Klo's Pervy Dungeon #3: Floor Traps of Perilous Encasement
Image, Footpaws and Test Subject provided by kritterfox (FA)
Go watch him, now... I ish serious!
So... anyway, my pervy mind started wandering again and well... you can see the results of my pervy nerdiness. Comments and questions are awesomes!
Floor Traps of Perilous Encasement
In addition to normal pit traps such as pools of ooze or quicksand, many spellcasters employ more magical means in order to ensnare those who would attempt to invade their personal domain. In general, the traps can be made of any materials, the most common being stone, metal and rubber.
The traps themselves are normally disguised as solid flooring or carpeting. Despite what their name might suggest, a clever spellcaster might choose to employ his abilities and create such traps on walls, made to appear as doors or surrounding a secret passage into his inner sanctum to deter those looking for secret entrances. During the creation of the trap or as long as the caster is within 30 ft. of the trap, they may choose to set the condition of the trap triggering. Most common condition includes 'anyone but the spellcaster is affected by it', but the magic is powerful enough to contain advanced conditions such as 'all Lawful or Good creatures' or 'When any 3 creatures are standing on it'.
Should a creature trigger the trap, they must immediately make a Reflex saving throw based on the type of trap and the spellcaster whom had casted it. The saving throw is equal to DC 18 + (1/2 Spellcaster's caster level) + (5 if ensnaring tendrils is used). If the creature should succeed the saving throw, the trap clearly swirls around in front of them for a few moments, giving them and their party enough time to avoid it in the future. If they should fail, the material grapples onto them and holds them immobile.
If the caster used ensnaring tendrils with his trap, when activated, the trap springs forth a 5d4 inky black tentacles toward each target. These tentacles worm themselves through the cracks and folds of their targets armor to infect the target with their poison. Each tendril makes a melee attack on their target for every round they are stuck in the trap (+7 atk bonus, target gets no dex bonus, target gets no armor or shield bonus unless they are magical). For every successful attack, the target temporarily loses 1 point of strength (Fort DC 23 Negates) and 1 point of wisdom (Will DC 23 Negates) as the poison saps the target's strength while forcing lust to build up inside of them.
Each round the target is in the trap; they must attempt a grapple check against it (DC 30). For each round that they fail this roll, the DC is increased by 5. Should the creature succeed the roll, they manage to make progress and tug away from the trap, reducing the DC by 3. Should they succeed their roll by 10 or more, they break free of the trap completely. Should they ever fail by 10 or more, or their wisdom score falls under 3 (due to tendril poison), the creature submits and is engulfed completely by the trap.
If the creature becomes engulfed by the trap, they are completely at its mercy. First and foremost, the creature is completely held immobile and is unable to cast any spells or take any actions. Any senses besides touch are suppressed magically, and any spells that were active at the time on the creature are dispelled. While trapped, the creature has no need to eat or drink or pass waste. The material shifts and rolls around the creature's body, removing any articles of clothing and equipment that fell into the trap and depositing them in a storage section. The material then begins to violate the trapped creature, filling it with the magical material that makes up more of the traps. Females will be able to feel their nether regions being spread apart while males will be able to feel a thin tendril of the material slip down their cock passage. More material will flood inside of creature's anus and mouth as well, warm magical material pumping right into their belly. While feeling incredibly pleasurable, the material wreaks havoc on the creature's psyche, and they must make a Will save (DC 15 + 1 per round trapped) or give into the impossible pleasure.
When the creature fails their final will save, they are inexorably bound to the trap and its caster. The material that has been pumped into their body coalesces into a gel like substance that continues to radiate pleasure through out them and they can feel every orifice of their stuffed completely full. The creature is unable to orgasm or find relief in any form, and should the creature attempt to going insane from the torment, the trap is advanced enough to cast a calm mind spell (No Save) on them to revert them back to their tormentable state.
In addition, should the caster desire it, the trap can eject the creature in a sealed statue form. This form is effectively the same as being trapped within, but will allow the sense of touch to echo through to the creature. The caster can also choose to edit to adjust any parts of the creature statue, including and not limited to its standing position, the size and shape of any of it's features, and material make up of parts of the creature (providing the caster has the material on hand to fuse to the statue). The only way to escape such a trap would be by a wish or miracle spell, or the caster choosing to dispel it upon the subject.
Example: Klo, a twentieth level wizard, decided that his treasure vault needed a little more protection. So, he decided that a false door where the vault should be would be more than sufficient to stop anyone who had hopes of getting that far. After a month of weaving spells and enchantments into the seemingly metal door, his rubberized floor trap with ensnaring tendrils was complete. Since it was designed to deter everyone, he simply decided on the condition that it would attempt to capture anyone who touched it.
Kritter, the 13th level fox rogue, had decided to attempt to sneak into Klo's vault and pilfer the massive treasure that lay within. He had no trouble with any of the earlier traps and soon reached the vault door. Tentatively, he slowly stuck out his paw to examine the door for anymore traps. However, being a magical trap, Kritter was caught unaware by it. The black rubbery tendrils shoots out toward his outstretched paw and legs, attempting to grasp them as the fox quickly makes a reflex save to get away. The fox rolls his d20 landing on a 15, and adding his reflex bonus (+8), plus his trap sense bonus (+4) and his dex bonus (+3), gives him a total score of 30 for the check. However, the Trap DC of 33 is too high for him to overcome and the tendrils quickly grasp onto him.
By now the fox begins to struggle and panic as he's drawn closer to that looming rubbery black wall, the illusion of the vault door temporarily suppressed. The DM has rolled that 14 tendrils have come out of the wall to attack the fox and he finds himself defending against the lot of them. With only his +2 armor to aid him, Kritter only has an AC of 14 against them, so10 of the attacks slip through and strike his body, injecting that lust filled poison into him. He desperately makes the fortitude and will saves to avoid succumbing to it, but he can feel his knees tremble with weakness as his undergarments tent up from arousal. He then feels the trap pull hard at him, trying to drag him into it's depths as he struggles hard against it. He grapples with the thing, trying to claw away. With a base attack of +9 and strength already at a -1 penalty, he doesn't seem to have much hope at all. What's worse is that he critically fails the roll, and is submerged completely into the wall in one swift pull.
Trapped in the impossible darkness, the fox can do little but twitch and writhe around as the rubbery goop flows over his body, dismantling his equipment and removing it. Soon enough, he feels a thick bulge of liquid pushing at his muzzle and tail hole at the same time, and with little other choice, opens up. The material floods into his body, cramping him a little, but also making him groan out silently in sheer pleasure. The trap was designed to break down the victim sexually, and this was no exception as he could feel the pleasurable flowing of material over his rigid shaft.
Before long, the poor fox loses his will to resist anymore and feels his body linked with the rubbery material. With the material suppressing all of his other senses, the fox is lost in a sea of his own pleasure and lust, on the edge of orgasm, but never ever able to reach it. The fox loses track of time and why he was even in that place anymore.
In a few days time, Klo came home to check that his belongings were secured and he found that there was one creature trapped inside of his wall trap. Weaving the magic, he slowly pulled the statue form or the rogue fox and grinned. He set the new statue on a pedestal near the trapped door, adjusting the position and form of the fox to be bent slightly over, tail raised, paw on his rump to show him stretching it slightly apart to show off his perky filled up tail hole. Needless to say, the fox couldn't have been more pleased with his success and waited happily for the next victim.