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 Simple RP Adventure: Belle's Ballroom

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Caustic_Clown



Posts : 505
Join date : 2013-06-28

PostSubject: Simple RP Adventure: Belle's Ballroom   Wed Aug 03, 2016 8:03 am

Belle's Ballroom
Difficulty: Hard
Recommend Group Size: 3 to 4

Backstory: You have, as part of a group of adventurers, received an invitation to a ball to act as a chaperone for a minor nobleman's daughter. However, when you stop at a nearby inn to rendezvous with the rest of the members, a haggard-looking man overhears your conversation and interrupts you. He's the nobleman in question, and he has no daughter. Indeed, he was recently chased away from his estate as it was taken over by a group of midara, led by a beautiful ringleader who calls herself Belle, and who is enamoured with the concept of balls and masques. It seems she's luring adventurers to her parties for some purpose, perhaps to act as dates? Still, he offers you a hefty sum of coins if your group can chase the midara out.

Mechanics:
The mechanics are simple. Battles operate according to the Simple RP rules. For a refresher see the first post of this thread: http://uponherlips.forumotion.com/t1715-zodiac-sisters-of-the-west-marathon-bossesreworked-player-characters
In addition, you can run from battles in this quest. Both parties make a roll: if the party has a higher roll than the midara, they succesfully escape (though you cannot escape from boss encounters).

The adventure progresses step by step, each one having influence on the next.

(1)Outside the Mansion
As the party approaches the mansion of the nobleman, they will notice that a lot of furniture and papers have been thrown out by the midara in order to make room for their own decorations for the ball. Each present member can make a d6 roll to search the pile for useful items, which get added to the common pool of items of the party. The search can yield the following items:
1:Nothing
2:Elixer
3:Holy Water
4:Scroll of Defense (reduces all Stamina and Willpower damage done to the party by 1/2 for two rounds)
5:Scroll of Purity (dispels and makes the party immune to all Debuffs for two rounds)
6:Scroll of True Aim (the party gains advantage on all attacks for the next two rounds. Adventurers get to roll two dice on an attack and if one is a success, they succeed, even if the other roll fails)
After taking inventory the party enters through the doors...

(2)The Hall
The party now enters the hall, which is lit by a chandelier on the ceiling which covers the area in a warm glow. A double staircase leads to a second floor balcony that runs around the hall, looking down on the area. A melodic voice announces: "Welcome, I take it you all received my invitation? My name is Belle, and you're here not to chaperone me, but to take the lovely ladies of my court on a date to my ball. I have rooms and outfits prepared for you, you'll get to court a beautiful woman, have dinner, take a dancing class, and finally you'll get to enjoy each other's company at my lovely ball. Who knows, maybe you'll even get your fairytale happy ending." She pauses for a moment. "Oh, and don't think of ruining the ball by not playing along. If I have to, I'll turn you into a mindless puppet," she threatens. And then, in a more pleasant tone: "But if you're extra brave and go out of your way to make this night exciting, you might even win a dance with me! Now go up the stairs, you'll find your room easily enough. And don't peek in the ballroom yet, we haven't finished preparing it!"

Over the course of the adventure, adventurers can do things that will make them more likely to have a date with Belle. Adventurers can score points for:
+1 Sneaking into the ballroom early on.
+1 Encountering the Dreamgirl.
+1 Going out of their way to get a Rose for their date's corsage.
+1 Subduing their date with Willpower attacks.
+1 Making it through all the courses at the dinner.
+1 Volunteering for the opening dance with the Bright Ballerina.
+1 Having drinks with Belle at the ball.
+1 Entering the Hedge Maze at the end of the night.
If adventurers are tied for points, Belle will make the fight each other and go on a date with the winner.

(3)The Ballroom (Before Ball)
Any number of adventurers may opt to sneak into the Ballroom early. What they'll encounter is a lavishly furnished marble room with banners hanging on the walls, firefly lights floating around the space and a painted ceiling of cherubs frolicking about in a blue sky. There are also midara maids giving the place a final scrub before the festivities begin. They will spot the adventurers and proceed to shoo them away with their charms. In combat, there will be the same amount of maids as adventurers that entered the room early on.

=Midara Maid=
Stamina: 2 Willpower: 2
Description:
A maid that cleans up nicely, so to speak. Often serves under other, more powerful midara, doing everyday housework and keep weaker visitors at bay.
Abilities:
Caution! Wet Floor (passive)-The Maid has advantage on all rolls avoiding attacks as the adventurers bumble on the slippery floor. They have two roll two dice to make an attack and take the worst result.
Take That To The Cleaners (passive)-Whenever the Maid makes a succesful Willpower attack, she automatically removes all Buffs from the target, cleaning him of any traces of magic with her passion.
Wet Look (action)-Costs 1 Willpower. The Maid conjures a bucket of water to give herself or an ally a Wet Look. The Wet Look Buff lasts for 2 rounds and makes any character who attacks the midara make a roll and on a failure suffer 0.5 Willpower damage as the suddenly visible underclothes arouse him.

As a reward, each character can snag an Elixer from the drinks table set to the side of the room, before they proceed to their rooms.

(4)Personal Rooms/Study/Prayer Room/Arms Chamber

Each character has a room on the upper floor with a bed, refreshments and an outfit tailor-made for the ball. Each character makes a roll: on a success, they effortlessly put on their new clothes and have some free time. On a failure, they struggle with their clothes, finishing just in time for when they're called to collect flowers for corsages from the garden. An adventurer who did not check out the ballroom automatically succeeds this roll.

If they have free time, they can:
-go to the Study and find a sketch of where all the decorations are placed in the Ballroom and what they do, giving him advantage on all rolls involving traps during the ball itself (make two rolls, take the better result).
-go to the Prayer Room and ask for protection from on high (grants a Faith Buff during the next battle, reducing Willpower damage by 0.5 for 4 turns).
-go to the Arms Chamber and sharpen their weapon (grants a 0.5 bonus to the first three succesful Stamina attacks during the next battle).
-take a short nap in their bed. Fully recovers Stamina and Willpower, but also puts them at the risk of encountering the Dreamgirl. Make a roll, and on a failure the adventurer proceeds into battle. He can also choose to voluntarily let him into his dreams to fight her.

=Dreamgirl=
Stamina: 3 Willpower: 3
Description:
Dreamgirls are midara spirits who feed on the dreams of their victims, slowly making them succumb to lust in their sleep. They manifest in place where other midara reside.
Abilities:
Shape Of Dreams To Come (passive)-The Dreamgirl slowly penetrates into the dreams of her victim, taking the shape the victim likes. During the first two rounds, the Dreamgirl is still vague and does 0.5 Willpower damage. During the third and fourth round, her shape is firmer, and she does normal Willpower damage. From the fifth round onward, she has a shape that her victim fancies, and she does 1.5 Willpower damage from that round onward.
Immaterial (passive)-The Dreamgirl does not have enough strength to execute Stamina attacks. However, she also can't be harmed by any physical Debuffs (apply GM discretion on what counts as physical).
Just A Dream (passive)-The adventurer cannot use items during this battle. After all, he doesn't take them with him in his dream.
Lullaby (action)-Costs 1 Willpower. The Dreamgirl sings a lullaby, giving her victim the Drowsy Debuff for two turns. All Actions cost 0.5 extra Stamina or Willpower to execute for those affected.  

After defeating the midara, the adventurer wakes up and finds two doses of Sleeping Powder underneath his cushion (item, gives the target the Drowsy Debuff for two turns. All Actions cost 0.5 extra Stamina or Willpower to execute for those affected). No matter what was done, a maid will then come to fetch them and haul them to the flower garden.

(5)The Flower Garden
All the adventurers, now dressed impeccably, are brought to the flower garden. There, a maid will tell them that they need to collect flowers to make a corsage for their date. Different flowers have different meanings, and the lovelier ones are harder to get, because an Alraune jealously guards the area. The adventurers must make rolls in order to sneak past her. They pick a flower beforehand and must succeed the corresponding number of rolls to succesfully evade the creature's vines.

Orchid (1 roll)-Vine Wrapper (action)-Once per battle, the user may opt to Bind their target in a vine. On a success, the target suffers the Bound Debuff (A Bound character must make a roll to escape at the start of each turn, and if it fails, he stays Bound until the next round (cannot take action, but can dodge attacks)).
Hyacinth (1 roll)-Summon Passion Pollen (passive)-Once per battle, the user may summon a Passion Pollen at the start of their turn. It has 1 Stamina and can only do basic Willpower attacks. It can attack instantly. Debuffs/Buffs have no effect on the creature and it cannot suffer Willpower damage.
Tulip (2 rolls)-Blooming Strength (passive)-From the fifth turns onwards, user's Willpower attacks gain a 0.5 bonus.
Lily (2 rolls)-Second Wind (passive)-If the user of this ability gets reduced to 0 Stamina or Willpower, he or she will recover at the start of next round with 1 Stamina/Willpower. Only works once per battle.
Rose (3 rolls)-Instill Passion (passive)-Whenever the user does a succesful Willpower attack, the target gains the Lustful Debuff for one turn and can only execute Willpower attacks.

If they fail at any time, they get snatched up and must battle the creature. New adventurers drop in as their rolls fail, corresponding to the number they succeed up till then (for example, if two adventurers go for the Rose and one for the Orchid, and the latter fails on the first roll and the former two on the last roll, the latter begins the fight instantly, but the other two only drop in at the start of the third round).

=Alraune=
Stamina: 5 Willpower: 5
Description:
Alraunes are exotic midara usually found in forests. They sometimes pluck a stray adventurer off the road to satisfy their lust, but they're mostly content with tending to their flower gardens.
Abilities:
Vine Entrance (passive)-Any adventurer enters the battle Bound (A Bound character must make a roll to escape at the start of each turn, and if it fails, he stays Bound until the next round (cannot take action, but can dodge attacks)).
Passion Sprout (passive)-For every adventurer that enters the battle after the first, the Alraune automatically conjures a Passion Pollen. It has 1 Stamina and can only do basic Willpower attacks. It can attack instantly. Debuffs/Buffs have no effect on the creature and it cannot suffer Willpower damage.  
Nourishing Nectar (passive)-If the Alraune Defends by closing her flower, she automatically recovers 1 Stamina and 1 Willpower (cannot exceed maximum).
Alraune's Antics (passive)-If the Alraune executes a succesful basic Willpower attack, she can choose to conjure another Passion Pollen, Bind the victim in Vines, or Poison him for two turns (doing 1 Stamina damage at the start of the turn if the sufferer fails the roll).
Vine Slammer (action)-Costs 1 Stamina. All Bound character suffer 1 automatic Stamina damage. Can only be used if two or more characters are Bound.
Pollen Bath (action)-Costs 1 Willpower. Only works if two or more Passion Pollen are on the battlefield. The midara sprays lust-inducing pollen all over the battlefield. All adventurers who fail their dodge roll suffer 1 Willpower damage.

If the party defeats the Alraune, she retreats into her flower and most of the flowers in the garden shrivel up, safe for the ones the adventurers originally intended to fetch. The maid is very displeased at this turn of events, however, which will have consequences during the ball itself. Regardless, she helps them snip the flower into a proper corsage, and they proceed to meet their dates.
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Caustic_Clown



Posts : 505
Join date : 2013-06-28

PostSubject: Re: Simple RP Adventure: Belle's Ballroom   Wed Aug 03, 2016 6:41 pm

(6)Date Meeting

The maid informs the adventurers that their dates are waiting back in their rooms, and that they should go make some small talk before proceeding to dinner. Roll in order to see which date each adventurer gets (in order of participating), and reroll if a date is already taken. The adventurer then proceed to their rooms individually, where they put the corsage on their date's glamorous gown (the date gains the ability corresponding to the corsage), learn each other's names and then the midara will suggest an appetizer, attempting to jump the bones of her date. The midara backs off the moment she is reduced to 1 Stamina or 1 Willpower, and recovers over the course of dinner.

The dating possibilities are:
1: Bookwyrm
2: Candy Fairy
3: Horn Huntress
4: Sylph
5: Ravenzel
6: Centerfold

=Bookwyrm=
Stamina: 4 Willpower: 6
Description:
A midara with draconic blood flowing through her veins, which manifests itself in assembling a hoard of books. Never goes anywhere without a book full of spells and sex positions.
Abilities:
Draconic Line (passive)-Debuffs last a turn less on Bookwyrm due to her strong blood. Furthermore, whenever a Debuff is inflicted on her, the attacker suffers 0.5 automatic Willpower damage due to the feedback.
Spell Memorandum (passive)-If Bookwyrm sees a Scroll item used, she can scribble it down and copy the effect at a later point in the battle. She can only do this once per battle.
Forbidden Tome (passive)-At the cost of 0.5 Willpower at the start of her turn, Bookwyrm can switch between what spell she has prepared (she start out with Gale). All spells do the same Willpower damage, but create different status effects. She can choose between Gale, Blizzard, Roots and Bio, and the effects are listed below.
Fiery Passion (action)-Costs 1 Stamina. Attempts to kiss the target with fiery passion. Upon a success, the target takes one Willpower damage and must consume a potion of his choice due to his dry throat. If he can't complete this action right then and there, he takes an additional 0.5 Stamina damage.
Cast Spell (action)-Costs 1 Willpower. Upon a success, the target takes 1 Willpower damage and suffers from the following Debuff, depending on the spell:
-The winds of Gale make the target Dizzy for two turns, and whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self).
-The ice of Blizzard makes the target Frozen, making the sufferer unable to act for this turn unless hit by a Stamina attack in the meantime, in which case the target takes 0.5 extra Stamina damage.
-The vines of Roots make the target Bound, which means she must make rolls until she succesfully escapes.
-The toxic sludge of Bio makes the target Poisoned for two turns, doing 1 Stamina damage at the start of the turn if the sufferer fails the roll.

=Candy Fairy=
Stamina: 6 Willpower: 4
Description:
The Candy Fairy is a sweetie with sweet tooth, who likes to consume all kinds of drinks and candies for her pleasure. Sex is her favourite activity to work off the calories.
Abilities:
Body Shot (passive)-Whenever an adventurer wants to drink a potion while in combat, the Candy Fairy makes a roll. On a success, she seduces the character into drinking the potion from between her cleavage, doing 1 direct Willpower damage to the victim.
Sticky Kiss (passive)-If Candy Fairy does a Willpower attack after using Bubble Blow on the previous turn, her kiss is sticky. On a success, the target also suffers from the Frenched effect. A Frenched character must make a roll to escape at the start of each turn, and if it fails, he stays Frenched until the next round and suffers 0.5 Willpower damage (cannot take action, but can dodge attacks)).
Sugar Rush (passive)-After Candy Fairy consumes a potion, she can instantly do a Stamina or Willpower attack on the same turn.
Potion Snatch (action)-Costs 1 Stamina. Candy Fairy attempts to steal a potion from the target. Upon a success, the potion is snatched from his inventory and appears in hers. She can consume the potion at any time later, which costs her a turn. If she's defeated without consuming the potion, it returns to the owner.
Bubble Blow (action)-Costs 1 Willpower. Candy Fairy blows a gum bubble at the target. On a success, the target suffers the Gummed Debuff for two turns. Gummed characters have disadvantage on dodge rolls (roll two dice, pick the worse result) and do 0.5 less Stamina damage on attacks because they cannot wind up their attack right.

=Horn Huntress=
Stamina: 6 Willpower: 4
Description:
The Horn Huntress is midara from the forest, specialized in tracking down wildlife and sometimes adventurers. She decorates her clothes with antlers, but also prefers another type of 'horn' on occassion.
Abilities:
Sneaky Strike (passive)-Due to Horn Huntress' hunting skills, any first attack on a new foe automatically succeeds.
Stout Strength (passive)-Due to having a body trained for the outdoors, the midara is able to reduce the first Stamina attack she receives during a turn by 1 point.
Trap Setter (passive)-At the start of the battle, the midara can decide whether to set a snare or a poison trap. Depending on choice, an adventurer of her choice must make a roll. On a failure, he is either Bound (a Bound character must make a roll to escape at the start of each turn, and if it fails, he stays Bound until the next round (cannot take action, but can dodge attacks)) or Poisoned for two turns (doing 1 Stamina damage at the start of the turn if the sufferer fails the roll).
Lasso Spin (action)-Costs 1 Stamina. The midara throws a lasso around the target and spins him around. Roll two dice. Depending on the outcome, pick no, one or two effects. The target becomes Bound (a Bound character must make a roll to escape at the start of each turn, and if it fails, he stays Bound until the next round (cannot take action, but can dodge attacks)) and/or Dizzy for two turns (whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self)).
Blow Dart (action)-Costs 1 Willpower. The midara blows a dart loaded with toxins at her target. Roll two dice. Depending on the outcome, pick no, one or two effects. The target becomest Lustful for two turns (can only execute Willpower attacks) and/or Poisoned for two turns (doing 1 Stamina damage at the start of the turn if the sufferer fails the roll).

=Sylph=
Stamina: 5 Willpower: 5
Description:
The Sylph is a whimsical wind spirit who floats around on the breeze no matter where it may take her. She ends up in the company of other midara on occassion, eagerly going along with their kidnapping of adventurers.
Abilities:
Whimsical Weather (passive)-Sylph subtly influences the atmosphere around her, making it change every round. The cycle goes from Clear (no effect) to Foggy (all attacks have disadvantage, take the worst of two rolls) to Damp (all midara have Wet Look, any character who attacks a midara makes a roll and on a failure suffer 0.5 Willpower damage as the sticky clothing clearly shows their underclothes and introduces lewd thoughts in the character's head) to Hot (the cost of all Willpower aand Stamina actions increase by 0.5) and back to Clear again.
Swift Speed (passive)-Swift as the wind, Sylph may execute an extra Stamina or Willpower attack every three turns.
Clear the Air (passive)-For 0.5 Willpower, Sylph may move the cycle of Whimsical Weather one phase forward or backward at the start of her turn.
Tornado Kick (action)-Costs 1 Stamina. Sylph executes a spinning kick powered by the wind that does 2 Stamina damage upon a success. Regardless of outcome, Sylph is Dizzy for the next two turns (whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self)).
Wind Up (action)-Costs 1 Willpower. Sylph uses the power of the wind to whip up all the skirts of the midara on the battlefield. Upon a success, this action does Willpower damage to the target equal to 0.5 times the number of midara on the battlefield.  

=Ravenzel=
Stamina: 4 Willpower: 6
Description:
Ravenzel is a blackhaired beauty with excellent choice in style and hair care. She enjoys making other midara prim and shining with her magical make-up products.
Abilities:
Beautify (passive)-Ravenzel picks one midara at the start of battle and gives her a 0.5 Buff on Willpower attacks after a make-over (can only use on self if no other midara are in battle). This lasts until the midara in question takes more than 2 Stamina damage in the battle.
Spotlighting (passive)-Instead of attacking by herself, Ravenzel can pick another midara to do a basic Willpower attack on her turn. That midara does not lose a turn.
Lipstick Coating (passive)-Ravenzel can coat her lips in either Passionate Pink (Lovey-Dovey Debuff for two turns, sufferer cannot take actions that do damage to the user), Ravishing Red (Thirsty Debuff, sufferer must consume a potion of his choice due to his dry throat. If he can't complete this action right then and there, he takes an additional 0.5 Stamina damage) or  Blinding Black (Blind Debuff for two rounds, meaning the sufferer has disadvantage on any attack they aim. They must roll two dice and take the worst result of the two). She can freely switch these at the start of her turn. If she lands a critical success on a target, the relevant Debuff occurs.
Remover (action)-Costs 1 Stamina. If succesful, Ravenzel sprays a remover on the target, doing 1 Stamina damage and removing any Buffs.
Catwalk (action)-Costs 1 Willpower. All midara on the battlefield get to do a Willpower attack on the target as they pose on a conjured catwalk.

=Centerfold=
Stamina: 5 Willpower: 5
Description:
(to be updated)
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unknownwatcher



Posts : 110
Join date : 2010-05-16

PostSubject: Re: Simple RP Adventure: Belle's Ballroom   Fri Aug 05, 2016 11:17 am

sounds great, I'll throw my hat in using Robert Kennedy. Let me know if this is all right Very Happy

=Robert=
Stamina: 5 Willpower: 5
Description:
A roughneck who left his village after beating everyone in the two-horse town in fisticuffs. Midara wasn't what he expected to face, but if they thought they could challenge him, all was even.

Abilities:
Boxing Stance (passive)-If Robert Defended the previous turn, his next Stamina attack has advantage (he gets to roll two dice and if one is a success, he dodges succesfully, even if the other roll fails).
Rough Love (passive)-If Robert does 1 or more Willpower damage to a target, that target gets an additional 0.5 automatic Stamina damage from his rough manner of loving.
Bottle Toss (passive)-If Robert consumes a potion, he can execute a free Stamina attack instantly.
Glower (action)-Costs 1 Willpower. Robert endures attacks and builds up his rage. For each attack that succesfully hits Robert during this round, he gains a 0.5 bonus on his next Stamina attack.

Personal Training(action)-Cost 1 Stamina. Robert "teaches" a Midara a combat techinque in the most lewd way possible! With a successful roll, the Midara loses 2 willpower. however, regardless of success or failure, the Midara learns that move and can use it for the remainder of the adventure. If the move isn't listed, it's considered to cost 1 stamina and deal 1 willpower damage.

Haymaker (action)-Costs 1 Stamina. If this attack succeeds, it does 1.5 Stamina damage, and if the target is brought down to 2 or less Stamina, she instantly forfeits her next turn (does not count as Debuff).
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Ninja_Named_Bob



Posts : 29
Join date : 2015-12-06
Age : 26

PostSubject: Re: Simple RP Adventure: Belle's Ballroom   Sat Oct 29, 2016 4:20 pm

Wanting to join with Kai Hitsuko!

==Kai Hitsuko==

Stamina: 15
Willpower: 15

Outfit:
-> Hooded cloak/face mask: (+1 resistance to kiss/lipstick effects/scent effects)
-> Leather boots (+1 to reflex)
-> Leather wrist guards (+1 to defense)
-> Black Tunic
-> Black trousers

Weapon:
-> Crescent-shaped daggers (Slashing)
-> Bow w/ 20 arrows (Piercing)

Three Personality Traits:
Focused, Goal-oriented, Cynical

Background: Member of a criminal organization known as "The Hand". Thievery and espionage are the name of the game; and it sounds like the game is afoot!

P-3
S-1
T-2
F-2
A-3
R-4
Rec-1


Ability
Nimble-passive-
If you roll a 5 or higher on the dice roll for Reflex, you gain a +1 bonus to your next total Reflex score.
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PostSubject: Re: Simple RP Adventure: Belle's Ballroom   Today at 1:25 am

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