Palace of Sin GM Notes

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PAGE UNDER CONSTRUCTION

  • The author of this campaign doesn't know the wiki's formatting rules, and copy-pastes from other campaigns to format her pages. If you see duplicate info from another campaign, chances are it will be removed or replaced eventually. Feel free to help her clean up her format though.
  • The primary game mechanics are being reworked. Any numerical data is subject to change without notice.

Campaign Mechanics

  • This campaign has four monster types, each themed around dealing damage in a different way, and a different fetish base. The exact flavor of a monster's attacks should be based on the fetishes of the player you are with.
    • Discipliner -- Direct damage when players are in bondage, possible area damage if multiple players are 'helpless'.
    • Mounter -- Takes a player down into their own mini struggle by pinning/mounting them. The pin adds bondage if there's not enough, otherwise allows damage dealing. Straight male players could get 'mounted' (ridden) by a female 'Mounter', as a suggestion for flexibility.
    • Dominator -- Uses players to attack each other. Players who are both 'helpless' and under the effects of 'submissive' are vulnerable to the Domination attack. Dominated players get an 'extra' turn that lines up with the Dominator's, where they automatically obey orders. (Usually stimulating themselves or other players for HP damage) This extra turn does not consume the Dominator's primary turn once active. See monster page for specifics.
    • Mechanic -- Not as much a trainer as the bondage-gear-maintenance guy. He doesn't do HP damage directly, and will flee if he's the last enemy standing. He only applies/secures bondage, and if there's a Mechanic around, the other three types can perform a team attack with said Mechanic that consumes both the Mechanic's and trainer in question's turn.
      • Obviously the bosses are their own thing.
  • This campaign has an 'intermission' between each fight. These make for good stopping points between fights to allow to break up the campaign, you could consider these the 'save rooms', if you will. Each player entering one of these rooms has one action that can be spent either molesting a trained slave (HP restore), or freeing a bound slave (restores submitted player partner at partial HP). Not both, one action is available per standing player.
  • Most fights feature at least one 'primary' trainer (Dominator/Mounter/Discipliner) for each player present. It is HIGHLY recommended to let each player, out of character, select the which of the three trainer types their presence brings to the fight. This allows for that player's fetish itches to be scratched. The selected enemy should 'train' them first.
  • Each trainer has one player they are focusing on in combat, barring taunts and other tomfoolery. This person will *usually be at some sort of stat disadvantage when targeting/targeted by this trainer, out of their efforts to exert dominance. Mechanics not included.

Paths

  • Players have two campaign paths to choose between. This affects starting conditions, and what boss fight is involved.
    • Brute Force starts at Front Door and ends up in the Vault freeing slaves en-masse to cause a riot.
    • Fakery starts in Training Room and ends up in the Office fighting the heads of the slave training industry.

Front Door

  • The players choose brute force as their tactics, and barrel in the front door.
    • Humorous mini-scene with the receptionist is suggested, but otherwise players roll into a fight with one primary trainer (non mechanic) for each player, and one Mechanic as backup. If Mechanic is last enemy standing, fight is won as the Mechanic will flee. Proceed to a break room for down time.

Intermission 1

  • After first intermission players move to another location within the compound, depending on whether or not the Mechanic was KO'd or fled the scene in fight 1.
    • Mechanic KO'd in previous battle? Move to the Loung.
    • Mechanic escaped in previous battle? Move to the Club.

The Lounge

  • If the Mechanic was knocked out in the first fight, the players enter the Lounge. The Lounge is a large room with no traps, making for an easier fight. Enemy scale is one primary trainer for each player, and one Mechanic.
  • After the fight, proceed to intermission 2.

The Club

  • If the Mechanic fled the previous fight, he locked the door to the Lounge behind him, and set up traps in the other route, The Club. It's a large room full of carefully wired fetish gear that will attach/abuse players who set it off (traps). Enemy scale is larger, with one primary trainer for each player, one extra primary trainer of the GM's choice, and one Mechanic.

Intermission 2

  • After either of the above fights, proceed to another break room for down time.
    • Regardless of whether or not the Mechanic was KO'd in the previous fight, proceed to the vault. Mechanic status affects setup.

The Vault

  • This is the endgoal of the campaign, where the players try to free slaves en-masse to start what is essentially a prison riot. Fight is in a narrow corridor designed to limit accessibility to the compound's door controls (traps), and the Headmaster and Headmistress are not present. Players open doors to proceed to the central chamber, smash the 'emergency evacuation' button that opens all the doors (in case of fire), and smash/destroy the controls so a lockdown can't be initiated. An active prisoner riot will give the police enough of a reason to storm the facility without a warrant, under the guise of helping put out the fire.
    • There is ONE security door normally. For every Mechanic that got away in the campaign, there is an extra, Reinforced Security Door blocking the way to the console.
    • There are no traps for this encounter, regardless of Mechanic KO status.
      • Dice mechanics on the Vault will be implemented after the main author finishes his primary mechanic rework. General idea is that enemies will try to subdue the players while they try to advance down the corridor. Doors can be breached by brute force (attacking them with direct-damage moves), but have high defense... you're attacking a wall of metal after all. Door locks can also be picked, with stealth classes accomplishing this on lower rolls than combat classes. Each door has one or more locks, each of which can be breached by either of the two aforementioned methods. Enemies do not stop spawning until the emergency release is activated, at which point the enemies have larger problems on their hands than the players, and must leave to (futilely) attempt to stop the slave riot.

Fakery

  • Instead of using brute force and causing a riot, the player group has decided to cut off the head of the dangerous snake, so to speak... and try to catch Master Sodom and Mistress Gomorrah. Attacking the front door would give them plenty of time to flee, so a more... subtle method of entry must be used.
  • Players start by rolling dice (sometimes) in this mode, based on how they want to get themselves enslaved and attempt to escape from within. Exact details pending discussion with primary author of Bondage Adventure. One method for entire party.
    • Voluntary (Low risk, low reward): Fill out a form to receive professional slave training, and sign away your freedom by showing up on time for 'lessons'. Hard bondage in all areas, roll dice to attempt to hide a key in one orifice to get out of one of these pieces at the start. You'd hide more, but there's plenty of time for a cavity search... but they don't really suspect you of much, as you signed up for it. (All classes fare equally here)
    • Hunting Grounds (High risk, high reward): Go to the place the slavers tend to abduct people, and fake resistance, getting captured. They'll probably bind you up tight, but you're less likely to be searched before your intake. Extreme bondage in all areas, roll to hide six separate keys. Each key takes off 2 tiers of bondage in one area, if successfully hidden. (Body classes receive bonuses here, better at faking a fight and more intimidating, requiring more immediate attention without searches)
    • Train me a Bitch (Requires specific classes, all-or-nothing): Any Mind class can pair up with another player to pretend they are a noble who has a new bitch who needs training. Only one of the two players (the bitch) risks bondage, but it's -heavy-. However, the Noble, if the deception is successful, does not have to roll to hide the keys. New bitch rolls to hide them. However if it fails... you're both going to end up as bound up bitches in the training room.

Training Lobby

  • Players start in a room used for new slaves waiting to be trained. In or out of bondage depending on method of infiltration, in various levels.
  • This room is done in 'rounds', then ends in a fight if things go sour. After being placed in the room to await training, the players can choose to use keys they managed to hide at the intro, or struggle against their bondage.
    • Lowest level bondage cannot be struggled out of in this version of the campaign. The most basic harness is locked tightly. If you manage to not start in one however, you're fine.
    • Each 'round' the players use a series of struggle attempts, or keys, to reduce their bondage inconspicuously. If a struggling round ends and all players are in Medium or higher bondage, trainers enter the room to educate the new bitches. This translates to HP stimulation damage from being trained... spanked, used, or otherwise molested along their fetishes to train them as sex slaves. If all players run out of HP from training, it's game over... the players have been trained as obedient sex slaves and are sold. <3
      • If one or more players are in 'easy' or 'no' bondage at the end of a struggling round, the trainers are alerted and a fight begins, so try to all get out at the same time for an easy fight!
  • The fight itself is one less primary trainer (Discipliner/Dominator/Mounter) than there are players, and one mechanic. If there is only one player, then there is only one trainer and no Mechanic.


Intermission

  • Break after the fight to prepare to hunt down the leaders. Standard intermission.
    • If the Mechanic escaped in the previous fight, move to High Alert.
    • If the Mechanic was defeated, proceed straight to the Office.

High Alert

  • Players have to find the office where the leaders reside without getting caught and taken back. The escaped Mechanic alerted the staff that there are escaped slaves on the loose, but did not say who they were.
  • Players roll for stealth navigation, Skill classes receive bonuses, one person rolls for the team.
    • On a failed roll, the players encounter one primary trainer for each player in the party. They can choose to fight, or, if all players are at least in Medium bondage in areas where bondage is present, they may choose to prove they are not the escaped slaves through obedience. If submission is chosen, players roll to service the trainers. Failed rolls mean HP damage taken from punishment, and another roll to service until successful. Players may choose to start fighting instead after each round of submission. Submission attempt ends when all players service their trainer.
    • On a successful roll, roll for stealth/search again, until successful. If successful on stealth/search, or after defeating a group of trainers in battle, move to the Office.
    • If a battle starts, the combat group is one primary trainer for each member of the party.
  • MORE COMING SOON

The Office

  • WILL BE UPDATED SOON*
  • If the Mechanic was KO'd in the previous fight (regardless of which room was the previous fight), the players proceed to try and take down Master Sodom and Mistress Gomorrah. The fight consists of the two bosses, and one Mechanic, no traps.