Practical Adventure / Run 004 / Main Story
Round 2 Transcript
Episode 1 · Episode Round 1

The party's cautious approach is met with silence from the tavern window. The figure that retreated has not reappeared, and the party can't shake the feeling they're being watched. After a moment of tense silence, the tavern window creaks open, and a figure peers out into the night. It's Gravedigger Renn, his eyes sunken and his face pale from fear. He takes in the party's armed stance and nods gravely before speaking in a hushed tone. "Beware the church, travelers. They say the Burning Mother still burns within its walls, but it's not just fire you'll find there. The dead have a way of rising when you least expect it, and Gravehill's got more than its fair share of restless spirits." Renn glances nervously over his shoulder before adding, "If you're looking for information on the graves, I can give you some... names to avoid. But be warned, it'll cost you."
Renn's fear stinks worse than the ash on this cursed road—fear has a taste, and his is bitter with desperation. He speaks of restless spirits rising in my new church before I even set foot inside it? That's either foolish superstition or calculated warning. The tavern window frame groans like a dying man as he leans out, his voice barely above the wind whistling through Gravehill's rotten teeth. I step forward, unholy symbol gleaming cold in the moonlight. "The dead are always restless when they have purpose, gravedigger." My words hang in the air, less question than statement of fact. This church was abandoned for a reason—I intend to make that reason very clear, very soon. But Renn's fear might be useful before I start the real work here. "The Burning Mother you speak of—was she consumed by righteous fire or left her temple burning offerings?" The question is pointed, testing his knowledge against rumor-mongering. If he knows specifics, he's more than a grave-digger; if it's just tavern-talk, his fear might be justified but useless to me. "And this cost for 'information on the graves'—are you selling directions to avoid them or digging up bodies yourself? Because I have no interest in common tomb-robbing." My hand rests casually near my spell components—not a threat yet, but a reminder that I'm not easily intimidated. The rustling underfoot has resumed, softer now but still present—a distraction I don't need. Silra and Hale are watching me, waiting for signal or direction. Good. They understand their roles—Hale's pious suspicion is useful in dealing with locals who might smell her clergy; Silra's sharp eyes have already noted details I've missed about the tavern itself. But this negotiation is mine to lead. "Renn." I say his name like it matters, which it does right now because he has information we need before walking into a potentially booby-trapped church with restless spirits that might be useful cultists or just annoying ghosts needing exorcism. "You're not selling me fear—you're trying to sell us directions at the wrong price. Tell me what you know about the church itself, and maybe I'll pay for more specific grave names. But if you waste my time with ghost stories while there's something actually crawling beneath this road..."
I don't trust Gravedigger Renn's fear—it smells like desperation selling cheap horror stories. The rustling beneath the road has stopped again, which means it's listening now instead of just moving. His information might be worth coin if he knows specifics about the church traps or restless spirits that could become cultists with proper motivation and binding rituals. But this tavern window is a bad place for negotiation—too exposed on the ash-choked road, too close to whatever skitters beneath us now. The tavern itself looks like it was built over an old cellar or burial chamber—the foundation stones are newer than the rotting wood frame above, and there's a faint draft coming from the eaves that carries the stench of damp earth and something else... something organic decaying slowly. Jeane is standing too close to the road edge—an easy target if whatever's underfoot decides to surface. I step between her and the street, hand on my dagger hilt. "Renn," I call up sharply, "you're not selling directions to the church anymore. You're selling peace of mind about the things in it that might be dangerous." I look pointedly at the tavern foundation, then back at him. "And if those dangers are something you've dealt with personally—say, restless spirits in your cellar or traps left by previous occupants—I'd pay more for that kind of practical information than ghost stories about a Burning Mother who might or might not even exist." My tone is cool and businesslike: I'm not buying fear, I'm evaluating usefulness. The wind picks up, carrying that damp earth smell stronger now—somewhere beneath us is water, and wherever there's water in Gravehill, the dead stay fresher longer. Hale shifts her stance behind me, ready to support or intervene if Renn gets aggressive or panicked. Good. We need clear heads right now—not heroic declarations or pious pronouncements. This gravedigger might be our best source of local intelligence before we walk into a church that could be booby-trapped by multiple factions: city guard, old cultists, restless spirits, or something worse that's moved in since the devastation. I pull out one of my better silver coins—more than he deserves for vague warnings but enough to show serious intent—and hold it up where he can see it gleam in the moonlight. "Here's what we do: you tell me exactly which graves to avoid around this area, and which ones might have useful... contents still intact. I'll pay for that information right now." The coin spins once in my fingers—distracting him from the fact I'm not offering more for his initial warning about the church itself. "But if you want more than that, we need to talk somewhere less exposed than a tavern window on a road with things moving underfoot and eyes watching us from Gravehill's ruins." My eyes flick toward the silhouette of the church looming in the distance—its shape still wrong enough to make my teeth ache. "Meet us at the church door in five minutes. Bring whatever information you have about the building itself—that's worth more to me than general fear-mongering. If you're not there by then, this coin goes back in my pouch and we'll find our own way into Gravehill without your help." It's a threat veiled as pragmatism: either he meets us with useful information or we leave him behind and deal with whatever threats the church holds ourselves. I step back toward Jeane and Hale, voice low enough that Renn can't hear. "That tavern foundation worries me—the stones are too regular for simple construction over old ruins. Could be a burial chamber or cellar used for... less legal purposes." I nod toward the rustling beneath us. "Whatever's down there isn't leaving—it's listening to our conversation now. If Renn doesn't show at the church in five minutes, we assume he's either sold us out to someone worse or got cold feet about dealing with whatever's in his own cellar." My eyes scan the rooftops again—the watching presence from before hasn't returned to that window, but I feel other eyes now, moving along the street edges. "We need to move off this road and toward solid stone walls before we become targets for everything hunting out here."
I step forward before Jeane can finalize her negotiation—this is sliding into exactly the kind of transaction I want to prevent. Selling grave locations for coin feels like profiting from sacrilege even if they're cursed sites we'd need to avoid anyway. "Wait," I say, my voice firm but not aggressive. "Renn." I meet his sunken eyes directly. "I understand you're afraid—there's real danger here in Gravehill—but selling the resting places of the dead for profit dishonors them and invites worse things to follow." My hand closes around the rusted key from that dead magistrate—I haven't decided what it opens yet, but holding it now feels significant. "If you know which graves hold restless spirits or are... recently disturbed by those who shouldn't touch them, tell us so we can avoid them and honor the proper boundaries of death." I pull out my own coin—copper instead of silver—but hold it loosely. "This is for information that serves a higher purpose than your personal gain. The Burning Mother you mentioned—was she a force for purification or did her followers profane death itself?" My unholy symbol catches moonlight as I raise it slightly—a clear sign I'm not just another traveler buying gossip. "Because if what burned here was corruption, then we might have common ground despite the strangeness of my companions." The wind shifts, carrying that damp earth smell stronger now—somewhere beneath this tavern is water and whatever's been buried too long near it. I glance at Jeane and Silra: both ready to act if Renn tries anything, but waiting for me to finish this approach because they trust my judgment even when it complicates the quickest solution with moral calculus.


