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---
campaign: Avalon Adventuring Academy
type: session
session_number: 8
date: 2026-01-12
arc: gangs
status: planned
tags:
last: "[[session 7]]"
next: "[[session 9]]"
---
## Session Start: “Okay… so somethings wrong.”
> [!quote] Narration
> The party is loud in that way that feels like victory.
> Your worst playlist is doing psychic damage to everyone within earshot.
> Drinks are flowing.
> People are laughing too hard to notice theyre being watched.
> [!note] DM Quick Prompt (do this BEFORE initiative)
> “Where are you, exactly, in the house/yard? Who are you closest to?”
> - Ben: ___
> - Joe: ___
> - Soren: ___
> (Lock positions. Youll thank yourself.)
---
## Prep Payoffs (recap them like they matter)
### Soren: Greased Doorknobs (SUCCESS)
> [!quote] Narration
> Youve never realized how many times people touch doorknobs at a party until youve ruined all of them.
> Every door in this house is now a betrayal waiting to happen.
**Mechanical effect (simple):**
- The **first time each round** an enemy tries to open a door: **DC 12 Dex save**
- Fail: door doesnt open + they make noise + **their movement ends**.
- Success: door opens normally.
(Doesnt stop players; it just slows invaders.)
### Soren: Caltrops in the Carpet (FAIL)
> [!quote] Narration
> You were trying to be tactical.
> Instead you created… Home Alone.
> The carpet now has teeth.
**Mechanical effect (fun, not lethal):**
- Any creature that **moves more than 10 feet** in the living room/hallway carpet must make **DC 12 Dex save**
- Fail: **1 piercing** + **speed -10 until end of turn** + “ow” noise.
- Success: fine.
(Yes, this can hit allies too. Thats the failure.)
### Ben: Worst Playlist (SUCCESS)
> [!quote] Narration
> The speakers blare something so aggressively unlistenable it circles back around to confidence.
> Its like the house is daring someone to complain.
**Mechanical effect:**
- The house is LOUD: enemies have **disadvantage on Perception checks based on hearing** inside.
- Also: once this fight, Ben can “weaponize cringe”:
- **Bonus action** to spike volume → one enemy who can hear must make **DC 12 Wis save** or suffer **disadvantage on their next attack** (they flinch / lose timing).
### Ben: Drinks Secured (SUCCESS)
> [!quote] Narration
> Drinks are everywhere.
> Which means: people are slower, bolder, and easier to herd.
**Mechanical effect:**
- Once, when panic starts, Ben can make a **Persuasion (DC 12)** to keep the crowd from stampeding.
- Success: crowd stays mostly contained (no “difficult terrain everywhere”).
- Fail: the crowd becomes a hazard.
### Joe: Perimeter Traps (SUCCESS x2)
> [!quote] Narration
> The fence line isnt just a fence line anymore.
> Its a statement.
**Mechanical effect:**
- First enemy who tries a “quiet entry” (fence/side gate/yard) triggers Joes setup:
- **DC 13 Dex save**
- Fail: **Restrained** until they use an action to free themselves (snare wire) OR they take **2d6** from a nasty tripline trick (your call).
- Success: they still make noise and reveal the vector.
## The Kickoff Beat (no initiative yet)
> [!quote] Narration
> The backyard motion lights click on.
> Not in the yard.
> Beyond the fence line.
> Down the slope where there shouldnt be anyone.
Call for ONE roll (player choice):
- **Perception (DC 13)** (watching outside)
- **Insight (DC 13)** (watching the room)
- Spend **1 Prep Point** (if you use them) for advantage, BUT you can also just say “Joes traps count as advantage here.”
### On Success
> [!quote] Narration
> Three silhouettes.
> Not drunk. Not lost.
> Moving like they already picked their angles.
>
> One of them signals—two short flicks of the hand.
> And the porch light *flickers* in reply.
> Someone inside just answered.
### On Failure
> [!quote] Narration
> You stare too long and see nothing.
> Then the motion lights click off.
> Like someone *wanted* you to look.
>
> And right then—
> the doorbell rings.
> Once.
> Patient.
## Vector Choice (pick 1, or let the players pick by action)
### Vector A: Front Door (most RP)
> [!quote] Narration
> The doorbell rings again.
> You glance at the peephole / camera rune.
> Three teens on the porch.
> Wrong posture. Hands too still.
> One holds a cheap gift bag like its camouflage.
**Talker line (through the door or when opened):**
> [!quote] Talker (easy smile, dead eyes)
> “Yo. Partys sick.”
> “Were here for Ben. Just need a quick word outside. No drama.”
If they try to stall:
> [!quote] Talker
> “Clean or loud. Your call.”
### Vector B: Side Gate / Fence (most “invasion”)
If they focus on the porch and ignore the yard:
> [!quote] Narration
> Somewhere to your left, the fence gives a soft metallic *tink*.
> Joe—your trap line goes taut.
> And someone outside makes a quiet, angry sound.
(Joes trap triggers here.)
### Vector C: Garage seam (paranoid horror)
> [!quote] Narration
> A soft *tap* at the garage door.
> Once. Twice.
> Like someone testing for a ward ping.
## The Exact Moment Initiative Starts (choose)
### Option 1: The Grab (best for “kidnap Ben”)
> [!quote] Narration
> The talkers smile stays polite—
> and the guy behind him lunges for Bens sleeve with a strip of ash-paper between two fingers.
Roll initiative.
### Option 2: The Fire Threat (if they hesitate too long)
> [!quote] Narration
> You smell it first—solvent and oil.
> The third kid flicks something in his palm: a rune-sealed bottle.
> He doesnt throw it.
> He just shows it to you like a promise.
Roll initiative.
### Option 3: Seb calls it (if you want the “starter pistol”)
> [!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 smile disappears.
Roll initiative.
## Featured NPC Assists (keep it fast)
Use each ONCE. No full turns.
### Bobby Poets (super-senior)
- **Once:** “Crowd control” — clears a 10-foot path OR blocks a hallway for 1 round.
> “Everyone inside. Now. MOVE.”
### Chaz Ironwick
- **Once:** “Tackle” — immediately grapple a goon within 20 feet (no damage).
> “OH WE DOIN THIS?”
### Jax Hollow (Subaru)
- **Once:** “Car play” — pulls the Subaru to block the driveway OR create cover.
### Seb Castillo
- **Once:** “Evidence” — gets clear footage of the first hostile act (helps later with cops/admin).
### Fouadriel Al-Mir
- **Once:** “Accidental help” — knocks over a table for cover / causes a distraction.
(He helps… but in the dumbest way possible.)
### Sumri Tord
- **Once:** “Spot weakness” — points out an exit / a failing ward / a goons focus target.
> “Theyre not here for the party. Theyre here for *him*.”