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.