Preface: I've lurked on this forum for far too long. How about I give something back, and do something fun? We're gonna do a little choose your own adventure game going with a variant of old-school rules. I mean REALLY old school.
What do I mean? You'll know it when you see it. Or not, if you aren't familiar. But trust me, this is a real system, and I swear I won't be making things up any more than I would if we were at a table together.
The game will be simple:
You will vote on which character enters the dungeon. Then, each time I post, which I hope will be daily, you will get a series of options. You may only pick one. They will be constrained, but not tedious. There will be no "press x to attack" options over and over, instead it'll be more along the lines of major choices in the first place, such as whether to fight, cast a powerful magic spell, etc.
Oh, and expect some of your girls to lose. But then, this is a dungeon of lust, I think you'll like the result of losing.
So let's get this show on the road. It's time for...
Expedition to the Dungeon of Lust
Nobody knows how it happened. How the dungeon got here. Some say it pre-dates the existence of humanity, but even the elves don't know its source. It doesn't matter now. For now it has become a lightning rod, a locus of adventurers and heroes who hope to brave it for the riches within. But so few have succeeded. How many lives have been lost to its depths? How many souls have been quenched by the fires within? Once again, nobody knows, but I begin to fear that the cost is greater than what it is worth. I begin to fear that the dungeon is a trap. A lure. And in recent days, I begin to hear its call... - From the Last Papers of the Scholar Eleanor d'Salve.
The Dungeon of Lust lies at the foothills of an ancient mountain range. It is entirely underground, or so it is believed. No other entrance except the one has been found, a sort of ruined temple, crumbling and ancient, its writings so old that not even the elves know it.
Incidentally, there is one important thing to note about this dungeon: Only women are allowed entrance. And only one at a time.
A town has cropped up nearby. It is the sort of boom town you'd expect from a gold rush, hastily built wooden buildings with grandiose facades facing the main street, an economy based entirely on extracting treasure from those brave enough to seize it, and providing for the needs of all of those foolish enough to brave the depths.
We begin there.
The Town of Ox Cross
Within the town you will find several important locales.
Kobold Pie Tavern - A gathering place for adventurers and heroes; the home of the several prostitutes on hand; an eatery for those who don't wish to cook themselves; Kobold Pie Tavern is a local fixture, and a center of trade. Here one can indulge in worldly delights, or even just the pleasure of company.
End-of-the-Road Temple - there are no individual temples to the various gods in this town. It's too small. So all must make do with this ramshackle building. It leaks in the rain, it has no fancy accouterments except for a few old relics purchased from delving adventurers. But followers of all the gods are welcome, and there are idols to each. It is a peaceful place, one where a person can go to purify herself.
The Wicker Golem General Store - Its mascot is a long-defeated wicker golem hanging from the roof. This is the second most important place in town to an adventurer. Here one can buy all the important items, such as rope, oil, torches, and even ten foot poles and iron rations. The owner, Wickson -and yes there is a story there- generally provides adventurers with a nice "dungeon package" that provides all the essentials for a single (inflated) price. Weapons and armor are extra, of course.
The Arcane Square - Several small buildings off in their own little cul de sac, this is where various magical items, alchemical admixtures, tomes and artifacts are traded, sold, and discussed. There is even now a magical library, incomplete as it is, working out of a hastily built shack.
The Bank of the Stolid Dwarf - No dwarves actually work here, but the name is meant to inspire confidence. Here you find a safe place to put all your hard-earned gold, along with safe deposit boxes for your treasures. It's safer for them to be honest, so your things will usually be safe.
---------------
Now we come to your first choice, as we slowly push our way into an adventure. You must choose our first victi- I mean adventurer! Yes, she will escape totally unharmed, without any horribly arousing things done to her. Don't you agree?
In any case, please vote, A, B, C, D, or E! (There will surely be more choices later after one or more of these girls reach the end of their adventure. But that will come later!)
A.) Louise de la Valliere, human noblewoman - Louise is the young fifth daughter of a noble house. Prideful and athletic, she has always valued competition and combat. Her energy and rigor is popular with those around her, and she set off on this quest in order to gain the resources to start her own homestead, her own family. After all, as fifth daughter, not even a son, she isn't going to inherit much, certainly not land!
Statistics:
B.) Eleanor d'Salve, human scholar - Eleanor, or Ellie as she allows those close to her to call her, is a scholar who has spent two years here at the dungeon, trying to catalog all the information within. During this time she has mastered the basics of magic, and the bespectacled lass has finally decided that in order to learn more, she must make the delve herself. In the back of her mind, she fears a compulsion, but she doesn't allow that fear to stop her.
Statistics:
C.) Inkyrius "Kyrie" Planetes, elfen youth - Elves have known of the dungeon of lust for a very long time, and Kyrie has heard of it from childhood. She's a prodigy, even by elfen standards, young and skilled and full of potential. As such, she's arrogant... again, even by elfen standards. She fully believes she can defeat this dungeon, and has taken great pains to do so. Could she be right?
Statistics:
D.) Allison "Curfew" Murphy, total bitch - Curfew is a tough chica, if you know what I mean. A human, and a burglar by trade, she's been around the block and dealt with all sorts of shit. She's out for numero uno... with one exception, her best friend from childhood, lady Agnes Castellan, who some weeks ago entered the dungeon, only to never return. Curfew will be damned to hell before she allows Agnes to die alone. And she suspects that may well be her fate, before all is said and done.
Statistics:
E.) Sister Olivia Marie Alistair, human priestess - Sister Olivia was once a very bad girl. So said her parents, so said her community. So she ran away. But one day, when things looked their worst, she prayed upon a roadside idol and found that the gods of Law answered her. She dedicated herself to her gods, and sought out clerical teachers. And so here she is, living as a sister of the faith at the End of the Road temple. But her gods have spoken to her again: She must delve the dungeon, and rescue those who are trapped inside. She will not rest until she has done so. She's a good girl now.
Statistics:
What do I mean? You'll know it when you see it. Or not, if you aren't familiar. But trust me, this is a real system, and I swear I won't be making things up any more than I would if we were at a table together.
The game will be simple:
You will vote on which character enters the dungeon. Then, each time I post, which I hope will be daily, you will get a series of options. You may only pick one. They will be constrained, but not tedious. There will be no "press x to attack" options over and over, instead it'll be more along the lines of major choices in the first place, such as whether to fight, cast a powerful magic spell, etc.
Oh, and expect some of your girls to lose. But then, this is a dungeon of lust, I think you'll like the result of losing.
So let's get this show on the road. It's time for...
Expedition to the Dungeon of Lust
Nobody knows how it happened. How the dungeon got here. Some say it pre-dates the existence of humanity, but even the elves don't know its source. It doesn't matter now. For now it has become a lightning rod, a locus of adventurers and heroes who hope to brave it for the riches within. But so few have succeeded. How many lives have been lost to its depths? How many souls have been quenched by the fires within? Once again, nobody knows, but I begin to fear that the cost is greater than what it is worth. I begin to fear that the dungeon is a trap. A lure. And in recent days, I begin to hear its call... - From the Last Papers of the Scholar Eleanor d'Salve.
The Dungeon of Lust lies at the foothills of an ancient mountain range. It is entirely underground, or so it is believed. No other entrance except the one has been found, a sort of ruined temple, crumbling and ancient, its writings so old that not even the elves know it.
Incidentally, there is one important thing to note about this dungeon: Only women are allowed entrance. And only one at a time.
A town has cropped up nearby. It is the sort of boom town you'd expect from a gold rush, hastily built wooden buildings with grandiose facades facing the main street, an economy based entirely on extracting treasure from those brave enough to seize it, and providing for the needs of all of those foolish enough to brave the depths.
We begin there.
The Town of Ox Cross
Within the town you will find several important locales.
Kobold Pie Tavern - A gathering place for adventurers and heroes; the home of the several prostitutes on hand; an eatery for those who don't wish to cook themselves; Kobold Pie Tavern is a local fixture, and a center of trade. Here one can indulge in worldly delights, or even just the pleasure of company.
End-of-the-Road Temple - there are no individual temples to the various gods in this town. It's too small. So all must make do with this ramshackle building. It leaks in the rain, it has no fancy accouterments except for a few old relics purchased from delving adventurers. But followers of all the gods are welcome, and there are idols to each. It is a peaceful place, one where a person can go to purify herself.
The Wicker Golem General Store - Its mascot is a long-defeated wicker golem hanging from the roof. This is the second most important place in town to an adventurer. Here one can buy all the important items, such as rope, oil, torches, and even ten foot poles and iron rations. The owner, Wickson -and yes there is a story there- generally provides adventurers with a nice "dungeon package" that provides all the essentials for a single (inflated) price. Weapons and armor are extra, of course.
The Arcane Square - Several small buildings off in their own little cul de sac, this is where various magical items, alchemical admixtures, tomes and artifacts are traded, sold, and discussed. There is even now a magical library, incomplete as it is, working out of a hastily built shack.
The Bank of the Stolid Dwarf - No dwarves actually work here, but the name is meant to inspire confidence. Here you find a safe place to put all your hard-earned gold, along with safe deposit boxes for your treasures. It's safer for them to be honest, so your things will usually be safe.
---------------
Now we come to your first choice, as we slowly push our way into an adventure. You must choose our first victi- I mean adventurer! Yes, she will escape totally unharmed, without any horribly arousing things done to her. Don't you agree?
In any case, please vote, A, B, C, D, or E! (There will surely be more choices later after one or more of these girls reach the end of their adventure. But that will come later!)
A.) Louise de la Valliere, human noblewoman - Louise is the young fifth daughter of a noble house. Prideful and athletic, she has always valued competition and combat. Her energy and rigor is popular with those around her, and she set off on this quest in order to gain the resources to start her own homestead, her own family. After all, as fifth daughter, not even a son, she isn't going to inherit much, certainly not land!
Statistics:
Veteran (Fighter 1)
HP: 6
Armor Class: 4
THAC0: 18
Alignment: Lawful
XP: 200/2000
Strength: 13 (+1)
Intelligence: 9 (+0)
Wisdom: 7 (-1)
Dexterity: 12 (+0)
Constitution: 16 (+2)
Charisma: 16 (+2)
Equipment:
Longsword, d8+1 damage
Chain Mail
Shield
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 18
Hair: Red (dyed, naturally brunette)
Breasts: A cups
Height: 5'0
Body type: slender
Virgin: yes
HP: 6
Armor Class: 4
THAC0: 18
Alignment: Lawful
XP: 200/2000
Strength: 13 (+1)
Intelligence: 9 (+0)
Wisdom: 7 (-1)
Dexterity: 12 (+0)
Constitution: 16 (+2)
Charisma: 16 (+2)
Equipment:
Longsword, d8+1 damage
Chain Mail
Shield
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 18
Hair: Red (dyed, naturally brunette)
Breasts: A cups
Height: 5'0
Body type: slender
Virgin: yes
B.) Eleanor d'Salve, human scholar - Eleanor, or Ellie as she allows those close to her to call her, is a scholar who has spent two years here at the dungeon, trying to catalog all the information within. During this time she has mastered the basics of magic, and the bespectacled lass has finally decided that in order to learn more, she must make the delve herself. In the back of her mind, she fears a compulsion, but she doesn't allow that fear to stop her.
Statistics:
Medium (Magic User 1)
HP: 3
Armor Class: 8
THAC0: 20
Alignment: Neutral
XP: 250/2500
Strength: 7 (-1)
Intelligence: 18 (+3)
Wisdom: 9 (+0)
Dexterity: 13 (+1)
Constitution: 9 (+0)
Charisma: 8 (-1)
Magic:
Sleep - capable of taking down an entire group of enemies, or even just one very large one. Once per day.
Read Magic the ability to read scrolls, other wizards' tomes or ancient, magical writing. Once per day, but lasts all day. She generally casts it in the morning.
Equipment:
Dagger: 1d4-1 damage
Comfortable Clothes
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 23
Hair: Green (dyed, naturally blonde)
Breasts: C cups
Height: 5'5
Body type: Average
Virgin: yes, and frustrated about it.
HP: 3
Armor Class: 8
THAC0: 20
Alignment: Neutral
XP: 250/2500
Strength: 7 (-1)
Intelligence: 18 (+3)
Wisdom: 9 (+0)
Dexterity: 13 (+1)
Constitution: 9 (+0)
Charisma: 8 (-1)
Magic:
Sleep - capable of taking down an entire group of enemies, or even just one very large one. Once per day.
Read Magic the ability to read scrolls, other wizards' tomes or ancient, magical writing. Once per day, but lasts all day. She generally casts it in the morning.
Equipment:
Dagger: 1d4-1 damage
Comfortable Clothes
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 23
Hair: Green (dyed, naturally blonde)
Breasts: C cups
Height: 5'5
Body type: Average
Virgin: yes, and frustrated about it.
C.) Inkyrius "Kyrie" Planetes, elfen youth - Elves have known of the dungeon of lust for a very long time, and Kyrie has heard of it from childhood. She's a prodigy, even by elfen standards, young and skilled and full of potential. As such, she's arrogant... again, even by elfen standards. She fully believes she can defeat this dungeon, and has taken great pains to do so. Could she be right?
Statistics:
Medium-Veteran (Elf 1)
HP: 9
Armor Class: -2
THAC0: 15
Alignment: Chaotic
XP: 400/4000
Strength: 18 (+3)
Intelligence: 18 (+3)
Wisdom: 6 (-2)
Dexterity: 18 (+3)
Constitution: 18 (+3)
Charisma: 18 (+3)
Magic:
Charm Person With this spell, Kyrie can charm even a hated enemy into believing her to be their best friend. An intelligent humanoid creature as large as an ogre can be charmed, and would even fight to the death for her.
Unlike humans, elves gain magic naturally, and so no studying will allow them to learn new spells outside of leveling up, and they gain no extra spell slots for higher stats.
Equipment:
Platinum Comet: A magical, silvered longsword with a blazing white hilt.
- it can glow as the spell Light upon command.
- It adds +1 to attack and damage.
- It also becomes sheathed in fire when in use, giving it +1d6 damage.
Final stats: 1d8+1d6+4 damage
Shooting Star: A magic wand of great power, black like the night sky, but filled with stars when in use, which streak out as the spell Magic Missile, which does 1d6 damage and auto-hits.
Can be used 3/day, at which point the stars go out, and the blackness turns blue like the day. Regenerates at dusk the next day.
Elfen Royal Plate: +1 full plate armor.
Shield
Boots and Cloak of Elfenkind: Allow one to sneak silently and nearly invisibly. One can only notice them, if in use, with a 1/6 chance.
Age: 97
Hair: Sky Blue (natural!)
Breasts: B cups
Height: 4'10
Body type: very petite
Virgin: yes, and extremely proud of her purity, to boot.
HP: 9
Armor Class: -2
THAC0: 15
Alignment: Chaotic
XP: 400/4000
Strength: 18 (+3)
Intelligence: 18 (+3)
Wisdom: 6 (-2)
Dexterity: 18 (+3)
Constitution: 18 (+3)
Charisma: 18 (+3)
Magic:
Charm Person With this spell, Kyrie can charm even a hated enemy into believing her to be their best friend. An intelligent humanoid creature as large as an ogre can be charmed, and would even fight to the death for her.
Unlike humans, elves gain magic naturally, and so no studying will allow them to learn new spells outside of leveling up, and they gain no extra spell slots for higher stats.
Equipment:
Platinum Comet: A magical, silvered longsword with a blazing white hilt.
- it can glow as the spell Light upon command.
- It adds +1 to attack and damage.
- It also becomes sheathed in fire when in use, giving it +1d6 damage.
Final stats: 1d8+1d6+4 damage
Shooting Star: A magic wand of great power, black like the night sky, but filled with stars when in use, which streak out as the spell Magic Missile, which does 1d6 damage and auto-hits.
Can be used 3/day, at which point the stars go out, and the blackness turns blue like the day. Regenerates at dusk the next day.
Elfen Royal Plate: +1 full plate armor.
Shield
Boots and Cloak of Elfenkind: Allow one to sneak silently and nearly invisibly. One can only notice them, if in use, with a 1/6 chance.
Age: 97
Hair: Sky Blue (natural!)
Breasts: B cups
Height: 4'10
Body type: very petite
Virgin: yes, and extremely proud of her purity, to boot.
D.) Allison "Curfew" Murphy, total bitch - Curfew is a tough chica, if you know what I mean. A human, and a burglar by trade, she's been around the block and dealt with all sorts of shit. She's out for numero uno... with one exception, her best friend from childhood, lady Agnes Castellan, who some weeks ago entered the dungeon, only to never return. Curfew will be damned to hell before she allows Agnes to die alone. And she suspects that may well be her fate, before all is said and done.
Statistics:
Footpad (Thief 2)
HP: 11
Armor Class: 3
THAC0: 16
Alignment: Chaotic
XP: 1375/2500
Strength: 9 (+0)
Intelligence: 9 (+0)
Wisdom: 7 (-1)
Dexterity: 18 (+3)
Constitution: 16 (+2)
Charisma: 11 (+0)
Thief Skills: thieves have the potential to pull off outrageous stunts that nobody else could manage. Climbing a sheer wall without a rope. Hiding in shadows out in the absolute open. Unlocking masterwork locks. These are not mere normal capabilities, no. These are well-nigh supernatural in nature!
Open Locks: 25%
Find or Remove Traps: 20% - a double ability. Finding traps in this case means using the ability when there is absolutely no hint given in the description of an area. Removing traps should be obvious.
Pick Pockets: 30%
Move Silently: 30%
Hide in Shadows: 20%
Climb Sheer Surfaces: 90%
Hear Noise: roll of 3 or below on a d6 - can be used when listening to a wall to hear if anything is beyond.
Equipment:
Bow and arrows: d8 damage
Leather Armor
Brooch of the Promise: A gift from Lady Agnes, a silver necklace with one half of a gorgeous rose design. As long as its color remains, the other party is still alive. It grants -1 AC, limited telepathy within range, and greater magical boons when both parties put their minds on it. It retains its color.
Thieves' tools
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 19
Hair: Black
Breasts: D cups
Height: 5'8
Body type: athletic
Virgin: No.
HP: 11
Armor Class: 3
THAC0: 16
Alignment: Chaotic
XP: 1375/2500
Strength: 9 (+0)
Intelligence: 9 (+0)
Wisdom: 7 (-1)
Dexterity: 18 (+3)
Constitution: 16 (+2)
Charisma: 11 (+0)
Thief Skills: thieves have the potential to pull off outrageous stunts that nobody else could manage. Climbing a sheer wall without a rope. Hiding in shadows out in the absolute open. Unlocking masterwork locks. These are not mere normal capabilities, no. These are well-nigh supernatural in nature!
Open Locks: 25%
Find or Remove Traps: 20% - a double ability. Finding traps in this case means using the ability when there is absolutely no hint given in the description of an area. Removing traps should be obvious.
Pick Pockets: 30%
Move Silently: 30%
Hide in Shadows: 20%
Climb Sheer Surfaces: 90%
Hear Noise: roll of 3 or below on a d6 - can be used when listening to a wall to hear if anything is beyond.
Equipment:
Bow and arrows: d8 damage
Leather Armor
Brooch of the Promise: A gift from Lady Agnes, a silver necklace with one half of a gorgeous rose design. As long as its color remains, the other party is still alive. It grants -1 AC, limited telepathy within range, and greater magical boons when both parties put their minds on it. It retains its color.
Thieves' tools
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 19
Hair: Black
Breasts: D cups
Height: 5'8
Body type: athletic
Virgin: No.
E.) Sister Olivia Marie Alistair, human priestess - Sister Olivia was once a very bad girl. So said her parents, so said her community. So she ran away. But one day, when things looked their worst, she prayed upon a roadside idol and found that the gods of Law answered her. She dedicated herself to her gods, and sought out clerical teachers. And so here she is, living as a sister of the faith at the End of the Road temple. But her gods have spoken to her again: She must delve the dungeon, and rescue those who are trapped inside. She will not rest until she has done so. She's a good girl now.
Statistics:
Acolyte (Cleric 1)
HP: 6
Armor Class: 2
THAC0: 17
Alignment: Lawful
XP: 150/1500
Strength: 16 (+2)
Intelligence: 7 (-1)
Wisdom: 16 (+2)
Dexterity: 9 (+0)
Constitution: 13 (+1)
Charisma: 13 (+1)
Turning Undead (and more!)
Sister Olivia has the supernatural power to channel the radiant might of her gods against the forces of the undead. If she is successful, the undead forces will flee from her, and will not touch her even if cornered.
To do this, one must roll 2d6, and reach a number higher than the undead creature's required number. For example, a skeleton requires a 7, a zombie an 8 at this level.
Thankfully, due to the gods' grace, this power is even greater within the dungeon. Creatures of lust will react just as undead, and be turned too!
Equipment:
Mace: 1d6+2
Full Plate
Shield
Holy Symbol
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 21
Hair: White (dyed, for purity!)
Breasts: C cups
Height: 5'4
Body type: curvy
Virgin: no (she was a bad girl)
HP: 6
Armor Class: 2
THAC0: 17
Alignment: Lawful
XP: 150/1500
Strength: 16 (+2)
Intelligence: 7 (-1)
Wisdom: 16 (+2)
Dexterity: 9 (+0)
Constitution: 13 (+1)
Charisma: 13 (+1)
Turning Undead (and more!)
Sister Olivia has the supernatural power to channel the radiant might of her gods against the forces of the undead. If she is successful, the undead forces will flee from her, and will not touch her even if cornered.
To do this, one must roll 2d6, and reach a number higher than the undead creature's required number. For example, a skeleton requires a 7, a zombie an 8 at this level.
Thankfully, due to the gods' grace, this power is even greater within the dungeon. Creatures of lust will react just as undead, and be turned too!
Equipment:
Mace: 1d6+2
Full Plate
Shield
Holy Symbol
Wicker Golem Adventurer's Pack (backpack, small retractable tent, flint and steel, 50 ft rope, climbing hooks, 8 torches, 3 days iron rations)
Age: 21
Hair: White (dyed, for purity!)
Breasts: C cups
Height: 5'4
Body type: curvy
Virgin: no (she was a bad girl)