2026-02-01 14:38:35 -08:00

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---
campaign: Avalon Adventuring Academy
type: session
session_number: 7
date: 2026-01-05
arc: gangs
status: planned
tags:
last: "[[session 6]]"
next: "[[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
> "Youre 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 youve 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. Whats 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
> “Im Tala Takanawa, reporting live from the scene of last nights 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.
>
> “Weve 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 doesnt 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 *wasnt*.”
>
> A beat. He licks dry lips.
>
> “I heard this… *click* under the car outside. Real sharp. Not the kind you hear unless youre listening for it.”
> He looks directly at the camera now.
>
> “And then everything went white.”
>
> Another beat. He exhales slowly.
>
> “Thing is… you dont 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 theres anger there, and something colder.
>
> “They werent 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, Im 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 Bens 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]
> "Whats the first thing you do?"
> [!question] Table Prompt
> “Youve just watched that whole segment. Pips face. The rubble. The arson talk. The canyon view line.
>
> Whats 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] Bens Dad
> “No, no, Ive *got* it— okay, maybe I dont 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] Bens Mom
> She kicks off her heels by the door, frowning at the TV.
>
> “Oh gods, are you watching *that*? Turn it off, Ben, thats horrible. Thats right by your school, isnt it?”
> [!quote] Bens 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 *hasnt* 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] Bens Dad
> He goes very still while you explain — Circle, the arson, “what if it isnt random,” nervous glances at the window.
>
> The drunk goes out of his eyes faster than youve 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] Bens Dad
> >“The panic suites solid. The only question is whether they hit _this_ place while were gone.
>If they do, itll tell us a lot about who were 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.
>
> “Youre 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 dont leave the house dark. Dark houses get tested.”
## Operation: Canyon View Party (Bens Bad Idea / Best Idea)
> [!quote] Narration
> The news segment loops again in the corner of the TV.
> Pips 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 (dont tell them “throw a party” — let Ben propose it)
If Ben doesnt pitch it immediately, give him a layup:
> [!quote] Narration
> You cant shake the thought that if someone comes here… you might not even see it coming.
> Not if youre 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. Its important.” (genuine pull)
- **Deception** (DC 13): “Its 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 *didnt* 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 theres one obvious blind spot the enemies exploit)
**3) Supplies**
- **Investigation** (DC 12): find dads “emergency pantry” / garage stash / panic suite supplies
- **Stealth** (DC 13): grab “party stuff” without tipping parents off (if theyre 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): “were 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 23 scenes, not all)
**A) The “holy shit youre 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 / whos 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” — its 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:
1) **Kitchen / Snack Raid**
- Someone finds *absurdly expensive* snacks.
- **Investigation** (DC 12): find “the good stash” (success = +1 Prep Point)
2) **Backyard Firepit**
- Someone starts telling a scary story about the Circle explosion.
- **Intimidation or Performance** (DC 13): success = the crowd is emotionally hooked (cover)
3) **Living Room / Mageball Highlights**
- Joe can “explain the game” to people who dont care.
- **Persuasion** (DC 12): success = Joe gains a “mini-fanclub” who will follow him later
4) **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 shouldnt 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 Bens “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 dont need stat blocks. You need *story leverage.*
---
---
## NPC Interactions at the Party
### Elias Vaelor (AV club artificer vibes)
**Scene purpose:** security + “dont be idiots” + proof later
> [!quote] Entrance Beat
> Elias shows up with a backpack that clinks like tools.
> He doesnt react to the mansion like everyone else — he reacts like hes already mapping exits.
> “So… you *live* in a deathtrap made of glass. Cool.”
**Player prompt:** “Elias, whats 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, theyll try quiet first. Quiet is what kills you.
> So… where do you want your choke point?”
**If violence starts:** Elias isnt a combatant; hes 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 hes doing you a favor by being here.
> He steps inside, sees the view, and goes:
> “Oh nah. Bens rich-rich. Like evil in a movie rich.”
**Roll hook (optional):**
- **Insight (DC 12):** Chaz is insecure; he hates being outclassed socially. Hell 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:**
Chazs 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 its 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 youre trying to scare me, youre doing it wrong. Youre 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”). Shes 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 hes solving world hunger.
> He squints at the view and says, dead serious:
> “I meet new people every day.”
**Use him as seasoning:** 23 moments max.
**Accidental clue beat:**
> [!quote] Fouad (to the group, mid-story)
> “Circles crew always does the same thing. They stand around like NPCs.
> Like theyre waiting for a quest prompt.”
**Optional roll:**
- **Insight (DC 12):** hes saying something real, but he doesnt realize its useful.
**If violence starts:** Fouad does something stupid that helps (on accident):
- knocks over a table to create cover
- yells “FIRE!” even if its 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 Bens class lie.**
- **Deception (DC 13):** Ben can keep his cover.
- On fail: Seb starts a rumor *immediately* (“Bens been cosplaying poor.”)
**Spotting the goons beat:**
> [!quote] Seb (suddenly quiet)
> “Those dudes arent 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 + “Ive 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 someones here to start shit, you point them out, you dont become them.
> Im 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:** Bobbys 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 hes 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:
> “Thats a someones 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 Pips 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 hes stating a fact.
**Intel beat:**
> [!quote] Nico
> “Pip doesnt 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 ones Latch. Dont 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 youve been hiding.”
**Social pressure beat (Bens class lie):**
> [!quote] Rina (to Ben)
> “You can stop pretending youre normal. No one here is normal. Thats 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 werent 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 dont look away.
> “I heard you were throwing a party,” they say.
> “I didnt believe it.”
**Confrontation beat (gives Soren a controlled outlet):**
> [!quote] Sumri (to Soren, low voice)
> “You made me small once. You dont get to do it twice.”
> “If you want something from me, ask like a person.”
**Optional roll (this is the leash, but its fair):**
- **Insight (DC 12):** Sumri isnt trying to start drama — theyre 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 doesnt 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 — theyre *the person who keeps someone from getting hurt*.
---
# Quick “cut list” (so you dont try to run 10 scenes at once)
Do these in order:
1) Chaz + “Ben is rich-rich” (group laugh)
2) Nico warning (plants the threat pattern)
3) Rina pressure (social stakes)
4) Sumri boundary (keeps Soren from spiraling)
5) 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 shouldnt 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 shouldnt 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: “Were 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 35 goons. Pip is NOT present.
### The Talker (face)
> [!quote] Goon (easy smile, dead eyes)
> “Yo. Partys sick.”
> (beat, scanning)
> “Were here for Ben. Just need a quick word outside. No drama.”
If pressed:
> [!quote] Goon
> “Look, man. This isnt 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.
Hes 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 12, not all)
- **Insight (DC 12):** Theyre 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 isnt here” / redirect them toward a decoy room.
- **Persuasion (DC 15):** Buy 30 seconds (“Hell 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 its still polite —
> and the grabber lunges for Bens sleeve with that ash-paper between two fingers.
Roll initiative. Objective becomes “dont let them tag Ben / dont 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 arent here to party.”
>
> And in that same moment, the talkers smile disappears.
Roll initiative.
## Enemy Goals (keep it simple so the fight ends)
Pick ONE primary goal:
1) **Kidnap Ben** (classic): Grabber tries to tag + drag him to a waiting car.
2) **Torch the house** (revenge): Lighter spreads accelerant + starts fires while talker stalls.
3) **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).
(Thats 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*.