Monday, August 17, 2026

Creating a Sandbox for Pokémodule B1: In Search of the Unown

Hey, I haven't created a sandbox on the blog in a while. I just finished up Pokémodule B1: In Search of the Unown, an Into the Oddish conversion of Dungeon Module B1. I made a sandbox for my version of B1 (which I've been running in AD&D for a few months now), so why not make one for the Pokémon version?

Now, I could just take my existing sandbox for B1 and convert it to Into the Oddish, but that's no fun. I love making sandboxes, and am always looking for an excuse to do so. So, let's make a new one.

The first issue I have to address is how the sandbox should feel. Do I want to design this like a Pokémon game, with predefined, somewhat linear routes with little patches of tall grass where wild Pokémon are encountered and which you can sometimes navigate around? Should every forest and cave have an entrance and exit, connecting different regions of the map? Should my towns and cities be designed like settlements in a Pokémon game? Or do I want to design this like a typical AD&D sandbox but replace all the AD&D stuff with Pokémon stuff?

My approach to creating content for Into the Oddish has been to treat it not like a TTRPG that feels like a Pokémon game, but like a Pokémon game that feels like a TTRPG. What I mean by that is that Into the Oddish already isn't like a Pokémon game. You aren't a Pokémon trainer catching Pokémon and battling other trainers. You're a wild Pokémon (or a left-behind trained Pokémon) exploring the ruins of a society. That's just D&D but everything is Pokémon now.

Overland travel, outdoor encounters, and dungeons play the same, but instead of seeing a dragon flying overhead in the distance, it's a Charizard (or a gang of teenaged Charizards). The Charizard might still come down and incinerate you or demand you surrender your Pokédollars or TMs, just as a dragon might demand gold or magic items. There are still dungeons, but they're abandoned gyms, power plants, mansions, ghost ships, etc. inhabited by wild Pokémon instead of monsters. A "stronghold" is just a fortified location that's been commandeered by some singularly powerful Pokémon (I really like the idea of "strongholds" as standalone wilderness "gyms"). When I run a forest in Into the Oddish, I won't run it like in a Pokémon game - it's like in a D&D game, but all the goblins are Caterpie.

I am also always harping on how AD&D has these super versatile worldbuilding tools that you can fit into whichever TTRPG you personally prefer. Usually I'm talking about D&D-likes, but I bet it can apply just as well to Into the Oddish. Let's find out, eh?

I'll start with a small regional map, 5 hexes by 5 hexes. Just like with my original B1 sandbox, I'll assume that the region is predominantly a cold climate forest. Using some variation of Welsh Piper's Hex-Based Campaign Design I get the following:

Next I drawn in topographical lines, which lets me chart the course of rivers like so:

More rivers is always better, so I added a few coming in from off map in addition to those flowing from the depicted hills. Water-type Pokémon can presumably swim along the waterways, and those who know Surf can carry others with them. Of course, I don't see any reason why Pokémon can't hitch a ride on a boat the same way adventurers in a D&D game would.

I know that Quaqsqueton is on a wooded crag, and there's only one wooded hills hex (03.02), so it has to go there. Since that hex is already stocked, I'll roll 24d100 for the remaining hexes. I use a random number generator that doesn't allow duplicates and get this:

That's two single dwellings (2 and 3), a thorp (4), a stronghold (13), and two ruins (15 and 16). I'll need some additional info about the stronghold and the ruins, so I roll 2d100 for the stronghold and d100 for each ruin. I get 89 and 71 for the stronghold (large walled castle with keep, character-types), and 92 and 24 for the two ruins (a tomb and a shrine). I won't interpret those rolls literally, but I at least know that the "stronghold" is large and is ruled by a powerful Pokémon, and that neither of the ruins are cities. 

Now I can place each location on the map:

My key as of now:

  • 01.03: Single dwelling
  • 01.04: Large stronghold, character-type
  • 01.05: Tomb ruins
  • 02.03: Single dwelling
  • 03.02: Quagsqueton
  • 04.04: Village ruins
  • 05.04: Thorp

While Pokémon presumably don't build roads, there are of course roads (or routes) connecting locations in the Pokémon world. So, I add roads:

At a glance, it looks like the two single dwellings pay homage to the ruler of the stronghold, who in turn controls the road to the tomb ruins. There is a road through the forest, but to travel from one end to the other, one must pass through the village ruins. Just as in my original B1 sandbox there is no road to Quasqueton because of its intended remoteness (in defiance of the guidance in the AD&D DMG), there is no road to Quagsqueton on this map. The player Pokémon have come into possession of some special map which points to the dungeon's long lost location, allowing them alone to exploit it (for now).

Next, I place wild Pokémon lairs. Just as I do with AD&D, I'll roll d10 for each hex which doesn't already contain a location or a road. Plains and water hexes have a 10% chance to contain a lair, light forest and hills have a 20% chance, and heavy forest has a 30% chance. I roll up a lair in the fourth plains hex (03.01), one in the first forest hex (02.04), and one in the heavy forest hex (04.05). My map looks like this:

Now, how do we make all of this work for a Pokémon game? 

I'm thinking the tomb ruins could be something like the Pokémon Tower in Pokémon Red and Blue, while the ruined "village" is like, the ruins of your classic Pokémon starter town - Old Pallet Town or something like that. If I had rolled a ruined city instead, that would be more like a city in a Pokémon game, with an old gym, a dilapidated Pokémon Center and Pokémart, maybe the ruins of a Silph Co. building or something like that.

The "stronghold" is much like a stronghold in D&D - a seat of power for some high-level Pokémon. It is probably a "gym" of sorts. If this were AD&D, I could just roll up an NPC using the tables provided and riff on that. This isn't AD&D, so I'll have to get creative.

One of the first things I did when converting B1 to Into the Oddish was to sort each of the 151 Generation I Pokémon into "levels" 1 through 10 (according to their average base stats), the same way monsters in AD&D are sorted. This allows me to easily convert an existing D&D module by switching a monster of a given "level" out for a Pokémon of a similar level. Since Into the Oddish's Pokémon statistics are derived from their game statistics, this works quite well. The list I made for Into the Oddish is here. This is what I used when converting B1.

Since a Pokémon gym leader's "ace" Pokémon is usually a fully evolved form or a Pokémon that does not evolve in its Generation (not universally true, but true at least for Kanto, which is all I particularly care about), that seems like a good rule of thumb to go by. Looking at my list, the lowest level candidates are Level 4 Pokémon - Beedrill, Butterfree, Farfetch'd, Lickitung, and Porygon. Conveniently, this corresponds to what a "medium level" NPC is in AD&D (level 1d4+3, or 4 to 7).

Normally when I determine the level of some random NPC in AD&D, I roll d20. 1 to 13 is levels 1 to 3 (1d3), 14 to 17 is levels 4 to 7 (1d4+3), 18 to 19 is levels 7 to 12 (1d6+6), and 20 is levels 9 to 20 (1d12+8). So I can just exclude the first category and instead roll a d7 (weird number, but it's fine). Since this is a large stronghold (as compared to a small or medium one), and because I want something cooler than a Lickitung, I'll roll 2d7 and take the highest result (for a small stronghold I would take the lower result, and for a medium stronghold I would simply roll once). I ultimately get a 6 (the other roll was a 5, so the result would be a Pokémon level 7 to 12 regardless).

I roll d6+6 and get 12. Any result of 10 or higher is a level 10 Pokémon. I look at my table and roll d14 and get an Exeggutor, which is great for a forest but maybe a bit weird for a cold climate. That's fine though. Pokémon doesn't make a lot of sense if you think about it too hard. I can easily change this to a tropical climate if I want to.

Stronghold rulers in AD&D have 1d4+1 henchmen of a level equal to their level divided by three (rounded to the nearest whole number), which is doubled if the NPC is above 8th level. Since my Exeggcutor is technically 12th level in AD&D terms, their henchmen Pokémon can be up to 8th level. I go looking for suitable Pokémon (I decide this is a Grass-type gym rather than a Psychic-type gym) and get a Gloom, a Parasect, a Vileplume, a Tangela, and a Victreebel. This is similar to how Pokémon gym leaders have lesser Pokémon the player must defeat before facing their ace.

I can do something similar to determine what important Pokémon inhabit each settlement, determining character-type NPCs (in AD&D terms) as usual and simply switching them out for like-level Pokémon. The only tricky part of this is that AD&D assumes that 98 to 99% of the population is made up of noncombatants. That leaves you with, at most, around 900 NPCs in your largest city who are "character-type" NPCs, which is still a lot, but you only really need to detail a fraction of those (135 would be high level or very high level, and only four or so would be 20th level, so you could just stick to those as faction leaders and call it a day). 

In contrast, all Pokémon fight. A city of 60,000 would have something like 3,000 (5%) "Tier 4/9th to 20th level" Pokémon, and somewhere around 21,000 (35%) who might be "gym leaders" (4th level and up). That clearly doesn't work. 

There are no towns or cities in this particular sandbox, but I do have a "thorp" which is home to 50 inhabitants. If I just say that 5% of them are "Tier 4" Pokémon, then that means two or three 10th level Pokémon, any one of which could be legendary. That doesn't really make any sense to me. And what of the "single dwellings"? Should each of the 1d12 Pokémon there be diced for, with a 5% chance that one is in the same category as a legendary?

Here's what I'm thinking. Larger settlements like towns and cities are more like the "cities" in the Pokémon games. An AD&D town is like one of the small "cities" in a Pokémon game (Pewter, Cerulean, Vermillion, etc.) and an AD&D city is like one of the big cities in a Pokémon game (i.e., Saffron, Goldenrod). When I prep for AD&D, I break these large settlements into districts, so I'll do the same here. Each district is home to a special location - like a gym, the S.S. Anne, Silph Co., the Safari Zone, etc. Each of those locations can be ruled by a gym leader-type or otherwise prepped like a dungeon with a similar distribution of Pokémon of different levels.

Smaller settlements like hamlets and thorps are Pokémon-formed communities which came together after the collapse, while villages are analogous to small human settlements like Pallet Town. They don't have gyms or Pokémon Centers. The Pokémon who live there are all 1st to 3rd level "rabble" who aren't generally prone to fighting but will defend themselves if they must (you don't want to mess with a community of 50 Pokémon, even if it's just a bunch of Pidgey and Rattata). Since these smaller settlements are essentially one small "district", maybe there's one "gym leader"-type who acts as community leader and informs what types live there but isn't actually a gym leader, since these communities don't have gyms.

A single dwelling might be the isolated former home of a specific trainer, and the relatively small number of Pokémon there will be of the type typically used by that trainer class. Since there are very few Pokémon here, you can really flesh them out and not worry about it being too wonky statistically speaking because who knows what type of trainer or how powerful they were.

Wild Pokémon lairs are easier. I can just roll on the AD&D outdoor encounter tables and switch out whatever monster I roll for a like-level Pokémon. For the light forest lair, I got wolves (3rd level), which I switch out for Cubone. The plains lair is trolls (7th level), which I switch out for Electabuzz. The deep forest lair is giant lynx (4th level), which I switch out for Nidorina/ino. It isn't perfect, but it sort of works and is better for me than just kind of making up whatever. Your mileage may vary.

In this post, I'm only going to bother statting out individual Pokémon - whichever ones are the most powerful in their given location. There isn't any clear guidance for what "level" these Pokémon should be for the sake of determining their movesets, so I kind of just look at what moves they learn before hitting the level at which they evolve and pick the ones I want.

My individual Pokémon also occasionally have TMs and HMs in place of their level up learnset, as well as some healing items. How do I determine who has what? Well, since my Pokémon are analogous to character-type NPCs in AD&D, and AD&D has instructions for determining if such NPCs have magic items, I can use those same procedures. Basically, I use this:

How? Well, if, for example, I'm detailing a "level 4" Nidorina, I'll check for items as if she's a level 4 AD&D NPC. Let's say I get a positive result on the first roll and a negative on the second, which means she has two items from "Table I". I ignore that and just say she has two items. For one of them, I'll look up what TMs and HMs Nidorina can learn and roll a d50 or something until I land on one. If its a move I want her to have, I'll replace some other move she would otherwise know with that, and she'll have one additional single use battle item like a Potion or a Heal. If it's a move I don't want her to have, I'll give her two battle items instead.

Which items? Eh, whatever. If it's a Potion, I'll pick whichever level of Potion seems appropriate for a "4th level" Pokémon (probably a Super Potion). What other item might she have? Well, she's a Poison type, so she's vulnerable to Psychic-type moves which means, because of how Into the Oddish works, she's susceptible to the Confusion Status. So let's give her a Full Heal to cure that in case it happens. A Water type would probably have a Paralyze Heal, a Grass type would have an Antidote, a Burn Heal, or an Ice Heal, and so on.

Oh, and remember, gym leaders always give TMs! So I like to give all my gym leader Pokémon at least one TM move of their specialized type and include that TM as a reward for defeating that Pokémon in battle.

Now let's go through and detail each location, in order.

01.03 FISHERMAN'S CABIN: This riverside cabin and boathouse was once the home of a Fisherman. Since the humans disappeared, the Fisherman's Cloyster, Captain, has established an abode in the river along with other Water-type Pokémon, including five Shellder and two Krabby. They harass any Pokémon attempting to use the road to travel south.

Captain (male Cloyster): STR 14, DEX 11, WIL 11, 9 HP, Armor 3. Water/Ice type. Resists Ice (x2) and Water. Weak to Electric, Fighting, Grass, and Rock. Items: Full Restore, Paralyze Heal. Moves (d20):

  • 1-10 Withdraw: Increases his Armor by 1 (up to 5) for the remainder of the encounter.
  • 11-15 Bubblebeam: Deals highest 1 of 2d8 Water-type damage to the target. If any damage dice match, the target has Disadvantage to Dexterity saves until they pass a Dexterity save.
  • 16 Blizzard: Deals highest 1 of 2d12 Ice-type damage to the target(s) (Blast damage). If any damage dice match, the target suffers the Freeze Status.
  • 17-20 Spike Cannon: Deals 1d8 Normal-type damage to the target. On a Critical Hit, if the additional damage die rolls its highest possible value, roll an additional damage die. If that additional damage die rolls its highest possible value, roll an additional damage die. Ad infinitum, if the damage dice keep rolling their highest possible values.

Captain is motivated by greed and self-interest. He is unfriendly towards player Pokémon (-2 to Willpower saves to influence him), demanding a tithe from any who pass through his territory or expect hospitality. He and his Pokémon control passage downriver from this point on. 

Belladonna (01.04) has attempted to recruit Captain against Aegon, but hasn't managed to convince Captain that the odds are in their favor. There is some enmity between Captain and the Pokémon of Tamer's Cabin (02.03) over control of the river, although this has not resulted in bloodshed yet.

01.04 PINECREST LODGE: In the Age of Humans, this location was a secluded resort hotel and lodge for the wealthy looking to get away from the hustle and bustle of the city to relax amongst nature. It is an imposing complex with all the amenities associated with such a place - a grand timber and stone main lodge, guest cabins, hiking and skiing trails, hot springs and a spa, a Pokémon Center and Pokémart, and staff housing and maintenance buildings. Most Pokémon found here are of the Grass type, though Bug, Ground, Poison, Rock, and Water types are found as well.

The lodge's owner and proprietor, Myrtle, was herself a gym leader. Her Exeggutor, Aegon, was her strongest Pokémon. Since the humans disappeared, Aegon has gone somewhat mad and has claimed rulership of the Lodge. He is a capricious despot. One of his heads is greedy and cruel, another is gracious and benevolent, and the third is constantly mediating between the two. He is prone to mood swings and changes of heart, so he inspires great fear and obsequiousness in his subjects.

Aegon is unfriendly (-2 to Willpower saves to influence him) towards player Pokémon, granting them hospitality only if considerable homage is paid. 

He tightly controls the road to the Frost Witch Barrow (01.05), granting access only to those who greatly please him or vow to deliver its valuables to him. He greatly fears the Jynx there and can be convinced to finance expeditions by player Pokémon to roust her from her lair.

Aegon (male Exeggutor): STR 14, DEX 8, WIL 16, 17 HP, Armor 1. Grass/Psychic type. Immune to Ghost. Resists Fighting, Grass, Ground, Electric, Psychic, and Water. Weak to Bug (x2), Fire, Flying, Ice, and Poison. Items: Antidote, Burn Heal, Full Restore, and Ice Heal. Moves (d20):

  • 1-7 Hypnosis: Rolls 1d20. On an 8 or higher, the target suffers the Sleep Status.
  • 8-14 Stomp: Deals 1d8 Normal-type damage to the target. On a Critical Hit, the target flinches and misses their next turn.
  • 15-17 Mega Drain: Deals highest 1 of 2d8 Grass-type damage to the target and restores his own HP by half the damage inflicted on the target.
  • 18-20 Psychic: Deals highest 1 of 2d10 Psychic-type damage to the target. On a Critical Hit, the target has Disadvantage to Willpower saves until they pass a Willpower save.

Aegon is served by five "henchmen":

  • Moss (male Gloom): Aegon's steward. He is quiet and dutiful. He is the first of Aegon's inner circle that visiting Pokémon are likely to meet. He is fiercely loyal.
  • Morel (male Parasect): Master of fungal gardens and Bug Pokémon. He is slow, methodical, and unsettling. He prefers a quiet life and likes Aegon well enough. Belladonna has attempted to recruit him and his Bug Pokémon to rise up against Aegon, but she hasn't convinced him to act.
  • Azalea (female Vileplume): Keeper of the conservatory and royal advisor. The oldest after Aegon himself. She is chamberlain and counselor, inclined towards neutral, balanced advice. She attempts to temper Aegon's less desirable qualities and has no great love or hatred for him.
  • Briar (female Tangela): Aegon's spymaster. She rarely speaks and can appear almost anywhere by emerging from the overgrowth. She is fiercely loyal to Aegon and is always listening for talk of subversion.
  • Belladonna (female Victreebel): Captain of guards. She is power-hungry and quietly marshalling allies against Aegon, but has little in the way of supporters aside from her own subordinates.

If formally challenged by Stage Three Pokémon, Aegon will be joined in battle by these "henchmen", though Belladonna is likely to change sides if the battle isn't going their way. If lesser Pokémon challenge him, he will force them to defeat his henchmen before he accepts the challenge. He grants the Evergreen Badge and the Mega Drain TM to any Pokémon who manage to defeat him.

01.05 FROST WITCH BARROW: A dungeon for Stage One Pokémon. Once a tranquil burial site for trainers visiting Pinecrest Lodge (01.04) to pay their respects to dead Pokémon, it has since been occupied by Sable, a powerful Jynx known to Pokémon in the region as the Frost Witch. It is a cold, lonely, partially flooded, presumably haunted ruin inhabited by Magikarp, Psyduck, Slowpoke, Drowsee, and other 1st through 4th level Pokémon who either enjoy the chilly environs or the dread atmosphere.

Sable (female Jynx): STR 7, DEX 14, WIL 12, 12 HP. Ice/Psychic type. Immune to Ghost. Resists Ice and Psychic. Weak to Bug, Fire, and Rock. Items: Burn Heal. Moves (d20):

  • 1-4 Lovely Kiss: Rolls d20. On a 6 or higher, the target suffers the Sleep Status.
  • 5-13 Thrash: Deals 1d10 damage to the target, then deals 1d10 damage to the target again on the following turn. After the second attack, she suffers the Confusion Status.
  • 14-16 Blizzard: Deals highest 1 of 2d12 Ice-type damage to the target(s) (Blast damage). If any damage dice match, the target suffers the Freeze Status.
  • 17-20 Psychic: Deals highest 1 of 2d10 Psychic-type damage to the target. On a Critical Hit, the target has Disadvantage to Willpower saves until they pass a Willpower save.

Sable is proud, manipulative, patient, and vain. She unfriendly (-2 to Willpower saves to influence her) towards player Pokémon, attempting to coerce or deceive them into surrendering any valuables they have. 

She is antagonistic towards King Aegon and has entertained Belladonna's attempts to sway her towards usurping the Exeggutor, but feels she has not yet been offered suitable compensation for her role in ousting the Lodge's ruler. She lords over the Cubone of Cubone Cave (02.04) and exacts tribute from them every moon's turn.

02.03 TAMER'S DUNGEON: This secluded forest dwelling was once home to a Tamer. The Tamer's Golduck, Tracker, has since taken over, establishing a home alongside others of the Tamer's Pokémon, including a Persian and three Sandshrew.

Tracker (male Golduck): STR 12, DEX 13, WIL 10, 15 HP, Armor 1. Water type. Resists Fire, Ice, and Water. Weak to Electric and Grass. Items: Paralyze Heal, Super Potion. Moves (d20):

  • 1-8 Confusion: Deals 1d6 Psychic-type damage to the target. If any damage dice match, the target suffers the Confusion Status.
  • 9-13 Fury Swipes: Deals 1d4 Normal-type damage to the target. On a Critical Hit, if the additional damage die rolls its highest possible value, roll an additional damage die. If that additional damage die rolls its highest possible value, roll an additional damage die. Ad infinitum, if the damage dice keep rolling their highest possible values.
  • 14-15 Hydro Pump: Deals highest 1 of 2d12 Water-type damage to the target.
  • 16-20 Surf: Deals highest 1 of 2d10 Water-type damage to the target(s) (Blast damage).

Tracker has been hardened by his trainer's cruel nature. He believes that might makes right, and only the strong survive. He is indifferent towards player Pokémon. With a suitable offering, he may be convinced to transport player Pokémon down or upriver using Surf.

Tracker is uninvolved in the power struggle taking place at Pinecrest Lodge (01.04). He dislikes the Pokémon of Fisherman's Cabin (01.03) due to their claim to the river which borders the two's territory, though no blood has yet been shed.

02.04 CUBONE CAVE: This wooded cavern bordered by rivers is home to a clan of twelve Cubone. They howl mournfully at the moon at night, and their cries are particularly terrible during the full moon. It is on these nights that the Cubone meet the Jynx of Frost Witch Barrow (01.05) at the river bordering their territory to pay homage in exchange for another moon's turn of peace and solitude.

Cubone: STR 7, DEX 5, WIL 5, 9 HP, Armor 1. Ground type. Immune to Electric. Resists Poison and Rock. Weak to Grass, Ice, and Water. Moves (d20):

  • 1-7 Bone Club: Deals highest 1 of 2d6 Ground-type damage to the target. If any damage dice match, the target flinches and misses their next turn.
  • 8-20 Growl: The target’s attacks are Impaired for the remainder of the encounter.

The Cubone are unfriendly towards player Pokémon (-2 to Willpower saves to influence them), suspecting that they are agents of the Witch dispatched to torment them.

03.01 ELECTABUZZ DEN: This rocky burrow is home to a pair of male Electabuzz. They emerge during thunderstorms to seek out lightning strikes and absorb the electrical energy.

Electabuzz: STR 12, DEX 16, WIL 11, 12 HP, Armor 1. Electric type. Resists Electric and Flying. Weak to Ground. Moves (d20):

  • 1-5 Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals 1d4 Normal-type damage to the target.
  • 6-12 Screech: The target's Armor is reduced by 2 for the remainder of the encounter.
  • 13-17 Light Screen: Any Dragon-, Electric-, Fire-, Grass-, Ice-, Psychic-, or Water-type attacks against them are impaired for the remainder of the encounter or until any Pokémon in the encounter uses Haze.
  • 18-20 Thunder: Deals highest 1 of 2d12 Electric-type damage to the target. If any damage dice match, the target suffers the Paralysis Status.

The Electabuzz are good natured but very energetic, and their excess energy can often tend towards misplaced aggression. They are especially aggressive during storms. They are neutral towards player Pokémon and usually attack only if provoked or if they've very recently been struck by lightning, which fuels their aggression.

03.02 QUAGSQUETON: See Pokémodule B1: In Search of the Unown.


04.04 OLD NEEDLEROOT TOWN: This ruin beside the lake was once a cozy little town from which Pokémon trainers would begin their adventures. After the collapse, it was looted and sacked by wild Pokémon. The forest has since reclaimed the place, with vegetation growing over the old buildings. A variety of Pokémon who shun civilization have made it their home.

Most notable of these is a gang of wild Pokémon outlaws led by Brutus, a male Poliwrath. The gang uses the town's old professor's Lab as their base of operations, extorting any Pokémon who seek to pass through the ruin on the road through the forest.

The ruin is also infested with Rattata who dwell in the mazelike Warrens which wind through the earth directly beneath the site. They are led by their Raticate chief, Gnash.

The outlaws outnumber the Rattata but have been unable to root them out of their Warrens. The Rattata often launch nighttime raids against the bandits, using the Warrens to move about the ruins unseen. Each faction will likely attempt to recruit the player Pokémon to wield them against the other.

Encounters (d4):

  1. Metapod: Four Metapod have made pilgrimage to a huge dead pine tree. They cling to its upper reaches, preparing to evolve into Butterfree. They are focused on their ascendance and are indifferent to the local power struggle and to player Pokémon. If convinced to join the player Pokémon in battle against either the outlaws or the Rattata, any surviving Metapod will evolve, at which time they become friendly (+2 to Willpower saves to influence them).
  2. Outlaw Spearow: A flock of five Spearow from Brutus's gang loiter amongst the ruins. They are unfriendly (-2 to Willpower saves to influence them), seeking to bully and harass player Pokémon into surrendering any treasure they have.
  3. Pokémerchants: A pair of traveling Jigglypuff "merchants" make their way through the village, with fourteen male and female Nidoran serving as guards and beasts of burden, hauling a wagon loaded with goods. A single Mankey serves as captain of the guards. They are traveling along the road between settlements and are helpful (+4 to Willpower saves to influence them), eager to bribe player Pokémon with merchandise in exchange for protection. They are transporting 900 Pokédollars in goods (Antidotes, Awakenings, Paralyze Heals, Potions, and the like) and a pay chest containing 370 Pokédollars.
  4. Rattata: Six Rattata emerge from the Warrens looking for allies. They are helpful (+4 to Willpower saves to influence them), offering to accompany the player Pokémon on whatever their current objective is in the hope that they will aid the Rattata against Brutus's outlaws.

Lab: This overgrown professor's laboratory is the hideout for Brutus's gang of outlaw Pokémon. The gang consists of 70 Spearow, nine Meowth, two Grimer, two Lickitung, an Onix, a Haunter, a Magmar, and Brutus himself. The outlaws are unfriendly (-2 to Willpower saves to influence them), bullying, extorting, and potentially imprisoning any player Pokémon who come here, if they think they can get a ransom from them. Alternatively, they may dump prisoner Pokémon into the Warrens, forcing them to clear out the Rattata infestation within. They have seven Pokémon from the surrounding locations currently being held for ransom and another eight kept as indentured laborers and servants.

Brutus (male Poliwrath): STR 13, DEX 11, WIL 9, 17 HP, Armor 1. Water/Fighting type. Resists Bug, Fire, Ice, Rock, and Water. Weak to Electric, Flying, Grass, and Psychic. Items: Full Heal, Max Potion, and Paralyze Heal. Moves (d20):

  • 1-4 Body Slam: Deals 1d8 Normal-type damage to the target. On a Critical Hit, the target flinches and misses their next turn.
  • 5-9 Hypnosis: Rolls 1d20. On an 8 or higher, the target suffers the Sleep Status.
  • 10-14 Bubblebeam: Deals highest 1 of 2d8 Water-type damage to the target. If any damage dice match, the target has Disadvantage to Dexterity saves until they pass a Dexterity save.
  • 15-20 Submission: Deals highest 1 of 2d8 Fighting-type damage to the target, but takes 1 damage (not reduced by Armor) in return.

Warrens: This winding, narrow subterranean tunnels are home to a nest of 100 Rattata and their Raticate chief, Gnash. They are helpful (+4 to Willpower saves to influence them), eager to assist the player Pokémon in exchange for allies in their struggle with Brutus's gang. If the player Pokémon accept, the Rattata can sneak them inside the outlaws' hideout.

Gnash (male Raticate): STR 12, DEX 15, WIL 7, 10 HP, Armor 1. Normal type. Immune to Ghost. Weak to Fighting. Items: Hyper Potion. Moves (d20):

  • 1-4 Double-Edge: Deals highest 1 of 2d12 Normal-type damage to the target but takes 1d4 damage (not reduced by Armor) in return.
  • 5-8 Hyper Fang: Deals highest 1 of 2d8 Normal-type damage to the target. If any damage dice match, the target flinches and misses their next turn.
  • 9-17 Focus Energy: His next attack will be a Critical Hit as long as its damage die doesn't roll a 1.
  • 18-20 Super Fang: Rolls d20. On a 3 or higher, deals Normal-type damage equal to half the target's current HP (or Strength if the target has 0 HP), rounded down. This attack affects Pokémon immune to Normal-type moves.

04.05 POISON BRIAR DEN: This cavern deep in the forest is overgrown with stinging nettles. Fortunately, its inhabitants, Lady and Tramp, a mated Nidorina/Nidorino pair, and their female Nidoran pup, are immune to the plants' irritating barbs.

The pair live a peaceful existence in their secluded hideaway. They occasionally encounter Rattata or Spearow scouts from Old Needleroot Town (04.04) at the edge of the deep wood, bringing them back to the lair to be consumed by their offspring.

While generally insular, the pair become incensed if attacked in their den. If the Nidoran pup is threatened, Lady will become hostile, and all her attacks against the target will do maximum damage (roll to check for Critical Hits). Likewise, if Lady is attacked, Tramp becomes hostile, and all his attacks against the target will do maximum damage (roll to check for Critical Hits).

Lady (Nidorina): STR 9, DEX 8, WIL 7, 13 HP, Armor 1. Poison type. Resists Fighting, Grass, and Poison. Weak to Bug, Ground, and Psychic. Items: Full Heal. Moves (d20):

  • 1-7 Double Kick: Deals 1d6 Fighting-type damage to the target. If the target has a Substitute, the attack breaks the Substitute, and the target takes half damage.
  • 8-15 Poison Sting: Deals highest 1 of 2d4 Poison-type damage to the target. If any damage dice match, the target suffers the Poison Status.
  • 16-17 Thunder: Deals 1d12 Electric-type damage to the target. If any damage dice match, the target suffers the Paralysis Status.
  • 18-20 Fury Swipes: Deals 1d4 Normal-type damage to the target. On a Critical Hit, if the additional damage die rolls its highest possible value, roll an additional damage die. If that additional damage die rolls its highest possible value, roll an additional damage die. Ad infinitum, if the damage dice keep rolling their highest possible values.

Tramp (Nidorino): STR 11, DEX 10, WIL 7, 11 HP, Armor 1. Poison type. Resists Fighting, Grass, and Poison. Weak to Bug, Ground, and Psychic. Moves (d20):

  • 1-6 Double Kick: Deals 1d6 Fighting-type damage to the target. If the target has a Substitute, the attack breaks the Substitute, and the target takes half damage.
  • 7-13 Poison Sting: Deals highest 1 of 2d4 Poison-type damage to the target. If any damage dice match, the target suffers the Poison Status.
  • 14-19 Focus Energy: His next attack will be a Critical Hit as long as its damage die doesn't roll a 1.
  • 20 Horn Drill: If he acts before the target, he rolls 1d20. On a 15 or higher, the target automatically drops to 0 HP and 0 Strength.

05.04 LEEKFIELD: This tiny community is home to about 50 Pokémon, who are led by Mallow, a female Farfetch'd. The settlement is a cluster of small shelters, with the surrounding grassland cultivated into fields of berries, grains, and wild vegetables. The settlement gets its name from the abundant leek-like reeds which grow along the lakeshore.

Mallow (female Farfetch'd): STR 10, DEX 9, WIL 8, 10 HP, Armor 1. Normal/Flying type. Immune to Ghost and Ground. Resists Bug and Grass. Weak to Electric, Ice, and Rock. Items: Paralyze Heal. Moves (d20):

  • Fly: Soars into the air, evading all attacks except Gust, Swift, and Thunder. On the next turn, she lands and deals highest 1 of 2d8 Flying-type damage to the target. The Move can also transport up to six other Pokémon to the Pokémon Center at Pinecrest Lodge (01.04).
  • Swords Dance: Double Enhances her attacks for the remainder of the encounter or until any of her damage dice rolls a 1.
  • Agility: Has double Advantage on Dexterity saves until they fail a Dexterity save.
  • Slash: Deals highest 1 of 2d8 Normal-type damage to the target. The attack is a Critical Hit if it rolls a 7 or 8.

Mallow and the Pokémon of this community are wary towards outsiders, preferring to stay uninvolved with conflict and danger. Pokémon traveling to Old Needleroot Town (04.04) and the forest south of it are often preyed upon by the outlaw Pokémon, Rattata, and the Nidorina and Nidorino living in Poison Briar Den (04.05). Several Pokémon from the community are held for ransom by the outlaw Pokémon. Mallow and Leekfield's inhabitants will become friendly if any of these problems are resolved for them.

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