32 KiB
campaign, type, session_number, date, arc, status, tags, last, next
| campaign | type | session_number | date | arc | status | tags | last | next |
|---|---|---|---|---|---|---|---|---|
| Avalon Adventuring Academy | session | 7 | 2025-12-29 | gangs | planned | session 6 | session 8 |
[!quote] Narration Night air. Desert chill. The three of you stand in the driveway of the Mulkerberg house.
Ben, it's your place, but it still feels... off.
– The family SUV is parked neatly in the driveway.
– No lights on inside.
– The TV glows from the inside living room.
– No music, no clatter, no voices.Just you, Joe, and Soren on the concrete under a dark sky.
[!question] Table Prompt "You’re exactly where we left off last time. What do you do?"
Expect them to go inside, peek in windows, prepare for other shit.
[!quote] Narration Ben, you grab the key from its usual spot — [under the mat / behind the fake rock / coded rune-lock, whatever you’ve established] — and let everyone in.
The house is quiet. Too quiet for a place that usually has at least one parent on a call or the dishwasher running.
No shoes by the door that aren't already there. No new coats on the rack. Just the smell of nice furniture and air freshener.
[!question] "Where do you check first?"
Let them explore the house for some time. When they're satisfied:
[!quote] Narration Wherever you end up, you all eventually drift back toward the living room, drawn by the one bright thing in the house — the TV screen, still on from earlier, volume low.
The channel flips from some forgettable rerun to a spinning BREAKING NEWS sigil…
Evening News: “Circle Inferno”
[!quote] Narration The screen flickers from some forgettable sitcom rerun to a BREAKING NEWS graphic – spinning siren crystal, red banner, scrolling text: “THREE DEAD IN CIRCLE EXPLOSION – AUTHORITIES SUSPECT FOUL PLAY.”
Hard cut to a reporter standing in front of a cordoned-off gas station. What’s left of the Circle is a half-collapsed skeleton of twisted metal and scorched concrete. Yellow rune-tape glows faintly around the perimeter. Emergency crews and arcanists in heavy, rune-lined gear move through the wreckage like ghosts.
Trisha-style Anchor
[!quote] Anchor – On Scene “I’m Tala Takanawa, reporting live from the scene of last night’s devastating explosion here at Circle Fuel & Snacks, on the outer edge of Avalon, where three people are confirmed dead and one teen remains in critical condition after what investigators are now calling a ‘deliberate act of magical arson.’”
She turns slightly, gesturing with a manicured hand toward the rubble.
“Behind me, you can still see crews from Avalon Fire & Rescue, the Arcane Arson Taskforce, and Avalon Oversight combing through the wreckage. Witnesses say a ‘ball of fire’ engulfed the station shortly after 10 p.m., rocking nearby neighborhoods and shaking windows for blocks.”
“Authorities have not yet released the names of the two adult victims, but we do know one of the deceased was a local teen. A fourth victim, a halfling youth, survived the blast with severe injuries.”
[!quote] Narration B-roll: a blurred shot of a stretcher being wheeled into an ambulance; sheets over two burnt shapes; a long, slow pan across the melted remains of the pumps and storefront.
Chief / Arson Investigator
[!quote] Anchor (voiceover) “Earlier today, we spoke with Chief Nolan of the Avalon Police Department and lead investigator Captain Halloway from the Arcane Arson Unit.”
[!quote] Chief Nolan A tired-looking human man in uniform, bags under his eyes, stands at a makeshift podium.
“What I can say at this time is that this was not an accident. Our preliminary findings, along with the Arcane Arson Unit, indicate the presence of magical accelerants and at least one mechanical trap device at the point of origin. Someone set this up to blow.”
“We are treating this as a homicide investigation. We are asking anyone who was in the area of Circle Fuel between nine and ten p.m. last night to please come forward.”
[!quote] Captain Halloway, Arcane Arson A rail-thin elf in a soot-streaked coat, a glowing sigil stitched over his breast pocket, steps up.
“We’ve recovered components consistent with a delaying snare trap – something designed to hold a target in place long enough for the blast to do maximum damage. This was a professionally conceived device.”
He glances back at the ruins.
“The level of damage and the magical residue mean we may never have a perfect picture of exactly how it was triggered. But whoever did this knew what they were doing, and we will find them.”
[!quote] Anchor (voiceover) “Chief Nolan confirmed that while no arrests have been made, investigators are pursuing several leads, including possible gang-related activity.”
Cut to Pip Interview (Hospital)
[!quote] Narration The image jumps to a quieter setting – a hospital room. Harsh fluorescent light washes everything pale.
A halfling teen sits propped up in a hospital bed, one arm in a sling, burns peeking from under heavy bandages along his neck and jaw. One leg is clearly immobilized, wrapped and braced. The lower half of his face looks like someone tried very hard to put it back together.”
[!quote] Lower Third “PIP ‘PIPPIN’ TUMBLEFOOT – EXPLOSION SURVIVOR”
[!quote] Anchor (off-screen) “Pip, you were working at the Circle the night of the explosion. Can you tell us what you remember?”
[!quote] Pip He gives the camera a small, tight smile that doesn’t quite reach his eyes.
“Yeah. Uh… I remember stocking the cooler. It was a quiet night. Then…”
He taps the side of his head lightly with his good hand.
“Then it wasn’t.”
A beat. He licks dry lips.
“I heard this… click under the car outside. Real sharp. Not the kind you hear unless you’re listening for it.”
He looks directly at the camera now.“And then everything went white.”
Another beat. He exhales slowly.
“Thing is… you don’t set something like that up for some random halfling on a late shift. Whoever did this?”
His gaze sharpens, and for a moment the mask slips – there’s anger there, and something colder.“They weren’t aiming at me. I was just… in the Circle when the match got lit.”
He lets that hang, then adds, still staring into the lens:
“But hey. If the folks who did this are watching?
You know who you are.
He gives the tiniest, bitter laugh.
“You ever notice oil always finds the low point?
People do too.”
[!quote] Narration
Ben and Joe know exactly who that was aimed at.
Back to Anchor
[!quote] Anchor – On Camera “A harrowing account from one of the survivors. Officials say Pip Tumblefoot faces a long road to recovery following multiple surgeries.”
She turns back to the camera with her practiced serious-face.
“Once again, three people are dead and one teen remains hospitalized after what authorities describe as a deliberate magical bombing at Circle Fuel & Snacks. Anyone with information is urged to contact Avalon PD or the anonymous tip line listed below.”
“Reporting live from Avalon, I’m Tala Takanawa. Back to you in the studio.”
[!quote] Narration – After Segment The sound drops back to the dull buzz of studio chatter as the anchors argue about "youth violence" and "magical crime."
The three of you are alone in Ben’s expensive, spotless, not very W-block living room. The Circle burns silently in the corner of the screen.
Your parents’ car is in the driveway.
Your parents are nowhere in sight.
[!question] "What’s the first thing you do?"
[!question] Table Prompt “You’ve just watched that whole segment. Pip’s face. The rubble. The arson talk. The ‘canyon view’ line.
What’s the first thing you say or do?”
Play out them doing what they will- calling the parents, check cameras, check rooms again frantically. When they start to worry:
[!quote] Narration Just as your brain starts sketching the worst possibilities — burned bodies in the garage, a quiet house because the worst already happened — blue-white light sweeps across the living room:
Headlights.
Not pulling into the driveway. They angle across the lawn instead and stop out front.
A car door slams. Someone laughs in that tired, end-of-the-night way.
Keys scrape clumsily at the front lock.
[!quote] Ben’s Dad “No, no, I’ve got it— okay, maybe I don’t got it— hang on—”
[!quote] Narration The lock finally clicks. The front door swings open.
Ben, your parents stumble in — a little overdressed, a little flushed, the unmistakable smell of alcohol and restaurant garlic following them in.
[!quote] Ben’s Mom She kicks off her heels by the door, frowning at the TV.
“Oh gods, are you watching that? Turn it off, Ben, that’s horrible. That’s right by your school, isn’t it?”
[!quote] Ben’s Dad Already drifting toward the kitchen, jacket half off.
“Yeah, I saw the push alert. Gas stations, man. Leaky infrastructure. City says they maintain it, then boom…”
[!quote] Narration He clearly hasn’t absorbed the arson angle yet.
Both of them look to you, Ben.
[!quote] To Ben: “Are you honest? Do you tell them you think someone might actually target this house? Or do you spin it?”
If Ben is honest, have him make persuasion. If he isn't, deception. DC 10, with advantage. On success, they leave the house with Ben, to the bunker. On fail, they don't agree to leave, but still take the threat seriously.
[!quote] Ben’s Dad He goes very still while you explain — Circle, the arson, “what if it isn’t random,” nervous glances at the window.
The drunk goes out of his eyes faster than you’ve ever seen.
“…You think someone might actually target us,” he says, not quite a question.
“Not ‘Avalon in general,’ not ‘infrastructure.’ Us.”
You see the gears turn. Risk trees, probability charts, worst-case simulations. This is his happy place.
[!quote] Ben’s Dad
“The panic suite’s solid. The only question is whether they hit this place while we’re gone.
If they do, it’ll tell us a lot about who we’re dealing with.”He looks at your mom. “We can go down for a week. Two. Work remote. Let APD and Oversight get their shit together.”
Then back to you.
“You’re coming too.”
Let Ben argue. Call for checks. Ultimately, he will choose to stay above ground, and his dad will relent.
[!quote] Ben's Dad “At least stay with a friend, and don’t leave the house dark. Dark houses get tested.”
Operation: Canyon View Party (Ben’s Bad Idea / Best Idea)
[!quote] Narration The news segment loops again in the corner of the TV. Pip’s bandaged face. The ruined Circle. The words “professionally conceived device” and “magical accelerants.”
And then your dad says it, half to himself, half to the room:
“Dark houses get tested.”
[!question] Table Prompt Ben: What do you do with that sentence?
The Pitch (don’t tell them “throw a party” — let Ben propose it)
If Ben doesn’t pitch it immediately, give him a layup:
[!quote] Narration You can’t shake the thought that if someone comes here… you might not even see it coming. Not if you’re alone. Not if the house is quiet.
Then let Ben connect the dots out loud.
Party Prep Montage (Skill Checks + Stakes)
Mechanic: The party gets Prep Points.
- Each PC chooses 2 prep actions (below).
- Each success = +1 Prep Point.
- Each failure = +1 Heat.
Prep Point uses (later):
- Spend 1 to “have the right thing” (camera set, extra lanterns, someone sober-ish, etc.)
- Spend 2 to “have the right person in the right place” (NPC ally is nearby when shit starts)
- Spend 3 to “counter their plan” (spot accelerant, preempt sabotage, seal a door, etc.)
Heat (later):
- At 2 Heat, someone calls in a noise complaint / ward-ping.
- At 4 Heat, a patrol swing-by happens at the worst possible time.
- At 6 Heat, an Oversight scry-eye does a drive-by scan of the property.
[!note] DM Note Prep Points make the party feel “earned.” Heat makes it feel dangerous without punishing the fun.
Prep Actions (pick 2 each)
1) Invitations & Social Gravity
- Persuasion (DC 13): “You should come. It’s important.” (genuine pull)
- Deception (DC 13): “It’s just a party.” (downplay the danger)
- Performance (DC 13): hype it up / make it sound legendary
On success: +1 Prep Point, and you get one “Anchor NPC” (someone you want present). On fail: +1 Heat, and you get one “Wild Card NPC” (someone you didn’t want, but shows anyway).
2) Wards & Cameras
- Arcana (DC 14): tune the house wards to ping you instead of alerting parents/Oversight
- Investigation (DC 12): find blind spots, set up sightlines, move furniture for chokepoints
- Sleight of Hand (DC 13): rig doors/windows with “if opened, it snags/makes noise” nonsense
On success: +1 Prep Point (and later you get ADV on the first “spot the intrusion” roll) On fail: +1 Heat (and later there’s one obvious blind spot the enemies exploit)
3) Supplies
- Investigation (DC 12): find dad’s “emergency pantry” / garage stash / panic suite supplies
- Stealth (DC 13): grab “party stuff” without tipping parents off (if they’re still awake)
- Survival (DC 12): make the backyard actually usable (fire pit, seating, lanterns)
On success: +1 Prep Point and the party has FOOD/LIGHT/NOISE COVER. On fail: +1 Heat and someone has to do a risky run mid-party.
4) The Story
- Insight (DC 12): what will actually convince people to come tonight?
- History or Religion (DC 12): “we’re doing a vigil” angle (if your table likes that tone)
- Persuasion (DC 13): get Joe/Soren on-message so nobody says incriminating shit
On success: +1 Prep Point and you get ADV on any “keep the party normal” check later. On fail: +1 Heat and the vibe is off; people ask uncomfortable questions.
Arrival Scene (RP Beats + Micro-checks)
[!quote] Narration Cars start to arrive in ones and twos. Not a lot—yet. But enough to make the house feel alive. Headlights paint the canyon walls in slow sweeps. Laughter carries weirdly far out here.
[!question] Table Prompt Who answers the door?
The first wave (pick 2–3 scenes, not all)
A) The “holy shit you’re rich” beat
- Someone clocks the floor-to-ceiling windows / the canyon view / the “smart-house rune lattice.”
- Joe can roll Insight (DC 12): who here is a snitch / who’s watching too hard?
B) Joe becomes the vibes coordinator
- Joe is immediately asked to “run the music” / “be the hype man.”
- Performance (DC 12): on success, the party actually becomes loud enough to be cover.
C) Ben is forced into social leadership
- Someone asks “why are you throwing this tonight?”
- Deception or Persuasion (DC 13): on fail, +1 Heat (people start texting rumors).
[!note] DM Note This is where you let them roleplay and breathe. The party is not “setup for combat” — it’s a scene where their choices generate consequences.
Party Stations (gives them stuff to DO)
Pick 3 “stations” and keep cutting between them like a sitcom:
-
Kitchen / Snack Raid
- Someone finds absurdly expensive snacks.
- Investigation (DC 12): find “the good stash” (success = +1 Prep Point)
-
Backyard Firepit
- Someone starts telling a scary story about the Circle explosion.
- Intimidation or Performance (DC 13): success = the crowd is emotionally hooked (cover)
-
Living Room / Mageball Highlights
- Joe can “explain the game” to people who don’t care.
- Persuasion (DC 12): success = Joe gains a “mini-fanclub” who will follow him later
-
Upstairs “Do Not Enter” Hallway
- People test boundaries.
- Perception (DC 14): catch someone about to wander into a sensitive room (panic suite door, etc.)
The Ominous Breadcrumb (without saying “Pip is coming”)
Trigger this when the party is at “peak normal.”
[!quote] Narration The music is loud enough that you stop hearing the canyon. The house feels warm. Alive.
And then—just for a second— the backyard motion lights click on.
Not in the yard. Out past the fence line. Down the slope where there shouldn’t be anyone.
Call for Perception from whoever is most paranoid (or everyone, DC 13).
- Success: they spot a single ember drifting upward from below… like someone just flicked a match.
- Fail: they only notice the lights… and the uneasy feeling that the canyon is watching back.
Optional extra breadcrumb:
- A guest says: “Yo, who parked that old wagon down the hill?”
- There is no wagon.
“Party Ally” Quick System (so NPCs matter without bookkeeping)
When Ben’s “anchor NPCs” show up, tag them with one of these:
- Runner: can deliver a message / fetch someone / lead a distraction
- Witness: will later confirm a timeline (“we were here at X time”)
- Hands: helps barricade / carry / drag someone to safety
- Caster: has ONE useful spell (you decide on the fly)
- Chaos: might start a fight, wander, or do something reckless
[!note] DM Note You don’t need stat blocks. You need story leverage.
NPC Interactions at the Party
Elias Vae’lor (AV club artificer vibes)
Scene purpose: security + “don’t be idiots” + proof later
[!quote] Entrance Beat Elias shows up with a backpack that clinks like tools. He doesn’t react to the mansion like everyone else — he reacts like he’s already mapping exits. “So… you live in a deathtrap made of glass. Cool.”
Player prompt: “Elias, what’s the first thing you do when you arrive?”
If players engage:
- Elias asks for access to the ward tablet / security panel.
- Arcana or Investigation (DC 13): spot two blind spots (success = +1 Prep Point)
[!quote] Elias Hook Line “If people want you, they’ll try quiet first. Quiet is what kills you. So… where do you want your choke point?”
If violence starts: Elias isn’t a combatant; he’s a systems guy.
- He can spend 1 round to lock/unlock a door, trigger lights, or ping a camera feed.
Chaz Ironwick (jock)
Scene purpose: crowd + muscle + comedy
[!quote] Entrance Beat Chaz arrives like he’s doing you a favor by being here. He steps inside, sees the view, and goes: “Oh nah. Ben’s rich-rich. Like ‘evil in a movie’ rich.”
Roll hook (optional):
- Insight (DC 12): Chaz is insecure; he hates being outclassed socially. He’ll overcompensate.
[!quote] Chaz vs Joe Beat Chaz immediately tries to size Joe up: “You play? Like actually?” If Joe bites, Chaz becomes loud, friendly, and competitive.
If violence starts:
Chaz’s instinct is to grab and throw someone. He will:
- tackle a runner
- body-block a hallway
- shout “WHO ARE YOU?” and make everyone look
Millie Fairweather (nerd)
Scene purpose: social leverage + Soren pressure valve + future strategist
[!quote] Arrival Beat Millie shows up like she expects to be mocked for showing up. She freezes for half a second when she sees Soren, then adjusts her grip on her cup like it’s armor.
If Soren approaches: keep it social, not predator/prey.
- Persuasion (DC 13): Soren can play “normal.” Success earns 1 Formal Lead. Fail means Millie becomes guarded and stays near others.
[!quote] Millie Line (if Soren tries to needle her) “If you’re trying to scare me, you’re doing it wrong. You’re just being embarrassing.”
If Joe talks mageball:
- Millie can drop one “real” insight that makes Joe look smart for listening.
- History/Intelligence (DC 12): Joe can translate her advice into a “football analogy” and win her respect.
If violence starts: Millie becomes a witness and a rally point (“everyone inside, NOW”). She’s useful because she stays coherent.
Fouadriel Al-Mir (comic relief)
Scene purpose: laughter + accidental clue + future dread seed
[!quote] Arrival Beat Fouad shows up holding snacks like he’s solving world hunger. He squints at the view and says, dead serious: “I meet new people every day.”
Use him as seasoning: 2–3 moments max.
Accidental clue beat:
[!quote] Fouad (to the group, mid-story) “Circle’s crew always does the same thing. They stand around like NPCs. Like they’re waiting for a quest prompt.”
Optional roll:
- Insight (DC 12): he’s saying something real, but he doesn’t realize it’s useful.
If violence starts: Fouad does something stupid that helps (on accident):
- knocks over a table to create cover
- yells “FIRE!” even if it’s smoke, causing stampede (could be good or bad)
Seb Castillo (conspiracy kid / chaos journalist)
Scene purpose: camera + rumor engine + “spot the wrong guys”
[!quote] Arrival Beat Seb arrives already recording. “This is gonna be legendary. Rich kid canyon party? The economy is healing.”
He will push Ben’s class lie.
- Deception (DC 13): Ben can keep his cover.
- On fail: Seb starts a rumor immediately (“Ben’s been cosplaying poor.”)
Spotting the goons beat:
[!quote] Seb (suddenly quiet) “Those dudes aren’t here to party.” He lowers his phone for the first time all night.
If violence starts: Seb films the start of it — which creates consequences later — but also proves “intruders attacked us.”
Bobby Rapist
Scene purpose: older-kid authority + driver + “I’ve seen this before”
[!quote] Arrival Beat Bobby shows up like he owns the place. “Oh wow. This is… irresponsible.” He says it like approval.
Boundary beat (keeps the party from turning into chaos):
[!quote] Bobby “House rule: if someone’s here to start shit, you point them out, you don’t become them. I’m not catching charges for your character development.”
Optional roll:
- Persuasion (DC 12): get Bobby to agree to be “front door + driveway” lookout.
If violence starts: Bobby’s job is crowd control:
- shove partygoers inside
- block a hallway
- yank Ben away from the extraction line
Jax Hollow (vapes + Subaru)
Scene purpose: getaway logistics + vibe + chase tool
[!quote] Arrival Beat Jax parks like he’s hiding a body. He walks in exhaling a cloud and goes: “Yo. This place has… echo.”
Roll hook:
- Perception (DC 13): Jax is the one who notices a car idling down the slope / lights off.
- On success he says:
“That’s a ‘someone’s waiting’ car.”
If violence starts: Jax is your “escape valve” NPC.
- He can offer: “I can move my car to block the driveway,” or “I can get someone out.”
Nico Drift (Circle kid, not Pip-affiliated)
Scene purpose: intel + identification + “what Pip’s crew does”
[!quote] Arrival Beat Nico shows up tense. Not excited, not impressed — alert. “This is a bad place to be loud,” he says, like he’s stating a fact.
Intel beat:
[!quote] Nico “Pip doesn’t come himself. He sends kids who want to prove something. They move in threes or fives. One talks. One grabs. One lights.”
Optional roll:
- Insight (DC 12): Nico is scared of Pip, not scared for Pip.
If violence starts: Nico can ID a goon by nickname or jacket patch:
- “That one’s Latch. Don’t let him touch doors.”
Rina Valecrest (popular / effortlessly cool)
(Recommend you describe her as “popular and magnetic” rather than race-based shorthand.)
Scene purpose: makes party feel real + social leverage + witness
[!quote] Arrival Beat Rina walks in and the party re-centers around her. She clocks the view, clocks Ben, and smiles like she already knows his secret. “So this is where you’ve been hiding.”
Social pressure beat (Ben’s class lie):
[!quote] Rina (to Ben) “You can stop pretending you’re normal. No one here is normal. That’s the point.”
Optional roll:
- Deception (DC 14): Ben keeps the mask.
- Persuasion (DC 13): Ben can pivot and be charming without confessing.
If violence starts: Rina becomes a witness anchor:
- “I saw them grab him.”
- “They weren’t invited.” That helps later with police/admin.
Sumri Tord ( rumor Soren humiliated them)
Scene purpose: moral mirror for Soren + keeps tone grounded + quiet competence
[!quote] Arrival Beat Sumri arrives carefully — not timid, just measured. They glance at Soren and don’t look away. “I heard you were throwing a party,” they say. “I didn’t believe it.”
Confrontation beat (gives Soren a controlled outlet):
[!quote] Sumri (to Soren, low voice) “You made me small once. You don’t get to do it twice.” “If you want something from me, ask like a person.”
Optional roll (this is the leash, but it’s fair):
- Insight (DC 12): Sumri isn’t trying to start drama — they’re setting a boundary.
- Persuasion (DC 13) or genuine apology roleplay:
- Success: Soren earns 1 Formal Lead + Sumri becomes neutral/helpful
- Fail: Sumri avoids Soren and becomes another witness who doesn’t trust her
If violence starts: Sumri can do one valuable “support” action:
- notice a ward glyph failing
- point out an exit that avoids the choke point
- stabilize a panicking guest They are not a fighter — they’re the person who keeps someone from getting hurt.
Quick “cut list” (so you don’t try to run 10 scenes at once)
Do these in order:
- Chaz + “Ben is rich-rich” (group laugh)
- Nico warning (plants the threat pattern)
- Rina pressure (social stakes)
- Sumri boundary (keeps Soren from spiraling)
- Seb spots wrong guests (fight trigger)
Party Combat Kickoff: “Not Here To Party”
When to Trigger
Trigger this when the party hits "peak normal" — laughter, music, everyone relaxed. (If you want the sitcom-cut feeling, do 2 quick “party station” mini-scenes first, then trigger.)
Quick State Check (DM)
- Prep Points available: ____ (spendable as "we planned for this")
- Heat: ____ (2/4/6 thresholds)
- Anchor NPCs present: ____ (who matters most in this moment?)
The First Wrong Thing (no checks yet)
[!quote] Narration For a few minutes, it almost feels like you pulled it off. Music thumps. People are laughing too loud. Someone found snacks that absolutely cost more than your monthly groceries.
And then the backyard motion lights click on.
Not in the yard. Out past the fence line. Down the slope where there shouldn’t be anyone.
Let them react. Someone will want to look. Someone will want to ignore it. Either is fine.
The Spotting Roll
Call for ONE of the following (player choice):
- Perception (DC 13) from whoever goes to look
- Group Perception (DC 12) if multiple people start scanning windows / stepping outside
- Insight (DC 13) if someone is watching the crowd instead of the yard
Spend options:
- Spend 1 Prep Point: advantage on the roll (you “put someone on lookout”)
- Spend 2 Prep Points: they spot the pattern (one talks / one grabs / one lights)
On Success
[!quote] Narration You catch movement where there shouldn’t be any — three silhouettes drifting between boulders. Not stumbling like lost kids. Moving like they already picked their angles.
One of them lifts a hand: a quick gesture. The porch light flickers once. Twice. Like a signal.
On Failure
[!quote] Narration You stare into the dark too long and see nothing. Then you blink — and the motion lights click off. Like someone wanted you to look.
From the living room, you hear the front doorbell. Once. Patient.
Entry Vectors (pick 1, or roll a d3)
1) Front Door: “We’re Invited.”
The bell rings again. Someone outside is calm. Too calm.
[!quote] Narration The camera rune by the door shows three teens. Wrong posture. Hands too still. One has a cheap gift bag like it's a costume.
Door opener chooses:
- Open it
- Talk through the door
- Send someone else
- Ignore it (they will try another vector in 60 seconds)
2) Backyard Fence: “The Quiet Cut”
If they go outside / to the windows first:
[!quote] Narration The fence line creaks — not from climbing. From something being unlatched.
3) Side Gate / Garage: “Service Access”
If the party is loud and chaotic:
[!quote] Narration A soft metallic tap from the garage door. Like someone testing the seam — once, twice — listening for a ward ping.
DM Note: Use this if you want them inside the house when it starts.
The Talker / Grabber / Lighter (NPC Script)
There are 3–5 goons. Pip is NOT present.
The Talker (face)
[!quote] Goon (easy smile, dead eyes) “Yo. Party’s sick.” (beat, scanning) “We’re here for Ben. Just need a quick word outside. No drama.”
If pressed:
[!quote] Goon “Look, man. This isn’t about you. We can do this clean or loud. Your call.”
The Grabber (doesn't talk much)
Stays half a step behind the Talker. Keeps looking at exits and hallways. He’s holding a folded strip of ash-paper in his palm (the locator tag).
The Lighter (problem)
Smells faintly like alchemical solvent. Keeps touching his pocket like checking for something. If things stall, he starts moving toward curtains / the hall / the kitchen.
Micro-checks (pick 1–2, not all)
- Insight (DC 12): They’re stalling for someone to get into position.
- Perception (DC 13): Spot the ash tag / oil rag / accelerant smell.
- Intimidation (DC 13): Make the talker flinch and reveal the plan (“Fine. Grab him.”)
- Deception (DC 13): “Ben isn’t here” / redirect them toward a decoy room.
- Persuasion (DC 15): Buy 30 seconds (“He’ll come out—just chill.”)
Prep Point spends:
- Spend 2 Prep Points: “The right person is nearby” (an ally NPC is in the room when it pops)
- Spend 3 Prep Points: “Counter their plan” (you clock the accelerant BEFORE it gets used)
The Exact Moment Initiative Starts
Option A: The Grab (fast & clean)
[!quote] Narration The talker smiles like it’s still polite — and the grabber lunges for Ben’s sleeve with that ash-paper between two fingers.
Roll initiative. Objective becomes “don’t let them tag Ben / don’t let them extract him.”
Option B: The Fire (chaos button)
[!quote] Narration You smell it a half-second before it happens — solvent, oil, alchemy. The lighter flicks something in his hand and the hallway catches. Not an explosion. A crawling, hungry flame.
Roll initiative. Objective becomes “stop the fire AND stop the extraction.”
Option C: The Tell (your NPC calls it)
If you want a hard RP punch:
[!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 talker’s smile disappears.
Roll initiative.
Enemy Goals (keep it simple so the fight ends)
Pick ONE primary goal:
- Kidnap Ben (classic): Grabber tries to tag + drag him to a waiting car.
- Torch the house (revenge): Lighter spreads accelerant + starts fires while talker stalls.
- Tag-and-Leave (smart): They only need the ash tag on Ben or the house; once placed, they run.
“Win Conditions” (for YOU)
- PCs win if: they prevent extraction AND prevent a tag being placed (or remove it fast).
- Goons win if: ash tag sticks OR Ben is in their hands for 1 full round.
If the PCs are stomping
Have the talker yell:
“GREENLIGHT!” …and a second vector activates (someone tries a back door / a window). (That’s what Heat buys you as a complication.)
Heat Complications
At 2 Heat (noise complaint / ward ping):
[!quote] Narration A distant siren crystal chirps once somewhere down the canyon road. Not here yet. But awake.
At 4 Heat (patrol at worst time):
[!quote] Narration Blue-white lights sweep across the front windows. A patrol carriage slows. Not stopping. Just looking.
At 6 Heat (Oversight scan):
[!quote] Narration High above the canyon, a single pale orb drifts past like a lazy star. The wards in the house itch. Something just looked at you.