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 | \columnbreak ##### 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. \pagebreakNum ### 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. \columnbreak ### 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 \pagebreakNum ### 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 \pagebreak
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. \columnbreak ##### 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 \pagebreakNum ### 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 \columnbreak ### 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 \pagebreakNum
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 | \columnbreak ##### 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 \pagebreakNum ### 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 \columnbreak ### 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 \pagebreakNum
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 |