Practical Adventure / Run 001 / Setup

Round 2

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[Narrator | Narrator]
The Narrator restates the undertaking plainly, fixes the stakes in the room, and presses the cast to make their positions clear before the meeting can end.

[Jeane | Sorcerer]
I'm participating. The key is our leverage—if it unlocks something valuable enough to start this endeavor properly funded and supplied. We'll need every hand to secure the location, navigate whatever traps or guardians are left from the old city, and handle any interference from the guard. But I won't follow blind faith into a slaughterhouse. My magic has costs—and I expect those costs to be justified by returns that benefit us all, not just wasted on some half-assed ritual because you're feeling horny. If we're doing this, we do it right or not at all.

[Silra | Rogue]
I pick up the rusted key, weighing its heft. I'll participate under conditions. First—Renn gets bound and gagged before we go anywhere near his crypt. Second—I want a detailed escape route mapped out before we set foot in that church. And third, if we find evidence this was a magistrate's torture chamber down there, we burn it to the ground and scatter what's left so no one can ever piece together who died there and how. I'm not signing up for some sick historical footnote—I'm here to get paid and stay alive.

[Sister Hale | Cleric]
We build this church as a genuine place of solace and healing first—before any cult activities. The sex work serves the church's survival, not the other way around. I won't be part of exploiting vulnerable people for power or coin.

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