Post by Lamont on Dec 29, 2020 7:10:32 GMT 11
A Gastly Attraction
Recommendations/Requirements:
- (optional) A shady pokémon (ghost/dark/shifty/etc)
Location: Southeast of Goldenrod (Greenfield)
Background:
An old acreage estate is coming apart somewhere in the rolling fields of Greenfield as the aging groundskeeper is no longer able to upkeep it on his own. The owners and other employees left long ago, but he isn't the only one still roaming about the property.
The groundskeeper met you days earlier during a visit to the Pokémon Centre and requested you to act as a body guard for a group going into the aforementioned Estate. A TV crew is there to investigate rumors of spirits haunting the old building. However, the old man reveals that his claims the place is haunted was a grab for attention and your true purpose is to bring the mystery alive.
How? By keeping a certain roaming inhabitant off cameras and spurring up some fake activity.
| | |
Groundskeeper Walter & his Bella ♀ | | Klefki |
Camera Crew
Nelli & Travis
Walkthrough:
Upon setting foot in the house the crew will begin their setup in the den. Barry the chatot will be released to help with sound effects and alert the crew should he notice something... but the main doors in the hall close loudly! While the crew is busy trying to catch something on film you hear the slight jangle of keys nearby. Shortly afterward Travis will realize he's lost the master key the groundskeeper gave them.
Deciding to carry on with filming they ask you to find the key. Nelli insists her herdier, Sammy, accompanies you. Sammy isn't a fan of strangers and won't listen to anything you say, which will be a problem for keeping Klefki's presence a secret.Sammy will sleuth out the Klefki, who has taken the master key. The herdier will immediately start barking to alert Nelli and try to keep the steel type from leaving the room. You have to act fast to help Klefki escape before Nelli sees it.
IntimidateSammy ♂ | LV 24
Retaliate
Howl EM
Play Rough
Odor Sleuth
You may battle Sammy and knock him out or try alternative methods. If knocked out, the TV crew will be put on higher alert going forward. As long as Klefki has escaped notice Nelli will collect Sammy and rush back to the others. Once she's gone Klefki returns. You must convince it to work with the groundskeeper's plan and stay away from the others. Klefki isn't hard to convince, but seems to want you to follow it into the study -- which is only accessible by the master key.
The room is very cold, and with a simple trigger Klefki leads you to a secret passage up into the attic where a Gastly can be found. The ghost is very new to the estate and Klefki doesn't get along well with it but seems to think the wild pokémon could be of use for Walter's plan. Using gastly you can spookify the house for the TV show, but need to get passed Barry who's keeping watch.Luckily, the chatot is somewhat mischievous. You have the options of 1) knocking him out, or 2) convincing Barry to help Gastly with scary sound effects for the show. If he's knocked out Travis will notice the bird's disappearance and everyone will be on higher alert going forward.
Keen EyeBarry ♂ | LV 23
Mirror Move
Chatter
Confide
Taunt
After contending with Barry you can return to the crew with the master key and point them to the study where Gastly prepares.If Belesse was ever put on high alert Ling will catch Gastly as it enters and attack, preventing it from fleeing. You have a few options 1) distract Ling enough Gastly can escape, 2) secretly engage Belesse, knocking out her pokémon, or 3) let Ling banish the ghost. The crew is rather gullible and not too observant, so any fellow ghost or dark type would be assumed as an accomplice to Gastly, but otherwise wouldn't be hard to convince Gastly had allies as long as the pokémon in question hadn't ever been seen with you.
LevitateGastly ♀ | LV 28
Reflect Type EM
Hex
Hypnosis
Disable EM
Levitate
DroughtBelesse the White Ling ♀ | LV 27
Crafty ShieldEM
Extrasensory
Heal Bell
AstonishKo ♂ | LV 28
Incinerate
Confuse Ray
Will-o-Wisp
Extrasensory
Should Gastly not be fainted at the end of battle (can be revived during) it will evolve into a Haunter.
Whether the crew is driven out with the defeat of Belesse the White, Belesse defeats Gastly alone, or Gastly successfully poltergeists peacefully on camera the group will leave the house afterward satisfied with their findings to make an episode. Once outside Groundskeeper Walter will approach to pay you. He'll award you rare candies if all the crew's pokémon are healthy, and if the house is now inhabited by a Haunter the groundskeeper will be overjoyed to have a real attraction and give you an extra reward.
Regardless of the events that transpired, so long as it feels the house is going to be taken care of, Klefki will want to join you in your travels to break out of its boring daily routine.
*Remember to have a spare pokéball!
Rewards:
£1437
Klefki
Level: 20
Attacks: Torment, Fairy Lock, Metal Sound, Fairy Wind
Ability: Prankster[img src="https://play.pokemonshowdown.com/sprites/bw/klefki.png"]
[b]Klefki[/b]
Name: [choose]
Gender: [choose]
Level: 20
OT:
Attacks: Torment, Fairy Lock, Metal Sound, Fairy Wind
Ability: Prankster
Nature/Personality: [choose]
Bonus
x1 (if Sammy & Barry are healthy)
x1 (if Ling & Ko are healthy)
TM175: Hex (if Gastly evolves)