Klo's Pervy Dungeon #2: Blindfold of Unexpected Bondage

Story by KlonoaPrower on SoFurry

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Presenting kritterfox (FA) in a drawing by ereshkigal234 (FA)

Mwa ha ha! I did another one, just like I wanted to! These are in fact a lot of fun, and I'm certainly enjoying them to be sure! Suggestions and comments are always welcomed and appreciated, so thankies much everyone!


Blindfold of Unexpected Binding

Description: This item appears to be a normal looking pair of reading glasses or spectacles. Upon closer inspection though, you can see that the glass on the lenses is tinted just a darker shade of black. Casting Detect Magic will reveal that the item is indeed magical and will even reveal that it grants the wearer Low-Light Vision and Darkvision 60 ft. The glasses sit like normal glasses on the wearers head, and begin to glow with a dim golden light when worn. Their curse does not take affect until the wearer tries to remove them. Note: the wearer must actively try to remove them, getting them knocked off in combat or someone snaching them from the person has a different effect.

Curse: Blindness: If the wearer attempts to remove them, they immediatly must make a Will Check (DC 21), or find themselves unable to do so. If they succeeds, they can still feel the suggestion magic lingering in their mind, but they don't gain any insight as to what it was from, or what it planned to do. If they fail, the glasses gain their true form as the lenses darken to pitch black and the material of the whole frame changes to that of leather, latex, or metal (depending on the creator of the blindfold, it can be any opaque material). Magically sealed upon the wearer's face, they are now blinded and suffer all penalties associated with it (50% miss chance, unable to 'see' other's locations, instantly fail all spot/search checks and any other checks dealing with sight).

Curse: Dehabilitation: In addition to the Blindness effect, in 1d4 rounds after it takes place, the second phase of the curse takes place. While the bondage doesn't actually exist, the blindfold makes the wearer believe that they are being bound up and prevented from doing certain things. The wearer must roll d% and consult the table below, following any effect that take place. Any effect that takes place lasts for 2d6 + 2 hours, after which, the wearer is returned to normal with the glasses on. If the Fully Bound effect is rolled however, that effect lasts for 2d4+1 days, during which, the wearer does not need to eat or drink.

d% Effect 1 - 15 Gag 16 - 30 Arm Binder 31 - 45 Leg Cuffs 46 - 60 Ear Muffs 61 - 65 Gag + Roll Again 66 - 70 Arm Binder + Roll Again 71 - 75 Leg Cuffs + Roll Again 76 - 80 Ear Muffs + Roll Again 81 - 90 Hog Tied 91 - 94 Spread Eagle 95 - 98 All Fours 99 - 100 Fully Bound

Gag - The wearer believes their mouth has been sealed. Wearer cannot speak and all spells that require a verbal component instantly fail. In addition, any skills or actions that require speech also fail. Depending on the imagination of the wearer, they could have their lips pressed shut like a muzzle was placed over them, or spread wide such as a ball was pushed between them, the blindfold feeds of the wearer's image.

Arm Binder- The wearer believes that their arms are bound tightly in a tight V or U binder behind their back. They instantly drop anything they are holding and cannot use their hands or any action that requires them. All spell with material components cannot be cast like this.

Leg Cuffs - The wearer believes their legs are bound together in such a way that they cannot be seperated, leaving them to stumble around. Their maximum movement speed is reduced to one/fourth of their normal speed, and they cannot run or take a double move. The wearer no longer can recieve their Dexterity bonus to their AC. In addition, any action that requires physical ability (combat, lifting, pushing) requires a balance check (DC 10) to avoid stumbling to the floor. Being hit by an enemy attack also requires the wearer to make this check.

Ear Muffs - The wearer believes that their ears have been covered or filled with a thick goop that prevents them from hearing. They are now deafened as well. All listen checks are considered a instant failure and spell casting with verbal components has 20% chance of failure.

  • Roll Again - Wearer gains the effect of this roll and must immediatly roll again, adding the new effect to this one.

Hog Tied - Arm Binder and Leg Cuffs are removed if this effect is rolled. The wearer believes that they have been flung onto their back and have had their arms and legs lifted into the air before wrapped up tight by a thick line of rope. They are considered helpless and unable to take any movement or attack action at all. Any spell casting with material components is an instant failure and all other spells must pass a Concentration Check (DC 15).

Spread Eagle - Arm Binder and Leg Cuffs are removed if this effect is rolled. The wearer believes that they have been tied down to the floor, face up with all of their limbs stretched out to their limits. Same penalties as Hog Tied.

All Fours - Arm Binder is removed if this effect is rolled. The wearer flumps down onto their kneeds as their arms are dragged across the floor to their legs. They believe that their wrists and ankles have all been tied up in one thick strand of rope and are left helpless on the ground. Same penalties as Hog Tied.

Fully Bound - Immediatly adds Gag and Ear Muffs if they are not on the wearer. Arm Binder and Leg Cuffs are removed if this effect is rolled. The wearer ceases up and believe that they have been fully encased in a tight latex or rubber suit. The suit allows the wearer to breathe, but nothing more, and feels so tight on the wearer, they don't even have the capibilty to move at all. The wearer is completely helpless, cannot cast spells at all, and cannot take any movement, combat or skill actions.