Maze_Of_Wishes

Maze of Wishes
A large metal hatch lays in an empty field. People speculate that it was once a laboratory for human-animal hybridization research. Only one man really knows where this maze of traps and horrors originated from, and he lies in the very center of the maze. If not driven by this curiosity, many more were drawn in by the engraving on the hatch that reads. "Those who survive the trials of the maze will be granted that which they desire most."



The maze was implemented using VB rules as outlined at VoreBattleRules but am moving over to the FAPP system http://fapp.pbworks.com/w/page/104130135/Advanced%20Fapp. Though vore is a single action in FAPP, which I don't love. I will be using rules for the enemies and maybe players that they must make an attack with the asset they are going to vore with before any vore attempt. Also some rooms will just be rolled with the dice I have laid out because they do not fit well in FAPP




Actual game play info (Warning, spoilers! If you want a surprise don't read past this).


The maze will be randomly generated every time and will a predetermined amount of rooms. The minimum amount of rooms to make it to the end is usually around 5 and each room will have a danger of some kind, a trap, or a genetically engineered monster.


All enemies have gulp, Ass, Belly, Hands, Maw, Muff, Tail, Tits and are medium size and adult unless otherwise specified Possible Rooms:
1. The Sunken Room: nearly entirely flooded.
Environmental: If a players are not adapted to the water they get a -1
Octopus girl, Mermaid, or a shark girl. (More ideas let me know)
Octopus girl perks 6sp 4 power, 3 stamina, 3 speed, 2 ego, 2 will, 2 insight, coiling, tendril
Mermaid: 6sp 2 power, 3 stamina, 3 speed, 4 ego, 2 will, 2 insight, hypnosis, charming wink
Shark Girl: 6sp, 4 power, 4 stamina, 3 speed, 3 ego, 1 will, 1 insight, chomp


2. The Jungle Room: This room has been overrun with dense foliage and a few human and jungle animal hybrids live here as well as a few natural jungle animals. The players will need to roll a 18 or higher to navigate their way out of the dense undergrowth and into the next room. Possible creatures: Catgirl, Giant Snake, Genetically engineered Amazonian.
Leopardgirl: 5sp 3 power, 3 stamina, 4 speed, 3 ego, 2 will, 2 insight, vanishing act, shadow step
Giant Snake: 10sp 5 power, 4 stamina, 3 speed, 1 ego, 1 will, 1 insight, coiling, tendril, chomp, clench, large
Amazonian: 10sp, 4 power, 4 stamina, 2 speed, 3 ego, 4 will, 2 insight, fearsome display, not so fast, iron body, large


3. The Room of Sexual Horrors: This room looks perfectly normal at first, but beneath the tiles and walls lie strange giant human parts that can swallow people whole. These experiments started out as an attempt to create a giantess, but as a whole the giantess did not work. Instead,. simply the orifices of a giant human were created. 8 speed (rolled) to avoid traps. Vagina trap, asshole trap, two breast traps, and a mouth trap (perhaps a cock trap too, if wanted by the players). If they fail the 8+ they have two turns to escape (12+ or they are consumed).


4. Old Lab: The old lab is entirely covered by a strong adhesive substance, and slimes are prevalent.
Environmental: If a player rolls below a 3 they are stuck to the adhesive and cannot move, and they lose a turn.
Dumb slime: 4sp 2 power, 4 stamina, 1 speed, 1 ego, 1 will, 1 insight, atrophy
Slime Girl: 6sp 2 power, 4 stamina, 1 speed, 3 ego, 2 will, 3 insight, absorption, shapeshift



5. Basement: Thick webs makes it treacherous to cross, requires two 20's to get through the webs.
Spider Girls: 8sp 3 power, 3 stamina, 3 speed, 2 ego, 2 will, 2 insight, Cement spurt (webbing), sticky spurt, field strip


6. Mechanical Hospital: Once a fully automated hospital for humans, after a near decade of disrepair, the mechanical hospital nurses can no longer distinguish the severity of a patient's condition. The now mad nurses always attempt to put all organic lifeforms into the artificial life sustaining womb for an indefinite period of time. If all party members end up in the womb then the nurses can lock down the wombs and escape is no longer possible.

Mechanized Nurses: 6 sp, 4 power, 3 stamina, 3 speed, 1 ego, 1 will, 1 insight, drag, alleyoop, only assets are hands and feet.
If a Mechanized Nurse gets a player adjacent to the womb they make an opposed power roll to put the player in the womb. They must roll a power or speed of 14 to escape, -2 sp per round inside.


7. Corrupted Stables
Through the use of libido increasing drugs and gene splicing the once horses in the stables became transformed into horny and voracious centaurs.
Centaurs roll 1d9
Centaur Girls 5sp, 3 power, 4 stamina, 3 speed, 2 ego, 2 will, 1 insight, sudden snack, elastic Ass and Muff
Centaur Guys 7hp: 4 power, 3 stamina, 2 speed, 3 ego, 1 will, 2 insight, bully, hyper thrust, supersize


8. Overgrown Forest: The Forest room came about in a similar way to the jungle room. Too much growth serum and DNA modification lead to a variety of dangerous creatures.
Overgrown Wolf: 5sp A fast and dangerous predator even in normal situations, this enlarged beast is quite a danger to all. 3 power, 3 stamina, 4 speed, 1 ego, 1 will, 1 insight, chomp
Deer Taurs: 8sp Naturally kind, gentle, and graceful animals. This deer-human combination, made aggressive from the growth serum is no longer such a kind creature. 2 power, 3 stamina, 3 speed, 4 ego, 3 will, 4 insight, mind tendrils, dangerous mind


9 The Fetid Swamp:
Environmental: If 3 or more natural ones are rolled by a player with one action they roll a d3
1: They fall into a pitcher plant 16+ to escape -2hp per turn.
2: They are grabbed by a venus fly trap 17+ to escape -1hp per turn
3. They are wrapped up by vines -5 on their rolls until they roll a natural 15 or higher (without modifiers)
Frog Girls: 6sp, 3 power, 3 stamina, 3 speed, 3 ego, 2 will, 2 insight, sudden snack, special assets: tendril, elastic maw
Naga: 8sp, 4 power, 3 stamina, 3 speed, 3 ego, 2 will, 2 insight, coiling, tendril, seconds, sure grip




10. Room of the Giantess: All Players roll 3 speed checks of over 4 in order to not wake the giantess and get to the other side. If she is awoken, players must out run her to escape. Use a 5x5 grid centered on her anyone who gets to the edge of it escapes.
Giantess: 30sp, 5 power, 5 stamina, 3 speed, 3 ego, 4 will, 3 insight


11. Mirror Room Players fight evil mirror images of themselves with 5sp but their same assets and powers



12. Casino: In each room the players find 0-3 coins. They may use it to spin the slot machine 1-100
1-10: Spawns an imp
11: Blessing of the Gods: Entire party gains a +2 to all rolls for the next room.
11-28: nothing
29: Teleports players to Chapel
30: Lucky charm, entire party gets one free reroll for a future roll
31-41: 3 coin
41-58: nothing
59: 10 coins.
60-65: +1 sp to all if i
66: Teleports players to Demon realm
67-71: +1 sp to all
72: +1 AP 73-89: nothing
90: Spawn Giantess
91-99: Nothing
100: Curse of the maze: Entire maze is regenerated and randomized around the casino room.




13. Double Room: This room takes half the amount of enemies from one and half from another. If one has an environmental effect it uses it. If neither do it takes one from a randomly selected third, although the effect applies to the enemies that are not originally from that room. If both have an environmental effect one is randomly selected.


14. Harpy Cavern: Fairly self explanatory.
Harpy 5sp, 3 power, 3 stamina, 3 speed, 2 ego, 2 will, 1 insight, forcefeed, pack tactics
1 Mother Harpy:12sp, 3 power, 5 stamina, 3 speed, 3 ego, 3 will, 4 insight, dinner bell, rebirth, surrogate, unbirth age: Old (think milf)


15. The Pheromone Room: A strange and intoxicating scent floats through this room, each adventurer must roll will check,
1-5: They attempt to consume a member of their party. (If they succeed on the roll to consume their friend the pheromones will stay active until they fully succeed or fail)
5-10: They resist the urge to consume their friend.
While this is happening they must manage to escape the room 5x5 grid.


16. The Treasure Room: Nothing to see here, just treasure, definitely, only treasure. I promise. Would I lie to you?



Boss Rooms:


Lair of the Trap Mistress: The players must defeat the trap mistress
Trap Mistress 20sp 3 power, 4 stamina, 3 speed, 4 ego, 3 will, 3 insight, trance, purification, meditation
each turn the players roll a 1d6 and one of these traps/events happen to them
1: Poison Needles: the player is hit with a neurotoxin. The player gains tired, if they have tired they gain sleep
2. Trip Wire: If the player gains prone
3. Dud, nothing happens
4. Spring: A part of the floor fires the player into the air, the trapmistress will likely catch that player with one of her consuming orifices. If the trapmaster is not grapple, she makes a free gulp attack on the player
5. Blunt trap: A player is hit with a blunt object dealing 1sp damage, player cannot be killed by this, should they get to 1hp they gain prone
6. Fake Trap: Startles the player but doesn't do anything, the next trap is more effective
Poison Needles: Player gains sleep
Trip wire, player gains prone and bound
Spring: Player is vored by trapmaster
Blunt: 2 sp damage

Plant Maiden's Grove: The plant maiden is a legendary dryad who lives in a solitary grove. She really doesn't like to be disturbed.
Plant Maiden: 30sp 3 power, 4 stamina, 3 speed, 4 ego, 5 will, 4 insight, harvest, mother's embrace, rebirth, surrogate
Plant Girls: 6sp, 3 power, 3 stamina, 3 speed, 2 ego, 2 will, 1 insight, pack tactics, coiling, asset: tendrils
Chapel:
Enivornmental: If a player rolls an 18 or above they get a -2 for five turns.
Paladin: 15hp, 1d16, can smite a player and lose a turn every four rounds.
Angelic Avenger: 1d10, 4hp,takes -1 damage.

Demon Realm: This doorway leads you directly into wretched plane of sexual demons.
Environmental: If a natural 1 is rolled by a player an imp is summoned
Either 8 imps: 5f 3m
Imp: 5 sp, 2 power, 3 stamina, 3 speed, 3 ego, 2 will, 1 insight, pack tactics, nimble git, opportunity, rump dump
Or 1 Greater Succubus: 25 sp, 4 power, 5 stamina, 2 speed, 5 ego, 4 will, 5 insight, mind tendrils, wet dreams, charming wink, hypnosis, empathic surge, vamp, drain youth




Adventurers lost to the maze: 4
One fell into a breast trap and never seen again.
One was swallowed by the greater succubus's ass.
One was made a fuck slave by the succubus and her imps.
One was absorbed in the rear of a slimegirl

Victors:
None

Change log:
-Seperated and added boss rooms
-Added Pheromone room
-Added Chapel + Demon Room
-Added Mirror Room due to some input from a friend.
-Nerfed Succubus, was CRAZY powerful. :-P
-Added Harpy Cavern, double room, casino.
-Reworking system to be a bit faster
-Moved to FAPP system (some testing must be done)
Those who requested to try the dungeon but I could not run ((They receive preference until they get to go)):
Summoner_Akali
Edouin
NocturneWolf
Octovia
Steph_Tsunade


((Any more ideas, feel free to msg)).
((If I seem busy or have a DND up or am offline, a pub works too))
((Of course, a WIP)) Ideas: Womb or inside level