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Pokemon Mystery Dungeon:

Guide to Exploration

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PMDT: Guide to Exploration

H
ello! This is the first supplement for Pokemon Trace. When entering combat, you gain the ability of the
Mystery Dungeon Tabletop that adds more first Pokemon you attack. You keep their ability until you go to
player options and a bit of everything. I held a the next floor.
strawpoll where people chose what they’d like
to see in a future supplement, and I just Evolution.
decided to do it all! Now without further ado I You evolve into Kirlia at 4th level and into Gardevoir if you are
present to you the PMDT: Exploration Guide. female or Gallade if you are male at 8th level.
Kirlia
Pokemon As Kirlia you gain 1 point in both Special Defense and
First up a slew of new Pokemon to play as! Including Riolu, Special Attack.
Pikachu, Ralts, Zorua, Diancie, Mawile, and Fennekin! Teleport. When you drop to 1 HP, you may teleport up to
10 spaces away.
Riolu
Gardevoir
Fighting Type. As a Gardevoir you gain 2 points into Special Attack, and 2
HP(Health Points): 19 at first level and you gain 1d10 points into Special Defense.
additional HP for each level after first.
You gain 2 points in both Physical Attack and Physical Gallade
Defense. As a Gallade you gain 2 points into Physical Attack and 1
You gain 2 points to Command, and 1 point to Awareness. point into Special Defense.
Your base evasiveness is 10. Steadfast. Each time you are flinched your Speed stat goes
Your base accuracy is 4. up by 1 for 1d4+1 turns.
Inner Focus. You are immune to being flinched.
Evolution.
You evolve into Lucario at 7th level.
Lucario
As Charmeleon you gain 3 points in both Physical Attack and
Special Defense, and your Speed increases by 1.
Justified. When you are hit by a damaging Dark-type attack
your Physical Attack stat is increased by 1 for 1d4+1 turns.
Pikachu
Electric Type.
HP(Health Points): 18 at first level and you gain 1d8
additional HP for each level after first.
You gain 2 points in Physical Attack and 1 point into Speed.
You gain 2 points to Command, and 1 point into Tact.
Your base evasiveness is 10.
Your base accuracy is 5.
Static. When being hit by a physical attack roll 2d10. On a
18-20 the attacker is paralyzed.
Evolution.
You evolve into Raichu at 7th level.
Raichu
As Raichu you gain 2 points into Physical Attack, 2 points
into Special Attack, and 2 points into Speed.
Ralts
Psychic/Fairy Type.
HP(Health Points):17 at first level and you gain 1d8
additional HP for each level after first.
You gain 2 points in both Speed and Special Attack.
You gain 2 points to Tact, and 1 point to Intellect.
Your base evasiveness is 10.
Your base accuracy is 5.
Zorua HP(Health Points): 17 at first level and you gain 1d6
additional HP for each level after first.
Dark Type. You gain 2 points into Special Attack, 1 point into Special
HP(Health Points): 16 at first level and you gain 1d6 Defense, and 1 point into Speed.
additional HP for each level after first. You gain 2 points to Tact, and 2 points to Intellect.
You gain 2 points into Special Attack, 1 point into Physical Your base evasiveness is 10.
Attack, and 1 point into Speed. Your base accuracy is 6.
You gain 2 points to Tact, and 1 point to Awareness. Blaze. When your health drops to 3 your fire type attacks
Your base evasiveness is 11. deal an additional 3 damage.
Your base accuracy is 4.
Evolution.
Evolution. You evolve into Braixen at 4th level, and into Delphox at 8th
You evolve into Zoroark at 7th level. level.
Zoroark Braixen
As Zoroark you gain 2 As Braixen you gain 2 points into Special Attack and 1 point
Illusion. When you enter battle you take on the appearance into Speed.
of a random Pokemon determined by your PDM. This is Magician. Whenever you hit a Pokemon with a move roll
purely aesthetic. You are indistinguishable from the Pokemon 2d10, on a 18-20 you steal the targets held item if they have
whose appearance you take on. This ability lasts for 1d4+1 one.
turns.
Delphox
Diancie As Delphox you gain the Fire/Psychic dual type.
Rock/Fairy Type. Additionally you gain 2 points into Special Attack and 2
HP(Health Points): 20 at first level and you gain 1d8 points into Special Defense.
additional HP for each level after first.
You gain 2 points into Special Defense and Physical
Defense.
You gain 2 points to Command, and 1 point to Intellect.
Your base evasiveness is 9.
Your base accuracy is 6.
Clear Body. Other Pokemon cannot lower your stats.
Evolution.
You do not evolve but gain a stat boost at 7th level.
Diancie (7th Level)
As Zoroark you gain 2 into both Physical Attack and Special
Attack.
Mawile
Steel/Fairy Type.
HP(Health Points): 19 at first level and you gain 1d8
additional HP for each level after first.
You gain 2 points into Physical Attack, and 2 points into
Physical Defense.
You gain 2 points to Awareness, and 1 point to Command
Your base evasiveness is 9.
Your base accuracy is 4.
Evolution.
You do not evolve but gain a stat boost at 6th level.
Mawile (6th Level)
As Mawile you gain 3 points into Physical Attack, and 2
points into Physical Defense.
Hyper Cutter
Your base Physical Attack stat cannot be lowered by any
means.
Fennekin
Fire Type.
Invisify Orb
Items For 1d4+1 turns you are rendered invisible. You add your Tact
score to damage rolls for this duration. Additionally your
Orbs evasiveness cannot be lower than 17 for the duration.
A new type of item that I’m adding in this Guide are orbs. Luminous Orb
Orbs are powerful items that are extremely rare. You know the layout of the floor and everything on it.
Align Orb Mug Orb
The user may target an ally within 5 spaces. All other allies On a hit, you take the targets item.
within 5 spaces have their HP set to that allies HP. This will
not raise their HP past their maximum. Notice Orb
You gain +4 to accuracy rolls for the next 1d4+1 turns.
All-Dodge Orb
All allies within 3 spaces gain 3 points to their Evasiveness Nullify Orb
for 1d4+1 turns. Special Attack move within 5 spaces of you deal 2d4 less
damage for the next 1d4+1 turns.
All-Hit Orb
All allies within 3 spaces gain 3 points to their Accuracy for One-Shot Orb
1d4+1 turns. On a hit the target must make a Command roll of 10+your
level or higher. On a failed roll the target drops to 0 HP. On a
All-Mach Orb successful roll the target is unaffected and the orb is
All allies within 4 spaces gain 2 points into their Speed for consumed anyways.
1d4+1 turns.
Radar Orb
All-Protect Orb You know where all enemies on the floor are and how many.
All allies within 3 spaces gain 2 points to their Physical
Defense and Special Defense for 1d4+1 turns. Rainy Orb
Changes the dungeons weather to rainy.
All-Power-Up Orb
All allies within 3 spaces gain 2 points to their Physical Rebound Orb
Attack and Special Attack for 1d4+1 turns. For the next 1d4+2 turns half of all damage dealt to you gets
reflected back at the Pokemon that dealt it. You still take the
Beat-up Orb full amount of damage.
This deals Physical damage to a target in front of you equal to
the number of Pokemon in your party times 3.
Blowback Orb
A target in front of you is pushed back 5 spaces.
Cleanse Orb
This cures an ally of your choice within 5 spaces of all
conditions.
Devolution Orb
A target in front of you loses 1d4 levels until they exit the
dungeon.
Drought Orb
Changes the weather in the dungeon to Sunny.
Escape Orb
Allows you and your allies to exit the dungeon without any
penalties.
Foe-Fear Orb
All foes within range must make an Intellect roll. They must
roll higher than 10 + your Intellect roll, if they fail this roll
they are paralyzed.
Hail Orb
Changes the weather to Hail.
Warp Band
Reviver Orb Every 5 rounds you may warp anywhere within 10 spaces, so
Whenever the user faints they are brought back to life. Their long as that space is unobstructed and does not contain
HP and PP is fully restored. anything.
Sandy Orb
Changes the dungeons weather to sandstorm. Specs, Scopes, and Lenses
Slow Orb Alert Specs
Enemy Pokemon with 4 spaces of the user have their speed The wearer gains +2 to accuracy rolls and +2 to their
halved for 1d4+1 turns. Awareness score while wearing these.
Slumber Orb Goggle Specs
Enemy Pokemon within 4 spaces of the user must make an The wearer has the effects of the Invisify Orb negated against
Intellect roll. To succeed they must roll higher than 10 + the them.
users Special Attack stat. On a failed roll, the target is put to
sleep, on a successful roll they are unaffected. Scope Lens
All Physical Attacks gain an additional +2 to their accuracy
Spurn Orb rolls.
The user must make an attack roll against each enemy
Pokemon within 2 spaces of the user. On a hit enemy X-Ray Specs
Pokemon are launched back 4 spaces. While wearing these you behave as if under the effects of the
Luminous Orb.
Sunny Orb
Changes the dungeon weather to sunny.
Switcher Orb
Make an attack roll against a Pokemon in front of you. On a
success you and the target swap places.
Totter Orb
All Pokemon within 6 spaces of you must make an Intellect
roll. To succeed they must roll higher than 10 + the user’s
Intellect stat. On a failed roll, the target is confused, on a
successful roll they are unaffected.
Trapbust Orb
All traps within the room, if there are any, are disarmed and
exposed.

Scarves
Now some additional scarves, bands, and sashes! These
items range on how powerful they are.
Clever Scarf
While wearing this your Intellect score is increased by 2
points.
Diet Ribbon
The wearer of this scarf is unaffected by hunger.
Lucky Ribbon
If you fail an attack roll, you may roll again.
Mobile Scarf
The wearer can walk on any liquid, and walk on walls and
ceilings. This does not protect the wearer from any harm that
may result (such as walking on lava!).
Hard Stone
Special Items The holders damaging Rock-type attacks deals an additional
These items accomplish special things such as allowing you 2d4 damage.
to pin an enemy Pokemon, or powering up specific attack
types. Charcoal
The holders damaging Fire-type attacks deals an additional
Grip Claw 2d4 damage.
While wearing this instead of using a move, you can instead
pin an enemy Pokemon. Make a physical attack roll against Blackbelt
the target, on a hit they are paralyzed. Each turn you have The holders damaging Fighting-type attacks deals an
them pinned, you must make a physical attack roll against additional 2d4 damage.
them. If you fail they are unpinned, or you can release them.
Spell Tag
Griseous Orb Allows the holders Ghost-type moves to hit Normal-type
When held by Giratina, all their Dragon and Ghost-type Pokemon.
damaging attacks deal 2d6 extra damage. When held by a
Pokemon other than Giratina, this item instead boosts their Light Ball
Tact stat by 3. The holders damaging Electric-type attacks deal an
additional 3d4 damage. Only applies if the holder is a
Lustrous Orb Pikachu.
When held by Palkia, all their Dragon and Water-type
damaging attacks deal 2d6 extra damage. When held by a Quick Powder
Pokemon other than Palkia, this item instead allows the The holders Speed stat is increased by 2 while holding this
holder to walk on water. item.
Adamant Orb
When held by Dialga, all their Dragon and Steel-type
damaging attacks deal 2d6 extra damage. When held by a
Pokemon other than Dialga, this item instead grants
immunity to the effects of sandstorms positive and negative.
Soft Sand
The holders damaging Ground-type attacks deal an additional
2d4 damage.
Silver Powder
The holders damaging Bug-type attacks deal an additional
2d4 damage.
Sharp Beak
The holders damaging Flying-type attacks deal an additional
2d4 damage.
Poison Barb
The holders damaging Poison-type attacks deals an
additional 2d4 damage.
Nevermeltice
The holders damaging Ice-type attacks deals an additional
2d4 damage.
Pink Bow
The holders damaging Normal-type attacks deals an
additional 2d4 damage.
Magnet
The holders damaging Electric-type attacks deals an
additional 2d4 damage.
Dragon Fang
The holders damaging Dragon-type attacks deals an
additional 2d4 damage.
Big Blast Trap
Classes Causes an explosion within 5 spaces of it, that deals half HP
Here we are at one of the more requested things to be put in damage to any Pokemon within that space.
into this guide. Classes for this system have always been
something that has perplexed me. How do I fit them in?, how Blast Trap
do I let their features interact with the world around the Causes an explosion within 3 spaces of it, that deals 2d8
player?, and finally how do I make sure they are balanced? special damage to any Pokemon within that space.
Well here is my attempt at new classes for PMDT.
Every adventurer tends to eventually lean towards certain Chestnut Trap
skill sets and abilities. Choose a class at 3rd level. Drops chestnuts onto the Pokemon that deal 10 Physical
Attack damage.
Lorekeeper
You have found an interest in the history and knowledge of Warp Trap
the world and those within it. Warps the Pokemon that stepped onto it, to a randomly
Lorekeeper Mastery Score: +4 points determined place in the dungeon.
Evasion Score: +4 points
At third level you gain 2 points into Intellect. Trip Trap
At fifth level you gain 2 points into Special Defense. Causes the Pokemon that stepped on it to drop their held
At seventh level, when failing a roll to identify an item, you items.
may roll again. You must take the new result.
At ninth level, you may choose a dungeon on your world Toxic Spikes
map that you have been to and explored. When traversing this Causes the Pokemon that stepped on it to become poisoned.
dungeon you gain +1 to all stats. You can only change this
every three dungeons you delve into. Summon Trap
Summons 1d4 wild Pokemon to adjacent spaces next to the
Healer tile.
You have felt a strong sense of compassions within yourself.
You wish to heal that which ails those you call friends. Spin Trap
Healer Mastery Score: +2 points Causes the Pokemon that stepped on it to become confused.
Evasion Score: +4 points
At third level, you gain 3 points into Awareness
At fifth level, you gain 2 points into Evasiveness.
At seventh level, you learn the move Heal Pulse. You can
use this move without expending any PP.
At ninth level, you can heal up to a number of Pokemon
equal to half your level rounded down within 5 spaces of you.
You heal these Pokemon up to 4d8 HP. You can do this three
times per dungeon.
Defender
In your travels you have developed a profound sense of valor,
and a need to protect those who cannot protect themselves.
Defender Mastery Score: +3 points
Evasion Score: +4 points
At third level, you gain 2 points into Command.
At fifth level, you gain 2 points into Physical Defense.
At seventh level, whenever an ally within 2 spaces of you
takes damage, you may halve that damage. But in return you
take that half of the damage unreduced.
At ninth level, twice per dungeon you may negate all
damage done by an attack towards yourself or an ally within 5
spaces.

Dungeon Tiles
Now in this section of the guide we shall discuss dungeon
tiles. These are essential to building dungeons.
Traps
Apple Trap
Turns a random item in your inventory into a Big Apple.
Slumber Trap
Causes the Pokemon that stepped on it to fall asleep.
Slow Trap
Causes the Pokemon that stepped on it to have their Speed
stat reduced by 3 for 2d4 turns.
Mud Trap
Causes the Pokemon that stepped on it to have their accuracy
reduced by 2 for 2d4 turns.
Pokemon Trap
Causes all items in the room to become Pokemon.
Stairs
Leads to the next floor of the dungeon, and if you are on the
last floor of the dungeon it causes you to exit the dungeon.
Warp Zone
Leads to the next floor of the dungeon, and if you are on the
last floor of the dungeon it causes you to exit the dungeon.
Wonder Tile
Resets your stats to their normal state, and cures all status
conditions.
Critical Fails
Critical fails are an alternate rule to the game. It is up to you
and your players as to whether you’d like to implement this
rule to your game.
Whenever a Pokemon rolls two 1’s on the 2d10 on an
attack roll they automatically miss, no matter their modifiers.
Hunger
Hunger is an alternate rule to the game. It is up to you and
your players as you whether you’d like to implement this rule
to your game.
Each player Pokemon when entering a dungeon starts with
a 100 in hunger. This decreases by 5 every 10 spaces they
travel. Upon reaching zero they lose 5 HP for each turn they
have a hunger of zero. This hunger can be restored by eating
berries or seeds which restore 10 hunger, apples that restore
25 hunger, and big apples which restore 50 hunger.

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