Lost in a Sexy Dungeon
Sci-Fi & Fantasy Story

Lost in a Sexy Dungeon

by Justspitballing 10 min read 4.3 (1,000 views)
role play game horror slice of life superhero
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Chapter 5: Settings

Settings are places for the game to take place in that can impact the player in positive and negative ways. They also have Items that the Game Master and Player can both use. Remember unless a player has the Benefit Multiple Limbs they can only use one Item in a roll. This same rule goes for the Game Master too.

Just like with Benefits these Settings have been broken down into different styles of game so a Game Master can with ease pick a Setting that makes sense with the game they are trying to run.

Fantasy

These Settings work very well for a high end fantasy game.

Tavern:

Description: The local tavern of the seedy city for which you find yourself in is full of dark strangers and hushed secrets. The bar keep seems to have a somber look on their face as they hand you a hard drink. It tastes horrid, but it does the job well enough.

Special Features:

Hard Drinks: If a Player decides to drink the ale on hand it is a Might or Control roll against a dice value of D6. If they fail their Control is impacted and has to be rolled and then goes down one level. If they pass they have a +1 added to their Charm rolls for an hour.

Items:

Rumors And Tall Tales: D4

Tavern Keep Breaking Up A Fight: D6

Endless Maze:

Description: You are wandering about in an ancient maze who the constructors of have long since been lost. Made of fine stone and riddled with hidden traps, every step you take here could be your last.

Special Features:

Deadly Trap: The Game Master can spend a Trick to have the player do a roll with their Wits to look around for a hidden trap. The value needed to find said trap is a D6. If they fail the trap goes off, this can be whatever kind of trap you can think of and works against any Core Stat the player has. They will need to roll against it in a fitting way. It has a dice value of D8. If the player fails their Core Stat is impacted, causing them to roll it and lower it by one level. Some traps are very deadly, causing the player to roll their Core Stat twice.

Getting Lost: For every hour the Player spends in the maze they will need to make a Wits roll against a dice value of D10 to see if they can still tell where they are. On a fail the player is now lost and will have to wander the maze for at least half an hour, after which they can roll again to see if they have found their way.

Items:

Long Lost Great Sword: D8

Treasure Hord:

Description: Mountains of gold stand before you, seemingly free to grab from. Some of these heaps of wealth stand as high as a small house with gems of green and red littered about. Things could not be this easy on you, there must be some kind of guard to protect this treasure, right?

Special Features

Dazzling Treasure: Anytime the Player looks around to find something or someone the roll suffers a -2 due to the sights before them.

Pocket It!: The Player can spend a Tease to turn some gold in the Treasure Hord into an Item that can be used without a cost throughout the next Scene. The dice value of this Item is a D8.

Items:

Magical Ruby: D10

Current Day

These Settings work well for a game that takes place in the current day.

Strip Joint:

Description: The lights are dim as your eyes are drawn to the front stage where a wonderfully distracting figure moves about. They are in mid dance and are just getting to the enjoyable section of their display as cheers and applause start up all around you.

Special Features:

Horny Environment: It's impossible to not stand around here and be turned on by the display before you. It impacts the player no matter where they go. Any Control roll they make here that is a fail causes them to make a Lust roll.

Building Temptation: It seems like no matter what the Player does, everything in here turns them on. When this place is entered the Game Master earns a Trick, but it can only be used for a Lust Roll. Anytime a 1 is rolled on the D12 Fate dice by the player an extra Trick is gained by the Game Master, but again it can only be used for a Lust roll. These extra Tricks are removed from use after the Player leaves the Strip Joint.

Items:

Distracting Show: D6

Theater:

Description: You stand before the concession stand looking over the many treats and goodies on display, the most striking of which is the person behind the counter waiting on your choice. A cheer in the distance can lightly be heard, the film is just getting to the good part and you may not want to miss out.

Special Features:

Keep Quiet!: The Player will have to be extra quite around here while the film is showing, impacting their chances of communicating properly. Any Charm based rolls they make while here has a -2 added to them.

Items:

Action Set Piece: D10

Junk Food: D4

Local Video Store:

Description: These places still exist? You are in the horror section of your local video store, looking over some old school 80s classics. This should make you feel nostalgic, but it's all well before your time.

Special Features:

The Good Times: Due to how quaint this place is you are much more easy to get into a good mood. Any Charm rolls made against the Player that are trying to complement them have a +2 added to them.

Items:-

Horror

These Settings work well for a creepy and dark game that may have horror based elements.

Haunted House:

Description: You are in a very old and very empty house. The only thing that seems to be present is cobwebs, the creaking of the floor under you, and an uncomfortable feeling building up inside.

Special Features:

Building Dread: When the Player rolls a 2 and 3 on their Fate dice while here the Game Master earns a Trick, not just when they roll a 1.

Black Cat: Whenever the Player rolls a 1 on their Fate dice a black cat comes out of nowhere and darts around that character, giving them a jump. A D4 is rolled against that characters Wits or Control, Game Master decides which, that if it hits their Core Stat said Core Stat is impacted by it.

Items:-

Graveyard:

Description: The darkness of the night fully sinks in as you find yourself passing the local cemetery. You can see just behind the bars something move quickly out of sight. A chill hits your spine as you realized the thing in question may not have been living.

Special Features:-

Items:

Shovel: D6

Darkness: D10

Shambling Zombie: D6

Hell:

Description: Do you regret sleeping around so often now? As an ocean of fire burns around you and bizarre nightmarish creatures fly around above you, you of course think, no, it was still worth it.

Special Features:

Fire Lightning: Whenever the Player rolls a 1 on their Fate dice they are hit by a bolt of blazing fire. This rolls D12 against their Might and can impact that Core Stat. If it does impact it they roll that Core Stat twice.

Deal With The Devil: Ashmodeen(see their Scene later on in the Scenes Chapter) can be found deep within this horrid place. If the Player can beat them in a Scene then they can make a deal with them in order to leave this place.

Items:

Rebellious Imp: D4

Chaotic Flames: D8

Superhero

These Settings work really well for a game with superhero elements.

Training Room:

Description: Holograms of the outside world are manufactured around you. You find yourself in a calm and peaceful park, with happy families wondering by. Of course some kind of challenge is about to present itself and you can only wonder what.

Special Features:

Easy Mode: While in the Training Room everything seems to be a bit more easy on the Player. The Player obtains an extra Tease every time they roll a 12 on their Fate dice.

Items:-

Active Volcano:

Description: Of course this is the super villains hide out. Now let's get out of here before this volcano blows!

Special Features:

Freaking Lazer Beams: If a Player rolls a 1 on their Fate dice while making a Speed roll here the laser beam based security system locks onto them and shoots off a beam. The player will need to deal with this in a fitting way and roll against it. It has a dice value of D8. If the player fails the roll then D8 is rolled against their Might and can impact it.

It's Going To Blow!: Any time a 1 is rolled on the Fate dice by a Player a timer ticks down by one. It starts at ten. If it reaches zero the volcano erupts. The Player or Players will have to make a fitting roll to get out of the blast and the value of what they are rolling against is D12. If they fail a D12 is rolled against the Players Might. If this dice meets or passes their Might their Core Stat is impacted and they need to roll the Core Stat twice.

Items:

Henchman: D8

City Riot:

Description: The city seems to be tearing itself apart as a random brick crashes through a store window and the large group of people before you turns into a proper riot. The police are showing up, to bad they are going to make things a lot worse. Lucky you're here to try and save some lives.

Special Features:

Mass Chaos: Due to people screaming, things being tossed around, and just so much madness at hand, all Wits rolls used to look around by the Player have a -2 added to them and all Charm rolls made by the Player have a -2 added to them.

Items:

Baseball Bat: D6

Smoke Bomb: D8

Science Fiction

These Settings work great for a game with science fiction or futuristic elements.

Space Station:

Description: You find yourself in a massive space station made to look like a friendly, small town community. Plastic trees dot the yards of pink, quaint houses. Robotic birds fly around in the sky and you are pretty sure said birds are acting like recorders, getting every motion you make tracked. Welcome to paradise?

Special Features:

Zero G: While here the Player is impacted by the lack of gravity. All Speed rolls have a -1 added to them. This does not impact beings that have been here more then a day as they have gotten used to the lack of pressure.

Items:-

Wastelands:

Description: You find yourself in an endless desert, sun beating down on you, an abandoned city far away in the distance, almost out of sight. Nothing is left of humanity anymore, at least here.

Special Features:

Lack Of Resources: For every eight hours a Player is in the Wasteland they must make a Wits roll of the value of D10 to find food and water to keep going in this area. If failed it causes a D12 to be rolled against both the players Might and Speed which can impacted both of them.

Items:

Two-Headed Dog: D10

The Interweb!:

Description: You find yourself in a virtual reality with endless information at your finger tips. To your eyes it looks like any common city block, but in reality you can call up information at a whim and everything is actually made of ones and zeros.

Special Features:

Hack The Code: A player can do a Wits roll to try and hack the computer world before them. This has a value of D8 that they need to hit. If they do the Game Master has to answer one question the player has honestly. If the player makes this roll they can't make it again for 8 hours, but if they rolled a natural 12 on their Fate dice they can ask two questions.

Items:-

As a Game Master you can make your own Settings and please feel free to do so. If you do they should never have more then two Special Features. Having more then that and combining it with a Scene can make it hard to manage everything. A Setting can stand on its own and doesn't always have to be used with a Scene. If you have no Scenes in mind with a Setting then you don't have to run any.

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