Rubber Factory GM Notes

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Entry

Brute Force

  • Face 2 Golems, Orbs equal to party size, and one Chaser per party member after the first. Facility is alerted.
  • Roll 1d20 each round. On 18+, a new Orb enters the combat.
  • If only Orbs remain, they will use Latex Explosion immediately.

Over the Fence

  • Requires a Skill user to get the team over the fence. They can add 1d4 to an ally's roll.
  • All other players need 10+ to clear the fence. Otherwise they alert security and start a battle. Critical failure during the fence climb causes the player to not only trip the alarm, but to fall into a Latex Bubble trap.
  • Security response is Chasers equal to party size and a number of Latex Orbs one less than the number of players.
  • Latex Bubble Traps are active, trap roll of 1-3. Trapped Players roll 1d6 against the 4 HP bubble. Bubbles burst at the start of the victim's next turn, placing 2 points of bondage on each area of the victim for each HP remaining on the bubble.
    • On a 1 roll, the bubble takes no damage and bursts immediately
    • Players trapped in a bubble may not attack or be attacked in the meantime.
  • If successful at clearing fence, players must make one round of latex bubble trap rolls, before entering facility. Alarm is not triggered.

Sewer Approach

  • Players must work their way through the latex runoff. All Players gain 1d6 latex to arms and legs and 1d4 to head.
    • Players may elect to keep their head clear, but roll an extra 1d6 to either arms or legs.
  • The sewer route leads players through a chute, and up onto the conveyor belts where rubberslaves are processed!
  • The conveyor belts split into three paths. The GM determines which is Hard, which is Medium, and which is Easy, without telling the players. The players choose which belts they go down.
    • Each belt has Head, Torso, and Leg sprayers. Each sprayer requires a 10+ to avoid. Sprayers deal 2 bondage per point failed by.
    • After the sprayers, the players go through a Heat Sealer. They must roll an 9+ to avoid the sealer. If hit, the GM may rearrange all bondage on the player to their preference, meanness encouraged. On a crit-fail, all bindings increase by 1d6, and then the GM may rearrange.
    • The Easy belt gives you a +3 to the rolls, and the Hard belt gives a -4 to the rolls.
  • If a player's legs are Hard, they must roll 12+ to escape the belt. Extreme binding makes self-escape impossible, feet latexed to the belt.
    • Each player with Medium or less legs escapes automatically.
    • An escaper with medium or less bound arms may roll 10+ to save another player from the same belt as them. On a crit-fail, the rescuer suffers one random sprayer.
    • If a player does not escape, they go through another set of Medium sprayers, and fall into the receiving bin, where freed players can pick them up.
  • The Factory is not alerted.

Investigate

Not Alerted

  • Players may struggle with bindings three times
  • After escapes, players must avoid orb patrols. The team rolls a 10+ to avoid latex orbs. -2 to this roll for each blind player, -1 for each player hobbled or worse. If the team is discovered, they face a number of orbs equal to team size. If they can end the fight in two rounds, the alert is not sounded.
    • Once the alert is sounded, all remaining orbs will use Latex Explosion on their next turn.
  • If avoiding roll is successful, Players may choose to escape bondage twice more at the cost of another patrol roll.
  • Otherwise player

Alerted

  • Players may struggle with bindings twice.
  • Security deploys! Face a group of Chasers equal to team size and a single Golem. A latex orb joins battle on an 18+ roll, done at the top of the round. No more than 3 Latex Orbs may be added in this fashion.
  • Traps are active during any battle: None of these cost you your turn.

Traps

Name/Roll Description
1. Mist You dislodge a piece of piping, spraying latex mist into the air. All latex monsters heal 1d4. All existing latex bindings on the player heal to their present maximum.
2. Spill You bump into an unbalanced vat of latex, pouring it on yourself. +1d6 latex bondage to a random location.
3. Puddle You stumbled into a puddle of standing latex, which wraps around your ankles. +1d4 latex bondage on legs, immobilized for this turn.

Vat Chamber

  • Players may attempt escape from bindings four times after Investigate if un-alerted, twice if alerted.
  • Players may face down the Latex Rover, which is visibly the source of the Latex Orbs patrolling the facility.
  • If alerted, The Latex Rover starts with 2 Shield Orbs
  • After defeating the Latex Rover, you may attempt escape four times before moving on to Central Control.
  • Traps: None of these cost a turn.

Traps

Name/Roll Description
1. Vat Not watching where you're going, you overbalance into a vat of Rover Latex! Roll 13+ minus arm penalty to pull yourself out. At the end of any turn you spend in the vat, take 1d4 bondage to each area . Pulling yourself out is your action for the turn. If you spend 2 turns in the Vat, the Rover's next Engulf attack is against you, and automatically hits.
2. Storage You knock over a shelf, waking up a handful of dormant Latex Orbs! Add 1d3 latex orbs to the combat. May only occur twice.
3. Pool You stumbled into a puddle of standing latex, which wraps around your ankles. +1d4 latex bondage on legs, immobilized for this turn.

Central Control

  • Fight the Latex Core
  • The players must defeat the Latex Core's tentacles to get its main body to rise up