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