Kanto: Gym Leaders

by ConTiki

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Supplement: Kanto Gym Leaders

How to run Gym Leader Battles and adjusted their Pokemon

Created by @ConTiki (DM Slaby)


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Disclaimer

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the Materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Based on the original game by Satoshi Taijiri ©Game Freak ©Nintendo Company Inc.

We do not claim ownership of anything related to Pokemon or Dungeons and Dragons. Please support the original source.

No profits are made from the release of this supplement.

Most images in this supplement are free, non-commercial use from FreePNG.com, PNGing.com, FreePNGLogos.com.

All others are credited below image.

Gym leader images come from bulbapedia.bulbagarden.net and are owned by Nintendo. Inspiration and Ideas from: Pokemon Tabletop United, Pokerole, Sakutian from trulyoutoofcharacter.wordpress.com, WorldofPokemon.com.

Descriptions of gym leaders and arenas were taken from or adapted from Bulbapedia.

Special Thanks

To the members of the Pokemon 5e Discord and subreddit for your support, ideas, and playtesting. This would not be possible if it were not for all of you.

Made with GM Binder

Ideas/Concerns/Questions?

Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)

Contents

Gym Leader Battles - 3

Other Gym Battle Types - 3
Scaling Pokemon - 4
Reward Table - 4
Encounter Building - 4

Pewter City Gym - 5

Gym Contents - 6
Gym Leader Room - 9
Gym Map - 10

Cerulean City Gym - 11

Gym Contents - 12
Gym Leader Room - 14
Gym Map - 15

Saffron City Psychic Gym - 16

Gym Contents - 17
Gym Leader Room - 19
Gym Map - 20

AJ's Gym, Cerulean Forest - 21

Gym Contents -
Gym Leader Room -
Gym Map -

Gym Leaders to Come -

Gym Leaders Battles

In the Kanto Region, there are 12 gym leaders. Only 8 badges are needed to compete in the Indigo League. Each of the gym leaders are optional and can be challenged at different levels. Below you will see the breakdown of each Gym Leader as they appear in the Kanto Region. There are a lot of ways you can go about introducing gym leaders and running gym battles. A few are detailed below, for others, check out the Pokemon5E subreddit: r/Pokemon5e. The format for this campaign focuses on 1v1 battles. To Earn a Gym Badge players must battle at the level of the highest Pokemon in their part or higher. Players must also battle at least 2 Gym Pokemon in a single battle.

All Gym leaders only utilize Pokemon from the Kanto Region and evolutions that may appear in later generations. Each gym leader has a set of optional perks to increase the difficulty to the DM's choosing. These perks include Terrain Bonus, Lair Action/Legendary Action, and Gym Leader Held Items. Likewise, their Pokemon can know a maximum of 6 moves. All gym leaders dificulty starts at Level 2; however, the difficulty increases at Levels 5, 8, 10, 12, and 15.

Before each battle, the player may choose how many Pokemon he or she battles against. Then, depending on the number of Gym Pokemon available to battle at that level, the player will either roll a d4 or d6 for the number of Pokemon he or she wants to battle. So, if the player wants to battle 3 of Brock's Pokemon at Lvl 1, the player would roll 3 d4. If the player rolls a 1, 3, and 4, the player would then battle against Brock's Geodude, Omanyte, and Kabuto. Even if the player wants to battle all of the Gym Leader's Pokemon, they must still roll the required dice to see the order in which they appear.

Other Gym Battle Types

"Excitement Factor"

adapted from u/bunnylover726

Gym leaders have Pokemon at a set level. Encouraged players to use oPkemon close in level to the gym leader.
  • Lore: There is a Pokemon Battle TV station (imagine ESPN for pokemon battles) that televises exciting gym battles. If a player participated in an exciting (close) battle with a gym leader, it could appear on TV and they would earn some of the ad revenue or a useful prize package from the gym leader.
  • Example: If a player goes into a water gym and uses Pokemon close in level to the gym leader's and doesn't wipe the floor with the leader's Pokemon using grass types, etc. then the battle has a chance of going on TV and making extra money for the trainer. If the battle is a landslide in either direction, then it is considered "not exciting enough".
  • Notes: Some players will choose Pokemon so that they would have close and exciting battles and possibly earn some extra money/loot. Others may decide that they don't want to risk losing and choose higher leveled or type-matched Pokemon to ensure that they win.
  • Excitement Factor: Group battles, moves that alter the weather, Pokemon that evolve during the battle, high level or rare Pokemon, etc. can all drive up the "excitement factor" of a battle. "Excitement factor" is decided by the DM.

Double Battle

adapted from u/HappyMyconid

The DM creates an NPC that battles alongside the trainer against the Gym Leader.
  • Gym leaders are part of an elite group that can register for an upgraded trainer license that allows them to legally wield more than one Pokemon in combat.
  • The NPC will have 2-3 Pokemon that are common in the area.

Qualification Battles

adapted from Antiochus_Sidetes

The player must register a maximum of 6 Pokemon and then fight 1-3 qualification battles depending on the gym.
  • In each qualifying battle, they can only use 2-3 Pokemon from the 6 they registered.
  • Players can see what Pokemon their opponents will be using in order to choose which Pokemon to use in battle.
  • Once the qualification battles have been successfully completed. The player then may battle the gym leader.

Scaling Pokemon

When creating the Pokemon for each Gym Leader's Dungeon, the Pokemon should be scaled to the trainer's level and the appropriate challenge rating. You wouldn't have a Level 1 Trainer fight a Gym Leader that has all Level 20 Pokemon, right? Here are some things to consider:

Considerations

When creating a Gym Trainer or Gym Leader encounter, use the PC's level as your starting reference. If the PC is a level 5 trainer, consider:

  • the SR Level they can catch,
  • the Pokemon that appear at that SR and below,
  • what changes Pokemon take on each time they level up.
When in doubt follow the D&D Encounter Building Guide.

Moves

Make sure to check each Pokemon's move list for the moves that it can know. Then select a combination of attack, defensive, and status changing moves.

Reward Table

Certain rooms in each Gym will provide a reward upon successfully beating a gym trainer or solving the rooms puzzle. When completed, have the trainer(s) roll on the table below for their reward.

d20 Reward
1-9 ₽50 x Trainer Lvl
10 Full Heal
11-15 Potion
16 Super Potion
17 Hyper Potion
18 Revive
19 Full Restore
20 ₽200 x Trainer Lvl & Super Potion

Encounter Building

When building encounters, whether for a Gym Battle or otherwise, Sly Flourish has an incredible resource for a few different methods of encounter building. If this is something you struggle with, I strongly recommend checking this reousrce out. They can all be found here: https://slyflourish.com/5e_encounter_building.html

Boulder Badge

Cascade Badge

Thunder Badge

Rainbow Badge

Pewter City Gym

Gym Leaders:

Brock, Flint, Lola, Forrest

Gym Description:

The Pewter Gym is a rocky maze of several caverns. The rock spires shoot up from the ground while loose boulders dot the maze.

Gym Terrain Bonus:

+1 Damage Bonus to Rock Type Moves

Gym Leader Held Items:

Super Potion, Hard Stone

Badge:

Boulder Badge

Location:

Pewter City

Lair Action:

The Gym Leader's Pokemon can camouflage themselves into the arena. The Gym Leader rolls a stealth check against the player's active Pokemon's Perception (Wisdom). If higher than the player's active Pokemon's Perception, the Gym Leader's active Pokemon's AC increase +2 for 1 turn.

Reward:

(₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's: Bide, Rock Tomb, Headbutt, or Rockslide; Hardstone

Brock

Description:

Brock has a deep understanding of Pokemon, their wants, and their needs. He has a stone-cold exterior, but on the inside he's as soft as a Wigglytuff's tuft.

Legendary Action:

Legendary Armor (1/day): As a reaction, this Pokemon may increase its AC by (1,2,3) if it would cause the attack to miss.

Flint

Description:

Flint is the father of Brock and Forrest. When not a acting as the gym leader, Flint spends most of his time selling souvenir rocks.

Legendary Action:

Legendary Toughness: This Pokémon's health is based off the maximum hit dice roll for each of its levels.

Lola

Description:

Brock and Forrest's mother, Lola has a hankering for water-type Pokemon. She has a flighty personality and tends to focus on her own artistic ventures.

Legendary Action:

Legendary Resistance (1/day): When this Pokémon takes damage from a move, it can choose to halve the total

Forrest

Description:

Forrest is Brock's nearest-in-age brother. Forrest has a keen eye for strategy, having learned much from years of watching his father and brother battle challengers at the Pewter Gym.

Legendary Action:

Legendary Attack: This Pokémon can sacrifice its action now to make two attacks on its next turn. (Or make two attacks now and sacrifice its next action)

Pewter City Gym Contents

The inside of the Pewter City Gym resembles that of a cave. Including the Entrance Chamber, the gym has 10 different rooms and 5 halls/passages. Room and Hall has doors that are locked until the trainer(s) has successfully completed the challenge. Below are the details for each room and hall.

Entrance

The entrance of the gym is a cavern with two Rock-type Pokemon statues, one on either side of the cavern. The Gym Guide is standing in the middle of the Entrance Cavern.

Gym Guide

Upon entering the Pewter City Gym, the Gym Guide will welcome the player(s) to the Gym and have them roll on the environmental effects table. Once they’ve rolled on the Environmental Effect Table, read the following to your players.

“Welcome to the Pewter City Gym! It seems that the gym’s climate right now is (insert environmental effect). Currently, (insert Gym Leader) is the resident Gym Leader. They specialize in Pokemon that can be found in caves and mountainous regions. If you follow the path forwards you accept the Gym Leader’s challenge to find them in this cavern.”

Environmental Effects Table

Roll on this table to see what effect will take place in the Halls. Likewise, this table determines which Gym Leader the trainer will battle at the end of the Gym Challenge.

d20 Environmental Effects Effect Gym Leader
1-14 Clear No Effects Brock
15 Sandy/Dusty Opponent AC +1 Forrest
16-17 Foggy Reduced Vision to 0 Lola
18-19 Dark Dex Mod -2 Flint
20 Halls of Gas In each Hall, roll on the Gasses Table below Brock
Gas Table

All gasses on this table require a DC12 DEX Save Throw. On a fail, the Pokemon/trainers take on status effect.

d12 Gas Failed Save
1-5 No Gas -
6 Poison Gas Poisoned
7 Sleeping Gas Asleep
8 Paralyzing Gas Paralyzed
9 Burning Gas Burnt
10 Confusion Gas Confused
11 Freezing Gas Frozen
12 Blinding Gas Blind

Hall 1

Description: The hall extends 20ft than comes to a T-crossing. Upon entering the hall, have the trainer(s) make the Trap Saving Throw.

Connects to: Entrance, Room 1A, Room 1B

Trap: Stealth Rock - Sharp rocks have been placed throughout the hall.

Trap Saving Throw: STR/DEX, DC 12

On A Failed Save: The impacted Pokemon takes 1d8 + STR/DEX rock damage.

Alternate Approach: Have the trainer use a Pokemon that knows a rock-type move to destroy the sharpened rocks. Roll as if the Pokemon was attacking another Pokemon in combat.

# of Rocks AC/Rock HP/Rock
1d4 10 1

Hall 2

Description: The hall extends 20ft than makes a U-Turn and heads into the next room. Upon entering the hall, have the trainer(s) make the Trap Saving Throw.

Connects to: Room 1A, Room 2A

Trap: Rock Blast - A series of rocks are summoned from the wall.

Trap Saving Throw: STR, DC 12

On A Failed Save: The summoned rocks fire their way towards the Pokemon. Roll 1d8 for the number of rocks that hit. Each rock does 1d4 rock damage.

Alternate Approach: Have the trainer use a Pokemon that knows a rock-type move to destroy the summoned rocks. Roll as if the Pokemon was attacking another Pokemon in combat.

Hall 3

Description: The hall turns south than U-turns northward in the shape of a J. Upon entering the hall, have the trainer(s) make the Trap Saving Throw.

Connects to: Room 1B, Room 2B

Trap: Tar Shot - Buckets of tar spill out from the ceiling.

Trap Saving Throw: DEX, DC 12

On A Failed Save: The tar spills onto the Pokemon/Trainer(s) lowering the DEX mod by 1 until the next short rest.

Alternate Approach: Have the trainer use a Pokemon that knows a Dexterity/Speed-increasing move to avoid the tar. Roll as if the Pokemon was attacking another Pokemon in combat.

Hall 4

Description: The hall S-curves north through a field of large boulders. Upon entering the hall, have the trainer(s) make the Trap Saving Throw.

Connects to: Room 2A, Room 2B, Room 3A, Room 3B

Trap: Toxic Spikes - A series of floating, poisonous spikes encircles each Pokemon.

Trap Saving Throw: CON/DEX, DC 13

On A Failed Save: The impacted Pokemon are poisoned.

Alternate Approach: Have the trainer use a Pokemon that knows a rock-type move to knock away the poisonous spikes. Roll as if the Pokemon was attacking another Pokemon in combat.

# of Spikes AC/Spike HP/Spike
1d8 12 1

Hall 5

Description: The hall extends north 20ft then turns left. Upon entering the hall, have the trainer(s) make the Trap Saving Throw.

Connects to: Room 3B, Room 4A

Trap: Stone Edge - The earth moves beneath your feet as sharp stones pierce through the ground throughout the hall.

Trap Saving Throw: DEX, DC 14

On A Failed Save: The rocks pierce your Pokemon taking 3d4 Rock Damage.

Alternate Approach: Have the trainer use a Pokemon that knows a Dexterity/Speed-increasing move to avoid the piercing rocks. Roll as if the Pokemon was attacking another Pokemon in combat.

Room 1A

Description: Located in the southwest corner of the gym, this room has a single Gym Trainer in it. Otherwise, it is a dimly lit, open cavern with rock rubble strewn about.

Connects to: Hall 1, Hall 2

Contents: Gym Trainer; optional battle, select 2 Pokemon from the Gym Specific Pokemon Table on page __.

Reward: ₽200 x Trainer Level

Room 1B

Description: Located east of the entrance, this room has a Gym Trainer and is illuminated by torches along the wall.

Connects to: Hall 1, Hall 3

Contents: Gym Trainer; optional battle, select 2 Pokemon from the Gym Specific Pokemon Table on page __.

Reward: ₽200 x Trainer Level

Room 2A

Description: The cavern opens up to reveal a seesaw in the middle of the room with a sleeping Golem nearby.

Connects to: Hall 2, Hall 4

Contents: Puzzle. A seesaw set up with a key hanging from a string above one end. Player(s) need to apply twice the force to non-key end compared to key end. The key can then be inserted into the back of a Golem that is trying to stop the party from getting the key (ie. pushing players off, applying weight to the wrong end, etc.). Idea from u/MadDogOzie

Reward: Roll on the Reward Table

Room 2B

Description: The dimly lit cavern appears to have many stone trinkets strewn about the edges of the room.

Connects to: Hall 3, Hall 4, Room 3B

Contents: Puzzle. A Venn diagram is etched out on the stone floor. Outside of the circle are a number of stone trinkets in the shape of Pokemon. Players must place the trinkets correctly in the diagram in order to move through through the room. Left circle: Pure Rock-Type; Right circle: Pure Ground-Type; Overlap: Rock and Ground Dual-Type Idea from u/Obsidiax

Reward: Roll on the Reward Table

Room 3A

Description: Located in the 2nd half of the gym's cavernous maze, this room has a Gym Trainer in it blowing bubble gum as she waits for the next challenger.

Connects to: Hall 4, Room 4B

Contents: Gym Trainer; optional battle, select 2 Pokemon from the Gym Specific Pokemon Table on page __.

Reward: ₽300 x Trainer Level

Room 3B

Description: East of the S-Curve Hall, the Gym Trainer waiting in this cavern sneakily hides in the dark in the northwestern corner to surprise the next challenger that comes into the room.

Connects to: Room 2B, Hall 4, Hall 5

Contents: Gym Trainer; optional battle, select 2 Pokemon from the Gym Specific Pokemon Table on page __.

Reward: ₽300 x Trainer Level

Room 4A

Description: This room is suspiciously empty. No Pokemon, no trainers, just an empty-looking cavern.

Connects to: Hall 5, Room 4B

Contents: Puzzle: The only exit to the room is a sentient, talking door. The party must converse with it and trick it into saying the password. Idea from u/squeebird

Reward: Roll on the Reward Table

Room 4B

Description: Once the trainer(s) enter this empty-appearing room, the doors close on either end.

Connects to: Room 3A, Room 4A, Gym Leader Room

Contents: Puzzle: The doors close on all sides. The door on the far side, towards their destination, has a panel with a button and a display. The display has a timer for 30 seconds, and every time the button is pressed, the timer resets and two Gym Specific Pokemon fall from the ceiling to attack. When the timer hits zero, the doors open. Idea from u/theserys

Reward: Roll on the Reward Table

Gym Leader Room

Room Description:

The cavern, lit by a skylight, opens up to reveal the gym leader waiting in the middle of the room underneath a stone archway. Around the room are different rock formations of varying sizes. Along the ceiling is a sprinkler system. Standing in the doorway, the trainer can see depressions in the arena that look like large potholes. The gym leader welcomes the trainer and congratulates them for making it through the gym challenge.

Connects to: Room 4B
Reward:
  • (₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated)
  • TM: Bide, Rock Tomb, Headbutt, or Rock Slide
  • Hard Stone
Gym Leader Specific Pokemon:

Each Gym Leader has a favorite Pokemon line, below are Brock's Forrest's, Lola's, and Flint's. At least one of their favorite Pokemon should be in their party when fighting the trainer(s).

Gym Leader Favorite Pokemon
Brock Onix, Steelix, Geodude, Graveler, Golem
Forrest Zubat, Golbat, Crobat, Rhyhorn, Rhydon, Rhyperior
Lola Poliwag, Poliwhirl, Poliwrath, Azurill, Marill, Azumarill
Flint Geodude, Graveler, Golem
Gym Specific Pokemon:

The table below holds all of the Pokemon that trainer's may encounter in the gym. Likewise, these are Pokemon that the Gym Trainer's and Gym Leaders will hold in their party during battles. The DM can choose from this list when building those encounters.

Gen 1 Gen 1
Sandshrew Machop
Sandslash Machoke
Zubat Machamp
Golbat Geodude
Paras Graveler
Parasect Golem
Diglett Onix
Dugtrio Cubone
Poliwrath Marowak
Rhydon
Gen 2 Gen 3
Crobat Whismur
Misdreavus Loudred
Wobbufett Exploud
Steelix Nosepass
Shuckle Sableye
Larvitar Mawile
Pupitar Aron
Tyranitar Lairon
Aggron
Lunatone
Solrock
Wynaut
Bagon
Shelgon
Salamence
Gen 4 Gen 5
Combee Roggenrola
Vespiquen Boldore
Mismagius Gigalith
Bonzor Woobat
Bronzong Swoobat
Gible Drilbur
Gabite Excadrill
Garchomp Dweble
Rhyperior Crustle
Joltik
Galvantula
Ferroseed
Ferrothorn
Druddigon
Gen 5 Gen 6 & 7
Klink Carbink
Klang Noibat
Klinklang Noivern
Tynamo Turtonator
Eelektrik Jangmo-o
Eelektross Hakamo-o
Axew Kommo-o
Fraxure
Haxorus
Heatmor
Durant
Deino
Zweilous
Hydreigon

Pewter City Gym Map

Cerulean City Gym

Gym Leaders:

Misty, Daisy, Violet Lily

Gym Description:

The Cerulean Gym is a marine maze of rocky outcrops and islands. The islands are connected by rickety bridges and series of of locks.

Gym Terrain Bonus:

+1 Damage Bonus to Water Type Moves

Gym Leader Held Items:

Super Potion, Shell Bell, Mystic Water

Badge:

Cascade Badge

Location:

Cerulean City

Lair Action:

The Gym Leader's Pokemon can disappear into the water of the gym. The challenger's Pokemon must roll a DC 12 Wisdom (Perception) Saving Throw. If failed, the Gym Leader's active Pokemon's AC increases +2 for 1 turn.

Reward:

(₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's: Bubblebeam, Rain Dance, Water Pulse, Scald, or Brine; Mystic Water

Misty

Description:

Misty uses an all-offensive with water-type Pokemon. Her stubbornness on and off the battlefield supports her tough training style.

Legendary Action:

Legendary Attack: The Pokemon can sacrifice its action now to make two attacks on its next turn. (Or make 2 attacks now and sacrifice its next action.)

Daisy

Description:

Daisy is cheerful and somewhat absentminded. She shows the most prowess, responsibility, and determination of her sisters as a Gym Leader.

Legendary Action:

Legendary Reflexes: This Pokemon can use two reactions in a round of combat.

Lily

Description:

Lily is quite vain and haughty compared to her other sisters. She has little to know faith in her other sisters' abilities as gym leaders.

Legendary Action:

Legendary Resilience: This Pokemon may sacrifice its action to remove a negative status effect from itself.

Violet

Description:

Violet has a childlike and carefree personality. Likewise, she believes in the ability of anyone to become good at what they strive for.

Legendary Action:

Legendary Knowledge: This Pokemon can learn moves from anywhere in its move list regardless of level.

Cerulean City Gym Contents

The inside of the Cerulean City Gym resembles that of a series of stony islands in a bay area. Including the Entrance Chamber, the gym has 10 different islands connected by 15 rickety bridges. Each island has a specific challenge to it that begins as soon as the adventurer steps onto the island. Below are the details for each island and bridge.

Island 1

The first island is a large stony outcrop with three pedastals and a lever on each in the middle of it. The Gym Guide is standing in front of the middle pedestal.

Gym Guide

Upon entering the Cerulean City Gym, the Gym Guide will welcome the adventurer(s) to the Gym and have them roll on the environmental effects table. Once they’ve rolled on the Environmental Effect Table, read the following to your players.

“Welcome to the Cerulean City Gym! It seems that the gym’s climate right now is (insert environmental effect). Currently, (insert Gym Leader) is the resident Gym Leader. They specialize in Pokemon that can be found in waterways and aquatic environments. To begin the Gym Leader's Challenge, read the inscription on the middle pedestal.”

Environmental Effects Table

Roll on this table to see what effect will take place on the islands. Likewise, this table determines which Gym Leader the trainer will battle at the end of the Gym Challenge.

d20 Environmental Effects Effect Gym Leader
1-14 Clear No Effects Misty
15-16 Light Rain Gym Leader DMG +1 Daisy
17-18 Heavy Rain Reduced Vision to 0 Lily
19-20 Waterspouts DC 12 Saving Throw every island or 1d6 DMG Violet
Crossing Bridges

When crossing any bridge, the trainer(s) must make a DC 10 Dexterity (Acrobatics) Saving Throw. If failed, the adventurer or their Pokemon will take 1d6 bludgeoning damage from Pokemon throwing rocks at the trainer(s).

A Gym Trainer can be encountered on every island.
Island 1 Challenge

When the trainer's read the inscription on the middle pedestal, read the following aloud:

Beware the bridges/for they will fall/into the depths below./Answer the riddles/to cross the way/ and keep your team in tow.

Riddle #1: I have an uncontrollable headache and I resemble a bipedal platypus. What Pokemon am I?

Answer: Psyduck

Correctly Answered: Bridge C collapses

Incorrectly Answered: Bridges A & B collapse

Connections
  • Bridge A. Connects to Island 2
  • Bridge B. Connects to Bridge E
  • Bridge C. Connects to Island 3

Island 2

Island 2 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #2: My shiny form is read and I have a three-pointed, dark blue crest on my head. What Pokemon am I?

Answer: Gyarados

Correctly Answered: Bridge J collapses

Incorrectly Answered: Bridges G & F collapse

Connections
  • Bridge A. Connects to Island 1
  • Bridge E. Connects to Bridge F and Island 4
  • Bridge F. Connects to Island 5
  • Bridge G. Connects to Island 5

Island 3

Island 3 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #3: I am a Legendary beast and was once caught by Misty, the gym leader. What Pokemon am I?

Answer: Suicune

Correctly Answered: Nothing Happens

Incorrectly Answered: Bridge J collapses

Connections
  • Bridge D. Connects to Island 4

Island 4

Island 4 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #4: I appeared once Nastina tried to build a hotel over my kinds habitat. What Pokemon am I?

Answer: Tentacruel

Correctly Answered: Bridges G & F collapse

Incorrectly Answered: Bridge J collapses

Connections
  • Bridge E. Connects to Bridge F and Island 2
  • Bridge F. Connects to Island 5
  • Bridge J. Connects to Island 6

Island 5

Island 5 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #5: I am my final form. No other Pokemon has this same typing. I dance when it rains. What Pokemon am I?

Answer: Ludicolo

Correctly Answered: Bridge I collapses

Incorrectly Answered: Bridge H collapses

Connections
  • Bridge F. Connects to Bridge E
  • Bridge G. Connects to Island 2
  • Bridge H. Connects to Island 9
  • Bridge I. Connects to Island 6

Island 6

Island 6 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #6: I am one of two final evolutions. I am an amphibious creature. At night, I make territorial claims near lakes through cries that sound like shooting. What Pokemon am I?

Answer: Politoed

Correctly Answered: Bridge K collapses

Incorrectly Answered: Bridge M collapses

Connections
  • Bridge I. Connects to Island 5
  • Bridge J. Connects to Island 4
  • Bridge K. Connects to Island 7
  • Bridge M. Connects to Bridge N and Island 8 & 9

Island 7

Island 7 does not have a pedestal or challenge. However, there is a gym trainer waiting to be challenged here.

Connections
  • Bridge K. Connects to Island 6
  • Bridge L. Connects to Island 8

Island 8

Island 8 Challenge

When the trainer's read the inscription on the pedestal, read the following aloud:

Riddle #8: I was battled over as an egg between Misty, Ash, and Meowth. What Pokemon am I?

Answer: Togepi

Correctly Answered: All Pokemon regain 50% HP

Incorrectly Answered: Nothing happens

Connections
  • Bridge L. Connects to Island 7
  • Bridge N. Connects to Bridge M and Island 9

Island 9

Island 9 does not have a pedestal or challenge. However, there are two gym trainers waiting to be challenged here.

Connections
  • Bridge H. Connects to Island 5
  • Bridge N. Connects to Bridge M and Island 8
  • Bridge O. Connects to Island 10 - Gym Leader Island

Gym Leader Island (Island 10)

Room Description:

The gym leader sits waiting in a stone built throne for a trainer to come and challenge them. Behind the gym leader is a wall of boulders, damp from the humidity in the air. Standing at the end of the bridge, the trainer can see holes in the wall of boulders with small lines of water trickling out. The gym leader welcomes the trainer and congratulates them for making it through the gym challenge.

Reward:
  • (₽1000 x Trainer Level)
  • (₽100 x # of Pokemon Defeated)
  • TM: Bubblebeam, Rain Dance, Water Pulse, Scald, or Brine
  • Mystic Water
Connects to: Bridge O
Gym Leader Specific Pokemon:

Each Gym Leader has a favorite Pokemon line, below are Misty's, Daisy's, Lily's, and Violet's. At least one of their favorite Pokemon should be in their party when fighting the trainer(s).

Gym Leader Favorite Pokemon
Misty Staryu, Starmie, Psyduck, Golduck, Togepi
Daisy Seel, Dewgong, Luvdisc
Lily Goldeen, Seaking
Violet Shellder, Cloyster
Gym Specific Pokemon:

The table below holds all of the Pokemon that trainer's may encounter in the gym. Likewise, these are Pokemon that the Gym Trainer's and Gym Leaders will hold in their party during battles. The DM can choose from this list when building those encounters.

Gen 1 Gen 1
Staryu Omanyte
Starmie Omastar
Psyduck Krabby
Golduck Kingler
Lapras Jigglypuff
Goldeen Wigglytuff
Seaking Tentacool
Slowpoke Tentacruel
Slowbro
Gen 1 Gen 1
Squirtle Dratini
Wartortle Dragonair
Blastoise Dragonite
Seel Poliwag
Dewgong Poliwhirl
Vaporeon Poliwrath
Magikarp Horsea
Gyarados Seadra
Gen 2 Gen 3
Wooper Feebas
Quagsire Milotic
Chinchou Azurill
Lanturn Luvdisc
Togepi
Togetic
Kingdra
Politoed
Suicune
Corsola
Marill
Azumarill
Mantine
Gen 4 Gen 5
Buizel Frillish
Floatzel Jellicent
Togekiss Ducklett
Mantyke Swanna
Tirtouga
Carracosta

Cerulean City Gym Map

Saffron City Psychic Gym

Gym Leaders:

Sabrina

Gym Description:

The Saffron Psychiv Gym is a sterile, industrial maze of warp spots enclosed rooms. Each room is connected by a number of warp tiles that lead to other rooms. The only door into and out of the gym is the main entrance.

Gym Terrain Bonus:

+1 Damage Bonus to Psychic Type Moves

Gym Leader Held Items:

Super Potion, Twisted Spoon

Badge:

Marsh Badge

Location:

Saffron City

Lair Action:

The Gym Leader's Pokemon can disappear into the psychic mist in the room. The challenger's Pokemon must roll a DC 12 Wisdom (Perception) Saving Throw. If failed, the Gym Leader's active Pokemon's AC increases +2 for 1 turn.

Reward:

(₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated) TM's: TM: Psychic, Calm Mind, Psychocut, or Telekineses; Twisted Spoon

Sabrina

Description:

Known as the 'Master of Psychic Pokemon, she has had psychic powers ever since she was a child, when she accidentally bent a spoon. She apparently dislikes battling, but is hard to beat because she can communicate with her Pokémon telepathically.

Legendary Action:

Legendary Attack 3: This Pokémon has a signature move that can be used twice in one turn.

Telepathy

Sabrina can communicate with her Pokémon telepathically. This allows her to not share what her next moves will be; therefore hiding any future strategy from the challenger.

Saffron City Psychic Gym Contents

The inside of the Saffron City Psychic Gym resembles that of an industrial series of independent rooms without doors. Including the Entrance Chamber, the gym has 20 different rooms connected by 24 different warp tiles. Several rooms have psychic mist pouring into them, including the Gym Leader's Room. Below are the details for each room, the warp tiles, and the psychic mist.

Room A

The first room is made of metal and concrete with two statues (one of Alakazam and the other of Hypno) off to either side. The Gym Guide is standing to the left of the right statue.

Gym Guide

Upon entering the Saffron City Psychic Gym, the Gym Guide will welcome the adventurer(s) to the Gym and have them roll on the environmental effects table. Once they’ve rolled on the Environmental Effect Table, read the following to your players.

“Welcome to the Saffron City Psychic Gym! It seems that the gym’s climate right now is (insert environmental effect). Currently, Sabrina is waiting for her next challenger. She specializes in Psychic Pokemon that are often used to perform illusions or mind controlling powers. To begin the Gym Leader's Challenge, step on the warp tile ahead of you.”

Environmental Effects Table

Roll on this table to see what effect will take place on the islands. Likewise, this table determines which Gym Leader the trainer will battle at the end of the Gym Challenge.

d20 Environmental Effects Effect
1-15 Clear No Effects
16-17 Light Psychic Mist Density DC 12 CON Save; fail = Pokemon of choice is Confused when entering battle
18-19 Medium Psychic Mist Density DC 12 CON Save; fail = 3 Pokemon of choice are Confused when entering battle
20 Heavy Psychic Mist Density DC 12 CON Save; fail = all Pokemon are Confused when entering battle
Warp Tiles

There are 25 connecting warp tiles (24 Numbered Tiles and 1 One-Way Tile from the Gym Leader's Room). Likewise, there is a DM Map and a Challenger Map. The DM Map includes the numberings of each warp tile whereas the Challenger Map does not. A DC 25 Perception Check would allow the challengers to see the DM Map - essentially allowing them to perceive where all of the warp tiles lead. Within each room, the challengers can make a DC 13 Perception Check to see which rooms those warp tiles room lead to.

WT = Warp Tile

Room A Warp Tiles
  • WT 1 > Room E
  • WT X < Room T, Gym Leader's Room. This tile can only be utilized when leaving the Gym Leader's Room. It is a one way warp tile.
Psychic Mist

Rooms B, D, G, K, N, P, R, & T have psychic mist pumping into them from the pipes in those rooms. Based on the challengers roll on the Environmental Effects Table, any time that the challengers enter one of these rooms, they must make a DC 12 CON Save, then be immediately attacked by the Gym Trainer in that room. In Room T, since this is the Gym Leader's Room, they must do the same. Sabrina will immediately attack after this roll.

A Gym Trainer can be encountered in every room.

Room B

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 9 > Room S
  • WT 16 > Room R

Room C

Warp Tiles
  • WT 4 > Room Q
  • WT 5 > Room S
  • WT 15 > Room F

Room D

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 13 > Room J
  • WT 14 > Room K

Room E

Warp Tiles
  • WT 1 > Room A
  • WT 2 > Room I
  • WT 19 > Room G

Room F

Warp Tiles
  • WT 15 > Room C
  • WT 18 > Room G
  • WT 23 > Room M

Room G

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 18 > Room F
  • WT 19 > Room E

Room H

Warp Tiles
  • WT 11 > Room P
  • WT 10 > Room Q

Room I

Warp Tiles
  • WT 2 > Room E
  • WT 3 > Room Q
  • WT 12 > Room P

Room J

Warp Tiles
  • WT 13 > Room D
  • WT 21 > Room N

Room K

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 14 > Room D
  • WT 17 > Room N

Room L

Warp Tiles
  • WT 6 > Room S
  • WT 7 > Room M
  • WT 24 > Room R

Room M

Warp Tiles
  • WT 7 > Room L
  • WT 8 > Room T, Gym Leader's Room
  • WT 22 > Room O
  • WT 23 > Room F

Room N

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 17 > Room K
  • WT 21 > Room J

Room O

Warp Tiles
  • WT 20 > Room R
  • WT 22 > Room M

Room P

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 11 > Room H
  • WT 12 > Room I

Room Q

Warp Tiles
  • WT 3 > Room I
  • WT 4 > Room C
  • WT 10 > Room H

Room R

Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 16 > Room B
  • WT 20 > Room O
  • WT 24 > Room L

Room S

Warp Tiles
  • WT 5 > Room C
  • WT 6 > Room L
  • WT 9 > Room B

Gym Leader Room (Room T)

Room Description:

Sabrina twirls around playing in the Psychic Mist with her Pokemon waiting for a trainer to come and challenge her. The mist pink and yellow mist swirls around Sabrina as you enter from the warp tile. You can see the one-way exit warp tile about 10-15ft away. Sabrina eerily stops twirling, her back the challengers. Immediately she instructs her first Pokemon to attack.

Reward:
  • (₽1000 x Trainer Level)
  • (₽100 x # of Pokemon Defeated)
  • TM: Psychic, Calm Mind, Psychocut, or Telekineses
  • Twisted Spoon
Gym Leader Specific Pokemon:

Each Gym Leader has a favorite Pokemon line, below are Misty's, Daisy's, Lily's, and Violet's. At least one of their favorite Pokemon should be in their party when fighting the trainer(s).

Gym Leader Favorite Pokemon
Sabrina Lapras (knows Psychic), Abra, Kadabra, Alakazam
Psychic Mist

See Psychic Mist Details on PG 17.

Warp Tiles
  • WT 8 > Room M
  • WT X > Main Entrance
Warp Tiles: Quickest Routes

Original Route

  • 1 (Room A) > 2 (Room E) > 3 (Room I) > 4 (Room Q) > 5 (Room C) > 6 (Room S) > 7 (Room L) > 8 (Room M) > Gym Leader Room (Room T) > X (Main Entrance)

Other Shorter Routes

  • 1 (Room A) > 2 (Room E) > 3 (Room I) > 4 (Room Q) > 15 (Room C) > 23 (Room F) > 8 (Room M) > Gym Leader Room (Room T) > X (Main Entrance)
  • 1 (Room A) > 19 (Room E) > 18 (Room G) > 23 (Room F) > 8 (Room M) > Gym Leader Room (Room T) > X (Main Entrance)
Gym Specific Pokemon:

The table below holds all of the Pokemon that trainer's may encounter in the gym. Likewise, these are Pokemon that the Gym Trainer's and Gym Leaders will hold in their party during battles. The DM can choose from this list when building those encounters.

Gen 1 Gen 1
Abra Drowzee
Kadabra Hypno
Alakazam Slowpoke
Venonat Slowbro
Venomoth Exeggcute
Mr. Mime Exeggutor
Jynx
Gen 2 Gen 3
Espeon Wynaut
Smoochum Ralts
Wobbuffet Kirlia
Slowking Gardevoir
Girafarig Beldum
Metang
Metagross
Spoink
Grumpig
Meditite
Medicham
Gen 4 Gen 5
Mime Jr. Sigilyph
Gallade Woobat
Bronzor Swoobat
Bronzong Munna
Musharna
Gothita
Gothorita
Gothitelle
Solosis
Duosion
Reuniclus
Gen 6 Gen 7
Espurr Cosmog
Meowstic Cosmoem

Saffron City Psychic Gym - Challenger Map

Saffron City Psychic Gym - DM Map

AJ's Gym, Cerulean Forest

Gym Leaders:

AJ

Gym Description:

AJ's Gym resembles an encampment in a dry, rocky desert. The battlefield itself is outdoors on a plateau marked with spires and other desert features.

Gym Terrain Bonus:

+1 Damage Bonus to Ground & Flying Type Moves

Gym Leader Held Items:

Super Potion, Soft Sand, Sharp Beak

Badge:

Butte Badge

Location:

Cerulean Forest

Lair Action:

The Gym Leader's Pokemon can use the terrain to their advantage. The challenger's Pokemon must roll a DC 12 Wisdom (Perception) Saving Throw. If failed, the Gym Leader's activer Pokemon's Dexterity bonus increases by +2 for 1 turn.

Reward:

(₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's: Air Slash, Acrobatics, Bulldoze, or Sand Tomb; Soft Sand or Sharp Beak

AJ

Description:

AJ is a a confident, and sometimes pompous, gym leader. His gym recently received official gym status from the Pokemon League. In doing so, he now trains his Pokemon harder than ever before.

Legendary Action:

Legendary Resistance: As a bonus action, AJ can use his whip to strengthen his ground-type Pokemon, that Pokemon has resistance to water-type attacks for 2 turns of combat. This can only be used once ever 5 turns of combat.

Butte Badge Design

AJ's Gym

Since AJ's Gym is a newly created gym in the Pokemon League, it is not as set up or as complicated as other gyms. It is a simple battlefield with stone and dry grass. A number of rock spires dot the battlefield. As the challengers walk up the stone steps, they will be greeted by one of AJ's gym trainers. Unlike other gyms, these gym trainers do not battle, rather they train AJ's Pokemon when AJ is not available. Around the battlefield stand a number of tents ranging in size. These are AJ's training tents. When not in the field, AJ and his gym trainers will train the Pokemon in these tents.

Entrance & Gym Guide

Upon reaching the top of the stairs, a gym trainer will welcome the challenger(s) to the Gym and have them roll on the environmental effects table. Once they’ve rolled on the Environmental Effects Table, read the following to your players.

“Welcome to AJ's Gym! It seems that the battlefield’s climate right now is (insert environmental effect). AJ specializes in Pokemon that can be found in dry, rocky regions that are near wooded areas. If you follow the path forwards you accept the Gym Leader’s challenge to battle them in the arena.”

AJ Quotes:
  • "Did you buy those badges or steal them? Either that or you competed in some loser gyms. Where were they, Failure City or Whimpsville?"
Environmental Effects Table

Roll on this table to see what effect will take place.

d20 Environmental Effects Effect
1-14 Clear No Effects
15 Windy Flying-type +1 Dex Bonus
16-18 Intense Sunlight Water Moves -2 Dmg
19 Dust Storm Ground-type +1 AC
20 Haboob -1d4 HP each turn
Reward:
  • (₽1000 x Trainer Level)
  • (₽100 x # of Pokemon Defeated)
  • TM: Air Slash, Acrobatics, Bulldoze, or Sand Tomb
  • Soft Sand or Sharp Beak
Gym Leader Specific Pokemon:

AJ will always battle with at least his Sandshrew.

Gym Leader Favorite Pokemon
AJ Sandshrew knows Dig, Defense Curl, and Fissure
Gym Specific Pokemon:

The table below holds all of the Pokemon that trainer's may encounter in the gym. Likewise, these are Pokemon that the Gym Trainer's and Gym Leaders will hold in their party during battles. The DM can choose from this list when building those encounters.

Gen 1 Gen 1
Sandshrew Cubone
Sandslash Marowak
Butterfree Charizard
Beedrill Spearow
Rattata Fearow
Raticate Doduo
Diglett Dodrio
Dugtrio
Gen 2 Gen 3
Phanoy Numel
Donphan Camerupt
Gligar Marshtomp
Skarmory Swampert
Gen 4 Gen 5
Hippopotas Drilbur
Hippowdon Excadrill
Gliscor Sandile
Krokorok
Krookodile
Rufflet
Braviary
Gen 6 + 7 Gen 8
Diggersby Silicobra
Mudbray Sandaconda
Mudsdale

AJ's Gym Battlefield Map

Gym Leaders to Come

Cerulean Forest

Type Specialty: Ground & Flying
Gym Theme: Desert
Badge: Butte Badge
Leader: AJ

Vermillion City

Type Specialty: Electric & Steel
Gym Theme: Power Plant
Badge: Thunder Badge
Leader: Lt. Surge

Celadon City

Type Specialty: Grass
Gym Theme: Jungle
Badge: Rainbow Badge
Location: Erika

Saffron City

Type Specialty: Fighting
Gym Theme: Dojo
Badge: Fist Badge
Location: Kiyo

Fuchsia City

Type Specialty: Poison
Gym Theme: Forest
Badge: Soul Badge
Location: Koga

Dark City

Type Specialty: Bug
Gym Theme: Swamp
Badge: Blade Badge
Location: Yas

Dark City

Type Specialty: Electric & Dark
Gym Theme: Alley Way
Badge: Spark Badge
Location: Kas

Cinnabar

Type Specialty: Fire
Gym Theme: Volcano
Badge: Volcano Badge
Location: Blaine

Viridian City

Type Specialty: Ground & Dragon
Gym Theme: Badlands
Badge: Earth Badge
Location: Giovanni
 

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