Shadow of the Ancients / Run 018 / Main Story
Round 28 Transcript
Episode 1 · Episode Round 1

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.
I descend first because someone must. The stone vibrates underfoot, not just from decay but from purpose—this place remembers blood and magic, even if it shouldn't after all this time. Merrin's torchlight flickers above like a trapped heart trying to escape its cage. Varrika holds the entrance with that steady competence I rely on; Halie and Seraphine will map with caution because they understand the cost of recklessness. The runes here aren't just warnings or decorations—they're breathing, pulsing with light that makes my vision swim. The air grows cold, heavy enough to press against lungs, and beneath it all is a sound like water moving through caverns, hidden currents pulling at ancient stone. We came for a sword, not to disturb graves older than empires. But Merrin's down there, and she needs us. I'll map this floor first—understand the layout before we attempt any rescue. The crossbow stays ready; its weight is reassurance more than threat right now. Whatever animated these bones isn't just old magic left over. Something's feeding into it, fresh and dark. We need to be smart about this. Panic solves nothing, and Merrin's probably panicking enough for all of us down there in the dark. I'll maintain composure because if I lose mine, we're all lost.
I'm tired, yes, but this isn't about me. We need to understand what's happening below before we act. She descends carefully, mace in hand, her holy symbol held close.
What ancient blasphemy fuels these bones? The stone remembers screams. Her gaze follows the pulsing runes. Seraphine, tell me what you see. And Varrika—keep that entrance clear no matter what. The weight of the tower presses down on them all.
We map first. Then we decide. Rushing in serves no one. Especially not Merrin.

