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#SexDungeon23: Prison (220-227)

ROOM 227: 2nd FLOOR (CELL 03 – RIPPED PIT TRAP)

The cell has another plinth at the back with an oversize key sitting on a cushion.

While there isn't a VINYL MAIDEN, or anything else suspicious, in the room, the player will probably suspect another trap.

And they will be right.  On walking across the cell they will discover the floor is illusionary, dropping them into a rubber bag pit.

However, here is where things get a little interesting, as the previous prisoner was able to cut their way out.  The player will fall through the same tear before the pit can contract around and start milking them.

This puts the player down in one of the hidden cells they saw on the ground floor (excuse the slight retcon – the player will have seen more than one cell obscured behind a black rubber sheet).

Also more interesting, the stone wall of this cell appears to have crumbled, potentially opening up another way to go.  The player can also find their way around the rubber bag and open the door to the cell.


ROOM 226: 2nd FLOOR (CELL 02 – EMPTY)

This cell is filled with a lot of perverted BDSM equipment, but is otherwise empty.

A search might turn up a few coins and other loot.


ROOM 225: 2nd FLOOR (CELL 01 – DOMINATRIX DRAINING)

The cells on this level look cleaner and even comfier.  In the first one the player looks into, they see another captive bound to a padded cross.  Two PRISON DOMINATRIX are attending to him.  One is crouched down and holding a flexible black rubber pipe to the man's crotch.  The pipe bulges as it sucks ejaculations out of the prisoner.

The door is unlocked.  The player can bust in to rescue him, only for the prisoner to beg the PRISON DOMMES to not stop, and then berate the player for interrupting.

One of the PRISON DOMMES will take advantage of the confusion to shove the player out of the cell and lock the door behind him.

She will then give him a naughty wink and tell him this cell is occupied and he needs to go to another cell (she'll probably specify a number, as it's a future trap) if the player wants the same treatment.

The prisoner will continue to moan with pleasure as the PRISON DOMMES drain him.

ROOM 224: SECOND FLOOR

On arriving on the second floor the player will immediately be greeted by a PRISON DOMINATRIX

FIGHTFUCK: PRISON DOMINATRIX

By now the player will see that the prison has a traffic control system to funnel unwary heroes down to the ground floor.  That side of the block is walled off behind bars.  The rest of the block is available to people playing the SADISTRIX WARDEN's game and trying to get out.

This side of the floor is surprisingly clean and well-maintained, in contrast to the grime of the 'illusion' side.

Again, the exit is a locked door at the far end.  Again, the SADISTRIX WARDEN will taunt the player and tell them they need to find the key.

ROOM 223: GROUND FLOOR (STAIRCASE)

By this point the player might be a little confused as they will have searched all the available cells and only found the fake key.

The key is actually in the first cell, on the floor behind the chest containing the item the player broke into the prison to obtain.  The SADISTRIX WARDEN has a sense of humour.  The player won't actually have an option to properly go back to the first cell until reaching the locked exit, where there will be a very oblique hint in the SADISTRIX's taunting.  If the player is still lost, a second round of taunting at the locked exit should give a bigger clue.

While the player is lost and going back into cells to search them again there is a random chance another PRISON DOMINATRIX will come along for them to fight.

Once the player does find the right key they can go back up the stairs.  They'll also see a wire-cage divider splitting the staircase in half they didn't notice earlier.  While going up, they'll also see another of the recurring NPCs (not sure which one this is) stealthily making their way down the stairs.  The player will not be able to get their attention no matter how loud they call out.

This is to hint there is fairly strong illusion magic to hide what's actually going on in the prison until the SADISTRIX WARDEN has sprung her trap.  The player will also realise there is a gating system in place.  If they go back down to try and warn the NPC, they'll find the door has locked behind them.  The only way onwards is up to the next floor.

(There is another way back down to the ground floor.)

ROOM 222: GROUND FLOOR (CELL 07 – KEY)

This cell door is wide open and looking in, the player will see a plinth with a key resting on black cushion.

It looks very suspicious.

There is an VINYL MAIDEN TRAP lurking just inside the door.  It will try to grab the player as they enter.  The player will likely need to pass some kind of observation test to hear the click of the iron maiden opening and then an agility test to dodge the hands/tentacles as they shoot out to grab the player.  These check will have stiff penalties if the player enters the room without looking around first.

If the player avoids being grabbed, they can claim the key.  It is very big and looks more like a novelty item.  Returning to the locked door will confirm the key is too large and a fake.

If the player is grabbed, they will be pulled into the VINYL MAIDEN.  The door will close and the walls – soft rubber – will inflate until the player is enveloped in a snug rubber cocoon.  Then the VINYL MAIDEN will slowly milk them over and over until the player's will is broken.

ROOM 221: GROUND FLOOR (CELL 06 – RUBBER SEAL)

The player can't see inside this cell as there's what looks like a layer of thick black rubber stretched across the bars on the inside.  As the player watches there seems to be some kind of commotion and muffled cries of struggle.

Then maybe a ripping sound.  It's hard for the player to make out.  The door is locked and they cannot enter anyway.

We might be coming back here later...

ROOM 220: GROUND FLOOR (CELL 05 - CAPTIVE)

There are loud sex moans coming from this cell.  If the player takes the time to look in they will notice one of the recurring NPCs (probably the Paladin) tethered to a wooden bench while one of the PRISON DOMINATRICES vigorously rides him.

Unlike the other cells, the PRISON DOMINATRIX forgot to lock this one.  The player can bust in and intervene.

FIGHTFUCK: PRISON DOMINATRIX

If the player wins he'll find an exhausted and very grateful NPC.  The NPC has been heavily drained and is too weak to accompany and help the player in their breakout.  Instead he asks them to clear a path and the NPC will sneak out behind them once he's sufficiently recovered.

Freeing the NPC will unlock future appearances, although it's undecided at this point whether they will be helpful or a hindrance to the player.


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