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#SexDungeon23: Room 071-077

ROOM 077: WATERFRONT BACK STREETS (FLOODED)

You walk along the rickety wooden walkway.  You're not sure how deep the street is flooded as the waters are black and impenetrable.  A bow wave breaks the water as something swims by.

Fortunately, nothing else happens.


ROOM 076: WATERFRONT BACK STREETS (SIDE ALLEY C)

This one runs the other side of the ROUGH PUB.  The side entrance to the PUB CELLAR is here, but locked to the outside.

Maybe a skill check (with high requirements) or a key item might give the player an alternative option for getting into the cellar.  Otherwise the door is impassable from the outside.

As with the other side alleys, the path descends into flood and rickety wooden walkways as the heart of the district has slumped into the sea.

ROOM 075: WATERFRONT BACK STREETS (SIDE ALLEY B – NPC EUNUCH)

This side ally branches off after the waterfront brothels.  There is a wretch huddled up against the wall about halfway down.

Paying the beggar gold will reveal some information about the location of the WATER WITCH.  He will reveal he was also afflicted by the WATER WITCH's curse and took the drastic approach of castrating himself to break it.

As with the other side alley, the path descends into flood with wooden boards running along the sides of crumbling buildings.

ROOM 074: WATERFRONT BACK STREETS (SIDE ALLEY A)

The back streets will be similar to the ones in THE WARRENS.  Either there will be an RNG component to make it seem like a maze, or some of the encounters will have multiple instances to bulk the area out to seem like a maze.

The first side alley from the waterfronts is dark and narrow.  The heart of the district has collapsed into the sea, so the pathway descends into a flooded street.  Rickety wooden boards have been nailed to the crumbling walls to maintain a pathway above water.

ROOM 073: SEA TEMPLE GATE

Further along, the docks appear to have collapsed into the sea.  A broad waterway flows right into the heart of the district until it is blocked off by massive stone gates with strange, eldritch insignia carved upon them.

This is the entrance to the KRAKEN SCYLLA temple.  There are two ways to obtain entrance.

If the player's strong point (in stats) is more with social and intelligence stats, they can take the route of questioning NPCs until they find out how to join the PIRATE CAPTAIN's crew.  They will then be part of the delegation to meet the KRAKEN SCYLLA.  At the allotted time, the stone gates will swing open and the player enter as part of that delegation.

There is also a back way hidden in the side streets that will test more physical attributes to negotiate.

ROOM 072: PIRATE SHIP

There is only one ship currently docked and both it and its scurvy crew look like trouble – pirates, smugglers, or both.

The player cannot get on the ship, but the crew are noisy enough to overhear and some will answer questions as long as the player isn't pushy and asks the wrong ones.

Asking around will allow the player to identify the captain and other officers.  The captain is excited about a deal he has brokered with the KRAKEN SCYLLA and will be personally visiting her with a delegation later.

The player will also find out the crew has a 'dead mans shoes' approach to recruitment.  A new crewmember can't join unless replacing an existing one.  Fortunately, there's a WATER WITCH back along the row of brothels that will be making an opening fairly shortly...

ROOM 071: ROUGH PUB (CELLAR)

There will need to be some sort of commotion taking place in the pub (either a brawl or WATER WITCH visit) for the player to access the room.  The stairs are behind the bar and the barman will stop the player unless he's distracted.

The stairs lead down into a dingy cellar filled with casks of ale and bottles of wine on a rack.

There is a secret door that opens up to reveal some kind of ritual room/altar.  In there will be one half of the KRAKEN KILLER item the player needs to help with the KRAKEN SCYLLA boss fight.  It will likely require solving some kind of puzzle to obtain the item.

The exit from the cellar will take the player to one of the side alleys running next to the pub.


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