AndrewNotes/Avalon/01_Arcs/Gang Sidequest.md
2026-02-01 14:38:35 -08:00

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Current position in timeline: Immediately after the party fight at Bens house. Most guests fled. There are 5 dead teenagers in Bens 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 Pips 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.
  • Pips 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 hes “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 hes been had.
  • Intended vibe: “youre not in control, youre being sized up.”

1.3 Insight Branch (You ran a fork here)

  • Ben makes an Insight check to interpret the halflings intent.
    • Success: Ben realizes this is not a negotiation; its 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 Pips 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 Bens house.
  • This matters because it establishes:
    • Pip can cross the boundary from “gas station beef” to “family/home threat.”
    • Bens 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
    • Bens parents are potential targets
    • exposure of Bens “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 Joes 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: “Im cooking these fuckers out.”
  • Joe fails an Intelligence/Wisdom-style “sanity of plan” check (rolled 5) and narratively locks in that Joe thinks its 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 “thats 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 Joes trap.
    • Two unrelated civilians inside the gas station who got liquified in the explosion.

3.7 Immediate Threat

  • Ben receives a message from Pip: “youre fucking dead.”
  • Ben and Joe contact Soren for help.
  • Soren arrives at Bens house (this becomes the partys 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).
  • Bens 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:
    • Bens goal: get parents out / keep house safe
    • Pips goal: burn the fucker down with them in it (mirroring Joes 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) Bens 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 Bens 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.

Sorens prep actions:

  • Success: greased all the doorknobs (environmental hazard / comedy)
  • Failure: caltrops all over the carpet (hazard that backfires / messy house)

Bens prep actions:

  • 1 for 1: secured drinks
  • Other result: worst playlist ever (tone + distraction / comic utility)

Joes 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 Bens party.
  • Most guests flee mid-chaos or immediately after.
  • 5 teenage bodies are left in Bens living room by the end of the session.

(You didnt 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 Bens 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 Pips Status (unknowns to lock)

Decide and record:

  • Is Pip still hospitalized, or mobile now?
  • Did Pips goons act under orders or freelance revenge?
  • Does Pip know the party fight happened / how soon?

7.3 Bens 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 sessions 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)

Bens 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 Bens 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.