vault backup: 2026-01-05 16:57:27
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.trash
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.trash
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/.obsidian/workspace.json
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/.obsidian/workspace.json
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},
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},
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"active": "eca46ba0bc8fd74a",
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"active": "eca46ba0bc8fd74a",
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"lastOpenFiles": [
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"lastOpenFiles": [
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"Avalon/03_NPCs_Students/Fouadriel “Fouad” Al-Mir.md",
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"Avalon/02_Sessions/session 7.md",
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"Avalon/02_Sessions/session 7.md",
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"Avalon/02_Sessions/session 6.md",
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"Avalon/02_Sessions/session 6.md",
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"Avalon/05_Locations/Avalon Locations.md",
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"Avalon/05_Locations/Avalon Locations.md",
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@ -218,7 +219,6 @@
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"Avalon/10_Canon/Leyline Crisis.md",
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"Avalon/10_Canon/Leyline Crisis.md",
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"Avalon/02_Sessions/session 4.md",
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"Avalon/02_Sessions/session 4.md",
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"Avalon/05_Locations/Campus Locations.md",
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"Avalon/05_Locations/Campus Locations.md",
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"Avalon/03_NPCs_Students/Fouadriel “Fouad” Al-Mir.md",
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"Avalon/10_Canon/The Coherence.md",
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"Avalon/10_Canon/The Coherence.md",
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"Avalon/04_NPCs_Faculty/Kalen D'Serris.md",
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"Avalon/04_NPCs_Faculty/Kalen D'Serris.md",
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"Avalon/04_NPCs_Faculty/Pappy Football.md",
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"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:
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> “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.”
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> “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.”
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> [!quote] Anchor (voiceover)
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> [!quote] Anchor (voiceover)
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> “Chief Marquez confirmed that while no arrests have been made, investigators are pursuing several leads, including possible gang-related activity.”
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> “Chief Nolan confirmed that while no arrests have been made, investigators are pursuing several leads, including possible gang-related activity.”
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### Cut to Pip Interview (Hospital)
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### Cut to Pip Interview (Hospital)
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@ -133,7 +133,8 @@ Let them explore the house for some time. When they're satisfied:
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>
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>
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> He gives the tiniest, bitter laugh.
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> He gives the tiniest, bitter laugh.
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>
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>
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> “Funny thing about circles, though. You walk ’em long enough… you always end up right back where you started.”
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> “You ever notice oil always finds the low point?
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**People do too.”**
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> [!quote] Narration
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> [!quote] Narration
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>
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>
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@ -237,33 +238,598 @@ Let Ben argue. Call for checks. Ultimately, he will choose to stay above ground,
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>[!quote] Ben's Dad
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>[!quote] Ben's Dad
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>“At least stay with a friend, and don’t leave the house dark. Dark houses get tested.”
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>“At least stay with a friend, and don’t leave the house dark. Dark houses get tested.”
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> [!quote] Narration
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## Operation: Canyon View Party (Ben’s Bad Idea / Best Idea)
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> Ben’s dad disappears into the hallway, already tapping at his comm-stone like he’s moving money around.
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>
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> The house is quiet again.
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>
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> Outside the big living room windows, the canyon is a black cutout against the sky.
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>
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> The news anchor keeps talking about “suspected foul play” and “ongoing investigation.”
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>
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> Then Joe notices something:
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>
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> A pair of headlights, far down the street, kill their beams.
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>
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> The car doesn’t leave.
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>
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> It just… sits there.
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Call for a Perception check.
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> [!quote] Narration
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- On success: they see someone watching / phone glow / cigarette.
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> The news segment loops again in the corner of the TV.
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- On fail: they get the creeping sense of being observed.
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> Pip’s bandaged face.
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> The ruined Circle.
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> The words **“professionally conceived device”** and **“magical accelerants.”**
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>
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> And then your dad says it, half to himself, half to the room:
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>
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> “Dark houses get tested.”
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> [!question] Table Prompt
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> [!question] Table Prompt
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> “You can do three things right now:
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> Ben: What do you do with that sentence?
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> – Ignore it and go to bed.
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> – Confront whoever’s out there.
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> – Or use the fact that this house is the obvious target.
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>
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> What do you do?”
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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.
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### The Pitch (don’t tell them “throw a party” — let Ben propose it)
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If Ben doesn’t pitch it immediately, give him a layup:
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> [!quote] Narration
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> You can’t shake the thought that if someone comes here… you might not even see it coming.
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> Not if you’re alone.
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> Not if the house is quiet.
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Then let Ben connect the dots out loud.
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---
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## Party Prep Montage (Skill Checks + Stakes)
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**Mechanic:** The party gets **Prep Points**.
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- Each PC chooses **2 prep actions** (below).
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- Each success = **+1 Prep Point**.
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- Each failure = **+1 Heat**.
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**Prep Point uses (later):**
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- Spend 1 to “have the right thing” (camera set, extra lanterns, someone sober-ish, etc.)
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- Spend 2 to “have the right person in the right place” (NPC ally is nearby when shit starts)
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- Spend 3 to “counter their plan” (spot accelerant, preempt sabotage, seal a door, etc.)
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**Heat (later):**
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- At **2 Heat**, someone calls in a noise complaint / ward-ping.
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- At **4 Heat**, a patrol swing-by happens at the worst possible time.
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- At **6 Heat**, an Oversight scry-eye does a drive-by scan of the property.
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> [!note] DM Note
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> Prep Points make the party feel “earned.” Heat makes it feel dangerous without punishing the fun.
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### Prep Actions (pick 2 each)
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**1) Invitations & Social Gravity**
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- **Persuasion** (DC 13): “You should come. It’s important.” (genuine pull)
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- **Deception** (DC 13): “It’s just a party.” (downplay the danger)
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- **Performance** (DC 13): hype it up / make it sound legendary
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**On success:** +1 Prep Point, and you get **one “Anchor NPC”** (someone you *want* present).
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**On fail:** +1 Heat, and you get **one “Wild Card NPC”** (someone you *didn’t* want, but shows anyway).
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**2) Wards & Cameras**
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- **Arcana** (DC 14): tune the house wards to ping *you* instead of alerting parents/Oversight
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- **Investigation** (DC 12): find blind spots, set up sightlines, move furniture for chokepoints
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- **Sleight of Hand** (DC 13): rig doors/windows with “if opened, it snags/makes noise” nonsense
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**On success:** +1 Prep Point (and later you get ADV on the first “spot the intrusion” roll)
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**On fail:** +1 Heat (and later there’s one obvious blind spot the enemies exploit)
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**3) Supplies**
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- **Investigation** (DC 12): find dad’s “emergency pantry” / garage stash / panic suite supplies
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- **Stealth** (DC 13): grab “party stuff” without tipping parents off (if they’re still awake)
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- **Survival** (DC 12): make the backyard actually usable (fire pit, seating, lanterns)
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**On success:** +1 Prep Point and the party has FOOD/LIGHT/NOISE COVER.
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**On fail:** +1 Heat and someone has to do a risky run mid-party.
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**4) The Story**
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- **Insight** (DC 12): what will *actually* convince people to come tonight?
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- **History** or **Religion** (DC 12): “we’re doing a vigil” angle (if your table likes that tone)
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- **Persuasion** (DC 13): get Joe/Soren on-message so nobody says incriminating shit
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**On success:** +1 Prep Point and you get ADV on any “keep the party normal” check later.
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**On fail:** +1 Heat and the vibe is off; people ask uncomfortable questions.
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---
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## Arrival Scene (RP Beats + Micro-checks)
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> [!quote] Narration
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> Cars start to arrive in ones and twos. Not a lot—yet. But enough to make the house feel alive.
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> Headlights paint the canyon walls in slow sweeps.
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> Laughter carries weirdly far out here.
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> [!question] Table Prompt
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> Who answers the door?
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### The first wave (pick 2–3 scenes, not all)
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**A) The “holy shit you’re rich” beat**
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- Someone clocks the floor-to-ceiling windows / the canyon view / the “smart-house rune lattice.”
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- **Joe** can roll **Insight** (DC 12): who here is a snitch / who’s watching too hard?
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**B) Joe becomes the vibes coordinator**
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- Joe is immediately asked to “run the music” / “be the hype man.”
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- **Performance** (DC 12): on success, the party actually becomes *loud enough* to be cover.
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**C) Ben is forced into social leadership**
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- Someone asks “why are you throwing this tonight?”
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- **Deception or Persuasion** (DC 13): on fail, +1 Heat (people start texting rumors).
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> [!note] DM Note
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> This is where you let them roleplay and breathe. The party is not “setup for combat” — it’s a scene where their choices generate consequences.
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---
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## Party Stations (gives them stuff to DO)
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Pick 3 “stations” and keep cutting between them like a sitcom:
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1) **Kitchen / Snack Raid**
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- Someone finds *absurdly expensive* snacks.
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- **Investigation** (DC 12): find “the good stash” (success = +1 Prep Point)
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2) **Backyard Firepit**
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- Someone starts telling a scary story about the Circle explosion.
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- **Intimidation or Performance** (DC 13): success = the crowd is emotionally hooked (cover)
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3) **Living Room / Mageball Highlights**
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- Joe can “explain the game” to people who don’t care.
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- **Persuasion** (DC 12): success = Joe gains a “mini-fanclub” who will follow him later
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4) **Upstairs “Do Not Enter” Hallway**
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- People test boundaries.
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- **Perception** (DC 14): catch someone about to wander into a sensitive room (panic suite door, etc.)
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---
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## The Ominous Breadcrumb (without saying “Pip is coming”)
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Trigger this when the party is at “peak normal.”
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> [!quote] Narration
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> The music is loud enough that you stop hearing the canyon.
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> The house feels warm.
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> Alive.
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>
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> And then—just for a second—
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> the backyard motion lights click on.
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>
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> Not in the yard.
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> Out past the fence line.
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> Down the slope where there shouldn’t be anyone.
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|
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|
Call for **Perception** from whoever is most paranoid (or everyone, DC 13).
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- **Success:** they spot a *single ember* drifting upward from below… like someone just flicked a match.
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- **Fail:** they only notice the lights… and the uneasy feeling that the canyon is watching back.
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|
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|
Optional extra breadcrumb:
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- A guest says: “Yo, who parked that old wagon down the hill?”
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- There is no wagon.
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|
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|
---
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|
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## “Party Ally” Quick System (so NPCs matter without bookkeeping)
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|
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|
When Ben’s “anchor NPCs” show up, tag them with one of these:
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- **Runner:** can deliver a message / fetch someone / lead a distraction
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- **Witness:** will later confirm a timeline (“we were here at X time”)
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- **Hands:** helps barricade / carry / drag someone to safety
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- **Caster:** has ONE useful spell (you decide on the fly)
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- **Chaos:** might start a fight, wander, or do something reckless
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|
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> [!note] DM Note
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|
> You don’t need stat blocks. You need *story leverage.*
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|
|
||||||
|
---
|
||||||
|
---
|
||||||
|
## NPC Interactions at the Party
|
||||||
|
### Elias Vae’lor (AV club artificer vibes)
|
||||||
|
**Scene purpose:** security + “don’t be idiots” + proof later
|
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|
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|
> [!quote] Entrance Beat
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|
> Elias shows up with a backpack that clinks like tools.
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> He doesn’t react to the mansion like everyone else — he reacts like he’s already mapping exits.
|
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|
> “So… you *live* in a deathtrap made of glass. Cool.”
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|
|
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|
**Player prompt:** “Elias, what’s the first thing you do when you arrive?”
|
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|
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||||||
|
**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)
|
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|
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|
> [!quote] Elias Hook Line
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|
> “If people want you, they’ll try quiet first. Quiet is what kills you.
|
||||||
|
> So… where do you want your choke point?”
|
||||||
|
|
||||||
|
**If violence starts:** Elias isn’t a combatant; he’s 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 he’s doing you a favor by being here.
|
||||||
|
> He steps inside, sees the view, and goes:
|
||||||
|
> “Oh nah. Ben’s rich-rich. Like ‘evil in a movie’ rich.”
|
||||||
|
|
||||||
|
**Roll hook (optional):**
|
||||||
|
- **Insight (DC 12):** Chaz is insecure; he hates being outclassed socially. He’ll 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:**
|
||||||
|
Chaz’s 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 it’s 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 you’re trying to scare me, you’re doing it wrong. You’re 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”). She’s 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 he’s solving world hunger.
|
||||||
|
> He squints at the view and says, dead serious:
|
||||||
|
> “I meet new people every day.”
|
||||||
|
|
||||||
|
**Use him as seasoning:** 2–3 moments max.
|
||||||
|
|
||||||
|
**Accidental clue beat:**
|
||||||
|
> [!quote] Fouad (to the group, mid-story)
|
||||||
|
> “Circle’s crew always does the same thing. They stand around like NPCs.
|
||||||
|
> Like they’re waiting for a quest prompt.”
|
||||||
|
|
||||||
|
**Optional roll:**
|
||||||
|
- **Insight (DC 12):** he’s saying something real, but he doesn’t realize it’s useful.
|
||||||
|
|
||||||
|
**If violence starts:** Fouad does something stupid that helps (on accident):
|
||||||
|
- knocks over a table to create cover
|
||||||
|
- yells “FIRE!” even if it’s 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 Ben’s class lie.**
|
||||||
|
- **Deception (DC 13):** Ben can keep his cover.
|
||||||
|
- On fail: Seb starts a rumor *immediately* (“Ben’s been cosplaying poor.”)
|
||||||
|
|
||||||
|
**Spotting the goons beat:**
|
||||||
|
> [!quote] Seb (suddenly quiet)
|
||||||
|
> “Those dudes aren’t 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 + “I’ve 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 someone’s here to start shit, you point them out, you don’t become them.
|
||||||
|
> I’m 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:** Bobby’s 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 he’s 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:
|
||||||
|
> “That’s a ‘someone’s 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 Pip’s 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 he’s stating a fact.
|
||||||
|
|
||||||
|
**Intel beat:**
|
||||||
|
> [!quote] Nico
|
||||||
|
> “Pip doesn’t 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 one’s Latch. Don’t 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 you’ve been hiding.”
|
||||||
|
|
||||||
|
**Social pressure beat (Ben’s class lie):**
|
||||||
|
> [!quote] Rina (to Ben)
|
||||||
|
> “You can stop pretending you’re normal. No one here is normal. That’s 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 weren’t 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 don’t look away.
|
||||||
|
> “I heard you were throwing a party,” they say.
|
||||||
|
> “I didn’t believe it.”
|
||||||
|
|
||||||
|
**Confrontation beat (gives Soren a controlled outlet):**
|
||||||
|
> [!quote] Sumri (to Soren, low voice)
|
||||||
|
> “You made me small once. You don’t get to do it twice.”
|
||||||
|
> “If you want something from me, ask like a person.”
|
||||||
|
|
||||||
|
**Optional roll (this is the leash, but it’s fair):**
|
||||||
|
- **Insight (DC 12):** Sumri isn’t trying to start drama — they’re 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 doesn’t 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 — they’re *the person who keeps someone from getting hurt*.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
# Quick “cut list” (so you don’t 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 shouldn’t 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 shouldn’t 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: “We’re 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 3–5 goons. Pip is NOT present.
|
||||||
|
|
||||||
|
### The Talker (face)
|
||||||
|
> [!quote] Goon (easy smile, dead eyes)
|
||||||
|
> “Yo. Party’s sick.”
|
||||||
|
> (beat, scanning)
|
||||||
|
> “We’re here for Ben. Just need a quick word outside. No drama.”
|
||||||
|
|
||||||
|
If pressed:
|
||||||
|
> [!quote] Goon
|
||||||
|
> “Look, man. This isn’t 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.
|
||||||
|
He’s 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 1–2, not all)
|
||||||
|
- **Insight (DC 12):** They’re 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 isn’t here” / redirect them toward a decoy room.
|
||||||
|
- **Persuasion (DC 15):** Buy 30 seconds (“He’ll 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 it’s still polite —
|
||||||
|
> and the grabber lunges for Ben’s sleeve with that ash-paper between two fingers.
|
||||||
|
|
||||||
|
Roll initiative. Objective becomes “don’t let them tag Ben / don’t 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 aren’t here to party.”
|
||||||
|
>
|
||||||
|
> And in that same moment, the talker’s 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).
|
||||||
|
(That’s 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*.
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user