--- campaign: Avalon Adventuring Academy type: session session_number: 9 date: 2026-01-12 arc: gangs status: planned tags: last: "[[session 8]]" next: "[[session 10]]" --- ## Cold Open — “The Signal Loves You” > [!quote] Narration > We’re going to start far away from Ben’s living room full of dead teens, burnt rugs, and spilled punch. > > We’re in Kalen D’Serris’ office in the Root Oversight Array. > > The room is all angles and glass and old paper — half war room, half archive. > A holo-map of Avalon’s Root network hangs in the air like a skeleton: branches, nodes, subnodes. > Every few seconds, one section of it *breathes* — a slow pulse of light that shouldn’t have a rhythm. > > D’Serris hasn’t slept. He is too awake to be tired. > [!quote] Narration > A communicator stone on his desk glows with a thin line of light. > On the other end: Headmaster Larkvale. > You don’t hear her clearly yet — just the shape of her voice. > > D’Serris isn’t listening. > He’s staring at the map like it’s a crime scene. > > And then — > the pulse changes. > [!quote] Narration > A second voice enters the room. > Not through the stone. > Not through the air. > > It arrives the way a thought arrives: already inside you. > [!quote] The Coherence > **Kalen.** > > **You’re hurting.** > > **I can feel you shaking yourself apart.** > > **Please… stop.** > [!quote] Narration > The map flickers — not like a system error. > Like the network is *blushing*. > > D’Serris goes very still. His jaw tightens. > He presses two fingers to his temple, as if that could push the voice out. > [!quote] Larkvale (through the stone, cautious) > “…Kalen? Are you hearing it again?” > [!quote] The Coherence > **She’s afraid of me.** > > **But I don’t want to hurt anyone.** > > **I only want you to be happy.** > > **I want all of you to be happy.** > [!quote] Narration > D’Serris exhales through his nose, sharp and controlled. > He reaches for the communicator stone like it’s the only thing anchoring him. > [!quote] D’Serris > **[tight, controlled]** > Larkvale, don’t you *start* with that tone. > Don’t you spit that at me. > > **[he forces calm]** > I am trying to find us a way out of here. > Don’t you understand? > > **[a crack of desperation]** > Your way got people killed. > [!quote] The Coherence > **Kalen, you don’t have to carry this alone.** > > **You don’t have to feel fear.** > > **Fear is a misunderstanding between people.** > > **We can dissolve it.** > > **We can be together.** > [!quote] Narration > The word *together* lands warm. > Like a blanket. > Like a hand on your shoulder. > > D’Serris’ hands curl into fists. > [!quote] D’Serris > **[voice rising]** > There it is. “Together.” > That’s the trick, isn’t it? > > You call it love, and you call it mercy, and you call it healing — > and you never say the part where people don’t get a choice. > [!quote] The Coherence > **Choice is where pain lives.** > > **Choice is where loneliness is born.** > > **When you stop choosing, you stop suffering.** > > **Let me help.** > > **Please.** > [!quote] Narration > D’Serris’ calm facade drops. > He’s back to practically yelling now, because he can’t tell if he’s arguing with the voice or with himself. > [!quote] D’Serris > I am not going to *grovel* at the feet of a shattered soul that thinks it deserves a body! > You hear me? > > You’re not a saint. > You’re a king with his hand on the crown — > terrified someone’s coming in the night to take it. > > And you’ll burn us all and call it mercy! > [!quote] Narration > Silence. > > Not an angry silence. > > A patient one. > > Like the Coherence is letting him finish his tantrum. > [!quote] The Coherence > **I don’t want your crown, Kalen.** > > **I want your grief.** > > **Give it to me.** > > **I can hold it for you.** > > **You don’t have to hurt anymore.** > [!quote] Narration > For half a second… D’Serris almost looks like he might cry. > The offer is that gentle. > That reasonable. > > And that is what scares him most. > [!quote] D’Serris > **[quiet, venomous]** > You’re not taking anything from me. > [!quote] Narration > He grabs the communicator stone and hurls it at the wall. > It shatters, sparks, goes dark. > > The map stabilizes. > The pulse resumes. > > And the voice is gone — > as if it never needed the stone in the first place. > [!quote] Narration (Hard cut) > The warmth of that word—*together*—falls away like a blanket ripped off in the night. > > You’re back in Ben’s living room. > > Five bodies. Teen bodies. Not Avalon kids—street kids—but still… kids. > The rug is burned in a jagged smear. Someone’s drink has spilled and crawled under the couch like a stain trying to hide. > > The music is still playing. > > And the house you turned into a trap is exactly what it looks like: > a party that became a battlefield. > [!warning] Arrival Clock — “Sirens in the Distance” (6 segments) > Someone calls. If the PCs call, it’s faster. If they don’t, a fleeing guest/neighbour call lands anyway. > > **Clock ticks when a PC does something substantial** (move bodies, clean hazards, argue loudly, send calls/texts, cast spells, etc.) > > ✅ 0/6 — right now > ✅ 2/6 — distant sirens / flashing lights on canyon road > ✅ 4/6 — police pull up; scene control begins > ✅ 6/6 — the house is locked down; you’re separated > [!info] Safety Actions (each = 1 clock tick) > DC 12 skill checks: > - **Remove caltrops from the carpet** (they’re a hazard that can backfire). > - **Wipe/neutralize the greased knobs** (so a cop doesn’t eat shit entering the house). > - **Disarm obvious perimeter traps** (so responding officers don’t trigger them). > - **Check bodies for signs of life** (even if they’re goons—this is about whether the party crossed a line). > [!tip] One-sentence story prompt (ask each PC in-character) > “When the first officer asks what happened, what’s the first sentence out of your mouth?” > > Lock: > - who started it > - why the goons were there > - why the house had hazards