Abandoned Clothing Store GM Notes

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Entry

Main Entry

  • Players enter the store less subtly, and explore the abandoned grounds.
  • One player will roll for the group, needing 11+ to find the stairs leading downwards.
    • If failed, start a battle with a number of Renamon suits equal to the party size.

Air Ducts

  • Like the Main Entry, pick someone to be the 'leader' and as such the person to guide the team around in this maze.
  • The leader rolls for their route through the ventilation shafts. Roll 1d8 for how far the team explores
  • After the second roll, the leader may choose to break out of the vents at any time, adding their exploration points to a roll of 1d20 on the table below:

Exploration

Roll Description
1-14 There's no vent in sight! Forced to explore for another turn!
15-18 You thump your way out into the Main Storeroom. Well, that was uneventful.
19-22 You find yourself in the store's Back Room, landing with a thump that sets the shelves swinging
23-26 You find yourself in a dusty Storage Room, your arrival kicking up a cloud of dust and attracting some workers to clean it up!
27-30 You fall out of the ducts into the Basement! Each player rolls 8+, or falls right into the Latex Aquarium underneath the vent cover!
30+ You drop out of the ducts to the hum of machinery! Seems you snuck your way right into the Factory Floor!
  • Each roll after the second, the team begins to be effected by the fumes coming from the costume plant. In their next battle, the team suffers an escape penalty equal to twice the number of turns spent effected by it. The duration is the same as the penalty, and both decrease in unison.

Employee Entrance

  • This crowded area has clothing racks with hanging suits on it.
  • Players may start a battle with Puppy and Renamon Suits here, equal to party size, with more Puppies than Renamons.
  • Otherwise, players must each roll an 8+ to get through the area safely. Otherwise, a player hits a random suit and wakes up a number of suits one greater than the party number.
    • Each player who rolled low is immediately attacked by one of the suits, before combat starts, and counts as standing still for this attack.
    • Any player who rolls a 1 is automatically hit, for accidentally putting themselves right into the suit!
  • Players roll for traps each turn. Each added suit immediately gets an attack on the player who triggered it, and acts immediately before that player. Only two suits may be woken in this fashion.

Clothing Racks

Roll Description
3 A puppysuit bounds off the rack, looking for a warm body!
2 A top-dollar Renamon costume comes to life, looking for a new Digimon fan!
1 A closet swings open, and a former employee stumbles out wearing a Renamon suit! You'll have to subdue her! This may occur twice, and does not use up a suit.

Exploration

  • If players come from Main or Employee Entry, roll 1d2, 1 leads to Basement, 2 to Storage.

Basement

  • This room has a permanent latex aquarium, and 1d2 Mermaid Suits floating in it. They splash out to attack the players when they pass by it.
  • On each turn after the first, a Renamon or Puppy Suit joins the combat, continuing until the number of suits is one less than the party number.

Storage

  • The players are attacked by two Maid Suits, and additional alternating Renamon and Puppy suits to add up to the party number.

Finale

Factory Floor

  • Players must attack the machines creating suits, and defend themselves!
  • No attacks start until the first attack is made against the machine.
    • The machine has 20 HP for each player in the group, and a defense of 10.
    • It is immune to debuffs, including DoTs and takes 1d4 extra damage from a critical hit.
    • Critical Fails against the machine get the player grabbed by a crane claw which attempts to carry the player into the machine. The player must roll an 11+ to escape this fate on their turn otherwise they receive a full suit of 2d4 bondage levels of a random type and are ejected back into the combat against their former friends.
      • The player in the suit is also stunned for one turn, though the suit itself is not, and acts immediately after that player's initiative.
      • This will occur even if the machine has reached its cap of active suits.
  • Once the machine is under attack, it attempts to recall or produce a suit to help defend itself. GM may roll 1d2 to determine which, but the machine should focus mostly on production.
  • If there are suits equal to the number of players, the machine closes its vulnerable points up, reducing all hit rolls against it by 2. This penalty can cause a critical failure. The machine takes half damage from any attacks but takes no actions. If suiting a critical-fail player, the machine is vulnerable again until its next turn.

Production

Roll Description
1-9 The machine shudders, and smokes this turn. +2 to next Production attempt. This stacks until a suit is produced.
10-13 A Puppy Suit is added to the combat.
14-16 A Renamon Suit is added to the combat.
17-19 A Maid Suit is added to the combat.
20 A Mermaid Suit is added to the combat.
  • Initiative of a Suit is set right before the machine's turn.


Recall

Roll Description
1-11 Nobody answers the calls of the machine this turn! +2 to next Recall roll. This does not stack.
12-15 A victim wearing a Renamon or Maid Suit appears to assist. On a 12-13, the suit is at 50% health. Initiative set before the machine's turn.
16-18 A worker wearing a Mermaid Suit drops through a trapdoor into the area! On a 16, the suit is at 50% health. Initiative set before the machine's turn.
19-20 A victim is fed into the machine, and a fully-suited defender of the GM's choice pops out at full health! Initiative set immediately after the machine!
  • Only 1 Recalled Victim may exist at any time, but this does not count against the number of suits that may be active.


  • Unoccupied Rubber Suits may try to block attacks heading for the machine. Doing this grants a +3 to the machine's defense, but causes any attack that misses by this margin to strike the suit instead. Additionally, suits take an extra 2 damage if blocking an attack meant for the machine, and may not block AoE attacks.
  • When the machine is defeated, the battle is over, and all suits become inactive with it.