--- campaign: Avalon Adventuring Academy type: session session_number: 8 date: 2026-01-12 arc: gangs status: planned tags: last: "[[session 7]]" next: "[[session 9]]" --- ## Session Start: “Okay… so something’s wrong.” > [!quote] Narration > The party is loud in that way that feels like victory. > Your worst playlist is doing psychic damage to everyone within earshot. > Drinks are flowing. > People are laughing too hard to notice they’re being watched. > [!note] DM Quick Prompt (do this BEFORE initiative) > “Where are you, exactly, in the house/yard? Who are you closest to?” > - Ben: ___ > - Joe: ___ > - Soren: ___ > (Lock positions. You’ll thank yourself.) --- ## Prep Payoffs (recap them like they matter) ### Soren: Greased Doorknobs (SUCCESS) > [!quote] Narration > You’ve never realized how many times people touch doorknobs at a party until you’ve ruined all of them. > Every door in this house is now a betrayal waiting to happen. **Mechanical effect (simple):** - The **first time each round** an enemy tries to open a door: **DC 12 Dex save** - Fail: door doesn’t open + they make noise + **their movement ends**. - Success: door opens normally. (Doesn’t stop players; it just slows invaders.) ### Soren: Caltrops in the Carpet (FAIL) > [!quote] Narration > You were trying to be tactical. > Instead you created… Home Alone. > The carpet now has teeth. **Mechanical effect (fun, not lethal):** - Any creature that **moves more than 10 feet** in the living room/hallway carpet must make **DC 12 Dex save** - Fail: **1 piercing** + **speed -10 until end of turn** + “ow” noise. - Success: fine. (Yes, this can hit allies too. That’s the failure.) ### Ben: Worst Playlist (SUCCESS) > [!quote] Narration > The speakers blare something so aggressively unlistenable it circles back around to confidence. > It’s like the house is daring someone to complain. **Mechanical effect:** - The house is LOUD: enemies have **disadvantage on Perception checks based on hearing** inside. - Also: once this fight, Ben can “weaponize cringe”: - **Bonus action** to spike volume → one enemy who can hear must make **DC 12 Wis save** or suffer **disadvantage on their next attack** (they flinch / lose timing). ### Ben: Drinks Secured (SUCCESS) > [!quote] Narration > Drinks are everywhere. > Which means: people are slower, bolder, and easier to herd. **Mechanical effect:** - Once, when panic starts, Ben can make a **Persuasion (DC 12)** to keep the crowd from stampeding. - Success: crowd stays mostly contained (no “difficult terrain everywhere”). - Fail: the crowd becomes a hazard. ### Joe: Perimeter Traps (SUCCESS x2) > [!quote] Narration > The fence line isn’t just a fence line anymore. > It’s a statement. **Mechanical effect:** - First enemy who tries a “quiet entry” (fence/side gate/yard) triggers Joe’s setup: - **DC 13 Dex save** - Fail: **Restrained** until they use an action to free themselves (snare wire) OR they take **2d6** from a nasty tripline trick (your call). - Success: they still make noise and reveal the vector. ## The Kickoff Beat (no initiative yet) > [!quote] Narration > The backyard motion lights click on. > Not in the yard. > Beyond the fence line. > Down the slope where there shouldn’t be anyone. Call for ONE roll (player choice): - **Perception (DC 13)** (watching outside) - **Insight (DC 13)** (watching the room) - Spend **1 Prep Point** (if you use them) for advantage, BUT you can also just say “Joe’s traps count as advantage here.” ### On Success > [!quote] Narration > Three silhouettes. > Not drunk. Not lost. > Moving like they already picked their angles. > > One of them signals—two short flicks of the hand. > And the porch light *flickers* in reply. > Someone inside just answered. ### On Failure > [!quote] Narration > You stare too long and see nothing. > Then the motion lights click off. > Like someone *wanted* you to look. > > And right then— > the doorbell rings. > Once. > Patient. ## Vector Choice (pick 1, or let the players pick by action) ### Vector A: Front Door (most RP) > [!quote] Narration > The doorbell rings again. > You glance at the peephole / camera rune. > Three teens on the porch. > Wrong posture. Hands too still. > One holds a cheap gift bag like it’s camouflage. **Talker line (through the door or when opened):** > [!quote] Talker (easy smile, dead eyes) > “Yo. Party’s sick.” > “We’re here for Ben. Just need a quick word outside. No drama.” If they try to stall: > [!quote] Talker > “Clean or loud. Your call.” ### Vector B: Side Gate / Fence (most “invasion”) If they focus on the porch and ignore the yard: > [!quote] Narration > Somewhere to your left, the fence gives a soft metallic *tink*. > Joe—your trap line goes taut. > And someone outside makes a quiet, angry sound. (Joe’s trap triggers here.) ### Vector C: Garage seam (paranoid horror) > [!quote] Narration > A soft *tap* at the garage door. > Once. Twice. > Like someone testing for a ward ping. ## The Exact Moment Initiative Starts (choose) ### Option 1: The Grab (best for “kidnap Ben”) > [!quote] Narration > The talker’s smile stays polite— > and the guy behind him lunges for Ben’s sleeve with a strip of ash-paper between two fingers. Roll initiative. ### Option 2: The Fire Threat (if they hesitate too long) > [!quote] Narration > You smell it first—solvent and oil. > The third kid flicks something in his palm: a rune-sealed bottle. > He doesn’t throw it. > He just shows it to you like a promise. Roll initiative. ### Option 3: Seb calls it (if you want the “starter pistol”) > [!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 smile disappears. Roll initiative. ## Featured NPC Assists (keep it fast) Use each ONCE. No full turns. ### Bobby Poets (super-senior) - **Once:** “Crowd control” — clears a 10-foot path OR blocks a hallway for 1 round. > “Everyone inside. Now. MOVE.” ### Chaz Ironwick - **Once:** “Tackle” — immediately grapple a goon within 20 feet (no damage). > “OH WE DOIN’ THIS?” ### Jax Hollow (Subaru) - **Once:** “Car play” — pulls the Subaru to block the driveway OR create cover. ### Seb Castillo - **Once:** “Evidence” — gets clear footage of the first hostile act (helps later with cops/admin). ### Fouadriel Al-Mir - **Once:** “Accidental help” — knocks over a table for cover / causes a distraction. (He helps… but in the dumbest way possible.) ### Sumri Tord - **Once:** “Spot weakness” — points out an exit / a failing ward / a goon’s focus target. > “They’re not here for the party. They’re here for *him*.”