Showing posts with label In Search of the Unown. Show all posts
Showing posts with label In Search of the Unown. Show all posts

Monday, August 3, 2026

Pokémodule B1: In Search of the Unown (an Adventure for Into the Oddish), Upper Level of the Caverns of Quagsqueton

Many years ago, rumor has it, two noted Pokémon trainers in the area, Rogahn the Blackbelt (a Fighting-type trainer of renown) and Zelligar the Psychic (a Psychic-type trainer of mystery and power) pooled their Pokédollars and Pokémon to construct a home and gym for the two of them to use as a base of operations. The location of this hidden gym was chosen with care, since both trainers disliked visitors and intruders. Far from the nearest town or city, away from traveled routes, and high upon a craggy hill, the new construction took shape. Carved out of the rock protrusion which crested the heavily forested hill, this mystical hideaway was well hidden, and its rumored existence was never common knowledge. Even less well known was its name, the Caverns of Quagsqueton.

Construction of the complex, it is said, took over a decade, even with the aid of HMs and the work of hundreds of slaves trained Pokémon. Vast amounts of Geodude were removed and tumbled off the rough cliffs into large piles now overgrown with vegetation and Grass-type Pokémon. A single tower was constructed above ground for lookout purposes, even though there was little to see other than a hilly, forested wilderness for miles around.

Rogahn and Zelligar lived in their joint sanctuary for quite some time, conducting their affairs from within except for occasional adventures in the outside world where both men attempted to add to their reputations as foremost trainers of their respective Pokémon types.

The deeds and adventures of these two trainers were never well known, since they both kept their distance from civilization. Some say, and perhaps rightly so, that their motives were based on greed and some kind of vague (or chaotic) evil. No one knows for sure.

What is known more widely is the reputation of each. Despite their questionable alignment of suspected evil, both Rogahn and Zelligar capped their reputation of power when they joined forces to stop a coalition of wild Pokémon from threatening the great valley below. In a crucial battle at a narrow pass in the hills, the two combined powerful forces and decisively turned back the invasion. Rogahn's Machamp slew a horde of wild Pokémon single-handedly and Zelligar's powerful Alakazam put the army to flight. A grateful populace rewarded the pair and their Pokémon with considerable Pokédollars, after which the two retired to their hideaway. Most of the Pokédollars were apparently used to finance the further construction of Quagsqueton, although some of them may yet be hidden somewhere. In any case, the gym was not completed in its entirety when, years later, the intrepid pair apparently embarked on their last adventure.

Some years ago, Rogahn and Zelligar apparently decided upon a joint foray to Victory Road to battle the Elite 4. Taking most of their Pokémon along in a great band, the two trainers disappeared into the lands far from the hills and forests surrounding Quagsqueton.

As human dominance of the world of Pokémon was nearing its end, word reached civilization of some great battle at the Indigo Plateau where Rogahn and Zelligar met their demise. Quagsqueton was lost to human knowledge, and soon after, the world of Pokémon was lost to the humans as well. Quagsqueton has since been reclaimed by wild Pokémon, but rumors persist of Rogahn and Zelligar's vaults of Pokédollars, potions, and vitamins. If only some Pokémon had the knowledge and wherewithal to find their hideaway, they would have great things to explore! And who knows what riches of wealth and TMs might be there for the taking?

Pokémodule B1: In the Search of Unown is an Into the Oddish adventure for 3 to 6 Stage One Pokémon. If Pokémon survive the adventure and collect both the Brain Badge and the Brawn Badge, they evolve into Stage Two Pokémon.

THE DUNGEON

The Caverns of Quagsqueton are hewn from a great rock outcropping at the crest of a large wooded hill. Winds buffet the hills continuously, blowing and whistling through the trees, vines, and other vegetation which blanket the prominence on all sides. The rock itself is a heavy blackish slate, and is evident all throughout the caverns on both levels.

The air within the caverns is heavy, wet, and musty. In some portions of the complex, a layer of dust lies upon everything, undisturbed for years. Burning anything within is slow and difficult, for the entire atmosphere resists combustion. A Charmander's tail will burn smokily.

There are many doors within the dungeon, and some of them are secret doors, discernible only by special examination or by a Ghost-type Pokémon or a Pokémon with a rare Silph Scope. In all cases, unless otherwise noted, doors will be locked one-third of the time (2-in-6), meaning that they will bar entrance unless the lock is broken (using Cut, Strength, etc. - fire can soften a lock, or it can be melted by acid, or frozen and smashed by a Fighting or Rock type, for example). Breaking the lock or breaking down the entire door will be a noisy undertaking, to be sure, and may serve to attract unwelcome wild Pokémon . . .

The two levels of dungeon are approximately equal in size and are located one above the other. If the two maps could be placed over one another, the three access points between levels would directly correspond to their locations on the maps and lead directly to each other up and down.

Entrances and connections between levels: 

  • An opening on the upper southern face of the crag leads to Area 1 on the upper level.
  • A secret door on a cliff on the lower northern face of the crag leads to Area 55 on the lower level. Some form of flight or means of climbing (e.g., an Escape Rope) is needed to reach the door.
  • A hole in Area 19 on the upper level leads to a small side cavern outside Area 56 on the lower level.
  • A stairway in Area 30 on the upper level leads to Area 38 on the lower level.
  • A pit trap in the corridor outside Area 36 leads to a pool of water in Area 50 on the lower level.

THE CAVERNS OF QUAQSQUETON

KEY TO THE UPPER LEVEL

Within the complex, the upper level is a rather finished abode with generally good stonework and masonry overall. There are rough spots, or portions where workmanship is not as good as overall, but for the most part the construction and excavation are well done. The walls are relatively smoothly hewn and finished and in good repair. The floors, while uneven in places, are likewise in good condition. Corridors generally measure 10' in width, while ceilings for the most part are approximately 8' to 10' above the floor. The blackish stone from which the halls and caverns were hewn is evident overall. Doors are uniformly of heavy wooden construction, approximately five or six inches thick.

WANDERING POKéMON

Check every third turn; 1-in-6. If a Pokémon is indicated, roll d100 and compare to the list below to determine what type of Pokémon appears. The Pokémon Master is encouraged to check for wandering Pokémon any time the player Pokémon or something in their vicinity makes excessive noise, such as when a battle occurs or if the player Pokémon batter down or force a locked door. Room descriptions will sometimes indicate when the Pokémon Master should make additional checks.

d100     Pokémon 
01-13    1d6+1 Zubat (see Area 5)
14-26    1d6+1 Weedle (see Area 29)
27-35    1d4+1 Caterpie (see Area 34)
36-44    1d4+1 Koffing (see Area 12)
45-53    1d4+1 Paras (see Area 22)
54-60    1d4 Ditto (see Area 2)
61-67    1d4 Pidgey (see Area 31)
68-74    1d4 Spearow (see Area 3)
75-81    1d4 Voltorb (see Area 7)
82-87    1d3 Eevee (see Area 14)
88-90    1 Abra (see Area 32)
91-93    1 Geodude (see Area 37)
94-96    1 Machop (see Area 23)
97-98    1 Parasect with 1d4+1 Paras (see Area 22)
99-100  1 Pidgeotto with 1d4 Pidgey (see Area 31)

ENCOUNTER AREAS

ENTRANCE: At the end of a treacherous pathway leading up to the craggy outcropping of black rock, a cave-like opening obscured by vegetation. The opening leads straight into the rock to a large wooden door.

  • Door: Opens freely. Upon close inspection, it appears to have been forced open recently.
1. ALCOVES: Three pairs of alcoves line the corridor. Past the third set of alcoves, a short flight of stairs leads up to a landing. At the top of the landing are the bodies of several Pokémon.
  • Alcoves: 
    • The first pair of alcoves is empty. 
    • The second pair of alcoves also appears empty. They actually contain one-way secret doors which open only from the side opposite this one, though no tracks are evident on the bare stone floor. A Ghost-type Pokémon or one with a Silph Scope will see Paras tracks emerging from the wall of the west alcove and Caterpie and Weedle tracks emerging from the wall of the east alcove. 
    • When any creature passes between the third pair of alcoves, a pair of mouths with long, slobbering tongues appear, as if by magic. A Ghost-type Pokémon or one with a Silph Scope can see that the mouths are an insubstantial illusion. Any physical interaction with them also reveals as much.
      • The east mouth says in a booming lisp: "WHO DARESTH ENTER THISTH PLATHE AND INTRUDE UPON THE STHANCTUARY OF ITSTH INHABITANTSTH?"
      • The west mouth drowns out any attempted reply: "ONLY A GROUP OF FOOLHARDY TRAINERSTH DOOMED TO CTHERTAIN DEATH!"
      • Both mouths then shout in unison: "WOE TO ANY WHO PASSTH THISTH PLATHE - THE WRATH OF ZELLIGAR AND ROGAHN WILL BE UPON THEM!"
      • The mouths then begin a loud and raucous laughter, which fades as the two disappear from view. Check for wandering Pokémon coming to investigate the noise (1-in-6). The mouths reappear each time a creature passes between them.
  • Pokémon: Strewn about the floor are the pieces of a Weedle torn asunder. A puddle of ectoplasm pools on the floor nearby. A female Nidoran's body is badly burned. An Ekans and Charmander lie in a tangled heap. The Charmander looks to have clawed the Ekans to death just as the Ekans crushed its bones.
    • Ectoplasm: The remains of a Gastly.
    • Heap: Inside the heap, the Charmander carries a satchel containing 7 Pokédollars.

2. KITCHEN: A great clatter of pots and pans and a tantalizing aroma can be detected by Pokémon outside this room. A very long room with two large cooking pits in the southwest corner. Both are lit and something is cooking in each one, with smoke filtering up through chimneys directly above. Long tables line the walls, with scattered containers and old bits of moldering food all around. Pots and pans hang from the ceiling and a large cast iron kettle is suspended from the ceiling by a thick chain. Four humans are here, dressed as chefs, hustling and bustling to prepare a meal.

  • Cooking pits: A Caterpie and a Spearow are each skewered upon a spit, roasting over an open flame. The chimneys above are too narrow to investigate.
  • Moldering food: A particularly noxious chunk of Tauros cheese is covered with a fuzzy green growth. A thorough search turns up five uses of Leftovers.
    • Leftovers: Restore 1d4 HP per use.
  • Humans: These humans have blank expressions and unblinking pupils instead of human eyes. Strangely, they speak in the language of Pokémon.
    •  A Ghost-type Pokémon or one with a Silph Scope can see that the "humans" are in fact Ditto. The Pokémon Master might allow a move such as Flash to stun the Ditto, forcing them back into their true forms. They cannot mimic human speech, and are unable to remain transformed when laughing. 
      • Ditto: The Ditto are helpful (+4 to Willpower Saves to influence them) and are eager to feed any Pokémon who enter, and welcome them to rest here. The Ditto love the taste of Spearow and will ask Pokémon to go to Area 3 and catch some for them. If Pokémon rest here, roll 2d6. On a result of 5 or lower, the Ditto attempt truss them up in their sleep, season them generously, and roast them over an open flame.
        • STR 8, DEX 7, WIL 6, 9 HP; Normal type; Vulnerabilities: Fighting; Immunities: Ghost; Moves (d20):
          • 1-20 Transform: Morphs into a near-exact copy of the target. Stats, stat modifiers, type, Moves and appearance are changed; its HP remains the same and each copied Move can only be used once per encounter.
    • Treasure: One of the Ditto carries an Antidote (a cure for indigestion after consuming a Poison-type Pokémon).

3. DINING ROOM: The room is splattered with bird Pokémon droppings. A carved wooden mantle surrounds the room, and the stone walls are carved in simple, pleasant designs. Wooden tables and chairs stand in the middle of the room, with platters and scraps of food from some great feast scattered atop the tables. A pair of ornately carved wooden chairs stand in the northeast corner, overgrown with greenish fungus. Four Spearow roost high up in the rafters, flitting down to peck at the food or fungus.

  • Spearow: The Spearow hate the "humans" in Area 2 and are hostile (-4 to Willpower Saves to influence them), assuming that any Pokémon who enter are their enemies' agents. They attack immediately unless convinced otherwise.
    • STR 9, DEX 11, WIL 4, 7 HP; Normal/Flying type; Resistances: Bug, Grass; Vulnerabilities: Electric, Ice, Rock; Immunities: Ghost, Ground; Moves (d20):
      • 1-6 Peck: Deals highest 1 of 2d4 Flying-type damage.
      • 7-12 Growl: The target’s attacks are Impaired for the remainder of the encounter.
      • 13-17 Leer: The target's Armor is reduced by 1 for the remainder of the encounter.
      • 18-20 Fury Attack: Deals highest 1 of 2d4 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.
  • Treasure: In the Spearow nest in the rafters is a gold ring worth 10 Pokédollars.

4. LOUNGE: A full-service bar stands at the south end of this room, with wooden benches along the east and west walls. At the center of the room is a full-sized carved white marble statue of a nude Jynx, beckoning with arms out front in a very alluring pose. 

  • Bar: Once fully stocked with multiple bottles of sparkling water, taps for soda, and materials for making lemonade and tea, the bottles are all smashed, the taps don't work, the lemons are rotten, and the tea has been plundered. Very sticky.
  • Statue: Definitely worth at least 5,000 Pokédollars to a Pokémaniac (or the Pokémon equivalent, presumably some neurotic Lickitung or Slowpoke). It weighs a ton and seems anchored to the floor, but a major engineering effort or perhaps a Machamp with the Strength Move could remove it.

5. PSYCHIC'S CHAMBER: This room is splattered with guano. There is a large and fairly detailed stone carving along the north wall, about 70' in length, of a mighty Alakazam on a hilltop focusing its psychic power over the valley below, with an entire army of wild Pokémon fleeing in confused panic. In the southeast corner is an ornately carved bed. A nightstand sits beside the bed. A small wooden table surrounded by chairs holds a pewter pitcher and mugs. Seven Zubat roost above, clinging to the rough surface of the ceiling. 

  • Bed: The headboard features Zelligar's name highlighted in gold leaf. The baseboard and sides are worth 100 Pokédollars each and the headboard up to 500 Pokédollars to a Pokémon who enjoys luxury and/or sleeping, such as a Jynx or a Snorlax. Trained Psychic-type Pokémon are 80% likely to recognize the bed as belonging to Zelligar, and might cause problems for the seller. 
  • Nightstand: The drawer of the nightstand is locked. The key is nowhere to be found. 
    • If the handle of the drawer is grasped, the Pokémon responsible must make a Dexterity Save or be pricked with a poisoned needle (1 HP of damage and suffers the Poison Status). A key of the appropriate size inserted into the keyhole disables the trap (though it may not open the lock). 
    • The drawer contains a Twisted Spoon (when held by a Pokémom, Psychic-type moves are Enhanced).
  • Pewter pitcher and mugs: The pitcher is worth 15 Pokédollars and the three mugs are worth 5 Pokédollars each to a trained Pokémon (wild Pokémon would never drink from a mug).
  • Zubat: The Zubat are sleeping during the day, but are disturbed by sources of light. At night, they are active. When awake, they are unfriendly (-2 to Willpower Saves to influence them) because they don't want any Pokémon to recover the "Alakazam's wand".
    • STR 7, DEX 8, WIL 5, 7 HP; Poison/Flying type; Resistances: Fighting (x2), Grass (x2), Poison; Vulnerabilities: Electric, Ice, Psychic, Rock; Immunities: Ground; Moves (d20):
      • 1-6 Leech Life: Deals 1d4 Bug-type damage to the target and restores their own HP by half the damage inflicted on the target.
      • 7-16 Bite: Deals 1d6 Normal-type damage to the target. If any damage dice match, the target flinches and misses their next turn.
      • 17-20 Confuse Ray: The target suffers the Confusion Status.

6. CLOSET: A large walk-in closet. Venomoth-eaten clothes are stacked in one corner. Several articles of clothing are on hangers and covered in dust. A wooden stand in the corner holds several books. An electric lantern hangs on one of the walls. In another corner is a small table with a stack of papers.

  • Hangers: Most clothes are musty-smelling and dingy-looking, but a sick leather jacket with metal studs has survived the years in good condition. Worth 15 Pokédollars to a Pokémon that wants to look cool, such as a Machop or Mankey.
  • Books: Four large volumes: 
    1. A historical work describing the history of the area and the enmity that existed between civilization and wild Pokémon. 
    2. An illustrated encyclopedia of Grass-type Pokémon written in the human tongue of Johto (or some other language the player Pokémon do not speak). It describes strange Pokémon from the Johto region. 
    3. A handwritten notebook written in an indecipherable alphabet. A Psychic-type Pokémon can identify the characters and recognize the book as Zelligar's journal, detailing his adventures. A Pokémon interested in human books or lost languages may pay 50 Pokédollars for it, but there is a 40% chance that a trained Psychic-type Pokémon will recognize it and cause problems for the seller. 
    4. A well-illustrated work detailing meteorological phenomena. The sparse text alludes to a handful of poorly understood Moves that allow certain Pokémon to influence the weather.
  • Lantern: It hasn't been powered in a long time, but an Electric-type Pokémon or Move could get it going again.
  • Papers: A stone slab monogrammed with a fancy letter Z holds these in place. The papers deal in mundane matters such as inventories of foodstuffs, financial accountings, notes on planned construction, and routine messages.

7. PSYCHIC'S ANNEX: At the south end of this corridor are two large wooden chests, each studded with star pieces, pearls, and nuggets, overflowing with Pokédollars, potions, and Pokéballs of all kinds.

  • Chests: A Ghost-type Pokémon or one using a Silph Scope will see that the chests are affected by an illusion. They are studded with regular, worthless stones, and filled with ordinary paper. The potion bottles are real, but all are empty. The Pokéballs are also real, but they are all of the ordinary type.
  • Pokéballs: A close inspection will reveal that four of the Pokéballs in the chest are in fact Voltorb. The Voltorb are unfriendly (-2 to Willpower Saves to influence them), believing that the treasure is theirs by right. The actual Pokéballs are empty.
    • Voltorb: STR 5, DEX 15, WIL 7, 7 HP, Armor 1. Electric type. Resistances: Electric, Flying; Vulnerabilities: Ground; Moves (d20):
      • 1-6 Tackle: Deals 1d4 Normal-type damage to the target.
      • 7-13 Screech: The target's Armor is reduced by 2 for the remainder of the encounter.
      • 14-15 Self-Destruct: User deals 1d12 damage to the target(s) and to itself (Blast damage). This damage ignores Armor.
      • 16-20 Light Screen: any Dragon-, Electric-, Fire-, Grass-, Ice-, Psychic-, or Water-type attacks against the user are impaired for the remainder of the encounter or until any Pokémon in the encounter uses Haze.

8. PSYCHIC'S WORKROOM: There are several large wooden tables (one overturned on its side) and a central stone table. Several chairs and stools are scattered about. Along the north wall on either side of the door are wooden cabinets containing forty glass and earthen containers and one larger jar

  • Stone table: A thick layer of dust conceals the table's cold, beautiful surface of smooth black slate.
  • Containers: If Pokémon choose to open and examine the contents of any particular container, roll d20 (any useful items should be one use per container):
    1. Soft Sand (when a pouch of it is held by a Pokémon, Ground-type Moves are Enhanced; sells for 50 Pokédollars)
    2. Mystic Water (when a vial of it is held by a Pokémon, Water-type Moves are Enhanced; sells for 50 Pokédollars)
    3. Salt (3 Pokédollars' worth)
    4. Sulphur
    5. Wood chips
    6. Energy Powder (restores 2d10 HP; sells for 250 Pokédollars)
    7. Vinegar
    8. Hardened tree sap
    9. Charcoal (when held by a Pokémon, Fire-type moves are Enhanced, sells for 4,900 Pokédollars)
    10. Powdered Thunder Stone (not enough to evolve a Pokémon)
    11. Metal Powder (valuable to Diglett; sells for 5 Pokédollars)
    12. Blood
    13. Hardened dung
    14. Wine
    15. Tiny Mushroom powder (if two such containers are discovered, their contents can be used by a Psychic-type Pokémon to allow a Pokémon to relearn any Move it has previously forgotten; sells for 250 Pokédollars)
    16. Oil
    17. Bug Pokémon body parts
    18. Cubone powder
    19. Spice (d6: 1-3 Uncommon, 30 Pokédollars' worth; 4-5 Rare, 60 Pokédollars' worth; 6 Exotic, 150 Pokédollars' worth)
    20. Empty
  • Jar: A clear, corked glass jar containing a Meowth's body floating in a clear, colorless liquid. If the jar is uncorked, the liquid instantaneously evaporates and the Meowth springs to life and runs for the door. If the door is not open, the Meowth will be seen to pass through the door and disappear. The Meowth will not be seen again.

9. PSYCHIC'S LABORATORY: A Pokémon skeleton is suspended from the ceiling in the northeast corner by shackles. About the room are several large wooden tables and a central stone table similar to those in Area 8. A stoppered smoked glass bottle stands on the stone table. Along the west wall is a large wooden rack. On the south wall is a stretched Tauros skin with strange writing on it. A sunken fire pit in the center holds two cast iron pots. In the southwest corner are three large vats, two empty and one filled with murky water. A stone table along the west wall holds six earthen containers as well as several empty pieces of glassware. An empty wooden coffin rests upright in the northwest corner. Two kegs stand against the north wall. Above them, wooden shelves hold more glassware and three more earthen containers. Two small trays hold powdered incense of different colors.

  • Skeleton: The remains of a Cubone mother. Its skull is cracked.
  • Bottle: If the cork is removed, the gas within issues forth with a whoosh. The vapors are pungent and fast-acting. All Pokémon within 10 feet must make a Strength Save or lapse into uncontrollable raucous laughter for 1d6 turns. Pokémon stagger about the room, chuckling and bellowing with great flee. A check for wandering Pokémon should be made each turn on which any Pokémon is laughing. If a positive result is rolled (1-in-6), the wandering Pokémon arrive in 1d4 turns. If a battle occurs, treat laughing Pokémon as if they had the Confusion Status.
  • Rack: Fitted with manacles sized for humanoid Pokémon. A trickle of dried blood stains the oaken construction.
  • Skin: A Psychic-type Pokémon can decipher the writing, which reads: "What mysterious happenings have their birth here? Only the greatest feats of Psychic-type Pokémon, for whom every other type of Pokémon is but a tool!"
  • Pots: Brown residue sticks to the pots' interior. Both pots are extremely heavy, requiring two or more Pokémon of 9 or greater Strength (or a Pokémon with the Strength Move) to even move them.
  • Containers: One container on the shelf contains 82 Pokédollars. The contents of the remaining containers should be determined as in Area 8.
  • Kegs: One is labeled with the letters VW, another with QS. The former contains lard, and the second contains uncommon spices (60 Pokédollars' worth).
  • Incense: This is Pure Incense (when held by a Pokémon, Psychic-type Moves are Enhanced; sells for 4,800 Pokédollars).

10. STOREROOM: Approximately 60 barrels and casks are arranged in two stacks - one against the northwest wall and the other along the east wall in the southern portion of the room. Each is labeled with a letter code.

  • Barrels and casks: If a barrel or cask is opened, roll d20 (note that any container opened and left unsealed will be subject to spoilage and rot and will over time attract Pokémon - important if more than one foray into the dungeon is made):
    1. TL, Whole barley
    2. B, Wheat flour
    3. FT, Rye flour
    4. MK, Salt pork
    5. GG, Dill pickles
    6. HU, Raisins (14 Pokédollars' worth)
    7. EJ, Magikarp in brine (3 Pokédollars' worth)
    8. Y, Dried apples
    9. PF, Whole peas
    10. SD, Ale (8 Pokédollars' worth)
    11. Z, Honey (35 Pokédollars' worth)
    12. AW, Wine (3 Pokédollars' worth)
    13. OG, Water
    14. XR, Soft soap (35 Pokédollars' worth)
    15. LC, Salt (7 Pokédollars' worth)
    16. VW, Lard
    17. QS, Spices (d6: 1-3 Uncommon, 70 Pokédollars' worth; 4-5 Rare, 140 Pokédollars' worth; 6 Exotic, 1,050 Pokédollars' worth)
    18. RH, Sunflora seeds
    19. UT, Hard candy (3-in-20 chance that a Rare Candy is found with a thorough search)
    20. JS, Dried mushrooms

11. SUPPLY ROOM: An unremarkable room filled with construction supplies.

  • Supplies: 
    • A coiled Escape Rope
    • A box of 50 iron spikes
    • A box of metal nails
    • A pile of 80 10' x 6" x 6" wooden beams
    • A sack of building mortar (hidden within, a bronze Pokémon statuette, inlaid with silver and copper, worth 115 Pokédollars)
    • A stack of 400 6" x 6" x 12" stone blocks
    • Six wooden doors leaning in a row against a wall
    • A large box of hardware (locks, door hinges, clasps and hasps, door handles, assorted metal bolts, etc.)
    • A jug of dried glue

12. LIBRARY: The doors to this room are ornately carved oak. The interior is cloudy with thick, choking smog. The floor is a beautiful and shiny surface of polished red granite. In the very center of the floor are blocks of white granite in the shape of "R&Z". There are three large oaken tables and several wooden chairs scattered about. There are plush divans in the corners. Small cages inset into the north wall contain Magnemite which shed a dim, eerie red light. Racks and shelves hold numerous books, volumes, tomes, and scrolls. Five Koffing float about the room.

  • Smog: So long as they remain in this room, non-Poison-type Pokémon have the Poison Status. The gas is ignited by fire or electricity. An open flame brought into this room (such as a Charmander's tail) or an Electric- or Fire-type Move used in this room causes the gas to explode. All Pokémon in the room take 1d20 damage, which ignores armor, and all the books in the room are destroyed.
  • Cages: There is no discernible way to open the cages, and the Magnemite do not respond to any attempts to interact with them.
  • Books: The volumes collected here contain all the information a Pokémon trainer might wish to know about type effectiveness, status effects, Pokédex entries for most Pokémon, and the like.
  • Koffing: They are slow to react to Pokémon that enter the room, but soon become unfriendly (-2 to Willpower Saves to influence them), demanding a toll from any Pokémon who wish to plunder the library's ancient secrets. They are wary of fighting any Electric- or Fire-type Pokémon.
    • STR 10, DEX 5, WIL 8, 7 HP, Armor 1; Poison type; Resistances: Fighting, Grass, Poison; Vulnerabilities: Ground, Bug, Psychic; Moves (d20):
      • 1-9 Tackle: Deals 1d4 Normal-type damage to the target.
      • 10-14 Smog: Deals highest 1 of 2d4 Poison-type damage to the target. On a Critical Hit, the target suffers the Poison Status.
      • 15-20 Sludge: Deals highest 1 of 2d8 Poison-type damage to the target. On a Critical Hit, the target suffers the Poison Status.

13. IMPLEMENT ROOM: This room is used for the storage of tools, equipment, and implements. (The corridor just outside the room leads to a dead end with a portcullis trap. Hidden in the north wall inside the room is a fairly well-concealed counterweight mechanism for the portcullis.)

  • Tools: 
    • A box of wooden pegs
    • A coiled Escape Rope
    • A 70' long coil of heavy chain
    • A 20' long coil of copper wire
    • 32 mining picks in poor repair
    • 15 chisels
    • 13 shovels
    • 11 empty barrels
    • 8 mallets
    • 29 1" x 8' iron bars
    • An iron vise with 12" jaws
    • 2 broken mining jacks
    • 2 two-man crosscut saws
    • 4 hacksaws
    • A mason's toolbox
    • A cobbler's toolbox
    • A 10' long wooden bench
  • Portcullis trap: When one or more Pokémon reach a point 10' in front of the dead end wall, an iron portcullis drops 20' to the rear of that point, trapping any Pokémon within. The Pokémon Master may allow a Pokémon in the front of the group a Willpower Save to notice the trap before it activates. They may also allow Pokémon in the rear of the group a Dexterity Save to escape the portcullis before it falls. 
    • The bars are strong and sturdy. Pokémon with 9 or 10 Strength have a 5% chance of bending the bars or lifting the gate, Pokémon with 11 Strength have a 10% chance, and Pokémon with 12 Strength have a 15% chance. Only one attempt can be made by each Pokémon, and up to three Pokémon can combine their Strength to try all at once to lift the portcullis. A Pokémon with the Strength Move can bend the bars or lift the gate automatically. The Pokémon Master may allow a Fire-type Move to soften the metal, a Move like Acid to melt it, or an Ice-type Move to freeze it followed by a Fighting- or Rock-type Move to smash it.
    • If hacksaws are employed, it takes 24 hours to saw through the metal if one is used, 18 hours if two are used, 12 hours if three are used, and 6 hours if four are used. The Pokémon Master should check for wandering Pokémon every three turns as normal during this time, but with a 2-in-6 chance. There is a 20% chance per 6 hour period that a saw's blade breaks and becomes unusable.
  • Counterweight mechanism: This mechanism can be used to lift the portcullis once it has been tripped. No more than two Pokémon can attempt to use the lever at once, and their combined Strength must equal 20. This grants a 20% chance to raise the portcullis, with an additional 5% chance for each point of combined Strength above 20. Each combination of Pokémon can attempt to raise the portcullis but once. A Pokémon with the Strength Move can use the lever automatically.

14. AUXILIARY STOREROOM: As Pokémon pass by the secret door granting access to this room, they may overhear Pokémon arguing on the other side. The room is empty except for a pile of rock rubble in the northwest corner and three Eevees arguing over which of them gets to use the Thunder Stone they've just found.

  • Rubble: Hidden within, an Onix statuette made of onyx worth 200 Pokédollars.
  • Eevees: They are too caught up arguing with one another to react at first, but soon become friendly (+2 to Willpower Saves to influence them), inviting Pokémon who enter the room to help resolve their dispute. One Eevee has clearly wanted to become a Jolteon all its life. The second wants to become a Vaporeon, but wants the Thunder Stone to spite the other. The third wants to become a Flareon, but offers to take the Stone as a compromise between the other two. Secretly, it doesn't want the second Eevee to become a Vaporeon, so it will favor that Eevee getting the Thunder Stone if it absolutely must weigh in for one or the other. If one of the Eevee is allowed to use the Thunder Stone, it evolves into Jolteon and becomes helpful to the player Pokémon, offering to join them, but the remaining Eevees are likely to feel spurned and to want nothing to do with them.
    • STR 8, DEX 8, WIL 8, 10 HP, Armor 1; Normal type; Vulnerabilities: Fighting; Immunities: Ghost; Moves (d20):
      • 1-14 Tackle: Deals highest 1 of 2d4 Normal-type damage to the target.
      • 15-20 Sand-Attack: The target’s accuracy is lowered by 1 stage.
    • Jolteon: STR 10, DEX 20, WIL 14, 12 HP, Armor 1; Electric type; Resistances: Flying, Electric; Vulnerabilities: Ground; Moves (d20):
      • 1-6 Tackle: Deals 1d4 Normal-type damage to the target.
      • 7-11 Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals 1d4 Normal-type damage to the target.
      • 12-16 Thundershock: Deals highest 1 of 2d4 Electric-type damage to the target. If any damage dice match, the target suffers the Paralysis Status.
      • 17-20 Sand-Attack: The target’s accuracy is lowered by 1 stage.
  • Thunder Stone: Sells for 1,050 Pokédollars.

15. & 16. TELEPORATION ROOMS: In each room at the corner farthest from the door is a shiny, sparkling outcropping of crystalline rock which will dazzle when light is reflected off of it. (Once Pokémon enter the room, the entire group is instantaneously teleported to identical locations at the other room, whether they are in the room or in the nearby hallway.)

  • Teleported: The Pokémon have no way of feeling that anything unusual has happened. The Pokémon Master may allow a Pokémon a Willpower Save to feel that something is a miss, or Psychic-type Pokémon may detect it automatically. Once the teleportation has been triggered, it will not occur again until the room is empty and the door has been closed from the outside. Doors to both rooms will automatically close themselves and become ready to be triggered once the Pokémon are 120' away from either door.

17. CHAR STORAGE CELLAR: This room is full of blackish soot and dust with a small pile of fuel against the north wall. There is a door on the west wall.

  • Fuel: A thorough search of the fuel pile will yield a Charcoal (when held by a Pokémon, Fire-type moves are Enhanced; sells for 4,900 Pokédollars).
  • Door: The door rests in a frame and will rattle and move ever so slightly when great strength is applied, but it will not open. The Pokémon Master should make a wandering Pokémon check (1-in-6 chance) if the Pokémon make a lot of noise trying to open it.

18. SMITHY: An eerie wind whistles through the upper area of this room. Three fire pits lie dormant in the northeast portion of the room along the north wall, the northeast corner, and the east wall. In the center is a gigantic anvil. Hand bellows hang on the west wall. The southwest potion of the room is cluttered with an assortment of smithing tools and irons.

  • Wind: An inspection of the ceiling reveals that the breeze is caused by an exhaust venting system in the ceiling.
  • Fire pits: A thorough search amongst the ash of the pits yields a crystal goblet engraved with the word "Quagsqueton", worth 15 Pokédollars.

19. ACCESS ROOM: Log sections of various sizes are stacked in a pile along the northeast corner and north wall. A 3' diameter hole is in the floor in the southeast corner. A large iron ring is anchored to the south wall.

  • Log sections: Hidden beneath the stacked logs is a locked chest containing 122 Pokédollars.
  • Hole: The hole is 40' deep and leads to a small cavern just outside Area 56.
  • Ring: The fastening which affixes the ring to the wall is a bit loose. An Escape Rope can be fastened to the ring to climb down into the hole and back out. Each time the rope is used, there is a 1-in-6 chance per Pokémon on the rope that the ring comes loose, causing the rope and any Pokémon climbing it to fall 10' to 40' (1d4 x 10) to the floor below (the Pokémon Master may adjust the chance up by 1 if a Pokémon is carrying several items or is especially heavy, e.g. a Rock-type Pokémon). A Pokémon that falls takes 1d4 Normal-type damage for every 10' fallen.

20. DEAD END ROOM: A turning corridor winds inward until ending in a dead end room. The walls are unfinished.

21. MEETING ROOM: A long and narrow room with ten 15' wooden benches scattered about. A 10" tall stone platform stands at the north end of the room. The north wall is decorated with four cloth banners of red, green, blue, and yellow, each emblazoned with a symbol (in order): a flame, a leaf, a drop of water, and a lightning bolt.

22. GARDEN ROOM: This room is overgrown with molds and fungi. The floor, walls, and ceiling are carpeted with tufted molds in a rainbow assortment of colors with splotches, clumps, swirls, and patches. Giant mushrooms as big as trees with 8' diameter caps tower over the room. In the center of the north wing are two sunken 10' x 20' pits. At the end of each of the north and west arms of the room and in the southeast corner are large semicircular stone formations overgrown with fungus.

  • Molds and fungi: There are a hundred different kinds scattered in patches and clumps of growth - shelf types, giant puffballs, coral fungi, and morels. All seem to be thriving. 
    • The growths hinder movement, and any kind of commotion (such as battle) will raise clouds of spores which obscure vision and are unpleasant to breathe. The clouds of spores have a variety of effects (roll d4 once per turn of battle or any time a Pokémon carelessly disturbs the fungi - all within 10' of that Pokémon are affected):
      1. Confusing spores: Roll 1d20. On a 3 or higher, the target(s) suffer the Confusion Status.
      2. Poison powder: Roll 1d20. On a 6 or higher, the target(s) suffer the Poison Status.
      3. Sleep powder: Roll 1d20. On a 6 or higher, the target(s) suffer the Sleep Status.
      4. Stun spore: Roll 1d20. On a 6 or higher, the target(s) suffer the Paralysis Status.
    • A Pokémon which makes a thorough search and succeeds on a Willpower Save finds a Tiny Mushroom. They sell for 250 Pokédollars each, and two such mushrooms can be used to make a concoction which, in combination with a Psychic-type Pokémon's innate abilities, allow a Pokémon to relearn any Move it has previously forgotten. A Pokémon which succeeds on its Willpower Save by 4 or more instead finds a Big Mushroom. These sell for 2,500 Pokédollars (or 5,000 Pokédollars to a gourmand Pokémon such as a Snorlax). Otherwise, one Big Mushroom can be used for the same purpose as two Tiny Mushrooms. A Pokémon which fails its Willpower Save instead disturbs a patch of volatile mushrooms and triggers one of the effects above. A Pokémon which eats any other fungus has a 30% chance to suffer the Poison Status.
  • Pits: A Parasect conceals himself among the overgrown pits, with only his giant mushroom showing above the soil. He is surrounded by five similarly concealed Paras. The Parasect is a hostile apex predator (-4 to Willpower Saves to influence him) which eradicated many of the Psychic-type Pokémon left behind by Zelligar. He bears the Brain Badge as a result, and assumes that any Pokémon who enter this area have come to challenge him. He sends his Paras minions forth to do battle first, joining the battle only if they are defeated. If defeated, the Parasect yields the Brain Badge as well as the Solar Beam TM.
    • Paras: STR 11, DEX 4, WIL 7, 6 HP, Armor 1; Bug/Grass type; Resistances: Grass (x2), Ground (x2), Fighting, Electric, Water; Vulnerabilities: Fire (x2), Flying (x2), Poison (x2), Rock, Bug, Ice; Moves (d20):
      • 1-9 Scratch: Deals 1d4 Normal-type damage to the target.
      • 10-16 Stun Spore: Rolls 1d20. On a 6 or higher, the target suffers the Paralysis Status.
      • 17-20 Leech Life: Deals highest 1 of 2d4 Bug-type damage to the target and restores their own HP by half the damage inflicted on the target.
    • Parasect: STR 14, DEX 5, WIL 10, 11 HP, Armor 1; Bug/Grass type; Resistances: Grass (x2), Ground (x2), Fighting, Electric, Water; Vulnerabilities: Fire (x2), Flying (x2), Poison (x2), Rock, Bug, Ice; Moves (d20):
      • 1-5 Spore: The target suffers the Sleep Status.
      • 6-10 Slash: Deals 1d8 Normal-type damage to the target. The attack is a Critical Hit if it rolls a 7 or 8.
      • 11-17 Leech Life: Deals highest 1 of 2d4 Bug-type damage to the target and restores his own HP by half the damage inflicted on the target.
      • 18-20 Solar Beam: Is immobilized and cannot act on his turn as he prepares. On the following turn, deals highest 1 of 2d12 Grass-type damage to the target.

23. STORAGE ROOM: A great clattering and the sound of wood being smashed can be heard from outside this room. There are three large oaken tables, a number of chairs, and fourteen wooded stools stacked against the walls. In the corner opposite the door is a woodworking table with a crude vise attached, and small saws and other carpenter's equipment are thereon. There are wood chips and sawdust scattered about the floor. A Machop is here "training" by breaking furniture apart with his bare hands.

  • Machop: The Machop is the last remaining Fighting-type Pokémon belonging to Rogahn - the son of his Machamp. He is here training to become strong enough to defeat the Pidgeotto in Area 31 and reclaim the Brawn Badge. He is friendly (+2 to Willpower Saves to influence him) and might be convinced to help Pokémon exploring the ruins (if only to further his own training).
    • STR 12, DEX 5, WIL 5, 13 HP, Armor 1; Fighting type; Resistances: Rock, Bug; Vulnerabilities: Flying, Psychic; Moves (d20):
      • 1-7 Karate Chop: Deals 1d6 Normal-type damage to the target. The attack is a Critical Hit if it rolls a 5 or 6.
      • 8-12 Low Kick: Deals highest 1 of 2d6 Fighting-type damage to the target. On a Critical Hit, the target flinches and misses their next turn.
      • 13-20 Leer: The target’s Armor is reduced by 1 for the remainder of the encounter.

24. JYNX'S CHAMBER: This room is tastefully decorated. A large walnut canopy bed stands against the west wall. Next to the bed is a nightstand. A red cedar chest of drawers stands beside the nightstand. On the north wall is a large full-length wall mirror in a wooden frame. In the northwest corner is an attractive water basin carved in the shape of a Vaporeon from the rock wall itself, but there is no running water. A 3' x 4' tapestry hangs on the east wall.

  • Bed: Similar to that in Area 5, but with no name engraved on the headboard. The canopy is of embroidered green cloth with striking reddish trim, but is very dusty.
  • Nightstand: It has a single drawer, but the drawer is empty.
  • Chest of drawers: On top is a Squirtleshell dish containing 1 Pokédollar. It is atop a frilly lace cloth alongside two capped bottles half-full of perfume (together worth 5 Pokédollars). Its drawers contain an assortment of leather items, old clothing, and combs, brushes, and hairpins. One comb is silver plated and worth 5 Pokédollars.
  • Mirror: An inscription hewn into the wood frame reads in the human language "To the fairest of all in my eyes."
  • Tapestry: Depicts a Machamp carrying off a handsome and robust Blackbelt and a beautiful Jynx in a rescue scene set in a burning town, with a horde of ominous-looking wild Pokémon viewing from afar. Embroidered in gold cloth at the top of the tapestry are the words in the human language "Melissa, the most dearly won and greatest of all my treasures." The wooden frame is firmly anchored to the wall and cannot be removed without damaging it, in which case it will be worth only 40 Pokédollars.

25. ROGAHN'S CHAMBER: The curving walls of this room are covered with vertical strips of rough-finished fir wood running from floor to ceiling. The corners of the room are decorated with four 6' x 8' wall hangings. Along the west wall is a bed with an R engraved in the baseboard. A wooden cabinet stands beside the bed, and a wooden stool beside the cabinet.

  • Wall hangings: They are heavy and bulky, requiring multiple Pokémon to carry each of them. They are worth 100 Pokédollars each. The hangings depict:
    1. A Charizard being slain by a group of Fighting-type Pokémon, commanded by a singular, brawny Blackbelt. At the forefront is a mighty Machamp, dropping a heavy boulder on the Charizard's head.
    2. A great battle in a mountain pass, with a small band of Fighting- and Psychic-type Pokémon led by a Blackbelt and a Psychic putting an entire army of wild Pokémon to flight.
    3. A Blackbelt and a Jynx being carried in the arms of a Machamp against a backdrop of mountains, holding hands with joyful expressions.
    4. A Psychic and a Blackbelt joining in a firm handclasp on a deserted hilltop, with only a sunset in the background.
  • Bed: The bed has a comfortable feather mattress. Unlike other beds found in the dungeon, it is devoid of detail and is not especially valuable.
  • Cabinet: Inside are ceremonial karategis and matching belts of different colors. Notably missing is the black belt.

26. TROPHY ROOM: Covering most of the north wall is an immense Charizard skin, its orange scales reflecting light brightly. At the west end of the room is a fearsome Kabutops skeleton, the bones joined by hooks and pins and suspended from the ceiling by thin wire. On the east wall is a Wartortle skeleton suspended from a pair of irons near the ceiling. The remaining space on the walls is decorated with similar mementoes: two gigantic stuffed and mounted Tauros heads, four mounted Charizard claws, a stuffed Arbok, a pair of Rhyhorn horns, a Snorlax skin, and an entire door bearing unrecognizable alphabetic symbols. 

  • Mementoes: This would all be considered rather horrific by most Pokémon, so none of the items are of any value.
  • Door: This item is exceptional and would be of value to a Pokémon interested in ancient history. It requires four Pokémon (or one Pokémon with the Strength Move) to carry it awkwardly and is worth 400 Pokédollars.

27. THRONE ROOM: Two great chairs sit on a raised stone platform overlooking a rectangular court, flanked on each side by a set of four large stone pillars. The floor is smooth slate, while the pillars and platform are constructed of blocks of red granite. The chairs are sculped from gigantic blocks of white marble. Great draperies in alternating panels of yellow and purple hang on the wall behind the raised platform.

28. WORSHIP AREA: Opposite the door is a 4' x 6' rock carving of a great idol sculpted from the wall itself. The carving is surrounded by unrecognizable alphabetic symbols. The floor is smooth black slate. In the center is a 5' diameter 3' deep pit with an ashy residue at the bottom.

  • Idol: Depicts a malevolent-looking, vaguely human, vaguely feline Pokémon with a pair of short, blunt, ear-like horns. 

29. TAMER'S CHAMBER: The exterior surface of the door to this room is embellished with an irregular-shaped leather skin covering studded with circular bits of brass which prominently spell "ERIG". Inside the room, a crude bed and a table sit in the southeast corner. A stoneware crock, an earthenware tankard mug, and a small hand mirror sit on the table. On the south wall is a wooden chest. In the northeast corner is a wooden keg stand with a barrel marked "SD" atop it. On the wall of the room's western extremity are numerous empty pegs and brackets. Seven Weedle are here, munching on the wooden furniture.

  • Crock: Contains 5 Pokédollars.
  • Chest: Locked. If opened, a Pokémon Tamer's outfit is found inside. Beneath the clothing is a coiled leather whip, the Cut HM, and a bulky leather pouch. Inside the pouch is a walnut plaque with an inlaid piece of silver engraved with the words "To Erig, great and trusted trainer by my side, and Tamer of the Pokémon at Quagsqueton - against all foes we shall prevail!" It is signed with an embellished "R". It is worth 25 Pokédollars.
  • Barrel: Contains ale. Worth 8 Pokédollars.
  • Weedle: When Pokémon enter, the Weedle are so focused on eating the furniture that they don't notice the intrusion for a long while. Once they do, they become hostile (-4 to Willpower Saves to influence them). They serve the Parasect in Area 22 and have been ordered to challenge any non-Bug-types they encounter. They are afraid of Fire-, Flying-, Rock-, and Psychic-types, however.
    • STR 5, DEX 8, WIL 3, 7 HP; Bug/Poison type; Resistances: Fighting (x2), Grass (x2); Vulnerabilities: Fire, Flying, Rock, Bug, Psychic; Moves (d20):
      • 1-9 Poison Sting: Deals highest 1 of 2d4 Poison-type damage to the target. If any damage dice match, the target suffers the Poison Status.
      • 10-20 String Shot: Roll 1d20. On a 2 or higher, the target has Disadvantage on Dexterity Saves until they pass a Dexterity Save.

30. ACCESS ROOM: A descending stairway leads down to Area 38 on the lower level.

  • Stairway: A loose stone on the second step conceals a niche containing 28 Pokédollars. Each Pokémon which steps on the stair has a 1-in-6 chance of detecting the loose stone.

31. ROOM OF POOLS: The floor of this room is covered with ceramic tiles arranged in a mosaic of flowing lines in golden brown, white, and black. Arrayed throughout the room are fourteen different 10' diameter pools. A Pidgeotto is here, fishing in the pool immediately to the right of the door (k). Across the room, four Pidgey are splashing in a pool of water (e).

  • Pools:
    • a) Pool of healing: Contains a strange pinkish liquid. When ingested, it either removes a Status Effect or heals 1d6 HP. A Pokémon can only be so affected once per day. The liquid's properties disappear once it is removed from the room. If Pokémon return to this room, there is only a 30% chance that the liquid will be present on each visit.
    • b) Acid pool: Contains purple, bubbling liquid with an unpleasant aroma. A single 6" brass key is visible at the bottom of the pool. A Pokémon that enters the pool takes 1d4+1 Poison-type damage on contact, and takes the damage again each turn that it remains in the pool. Drinking any of the liquid will cause gagging for two turns and deals 5 Poison-type damage, plus a Strength Save just to survive. A drop on the tongue will deal 1 Poison-type damage and induce gagging for two turns. Objects dipped into the acid will deteriorate and may be ruined completely.
      • Key: The Pokémon Master may allow this key to open an one lock in Quagsqueton (perhaps it conveniently opens the next lock the player Pokémon encounter, or perhaps it is a skeleton key of sorts).
    • c) Pool of sickness: Contains murky gray syrup. If any of it is consumed, the Pokémon suffers the Poison Status. A drop on the tongue will taste sweet and will cause no symptoms. The liquid's properties disappear once it is removed from the room.
    • d) Grimer pool: The slime of a Grimer covers the walls of the basin from the bottom almost to the edge. The Grimer is hostile (-4 to Willpower Saves in influence it), attacking any who come too close. The Pidgey and Pidgeotto know to avoid her.
      • Grimer: STR 12, DEX 4, WIL 5, 15 HP, Armor 1; Poison type; Resistances: Fighting, Grass, Poison; Vulnerabilities: Ground, Bug, Psychic; Moves (d20):
        • 1-6 Pound: Deals 1d4 Normal-type damage to the target.
        • 7-11 Disable: Rolls 1d20. On a 1-8, nothing happens. On a 9-13, the target must choose one of their Moves that still has usage left. On a 14-20, the user chooses one of the target’s Moves that still has usage left. The chosen Move cannot be used again for the remainder of the encounter.
        • 12-17 Poison Gas: Rolls 1d20. On a 10 or higher, the target suffers the Poison Status.
        • 18-20 Minimize: Raises her evasion by 1 stage.
    • e) Drinking pool: Contains ice cold spring water. Four Pidgey are here, splashing happily in the water.
    • f) Pool of wine: Contains powerful dark red wine. Its taste is so inviting that any Pokémon tasting it will be prone to drink more and more until intoxicated. If a sip is taken, the Pokémon will have a 60% chance of drinking more. The Pokémon must make a Strength Save or become intoxicated for a number of hours equal to the difference between their Strength and the result of the d20 roll. During that time, the Pokémon's accuracy is lowered by 1 and they have Disadvantage on Dexterity Saves. Any affected Pokémon that returns to the pool will have a 90% chance of drinking too much again. The liquid's properties disappear once it is removed from the room.
    • g) Dry pool: Contains no liquid.
    • h) Hot pool: Contains steaming and bubbling boiling water. There is a whitish crust built up around the edge of the pool. A Pokémon that enters the pool takes 1d4+1 Fire-type damage on contact, and takes the damage again each turn that it remains in the pool.
    • i) Aura pool: Contains shimmering water which seems to glisten and sparkle. It tastes like normal water, but any Pokémon that drinks it will feel their body tingle, and an aura of color will glow around them for a full minute. A Pokémon's whose highest Ability Score is Strength will glow red, those with high Dexterity will glow yellow, and those with high Willpower will glow blue. If two scores are equal, the Pokémon will glow, orange, purple, or green. The liquid retains its properties if removed from the room, but there is only enough present for 10 such drinks. If Pokémon return to this room, there is only a 30% chance that the liquid will be present again.
    • j) Pool of sleep: Contains greenish liquid of varying shades, with a swirling pattern on its stagnant surface. It tastes fruity. A sip will cause drowsiness, and there is a 50% chance the Pokémon suffers the Sleep Status for 1d6 minutes. Drinking any greater volume will induce the Sleep Status for 1d8 hours. The liquid's properties disappear once it is removed from the room.
    • k) Contains normal water with numerous Magikarp. A Pidgeotto is here, fishing out Magikarp with its talons.
    • l) Ice pool: Contains a whitish rock giving off eerie vapors which feel hot to the touch. Any pieces removed dissipate into gas over time, but the larger rock never dissipates completely. A Pokémon that enters the pool or handles the rock without protection takes 1d4+1 Ice-type damage on contact, and takes the damage again each turn that it remains in the pool or continues handling the rock.
    • m) Treasure pool: Contains normal water. A pile of Pokédollars (in coinage) lies at the bottom, sprinkled with an assortment of pearls, nuggets, star pieces, and evolutionary stones. The treasure trove is an illusion which is dispelled once the surface of the water is disturbed.
    • n) Pool of muting: Contains a small amount of water. When swallowed, it causes muteness for 1d6 hours. The Pokémon Master may bar the players of the affected Pokémon themselves from speaking to their fellow players, allowing only nods, head shaking, and hand signals. Written communication is only possible if the affected Pokémon has Willpower 9 or more, and another Pokémon with a like Willpower score must read the written message.
  • Pidgeotto: The Pidgeotto defeated most of the Fighting-type Pokémon left behind by Rogahn, and bears the Brawn Badge as a result. She is hostile (-4 to Willpower Saves to influence her) and assumes that any Pokémon who come here have come to challenge her. She orders her Pidgey minions to fight first, joining the battle only once they've been defeated. If Pidgeotto is defeated, she drops the Brawn Badge and the Razor Wind TM.
    • STR 9, DEX 11, WIL 7, 12 HP, Armor 1; Normal/Flying type; Resistances: Grass, Bug; Vulnerabilities: Rock, Ice, Electric; Immunities: Ghost, Ground; Moves (d20):
      • 1-6 Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals highest 1 of 2d4 Normal-type damage to the target.
      • 7-10 Whirlwind: The target is blown out of range of the user and must spend a turn moving back into range to resume combat with the user.
      • 11-17 Wing Attack: Deals highest 1 of 2d4 Flying-type damage to the target.
      • 18-20 Razor Wind: Immobilized and cannot act on her turn as she prepares. On the following turn, deals highest 1 of 2d6 Normal-type damage to the target(s) (Blast damage).
  • Pidgey: STR 7, DEX 8, WIL 5, 7 HP; Normal/Flying type; Resistances: Grass, Bug; Vulnerabilities: Rock, Ice, Electric; Immunities: Ghost, Ground; Moves (d20):
    • 1-9 Gust: Deals highest 1 of 2d4 Normal-type damage to the target.
    • 10-13 Sand-Attack: The target’s accuracy is lowered by 1 stage.
    • 14-20 Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals highest 1 of 2d4 Normal-type damage to the target.

32. ADVISOR'S CHAMBER: The floor is a continuation of the mosaic pattern in Area 31. There is a common bed, three chairs, a makeshift desk, and a battered old table. A framed picture hangs over the desk. An Abra is seated at the desk, studying the papers.

  • Desk: Littered with papers written in an unknown language. The desk drawer is locked.
    • Papers: The signed name Marevak is evident at the bottom of each page. Only a Psychic-type Pokémon can read the rest of the writing. The first sheet is titled "Suggestions for the Further Development of Quagsqueton" and describes plans for rooms to be added to the lower level of the gym, including a swimming pool with a winding walkway across it, a room with an electronic lock with two switches hidden randomly in a number of trash cans, a maze of invisible walls, a maze of teleporters, a series of blast doors opened only by answering a series of trivia questions, and a maze of boost pads.
    • Drawer: Any tampering with the drawer will cause the release of a terrible gas which will drive all non-Poison-type Pokémon from the room for 1d4 hours. The drawer contains a Super Potion and the Pay Day TM.
  • Picture: A beautifully rendered full-color painting depicting a Psychic and a Blackbelt standing side by side. In one corner is written in an unknown language: "To wise Marevak, worthy advisor and counselor, from a grateful Zelligar and Rogahn." Another corner of the painting is signed with the name Tuflor. The signed names are apparent upon close examination, but only a Psychic-type Pokémon can read the rest of the writing. The painting is large, bulky, and heavy, and sells for up to 300 Pokédollars. There is a 60% chance that a trained Psychic-type Pokémon will recognize the painting and cause problems for the seller.
  • Abra: The Abra is the "ward" of the Pidgeotto in Area 31, and is the last of Zelligar's Pokémon remaining here. He was once the apprentice of Zelligar's Alakazam, Marevak. He hopes to reclaim the Brain Badge from the Parasect in Area 22, and Pidgeotto has promised her aid if Abra serves dutifully. Abra does not notice any Pokémon entering at first, as he has fallen asleep while reading. If awoken, he is disoriented, but becomes helpful (+4 to Willpower Saves to influence him), eager to aid the Pokémon in whatever way they need, hopeful that they will become allies.
    • STR 3, DEX 14, WIL 14, 5 HP; Psychic type; Resistances: Fighting, Psychic; Vulnerabilities: Bug; Immunities: Ghost; Moves (d20)
      • 1-20 Teleport: Instantly transports himself and up to six other willing Pokémon he is touching to a random Area of Quagsqueton.

33. BARRACKS: About 40 common beds and 20 chairs and stools are scattered throughout the room. Several large wooden tables line the walls. A large wooden chest of drawers is against the south wall. In the southwest corner the floor slants steeply towards a tiny drain in the wall. A Snorlax skins hangs on the wall.

  • Chest of drawers: Contains clothing for Blackbelts, Channelers, Cooltrainers, Cue Balls, Jugglers, Pokémaniacs, Psychics, Scientists, and Tamers. A thorough search of the clothing uncovers a wallet containing 24 Pokédollars.
  • Drain: The area near the drain smells overbearingly of old urine.

34. ARMORY: The floor and walls are coated in sticky webbing, making it difficult to traverse the room. A slight whistling sound can be heard near the ceiling if Pokémon stand quietly. Carved rock ledges hold a variety of items. Two chests sit in the southwest corner. Five Caterpie cling to the walls.

  • Webbing: Highly flammable. If set aflame, all in contact with the webs take 1d4 Fire-type damage. Concealed amongst the webbing is a leather pouch containing 5 Pokédollars.
  • Whistling: Unless the doors to this room are held open, they close automatically one turn after being opened. Even if held open, there is a 50% chance they close anyway. If both doors are closed, a howling wind blows through the corridor. There is an 80% chance that any open flames are extinguished, and a Pokémon such as Charmander must make a Dexterity save to prevent its tail flame from being extinguished unless precautions are taken.
  • Ceiling: Two sizeable vents are noticeable 20' above the floor.
  • Items: Karate weapons, Pokéballs, and whips sit upon the ledges.
  • Chests: Locked, bulky, and heavy. They are both empty.
  • Caterpie: The Caterpie are hostile (-4 to Willpower Saves to influence them). They have come here to make their metamorphosis into Metapod and are particularly aggressive this close to their long-awaited ascendance.
    • STR 5, DEX 7, WIL 3, 8 HP; Bug type; Resistances: Fighting, Grass, Ground; Vulnerabilities: Fire, Flying, Rock, Poison; Moves (d20):
      • 1-9 Tackle: Deals 1d4 Normal-type damage to the target.
      • 10-20 String Shot: Roll 1d20. On a 2 or higher, the target has Disadvantage on Dexterity saves until they pass a Dexterity save.

35. GUEST CHAMBER: Each of these rooms are identical, and connected by a long corridor. Each room is furnished with a wooden bed, a small table, and a single chair. The middle chamber has a door in its east wall.

  • Corridor: The floor slopes imperceptibly upward from south to north. A Ground- or Rock-type Pokémon has a 2-in-6 chance to detect the slope. 
  • Door: It resists opening. If battered down, only a stone wall is behind it. If Pokémon make a lot of noise trying to open it, the Pokémon Master should check for wandering Pokémon (1-in-6 chance).

36. UTILITY ROOM: This room is empty. There is a flight of eight steps in the corridor north of the room, and a door at the end of the corridor east of the room's entrance.

  • Steps: The stairs lead downward, as if to the dungeon's lower level, but the corridor outside of Area 35 slopes gradually upward, so the result is that Pokémon remain on the first level of the dungeon.
  • Door: This is a false door. When a Pokémon comes within 5' of the door, a 20' section of floor opens beneath them, dropping all Pokémon in the area into a 4' wide opening. The Pokémon fall 40' to a pool of cold water in Area 50, taking 1d4 Normal-type damage (at the Pokémon Master's option, treat the damage as Ice- or Water-type damage, whichever is more disadvantageous to the Pokémon hitting the water). 
    • The pool is 8' deep, and any non-Water-type Pokémon will have a chance of drowning. The chance of drowning equals the number of items the Pokémon is carrying divided by the maximum number of items they can carry, rounded to the nearest whole number (for example, a Pokémon with Strength 8 carrying 1 item has a 12% chance of drowning). The chance of drowning is reduced by 5% for each point of Dexterity, and items can be dropped to improve these chances as well. A Water-type Pokémon can save another Pokémon from drowning, but can only help one at a time.
    • Items dropped sink to the bottom of the pool. A Water-type Pokémon can retrieve them easily. Other Pokémon can attempt a Strength Save to retrieve but one item at a time, and any Pokémon failing the Save must rest for one hour before trying again.
    • The trap door closes after being triggered until it is triggered from above once more.

37. RECREATION ROOM: The heavy and thick door to this room bears a fancy "R" on its outer face. On the east and west walls are large archery targets with arrows protruding from them. Several iron bars of varying length lean in the corner. A metal bar is attached to the two walls of another corner about 7' off the floor. A rope is suspended from the ceiling 20' above. There are two heavy benches and a stool against the walls. Five 20' x 20' woven mats are piled one atop the other in the center of the room. Several Blackbelt weapons hang on the walls. A Geodude is here using the pullup bar in the corner.

  • Iron bars: In addition to varying in length, they vary in weight and circumference.
  • Weapons: Unusually heavy martial arts weapons such as bo staffs and nunchaku.
  • Geodude: This Geodude is training to face the Pidgeotto in Area 31. She is helpful (+4 to Willpower Saves to influence her), eager to train and hone her skills, and will eagerly join the player Pokémon in their endeavors. She wears a Black Belt (when held by a Pokémon, Fighting-type Moves are Enhanced; sells for 50 Pokédollars).
    • STR 12, DEX 3, WIL 4, 7 HP, Armor 2; Rock/Ground type; Resistances: Poison (x2), Fire, Flying, Rock, Normal; Vulnerabilities: Grass (x2), Water (x2), Fighting, Ground, Ice; Immunities: Electric; Moves (d20):
      • 1-5 Seismic Toss: Deals highest 1 of 2d6 Fighting-type damage to the target. This Move affects Ghost-type Pokémon.
      • 6-15 Defense Curl: Increases Armor by 1 (up to 5) for the remainder of the encounter.
      • 16-19 Rock Throw: Deals highest 1 of 2d4 Rock-type damage to the target.
      • 20 Self-Destruct: Deals 1d12 Normal-type damage to the target(s) and to herself (Blast damage). This damage ignores Armor.