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Dungeon Encyclopedia

Discussion in 'Trainer's Court' started by Synthesis, Apr 27, 2012.

  1. Synthesis

    Synthesis ._.

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    Dungeon Staff


    Grand Ultimate Meta-King Lord of Dungeons Throughout the Eternity of the Time-Space Continuum
    ChainReaction01


    Grand Masters
    Synthesis
    WebMaster
    WinterVines


    Dungeon Masters


    Dungeon Mechanics

    Welcome to the URPG dungeons where the brave enter but only the valiant leave. In here you will find treasures beyond your imagining. But beware, danger also lurks in the corridors. Will you make it out alive with the dungeon's treasure? Or will your body rot in the dungeon for all time like the millions before it? Enter if you dare.


    The dungeon run

    A dungeon run consists of an two-person exploration of three-floored dungeon. Each floor contains a boss room which houses the boss Pokemon. In order to advance, you must find three keys on the floor and then find the boss door to face down the Boss Pokemon. Defeating the Boss Pokemon advances you to the next floor or you may warp out and take whatever Rupees you have.

    A run ends under any of the following conditions: all Pokemon of both players are fainted, RP post quality is too poor, the third floor is clear, or the warp pad is utilized.

    The dungeon layout

    Each dungeon floor is a randomly generated 3x3 grid comprising a total of 9 rooms. Each room contains Pokemon for the explorers to fight. Three of the rooms contain keys, and one room contains a boss Pokemon. The Dungeon master is to roll for which rooms the keys and the boss shall be in. You can choose any method of rolling but here is the dungeon default for rolling

    Room 1; Room 2; Room 3
    Room 4; Room 5; Room 6
    Room 7; Room 8; Room 9

    The master can then roll a 9 sided die privately to determine the boss room, the key rooms, and the starting room. Since the boss door is locked and it would prove to be an obstacle if it was there, the boss room is never in center of the dungeon floor.

    If a floor is cleared, the dungeon master rolls again for the next floor for starting room, key rooms and boss room. Lastly, please keep the dungeon map private unless the map item is used by an explorer. Upon clearing a room, you will then have to choose which direction to proceed next. The Dungeon Master will tell the doorways; however, the DM will not reveal if they are locked or not. You must search for the boss room.


    Dungeon Rooms

    Each room contains Pokemon for the explorers to battle. The dungeon master is to roll for how many Pokemon appear in each room which ranges from 2 to 4. Pokemon that appear in each room are at the dungeon master's discretion. However, the difficulty of the Pokemon must be according to what floor the explorers are on. It is not a requirement to use fully evolved Pokemon as wild Pokemon.

    The explorers must defeat all the Pokemon in the room before proceeding. Afterwards, the dungeon master reveals whether there was a key in the room or not.

    The boss room contains the boss Pokemon and is the primary objective of the explorers. The door is sealed with three locks that must be unlocked with the three keys found throughout the dungeon. Clearing the boss room opens the staircase to the next floor in addition to causing a warp pad to appear. After clearing a floor, the explorers have the option to proceed onward for more rewards or to warp out of the dungeon with what they have.

    The party can move to any adjacent room. The DM will state all the exits in the room (to the north, to the east, etc.). The party will then pick one to advance. If the advancement is permitted, they will move on to the next room. If a boss door blocks their path, the DM will indicate so and give a hint to what type the boss it. (ex. "the sand is shifting near the door" for a ground type or "there is a faint purple aura near the door" for a ghost)


    Boss Pokemon

    Each floor contains a boss room with an enhanced boss Pokemon. A boss can be any Pokemon with any perks as long as they are within reason. For example, the boss could be two Garchomp with a dragon dance already in for each. Also, it could be a Dugtrio with 200% HP and other abilities like Sand Rush, Sand Force, and/or sand stream.

    All Pokemon in all rooms should have some relation to the boss Pokemon (similar type for example). For example, if Dugtrio were the boss, ground, rock and steel types would make sense for other Pokemon in the other rooms


    Dungeon Battles

    Dungeon battling is done in a brief RP with each explorers' Pokemon. Extensive posts are ok but they are by no means required. After the explorers post their moves, the DM refs the turn like he would an FFA starting with the fastest Pokemon. DMs must RP their turns but they are not required to have as much creativity as the explorers.

    Like the park, quality is important in the dungeon. The dungeon master may base his decisions like foe movement, move accuracy, secondary conditions, and other aspects on the quality of the post. Look at this example

    This is an example of a standard quality post. For posts that meet the dungeon standards, the DM will ref the turn normally and decide on appropriate moves for the opposing Pokemon. Due to the use of the ref calculator in the dungeons, all dungeon masters must have a valid ref license at all times.

    --

    Dungeon Items

    The following is the list of the known items available in the dungeon in alphabetical order. Here are the labels to indicate an item's type

    B = Battle (may be used at any time during a dungeon battle; counts as your turn)
    C = Curative (may be used at any time during the dungeon run; counts as your battle turn if in battle; can be used on any Pokemon regardless of activity or trainer)
    N = Non-battle (can be used at any time during the run outside of battle unless specified otherwise)

    Compass {N} - Reveals one room with a key; only 1 is permitted per run

    Elixir {C} - Fully restores the HP and status condition of one Pokemon

    Escape Rope {N} - Returns to any previously explored room

    Grenade {B} - Damages all opponent Pokemon for 50% HP regardless of type advantages or stat boosts

    Hi-Potion {C} - Restores 75% HP of one party Pokemon

    Invisibility Cloak {B} - Escapes a room

    Lantern {N} - Searches the room for a bonus; only 3 are permitted per run

    Map {N} - Reveals the key rooms and the boss room

    Master Key {N} - Works on any boss door; breaks after use; only one permitted per run

    Megalixir {C} - Fully restores the HP and status conditions of all Pokemon (regardless of trainer)

    Mega Phoenix {C} - Restores 50% HP of all fainted Pokemon (regardless of trainer)

    Mega Potion {C} - Restores 50% HP of all Pokemon (regardless of trainer)

    Phoenix Down {C} - Revives a fainted Pokemon with 50% HP

    Potion {C} - Restores 50% HP of one party Pokemon

    Remedy {C} - Removes the status condition of one Pokemon

    Smoke Bomb {B} - Escapes a room successfully; only 1 is permitted per run

    Torch {N} - Reveals the contents of the next room

    Wide-eyed Goggles {N} - Reveals the Boss Pokemon's species

    X-Potion {C} - Fully restores the HP of one party Pokemon

    --

    Prizes, the DM Test, and Other

    Prizes

    Now for the good stuff. Clearing floors earns you Rupees. These Rupees can be exchanged for TM prizes, dungeon items, and items from other URPG areas. Here are the Rupee payouts for each floor of the dungeon

    1st floor: 3 Rupees
    2nd floor: 4 Rupees
    3rd floor: 5 Rupees

    Additional Rupees can be earned based on completing certain dungeon challenges. Credit to Synthesis
    -Completing the run within three weeks - 1 Rupee
    -Not using any items - 1 Rupee
    -Defeating all the rooms on a floor - 1 Rupee
    -Using all Pokemon of the same Type - 1 Rupee
    -Discovering a Secret Passage - 1 Rupee (as well as the amount of Rupees you would get for completing that floor. For example, by finding a secret passage to the Third Floor from the Second Floor, you would get (4+1) 5 Rupees.
    -Defeating a Boss without using Super Effective moves - 1 Rupee
    -Not having any Pokemon faint - 1 Rupee


    Becoming a Dungeon Master

    So you wish to join the ranks of the dark order of the Dungeon Masters? Awesome. To become a dungeon master, you must have a full and valid ref license. In addition, you must complete a simple practical skills test over AIM in which you answer questions over dungeon mechanics and take your testers on a dungeon run. For more info or to take the test, PM/VM/IM one of the DM testers

    DM Testers
    ChainReaction01 - Active
    Synthesis - Active
    WebMaster - Active
    WinterVines - Active


    The Golden Rule of the Dungeon Masters

    Use. Common. Sense. The goal of the dungeon is to provide a fun RP environment. While a dungeon master should try to make things challenging, no DM should make things impossible. Keeping this simple rule in mind will greatly assist both the Dungeon Master and his explorers.


    Dungeon Master Wages

    All runs pay based on how many floors the explorers ventured into. Each floor pays any one of the following (DM's choice)

    $3000
    $2000 + 1 Rupee
    $1000 + 2 Rupees
    3 Rupees

    Wages are done every two weeks in accordance with the ref wages. Any Grand Master may do DM wages.



    Credit to WebMaster for initial compilation of encyclopedia. Edited by WebMaster, ChainReaction01, Synthesis and WinterVines