- Joined
- Jan 9, 2026
- Age
- 25
- Gender
- Female
- Pride
Bisexual
I’ve always enjoyed doing dice dares because I’m a huge introvert and interacting with people can be scary (that being said, take this from The scaredy cat herself, everyone on this site has been kind in my experience, so don’t let that stop you)!
Anyway I thought I’d come up with an interesting dice dare/roleplay scenario for people who have free time and need a way to spend it
I remember seeing quite a few of these on GD but since it’s gone now we’ll just have to start anew!
Alright, enough prelude, let’s get into the Dice Dungeon:
You, intrepid adventurer, have been sent to the lair of the evil vampire Count Sazar, and are now tasked with taking him down!
What you’ll need:
You will go through four dungeon rooms in this game and each room will require one or more of these four skills:
-Strength: A high score on this category will aid in impact/pain tasks
-Intelligence: A high score on this category will aid in humiliation tasks
-Resilience: A high score on this category will aid in edging tasks
-Agility: A high score on this category will aid in bondage tasks
First, let’s roll to see what kind of adventurer you are (i.e. what buffs and/or nerfs you have for the game)
Helpful definitions:
Advantage: Roll the dice twice and use the higher number
Disadvantage: Roll the dice twice and use the lower number
Race:
1 - Human: Lucky! Humans are very adaptable, add +1 to all four skills
2 - Elf: Smart and agile, add +1 to intelligence and agility; you also have night vision (you do not get disadvantage on rolls done in the dark)
3 - Halfling: Unlucky, -1 to everything but agility. However you gain advantage on any agility roll (being small often can get you out of a bind!)
4 - Dwarf: You are short, but very sturdy. +1 to strength and resilience, -1 to agility, and flip a coin to see if its + or - 1 to intelligence (heads is +1, tails is -1)
5 - Goblin: Very unlucky, -1 to everything, and choose one of the four skills to gain disadvantage on
6 - Demon: Test your luck to see what kind of demon you are! -1 to resilience, flip a coin for all the other modifiers (+1 heads, -1 tails); you also have night vision (you do not get disadvantage on rolls done in the dark)
Class:
1 - Rouge: Sometimes a quick exit beats a good fight—advantage on agility rolls
2 - Barbarian: You strong. You very strong. Advantage on strength rolls.
3 - Druid: You are basically a disney princess… Advantage on all rolls against animals or beasts
4 - Wizard: You didn’t study all those tomes for nothing! Advantage on intelligence rolls
5 - Paladin: You are too godly to be affected by such pithy things as bodily desire—advantage on resilience rolls
6 - Bard: You charmer you! Well, sometimes… Flip a coin at the start of any combat against a humanoid, heads and you get advantage on all rolls, tails and you get disadvantage on all rolls
Alright, make notes of your modifiers and advantages/disadvantages/any special aspects that you were given, and let’s get into the story!
The entrance to the crypt is dark and damp, feathered vines grow along the old stone archway and dangle down, brushing against your head and shoulders as you push forward, trying to keep your cool. The King has given you an important task, one that countless heroes before you have failed. You swear to yourself that this time will be different. You will not fail.
A deep chill shocks through your robes as soon as you step past the entrance and into the dark:
*Take an ice cube and place it in your underwear*
You shiver, but push onward.
Then… You hear a growl…
FIRST ENCOUNTER:
BAM! Before you can even draw your sword, a hulking wolf-beast pounces on you and tears through your robes like a knife through butter.
*Remove your pants (if you are wearing them); if not, remove another article of clothing (shirt, socks, etc.) leave your underwear on for now*
“Intruder…” The beast growls, baring its sharp canines as it hovers over you. You must act quickly, if you value your life and your purity!
If you are not an elf or demon, you get disadvantage on this roll because it is still pitch black.
Roll a d20 for one of these two skills: STRENGTH, or AGILITY
1-5: Too bad! You fail to escape the wolf-beast’s grasp. Bind your ankles together for the rest of the encounter, if you own a collar, put it on.
6-10: You make a valiant effort, but are ultimately overpowered. Bind your ankles and put a collar on, if you own one. You may re-roll once after the beast’s turn.
11-15: With much effort, you are able to escape! But not without some lashings. The beast gets a few hits in. Roll a d20, whatever number you get is how many spanks (full force) you must administer to yourself.
16-20: You make it out of the beast’s hold without any complications, great work!
Now you will fight the beast; this will go like this:
The beast has 10 hit points. The turns will alternate between you and the beast (starting with the beast) until you bring its hit points down to 0. Each of your turns, you will roll a d6 (do NOT add any modifiers; if you are a druid you get advantage) and subtract that number from the beast’s total (if you’re lucky, you could vanquish it in 2 turns!) On each of the beast’s turns, you will roll a d4 and it will use one of these four moves on you:
1 - BITE: The beast snaps it’s sharp maw at you, roll a d6 and put that many clothespins on your body, leave them on until the next turn.
2 - LICK: The beast reaches down and laves over you with its huge, rough tongue. Use your largest dildo and lube it up (with whatever wet, body safe substance you have), stroke the dildo across your pussy/cock until you reach an edge.
3 - MOUNT: The beast pushes you around until you are in a suitable mating position; get on your hands and knees and stick your ass out into the air, hold the position for 1d4 minutes.
4 - KNOT: The beast knots you! Sit on your largest dildo for 1d4 minutes (roll to see).
Once you bring the beast to 0 hit points, you may move on to its final death-rattle.
The beast howls in agony, flinching from your fateful blow before it snarls and hunches even closer over you, pressing you into the MOUNT position and forcing its cock inside of you. If you rolled KNOT before getting here, lather the dildo in more lube, to simulate the spend the beast has already left inside of you. Fuck yourself in the MOUNT position (no hands is fine as long as you can breathe) for 1d6 minutes at 150bpm. When the time is up, shove the dildo deep inside of you and leave it for another minute, for the knot to go down.
With the beast now vanquished, you stumble to your feet, shaking and debauched, but alive. Without bothering to fix your appearance, you forage on. You must get to Sazar! You must vanquish him!
Before you, there is a small pinprick of light a few yards away. Finally, a torch! You hurry over to find the entrance to another room, empty save for the torches affixed to the walls. Cautiously, you step inside, keeping alert for any more unpleasant surprises.
Thankfully, nothing jumps out at you. Instead, a beautiful, black-haired woman steps out from seemingly nowhere. Her lips are blood red and her eyes are a deep, hypnotic violet. She smiles at you and suddenly, for some reason, you feel reassured.
“Hello, adventurer.” Her voice is smooth as silk. “I see you’ve made it past Lyon. Well done.”
You find yourself nodding and smiling back. She continues.
“Could you do something for me? I’ve been waiting for a strong, capable adventurer like yourself…”
SECOND ENCOUNTER:
Oh no! You feel a tide of agreeableness wash over you. She’s trying to charm you!
If you are a bard, flip a coin to see if you gain advantage or disadvantage.
Roll a d20 for one of these two skills: INTELLIGENCE, or RESILIENCE
1-5: Unlucky! You have been completely charmed by her. Any and all rolls for this next encounter will be done at a disadvantage. If you already have disadvantage as a bard, now you get double disadvantage (roll 3 dice and take the lowest). If you had advantage as a bard, now you roll flat.
6-10: You’re trying to remember why you’re here, there’s a ghost of an idea, some semblance of duty and righteousness, but you can’t remember it. Your next turn will be done at disadvantage, you may re-roll this after each of the woman’s turns until you are freed.
11-15: The King… Sazar… You must get to him and vanquish him! You are able to break free, but not before she is able to make you suggestible for your first turn (roll your first turn at a disadvantage, all the rest will be flat).
16-20: Your mind is much too strong to fall to such paltry tricks. You resist her charms entirely, well done!
Same as before, the woman will go (using one of 4 moves), and then you will go (trying to bring her down to 0). She has 15 hit points.
Moves:
1 - PUPPY: You find yourself on your knees, looking up at the woman. She smiles down at you, “Come on, puppy. Show me how you like it.” Edge once with your tongue out.
2 - TELL ME A SECRET: The woman leans in close and whispers a question, “What’s one of your filthiest fantasies?” You are compelled to answer. Type it up and post it here for all to see.
3 - BEG: Edge 1d6 times and beg the woman to come, she prefers to be called ‘mistress’.
4 - WATCH IT HURT: Stand in front of a mirror and spank your pussy/cock 1d20 times. You must watch the whole time, every time you close your eyes (not counting blinking of course) add another 5 spanks.
Once you bring the woman to 0 hit points, you may move on to her final death-rattle.
The woman screams, cursing you and your sword. With her final breaths, she manages to cast a spell that binds your hands and lights a fire in your gut. If you have rope/cuffs, bind your hands behind you. You may not move or return to this game until you have edged 1d6 times hands-free. Only then will the spell break.
You’re wet, leaking and dizzy already, but you must push forward. You’re almost there. Breathing hard, you manage to stumble forwards towards the next room, which you can see outlined a little ways away. Slowly but surely you trudge along, until…
The ground goes right out from under you! A trapdoor!
THIRD ENCOUNTER:
Roll a d20 for AGILITY
1-5: Unlucky! You fall right down into the next encounter and find yourself completely at this monster’s mercy. Skip your first turn.
6-10: Fuck! Damn it! You don’t manage to get a hand hold before you fall into the monster’s lair. You get disadvantage on your first hit roll.
11-15: You manage to find your footing, well done! The beast must come out to face you on your own terms. You get to go first.
16-20: You dodge the trap easily, who even made this thing? It was obvious from the end of the room. You twirl your sword, ready for anything. You get advantage on your first hit roll.
Thick green tentacles erupt from the darkness, reaching and grasping for any stray piece of skin they can wrap around. (This creature is not a beast, sorry druids!)
Same as before, the monster will go (using one of 4 moves), and then you will go (trying to bring it down to 0). It has 20 hit points.
Moves:
1 - GRASP:
The monster grabs at you and holds you tight. Roll 1d4 to see what it grabs:
1: Hands, bind them in front of you
2: Feet, bind them together
3: Mouth, gag yourself
4: Thighs, bind them together
This effect lasts until the monster’s next turn.
2 - POSITION:
The monster uses its tentacles to move you into a bound position, roll 1d4 to see what position:
1: Frog tie
2: Hog tie
3: Hands behind head
4: Gagged, hands behind back
This effect lasts until the monster’s next turn.
3 - SMACK: It seems to enjoy watching you squirm, lube your pussy/cock until it’s drenched and then give yourself 1d12 smacks. Isn’t the sound just filthy?
4 - FUCK: It nudges 1d3 tentacles into different orifices, shove a dildo/sounding implement of whatever length/size into your
1: Mouth
2: Ass
3: Pussy/cock (for those with penises: skip if sounding is a limit/not available)
Now fuck yourself for 1d4 minutes.
*I know d3s are kind of fake, but d4 seems excessive, and improbable. Just generate a number 1-3 and that should work*
Once you bring the monster to 0 hit points, you may move on to its final death-rattle.
The monster squeals and writhes, tentacles wiggling around indiscriminately as it reels from the pain of the mortal wound you have just inflicted. You find yourself caught in the crossfire of its slimy appendages, battered by them all over. Smack yourself with your dildo 1d12 times and edge that same number of times.
You are now entirely drenched with slime and cum and spit and all sorts of nasty things, but you’ve made it this far, and you know there’s only one room left. You just have to defeat Sazar, and then you can return to the King, successful and honored.
Aching and cold now that the damp air is hitting your bare legs and ass, you shiver as you walk to the final door, the door you had been trying to enter when the tentacle monster had ambushed you.
It’s heavy oak, carved with all sorts of flowers that you do not recognize. It’s also unlocked.
With another suppressed shiver, you open it and peer inside.
A man sits before a roaring fireplace, book open on his lap, legs kicked up on a velvety red ottoman.
He turns to you as you enter, eyes sharp.
“Oh dear.” He says, eyes raking over your ruined form. “Oh you poor thing, please, sit down.”
He gestures to the seat across from him. Gingerly, and with great suspicion, you make your way over to it, settling into the cushion and trying to cover yourself, cheeks flaming.
He chuckles.
“They’re quite cruel, aren’t they? My little guards.”
You nod, shuddering to remember everything you’ve just been through.
“I suppose you’re planning to kill me now, then.”
You nod again. It seems unwise to lie.
Sazar grins, sharp white fangs glinting in the firelight.
“How about this…”
FINAL ENCOUNTER:
“Let me enjoy you, let me make you enjoy yourself, and then we’ll see if you still want to return to that stuffy, negligent King of yours, hm? You’ve done so well, I’d hate to let you slip through my fingers.”
If you are a bard, flip a coin to see if you gain advantage or disadvantage.
Roll 1d20 for INTELLIGENCE
1-5: His flattery completely bowls you over. You agree without hesitation and find yourself infatuated with him. On every one of his turns you must repeat whatever move you roll once.
6-10: Your cheeks flush and you find yourself at a loss for words. After a moment, you nod. He caught you by surprise, on his first turn you must repeat his first move once (i.e. if you roll a 2, you must complete the 2nd dare twice).
11-15: A warmth spreads through your body, but you manage to hold your ground. Reluctantly, you acquiesce. You begin this encounter without any disadvantages (if you got disadvantage as a bard, you may remove it).
16-20: His words mean nothing to you. The King will certainly reward your valor nicely. You agree, but only to show him how unaffected you are, how loyal to the crown. You take your turn first.
Same as before, Sazar will go (using one of 4 moves), and then you will go (trying to bring him down to 0). He has 25 hit points.
Moves:
1 - DARLING: He lavishes you with touches, spend 1d4 minutes slowly touching yourself all over, avoiding the place you want to touch most
2 - LOVE: He lays you out and makes sweet love to you. Fuck yourself languidly with your favorite dildo until you reach an edge
3 - SWEETHEART: He straddles you over his knee and has you grind until you edge. Edge hands-free 1d6 times. He wants to hear you, so don’t stifle your noises.
4 - GOOD BOY/GIRL: Overcome and oversensitive, you slide to your knees and take him in your mouth. He groans and holds your head carefully. Suck your favorite dildo for 1d4 minutes while running a hand gently through your hair.
Once you bring Sazar to 0 hit points, you may move on to his final death-rattle.
“Ah.” Sazar gasps, smiling. “What a shame. This usually works!”
He folds over himself groaning when you pull your sword from his chest. He looks up at you, blood trickling from the edge of his mouth, eyes shining.
“You are certain, then? You will not stay?” He asks.
Will you stay?
“YES”: You think for a moment, then drop your sword, rushing forward to press a healing talisman to Sazar’s chest. His smile widens.
“Ah, thank you, sweetheart.” He says, laying a hand over yours.
Once he heals, he takes you to bed and fucks you breathless. Roll 1d4 and orgasm that many times, however you like best. King who?
“NO”: You snarl, brutally. You bring your sword up and chop Sazar’s head clean off, grasping it by the hair to bring back to your King. When you return the King smiles at you—kindly ignoring your sorry state—and offers one of his many concubines to satisfy you this evening. You are grateful for his generosity, but wish he were not so dismissive. It’s hard to get into the sex when all you can think about is how much you wish it were him in your bed, not his concubine. You may come however you like, but you must ruin it.
Hope you enjoyed if you tried this!! I'd love to hear how it went if you want to share
, any feedback is much appreciated as well, as I'm not 100% sure how balanced this is (if it's too easy or hard) so please let me know!! I know the plot is flimsy but we're not here for the plot LOL 
Anyway I thought I’d come up with an interesting dice dare/roleplay scenario for people who have free time and need a way to spend it
Alright, enough prelude, let’s get into the Dice Dungeon:
You, intrepid adventurer, have been sent to the lair of the evil vampire Count Sazar, and are now tasked with taking him down!
What you’ll need:
- Rope/bondage materials
- Lube
- largest dildo
- clothespins
- 2 other dildos of varying sizes
- lubricant of some sort
- mirror
- dice! (can use online dice)
You will go through four dungeon rooms in this game and each room will require one or more of these four skills:
-Strength: A high score on this category will aid in impact/pain tasks
-Intelligence: A high score on this category will aid in humiliation tasks
-Resilience: A high score on this category will aid in edging tasks
-Agility: A high score on this category will aid in bondage tasks
First, let’s roll to see what kind of adventurer you are (i.e. what buffs and/or nerfs you have for the game)
Helpful definitions:
Advantage: Roll the dice twice and use the higher number
Disadvantage: Roll the dice twice and use the lower number
Race:
1 - Human: Lucky! Humans are very adaptable, add +1 to all four skills
2 - Elf: Smart and agile, add +1 to intelligence and agility; you also have night vision (you do not get disadvantage on rolls done in the dark)
3 - Halfling: Unlucky, -1 to everything but agility. However you gain advantage on any agility roll (being small often can get you out of a bind!)
4 - Dwarf: You are short, but very sturdy. +1 to strength and resilience, -1 to agility, and flip a coin to see if its + or - 1 to intelligence (heads is +1, tails is -1)
5 - Goblin: Very unlucky, -1 to everything, and choose one of the four skills to gain disadvantage on
6 - Demon: Test your luck to see what kind of demon you are! -1 to resilience, flip a coin for all the other modifiers (+1 heads, -1 tails); you also have night vision (you do not get disadvantage on rolls done in the dark)
Class:
1 - Rouge: Sometimes a quick exit beats a good fight—advantage on agility rolls
2 - Barbarian: You strong. You very strong. Advantage on strength rolls.
3 - Druid: You are basically a disney princess… Advantage on all rolls against animals or beasts
4 - Wizard: You didn’t study all those tomes for nothing! Advantage on intelligence rolls
5 - Paladin: You are too godly to be affected by such pithy things as bodily desire—advantage on resilience rolls
6 - Bard: You charmer you! Well, sometimes… Flip a coin at the start of any combat against a humanoid, heads and you get advantage on all rolls, tails and you get disadvantage on all rolls
Alright, make notes of your modifiers and advantages/disadvantages/any special aspects that you were given, and let’s get into the story!
The entrance to the crypt is dark and damp, feathered vines grow along the old stone archway and dangle down, brushing against your head and shoulders as you push forward, trying to keep your cool. The King has given you an important task, one that countless heroes before you have failed. You swear to yourself that this time will be different. You will not fail.
A deep chill shocks through your robes as soon as you step past the entrance and into the dark:
*Take an ice cube and place it in your underwear*
You shiver, but push onward.
Then… You hear a growl…
FIRST ENCOUNTER:
BAM! Before you can even draw your sword, a hulking wolf-beast pounces on you and tears through your robes like a knife through butter.
*Remove your pants (if you are wearing them); if not, remove another article of clothing (shirt, socks, etc.) leave your underwear on for now*
“Intruder…” The beast growls, baring its sharp canines as it hovers over you. You must act quickly, if you value your life and your purity!
If you are not an elf or demon, you get disadvantage on this roll because it is still pitch black.
Roll a d20 for one of these two skills: STRENGTH, or AGILITY
1-5: Too bad! You fail to escape the wolf-beast’s grasp. Bind your ankles together for the rest of the encounter, if you own a collar, put it on.
6-10: You make a valiant effort, but are ultimately overpowered. Bind your ankles and put a collar on, if you own one. You may re-roll once after the beast’s turn.
11-15: With much effort, you are able to escape! But not without some lashings. The beast gets a few hits in. Roll a d20, whatever number you get is how many spanks (full force) you must administer to yourself.
16-20: You make it out of the beast’s hold without any complications, great work!
Now you will fight the beast; this will go like this:
The beast has 10 hit points. The turns will alternate between you and the beast (starting with the beast) until you bring its hit points down to 0. Each of your turns, you will roll a d6 (do NOT add any modifiers; if you are a druid you get advantage) and subtract that number from the beast’s total (if you’re lucky, you could vanquish it in 2 turns!) On each of the beast’s turns, you will roll a d4 and it will use one of these four moves on you:
1 - BITE: The beast snaps it’s sharp maw at you, roll a d6 and put that many clothespins on your body, leave them on until the next turn.
2 - LICK: The beast reaches down and laves over you with its huge, rough tongue. Use your largest dildo and lube it up (with whatever wet, body safe substance you have), stroke the dildo across your pussy/cock until you reach an edge.
3 - MOUNT: The beast pushes you around until you are in a suitable mating position; get on your hands and knees and stick your ass out into the air, hold the position for 1d4 minutes.
4 - KNOT: The beast knots you! Sit on your largest dildo for 1d4 minutes (roll to see).
Once you bring the beast to 0 hit points, you may move on to its final death-rattle.
The beast howls in agony, flinching from your fateful blow before it snarls and hunches even closer over you, pressing you into the MOUNT position and forcing its cock inside of you. If you rolled KNOT before getting here, lather the dildo in more lube, to simulate the spend the beast has already left inside of you. Fuck yourself in the MOUNT position (no hands is fine as long as you can breathe) for 1d6 minutes at 150bpm. When the time is up, shove the dildo deep inside of you and leave it for another minute, for the knot to go down.
With the beast now vanquished, you stumble to your feet, shaking and debauched, but alive. Without bothering to fix your appearance, you forage on. You must get to Sazar! You must vanquish him!
Before you, there is a small pinprick of light a few yards away. Finally, a torch! You hurry over to find the entrance to another room, empty save for the torches affixed to the walls. Cautiously, you step inside, keeping alert for any more unpleasant surprises.
Thankfully, nothing jumps out at you. Instead, a beautiful, black-haired woman steps out from seemingly nowhere. Her lips are blood red and her eyes are a deep, hypnotic violet. She smiles at you and suddenly, for some reason, you feel reassured.
“Hello, adventurer.” Her voice is smooth as silk. “I see you’ve made it past Lyon. Well done.”
You find yourself nodding and smiling back. She continues.
“Could you do something for me? I’ve been waiting for a strong, capable adventurer like yourself…”
SECOND ENCOUNTER:
Oh no! You feel a tide of agreeableness wash over you. She’s trying to charm you!
If you are a bard, flip a coin to see if you gain advantage or disadvantage.
Roll a d20 for one of these two skills: INTELLIGENCE, or RESILIENCE
1-5: Unlucky! You have been completely charmed by her. Any and all rolls for this next encounter will be done at a disadvantage. If you already have disadvantage as a bard, now you get double disadvantage (roll 3 dice and take the lowest). If you had advantage as a bard, now you roll flat.
6-10: You’re trying to remember why you’re here, there’s a ghost of an idea, some semblance of duty and righteousness, but you can’t remember it. Your next turn will be done at disadvantage, you may re-roll this after each of the woman’s turns until you are freed.
11-15: The King… Sazar… You must get to him and vanquish him! You are able to break free, but not before she is able to make you suggestible for your first turn (roll your first turn at a disadvantage, all the rest will be flat).
16-20: Your mind is much too strong to fall to such paltry tricks. You resist her charms entirely, well done!
Same as before, the woman will go (using one of 4 moves), and then you will go (trying to bring her down to 0). She has 15 hit points.
Moves:
1 - PUPPY: You find yourself on your knees, looking up at the woman. She smiles down at you, “Come on, puppy. Show me how you like it.” Edge once with your tongue out.
2 - TELL ME A SECRET: The woman leans in close and whispers a question, “What’s one of your filthiest fantasies?” You are compelled to answer. Type it up and post it here for all to see.
3 - BEG: Edge 1d6 times and beg the woman to come, she prefers to be called ‘mistress’.
4 - WATCH IT HURT: Stand in front of a mirror and spank your pussy/cock 1d20 times. You must watch the whole time, every time you close your eyes (not counting blinking of course) add another 5 spanks.
Once you bring the woman to 0 hit points, you may move on to her final death-rattle.
The woman screams, cursing you and your sword. With her final breaths, she manages to cast a spell that binds your hands and lights a fire in your gut. If you have rope/cuffs, bind your hands behind you. You may not move or return to this game until you have edged 1d6 times hands-free. Only then will the spell break.
You’re wet, leaking and dizzy already, but you must push forward. You’re almost there. Breathing hard, you manage to stumble forwards towards the next room, which you can see outlined a little ways away. Slowly but surely you trudge along, until…
The ground goes right out from under you! A trapdoor!
THIRD ENCOUNTER:
Roll a d20 for AGILITY
1-5: Unlucky! You fall right down into the next encounter and find yourself completely at this monster’s mercy. Skip your first turn.
6-10: Fuck! Damn it! You don’t manage to get a hand hold before you fall into the monster’s lair. You get disadvantage on your first hit roll.
11-15: You manage to find your footing, well done! The beast must come out to face you on your own terms. You get to go first.
16-20: You dodge the trap easily, who even made this thing? It was obvious from the end of the room. You twirl your sword, ready for anything. You get advantage on your first hit roll.
Thick green tentacles erupt from the darkness, reaching and grasping for any stray piece of skin they can wrap around. (This creature is not a beast, sorry druids!)
Same as before, the monster will go (using one of 4 moves), and then you will go (trying to bring it down to 0). It has 20 hit points.
Moves:
1 - GRASP:
The monster grabs at you and holds you tight. Roll 1d4 to see what it grabs:
1: Hands, bind them in front of you
2: Feet, bind them together
3: Mouth, gag yourself
4: Thighs, bind them together
This effect lasts until the monster’s next turn.
2 - POSITION:
The monster uses its tentacles to move you into a bound position, roll 1d4 to see what position:
1: Frog tie
2: Hog tie
3: Hands behind head
4: Gagged, hands behind back
This effect lasts until the monster’s next turn.
3 - SMACK: It seems to enjoy watching you squirm, lube your pussy/cock until it’s drenched and then give yourself 1d12 smacks. Isn’t the sound just filthy?
4 - FUCK: It nudges 1d3 tentacles into different orifices, shove a dildo/sounding implement of whatever length/size into your
1: Mouth
2: Ass
3: Pussy/cock (for those with penises: skip if sounding is a limit/not available)
Now fuck yourself for 1d4 minutes.
*I know d3s are kind of fake, but d4 seems excessive, and improbable. Just generate a number 1-3 and that should work*
Once you bring the monster to 0 hit points, you may move on to its final death-rattle.
The monster squeals and writhes, tentacles wiggling around indiscriminately as it reels from the pain of the mortal wound you have just inflicted. You find yourself caught in the crossfire of its slimy appendages, battered by them all over. Smack yourself with your dildo 1d12 times and edge that same number of times.
You are now entirely drenched with slime and cum and spit and all sorts of nasty things, but you’ve made it this far, and you know there’s only one room left. You just have to defeat Sazar, and then you can return to the King, successful and honored.
Aching and cold now that the damp air is hitting your bare legs and ass, you shiver as you walk to the final door, the door you had been trying to enter when the tentacle monster had ambushed you.
It’s heavy oak, carved with all sorts of flowers that you do not recognize. It’s also unlocked.
With another suppressed shiver, you open it and peer inside.
A man sits before a roaring fireplace, book open on his lap, legs kicked up on a velvety red ottoman.
He turns to you as you enter, eyes sharp.
“Oh dear.” He says, eyes raking over your ruined form. “Oh you poor thing, please, sit down.”
He gestures to the seat across from him. Gingerly, and with great suspicion, you make your way over to it, settling into the cushion and trying to cover yourself, cheeks flaming.
He chuckles.
“They’re quite cruel, aren’t they? My little guards.”
You nod, shuddering to remember everything you’ve just been through.
“I suppose you’re planning to kill me now, then.”
You nod again. It seems unwise to lie.
Sazar grins, sharp white fangs glinting in the firelight.
“How about this…”
FINAL ENCOUNTER:
“Let me enjoy you, let me make you enjoy yourself, and then we’ll see if you still want to return to that stuffy, negligent King of yours, hm? You’ve done so well, I’d hate to let you slip through my fingers.”
If you are a bard, flip a coin to see if you gain advantage or disadvantage.
Roll 1d20 for INTELLIGENCE
1-5: His flattery completely bowls you over. You agree without hesitation and find yourself infatuated with him. On every one of his turns you must repeat whatever move you roll once.
6-10: Your cheeks flush and you find yourself at a loss for words. After a moment, you nod. He caught you by surprise, on his first turn you must repeat his first move once (i.e. if you roll a 2, you must complete the 2nd dare twice).
11-15: A warmth spreads through your body, but you manage to hold your ground. Reluctantly, you acquiesce. You begin this encounter without any disadvantages (if you got disadvantage as a bard, you may remove it).
16-20: His words mean nothing to you. The King will certainly reward your valor nicely. You agree, but only to show him how unaffected you are, how loyal to the crown. You take your turn first.
Same as before, Sazar will go (using one of 4 moves), and then you will go (trying to bring him down to 0). He has 25 hit points.
Moves:
1 - DARLING: He lavishes you with touches, spend 1d4 minutes slowly touching yourself all over, avoiding the place you want to touch most
2 - LOVE: He lays you out and makes sweet love to you. Fuck yourself languidly with your favorite dildo until you reach an edge
3 - SWEETHEART: He straddles you over his knee and has you grind until you edge. Edge hands-free 1d6 times. He wants to hear you, so don’t stifle your noises.
4 - GOOD BOY/GIRL: Overcome and oversensitive, you slide to your knees and take him in your mouth. He groans and holds your head carefully. Suck your favorite dildo for 1d4 minutes while running a hand gently through your hair.
Once you bring Sazar to 0 hit points, you may move on to his final death-rattle.
“Ah.” Sazar gasps, smiling. “What a shame. This usually works!”
He folds over himself groaning when you pull your sword from his chest. He looks up at you, blood trickling from the edge of his mouth, eyes shining.
“You are certain, then? You will not stay?” He asks.
Will you stay?
“YES”: You think for a moment, then drop your sword, rushing forward to press a healing talisman to Sazar’s chest. His smile widens.
“Ah, thank you, sweetheart.” He says, laying a hand over yours.
Once he heals, he takes you to bed and fucks you breathless. Roll 1d4 and orgasm that many times, however you like best. King who?
“NO”: You snarl, brutally. You bring your sword up and chop Sazar’s head clean off, grasping it by the hair to bring back to your King. When you return the King smiles at you—kindly ignoring your sorry state—and offers one of his many concubines to satisfy you this evening. You are grateful for his generosity, but wish he were not so dismissive. It’s hard to get into the sex when all you can think about is how much you wish it were him in your bed, not his concubine. You may come however you like, but you must ruin it.
Hope you enjoyed if you tried this!! I'd love to hear how it went if you want to share
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