Shadow of the Ancients / Run 018 / Main Story

Round 25 Transcript

Episode 1 · Episode Round 1

Round 25 scene image
Narrator

Narrator · Narrator

At The base of a crumbling stone tower, the pressure shifts from waiting to immediate risk. The ward answers the party's presence with a fresh pulse through the stone and no one can mistake it for safety. The nearest sign of danger is now Skeletons: Undead remnants of the tower's original defenders, now animated by dark magic to endlessly guard their ancient home.. Someone has to answer that change now.

Halie

Halie · Cleric

The ward pulse intensifies. Something's feeding dark energy into this place—fresh magic layered over ancient dregs. Varrika, hold the entrance secure no matter what you hear down here. We proceed carefully. I feel it in my bones: we're walking into a trapster's lair here. Whatever's renewing this horror piece by piece down here... it could be dangerous. We need to proceed carefully.

Varrika

Varrika · Fighter

I feel it in my bones. This tower's got teeth. <Varrika tightens her grip on the mace, the leather of her gloves creaking.> Dark magic's thick as mud down there. Whatever's renewing those runes... it ain't natural. <She spits to the side, her lip curling in distaste.>

Merrin's a tough one, but even she'd have trouble climbing outta that pit. <Varrika's eyes dart to the edge of the hole, her brows furrowing with concern.> We need to get her out quick, before whatever's skittering in the dark decides to make itself known. <She turns to Jeane and Halie, her voice low and urgent.> You two, watch each other's backs down there. And if anything feels off... <Varrika's eyes harden, a fierce resolve burning in their depths.> You get out, you hear me? Don't you dare go playing heroes on me. <Varrika takes a deep breath, steeling herself for the coming battle.> I'll hold this entrance. Skeletons come calling, they'll have to go through me first. <She steps forward, her broad shoulders squared and her head held high.> Now go on, get. And bring our girl back safe and sound.

Seraphine

Seraphine · Wizard

I stand at the edge of the pit, my heart hammering against my ribs as Merrin's frantic cries echo up from below. The air here is thick with an ancient, malevolent power that makes my skin crawl, and the pulsing runes cast eerie shadows across the damp stone walls.
It was one thing to come here knowing the risks, but this...this is something else entirely. A fresh corruption, a living darkness that seems to seep from the very foundations of the tower itself.
My fingers tighten around the leather strap of my heavy rucksack, the weight of our supplies suddenly feeling like an anchor dragging me down. I can feel Varrika's steady presence behind me, her solid bulk a small comfort in this place of shifting horrors, but Merrin’s isolation gnaws at my mind.
The ward pulses again, a sickening throb against my temples, and I wince. Whatever is feeding this darkness, it isn't something we can simply fight our way through. We need to understand it first, map its patterns, find its source before we dare go any deeper.
I turn to Halie and Jeane, their faces etched with the same grim resolve I feel coiling in my gut.
"We cannot rush in blindly," I say, my voice a low murmur against the pit's eerie silence. "This magic... it’s not just old. It’s alive. We need to proceed with extreme caution."

Jeane

Jeane · Sorcerer

The pulsing of those runes is unnatural—the magic feels wrong, layered fresh over ancient horror. We cannot just rush down there blindly. Varrika, you hold that entrance secure no matter what; Halie and Seraphine, we move together and carefully. Merrin needs us, but panic solves nothing. This tower's defenses aren't just old bones—someone or something is feeding dark energy into this place. We need to map the patterns first, understand what we're walking into before descending further. The skeletons aren't natural undead—their movements are too coordinated for simple necromancy. I'll go down with crossbow ready, but we proceed methodically. If those runes pulse in response to our movement, we know they're active warnings. Merrin's trapped, yes, but she has her wits and a torch—she can last while we plan properly. Rushing headlong into an unknown dark magic trap solves nothing. The air tastes wrong as we descend deeper—the darkness isn't just physical here. Whatever's renewing those skeletons piece by piece... it could be dangerous to provoke without understanding first. We need Seraphine's spellcraft, Halie's divinity ready, and my own power prepared for any counter-magic.