids in the chamber that can be used to damage foes. The guardians of this area are extremely protective of its unique environment. You've been warned.

Summary:
  • Arena Type: Cave
  • Weather: Glaciation
    • Has the normal properties of both Rain Dance and Hail.
    • If a Pokemon is hit by a Weight-Based attack or Strength from a Pokemon with a Weight Class 2 or greater than their own, they will be knocked into the rapids for an additional ten (10) fixed damage.
    • Weather Ball is Water-typed.
    • Allows Solarbeam to be used without the charge turn and at full power [HIDDEN]

Regular Arenas:

Frosty Rapids: (Lackeys, Events 1 and 2) A series of areas next to fast moving water. Navigating them is difficult and Pokemon knocked into the rapids will take ten (10) fixed damage in addition to the attack's damage.

Summary:
  • Arena Type: Cave
  • Weather: None
  • If a Pokemon is hit by a Weight-Based attack or Strength from a Pokemon with a Weight Class 2 or greater than their own, they will be knocked into the rapids for an additional ten (10) fixed damage.

Chilled Depths: (Events 3 and 4) Glaciated areas where the water has slowed down and is in a half-state mixture between water and ice. It is not as pronounced as in the main chamber and the light is more disparate, but it has similar effects.

Summary:
  • Arena Type: Cave
  • Weather: Glaciation
    • Unchangeable
    • Has the normal properties of both Rain Dance and Hail.
    • Weather Ball is Water-typed

---

Events:

Glacial Cave uses a randomised RP System. This means that you should not go in the order the 3 RPs in each section are written, but instead a random one. You only go through 2 Frosty Rapids type events (Randomely selected), and whilst you go through both Chilled Depths type events, the order should be RANDOM.

Welcoming Party!
Type: Frosty Rapids

As you get past the first set of rapids you reach an impasse with a boulder blocking your way. As you search the area you discover that pushing the boulder down will slow the flow enough for you to cross by a swifter route. Alternatively you could walk the long way around and not bother with the effort. Do you

a) Push the boulder.
b) Take the long way around.

Push the boulder:

2/3rd chance:

Pushing the boulder slows the flow of the water allowing you to cross more quickly, but the noise attracts a nest of three (3) Golbat that swoop down from the sky to attack you. For your efforts you find a cache of items the Golbat have hoarded including an
Absorb Bulb (x1), a
Cell Battery (x1), and an
Air Balloon (x1).

You continue onward.

1/3rd chance: The boulder falls into place making a loud noise, but nothing follows. You continue on the shortened path, seemingly avoiding a confrontation. (Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

Or so you think. A Froslass confronts your Pokemon and seals off the pathway you used. Your only option is to chase it down with one of your Pokemon. Which will you send?

Take the long way around.

1/4 chance: Haste proves not to have been waste, as you find your <Lightest Pokemon> whisked away by a Honchkrow's Tailwind, and trapped across an impassable chasm. It will take you and your Pokemon two (2) rounds to reach it. As Honckrow glares at its prey, it lets out a Snarl.

After reaching your Pokemon and defeating Honchkrow, you head onward.

1/2 chance: Going around the long way proves to be more difficult than you thought. More to the point, you begin to notice very uncharacteristic qualities of the glacial cave, including sections of small tree-like objects. They all appear to be immobile, until you get to the very end of the path. Before you can cross a small bridge to the otherside. An Abomasnow jumps out and blocks off your <Heaviest Pokemon>, crushing the path behind it [if the Pokemon has a Weight Class of 4 or less, it takes Rapids damage as well]. Your Pokemon sealed off, Abomasnow prepares itself with a Swords Dance. This will get ugly, and worse, it will take you two (2) rounds to find a way around.

After defeating Abomasnow, you regroup and head onward.

1/4 chance: The trek around is arduous, but you manage to make it through to the next area relatively without incident. (Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

Or so you think. A Froslass confronts your Pokemon and seals off the pathway you used. Your only option is to chase it down with one of your Pokemon. Which will you send?

Shell Game:
Type: Frosty Rapids

You come across a split path, one that ascends upward and out into another chamber. The upper path looks slightly unstable, but you can see it all the way out of the room. There is another path that stays level and close to glaciating water, but bends around into the darkness. Do you

a) Take the lower path near the water.
b) Take the upper path into the next chamber.

Take the lower path near the water:

3/4 chance: As you head past the water, a Cloyster immediately jumps out at <Pokemon with the lowest HP> and Clamp's down tightly, dragging it off further into the darkness. Deep in it's layer with it's prey it prepares itself for its next meal with a Shell Smash. It will take you two (2) rounds before you have any hope of catching up to it.

After catching up to Cloyster and defeating it, you head onward.

1/4 chance: You pass around the dark bend with nary a passing thought. You appear to be in the clear. (Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

Or so you think. A Froslass confronts your Pokemon and seals off the pathway you used. Your only option is to chase it down with one of your Pokemon. Which will you send?

Take the upper path into the next chamber:

3/4 chance: As you head up the path, snowflakes start descending from the ceiling, getting larger and larger as they approach you. You soon realize you greatly misjudged the height of the ceiling in this room. That's no snowflake, it's Cryogonal! It Bind's your <Non-Ghost Pokemon with the highest HP> and whisks it away to another platform. It mocks it with a Swagger, leaving it confused, while you're forced to take two (2) rounds to find a way to get to Cryogonal and your trapped Pokemon.

After defeating Cryogonal, you continue ahead.

1/4 chance: The path proves to be highly unstable, and you fall back onto the lower path with a thud. Unfortunately, all the noise attracted the attention of a wild Cloyster, which immediately jumps out at <Pokemon with the highest HP> and Clamp's down tightly, dragging it off further into the darkness. Deep in it's layer with it's prey it prepares itself for its next meal with a Shell Smash. It will take you two (2) rounds before you have any hope of catching up to it.

After catching up to Cloyster and defeating it, you head onward.


Reflected Rays:
Type: Frosty Rapids

You come across a brilliant chamber full of ice that sparkles with reflected light from above. It warps and distorts the light creating a kind of rainbow effect on the fast-moving rapids that flow around the room. Across the rapids you see a dark cave that leads into the next area. Ice floes come down from a higher entryway and could be boarded to go across. Your other option is to try and jump from a series of rocks that the rapids are filtering through near a still pool that collects some of the icy water before sending it further down.

Do you:

a) Board an ice floe.
b) Jump the rocks.

Board an ice floe.

1/2 chance:

As you board the Ice Floe you feel a massive crash coming up from beneath you, which startles you and causes you to fall to the ground. While you and your Pokemon are bewildered, a Mantina jumps up out of the water and creates a Whirlpool that traps your <Heaviest Pokemon>. Then darts off with Agility. It will take you two rounds to catch up with it.

After reaching Mantine and defeating it, you move onward.

3/8 chance:

The bright lights reflection begins to overwhelm you as it shines in your face. After a flash of light, a Glalie sails past you aiming directly at <Pokemon with the lowest HP> and starting up a blinding Hail storm. In the confusion it blasts an Icy Wind that whisks the Pokemon away. It will take you two rounds to find Glalie in the storm.

After catching up with Glalie and defeating it, you head onward.

1/8 chance: You pass through on the ice flow without incident. You appear to be in the clear. (Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

Or so you think. A Froslass confronts your Pokemon and seals off the pathway you used. Your only option is to chase it down with one of your Pokemon. Which will you send?

Jump the rocks.

1/2 chance: You jump the first stone successfully, but at the second stone you see a higher and lower stone and choose the one laying in the water. Immediately you begin floating in the air and are knocked back onto the last stone. It appears you've angered a Glalie. It summons a blast of Hail for cover and whisks your <Pokemon with the most current HP> away. It will take you two rounds to reach it.


After catching up with Glalie and defeating it, you head onward.

3/8 chance: As you climb across the rocks, a Mantine swoops up from the rapids and takes aim at your <Pokemon with the least current HP>, whisking it away on a Whirlpool and darting off with an Agility. It will take you two rounds to hop across and catch up to it. After reaching Mantine and defeating it, you move onward.

1/8 chance: You jump the rocks without incident. You appear to be in the clear. (Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

Or so you think. A Froslass confronts your Pokemon and seals off the pathway you used. Your only option is to chase it down with one of your Pokemon. Which will you send?


Frozen Dewdrops:
Type: Chilled Depths

As you enter further into the depths of the cave you start feeling the frosty effects of the area. Ice coats the water in the area and is more than thick enough to carry your weight. This particular area is both damp and frigid, creating an extremely biting atmosphere for you and your Pokemon. The (2) Dewgong here seem to love it though. You? They aren't fans, and they attack you on sight.

After the battle you find a Damp Rock
and an Icy Rock
.

You continue onward.

A Vexing Hex:
Type: Chilled Depths

You continue deeper into the cave and start hearing a haunting melody. As you get lured further in, you find yourself delirious. In the mix-up, you find your <Pokemon with the least Energy> whisked away. Clarity returns to you before you realize the extent of this Trick, and far off, Jynx Taunts your Pokemon. It will take you two rounds to catch up with it, once you find your bearings.

(Roll out of 100 if Froslass has not been encountered yet. If 1-10:)

As you catch up with Jynx, A Froslass enters the battle to face you alongside it. It appears these two Pokemon are friends, which is bad news for you.

After the battle, you collect yourself and continue on.
 

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