Dungeoneering

Welcome brave adventurers to Mini-Game Land!.... Not quite. Here you'll find a variety of adventurous scenarios to play out to your delight!

The Game Master alt of [redacted]

If I am DND, I'm probably playing with someone and I can only handle so many voices at a time, so if I miss your message, sorry, try sending me a PUB.
If I am Distracted, I'm talking/setting up with people at the moment.

I'm only planning to run Adventure 3.0 at the moment, the other games are old and very long.

General Rules:
As most likely stated in all of the rules of each individual adventure, preferences cannot always be met in regards to: Gender, species, method of "end," and one's preferred level of realism.

There are certain things that all of these games will not have, per my own preferences, including scat/watersports and hard vore.

God-modding and tampering with the game itself is very displeasing, and will bring about no rewards. Players are expected to have an understanding of this and to play accordingly. Failure to understand this may result in an immediate game over, and restraining a order from future play.

Characters solely intending to become prey will be frowned upon. Who plays a game just to lose? To restate: it is most preferred that you are a switch, able to eat and be eaten. Pure preds can be worked with to give your character a non-consumed ending should they lose. Pure prey are harder to work with, to find how they defeat enemies without nomming them.

Don't be a sore loser. You can always try again!

I'm human too, and usually pretty sleepy, so please excuse my own failings.

Any questions or qualms can always be addressed, preferably before the start of a story.



Theo's Dungeon:

The heavy door slams shut behind you, waking you from your dazed state, or making you jump and hurry to remove the blindfold you willingly allowed to be wrapped around your eyes. What do you remember? Lots of steps winding down, deep underground where the air was chilled. Look around the room. It seems to be little more than a cube of concrete with a door at the far end of the room, a large chandelier hanging from the ceiling, and a table standing in the middle a book of matches, and a flashlight. You might turn back towards the door behind you, but it’s locked firmly and any cries you might make are not answered. You might then notice the note on the door and read over it:

"Dear Guest,
Welcome to my dungeon. You may or may not be wondering how you got here. That doesn't really matter now. What does matter is this: You are not safe. However it is that you’ve brought yourself here, through force or by choice, you have made a mistake. If you received a tour of the mansion above, you will quickly realize this place offers nothing of the sort above. You’ll find no luxuries or servants at the call of their master’s guest. No, this is the dungeon, where those who are unwanted are cast out, into the maze of tunnels, forever to be lost souls in darkness of the labyrinth. If you are reading this, so too must be your fate. However, don’t despair. If there’s a way in, there is a way out. You who have been brought here willingly know of the reward that awaits you. Those of you here against your will, the reward is the same. Know this, you are not alone. And those who precede you will not take kindly to your invasion of their world. Don't think this task impossible though. I have provided you with a flashlight and a box of matches, which you will find to be valuable. Please only take one or the other, as there might be more adventurers following in your footsteps soon enough. Attempting to take both, will result in serious consequences....


Sincerely,
Theo Niveus"

Welcome to Theo's Mansion! Or more correctly, under it, in the dungeon. Don't think I've dragged you here all on your own (unless you want to be). And don't think of getting out alive, though if you somehow manage to, the reward at the end of your journey will be beyond imagining. Be warned, you are not alone, and those within will try to stop you.

This rp scenario is designed to be akin to a game, though of course your character shouldn't think of it as such. Stats will be discussed, and will fall into 4 categories: Health, Magic/Ability, Ingenuity, and Strength. Health is set, but the rest will depend mostly on the character, with some modifications possibly possible on request.

As this may seem to be something for only one person, and as Theo himself will not be a part of it, my part as the player will be as the narrator and control for any other characters you will meet. The game mostly consists of rooms or areas where events can happen or can be triggered by actions of the character. Also, as narrator, I will be keeping track of all stats and Inventory during the game, and we can discuss how often you wish them to be posted.

Dice rolls will be implemented to for simple attacks. Attack Strength will be a Stat of your character, and indicates the damage done through attacking. Magic will have a separate form of rolling as well, the power of which will be determined through the character's abilities before play. Abilities may or may not have a system, depending on what they are. Ingenuity will also be a separate rolling system from strength and magic. There will be methods to replenish Health and Magic throughout the dungeon.

Traps:
Traps are in set locations to be walked into. Dice rolls are used to attempt to free yourself, and in some instances not walk into traps in the first place. Characters will have a 1d10 to avoid a trap when they move from one place to another. If the roll is above the minimum to get free of the trap when it is active, then they will not activate it and pass through safely. If not, the trap will be sprung and suffer whatever consequences that brings. In the next turn, they must attempt to free themselves with another roll of the same sort. Effects of that will depend on what roll occurs. Some traps do damage, others impair the character one way or another. Some traps cannot be avoided as they may be on the correct path to the end. Also, some traps CAN BE FATAL, but none will be without possible escape. Do not be unhappy if they are how you meet your end instead of getting eaten, or completing the dungeon.

Encounters:
Encounters are random occurrences that can happen throughout the dungeon. Several different creatures prowl through it, and meeting any of them can bring someone to an unfortunate end. Gender, though probably not species of the creature might be available for request if a character is squeamish, but not multiple times. If someone requests for certain characters be added in that are not already a possibility to meet, they might be added in. Encounters will depend on a random roll by the narrator (me), along with the trap roll explained above. All scenarios depend on the position of the character in the dungeon and the outcome of their roll.
Encounters may keep a player from venturing forward as desired, or might coincide with it, depending on location, which means a character can walk into a trap at the same time as getting attacked. If someone has become stuck in a trap, they must first free themselves from it before facing their attacker, which can give whatever is attacking them free shots on them. Fleeing from an encounter is not an option. The creatures within know this place far better than you ever will, and have more than likely just been stalking you until now. Whatever you face will have different stats depending on what it is, and may or may not be magical. Most of them are also capable of voring the character, which may or may not be their goal. Fighting will depend on varying rolls back and forth. Whoever rolls the highest will be the winner of each round and get to attack as they wish. The narrator will explain if something can or cannot be done if it occurs or is asked about. With normal attacks, each character would roll. the highest number connects and does damage, the lower number loses and misses, then repeat in the next round. Sex is also a possibility in combat, which does not deal damage, but is harder to escape from. The opponent must be at half health to initiate sex. While using this kind of move, the opponent is put in a "submissive" state. The next turn the actual attack happens, and the third turn it finishes. During this, the opponent must escape the submissive state before being able to attack again. If intercourse finishes entirely without interruption, and it was good enough (which is decided by a combined total of the three rolls used), the opponent can submit to the other and be willingly vored without contested rolls. This is not an option for the character if they have been on the submissive end of the sex. If a creature successfully finishes intercourse, they are then able to vore the character without their health having to be at one-fourth. Vore can only be attempted when one opponent is at a fourth health or less, excluding the situation above for creatures, or if one more attack would be enough to end the encounter. Vore rolls the same way as an attack, and goes in two stages. The first roll attempts to partially swallow the opponent however desired. If this roll is successful, the one being swallowed must roll to free themselves before attempting to attack again. The second roll brings them completely inside and ends the battle. There is no struggling from within to attempt to escape. Winning a battle through vore replenishes health completely while you stop to digest the meal.

Darkness: When the character does not have a way to make their own light, they will be in complete darkness. Characters unless discussed with certain gifts, cannot see more than a hand in front of them. This makes traps very dangerous, but encounters are less likely to occur. While in darkness, the minimum roll to avoid a trap and get yourself free goes up by 2. Within darkness is the set normality for random encounters, which is at a 1/20 chance per turn.

Stats are as follows:
HP: Everyone will have 20/20 HP to start. Max HP cannot be increased, but health can be recovered from various food items, or from devouring others in the maze.

MP: Magic will depend on the user, but generally magic wielders will have 3/3 MP, where one spell costs 1 MP. MP can be regained through time alone, but only after 20 turns without using it again which will be kept track of. Magic can be very helpful all throughout the dungeon. Use it wisely. When using magic in combat, the roll must be in the upper half of the possible outcomes (when rolling a 1d10, the magic roll must be 6 or higher), along with beating the opponent's roll. Failed spells still take 1 MP. All set creatures have some magic ability, and can use it as desired. They must roll abiding to the same rule as characters.

Ability: For those that are not magical, they can receive some sort of bonus depending on their character. For example, someone who is some sort of thief might have a better chance of avoiding creatures due to being stealthy. This will be discussed before the start of the dungeon.

Strength: The power of attacks. Characters start out with a strength of 2. Strength accounts for damage dealt with successful attacks. Dice rolls determine the likeliness of a successful attack. Characters use a 1d10 die. Health can affect strength. When Health is at or lower than half (10/20), strength is reduced by 1, and by 2 when Health reaches a fourth (5/20) Strength cannot reach 0, and is minimized at 1. Strength can be gained ("leveled up") after defeating certain numbers of creatures within the dungeon.

Items: Certain items can be found throughout the dungeon. As well, you can possibly get either a box of matches or a flashlight at the start of the dungeon. Only a certain five items can be carried at a time. If a character should try to pick up a sixth, they will have to leave another item behind. Several items will be listed below, along with their effects.

Flashlight: A strong mag-lite to help see in the dark, along with clubbing something over the head. Lasts for a certain amount turns before going out and requiring new batteries, depending on the batteries. Using it in fighting counts as 2 turns of use to the battery lifespan, but adds 1 to attack strength, and can still be used as a weapon after going out. Makes encounters more likely by 10%, and lowers the minimum of visible traps by 2.

Batteries: Spare batteries can be found in some areas of the dungeon, and are used to power the flashlight. They can vary in charge, anything from lasting for 0 turns to 20 turns.

Box of matches: From 0 to 20 matches to help light the dark but little more. Lasts 20 turns, one of which can be spent lighting room and passageway candles. Makes encounters more likely by 5% and lowers the minimum of visible traps by 1.

Food: Food can be found in certain areas of the dungeon, if you aren't so good at eating others, or spring too many traps. Food can heal health depending on what sort of food is found, or harm the character even more if it is rotten or moldy. Check the food over with a light source for 1 turn to make sure it is safe for consumption. This must be done after picking it up, and so an item might have to be discarded first before inspecting food if you carry too many already.

Puzzle Pieces: Some puzzles do not need a thought out process, but instead require pieces found throughout the dungeon. These do take up inventory, and come in many forms.

Key items: Some items will be important when solving puzzles or opening locked doors. These items are not separate from regular items, and take up one of the five spaces given for inventory.

Creature Entries and Trap Guide Books: These tomes can be found in the far reaches of the dungeon. Providing knowledge of a certain trap or creature, they increase all future rolls against such creatures by 3, and give characters access to the creature's stats during battle, and lower the minimum of such traps by 3 as well.

Paper memories: Occasionally, a character might find paper in the dungeon. Some have been here before, and occasionally wrote of their time in the dungeon. These scraps do not take up inventory space. They can also be combined with 1 match to make a torch that lasts 3 turns, with the same effects as 1 match, but learning about the story of the dungeon entirely without burning them might lead to a better ending.

Partners: Occasionally, a character might stumble across an actual cell inside the dungeon. Possibly guarded, possibly not, and possibly containing some poor soul who has been locked up by someone or something. Rescuing them may involve fighting an encounter, finding an item, or solving a puzzle. Having a partner can help in future encounters, or guide you through some part of the dungeon, depending on who or what you rescue. Having a partner also allows you to flee from an encounter, sacrificing your partner, but saving yourself. Due to the fatigue of imprisonment, or a fear of being captured again, partners are not able to help in encounters, aside from being sacrificed. Partners can be sacrificed during any turn, but not during sex, and not while the character is in the first stage of being vored. Creatures will not target partners either. Partners will not be harmed by traps. They can sometimes solve puzzles for the character as well. Depending on the partner, some can be vored willingly, or yiffed as well. You can only have 1 partner at a time. Partners will travel with a character a certain distance from where they were found before leaving the character. Bringing all found partners to the points where they leave you willingly may bring about a better conclusion in the end.

REMEMBER: As I said, this dungeon is a labyrinth. This means that this will be a very LONG scenario, one that WILL require several sessions, unless you lose very quickly. If the role play has to end for a time, your last few posts will be "saved," to be continued next time.

Also, the reward at the end of the game can be discussed, or not. It can be decided at anytime, preferably before starting the dungeon. If there is something preferred by the character, the reward can be that, and can be added to your profile as cannon, or non. If the player would leave that up to me, then they understand that I control it, and as far as they know, that might mean there will be a cake after the long arduous journey to safety.

Notes on characters:

The dungeon may be attempted as many times as you please (like getting a Game Over in any game) but I would ask not to be unhappy when you experience the same thing up to the point where you finished last time. This takes awhile to make, and so I can't make a custom journey for everyone, which I wouldn't do anyways. Some characters will have a hard time with it. Others won't. If that makes you unhappy, make your character stronger. Certain modifications to a player's character may occur while within the dungeon. If you're 100% pred all the time no matter what, don't get mad if you get eaten. The creatures in the dungeon don't care, and neither do I. As for being 100% prey, you still have to fight whatever is eating you, even if you want to give yourself to it. I would assume even willing prey have something they don't like, and I can be sure to make that happen if you balk, or I can just kick you out and be done with you.

On another note, personal effects are not allowed in the dungeon. Any sort of weapon or item that isn't attached to your body will be removed. Clothes are the only exception. If clothes are claimed to be magical, then that can be discussed, but may not be allowed, or may be replaced with their non-magical brethren.

Survivors:

Myrina



The Lost:

Tabus: Mermaid food.
Wrenne: Inu food.
Adryan: Drider toy.
Greka: Snake food.
Kozun: Goo girl toy.
TiraT: Snake Food, Goo girl food, Sphinx food, Goo girl food, Naga food.
Jestani: Bunny girl toy.
Lyanah: Mermaid food.
Drazii Neko food, Sphinx food.
Myridia Wall paint.
Artra Wall paint.
Squabbit Taur food.
Eshlia Naga toy.
Zega: Neko toy, Dungeonmaster food
Binxbunny: Mermaid food.
Kaatsu: Bunny food.
LilyLuxray: Goo girl toy.




A castle. Of course it was a castle. Why wouldn't it be a castle? You toss away the quest paper you accepted at the inn and gaze again upon your quandary. Not only had the forest been a rough journey, but now you had to tackle a castle all alone? Despite your annoyance, half enough to make you turn back, you can clearly sense that evil malice which rose from somewhere near. Creeping forward with the setting sun at your back, you steadily make your way across the lawn, skirting the heavy-held front of the castle, whose massive doors were sealed shut. Rounding the walls, circling the lone stone monolith, a slightly surprising sight would appear before you. A white church, a chapel pristine, lay amidst a ruin of a graveyard, and overlooked a small entrance into the ground, similar to a bunker of sorts. The presence of evil surrounding the area seemed to strongly emanate from this hole in the ground, and as you approached, you began to feel dizzy just from your proximity. Steeling yourself, you opened the doors to the tomb and began to descend the spiraling stairs into the blackness.

Will you be the one to cast away this darkness of the dungeon of Niveus, or will you be nothing but a flicker of flame in the dark to be quickly snuffed out?


Smash and Bash: This adventure features realistic encounters, where strength and wit will win your battles. Physical pain may occur, but per readers' delight, gore will be at a very minimum. Opponents in this scenario will be trying to kill you, whether through force or devouring your character. Seduction will be of limited inclusion, and characters will be properly outfitted in the attire and arms of non-sexual adventurers.

Squeeze and Tease: This adventure exists in an extremely sexualized world, where vore is sensual and pleasure is a character's power. Being dominant will win the day, but then again, perhaps being a powerful sub will be just as effective. Despite the sexualization, being eaten one way or another will still be fatal. Physical pain will be at a minimum within this scenario, and characters will have much less attire.

RULES:

First off, this is a realistic setting in terms of life and death for both scenarios. If any character fails in their mission and meets some sort of fatal ending, then unfortunately it's game over for you. This is instilled to hopefully make the roleplay lasting, and also somewhat challenging. Reformation is not an option, though any one is free to try again. If anyone is squeamish when it comes to digestion, the scene of any ending of that sort can be omitted of detail, or can be made to simply be endo, with the character remaining trapped one way or another.

Sexual preferences are completely understandable. If one does wish to eat or be eaten by a certain gender, then simply say so in the profile. Preferences cannot always be serviced entirely, as some characters within the dungeon will not be having their gender's changed. If your preferences are extremely important, than perhaps pick the less sexual adventure where they will not be so prominent.

God-modding or attempting to control characters other than your own for personal gain will not be approved of.


If you haven't noticed yet, this dungeon is not like other dungeons. You won't be going in with your max level stats and your +15 spear of extreme poking. Depending on the choice of adventure, attire, and weapons will vary dramatically. For this adventure, and to even out the differences between the myriad of existing characters, players will pick for their character a class, weapon/enhancement, and gift. ALSO, if your character does not fit certain categories, such as being a naga without feet, items of that nature can be considered instead to be lower body/tail armor, or the items' stats can simply be attributed to the character without a need for them to wear the particular articles of clothing.

Smash and Bash:

Stat Key:
VIT: Vitality- The parameter of one's total health. All characters start with a base health of 15. Being devoured leaves only one chance to struggle. Fail this, and characters will be reduced to 0 vitality, resulting in a game over. Vitality can be restored by devouring subdued opponents, (depending on how they have been subdued) or by finding food items. Overall VIT can be increased by gaining experience and leveling up, which occurs exponentially by defeating enemies.
POW: Power- The amount of possible physical damage one can deliver per attack..
DEF: Defense- Determines the percentage of an incoming attack that can be blocked.
SPD: Speed- The quickness of the character, determining rates in certain events, striking first in battles, and other usages.
SPL: Magic Power- The amount of possible magical damage on can deliver per attack.
GRP: Grip- Decreases the likelihood of losing one's weapons through parry's or theft.
VIS: Visibility- Increases vision distance, likelihood of avoiding traps, and ability to use surroundings.
LUK: Luck- Percentage of likelihood to find rare treasures.


Battles: Clang Clang! A Battle is underway!
Imagine for a moment, two swordsman going at it. What happens most often? Sword meets sword, and only one blow kills or incapacitates the loser. That doesn't exactly work here, does it?
In this scenario, all attacks will hit, deal damage, and end. Think of it in a turn-based fashion, but with both parties attacking at the same time. Whoever has higher SPD attacks first. If both are tied, than greater POW or SPL goes first, with POW trumping SPL if tied.
When a character reaches 0 VIT, the opponent can choose to kill them, or devour them in whatever fashion they choose. Killing them obviously ends the fight, gains experience, and moves along, but does not recover any VIT.
Devouring gives the opponent one turn to struggle. If they succeed in escaping, some of their VIT is restored and the battle continues. If not, they perish, experience is gained, and the devourer's VIT is restored.
Occasionally, opponents may drop Stat Tokens, which can be used to upgrades stats beyond VIT.

Class:

The Adventurer Knight:
Standard Knight Helm (+1 DEF, -1 VIS)
Standard Knight Armor (+2 DEF, -1 SPD)
Standard Knight Gloves (+1 DEF, +1 GRP)
Standard Knight Leggings (+1 DEF, -1 SPD)
Weapon choice:
Longsword (+2 POW, +1GRP)
Mace (+2 POW, +1 SPD)
Axe (+3 POW, -1 GRP)

The War Mage
Magician's Hat (+1 SPL, -1VIS)
Magician's Robes (+1 DEF)
Magician's Manchette (+1 SPL, +1 GRP)
Magician's Leggings (+1 SPD)
Weapon Choice:
Basic Catalyst (+2 SPL, +1 POW)
Elem. Staff (+3 SPL, -1 GRP)
Spear (+1 POW, +1 SPD)

The Fighter Challenger
Fighter's Headband (+1 POW, +1SPD)
Fighter's Open-shirt (+1 DEF)
---
Fighter's Loose Leggings (+2 SPD)
Weapon Choice:
Cestus (+2 POW, +1 SPD)
Claws (+1 POW, +2 SPD)

The Wandering Thief
Thief's Mask (+1 SPD, -1 VIS)
Thief's Garb (+1 DEF)
Thief's Gloves (+2 GRP)
Thief's Leggings (+1 SPD)
Weapon Choice:
Dagger (+1 POW, +1 SPD)
Short sword (+1 POW, +1 GRP)

The Passerby (Hard Mode)
Tattered Beret
Garb of Ribbons
--------
Tattered Leggings

Gift selection:

Lucky Charm: A small pendent that reminds you of home, its comfortable weight and slight warmth feels slightly magical. (Equip Necklace, +1 LUK)

Divine Inspiration: A small strangely shaped vial holding a small supply of blessed water said to briefly connect one with the gods. (Gives characters infinite VIS for one battle)

Red Slime: Small dollops of life, these creatures are often captured and sold expensively to many travelers, the Red variety being the most popular. (Consumable; restores VIT to maximum)

Glowing Stone: This unusual pebble emits a soft light upon shattering. (Consumable, allows for a character distract an enemy or light a dark place)

Ring of Bestiary: This enchanted emerald ring in the shape of a lion's head was once the prized library of a master beast tamer. Now compressed, the ring gives the wearer animalistic knowledge. (Equip Ring, allows characters to see non-humanoid enemy's VIT)

Strike out because this isn't really lewd enough for around here, and is a throwback to big Darksouls fan days.


Squeeze and Tease:


Stat Key:

ARO: Arousal- The parameter of one's total lust. Arousal begins at 0/15, and rises over time to 15/15. Reaching 15/15 forces characters to relieve their sexual tension, which in battle is the equivalent of reaching 0 health. Devouring opponents will reduce ARO slightly. A character's Arousal breaking point (x/#) can be increased by leveling up, which occurs through gaining experience after defeating opponents.
SEX: Sexiness- How much arousal one can instill.
RES: Resistance- One's ability to keep from being aroused, and regain dominant status.
STT: Stature- The ability to initially hold prey and retain dominant status.
NOM: The body's capacity for prey and strength of resisting prey's final struggles.
EES: EyeSight- Increases likelihood of avoiding traps.
LUK: Luck- Increases likelihood of finding rare treasures.

Battle: What's that? A New Challenger Approaches? Eat it!
In a battle of simply arousing an opponent into crawling down into your belly, there's not very much to it that might be deemed complicated. Essentially, this scenario's combat system is similar to that of vore battling. If you don't know how that works, then just ask for an explanation. During battle, the "holding phase" is replaced with "dominant status." For the "victim," the one not dominant, each turn that they have been the "victim" inflicts a -1 to the total of their dice. If they were rolling a 1d10, the next turn they would roll a 1d9.
The only differences are that an opponent cannot be devoured until they have reached their ARO breaking point.


In the event of a character reaching their ARO breaking point, the winner is able to devour their subdued opponent as desired, after which the defeated has one turn to struggle. Escape is possible by rolling a number equal to or above the upper half of possible rolls with a negative added on, and surpassing the roll of the pred. If escape is managed, they will be free and able to fight again with half of their ARO reduced, and a half of the failed eater's current ARO added. If not, then they are devoured and the battle is over.



Classes:

Players may choose to be one class and cannot switch.

Balanced

SEX: 1 RES: 1 STT: 1 NOM: 1 EES: 1 LUK: 1

Sex First, Questions Later

SEX: 2 RES: 0 STT: 2 NOM: 2 EES: 0 LUK: 0

You Call That A Blowjob?

SEX: 1 RES: 2 STT: 1 NOM: 2 EES: 0 LUK: 0

Get ALL The Things!

SEX: 1 RES: 0 STT: 1 NOM: 0 EES: 2 LUK: 2


Gift Selection:

Sleek Fur/Skin Oil: Now just what could you want this for? (Consumable, gives characters +3 SEX for one battle)

Invisifur!: Be invisible! Just don't rub it in your eyes! (Consumable, gives characters +3 RES for one battle)

Fairy Friend: Hey! Listen! Who doesn't want a friend to travel with... or a toy along the way! (Does not give good advice, emits a soft light that gives +1 EES, and is pretty tasty, reducing 3 ARO once devoured)

A Splash of Shrink: A small bottle, holding nary a droplet of bright purple liquid miniaturization. (Consumable, usable on one enemy to shrink them, or on oneself to escape one battle)


Survivors:


The Lost: Update needed

Ascher 10/5/2013
Zega 10/7/2013
Zega 10/8/2013
Iwesta_Moontide 10/12/2013
Daerah and Amara_the_arcanine 4/1/2015





You're going on an adventure! What are you doing? What do you want to be doing? Who knows! This game is very flexible and open-ended regarding just about everything that could be going on here! You could be a space pirate scavenging an abandoned ship, or a pokemon just trying to not get caught by some pesky trainers. Whatever the story, this game has a way to get from point A to point B, with lots of lewd shenanigans along the way, all of which we will discuss to get exactly the right kind of "plot" out of this!

This is a lewd adventure no matter how you look at it! Swords and guns really get in the way of that! Well swords do make nice toothpicks sometimes, but there's no chomping here, so no need for that! Keep that in mind when considering playing. Your only useful talents here, for the most part in a place of nom-or-be-nommed, is if you can stomach it~
Stat Key:
HP: Health Points. Pretty standard, this is the pool of points to stay alive while getting gurgled, churned, absorbed, trapped inside, whatever method a predator is doing to seal the fate as belonging to them one way or another.
Gut HP: Health points, for your gut! This is the pool of points prey struggle against to escape being devoured.
Composure: This is the ability to withstand being lewded on, how long prey can last before they break and are able to be nommed.

BASE STATS:
HP: 4
Gut HP: 3
Composure: 3

CHARACTER CREATION:
Yes indeed~ It is an adventure, where the transitory lands of whatever can be imagined converge.
You have your base stats, now time to customize! You have 8 points to spend on the options below. So, what're you buyin'?~
+1 HP: 1 point
+1 Gut HP: 2 points
+1 Composure: 3 points
+1 Increase to your Composure rolls: 1 point, limit of 3
+1 Increase to your Gut Offense rolls: 1 point, limit of 3. [The rolls you make while subduing prey you've nommed]
+1 Increase to your Gut Defense rolls: 1 point, limit of 3. [The rolls you make while trying to escape a pred that has nommed you.]
Perks:
Squirm Absorption: At the end of combat, restore HP equal to half the prey's max hp, rounded down. 4 points
Nomphfasten: You're naturally fast on your feet, and are quick to react to threats. +5 to the first roll. 1 point
Loyalty Program: Shopkeepers have one less Gut HP. 1 point
Moves:
Domination: Immediately make as many contested rolls as needed to make the prey lose all of their composure. Match their lowest roll to your lowest, and order each pair ascending sequentially. You damage composure for each success, the move ends at the first failure. 2 points
Pendulum: When you lose a composure roll you can force them to roll against a 15, counting the failure as a success if they fail to roll equal to or higher than 15.
This can be used once and then cannot be used until you have been nommed and escape. 2 points
Destabilize: You give a nice heavy sway of your filled gut, forcing them to resist, target must roll against a 15, gaining stacking -1 debuffs to the rest of their struggle rolls for each round they fail. 2 points
Gut Shift: When your gut HP reaches below ~50% you can force a roll against a 10 to move prey from one gut to another. Can only be used once per nom attempt. If prey rolls 15 or higher, they escape the gut completely regardless of remaining gut HP. 3 points

MECHANICS:
Generally, there are some posts setting the scenes/plot of the adventure, and such detailing posts between combats as the player makes their way along. But sooner or later, obstacles shall be met, and hopefully overcome.
Combat:
Each side rolls d20s, steadily whitling down each others Composure. Each roll will cause a point to be lost by one or the other. Ties result in a reroll.
When one side's Composure has been dropped to zero, they are nommed! Rolls continue as before, with the prey attempting to lower the pred's Gut HP to 0, and the pred doing damage to the prey's HP. If the prey's HP reachs 0, it's game over. If the pred's Gut HP reaches 0, the prey escapes from inside them.
After escaping a pred, combat resumes to break down composure. The Prey's Composure is fully restored after escape. The pred's composure remains at where it was before nomming the prey.
Should the former prey be nommed again, note the pred's Gut HP will be fully restored. These contests continue until one side has their HP reduced to 0, wherein the player is victorious, or nomphed~
Rest:
After combat, HP might be low! HP only recovers without risk if you have Squirm Absorption. Otherwise, you'll need to rest to recover your strength.
To take a rest, a d20 is to be rolled for each point they try to heal. On a result of 6-20, the rest safely recovers a point of HP. On a 1-5 however, the point attempted to be healed is healed, but someone stumbles upon the resting player, and begins combat with a slight advantage over them.
Shopkeepers:
Sometimes on your journey, you may run into a shopkeeper! They usually have a helpful item or two, but they can be rather playful in what they want in exchange~
This can be potentially dangerous, but you can't expect to get something for free after all! The shopkeeper will surely enjoy your patronage one way or another~ Note you are not required to accept their offer, whatever it might be. It is highly suggested that you do not try to rob them!

Completed Quests:


Adventurers Lost: