Lost in a Sexy Dungeon
Sci-Fi & Fantasy Story

Lost in a Sexy Dungeon

by Justspitballing 19 min read 4.3 (4,800 views)
fantasy sci-fi superhero horror magic role play game
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Lost In A Sexy Dungeon

A RPG

Chapter 1: The Basics

Hello horny adventurer! You have before you a two player, rules light, role play system built for fun and adventure, as well as sexual enjoyment. In this book you will find all the rules to play 'Lost In A Sexy Dungeon', countless different Benefits to make the character you make your own, creative Settings to have your game take place in and titillating Scenes to explore all your naughty wants. But before we can cover all that fun stuff we'll have to cover the basics.

What Is A Role Play System?

A role play system is a game played between people that involves telling a story. A 'Game Master' sets the Scenes of the story and the Player says what they do in response to these Scenes and then you roll dice to see what happens. Together the Game Master and the Player improvise and tell a fun story and this can often lead to multiple games where the story of the player's character keeps moving on and on.

What Do You Need To Play?

To play this game you will need two people, one being the Player and one being the Game Master. There are some optional rules for having more Players, but you only need the one. You will also need dice. You will need more then just your regular six sided dice though. Make sure you have a four sided dice, an eight sided dice, a ten sided dice and a twelve sided dice. We would suggest having at least three of each as well as having at least twelve-six sided dice and twelve-twelve sided dice. That's a lot of dice, we know, but the Game Master and Player can share and a dice roller can be used online if needed. One of the twelve sided dice should also really stand out compared to the other dice as it will be your Fate dice and it is very important. We'll cover it later. From now on this book will be calling these dice D4, D6, D8, D10 and D12 for short with the number meaning the number of sides.

Besides for that you will also need a character sheet for the Player to fill out and a pencil. A character sheet is included at the end of this book. And that's all you need to play. Now the first step to actually playing the game is going to be making your character.

How Do You Make Your Character?

If you are the Player then you are going to want to make a character that you can play as in this game. The first step in making a character is having an idea for them. Talk to your Game Master about what kind of game you are going to be playing. Will it be a high end fantasy? A gritty sci-fi? A slice of life romance? A dark horror story? Anything can work in this system and it's up to the Game Master and the Player to agree to the kind of story they want to tell.

After you know what the style of game you will be playing in then the next step is deciding your starting Core Stats. These include your Might(how strong your character is), your Charm(how charismatic and persuasive they are), your Speed(how quick they are on their feet and how nimble they can move), your Wits(how smart they are both in a book smarts kind of a way and a street smarts kind of way) and your Control(this is how pulled back and restrained they are or how well they can manage their emotions).

For these stats you have the fallowing dice. One D12, two D10, one D8 and one D6. Give each of your stats one of these dice. The higher the dice the better you are in that specific area, the lower the worse you are.

The next thing you are going to do is decide your Skills. Skills in this game are a very broad term. They can be things your character is naturally just really good at, items they always have on them that can help them with something, special powers they have, or people or creatures always by their side. The main thing is it is something they can often benefit from. You want to go with something you can use often that fits your character, but it can't be to broad of a thing that can be always used. Run your Skill ideas by your Game Master. It should really fit the kind of game you two are planning on running. You pick three Skills for your character and two will have the dice value of a D8 and one will have the dice value of a D10. Here are some Skill examples:

Something you are good at: Sneaking, Singing, Dancing, Hand To Hand Combat, Seducing

Items that you could have: A Snazzy Car, A Nice Looking Suit, A Sharpened Great Axe

Powers you can benefit from: Super Strength, Wild Magic, Telekinesis, Heat Vision

People Or Animals By Your Side: Your best friend/Wing Man, A Noble Steed, A Pet Fox

After you have picked your three Skills you can then pick three Benefits. Benefits are special features that make your character unique or special. They grant you one of a kind powers in the game and make your character feel more like whatever you have come up with in your mind. There are a lot of Benefits you can pick from and you can find them all in Chapter 2.

After that you can name them, decide on the gender they have as well as their sexuality, and write up a backstory for them if you want. You could also try to find some artwork to represent them, but you don't have to. And that's it, you've made your character.

How Do You Play?

Now that you've made a character you can start playing the game. Your Game Master will proceed to describe to you a Setting that your character is currently in. Settings are places that can both benefit and hinder your character in different ways. Once the Setting is established the Game Master may do some light role play with you to help you feel out your character and explain how the world of this game works. This role play could go on for awhile, or a short amount of time. It's really whatever feels right, but sooner or later you are going to be thrusted into what is called a Scene.

A Scene has five Core Stats, just like your character does, and in a sense you are playing against it. The Scene wants something often that is against what your character wants, or your character could be trying to get something from the Scene. They are in some kind of conflict, though this could be a battle of mind or words, not just a straight up fight. It can be any kind of conflict. The Game Master will describe the Scene to you, say the Setting is that you are working at a strip joint and on the first day of your job and the Scene is you have been asked to please the visitors with a fun strip tease. After that the Game Master will then ask you how Sexy this Scene currently is to your character. You tell them how much in a dice value, with a D4 being pretty meh and not that arousing and a D12 being it's making you extremely horny and that it has you wanting some naughty fun. After you have picked the Sexy dice value you then decide what Stat you will be using to do your strip tease. Perhaps Speed as you nimbly spin yourself around the pool and start to take off your clothing. You then decide what Stat of the Scene you are rolling against. Perhaps in this case it's their Control as you are hoping to make the customers lose all control and start slapping down money for more. After that is decided you roll some dice.

One dice that you roll is going to be the Core Stat you are using. One dice is the Skill you are using. This will default to a D4 if you aren't using any of your Skills. The last dice you will be rolling is a D12 and that is your Fate dice. These dice are rolled and then the game master compares them to the Core Stat you were rolling against. As a Player you wont know the value of the Core Stat you are rolling against and you will have to roll openly where as the Game Master's rolls should be hidden. If any of the three dice you rolled is on par or above the value of the Stat you were rolling against you have passed the check. So for example if you were rolling against a Wits of D6 you would have to roll a 6 or higher to pass it.

If you pass this roll then the Game Master will take the dice of the Core Stat you rolled against and then roll it. If they roll a 1 then the scene is over and you won. If they roll anything else then the dice drops one value, like if it is a D10 it drops to a D8. After that since you passed the check you describe how you performed well in the Scene at hand and how you have convinced the customers to start giving up some of their cash. After that it is the Game Master's turn to move the Scene.

On the Scene's turn the Game Master decides what it does. This will involve it rolling one of its Core Stats against one of your Core Stats. It will use its Core Stat, the Sexy dice you gave it earlier, and your Lust dice which will lift and lower as you play the game. If it meets or passes your Stat then you roll your Core Stat dice to see if you roll a one and if you do then Scene has won. If not your dice value drops by one. The Game Master can also have you do a Lust roll if it meets or passes your Core Stat. This is when the Scene at hand is specifically trying to turn you on, flirt with you, or perhaps gain your favor in some way. The Game Master must do one or the other, unless the Scene at hand has some kind of special ability that lets it do both.

After that it is now a new turn and the Game Master will describe how things have developed and ask you what the current value of the Sexy dice should be. This goes on and on until either the Player or the Scene wins. If one of your dice values gets to a D4 and you have to lower it, it stays a D4. D4 is as low as they can go.

PAUSE! The Player Decides The Sexy Dice?!

Yes! The player does decide the Sexy dice. What the player finds Sexy and how Sexy they find it is something only they would know after all. Now yes, the Sexy dice does help the Scene to be harder. The higher that dice is, the more likely that scene will pass the players Core Stat and the more likely it will win that round. This makes you ask, wouldn't you always make the Sexy dice a D4 then to keep the game easy?

Not really. There is no actual down side really to the Scene winning. If the Scene wins things don't go your character's way and you roll play out the results with the Game Master. If you won the Scene then things did go your character's way and you roll play out the rest of the Scene keeping that in mind. In either case your character is still standing and playing after the Scene and the game will keep on progressing. Your character can't ever fully fail or 'die' in this game. This game system is about full collaboration between the Player and the Game Master, the dice rolling is just there to make things more interesting and unexpected.

Sometimes failing in a Scene maybe fun and sometimes this may progress the story in new and unexpected ways. Like for example with the current Scene of the strip tease maybe it didn't go so well and the customers weren't that impressed by you. Now you may have to sleep with your boss to keep this job! This would be a new Scene that the Game Master can then run with you and the game will simply keep on progressing. This game really isn't a contest. You just keep playing because it's fun.

As a Player always do try to be honest about the Sexy dice value. If you aren't finding the Scenes at hand to Sexy giving the Sexy dice a value of D4 lets the Game Master know you aren't to into it. A Game Master is always expected to believe your choice on this dice value and to never over write it. You call the shots on what you think is Sexy.

How Does The Lust Dice Work?

Your Lust dice starts the game at a D4. It will lift and lower as the game goes on, showing how turned on your character happens to be in a general sense. Every now and then you will do a Lust roll to decide if it lifts or lowers. When you do this you will roll a D12. If it rolls a 1, what just happened was actually a massive turn off and the Lust dice lowers by one level unless it is already a D4. If it rolls a 2-6 the Lust dice stays the same. You weren't turned on more, but you weren't turned off either. If it rolls a 7-11 it did turn you on and you lift that Lust dice up by one level. If it rolls a 12 then it really turned your gears and you lift the dice by two levels, so if it was a D6 it becomes a D10.

When you are taking a turn in a Scene you can instead of making a roll against a Core Stat of the Scene you can use your Lust value. When you do you spend two Teases and roll a number of D6 equal to the current Lust dice value. So if your Lust dice is a D6 right now you would roll six D6. If any of these roll a 6 you instantly seduce the target and win the Scene. This symbolizes you using your Lust to go all in and try to turn the Scene on and win it over in an act of pure seduction. But be warned, if you fail this roll, well then you can't move anymore and it's now the Scene's turn, also you will have to now do a Lust roll and it could max out the dice, and then the Lust dice drops back to a D4. On top of this if you pass or fail with this Lust roll in the future you will now have to roll two 6s if you want to beat this specific Scene again with this kind of move. The Scene gets used to your seductive tactics and can't be won over as easily.

If the Lust dice ever reaches a D12 and then goes one level above now the Game Master gets to make a roll. This is the Scene instantly trying to seduce your character and win them over. The Game Master rolls a number of D12s based on the current value of the Sexy dice. So if the Sexy dice was a D8 they would roll eight D12s. If any of them roll a 1 then the Scene instantly wins and seduces your character. After this the Lust dice goes back to a D4.

If you seduce the Scene or if the Scene seduces your character you and the Game Master are then free to play out that roll play moment between your characters.

What Our Teases?

Teases are a game currency that you build up over time as a player. You can use them to do and 'buy' many different things and you can earn them in many different ways. You can earn them in the fallowing ways:

At the start of each game you earn one.

After each rest your character has in game you earn one.

If you rolled a 10, 11, or a 12 on your Fate dice in a roll you earned one.

If you won a scene you earned one.

If you maxed out your Lust and the Game Master did not instantly win the Scene by rolling a 1 you earn one.

Some Benefits can earn you them.

Some Settings can cause you to earn them.

The Game Master can give you one as a reward for role playing your character really well or being very creative in a Scene.

And you can spend them to do the fallowing things:

You can spend one to use one of your Skills in place of the default D4 Skill dice.

If the Game Master is rolling a Core Stat for a Scene to see if it rolls a one you can spend one to have them roll that dice three times. This will make it much more likely that you will instantly win.

You can spend one to use an Item from a Setting.

Some Benefits cost one to use.

You can spend 2 to use your Lust Dice to try and win a Scene by seducing it.

Track your Teases as you play on your character sheet. You'll want to know how many you have at the start of the next game.

Rolling Your Dice

When you make a roll you roll three dice, your Core Stat, your Skill dice(which is most often a D4 unless you spent a Tease to make it one of your Skills) and your D12 Fate dice. If any of the three numbers you rolled is on par or above what you needed then you passed the roll.

When you are using your Skills they should make sense and fit with the Scene at hand. For example you wouldn't be using your Dancing Skill if you wanted to sneak around and stay hidden.

You also want the Core Stat you are using to fit and make sense as well as the Core Stat you are rolling against. Just because your best Core Stat maybe Speed doesn't mean your character can win everything by running around really quick and being fast on their feet. It always needs to fit with the narrative at hand.

When it comes to your Fate dice this dice is symbolic of how the Fate of the world has your back, or in some cases nothing is going your way. If you ever roll a one on the D12 Fate dice the Game Master obtains a Trick. If you ever roll a natural twelve on your D12 then not only do you get a Tease you also pass the roll you are making no matter what. On top of this if you were rolling against a Scene they will have to roll their core dice one extra time, making them instantly fail the back and forth between you two much more likely. It should be noted if you spend a Tease to lift the number of rolls of the Core Dice then the Game Master still only rolls the Core Dice three times.

The Game Master can add an extra roll to the Core Dice if they feel your move has a good chance of winning the Scene. This also goes the other way. If you feel as a Player that something the Scene did has a good chance of winning the back and forth you can add one extra roll of your Core Stat dice. Some Scenes will also naturally do this in some cases and some Benefits can add extra dice rolls.

Items from a Setting have you roll an extra dice and some benefits have you roll an extra dice. When this happens you roll this extra dice after the three main dice and you add that new number to the highest number you rolled with the first roll. When you level up you may end up adding a +1 or more to your dice values. Some Benefits do this too. If you do then after you have rolled your three main dice and added the other dice you would then add this extra number to the roll if you used the dice with that + value. You can only ever use one Skill in a roll and you can only ever use one Item in a roll, though there is a Benefit that lets you use multiple Items at once and count them.

What Are Tricks?

Tricks are a game currency that the Game Master gets over time to make things more interesting. They can spend them whenever they want in many different ways. At the start of each game they will have exactly 3. They can earn more by the fallowing happening:

If the Player rolls a 1 on their Fate dice they earn one.

Some Benefits can give the Game Master one.

If a Scene wins by maxing out the Lust dice they earn one.

Some Settings can cause the Game Master to earn them.

Some Scenes can cause the Game Master to earn them.

The player can give the Game Master a Trick if they feel the idea at hand was really interesting or titillating, or if it just added a lot of fun to the game.

The Game Master can use Tricks to do many different things, such as the fallowing:

They can spend one to have the Scene go first before the player does at the start of a Scene. If the Scene goes first the player still decides on the Sexy dice value. The player will also go first on the second round.

They can spend one to have the player make a Lust roll to see if something turned them on. This can't max out the Lust dice however.

If they max out the Lust roll they can spend one to add an extra dice to the roll to see if the Scene instantly wins. The most they can add with this though is two, spending one Trick for each extra dice.

They can use one to use an Item from a Setting.

Some Scenes and Settings have special abilities that cost one to use.

Taking A Rest

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