#SexDungeon23: Room 064-070
Added 2023-03-06 02:27:36 +0000 UTCROOM 070: ROUGH PUB (TABLES)
Hardbitten rough'n'ready seafaring folk are sitting around the tables and drinking.
The player will have the option of moving between three tables.
One will be recent arrivals from what is clearly a pirate ship. They will likely tip the player off that one of their number has gone off to have fun with the MERMAIDs (and will be drowned by a WATER WITCH and enable the player to grab the uniform/insignia they need to infiltrate the pirates. The pirates will also talk about some deal their captain has struck with the KRAKEN SCYLLA and how she'll be entertaining them later.
The second will have gossip about the pub and tip off the player that the landlord has something that the KRAKEN SCYLLA fears and is the reason why the MERMAIDs leave the pub alone.
The third will either have more background lore or be a spot to place one of the recurring NPCs.
There is an event that will happen roughly at some point in the pub. The player is not the only person afflicted with a WATER WITCH curse.
You notice a commotion. Another seamen also has a ball of water stuck to his groin. He seems to be struggling to hold on and his efforts to hold it in are met with concern from some and callous amusement from others. He fails, falls to the floor and groans as he empties a lot of semen into the water bubble. This activity has left him temporarily indisposed. A hush descends on the pub as a WATER WITCH enters and carries the seamen away. After she leaves, the pub returns to boisterous normality.
(If the player's AROUSAL hits max while they're in the pub, the same scene will happen to them, leading to the same WATER WITCH Bad End.)
The WATER WITCH showing up is also another commotion the player can exploit to sneak into the cellar.
ROOM 069: ROUGH PUB (GAMES)
An area of the pub where some rough'n'ready seamen are engaged in various games. Some are crowded around a crude darts board. Others are playing dice.
Again, this is all a bit nebulous and rough. The darts game will be a skill check to pick up some GOLD. The dice is random gambling. The NPCs will also have a mix of background lore and information relevant to this district.
One of the player's goals is to get into the cellar, so maybe there will be an opportunity to trigger a mass brawl here that will provide a distraction.
ROOM 068: ROUGH PUB
A rough and rowdy pub on the corner. This one is full of scurvy pirates and smugglers, and looks like it sees at least one major brawl every night. Strangely, given the area, there are no MERMAIDs or any kind of other lust daemon trying to tout for business amongst the men. Behind the bar is a great slab of man in his early forties and with balding hair.
Rough also sums up where I am with the pub. I know there should be one here. I know that there should be a couple of deductive puzzles figured out by talking to the NPCs. That's very much 'fill in later'.
The player can buy alcohol at the bar. Maybe something will reduce AROUSAL, but also add some combat penalties.
There might also be a couple of lore NPCs and maybe a recurring NPC like the barbarian. Unlike some other locations, this is very much 'placeholder pub' until I get to flesh it out properly.
One of the main hints something is off is that the lust daemons don't seem to be here when they probably should. This should hint that the place has some kind of protection. One of the puzzles will be to get down into the cellar to find out what that is.
Sadly, this protection won't protect the player from the curse. If their arousal tips over, the WATER WITCH will still come in to collect.
ROOM 067: WHARF (MERMAID BROTHEL – PRICKTEASE)
This is the other special MERMAID encounter and probably the more dangerous.
Initially she will seem like the other MERMAID prostitutes. She will notice the presence of the curse and other to take care of your AROUSAL. The main difference is that she will drag it out and sexily tease the player. Each tease will raise AROUSAL, but the pricktease MERMAID won't make any attempt to alleviate it, which means the curse will trigger if the player allows it to reach tipping point.
The main hint here is that unlike with the other MERMAID prostitutes, the ball of water will not dissipate on entering the room.
The player can fight her.
FIGHTFUCK: MERMAID
Which is dangerous. The curse is in play and the MERMAID will only use AROUSAL attacks. If she peaks the player, the WATER WITCH will come to collect and it's game over.
There will be an item reward for defeating her, but something generic that's helpful but not really essential. The player should be avoiding her, or leaving hurriedly once he realises what her game is.
As with the aggressive MERMAID, the pricktease MERMAID will have some subtle identifying feature in her description so that even if the positions are juggled by RNG for subsequent visits, the player will be able to identify her if he's paying attention.
ROOM 066: WHARF (MERMAID BROTHEL – FIGHT)
This is another small room with a bathtub like the others. The difference is the MERMAID is aggressive. She will mention that she's been told it's bad business to kill the customers, but notices that you have the WATER WITCH curse on you. Her reasoning is that you're going to die anyway, so she might as well be the one that drains your energy. She will then aggressively try to suck your life out with a powerful blowjob.
FIGHTFUCK: MERMAID
The regular MERMAIDs don't have the water manipulating abilities of their WATER WITCH brethren, so should be a fairly straightforward regular fight. As with the friendly MERMAID prostitutes, the curse will lift in the room, so the player can let the MERMAID peak his AROUSAL and take the HEALTH hit from a special attack in order to reset AROUSAL to zero.
While RNG will change where the aggressive mermaid is, she will have an identifying feature in her description to distinguish her from other MERMAIDs.
The player can also choose to attack the other MERMAIDs as well, in which case they will fight with the same stats.
I was considering putting an item here, but it seems unfair to have the player go through all the rooms to find it. If there is one here, it will always be with the MERMAID fight.
ROOM 065: WHARF (MERMAID BROTHEL – FRIENDLY)
This section of the wharf has a number of mermaid brothels. They are lit up by exotic red lanterns and sexy mermaids touting for business outside. The MERMAIDs are very comely despite having fish tails. Being out of the water doesn't seem to bother them as they sit outside the doors and try to entice passing sailors into spending some time with them.
This is a more medieval version of the window brothel system seen in places like Amsterdam. I wasn't sure how to treat this area in terms of rooms as most of them are going to be pretty much the same. In gameplay terms it will be 8 doors with their current status randomly determined.
CLOSED
The door is shut and there is no girl outside. Either she's inside and busy, or it's not in use.
The player won't be able to enter.
MERMAID PROSTITUTE (FRIENDLY)
A pretty MERMAID asking if you'd like a good time with her.
If the player agrees she will take him inside to a small room. There is no bed but a very big bathtub filled with warm water. She'll have the player get inside and then give him paizuri followed by a blowjob until he comes in her mouth. As with all the previous prostitutes, this is a relatively safe way to zero arousal for a small decrease in HEALTH. Given the player will likely have the WATER WITCH curse on them, this is a very good way of keeping AROUSAL low. (The curse will temporarily dissipate on entering room.)
The player can look at the MERMAIDs before entering. They will raise his AROUSAL with lewd suggestions. However, a couple of the MERMAIDs are different, and this will be the way of spotting them beforehand before entering.
ROOM 064: WHARF BROTHELS (WATER WITCH)
Walking down the wharf you come across a strip of mini-brothels illuminated with gaudy red lanterns. This would not be unexpected for a rough docklands area. The unexpected part is the girls are all mermaids. They wait outside doors to narrow houses and pose provocatively to attract the attention of passers-by.
The first brothel in the row is slightly larger and more ostentatious. The door is also closed and the girl not available.
This is a special location. The girl working here is another more powerful WATER WITCH (these are mermaids that use magic to manipulate water). The first time the player walks by here, she will be busy and the door closed.
There will be some form of RNG or timed system to have her appear on subsequent times the player walks past here.
One event is she is available for business. She will be a non-hostile NPC, possibly with some information on the shy WATER WITCH that has cursed the player. She will offer to 'relieve' the player. The curse will temporarily dissipate and be replaced with this WATER WITCH's magic. The player will also get an indication of how powerful the water magic is. The WATER WITCH will get them off with water bubbles, but it will drain a good chunk of health in the process and the player will be very conscious of how temporarily helpless they are afterwards. This WATER WITCH is 'friendly' and will not take advantage of the player in this state. Depending on how things went, she might even give clues to the other WATER WITCH's location.
The second is a story event. As part of some task, the player will be following a pirate NPC and see them enter with the WATER WITCH. A few moments later there will be a ruckus. If the player leaves it alone he will later see the WATER WITCH outside looking for business and the pirate NPC never seen again.
If the player enters, he will see the WATER WITCH has the pirate NPC suspended in mid-air with her magic and is slowly drowning him with a bubble of water over his head. The player can intervene or watch.
If the player watches, the WATER WITCH will drown the pirate to death with the explanation the pirate tried to force himself on her (despite working as a prostitute, the WATER WITCH doesn't offer full sexual intercourse and is more than capable of punishing men that don't respect that). This will enable the player to pick up the key item they need to get from the NPC.
Intervening results in a fight with the WATER WITCH. The player can also pick a fight with her on other occasions. The stats are the same.
FIGHTFUCK: WATER WITCH
This is a tough fight, almost an optional mini-boss, and the player will very likely get beaten without preparation.
Saving the pirate doesn't do anything. He's a scumbag. He'll mutter some thanks and be on his way, losing the player the opportunity to get his key item (and preventing one way of gaining access to the KRAKEN SCYLLA'S TEMPLE).
Comments
Possibly. I could play it up with the 3rd mermaid whore type I'll be posting tonight. She's more dangerous, and the correct option is for the player to just leave. I might up the comedy on her being enraged but not exactly built to chase after the player. The back streets are mostly flooded thanks to the area boss, so the mermaids there will be a lot swifter in their natural element.
Many-Eyed Hydra
2023-03-08 12:20:51 +0000 UTCMy favorite Mermaid trope is (and I'm definitely not sure if it would fit here, or should even be mentioned) when people just... walk away. The non magic mermaids are gunna be defeated by the good ole one-foot-in-front-of-the-other maneuver.
Chris
2023-03-08 01:40:39 +0000 UTCIt adds a nice flavour to the region. If I could, I'd probably add a different variant of it to each region, but coming up with good ideas might be tricky. :D
Many-Eyed Hydra
2023-03-06 14:09:30 +0000 UTCGotta say, I love the MC's curse element to this... those kinds of Sex Magic always hit the sweet spot of playfulness/orgasm control/tease-denial/bored-ignored to make the perfect sensual femdom cocktail!
Zavijava
2023-03-06 03:06:54 +0000 UTC