vault backup: 2026-01-05 16:57:27

This commit is contained in:
Andrew Cohn 2026-01-05 16:57:27 -08:00
parent fa7b90106e
commit d69412f744
3 changed files with 596 additions and 29 deletions

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.gitignore vendored
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.trash .trash
/.obsidian/workspace.json /.obsidian/workspace.json
/.obsidian/workspace.json

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"Avalon/03_NPCs_Students/Fouadriel “Fouad” Al-Mir.md",
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"Avalon/02_Sessions/session 6.md", "Avalon/02_Sessions/session 6.md",
"Avalon/05_Locations/Avalon Locations.md", "Avalon/05_Locations/Avalon Locations.md",
@ -218,7 +219,6 @@
"Avalon/10_Canon/Leyline Crisis.md", "Avalon/10_Canon/Leyline Crisis.md",
"Avalon/02_Sessions/session 4.md", "Avalon/02_Sessions/session 4.md",
"Avalon/05_Locations/Campus Locations.md", "Avalon/05_Locations/Campus Locations.md",
"Avalon/03_NPCs_Students/Fouadriel “Fouad” Al-Mir.md",
"Avalon/10_Canon/The Coherence.md", "Avalon/10_Canon/The Coherence.md",
"Avalon/04_NPCs_Faculty/Kalen D'Serris.md", "Avalon/04_NPCs_Faculty/Kalen D'Serris.md",
"Avalon/04_NPCs_Faculty/Pappy Football.md", "Avalon/04_NPCs_Faculty/Pappy Football.md",

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@ -87,7 +87,7 @@ Let them explore the house for some time. When they're satisfied:
> “The level of damage and the magical residue mean we may never have a perfect picture of exactly how it was triggered. But whoever did this knew what they were doing, and we *will* find them.” > “The level of damage and the magical residue mean we may never have a perfect picture of exactly how it was triggered. But whoever did this knew what they were doing, and we *will* find them.”
> [!quote] Anchor (voiceover) > [!quote] Anchor (voiceover)
> “Chief Marquez confirmed that while no arrests have been made, investigators are pursuing several leads, including possible gang-related activity.” > “Chief Nolan confirmed that while no arrests have been made, investigators are pursuing several leads, including possible gang-related activity.”
### Cut to Pip Interview (Hospital) ### Cut to Pip Interview (Hospital)
@ -133,7 +133,8 @@ Let them explore the house for some time. When they're satisfied:
> >
> He gives the tiniest, bitter laugh. > He gives the tiniest, bitter laugh.
> >
> “Funny thing about circles, though. You walk em long enough… you always end up right back where you started.” > “You ever notice oil always finds the low point?
**People do too.”**
> [!quote] Narration > [!quote] Narration
> >
@ -237,33 +238,598 @@ Let Ben argue. Call for checks. Ultimately, he will choose to stay above ground,
>[!quote] Ben's Dad >[!quote] Ben's Dad
>“At least stay with a friend, and dont leave the house dark. Dark houses get tested.” >“At least stay with a friend, and dont leave the house dark. Dark houses get tested.”
> [!quote] Narration ## Operation: Canyon View Party (Bens Bad Idea / Best Idea)
> Bens dad disappears into the hallway, already tapping at his comm-stone like hes moving money around.
>
> The house is quiet again.
>
> Outside the big living room windows, the canyon is a black cutout against the sky.
>
> The news anchor keeps talking about “suspected foul play” and “ongoing investigation.”
>
> Then Joe notices something:
>
> A pair of headlights, far down the street, kill their beams.
>
> The car doesnt leave.
>
> It just… sits there.
Call for a Perception check. > [!quote] Narration
- On success: they see someone watching / phone glow / cigarette. > The news segment loops again in the corner of the TV.
- On fail: they get the creeping sense of being observed. > Pips bandaged face.
> The ruined Circle.
> The words **“professionally conceived device”** and **“magical accelerants.”**
>
> And then your dad says it, half to himself, half to the room:
>
> “Dark houses get tested.”
> [!question] Table Prompt > [!question] Table Prompt
> “You can do three things right now: > Ben: What do you do with that sentence?
> Ignore it and go to bed.
> Confront whoevers out there.
> Or use the fact that this house is the obvious target.
>
> What do you do?”
If they confront them, they flee before they get close. If they do nothing, a dead crow is on Ben's doorstep the next morning. If they go to the police, they are largely useless- "we'll increase patrols in the area", and nothing beyond that. ### The Pitch (dont tell them “throw a party” — let Ben propose it)
If Ben doesnt pitch it immediately, give him a layup:
> [!quote] Narration
> You cant shake the thought that if someone comes here… you might not even see it coming.
> Not if youre alone.
> Not if the house is quiet.
Then let Ben connect the dots out loud.
---
## Party Prep Montage (Skill Checks + Stakes)
**Mechanic:** The party gets **Prep Points**.
- Each PC chooses **2 prep actions** (below).
- Each success = **+1 Prep Point**.
- Each failure = **+1 Heat**.
**Prep Point uses (later):**
- Spend 1 to “have the right thing” (camera set, extra lanterns, someone sober-ish, etc.)
- Spend 2 to “have the right person in the right place” (NPC ally is nearby when shit starts)
- Spend 3 to “counter their plan” (spot accelerant, preempt sabotage, seal a door, etc.)
**Heat (later):**
- At **2 Heat**, someone calls in a noise complaint / ward-ping.
- At **4 Heat**, a patrol swing-by happens at the worst possible time.
- At **6 Heat**, an Oversight scry-eye does a drive-by scan of the property.
> [!note] DM Note
> Prep Points make the party feel “earned.” Heat makes it feel dangerous without punishing the fun.
### Prep Actions (pick 2 each)
**1) Invitations & Social Gravity**
- **Persuasion** (DC 13): “You should come. Its important.” (genuine pull)
- **Deception** (DC 13): “Its just a party.” (downplay the danger)
- **Performance** (DC 13): hype it up / make it sound legendary
**On success:** +1 Prep Point, and you get **one “Anchor NPC”** (someone you *want* present).
**On fail:** +1 Heat, and you get **one “Wild Card NPC”** (someone you *didnt* want, but shows anyway).
**2) Wards & Cameras**
- **Arcana** (DC 14): tune the house wards to ping *you* instead of alerting parents/Oversight
- **Investigation** (DC 12): find blind spots, set up sightlines, move furniture for chokepoints
- **Sleight of Hand** (DC 13): rig doors/windows with “if opened, it snags/makes noise” nonsense
**On success:** +1 Prep Point (and later you get ADV on the first “spot the intrusion” roll)
**On fail:** +1 Heat (and later theres one obvious blind spot the enemies exploit)
**3) Supplies**
- **Investigation** (DC 12): find dads “emergency pantry” / garage stash / panic suite supplies
- **Stealth** (DC 13): grab “party stuff” without tipping parents off (if theyre still awake)
- **Survival** (DC 12): make the backyard actually usable (fire pit, seating, lanterns)
**On success:** +1 Prep Point and the party has FOOD/LIGHT/NOISE COVER.
**On fail:** +1 Heat and someone has to do a risky run mid-party.
**4) The Story**
- **Insight** (DC 12): what will *actually* convince people to come tonight?
- **History** or **Religion** (DC 12): “were doing a vigil” angle (if your table likes that tone)
- **Persuasion** (DC 13): get Joe/Soren on-message so nobody says incriminating shit
**On success:** +1 Prep Point and you get ADV on any “keep the party normal” check later.
**On fail:** +1 Heat and the vibe is off; people ask uncomfortable questions.
---
## Arrival Scene (RP Beats + Micro-checks)
> [!quote] Narration
> Cars start to arrive in ones and twos. Not a lot—yet. But enough to make the house feel alive.
> Headlights paint the canyon walls in slow sweeps.
> Laughter carries weirdly far out here.
> [!question] Table Prompt
> Who answers the door?
### The first wave (pick 23 scenes, not all)
**A) The “holy shit youre rich” beat**
- Someone clocks the floor-to-ceiling windows / the canyon view / the “smart-house rune lattice.”
- **Joe** can roll **Insight** (DC 12): who here is a snitch / whos watching too hard?
**B) Joe becomes the vibes coordinator**
- Joe is immediately asked to “run the music” / “be the hype man.”
- **Performance** (DC 12): on success, the party actually becomes *loud enough* to be cover.
**C) Ben is forced into social leadership**
- Someone asks “why are you throwing this tonight?”
- **Deception or Persuasion** (DC 13): on fail, +1 Heat (people start texting rumors).
> [!note] DM Note
> This is where you let them roleplay and breathe. The party is not “setup for combat” — its a scene where their choices generate consequences.
---
## Party Stations (gives them stuff to DO)
Pick 3 “stations” and keep cutting between them like a sitcom:
1) **Kitchen / Snack Raid**
- Someone finds *absurdly expensive* snacks.
- **Investigation** (DC 12): find “the good stash” (success = +1 Prep Point)
2) **Backyard Firepit**
- Someone starts telling a scary story about the Circle explosion.
- **Intimidation or Performance** (DC 13): success = the crowd is emotionally hooked (cover)
3) **Living Room / Mageball Highlights**
- Joe can “explain the game” to people who dont care.
- **Persuasion** (DC 12): success = Joe gains a “mini-fanclub” who will follow him later
4) **Upstairs “Do Not Enter” Hallway**
- People test boundaries.
- **Perception** (DC 14): catch someone about to wander into a sensitive room (panic suite door, etc.)
---
## The Ominous Breadcrumb (without saying “Pip is coming”)
Trigger this when the party is at “peak normal.”
> [!quote] Narration
> The music is loud enough that you stop hearing the canyon.
> The house feels warm.
> Alive.
>
> And then—just for a second—
> the backyard motion lights click on.
>
> Not in the yard.
> Out past the fence line.
> Down the slope where there shouldnt be anyone.
Call for **Perception** from whoever is most paranoid (or everyone, DC 13).
- **Success:** they spot a *single ember* drifting upward from below… like someone just flicked a match.
- **Fail:** they only notice the lights… and the uneasy feeling that the canyon is watching back.
Optional extra breadcrumb:
- A guest says: “Yo, who parked that old wagon down the hill?”
- There is no wagon.
---
## “Party Ally” Quick System (so NPCs matter without bookkeeping)
When Bens “anchor NPCs” show up, tag them with one of these:
- **Runner:** can deliver a message / fetch someone / lead a distraction
- **Witness:** will later confirm a timeline (“we were here at X time”)
- **Hands:** helps barricade / carry / drag someone to safety
- **Caster:** has ONE useful spell (you decide on the fly)
- **Chaos:** might start a fight, wander, or do something reckless
> [!note] DM Note
> You dont need stat blocks. You need *story leverage.*
---
---
## NPC Interactions at the Party
### Elias Vaelor (AV club artificer vibes)
**Scene purpose:** security + “dont be idiots” + proof later
> [!quote] Entrance Beat
> Elias shows up with a backpack that clinks like tools.
> He doesnt react to the mansion like everyone else — he reacts like hes already mapping exits.
> “So… you *live* in a deathtrap made of glass. Cool.”
**Player prompt:** “Elias, whats the first thing you do when you arrive?”
**If players engage:**
- Elias asks for access to the ward tablet / security panel.
- **Arcana or Investigation (DC 13):** spot two blind spots (success = +1 Prep Point)
> [!quote] Elias Hook Line
> “If people want you, theyll try quiet first. Quiet is what kills you.
> So… where do you want your choke point?”
**If violence starts:** Elias isnt a combatant; hes a *systems guy*.
- He can spend 1 round to lock/unlock a door, trigger lights, or ping a camera feed.
---
### Chaz Ironwick (jock)
**Scene purpose:** crowd + muscle + comedy
> [!quote] Entrance Beat
> Chaz arrives like hes doing you a favor by being here.
> He steps inside, sees the view, and goes:
> “Oh nah. Bens rich-rich. Like evil in a movie rich.”
**Roll hook (optional):**
- **Insight (DC 12):** Chaz is insecure; he hates being outclassed socially. Hell overcompensate.
> [!quote] Chaz vs Joe Beat
> Chaz immediately tries to size Joe up:
> “You play? Like actually?”
> If Joe bites, Chaz becomes loud, friendly, and competitive.
**If violence starts:**
Chazs instinct is to *grab and throw someone*. He will:
- tackle a runner
- body-block a hallway
- shout “WHO ARE YOU?” and make everyone look
---
### Millie Fairweather (nerd)
**Scene purpose:** social leverage + Soren pressure valve + future strategist
> [!quote] Arrival Beat
> Millie shows up like she expects to be mocked for showing up.
> She freezes for half a second when she sees Soren, then adjusts her grip on her cup like its armor.
**If Soren approaches:** keep it *social*, not predator/prey.
- **Persuasion (DC 13):** Soren can play “normal.” Success earns 1 Formal Lead. Fail means Millie becomes guarded and stays near others.
> [!quote] Millie Line (if Soren tries to needle her)
> “If youre trying to scare me, youre doing it wrong. Youre just being embarrassing.”
**If Joe talks mageball:**
- Millie can drop one “real” insight that makes Joe look smart for listening.
- **History/Intelligence (DC 12):** Joe can translate her advice into a “football analogy” and win her respect.
**If violence starts:** Millie becomes a witness and a rally point (“everyone inside, NOW”). Shes useful because she *stays coherent*.
---
### Fouadriel Al-Mir (comic relief)
**Scene purpose:** laughter + accidental clue + future dread seed
> [!quote] Arrival Beat
> Fouad shows up holding snacks like hes solving world hunger.
> He squints at the view and says, dead serious:
> “I meet new people every day.”
**Use him as seasoning:** 23 moments max.
**Accidental clue beat:**
> [!quote] Fouad (to the group, mid-story)
> “Circles crew always does the same thing. They stand around like NPCs.
> Like theyre waiting for a quest prompt.”
**Optional roll:**
- **Insight (DC 12):** hes saying something real, but he doesnt realize its useful.
**If violence starts:** Fouad does something stupid that helps (on accident):
- knocks over a table to create cover
- yells “FIRE!” even if its smoke, causing stampede (could be good or bad)
---
### Seb Castillo (conspiracy kid / chaos journalist)
**Scene purpose:** camera + rumor engine + “spot the wrong guys”
> [!quote] Arrival Beat
> Seb arrives already recording.
> “This is gonna be legendary. Rich kid canyon party? The economy is healing.”
**He will push Bens class lie.**
- **Deception (DC 13):** Ben can keep his cover.
- On fail: Seb starts a rumor *immediately* (“Bens been cosplaying poor.”)
**Spotting the goons beat:**
> [!quote] Seb (suddenly quiet)
> “Those dudes arent here to party.”
> He lowers his phone for the first time all night.
**If violence starts:** Seb films the start of it — which creates consequences later — but also proves “intruders attacked us.”
---
### Bobby Rapist
**Scene purpose:** older-kid authority + driver + “Ive seen this before”
> [!quote] Arrival Beat
> Bobby shows up like he owns the place.
> “Oh wow. This is… irresponsible.”
> He says it like approval.
**Boundary beat (keeps the party from turning into chaos):**
> [!quote] Bobby
> “House rule: if someones here to start shit, you point them out, you dont become them.
> Im not catching charges for your character development.”
**Optional roll:**
- **Persuasion (DC 12):** get Bobby to agree to be “front door + driveway” lookout.
**If violence starts:** Bobbys job is *crowd control*:
- shove partygoers inside
- block a hallway
- yank Ben away from the extraction line
---
### Jax Hollow (vapes + Subaru)
**Scene purpose:** getaway logistics + vibe + chase tool
> [!quote] Arrival Beat
> Jax parks like hes hiding a body.
> He walks in exhaling a cloud and goes:
> “Yo. This place has… *echo*.”
**Roll hook:**
- **Perception (DC 13):** Jax is the one who notices a car idling down the slope / lights off.
- On success he says:
> “Thats a someones waiting car.”
**If violence starts:** Jax is your “escape valve” NPC.
- He can offer: “I can move my car to block the driveway,” or “I can get someone out.”
---
### Nico Drift (Circle kid, not Pip-affiliated)
**Scene purpose:** intel + identification + “what Pips crew does”
> [!quote] Arrival Beat
> Nico shows up tense.
> Not excited, not impressed — *alert*.
> “This is a bad place to be loud,” he says, like hes stating a fact.
**Intel beat:**
> [!quote] Nico
> “Pip doesnt come himself. He sends kids who want to prove something.
> They move in threes or fives. One talks. One grabs. One lights.”
**Optional roll:**
- **Insight (DC 12):** Nico is scared *of Pip*, not scared *for Pip*.
**If violence starts:** Nico can ID a goon by nickname or jacket patch:
- “That ones Latch. Dont let him touch doors.”
---
### Rina Valecrest (popular / effortlessly cool)
(Recommend you describe her as “popular and magnetic” rather than race-based shorthand.)
**Scene purpose:** makes party feel real + social leverage + witness
> [!quote] Arrival Beat
> Rina walks in and the party *re-centers* around her.
> She clocks the view, clocks Ben, and smiles like she already knows his secret.
> “So this is where youve been hiding.”
**Social pressure beat (Bens class lie):**
> [!quote] Rina (to Ben)
> “You can stop pretending youre normal. No one here is normal. Thats the point.”
**Optional roll:**
- **Deception (DC 14):** Ben keeps the mask.
- **Persuasion (DC 13):** Ben can pivot and be charming without confessing.
**If violence starts:** Rina becomes a *witness anchor*:
- “I saw them grab him.”
- “They werent invited.”
That helps later with police/admin.
---
### Sumri Tord ( rumor Soren humiliated them)
**Scene purpose:** moral mirror for Soren + keeps tone grounded + quiet competence
> [!quote] Arrival Beat
> Sumri arrives carefully — not timid, just measured.
> They glance at Soren and dont look away.
> “I heard you were throwing a party,” they say.
> “I didnt believe it.”
**Confrontation beat (gives Soren a controlled outlet):**
> [!quote] Sumri (to Soren, low voice)
> “You made me small once. You dont get to do it twice.”
> “If you want something from me, ask like a person.”
**Optional roll (this is the leash, but its fair):**
- **Insight (DC 12):** Sumri isnt trying to start drama — theyre setting a boundary.
- **Persuasion (DC 13) or genuine apology roleplay:**
- Success: Soren earns 1 Formal Lead + Sumri becomes neutral/helpful
- Fail: Sumri avoids Soren and becomes another witness who doesnt trust her
**If violence starts:** Sumri can do one valuable “support” action:
- notice a ward glyph failing
- point out an exit that avoids the choke point
- stabilize a panicking guest
They are not a fighter — theyre *the person who keeps someone from getting hurt*.
---
# Quick “cut list” (so you dont try to run 10 scenes at once)
Do these in order:
1) Chaz + “Ben is rich-rich” (group laugh)
2) Nico warning (plants the threat pattern)
3) Rina pressure (social stakes)
4) Sumri boundary (keeps Soren from spiraling)
5) Seb spots wrong guests (fight trigger)
## Party Combat Kickoff: “Not Here To Party”
### When to Trigger
Trigger this when the party hits "peak normal" — laughter, music, everyone relaxed.
(If you want the sitcom-cut feeling, do 2 quick “party station” mini-scenes first, then trigger.)
### Quick State Check (DM)
- Prep Points available: ____ (spendable as "we planned for this")
- Heat: ____ (2/4/6 thresholds)
- Anchor NPCs present: ____ (who matters most in this moment?)
---
## The First Wrong Thing (no checks yet)
> [!quote] Narration
> For a few minutes, it almost feels like you pulled it off.
> Music thumps. People are laughing too loud. Someone found snacks that absolutely cost more than your monthly groceries.
>
> And then the backyard motion lights click on.
>
> Not in the yard.
> Out past the fence line.
> Down the slope where there shouldnt be anyone.
Let them react. Someone will want to look. Someone will want to ignore it. Either is fine.
---
## The Spotting Roll
Call for ONE of the following (player choice):
- **Perception (DC 13)** from whoever goes to look
- **Group Perception (DC 12)** if multiple people start scanning windows / stepping outside
- **Insight (DC 13)** if someone is watching the crowd instead of the yard
**Spend options:**
- Spend **1 Prep Point**: advantage on the roll (you “put someone on lookout”)
- Spend **2 Prep Points**: they spot the *pattern* (one talks / one grabs / one lights)
### On Success
> [!quote] Narration
> You catch movement where there shouldnt be any — three silhouettes drifting between boulders.
> Not stumbling like lost kids.
> Moving like they already picked their angles.
>
> One of them lifts a hand: a quick gesture.
> The porch light flickers once.
> Twice.
> Like a signal.
### On Failure
> [!quote] Narration
> You stare into the dark too long and see nothing.
> Then you blink — and the motion lights click off.
> Like someone *wanted* you to look.
>
> From the living room, you hear the front doorbell.
> Once.
> Patient.
## Entry Vectors (pick 1, or roll a d3)
### 1) Front Door: “Were Invited.”
The bell rings again. Someone outside is calm. Too calm.
> [!quote] Narration
> The camera rune by the door shows three teens. Wrong posture. Hands too still.
> One has a cheap gift bag like it's a costume.
**Door opener chooses:**
- Open it
- Talk through the door
- Send someone else
- Ignore it (they will try another vector in 60 seconds)
### 2) Backyard Fence: “The Quiet Cut”
If they go outside / to the windows first:
> [!quote] Narration
> The fence line creaks — not from climbing.
> From *something being unlatched*.
### 3) Side Gate / Garage: “Service Access”
If the party is loud and chaotic:
> [!quote] Narration
> A soft metallic tap from the garage door.
> Like someone testing the seam — once, twice — listening for a ward ping.
**DM Note:** Use this if you want them inside the house when it starts.
## The Talker / Grabber / Lighter (NPC Script)
There are 35 goons. Pip is NOT present.
### The Talker (face)
> [!quote] Goon (easy smile, dead eyes)
> “Yo. Partys sick.”
> (beat, scanning)
> “Were here for Ben. Just need a quick word outside. No drama.”
If pressed:
> [!quote] Goon
> “Look, man. This isnt about you. We can do this clean or loud. Your call.”
### The Grabber (doesn't talk much)
Stays half a step behind the Talker. Keeps looking at exits and hallways.
Hes holding a folded strip of ash-paper in his palm (the locator tag).
### The Lighter (problem)
Smells faintly like alchemical solvent. Keeps touching his pocket like checking for something.
If things stall, he starts moving toward curtains / the hall / the kitchen.
---
## Micro-checks (pick 12, not all)
- **Insight (DC 12):** Theyre stalling for someone to get into position.
- **Perception (DC 13):** Spot the ash tag / oil rag / accelerant smell.
- **Intimidation (DC 13):** Make the talker flinch and reveal the plan (“Fine. Grab him.”)
- **Deception (DC 13):** “Ben isnt here” / redirect them toward a decoy room.
- **Persuasion (DC 15):** Buy 30 seconds (“Hell come out—just chill.”)
**Prep Point spends:**
- Spend **2 Prep Points:** “The right person is nearby” (an ally NPC is in the room when it pops)
- Spend **3 Prep Points:** “Counter their plan” (you clock the accelerant BEFORE it gets used)
## The Exact Moment Initiative Starts
### Option A: The Grab (fast & clean)
> [!quote] Narration
> The talker smiles like its still polite —
> and the grabber lunges for Bens sleeve with that ash-paper between two fingers.
Roll initiative. Objective becomes “dont let them tag Ben / dont let them extract him.”
### Option B: The Fire (chaos button)
> [!quote] Narration
> You smell it a half-second before it happens — solvent, oil, alchemy.
> The lighter flicks something in his hand and the hallway *catches*.
> Not an explosion.
> A crawling, hungry flame.
Roll initiative. Objective becomes “stop the fire AND stop the extraction.”
### Option C: The Tell (your NPC calls it)
If you want a **hard RP punch**:
> [!quote] Narration
> Seb goes quiet.
> Lowers his phone for the first time all night.
> “Those dudes arent here to party.”
>
> And in that same moment, the talkers smile disappears.
Roll initiative.
## Enemy Goals (keep it simple so the fight ends)
Pick ONE primary goal:
1) **Kidnap Ben** (classic): Grabber tries to tag + drag him to a waiting car.
2) **Torch the house** (revenge): Lighter spreads accelerant + starts fires while talker stalls.
3) **Tag-and-Leave** (smart): They only need the ash tag on Ben or the house; once placed, they run.
### “Win Conditions” (for YOU)
- PCs win if: they prevent extraction AND prevent a tag being placed (or remove it fast).
- Goons win if: ash tag sticks OR Ben is in their hands for 1 full round.
### If the PCs are stomping
Have the talker yell:
> “GREENLIGHT!”
…and a second vector activates (someone tries a back door / a window).
(Thats what Heat buys you as a complication.)
## Heat Complications
At **2 Heat** (noise complaint / ward ping):
> [!quote] Narration
> A distant siren crystal chirps once somewhere down the canyon road.
> Not here yet. But *awake*.
At **4 Heat** (patrol at worst time):
> [!quote] Narration
> Blue-white lights sweep across the front windows.
> A patrol carriage slows.
> Not stopping.
> Just *looking.*
At **6 Heat** (Oversight scan):
> [!quote] Narration
> High above the canyon, a single pale orb drifts past like a lazy star.
> The wards in the house itch.
> Something just *looked at you*.