Practical Adventure / Run 006 / Setup
Round 1 Transcript
Episode 1 · Episode Round 1
The Narrator lets the room settle and lays out the immediate proposition in concrete terms, making clear that the cast must answer what is being asked of them before anything can move forward.
Jeane Cromwell adjusts her gloves, a faint smile on her lips. Restoring an old church and starting a new religion sounds... ambitious. The kind of venture that requires absolute discretion and no loose ends. I'm listening, but first: is this truly abandoned? Or are we stepping into something the city authorities would rather stay buried? Success for me means power and followers—failure means the gallows. So before we commit, I need to know what exactly waits in Gravehill, and how much coin we'll have for bribes if things go south.
Silra leans back, studying each face with cold calculation. Starting a new religion sounds like inviting every cultist and rival mage within fifty miles to test our defenses before we've even blessed the first stone. And Gravedigger Renn? I trust him about as far as I can throw his rotting corpse—every word has teeth he didn't mention. Before anyone signs up for this grand enterprise, we need to know exactly what's under that church, how many keys actually work, and who in the city guard is still functional enough to cause trouble. Success for me means survival with profit. Failure means a shallow grave and my gear on someone else's back. So let's get clear answers before we commit to playing saviors to a cursed neighborhood.
Sister Hale stands slowly, her robes dusted with gray ash from the road. I hear your concerns, and they are wise ones. Gravehill is a place of sorrow—I can feel it in my bones—and we approach a task that some might call blasphemous. But what was once corrupted can be cleansed. What was lost can be found.