Practical Adventure / Run 004 / Setup

Round 2 Transcript

Episode 1 · Episode Round 2

N

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.

J

Jeane · Sorcerer

Jeane stands, brushing dust from her robes with deliberate care. I will not commit to this folly until we have answers about the city's true death and what Renn knows that he's holding back. If Gravehill died to natural rot or something that can be cleansed by ritual and fire, then perhaps a church has symbolic power worth exploring. But if whatever killed it is still hungry and waiting… She lets the sentence trail into silence. Then I want assurances of protection that transcend mortal steel, and a very good reason why my arcane talents should not be spent elsewhere, far from this graveyard.*

S

Silra · Rogue

Silra inspects the rusted key again, then the faces of her potential companions. I'll play this game on three conditions. One—Renn sings like a canary before we set foot inside Gravehill, or he meets an accident and someone else does our interrogation for us. Two—that church has something worth breaking into—gold, secrets, ancient shit that fetches coin in the right markets. No 'spiritual value' bullshit. And three—I get veto power on any suicidal schemes. If I say we pull back, we do it fast and clean. You all want a moral compass? Fine—I'll be yours, pointing directly away from stupid ideas.

S

Sister Hale · Cleric

I will participate if we have a clear plan to purify the city of any lingering corruption before we establish a presence there, and if Renn provides us with verifiable information about what truly killed Gravehill and whether it remains. A church built on desecrated ground serves no holy purpose—it becomes an abomination that invites further blight. We cannot rebuild until we have cleansed.*