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Chapter 31
by
4og8zzjkc
Day 3 Complete. How About Day 4?
Behind the Scenes: The Water is Acid
The Show-runner
When this season has an event that is settled using the roll of the dice, a Behind-the-Scenes vignette will be provided to help with the context. Since the Pop-Up Challenge was the first to use dice rolls, it would be helpful to explain them here for the clicky-clanky math rock goblins.
For skill checks, we are using a modification of the Powered by the Apocalypse dice system; in case it matters, I played a couple of campaigns of “Monster of the Week”, so that is my primary reference point. Despite the DnD flavor going on, this system is much more granular with skill checks and allows for more interesting storytelling. For those unfamiliar, it is a d6 system where the Game Master literally does not touch a single die. When a skill check is called for, the player will typically roll 2d6, then add the appropriate modifier (which can range from -1 to +3). There are essentially 4 ways a roll can go: a fail (roll of 6 or less) where the player literally fails at whatever task they set out to do; a mixed success (roll of 7 to 9) where the player succeeds, but runs into some kind of problem they may have to resolve later; a full success (roll of 10 to 12) where the player succeeds in the task; and a crit success (roll greater than 12 on a skill check they have the equivalent in proficiency in) where the player succeeds and gets a little bonus. Advantage and Disadvantage adds dice to the skill check, with either the two highest or two lowest rolls counting, respectively. Multiple instances of advantage and disadvantage can be applied.
For this game, I rolled 2 different skill checks. Dexterity checks were used primarily for jumping or dodging the water. Strength checks were used for climbing and swimming fast enough to avoid additional “damage” if a character lands in the water. Players may have needed to roll multiple checks per round, especially if they fell in the water.
For damage, I assigned each player 2 values: “armor” for clothing coverage and “hp” for orgasm resistance. For each round, I assigned dice to represent each kind of damage the player would receive. Round 1 only featured “armor” damage at a d4. For each subsequent round, the “armor” damage die increased to the next die in a DnD set (so, Round 2 used a d6, Round 3 a d8, et cetera), up to a d20. I used the same pattern for “hp” damage, except I started that on Round 2. Once the “armor” value hit 0, armor damage was applied to “hp” instead.
Starting Stats for the Players:
Tina:
Str +0 (Not particularly strong, average strength for a woman her age)
Dex +3 (magically enhanced legs, will be able to crit succeed on jump checks)
Armor 0 (Started essentially nude)
HP 50 (magically enhanced libido)
Scarlet:
Str +1 (a little stronger than the average woman)
Dex +2 (skilled in dexterity, due to stripper experience)
Armor 100 (Normal dress)
HP 100 (Normal libido)
Indigo:
Str -1 (out of shape from sedentary lifestyle)
Dex -1 (out of shape from sedentary lifestyle)
Armor 100 (Normal dress)
HP 75 (mild elevated libido)
Josie:
Str +2 (above average strength, due to kickboxing experience)
Dex +1 (a little more dexterous than the average woman)
Armor 75 (midriff exposed due to consequences of Abs of Nerve Endings)
HP 75 (mild elevated libido)
Roll Results
Round 1: (Ankle High Water)
Tina (Green Dice): Dex 11
Scarlet (Red/Black Dice): Dex 12
Indigo (Blue Dice): Dex 4 Armor Damage: 2
Josie (Green/Black Dice): Dex 6 Armor Damage: 1
Round 2: (Knee High Water)
Tina (Green Dice): Dex 13
Scarlet (Red/Black Dice): Dex 5 Armor Damage: 3 HP Damage: 1
Indigo (Blue Dice): Dex 4 Armor Damage: 4 HP Damage: 4
Josie (Green/Black Dice): Dex 8 Disadvantage on next round Dex check
Round 3: (Waist High Water)
Tina (Green Dice): Dex 13
Scarlet (Red/Black Dice): Dex 9 Disadvantage on next round Dex check
Indigo (Blue Dice): Dex 8 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 6 Armor Damage: 5 HP Damage: 4
Josie in Water Str 9 Disadvantage on next round Dex check
Round 4: (Sternum High Water)
Tina (Green Dice): Dex 10
Scarlet (Red/Black Dice): Dex 11
Indigo (Blue Dice): Dex 1 Armor Damage: 9 HP Damage: 5
Indigo in Water Str 6 Armor Damage: 9 HP Damage: 6
Indigo Still in Water Str 6 Armor Damage: 3 HP Damage: 5
Indigo Still in Water Str 5 Armor Damage: 1 HP Damage: 8
Indigo Still in Water Str 4 Armor Damage: 8 HP Damage: 6
Indigo Still in Water Str 7 Disadvantage on all skill check rolls next round
Josie (Green/Black Dice): Dex 5 Armor Damage: 3 HP Damage: 7
Josie in Water Str 6 Armor Damage: 4 HP Damage: 5
Josie Still in Water Str 14
Round 5: (Shoulder High Water)
Tina (Green Dice): Dex 8 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 9 Disadvantage on next round Dex check
Indigo (Blue Dice): Dex 4 Armor Damage: 10 HP Damage: 1
Indigo in Water Str 6 Armor Damage: 3 HP Damage: 9
Indigo Still in Water Str 7 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 5 Armor Damage: 9 HP Damage: 3
Josie in Water Str 8 Disadvantage on next round Dex check
Round 6: (Head High Water)
Tina (Green Dice): Dex 7 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 8 Disadvantage on next round Dex check
Indigo (Blue Dice): Dex 4 Armor Damage: 19 HP Damage: 11
Indigo in Water Str 3 Armor Damage: 13 HP Damage: 9
Indigo Still in Water Str 6 Armor Damage: 17 HP Damage: 4
Indigo Still in Water Str 5 Armor Damage: 16 HP Damage: 11
Indigo First Out
Josie (Green/Black Dice): Dex 5 Armor Damage: 7 HP Damage: 6
Josie in Water Str 9 Disadvantage on next round Dex check
Round 7: (Water Mark Above the Head)
Tina (Green Dice): Dex 5 Armor Damage: 4 HP Damage: 13
Tina in Water Str 9 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 10
Josie (Green/Black Dice): Dex 6 Armor Damage: 8 HP Damage: 3
Josie in Water Str 12
Round 8:
Tina (Green Dice): Dex 13
Scarlet (Red/Black Dice): Dex 9 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 8 Disadvantage on next round Dex check
Round 9:
Tina (Green Dice): Dex 8 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 8 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 4 Armor Damage: 13 HP Damage: 11
Josie in Water Str 9 Disadvantage on next round Dex check
Round 10:
Tina (Green Dice): Dex 9 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 4 Armor Damage: 20 HP Damage: 9
Scarlet in Water Str 11
Josie (Green/Black Dice): Dex 5 Armor Damage: 18 HP Damage: 20
Josie in Water Str 13
Round 11:
Tina (Green Dice): Dex 11
Scarlet (Red/Black Dice): Dex 9 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 11
Round 12: (The Hotel Staff Starts to Get Bored; grants disadvantage to all str checks in water)
Tina (Green Dice): Dex 8 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 9 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 11
Round 13: (The Hotel Staff Starts to Get Bored; grants disadvantage to all str checks in water)
Tina (Green Dice): Dex 8 Disadvantage on next round Dex check
Scarlet (Red/Black Dice): Dex 5 Armor Damage: 7 HP Damage: 18
Scarlet in Water Str 6 Armor Damage: 12 HP Damage: 9
Scarlet Still in the Water Str 9 Disadvantage on next round Dex check
Josie (Green/Black Dice): Dex 4 Armor Damage: 18 HP Damage: 20
Josie Out Second
Round 14: (The Hotel Staff Starts to Get Bored; grants disadvantage to all str checks in water)
Tina (Green Dice): Dex 13
Scarlet (Red/Black Dice): Dex 6 Armor Damage: 10 HP Damage: 3
Scarlet in Water Str 7 Armor Damage: 20 HP Damage: 8
Round 15: (The Hotel Staff Starts to Get Bored; grants disadvantage to all str checks in water)
Tina (Green Dice): Dex 11
Scarlet (Red/Black Dice): Dex 7 Demotivated. Add a Disadvantage die on all checks. Double Disadvantage on next round Dex check
Round 16: Beckie is Getting Annoyed. She Has ****, She Wrote to Watch
Tina (Green Dice): Dex 7
Scarlet (Red/Black Dice): Dex 5 Armor Damage: 17 HP Damage: 11
Scarlet in Water Str 5 Armor Damage: 10 HP Damage: 13
Scarlet Still in Water Str 8 Disadvantage on next round Dex check
Round 17: Beckie starts blasting
Tina (Green Dice): Dex 9 Tina gets a Beckie Blast – 19 HP damage
Scarlet (Red/Black Dice): Dex 10 Scarlet gets a Beckie Blast – 1 Armor damage 18 HP damage
Round 18: Beckie starts blasting
Tina (Green Dice): Dex 10
Scarlet (Red/Black Dice): Dex 8 Scarlet gets a Beckie Blast – Downed in Round 18
Final Scores:
1st Tina
2nd Scarlet
3rd Josie
Last Indigo
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Harem Hotel
A reality show to alter reality
A reality show in which contestants compete for one lucky man or woman's affections, and are changed until they can.
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