> **Current position in timeline:** Immediately after the **party fight** at Ben’s house. Most guests fled. There are **5 dead teenagers** in Ben’s living room. The PCs are still on-site, processing aftermath and deciding next steps. --- ## 0) Core Players & Terms ### PCs - **Ben Mulkerberg (“Lil Stinky”)** — rich kid posing as block dealer; primary target of Pip’s grudge. - **Joe Football** — co-conspirator/escalator; pragmatic and willing to do violence if framed as “pre-empting a threat.” - **Soren Silversong** — volatile ally; arrived to help after the Circle explosion fallout; tends to solve problems through intimidation and chaos. ### Antagonist / Gang Thread - **Pip Tumblefoot (“Pip”, halfling teen)** — Circle kid / small-time criminal; manipulative; has a grudge against Ben and now blood in the water. - **Pip’s crew / goons** — teens and adjacent scumbags; not all are Pip loyalists, but they travel in the same orbit. ### Location Anchor - **The Circle** — gas station / hangout / informal meeting point where Ben first got set up and later caused the explosion. --- ## 1) Session 1 — The First Circle Incident (Ben Gets Marked) ### 1.1 Setup at The Circle - **Ben is hanging at The Circle** killing time (he has no car yet). - A **small, swarmy halfling** approaches and asks if he’s “Lil Stinky.” - Ben clocks him as an easy mark and starts posturing: - brags - tries to pressure for a discount / plays dealer hardball - attempts intimidation/social dominance. ### 1.2 The Trap Reveal - The halfling smirks. - **Three sets of headlights** come on — Ben realizes he’s been had. - **Intended vibe:** “you’re not in control, you’re being sized up.” ### 1.3 Insight Branch (You ran a fork here) - Ben makes an **Insight check** to interpret the halfling’s intent. - **Success:** Ben realizes this is not a negotiation; it’s a setup → **RUN**. - **Failure:** Ben believes it *is* a negotiation and might talk his way out / “work together,” which opens comedic RP where Ben tries to bargain while being actively boxed in. **Outcome (established truth):** - This encounter marks the start of Pip’s leverage over Ben. - Ben is now “the kid who wants to be scary” in the Circle orbit — a perfect target. --- ## 2) Between Session 1 and the Big Pivot — Pip Gains Leverage ### 2.1 The “I Know Where You Live” Move - Pip later **sends Ben a photo of Ben’s house.** - This matters because it establishes: - Pip can cross the boundary from “gas station beef” to “family/home threat.” - Ben’s biggest vulnerability (being rich + his parents) is now in play. ### 2.2 Stakes Clarify - This conflict becomes **more than reputation**: - retaliation can hit the house - Ben’s parents are potential targets - exposure of Ben’s “W-block lie” becomes a pressure point. --- ## 3) The Circle Explosion — The Point of No Return > This is the moment the sidequest stops being “high school gang antics” and becomes **felony-grade magic violence** with real bodies. ### 3.1 Return to The Circle (Ben + Joe) - Ben and Joe go to the Circle together. - Joe chooses to **hide** rather than approach openly. ### 3.2 Joe’s Threat Read → Trap Prep - Joe passes an **Insight check** recognizing danger centered around a car (people waiting / ambush feel). - Joe then makes: - **Sleight of Hand check** (silent placement) - **Tools check** (trap rigging) - Joe rigs a **trap near the passenger-side door** of the car and places a **puddle of oil/accelerant** beneath/near it. ### 3.3 “Intentions?” → “Cooking Them Out” - You ask Joe: **“What are your intentions?”** - Joe clarifies: **“I’m cooking these fuckers out.”** - Joe fails an Intelligence/Wisdom-style “sanity of plan” check (rolled **5**) and narratively locks in that Joe thinks it’s one of his best ideas all year. ### 3.4 The Signal → The Fire Goes Up - Ben accepts a “deal” / engages socially while Joe waits for a trigger moment. - Joe asks if “that’s the signal.” - Joe hits exactly the DC; you let interpretation be up to him. - Joe ignites the accelerant. ### 3.5 Escape Window - You tell them they have **2 turns to get 120 ft away** (dash/dash). - Both PCs escape. ### 3.6 Casualty Reveal - Ben sends raven familiar to recon. - The familiar finds: - **Charred teen remains** — leg stuck in Joe’s trap. - **Two unrelated civilians** inside the gas station who got **liquified** in the explosion. ### 3.7 Immediate Threat - Ben receives a message from Pip: **“you’re fucking dead.”** - Ben and Joe contact Soren for help. - **Soren arrives at Ben’s house** (this becomes the party’s staging location). **Resulting status after this pivot:** - Pip is injured but alive. - Pip knows Ben is connected to the explosion (even if no one else can prove it). - Ben’s house is now in the crosshairs. --- ## 4) Fallout Begins — The World Reacts (Without Derailing the Campaign) ### 4.1 Planned Cold Open Idea (News Segment) - You considered a TV news cold open: - explosion at The Circle - **3 dead** (1 teen + 2 adults) and **1 injured** (Pip) - magical arson suspects: trap + accelerant found at origin. - You also wanted Pip to say something **coded** in the interview that Ben/Joe would understand (not “W block” explicitly). *(You revised location naming to match Avalon setting — not real-world Sahuarita/Green Valley.)* ### 4.2 Retaliation Stakes - You set the intended next-stage conflict: - Ben’s goal: **get parents out / keep house safe** - Pip’s goal: **burn the fucker down with them in it** (mirroring Joe’s tactic). - You debated how Ben learns “when” the attack is coming; you leaned toward Pip being out of commission, threats being vague, and Ben needing to prep without perfect timing. --- ## 5) Ben’s Counterplay — “Throw a Party” Trap Plan > Player-driven escalation: Ben decides to use social chaos as a shield and recruit NPCs as “extra bodies.” ### 5.1 Ben’s Plan - Ben proposes throwing a party at his house to: - lure retaliation into a controlled environment - get as many NPCs as possible on his side - create plausible deniability via crowd/chaos. ### 5.2 Prep Mechanics You Ran You introduced a simple “prep action” structure for the PCs before the fight. **Soren’s prep actions:** - **Success:** greased all the doorknobs (environmental hazard / comedy) - **Failure:** caltrops all over the carpet (hazard that backfires / messy house) **Ben’s prep actions:** - **1 for 1:** secured drinks - **Other result:** worst playlist ever (tone + distraction / comic utility) **Joe’s prep actions:** - **Passed both:** trapped the perimeter (defensive advantage / early warning) ### 5.3 Notable Guests Present - **Bobby Poets** (formerly “Bobby Rapist,” had an in-game redemption / reframing last session) - **Chaz Ironwick** - **Fouadriel Al-Mir** - **Seb Castillo** - **Jax Hollow** - **Sumri Tord** *(Other guests may have been invited earlier but these are the ones confirmed “notable” in the party scene.)* --- ## 6) The Party Fight — End-of-Last-Session Combat ### 6.1 Fight Trigger (Your current direction) - You planned that **Pip himself might not show**, but his goons would. - Reasonable enemy objectives you floated: - **kidnap Ben** (cleanest “we win without burning the house down”) - **torch the place** (parallel to Circle) - (You rejected “ash tag / long-term marking” as too slow.) ### 6.2 Combat Outcome (What is now true) - The fight breaks out at Ben’s party. - Most guests flee mid-chaos or immediately after. - **5 teenage bodies** are left in Ben’s living room by the end of the session. *(You didn’t specify exact identities of the dead teens in chat; log this once you decide: goons vs guests vs mixed.)* ### 6.3 Present End State - The PCs are still in Ben’s house. - Living room is a crime scene: - bodies - party wreckage - evidence of defensive traps/hazards - The guests who fled now become: - rumor vectors - future witnesses - potential leverage for Oversight / admin / Pip survivors. --- ## 7) Open Threads / Immediate Next Beats ### 7.1 “Heat” Consequences (without derailing) This sidequest is now too loud to ignore forever, but you want a middle ground: - Not “constant police scrutiny every session” - Not “no evidence survived” Suggested framing: - **short-term shock + rumor wave** - **selective attention** (one lead detective / one Oversight agent tracking patterns) - the school wants it quiet; oversight wants it contained; parents want answers. ### 7.2 Pip’s Status (unknowns to lock) Decide and record: - Is Pip still hospitalized, or mobile now? - Did Pip’s goons act under orders or freelance revenge? - Does Pip know the party fight happened / how soon? ### 7.3 Ben’s Parents (current status) - They exist as stakes but are not confirmed present during party fight. - Decide: - were they away? - asleep in bunker? - evacuated? This affects the next session’s emotional fallout. ### 7.4 Evidence & Witness List - Who fled that can talk? - Bobby, Chaz, Seb, Jax, Sumri, Fouad (and any minor extras) - What did they see? - fire, spells, bodies, traps, “who looked guilty,” etc. --- ## 8) Summary (One Sentence) Ben’s fake-block weed hustle got him marked by Pip at The Circle; Joe escalated the feud into a gas-station bombing with civilian casualties; Pip threatened Ben’s home; Ben responded by turning his mansion into a trap-party — and now there are five dead teenagers in his living room and the campaign has a volatile “heat” meter that can collide with the leyline arc at any time.