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# Pokémon Paradise

<div style='margin-top:25px'></div>
<div class='wide'>
<img src="https://i.imgur.com/oiri0BB.png" width=700>

  By lilstar#3042 | u/a-rabid-cupcake
  
  
### 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.

<br/>

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

<br/>

No profits are made from the release of this supplement.

<br/>

Pokemon images come from bulbapedia.bulbagarden.net and Pokemon.com/us/pokedex and are owned by Nintendo.


  
</div>

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### Sources Used

* <a href="https://drive.google.com/file/d/1vrdj-P34j-cQCtzXO343oUb3n0g6gWux/view">Pokemon 5e PHB</a> by JOEtheDM#9617
* <a href="https://www.gmbinder.com/share/-Le2W9tnvzpKYx5HKWXa">Pokémon Races</a> by Amazon#0202
* <a href="https://homebrewery.naturalcrit.com/share/HyXoT9ioaE">P5e Backgrounds</a> by 0silverphoenix#6596
* <a href="https://www.gmbinder.com/share/-LrKE9De9SE7rTrOWS29">Eggs and Breeding Supplement</a> by jslabes#8547
* <a href="https://www.gmbinder.com/share/-LXHZd7RlARRRIVBAMAu">Alolan Forms</a> by foiledfeline#2237
* <a href="https://docs.google.com/document/d/1AriTN3u2pzdSbEaKOevxAeZTtS5bNPLY2OlkP7qSWpo/edit"> Apricorn Crafting</a> by Varnell#1867
* Dungeons and Dragons' PHB
* Dungeons and Dragons' Dungeon Master's Guide
* Xanathar's Guide to Everything
* <a href="https://primitivetechnology.wordpress.com/">Primitive Technology</a>

```
```

### Special Thanks

* demonkhaine#4823
* Nick_#9587
* WarlordMorg#6195
* FusionBoi#9278
* Draken#8221

\page

# Table of Contents

<div class='toc'>
##### Table Of Contents
- **[1 Introduction](#p4)**
  - [1.1 The Ideal Player](#p4)
  - [1.2 The Flyer](#p4)
  - [1.3 Making Characters](#p4)
  - [1.4 The Beginning](#p4)
    - [1.4.1 Clara Day](#p5)
    - [1.4.2 Questions Your Players May Ask](#p5)
    - [1.4.3 Clara Day's Skitty](#p5)
  - [1.5 What now?](#p6)
- **[2 Mechanics](#p7)**
  - [2.1 Travel Speed](#p7)
  - [2.2 Schedule](#p7)
  - [2.3 Crafting](#p7)
  - [2.4 Foraging](#p7)
  - [2.5 Fishing](#p7)
  - [2.6 Task Times](#p8)
    - [2.6.1 Task-based Experience](#p8)
    - [2.6.2 Pokémon Helpers](#p8)
- **[3 About the Island](#p12)**
  - [3.1 Ship Events](#p12)
    - [3.1.1 First Ship Crash Passengers](#p12)
  - [3.2 Island North - Bay](#p15)
  - [3.3 Island North - Jungle](#p15)
  - [3.4 Island Central - Tunnel](#p15)
    - [3.4.1 The Door](#p15)
  - [3.5 Island Central - Ruins](#p16)
  - [3.6 Island West](#p16)
  - [3.7 Island East ](#p16)
  - [3.8 Island South](#p17)
- **[4 The World They Live In](#p18)**
  - [4.1 Adulthood](#p18)
  - [4.2 People are Pokémon](#p18)
  - [4.3 People eat Pokémon](#p18)
  - [4.4 Technology or Magic?](#p18)
  - [4.5 Life and death](#p18)
  - [4.6 Resort Ratings](#p19)
</div>


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# Introduction

This guide is for the Dungeon Master looking to run this module. It contains within it most encounters that your party may run into. If you are a player, please refrain from referring to this document in any form or manner. This is intended for 2-4 players starting at level 1.

<br/>

It is what it looks like: a Pokémon 5e game focused on building a Pokémon Paradise! You start with nothing but your starter, what you bring with you, and your knowledge on an island with a group of other people with the goal of making this place THE destination! You'll have to survive nature, build buildings, trade with the occasional boat that comes by, and develop the wild into a village and then eventually a city to attract others to move in and pay for a visit!

## The Ideal Player

The ideal player will enjoy 4x games. This game is partially inspired by, of all things, Pixelmon, so if your player enjoys Pixelmon and enjoys RPing this might be their sort of game. The key things to note is this game has:

* Resource management
* An extended timeframe
* Little direction from the DM
* A lot of player-to-player interaction

Every player would have seen the following flyer, which is what got their attention.

## The Flyer

A dark blue flyer with golden hibiscus flowers on the edges bears the following message:
<br/>
<br/>
<br/>

BUILD YOUR OWN POKÉPARADISE!

JOURNEY TO A TROPICAL ISLAND FREE OF CHARGE

TO BUILD WITH SELECT OTHER INDIVIDUALS!

YOU CAN:
- MAKE A HOTEL!
- DESIGN YOUR PARADISE!
- DECIDE ON LAWS!*<sup>basic laws for common decency required</sup>
- AND MUCH, MUCH MORE!

ALL YOU NEED IS WILLPOWER,

GUSTO, AND A DREAM

TO BE CHOSEN! 

<br/>

ADDITIONAL SKILLS MAY BE OF BENEFIT!

```
```


## Making Characters

All trainers should be level 1 and start with 1 Pokémon. Standard trainer-making practices should apply. This game is intended for using the Pokémon races outlined in Amazon#0202's <a href="https://www.gmbinder.com/share/-Le2W9tnvzpKYx5HKWXa">Pokémon Races</a> and the backgrounds outlined in 0silverphoenix#6596's <a href="https://homebrewery.naturalcrit.com/share/HyXoT9ioaE">P5e Backgrounds</a>.

Characters should get their respective items from their backgrounds and be allowed to purchase items before the game starts using the money they roll for.

The characters are undertaking a huge project that involves leaving their lives behind - they should be able to answer why they've decided to do this.

## The Beginning

<div class='descriptive'>
After a week of traveling on what appears to be separate cruise ships alone save the wait staff and the captain, the four of you find yourselves approaching an island. The captain calls for you to take a rowboat, which features two people to row you to another, small boat. While being rowed, you see on this boat a lone woman with a Skitty in her purse. The rowboats load each of you onto this new, smaller boat, and the woman greets you as she begins to steer the motorboat towards the island's bay.

  "Hello, and welcome! I have a gift for each of you. Over there," she says, before what is presumably her rotund Skitty gallumphs over and sits atop a white chest after several failed attempts. "Lunabelle, off of that. There are multiple compartments." The Skitty begrudgingly obliges with a *Skiii* and hops off, going over to her owner. Apprehensively, the group of you approach the chest and open it up. **In the chest are 10 revives, 5 potions, and a transceiver bracelet for each of you.**

  "That crystal bracelet there is attuned with a satellite I have focused in on this island. The four of you can use it to vote on and institute rules on the island which will be implemented immediately. Do note it only requires a majority, so if there's anything you disagree on, you may be stuck politicking with each other, oh my. It also can be used to contact one another from across the island, or that's what the engineers claim who made it. That being said, I don't suggest you split up to find out if it's true or not, mm? Ah, we'll be arriving at the island shortly. I'll visit every two weeks to see that you all are still alive, or if you direly wish to leave the island, but otherwise it's in your care. Is there anything you'd like to know before we arrive?"
</div>

<div class='footnote'>Part 1 | Introduction</div>

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### Clara Day

Clara Day is a rather plump woman with an abundance of brown curls and thick glasses that rest on her rosy cheeks. She is cheery and seems to be in a constantly good mood. She's also the benefactor of this excursion, the owner of the island, and in general filthy stinkin' rich.

She is whimsical and likes to be surprised. Although the island could have been easily set up to be a Pokémon resort by some engineers, construction crews, et cetera, she disliked the idea of having to be made aware of everything each step of the way, especially since such a large project would require hiring an architect who would design the various buildings, a large construction company to build the buildings, so on and so forth. She would rather leave it to surprise by putting it in the hands of random trainers.

Clara keeps with her a Skitty named Lunabelle. This overweight Skitty is prone to getting into trouble and enjoys pampering, especially from her owner. The Skitty was a present Clara bought for herself to congratulate herself for turning 30, though Clara is currently in her 50s. She bought Lunabelle from a breeder, trained and in proper shape... she has only gained weight under Clara's care.

Should the players attempt to battle Clara before arriving at the island, a truly terrible idea, here is Lunabelle's stat block on the right. If they battle and lose, they may use their revives to bring back their Pokemon.


### Questions Your Players May Ask

* **Is the island dangerous?** There were tracks of dragon-type Pokemon found on the island.
* **Where do we get our food from?** Hunting Pokémon, scavenging, foraging.
* **Do humans currently live on the island?** No.
* **Were humans ever on the island?** Most likely not.
* **Are the transceiver bracelets dangerous?** No.
* **Is the island mapped?** No. Clara's butler had to remind her she had the island, she completely forgot about its existence.
* **How long do we have?** Two years.
* **Any starting money?** No, but she can be convinced with a persuasion roll, DC 15. If she is, she'll give out ₽2000 to each player character.

 <img src="https://cdn.bulbagarden.net/upload/thumb/8/8a/300Skitty.png/1200px-300Skitty.png" width=250>

```
```

### Clara Day's Skitty
___
> ## Lunabelle
>*Tiny Normal Type | Level 10*
> ___
> - **Armor Class** 12
> - **Hit Points** 63
> - **Speed** 30 ft. walking, 30 ft. climbing
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|12 (+1)|11 (0)|6 (-2)|10 (0)|20 (+5)|
>
>___
> - **Proficient Skills:** Persuasion
> - **Saving Throws:** Dexterity, Charisma
> - **Vulnerabilities:** Fighting
> - **Resistances:** None
> - **Immunities:** Ghost
> ___
> ***Normalize:*** Every move this Pokémon makes is Normal type.
> ### Moves
> **Disarming Voice.** *Ranged attack, 20 ft., +9 to hit.* Lunabelle lets out a charming cry, dealing emotional damage to any opponent in range that can hear her. This move automatically hits for 1d12+7 normal damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.
> 
> **Sing.** *Ranged status, 30 ft.* Lunabelle sings a beautiful song in an attempt to put enemy creature to to sleep. Roll 6d12; the total is how many hit points of creature this move can affect. Opponents within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.	
>
> **Wake-Up Slap.** *Melee attack, +6 to hit.* Lunabelle attacks with a jolting slap from her palms. Make a melee attack on an opponent, dealing 2d12+4 normal damage on a hit. If the target is asleep, double your Move modifier when adding damage, but the target automatically wakes up.
>
> **Feint Attack.** *Melee attack, +9 to hit.* Lunabelle brings an opponent close and hits it with a sucker punch. Make a melee attack on an opponent, always with advantage, doing 2d12+4 normal damage on a hit.

<div class='footnote'>Part 1 | Introduction</div>

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## What now?

Well, that's largely up to your players. In an ideal world, they will

1. Look for a campsite;
2. Build shelter;
3. Secure food; and
4. Go exploring

in the above order. Players typically have their own ideas, so that's something to take into consideration as well.

<div class='footnote'>Part 1 | Introduction</div>

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# Mechanics


## Travel Speed

Travelling around the island is no easy task. It has no paths, no roads, nothing. You can, however, build these.

* Walking
 * No Path - 1.5 miles/hour or 2.4 km/hour
 * Path - 2 miles/hour or 3 km/hour
* Running
 * No Path - 2.25 miles/hour or 3.6 km/hour
 * Path - 3 miles/hour or 5 km/hour
* Transport Pokemon
 * Flying - 30 miles/hour or 48 km/hour
 * Surfing - 25 miles/hour or 40 km/hour
 * Riding - 20 miles/hour or 32 km/hour
 
The island's area is 153.9 mi<sup>2</sup>. **It would take approximately 4 days, 6 hours, and 36 minutes to walk the entirety of the island.**

The center of a major four area is 3.5 miles in. 

To get from the center of one of the major four areas (North, West, South, East) to the border of a neighboring one is 3.4 miles. **That's a 2 hour and 16 minute walk without a path.** With a path, it's 1 hour and 42 minutes.

To get from the center of one of the major four areas to the center of a neighboring one is 6.4 miles. **That's a 4 hour and 16 minute walk without a path.** With a path, it's 3 hours and 12 minutes.

## Schedule

|Time|Events|
|:-:|:-|
| 6 AM / 0600 | Sun up, Wake up, Breakfast, Ship Event? |
| 7 AM / 0700 | Players decide |
| 8 AM / 0800 | Players decide |
| 9 AM / 0900 | Players decide | 
| 10 AM / 1000 | Players decide |
| 11 AM / 1100 | Players decide |
| 12 PM / 1200 | Sun at Zenith, Players decide, Lunch |
| 1 PM / 1300 | Players decide |
| 2 PM / 1400 | Players decide |
| 3 PM / 1500 | Players decide |
| 4 PM / 1600 | Players decide |
| 5 PM / 1700 | Players decide |
| 6 PM / 1800 | Players decide |
| 7 PM / 1900 | Dinner, Ship Event? |
| 8 PM / 2000 | Sunset, Sleep?, Night Pokémon come out |

Players who don't take a long rest in a 24 hour period must make a CON saving throw, DC 10, or take a level of exhaustion.

```
```

## Crafting

Crafting an item is a Sleight of Hand roll. The relevant kits may be used to add proficiency to the rolls, where applicable. The rolls have the following effects:

| Roll | Description |
|:-:|:-:|
| < 5 | Failure |
| 5-9 | Average item, allows for use |
| 10-14 | Good item, +1 to all rolls using item |
| 15-19 | Great item, +2 to all rolls using item |
| 20+ | Superb item, +3 to all rolls using item |

## Foraging

This is a Survival check. Try to describe what they're foraging.

| Roll | Description |
|:-:|:-:|
| < 5 | Failure |
| 5-9 | d4 items |
| 10-14 | d6 items |
| 15-19 | d8 items |
| 20+ | d12 items |

The number of dice rolled depends on the number of beings doing the check. If someone's doing it alone, one dice. If they have two Pokémon helping them, 3 die. If they have two Pokémon doing it without their (the trainer's) help, 2 die. In short, number of participants = number of die rolled.

## Fishing

Fishing for food follows the same formula for foraging. Fishing for Pokemon follows the following formula:

* Decide which Pokémon the player(s) are attempting to reel in using your preferred method (randomly picking, rolling dice, et cetera)
* 10+Level is the Survival DC to hook it
* 10+SR is the Sleight of Hand DC to reel it in

<div class='footnote'>Part 2 | Mechanics</div>

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## Task Times

|Time | Task|
|:-:|:-|
| 0.5 hrs | Gathering berries, fruits, or vegetables; making a kiln |
|  1 hrs | Turning timber into lumber, shaping a small clay pot, making a simple tool |
|  2 hrs | Firing clay in a kiln, making a wooden planter box |
|  3 hrs | Making a clay bow forge, extracting iron from ore |
| 1 day | Plowing an acre of land using a plow |
| 7.5 days | Building a house from scratch (4 people) |
| 10 days | Building a house from scratch (3 people) |
| 2 wks | Building a house from scratch (2 people) |
| 1 mo | Building a house from scratch (1 person) |

Task times may be significantly shortened by the participation of certain Pokémon. For example, a Timburr will shorten the construction time of  a building, whereas a Diglett will shorten the time of plowing dirt. The list on the right is not exhaustive and the creativity of the DM should be employed to come up with more ideas. All these examples are based off of Pokédex entries.

### Task-based Experience

If your Pokémon is helping you out at camp, obviously you're not out battling. That doesn't mean that your Pokémon's growth comes to a grinding halt.

|SR|Experience Gain of Needed Next Level, per hour|
|:-:|:-:|
| < 1 | 5% |
| 1-3 | 4% |
| 4-6 | 3% |
| 7-9 | 2% |
| 10  | 1% |
| 11  | 0.5% |
| 12  | 0.25% |
| 13  | 0.125% |
| 14  | 0.0625% |
| 15+ | 0.03125% |

```
```

### Pokémon Helpers

#### Generation 1 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Ekans | Hunting | +2 Survival PokéBird nests |
| Arbok | Hunting | +2 Survival  PokéBird nests |
| Pikachu | Cooking | Softens food with electricity |
| Raichu | Tech | Acts as a generator |
| Golbat | Hunting | +2 Perception  non-plant life |
| Oddish | Farming | Identifies fertile soil |
| Diglett | Farming | Plows 1 ft<sup>2</sup> a second |
| Dugtrio | Farming | Plows 3 ft<sup>2</sup> a second |
| Machop | Building | Counts for 2 people |
| Machoke | Building | Counts for 3 people |
| Machamp | Building | Counts for 4 people |
| Bellsprout | Building | Identifies underground water |
| Slowpoke | Fishing | +2 fishing Survival roll |
| Shellder | Farming | Pearl Survival (quality Crafting) |
| Onix | Building | Underground terraforming |
| Electrode | Building | Demolition |
| Rhyhorn | Building | Demolition |
| Chansey | Farming | Lays eggs (Foraging roll) |
| Tangela | Farming | Vine growing (Foraging roll) |
| Scyther | Farming | Reaping |
| Magmar | Building | Acts as a forge |
| Magikarp | Farming | Lays 1000 eggs at a time (caviar) |
| Vaporeon | Farming | Acts as a freshwater fountain |
| Jolteon | Tech | Acts as a generator |
| Flareon | Building | Acts as a forge |
| Porygon | Tech | Hacking advantage |
| Kabutops | Farming | Reaping |
| Dragonair | Weather | Sets the weather with proper move |

<div class='footnote'>Part 2 | Mechanics</div>

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#### Generation 2 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Chikorita | Weather | Knows exact temp and humidity |
| Meganium | Farming | Plants get two harvests if breathed on |
| Typhlosion | Building | Demolition |
| Hoothoot | Other | Tells time (hoots same time daily) |
| Spinarak | Farming | Silk Survival+2 (quality Crafting) |
| Ariados | Farming | Silk Survival+4 (quality Crafting) |
| Chinchou | Fishing | +2 Fishing Survival roll |
| Lanturn | Fishing | +4 Fishing Survival roll |
| Mareep | Farming | Weekly wool (quality Crafting) |
| Ampharos | Other | Acts as a lighthouse |
| Azumarill | Fishing | Identifies PokéFishing Pokémon |
| Hoppip | Weather | Senses when strong winds arriving |
| Skiploom | Weather | Can tell temperature above 64°F |
| Espeon | Weather | Predicts the next day's weather |
| Steelix | Building | Underground terraforming |
| Shuckle | Farming | Berry Juice (Foraging roll) |
| Heracross | Building | Counts for 3 people |
| Sneasel | Hunting | +2 Survival PokéBird nests |
| Teddiursa | Hunting | +2 Survival PokéBee nests |
| Ursaring | Foraging | Max roll foraging berries |
| Magcargo | Building | Acts as a forge |
| Swinub | Foraging | +2 Foraging Survival roll |
| Donphan | Building | Demolition |
| Porygon2 | Tech | Hacking advantage, Hacking +2 |
| Magby | Building | Acts as a forge |
| Miltank | Farming | MooMoo Milk (Foraging roll) |
| Blissey | Farming | Lays eggs +2 (Foraging roll) |
| Tyranitar | Building | Demolition |

```
```

#### Generation 3 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Sceptile | Foraging | +4 Wood Foraging Survival roll |
| Swampert | Weather | Senses oncoming storms |
| Shiftry | Building | Demolition |
| Wingull | Fishing | +2 Fishing Survival roll |
| Pelipper | Fishing | +4 Fishing Survival roll |
| Gardevoir | Building | Demolition |
| Masquerain | Weather | Senses oncoming heavy rainfall |
| Shroomish | Farming | Identifies fertile soil |
| Loudred | Building | Demolition |
| Exploud | Building | Demolition |
| Makuhita | Foraging | +2 Wood Foraging Survival roll |
| Hariyama | Building | Counts for 3 people |
| Nosepass | Other | Nose points due North |
| Sableye | Foraging | +3 Ore Foraging Survival roll |
| Aron | Foraging | +2 Ore Foraging Survival roll |
| Lairon | Foraging | +3 Ore Foraging Survival roll |
| Aggron | Foraging | +4 Ore Foraging Survival roll |
| Manectric | Building | Acts as a generator |
| Volbeat | Farming | Senses water purity |
| Gulpin | Building | Waste disposal |
| Swalot | Building | Waste disposal |
| Numel | Building | Acts as a forge |
| Camerupt | Building | Acts as a forge |
| Torkoal | Foraging | +3 Ore Foraging Survival roll |
| Whiscash | Weather | Senses earthquakes |
| Castform | Weather | Predicts the next day's weather |
| Tropius | Farming | Produces Foraging fruit every 6 mos |
| Absol | Weather | Senses natural disasters |
| Glalie | Other | Can refrigerate items |
| Clamperl | Farming | Produces one max-quality pearl |
| Huntail | Fishing | +4 Fishing Survival roll |
| Gorebyss | Farming | Identifies water temperature |

<div class='footnote'>Part 2 | Mechanics</div>

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#### Generation 4 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Grotle | Farming | Locates pure water |
| Prinplup | Foraging | +3 Wood Foraging Survival roll |
| Bidoof | Foraging | +2 Wood Foraging Survival roll |
| Bibarel | Foraging | +4 Wood Foraging Survival roll |
| Budew | Weather | Can tell the temperature |
| Cranidos | Foraging | +2 Wood Foraging Survival roll |
| Rampardos | Foraging | +4 Wood Foraging Survival roll |
| Mothim | Hunting | +2 Survival PokéBee nests |
| Combee | Farming | Beehive with Honey (Foraging roll) |
| Lopunny | Farming | Wool - 6 mos (quality Crafting) |
| Stunky | Other | Stinky repel, lasts 4 hours |
| Skuntank | Other | Stinky repel, lasts 8 hours |
| Bronzong | Weather | Makes it rain for 1 day |
| Garchomp | Foraging | +4 Wood Foraging Survival roll |
| Snover | Farming | Grows edible berries (Foraging roll) |
| Tangrowth | Farming | Vine growing (Foraging roll +2) |
| Magmortar | Building | Acts as a forge |
| Porygon-Z | Tech | Hacking advantange, Hacking +4 |
| Froslass | Other | Can refrigerate items |

<br/>
<img src="https://cdn.bulbagarden.net/upload/thumb/a/a2/478Froslass.png/600px-478Froslass.png" width=250 style="transform: scaleX(-1); -webkit-transform: scaleX(-1)">

```
```

#### Generation 5 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Tepig | Cooking | Roasts food |
| Oshawott | Cooking | Opens hard food (berries, coconuts) |
| Pansage | Foraging | +2 to plant food found |
| Simisage | Foraging | +4 to plant food found |
| Panpour | Farming | +2 to plant yield |
| Simipour | Farming | +4 to plant yield |
| Gigalith | Building | Demolition |
| Drilbur | Building | Underground terraforming |
| Excadrill | Building | Underground terraforming |
| Audino | Other | Knows when eggs will hatch |
| Timburr | Building | Counts for 2 people |
| Gurdurr | Building | Counts for 3 people |
| Conkeldurr | Building | Counts for 4 people |
| Leavanny | Farming | Silk Survival+4 (quality Crafting) |
| Whimsicott | Farming | Cotton growing (Foraging roll +2) |
| Petilil | Farming | Exhaustion-curing leaves (Foraging) |
| Trubbish | Building | Waste disposal |
| Garbodor | Building | Waste disposal |
| Cinccino | Farming | Skin oil (Foraging) |
| Vanillite | Other | Can refrigerate items |
| Vanillish | Other | Can refrigerate items |
| Vanilluxe | Other | Can refrigerate items |
| Deerling | Other | Acts as a calendar |
| Sawsbuck | Other | Acts as a calendar |
| Axew | Foraging | +1 Wood Foraging Survival roll |
| Fraxure | Foraging | +2 Wood Foraging Survival roll |
| Haxorus | Foraging | +4 Wood Foraging Survival roll |

#### Generation 6 Examples

| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Bunnelby | Farming | Plows 1 ft<sup>2</sup> a second |
| Diggersby | Farming | Plows 2 ft<sup>2</sup> a second |
| Pyroar | Building | Acts as a forge |
| Meowstic | Building | Demolition |
| Helioptile | Building | Acts as a solar generator |
| Heliolisk | Building | Acts as a solar generator |
| Aurorus | Other | Can refrigerate items |
| Sliggoo | Building | Waste disposal |
| Bergmite | Other | Can refrigerate items |

<div class='footnote'>Part 2 | Mechanics</div>

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#### Generation 7 Examples
| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Charjabug | Tech | Acts as a generator |
| Ribombee | Weather | Predicts the next day's weather |
| Mudbray | Building | Counts for 2 people  |
| Mudsdale | Building | Counts for 4 people |
| Stufful | Foraging | +1 Wood Foraging Survival roll |
| Turtonator | Building | Demolition |
| Hakamo-o | Farming | Scales (Foraging +2) |
| Kommo-o | Farming | Scales (Foraging +4) |

#### Generation 8 Examples
| Pokémon | Task | Effect |
|:-:|:-:|:-|
| Grookey | Farming | +2 to plant yield |
| Raboot | Foraging | +3 Foraging berries |
| Skwovet | Foraging | +2 Foraging berries |
| Greedent | Foraging | +4 Foraging berries |
| Eldegoss | Farming | Cotton growing (Foraging roll +2) |
| Wooloo | Farming | Wool (quality Crafting) |
| Dubwool | Farming | Wool +1 (quality Crafting)
| Carkol | Farming | Coal growing (Foraging roll +2) |
| Coalossal | Building | Acts as a forge |
| Toxtricity | Tech | Acts as a generator |
| Frosmoth | Other | Can refrigerate items |
| Eiscue | Fishing | +3 fishing Survival roll |
| Cufant | Building | Counts for 2 people |
| Copperajah | Building | Counts for 4 people |

<div class='footnote'>Part 2 | Mechanics</div>

\page
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# About the Island

The island is split up into seven major parts with which there are tables to roll in accordance with. The players enter the island through the bay which is on the northern part of the island. It is prone to earthquakes and other natural disasters. The island itself is near several shipping routes without having been inhabited in modern times.

## Ship Events

At least once a week, if not more frequently, there should be ship events. Here is a table of potential ship events for you to consider using.


| Roll | Event |
|:----:|:-------------|
| 1-10  | Shipwreck/crash (lootable) |
| 11-20 | Cargo ship (drops food) |
| 21-30 | Cargo ship (drops materials) |
| 31-40 | Cargo ship (drops apricorns) |
| 41-50 | Cruise ship (battle trainers, heal Pokémon, etc.) |
| 51-60 | No ship |
| 61-70 | Pirates (battle trainers, defend camp) |
| 71-80 | Battle ship (battle trainers) |
| 81-90 | Fishing boat (battle trainers, buy PokéFish) |
| 91-100 | Yacht (battle trainers, heal Pokémon, etc.) |

### First Ship Crash Passengers

The first time a ship crashes on the island, there will be certain passengers on board. These passengers all have the potential to be long-term residents of the island and will provide plenty of drama for your players to deal with. They left from Pallet Town on the way to Alola but... obviously, didn't make it.

The ship will have on it a generator that can be looted, along with a P.C. and a healing machine. The threat of the ship exploding is imminent, and any attempts to remove items from the ship are dangerous.

If the ship explodes, everyone near the ship must make a dexterity saving throw with a DC of 15. If they are more than 50 feet away from the ship, failing results in being knocked prone. If they are within 20 to 50 feet of the ship, failing results in being knocked prone and taking full damage from the explosion's roll. If they are on the ship or within 20 feet of it, they are knocked away, prone, and take the full damage of the dice roll - no saving throw required. The dice roll is 3d6 force damage. The explosion will destroy all items still on the ship.

* **Scott**, the captain of the ship. He's from Sinnoh originally and in his 50s. Has a drinking problem. *Sleight of hand +2, Stealth +2.*
* **Drake**, an outspoken passenger. Tall, dark, handsome, and in his early 40s. Greatly dislikes Scott and blames the crash on him, rightfully or wrongfully. *Perception +2, Performance +2.*
* **Anya**, the adaptive mother. Purple hair, green eyes, from Kanto. Mid 30s. Mother of Christof. *Religion +2, Survival +2.*
* **Christof**, the crybaby. Dark blue hair, green eyes, from Kanto like his mother. 6 years old. Has a pet giant golden Growlithe named Fuzzies, gifted to him by his late father. *Deception +4.*
* **Fabio**, the independent. Red hair, red eyes, from Kalos. Early 30s. Has a Magmar. Father of Jordan and Scylla, has a rocky relationship with both, but especially Jordan. Believes Pokémon are tools only meant for adults. *Insight +2, Investigation +2.*
* **Jordan**, the Goth. Red hair, blue eyes, dresses in all black. 14 years old. Resents both of his parents, but his unfit mother is no longer in the picture. May bring up an incident of his mother using her Ditto to pretend to spend time with Jordan when he was a boy. Believes Pokémon are friends and should be cared for. *Arcana +4.*
* **Scylla**, the Pampered. Blond hair, red eyes, dresses like a pretty princess. Likes riding Mudsdales. Extremely demanding and prone to tantrums. 4 years old. *Persuasion +4.*
* **Karen**, the fun-loving Kanto woman. Late 20s. Platinum blond, brown eyes. Has a Pikachu named Zappy and a Minun named Minus. She's travelled the world in search of her next adventure. *Nature +2, Survival +2.*
* **Kyo**, a perpetual grump. An orange-haired brown-eyed man from Hoenn. 19. He hates water, but can't afford to take a plane. *Acrobatics +2, Athletics +2.*
* **Lubie**, an upscale Unovan woman. Pale brown hair, bright blue eyes. Late 20s. Feels the world is owed to her. *History +2, Intimidation +2.*

<img src="https://i.imgur.com/q8Mk8pF.png" width=300>

<div class='footnote'>Part 3 | About the Island</div>

\page
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#### Christof's Growlithe

___
> ## Fuzzies
>*Giant Fire Type | Level 1*
> ___
> - **Armor Class** 13
> - **Hit Points** 27
> - **Speed** 25 ft. walking
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (0)|14 (+2)|12 (+1)|6 (-2)|10 (0)|10 (0)|
>
>___
> - **Proficient Skills:** Perception
> - **Saving Throws:** Dexterity
> - **Vulnerabilities:** Ground, Rock, Water
> - **Resistances:** Bug, Fairy, Fire, Grass, Ice, Steel
> - **Immunities:** None
> ___
> ***Flash Fire:*** This Pokémon takes no damage from fire. Instead, immediately after taking a hit from a fire-type move, or in open flames, double the STAB bonus on the next fire-type move.								
> ### Moves
> **Bite.** *Melee attack, +4 to hit.* Fuzzies sinks his teeth into an enemy creature. Make a melee attack roll, doing 1d10+2 dark damage on a successful hit. On natural attack rolls of 19 or 20, the target flinches.
>
> **Roar.** Fuzzies release an intimidating roar at a creature in range. The target must make a CHA save against DC 10, fleeing from battle on fail. You gain no experience from a fleeing creature, and the move automatically fails in trainer battles. A creature that succeeds on this saving throw is unaffected by future attempts during this combat.
>

```
```

#### Fabio's Magmar

___
> ## Magmar
>*Medium Fire Type | Level 5*
> ___
> - **Armor Class** 15
> - **Hit Points** 68
> - **Speed** 30 ft. walking
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|18 (+4)|17 (+3)|6 (-2)|10 (+0)|10 (+0)|
>
>___
> - **Proficient Skills:** Athletics
> - **Saving Throws:** Constitution
> - **Vulnerabilities:** Ground, Rock, Water
> - **Resistances:** Bug, Fairy, Fire, Grass, Ice, Steel
> - **Immunities:** None
> ___
> ***Flame Body:*** The flames from this Pokémon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, roll a d10. On a 10, the attacker is burned.
> ### Moves
> **Ember.** *Ranged attack, 60 ft., +4 to hit.* Magmar hurls a ball of flame at an enemy within range. Make a ranged attack, doing 1d6+3 fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt.
>
> **Leer.** *Ranged status, 60 ft.* Magmar stares down a target, reducing its will. The creature must make a WIS save against DC 10. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.						
>
> **Smog.** *Ranged attack, 30 ft.* Magmar creates a fog of poisonous smog in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4+3 poison damage and must succeed on a CON save against your DC 14 or become poisoned. The area of smog is considered difficult terrain, and any attacks make from inside it are done at disadvantage. The smog cloud dissipates at the beginning of your next turn.						
>
> **Smokescreen.** *Ranged status, 60 ft., 1 minute concentration* Magmar conjures a line of smoke on the battlefield, 60 feet long and 5 feet thick. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against DC 14 or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.
>

<div class='footnote'>Part 3 | About the Island</div>

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#### Karen's Pikachu
___
> ## Zappy
>*Tiny Electric Type | Level 3*
> ___
> - **Armor Class** 13
> - **Hit Points** 17
> - **Speed** 30 ft. walking
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (0)|15 (+2)|8 (-1)|6 (-2)|12 (+1)|12 (+1)|
>
>___
> - **Proficient Skills:** Acrobatics, Persuasion
> - **Saving Throws:** Dexterity, Charisma
> - **Vulnerabilities:** Ground
> - **Resistances:** Electric, Flying, Steel
> - **Immunities:** None
> ___
> ***Static:*** When this Pokémon is hit by a melee attack, roll a d4. On a result of 4, the attacker takes an amount of electric damage equal to this Pokemon's proficiency bonus.
> ### Moves
> **Thunder Shock.** *Ranged attack, 20 ft., +4 to hit.* Zappy delivers an electric shock to a target in range. Make a ranged attack, doing 1d6+3 electric damage on a hit.
>
> **Quick Attack.** *Bonus action, ranged attack, 10 ft., +4 to hit.* Zappy lashes out with a quick unarmed strike at a creature in range. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 normal damage on a hit.
>
> **Play Nice.** *Ranged status, 30 ft.* Zappy convinces a creature that he means it no harm. Force a creature to make a CHA saving throw against DC 11. On a failure, any attack the target makes on its next turn is rolled at disadvantage. If the target activates a move that requires a saving throw, you have advantage on the roll.
>
> **Tail Whip.** *Ranged status, 100 ft.* Zappy shakes his tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against DC 12. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.
>

```
```

#### Karen's Minun
___
> ## Minus
>*Tiny Electric Type | Level 5*
> ___
> - **Armor Class** 15
> - **Hit Points** 40
> - **Speed** 30 ft. walking
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|19 (+4)|16 (+3)|6 (-2)|10 (0)|10 (0)|
>
>___
> - **Proficient Skills:** Persuasion
> - **Saving Throws:** Dexterity, Charisma
> - **Vulnerabilities:** Ground
> - **Resistances:** Electric, Flying, Steel
> - **Immunities:** None
> ___
> ***Minus:*** This Pokémon boosts its attack and damage rolls by 2 if an ally also has a Plus or Minus ability.
> ### Moves
> **Spark.** *Melee attack, +7 to hit.* Minus strikes out with an electrified tackle with a chance to paralyze a target. Make a melee attack roll against an opponent, doing 2d8+5 electric damage on a hit. If the natural attack roll is 18 or higher, the target is paralyzed.						
>
> **Quick Attack.** *Bonus action, ranged attack, 10 ft., +7 to hit.* Minus lashes out with a quick unarmed strike at a creature in range. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d6 normal damage on a hit.
>
> **Helping Hand.** *Bonus action, ranged buff, 60 ft., 10 minutes.* Minus can use a bonus action on her turn to choose one ally other than herself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.
>
> **Nuzzle.** *Melee attack, +7 to hit.* Minus touches an opponent with her electrified cheeks, sending electricity coursing through their veins. Make an attack roll against an opponent. On a hit, the target takes 2d4+5 electric damage and is forced to make a CON save against DC 15, becoming paralyzed on a failure.						
>

<div class='footnote'>Part 3 | About the Island</div>

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## Island North - Bay

There is a crescent bay with tidepools present by the beach, the sands are white and nearly blinding in the sunlight. Down in the water, Pokémon come to play.

| Roll | Event |
|:----:|:-------------|
| 1-10  | A pair of Luvdisc guard a waterstone |
| 11-20 | Three Shellos are eating some plankton |
| 21-30 | A Wailmer bobs on the undercurrent |
| 31-40 | Two Carvanha are fighting over territory |
| 41-50 | A Staryu drifts along the sandy floor |
| 51-60 | A Chinchou decides to follow after the trainers |
| 61-70 | Two Totodile splash and play together |
| 71-80 | The trainers trip over a Corsola that drifted ashore |
| 81-90 | A lone Lapras drifts along on the distant waves |
| 91-100 | A small treasure chest is guarded by a Sharpedo |

It is suggested you roll for treasure from a list you make yourself, and include in that list some evolution stones the party may need.

## Island North - Jungle

The jungle south of the bay is thick and filled with vegetal life and Pokémon.

| Roll | Event |
|:----:|:-------------|
| 1-10  | An Aipom tries to steal something! |
| 11-20 | An Alolan Exeggutor fakes being a coconut palm |
| 21-30 | Three Joltik climb along a vine in a row |
| 31-40 | A Tangela is trying to unknot its appendages |
| 41-50 | A pair of Venonats are trying to escape a Chatot |
| 51-60 | An Oddish duo look strangely lost |
| 61-70 | A Pansage, Pansear, and Panpour are arguing |
| 71-80 | A Yanma drifts on the air currents |
| 81-90 | Ground nest; two Axew eggs are about to hatch! |
| 91-99 | There is a Mankey getting beaten up by a Primeape |
| 100 | A large Victreebel blocks a vine-covered door |

The Aipom event might be fun to use if the group is either travelling or only one person or Pokémon is defending their camp.

The Oddish duo look lost because they are trying to locate the top of the hidden tunnel, where there is rich soil for them to root into.

The mama Haxorus isn't far from her nest, and the players might create a ruckus that catches her attention.

That tunnel is hidden behind a secret stone door in the mountainside with the large Victreebel blocking it. I suggest you make that Victreebel a legendary Pokémon to defeat that is around level 15. The door behind the Victreebel requires a DC 15 strength check.

```
```


## Island Central - Tunnel

Past the door guarded by Victreebel is a tunnel. This tunnel leads to a high-level secret, so make sure that the Pokémon found and fought in here are a significantly high level.

The players should spend about three hours total walking to find the end of the tunnel where there is a door, mentioned in rolls 21-30. Space out the below encounters accordingly - maybe one every hour, maybe one every 30 minutes, maybe one altogether.

| Roll | Event |
|:----:|:-------------|
| 1-10  | A dancing Nosepass blocks the path back |
| 11-20 | Roots extend down from the ceiling (Bellsprout and Oddish) |
| 21-30 | There is a stone door with 3 hemispherical slots |
| 31-40 | Two Geodude rest against the tunnel wall |
| 41-50 | Nothing; the trainers continue walking |
| 51-60 | Nothing; the trainers continue walking |
| 61-70 | Two Graveller roll in circles, preventing forward progression |
| 71-80 | The walls shimmer with a suspicious gleam (Carbink) |
| 81-90 | Four Parasect march the dark tunnel, climbing on the ceiling |
| 91-100 | A Scolipede guards the path ahead through the tunnel |

The tunnel itself is magical, as perceived with a DC 13 Arcana check, and constantly changing thanks to the Pokémon and latent magical energy within.

### The Door

Your players should come up to the door at the end of the tunnel. This door has three hemispherical slots that can fit in Pokéballs. Above each slot is a shape: the first has a large circle over a small square, the second a large triangle over a small circle, and the third a large square over a small triangle.

The door itself has magic, which requires a DC 15 Arcana check to identify without any Pokéballs in the slots or a DC 10 with them. No strength checks will open the door - again, it's magical. A DC 15 Religion check may reveal information about the symbols having been present elsewhere in the world.

The door's puzzle is this: each slot takes a Pokéball. The Pokémon in that Pokéball has one or two types. One of the types of Pokémon 1 must be super effective against one of the types for Pokémon 2, and one of the types of Pokémon 2 must be super effective against one of the types for Pokémon 3, and one of the types of Pokémon 3 must be super effective against one of the types for Pokémon 1.

When the door opens, it reveals a large outdoor area.

<div class='footnote'>Part 3 | About the Island</div>

\page

<div class="descriptive">
#### Type Solution Chart

||||
|:----:|:----:|:----:|:----:|
| Fighting, Rock, Flying | Fire, Steel, Rock | Ground, Poison, Grass | Bug, Grass, Rock |
| Dark, Psychic, Fighting | Electric, Water, Ground | Fairy, Fighting, Steel | Fighting, Ice, Flying |
| Fire, Grass, Ground | Fire, Grass, Rock | Fire, Ice, Ground | Flying, Grass, Rock |
| Ground, Rock, Ice | Ground, Steel, Ice | Ice, Grass, Rock | Grass, Water, Fire |
</div>

## Island Central - Ruins

The outdoor area features a large, circular dais with "walls" carved into rock and stone. The walls depict ancient people in a variety of poses, along with some legendary Pokémon. DC 15 Religion to identify the specific ancient figures, disadvantage if it's from a region that the trainer does not belong to in some capacity. There is a large marble and stone dais with a fountain in the center shaped like a pyramid, pointing straight up to the sky. Water trickles down the pyramid soundlessly. An uncountable number of Unown fly in the air above, in a chain, chanting and glowing ominously.

| Roll | Event |
|:----:|:-------------|
| 1-10  | Seven Unown float here, spelling out SUICUNE |
| 11-20 | Four Unown float here, spelling out UXIE |
| 21-30 | Seven Unown float here, spelling out MESPRIT |
| 31-40 | Five Unown float here, spelling out AZELF |
| 41-50 | All but two Elgyem and one Beheeyem are dancing around in time with music you can only hear inside your head. |
| 51-60 | A Cleffa bounces around the ruins, keeping to the shadows |
| 61-70 | Six Unown float here, spelling out KELDEO |
| 71-80 | Seven Unown float here, spelling our XERNEAS |
| 81-90 | Six Unown float here, spelling out KYOGRE |
| 91-100 | Seven Unown float here, spelling out DIANCIE |

This puzzle is far simpler and more challenging; All of the Unown should be level 10 and must be either defeated or captured in order for a level 20 version of the legendary Pokémon in question to be summoned.

If the Legendary in question has been caught, defeated, or escapes to freely roam the island, then the next time that the group travels there, they will find either a Zygarde core or Zygarde cells.

```
```

## Island West

The jungle leads to a deciduous forest lying in the west. There are many leaves, bright green and welcoming, the forest more akin to a temperate wood during the summer.

| Roll | Event |
|:----:|:-------------|
| 1-10  | A Deerling prances about |
| 11-20 | Dancing slowly to Pokémon songs is a Lilligant |
| 21-30 | Two Sewaddle nibble on some leaf litter |
| 31-40 | Three Heracross are eating tree sap |
| 41-50 | Four Combee drift by on the wind |
| 51-60 | A Spewpa sits in contemplative meditation |
| 61-70 | The group finds a cave with three Teddiursa |
| 71-80 | Two Skiddo graze on some grass |
| 81-90 | Three Flabébé frolic among the flowers |
| 91-100 | An Eevee chases its tail |

The cave with three Teddiursa has a papa Ursaring that went out to get food.

## Island East 

On the other hand, the jungle blends into rocky, unstable mountain with dangerous cliffs and edges. Every time your players move, they must make a DEX save against a DC 10, or else they will fall on the uneven terrain and take 1d4 damage.

| Roll | Event |
|:----:|:-------------|
| 1-10  | A Beldum appears to be resting while hovering |
| 11-20 | Two Loudred and an Exploud jam out |
| 21-30 | The trainers step onto an Onix |
| 31-40 | A grumpy Larvitar stomps about |
| 41-50 | A Lunatone and Solrock are talking to one another |
| 51-60 | Three Mawile are here, playing and laughing |
| 61-70 | Two Magnemite are encouraging a third to evolve |
| 71-80 | An injured Deino cries out for help |
| 81-90 | Four Bunnelby hop up the mountainside |
| 91-100 | Two Phanpy trumpet at one another |

When the trainers step on Onix (21-30), have them roll a DC 15 DEX save. Failure results in a fall for 2d6 damage. Passing the check has the trainers hold on for a wild ride.

The Deino (71-80) was injured by a Braviary, which may be nearby looking to go in for the finishing blow.

<div class='footnote'>Part 3 | About the Island</div>

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## Island South

Sitting in the rain shadow of the main mountain are hints of pools of lava, like open sores in the earth. The warmth of the island is compounded into an uncomfortable, unavoidable heat that makes the air shimmer and wave about.

| Roll | Event |
|:----:|:-------------|
| 1-10  | A Charmeleon plays near a lava pool |
| 11-20 | Two Magmar fight over a partially burnt fruit |
| 21-30 | A herd of Ponyta run across the dusty steppes |
| 31-40 | Cacnea sit amongst the sand, happily soaking up sunlight |
| 41-50 | Three Fletchling and a Fletchinder fly overhead |
| 51-60 | A Larvesta inches across the ground, taking its time |
| 61-70 | Lounging on a black lavabed is a Torkoal |
| 71-80 | Two Pyroars run across the plain, leading two Litleos |
| 81-90 | A Trapinch lays in the sand, waiting to catch an unexpecting foot |
| 91-100 | An unusual shape catches your eye by the water |

As an easter egg, if Charmeleon is knocked into the lava pool, he will evolve into Charizard. As such, Charmeleon should be level 14.

If the players decide to go digging in the dirt by the water (91-100), they might find fossils (DC 15 Investigation).


<div class='footnote'>Part 3 | About the Island</div>

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# The World They Live In

## Adulthood

This question is one you'll want to answer about your player's world. It will come up in ways you don't expect. Here's the rules I use for my world.

| Age | Milestone |
|:-:|:-:|
| 3 | Pre-School |
| 5 | Elementary School |
| 9 | Graduate Elementary School |
| 10 | Pokemon Trainer, High School, or Apprenticeship |
| 12 | Military Academy |
| 16 | Apprenticeship/High School finishes if chosen |
| 18 | Gambling legal, Drinking legal, can join Military |

Any age after 18 a character can attend college in my worlds, so you could have someone choose to be a trainer much later in life.

## People are Pokémon

This is a controversial statement, and another you'll want to address. In my worlds, people are Pokémon.

## People eat Pokémon

Another controversial one, but also true in my worlds; people eat Pokémon. You will see a reference to Magikarp steaks and Magizushi in my games.

## Technology or Magic?

I'll personally try to keep this as up-to-date as possible, but my games involve both magic (the tunnels) and technology (the transceivers). It is feasible to do a game that is solely magic-based or solely technology-based.

```
```

## Life and death

Do Pokémon die? Do people die? In my games, I go with yes - not from battling, mind you. Fainting is fainting. But in my games, typically, Pokémon can die and so can their players. That first ship crash encounter has the possibility to kill players and Pokémon.

#### What happens to fainted Pokemon?

Instead of them just collecting on the ground laying around, they escape last moment as they lose consciousness. They don't die (unless someone or something eats them, they drown, what have you), but they do take a long rest to recover their health.

<img src="https://cdn.bulbagarden.net/upload/b/b2/ORAS_Sailor.png">


<div class='footnote'>Part 4 | The World They Live In</div>

\page
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## Resort Ratings

One of the goals is to develop the island into a resort of sorts, complete with a Pokémon-friendly hotel. But how is that hotel rated? These are just some ideas for a DM. I've created 5 to go by: Hotel Water, Environment, Nature, Village, and Tours.

#### Hotel Water

Specifically about your hotel's structure, rather than its decorations.

|Rating|Description|
|:-:|:-|
| ☆☆☆☆☆ | There is no running water or plumbing. |
| ★☆☆☆☆ | There is running water, but no plumbing. |
| ★★☆☆☆ | There is running water that is filtered, but no plumbing. |
| ★★★☆☆ | There is running water that is filtered and an outhouse. |
| ★★★★☆ | There is running water that is filtered and plumbing. |
| ★★★★★ | There is running water that is filtered and plumbing that is used and recycled properly. |

#### Environment

How exciting is the theme that you've gone with for your island result? Did you stick to the theme throughout, or did you go astray?

|Rating|Description|
|:-:|:-|
| ☆☆☆☆☆ | No theme at all, whether it be tropical, haunted, modern chic, or what have you. The place is so dirty it borders on disgusting. |
| ★☆☆☆☆ | Little theming present and/or the resort is mostly dirty. |
| ★★☆☆☆ | Some theming present and/or the resort in dirty in some areas. |
| ★★★☆☆ | Theming is present throughout the resort, there is average cleanliness, rarely events are held. |
| ★★★★☆ | It is very obvious and clear there is a theme. The resort is kept very clean. There are some events held. |
| ★★★★★ | The resort is clean, the theme is thoroughly represented without being tacky, regular events are held to create an exciting atmosphere. |

```
```

#### Nature

You don't go to a tropical island resort to not enjoy the beaches, the natural world around you, and the amazing sunsets.

|Rating|Description|
|:-:|:-|
| ☆☆☆☆☆ | The island has been completely stripped of its natural beauty. There's pollution and waste everywhere. Grimer and Muk have made their homes in your hotel. |
| ★☆☆☆☆ | There is nearly no hints of natural life left on the island. Most of the wild Pokémon are gone, or if there are any left, they're detrimental to the ecosystem or signal a collapsing ecosystem. |
| ★★☆☆☆ | Some hints of the original colors of your island are present, but the majority of it is gone. |
| ★★★☆☆ | Still a heavy skew towards unnatural structures on your island, many of which are jarring and stand out in a bad way. |
| ★★★★☆ | There are more structures on your island that blend in with the landscape. Tourists double-take to make sure they're looking at buildings rather than other forms of naturally occuring structures. |
| ★★★★★ | There is a perfect marriage between the natural and unnatural. There are exquisite views of nature wherever you go, and the water is clean and clear. |


#### Village

|Rating|Description|
|:-:|:-|
| ☆☆☆☆☆ | There is no resort village. |
| ★☆☆☆☆ | Small resort village, but no shopping. |
| ★★☆☆☆ | Medium resort village, some shopping. |
| ★★★☆☆ | Large resort village, plenty of shopping. |
| ★★★★☆ | Large resort village, plenty of shopping, clear island culture. |
| ★★★★★ | Large resort village, abundance of shopping, clear island culture, locally-made products. |


#### Tours

|Rating|Description|
|:-:|:-|
| ☆☆☆☆☆ | There are no tours. |
| ★☆☆☆☆ | There are a handful of tours that explore 1 part of the island. |
| ★★☆☆☆ | There are a few tours that explore 2 parts of the island. |
| ★★★☆☆ | There are several tours that explore 3 parts of the island. |
| ★★★★☆ | There are numerous tours that explore all 4 parts of the island. |
| ★★★★★ | There are many tours that explore all 4 parts of the island plus the sea and sky. |

<div class='footnote'>Part 4 | The World They Live In</div>