Perils of Perversion Playtest
Perils of Perversion Playtest
Rooms
A. Entryway
B. Lounge Room
C. Hallway
D. Reading Room
E. Kitchen
F. Larder
G. Connecting Room
H. Portrait Hall
I. Sunroom
J. Playroom
K. Guardian’s Nest
L. Butt Room
M. Library
XP Budget
Content
Bestiary
Items
Traps
Appendices
Cursed Item Template
Magic Item Template
Stat-Block Template
Trap Template
Rooms
A. Entryway
The archway into the dungeon is flanked by a pair of naked figures, one obviously male and
the other obviously female, holding up a wide copper bowl. The room beyond is dimly lit, and
hewn of stone. A trail of some kind of fluid leads through an archway in the east wall.
B. Lounge Room
This room has plushly adorned furniture scattered about, and the walls are draped with
tapestries depicting people in sexual positions that could best be described as luxurious.
There are openings to the south and west.
C. Hallway
Drips and splatters lead from the room in the north through to a door in the south-east wall.
D. Reading Room
This stone room is mostly unadorned. There is a door and an archway in the western wall,
and another door in the north wall, and the eastern wall is painted a dull black. The south
wall has a bookcase made of ebony wood, about half full of books and floor-to-ceiling, with a
ladder leaning against it at one end. The room is filled with light from a sunroof in the ceiling.
There is a small table and two chairs.
The eastern wall is really an illusory wall (DC 17). Moreover, a creature passing through the
wall before it is dispelled has disguise other (DC 15) cast on them, disguising them as a
naked and aroused orc. This alters their voices, but does not prevent them from speaking
intelligibly. It also makes them appear more threatening, hiding actions that would give
others a clue that they are not what they seem (such as attempting to pick a locked door),
but not actually making them appear to attack if they are not. It is dispelled if they leave the
room.
Behind the illusory wall, a door to the south is locked (Disable Device DC 20).
E. Kitchen
This room appears to be a kitchen. The south-eastern section has several large tables
flanked by benches. The rest of the space has various hearths, pots, kettles, and ovens.
Most of the hearths are cold, but a single lit oven illuminates the northern section of the
room, and the rest dimly. There is a door to the west and an opening into another room to
the east.
4d6 just one more cookies rest next to the oven, freshly baked. The door in the west wall is
closed, but not locked. Opening the door triggers an aphrodisiac dart trap (CR 1/–1).
F. Larder
This room is dark, and filled with shelving. While the shelving is stacked floor-to-ceiling with
boxes, many of them appear to be empty, or even rotted. Those that aren’t are sealed tight
against the elements. There are doors to the east and west.
The party can find perishable food in this room, but nothing else. The east door is trapped
(see E). The northern wall contains a secret door (DC 20 Perception) hidden behind an
empty box. Opening the door triggers the trap (see L).
G. Connecting Room
This room is largely empty. Dust fills the air, but a skylight lets in plenty of light. There are
doors in the east and south walls.
H. Portrait Hall
The walls of this room are covered in crudely painted portraits, mostly of ifrit but also of other
creatures, including goblins, gnolls, and a minotaur. More portraits are stacked against the
walls. The room is well lit by torches. There are doors to the north and east.
J. Playroom
The walls of this room are lined with tool racks, containing whips, paddles, and ropes. Racks
and harnesses are arranged around the room like furniture. There are doors to the north,
south, and east.
The door to the toyroom to the east is locked (DC 20 Disable Device).
1. Toyroom
This room is stocked neatly with boxes, marked with skulls and love hearts.
If the PCs search this room, they can find plenty of whips, paddles, hemp ropes, low-quality
chains, manacles (both padded and not), padlocks, gags, and blindfolds. Any locks they find
are of poor quality (Disable Device DC 15). One of the whips is the whip of excruciating
pleasure.
K. Guardian’s Nest
This room is well lit by a simple cast metal chandelier. In the center is a nest made out of
torn scraps of clothing. There are doors to the north and west.s
L. Butt Room
The walls of this dimly lit chamber are covered floor to ceiling with round protrusions that
resemble plump human buttocks. There is an opening into a corridor in the south-east wall.
Both secret doors into this room are obvious from this side, and have simple levers to open
or close. The buttocks adorning the walls are made of some kind of soft, compressible
material, and have a smooth surface.
A small pile in the corner (Perception DC 10, or DC 15 in dim light) contains three elixirs of
endowment, one cursed elixir of endowment, and a paste of reduction.
M. Library
This room filled with bookshelves, with a set of files near the entrance. Alcoves to the north
and south contain more bookshelves, as well as comfortable looking chairs.
Among the many mundane books in this library (+2 to knowledge checks made using the
library, and these checks may be made untrained), there is also a lesser book of extended
summoning and a bookplate of recall.
2. Coatroom
This room contains a variety of hooks, shelves, and racks, and appears for all intents and
purposes to be a coatroom. There are no items adorning any of the furniture. There are
doors to the north and south.
The door to the north is trapped with a mosh pit trap (CR 4/+2).
Content
Bestiary
Gnoll
Gnoll CR 1
XP 400
CE Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft.; Perception +0 (female) or +2 (male)
Corruption Score 3
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 dodge, +1 natural)
Focus 17
Resolve 11 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee spear +3 (1d8+3/x3)
Ranged spear +1 (1d8+2/x3)
Tease –1 (1d6–1)
STATISTICS
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Dodge, Power Attack
Skills Intimidate +4 (female); or Perception +2 (male)
Languages Gnoll
Perversions domination (female); or submission (male)
Other Gear studded leather armor, spear, 753 gp elsewhere in dungeon
BODY
Ass and Breasts ass 2”, breasts B cup (female); ass 1” (male)
Genitalia ovaries, psudopenis 8”, vagina 10” (female); or penis 5”, testicles 4” (male)
Other Capacities anus and mouth 1’ 2”, throat 8”
Goblin
Goblin CR 1/3
XP 135
Goblin warrior 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
Corruption Score 1
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
Focus 15
Resolve 5 (1d10)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d4/19–20)
Ranged shortbow +4 (1d4/×3)
Tease –2 (1d6–2)
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Other Gear leather armor, light wooden shield, short sword, short bow with 20 arrows, 206
gp elsewhere in dungeon
BODY
Ass and Breasts ass 2”, breasts D cup (female); or ass 1” (male)
Genitalia ovaries, vagina 7” (female); or penis 5”, testicles 2” (male)
Other Capacities anus and mouth 9”, throat 5”
Fallen Adventurers
Male fallen warrior CR 1/2
XP 200
Male human warrior 2
N Medium humanoid (human)
Init +0; Senses Perception +0
Corruption Score 3
DEFENSE
AC 18, touch 10, flat-footed 18 (+6 armour, +2 shield)
Focus 17; –2 vs. fetishes (big butts); +1 lust from teases
Resolve 13 (2d10+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+4/19–20), or
throwing axe +3 (1d6+4)
Ranged throwing axe +2 (1d6+2)
Tease –1 (1d6–1)
Special Attacks ejaculate (DC 12)
STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 13
Feats Chosen Mutation (cum factory), Power Attack, Weapon Focus (heavy blades)
Skills Intimidate +4
Languages Common
Perversions easy (+1), fetish (big butts), restless
Combat Gear potion of cure light wounds (30% chance for least potion of corrupt vigor
instead); Other Gear longsword, throwing axes (5), chainmail, heavy steel shield, other
treasure (carved jade idol worth 80 gp, rough turquoise worth 5 gp, 4 gp, 15 sp, 60 cp)
BODY
Ass and Breasts ass 1”
Genitalia penis 5”, testicles 1’5” (14 lbs.)
Other Capacities anus and mouth 12”, throat 7”
SPECIAL ABILITIES
Ejaculate (Ex) Once every 1d4 rounds, the fallen warrior may ejaculate over enemies in a
15’ cone to cause them to receive 1d6 lust. A successful Reflex save (DC 12) halves
this lust. This is an aphrodisiac effect. The save DC is Constitution based.
Fallen adept CR 1
XP 200
Female human adept 3
N Medium humanoid (human)
Init –1; Senses Perception +2
Corruption Score 4
DEFENSE
AC 14, touch 10, flat-footed 13 (+4 armour, –1 Dex, +1 dodge)
Focus 20
Resolve 19 (3d6+9)
Fort +2, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee dildo of spell hurling +1 (1d6), snake tail bite –4 (1d4)
Ranged ray +2 touch
Tease mage tongue +5 (1d6+2), or
other +3 (1d6)
Adept Spells Prepared (CL 3rd; Concentration +5)
1st—ball of lust (DC 14), ball of lust (DC 14), mage armour
0 (at will)—detect magic, guidance, mage tongue
TACTICS
Before Combat The fallen adept casts mage armour.
Base Statistics Without her spells, the fallen adept’s statistics are: AC 10, touch 10,
flat-footed 9.
STATISTICS
Str 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +1; CMD 10
Feats Dodge, Lightning Reflexes, Spell Focus (enchantment), Weapon Focus (ray)
Skills Sex +3, Spellcraft +6
Languages common
Perversions bukkake, cumslut, domination, sadism
Combat Gear potions of cure light wounds (2, 30% chance each for least potion of corrupt
vigor instead); Other Gear dildo of spell hurling
BODY
Ass and Breasts ass 7”, breasts E cup
Tail living snake
Genitalia ovaries, vagina 1’ 1”
Other Capacities anus and mouth 1’ 2”, throat 8”
Harpy
Harpy CR 4
XP 1,200
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +7
Corruption Score 7
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 natural)
Focus 23
Resolve 45 (7d10+7)
Fort +4, Ref +7, Will +6
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
Tease +13 (3d6+3), or
+11/+11 (3d6+3)
Special Attacks captivating song
STATISTICS
Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Base Atk +7; CMB +8; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Multi-Tease, Skill Focus (Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5, Sex +13
Languages Common
Treasure standard (leather armor, morningstar, potion of fertility/virility, potion of delay
poison, scroll of keen senses, scroll of flaming sphere)
SPECIAL ABILITIES
Captivating Song (Su) A harpy's song has the power to infect the minds of those that
hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from
other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw.
Failure means that the victim is captivated, and the harpy may immediately tease them
as a free action. A creature that successfully saves is not subject to the same harpy's
song for 24 hours. A victim under the effects of the captivating song moves toward the
harpy using the most direct means available. If the path leads them into a dangerous
area such as through fire or off a cliff, that creature receives a second saving throw to
end the effect before moving into peril. Captivated creatures can take no actions other
than to defend themselves. A victim within 5 feet of the harpy simply stands and offers
no resistance to the harpy's attacks. This effect continues for as long as the harpy sings
and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is
Charisma-based.
BODY
Ass and Breasts ass 6”, breasts DD cup
Genitalia ovaries, vagina 1’ 2”
Other Capacities anus and mouth 1’ 6”, throat 11”
Ifrit
Ifrit sorcerer CR 1/2
XP 200
Ifrit sorcerer 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception –2
Corruption Score 3
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armour, +3 Dex)
Focus 14
Resolve 5 (1d6–1)
Fort +1, Ref +3, Will +0
Resist fire 5
OFFENSE
Speed 30 ft.
Melee scimitar +0 (1d8/18-20)
Tease +4 (1d6+3), or
+2/+2 (1d6+3)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
7/day—elemental ray (1d6 fire)
Bloodline Elemental (fire)
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day—burning hands (DC 15)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—mage armor, magic missile
0th (at will)—acid splash, detect magic, flare (DC 14), prestidigitation
TACTICS
Before Combat ifrit sorcerers cast mage armour
Base Statistics without their spells, an ifrit sorcerer’s statistics are: AC 13, flat-footed 10
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar), Multi-Tease
Skills Bluff +7, Knowledge (arcana) +5, Sex +4, Spellcraft +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, fire affinity
Perversions addiction, showoff, size king/queen
Other Gear scimitar, 375 gp elsewhere in the dungeon
SPECIAL ABILITIES
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma
score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with
the Fire domain use their domain powers and spells at +1 caster level.
BODY
Ass and Breasts ass and hips 4”, breasts D cup; or ass and hips 1” (male)
Genitalia ovaries and vagina 11” (female); or penis 8”, testicles 3” (male)
Other Capacities anus and mouth 1’, throat 7”
Minotaur
Minotaur CR 4
XP 1,200
CE Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +10
Corruption Score 7
DEFENSE
AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
Focus 21
Resolve 45 (6d10+12)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning
OFFENSE
Speed 30 ft.
Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2)
Tease –1 (3d6–1)
Space 10 ft.; Reach 10 ft.
Special Attacks aphrodisiac cum (1d6+2, DC 17), powerful charge (gore +11, 2d6+6)
STATISTICS
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Great Fortitude, Improved Bull Rush, Power Attack, Strong Back
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4
Perception, +4 Survival
Languages Giant
Treasure standard (greataxe, 2 elixirs of endowment, rough opal worth 250 gp, potion of
reduce person, 6 gp, 40 sp)
SPECIAL ABILITIES
Aphrodisiac Cum (Ex) The scent of minotaur cum is a powerful aphrodisiac. Each round
during which a minotaur is aroused, all creatures within 15 ft. must make a Fortitude
save (DC 17) to avoid taking 1d6 lust + the minotaur’s Constitution modifier. A strong
wind (21+ mph) negates this effect. The save DC is Constitution based.
Easy (Ex) Minotaurs are particularly easy to arouse. When they are subject to a
successful tease attack by someone they think they can breed with, they become
aroused.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess
innate cunning and logical ability. This gives them immunity to maze spells and
prevents them from ever becoming lost. Further, they are never caught flat-footed.
BODY
Ass and Breasts ass 2”
Genitalia penis 1’ 8”, testicles 1’ 2”
Other Capacities anus and mouth 3’, throat 1’10”
Items
Dildo of Spell Hurling
Aura faint evocation; CL 3rd
Slot —; Weight 1 lb.
DESCRIPTION
This oddly-shaped rod appears to be intended to increase accuracy with ranged spells. It
grants a +1 bonus on ranged touch attacks made as part of a spell. However, it also siphons
a portion of the magic of the spell whenever it is used. Once it has absorbed 10 spell levels
of spell in this way, the magic of the next spell overflows, influencing its wielder. The user
must make a Will save with a DC equal to the save DC of the spell. Success means nothing
happens, and the user must again make a Will save next time they use the rod. Failure
means that the user is driven to masturbate with the rod. If a user masturbates with the rod
while it has at least five spell spell levels in it, it discharges its power into them and causes
them to suffer a corruption (DC 13).
CONSTRUCTION
Requirements Craft Magic Arms and Armour, truestrike; Cost 500 gp
Appendices
Stat-Block Template
??? CR ?
XP ?
<Race> <class> <level>
<Alignment> <Size> <type> (<subtype>)
Init +?; Senses Perception +?
Corruption Score ?
DEFENSE
AC ?, touch ?, flat-footed ? (+? armour, +? Dex)
Focus ?
Resolve ? (?d?+?)
Fort +?, Ref +?, Will +?
Defensive Abilities ???; DR ?/<type>; Immune ???; Resist <energy> ?
OFFENSE
Speed 30 ft.
Melee <weapon> +? (<damage>/<crit>)
Ranged <weapon> +? (<damage>/<crit>)
Tease +?
Special Attacks ???
TACTICS
Before Combat ???
During Combat ???
Morale ???
STATISTICS
Str ?, Dex ?, Con ?, Int ?, Wis ?, Cha ?
Base Atk +?; CMB +?; CMD ?
Feats <Feat>, <Feat>, <Feat>
Skills <Skill> +?, <Skill> +?, etc.
Languages <Language>, <Language>, etc.
SQ ???
Perversions ???
Combat Gear ???; Other Gear ???
BODY
Ass and Breasts ???
Genitalia ???
Other Capacities ???