My Alchemical Romance

Foulcrum

Ash Stonefist

"Balance is not stillness."
AliveElfVoid Manifestation

Bio

Ash Stonefist was raised in seclusion by the Temple of the Equinox Vale, where discipline, balance, and physical mastery shaped every part of his life. When void-born tentacles emerged from his body, Ash treated the change as part of his spiritual path, even as the power tested the teachings that formed him.

Notes

Act 5 revealed Ash's tentacle arm may not truly come from the Aboleth; Castro forces may consider Ash a real capture target.

Session Appearances

205 linked appearancesshowing 12

2026-05-21

Act 5 Episode 7 Scene 7

Path out of the Emrite settlement

Deflector / painting-offer irritant

Offers paintings and minor-illusion deflections while Mergel keeps clarifying that he wants actual dragonborn/Wingkin, not artwork.

Status: No direct status change.

Knowledge: Players know Ash’s deflection reveals Mergel’s ask more clearly.

2026-05-21

Act 5 Episode 7 Scene 6

Blue-draped platform, Emrite settlement

Skeptic / false-god caller

Openly identifies that the blue Wingkin stumbled into worship, wants the attention, and does not want other Wingkin arriving to ruin it.

Status: No direct status change.

Knowledge: Players know Ash sees the situation as exploitation or false divinity.

2026-05-21

Act 5 Episode 7 Scene 4

Stream cliff and bridge below New Goblin City

Tentacle-arm elevator / descent helper

Uses his twenty-foot tentacle arm to lower himself and other party members safely from the cliff to the stream-level area.

Status: No direct status change.

Knowledge: Players see Ash’s mutation/ability used for practical traversal.

2026-05-21

Act 5 Episode 7 Scene 3

Cave path from black market toward stream level

Map reader / survival navigator

Checks the unconscious runner’s paper and interprets crude goblin symbols well enough to follow the left-hand route toward the stream and dragon/Emrite mark.

Status: No direct status change.

Knowledge: Players gain a route through New Goblin City from Ash’s interpretation.

2026-05-14

Act 5 Episode 6 Scene 2

Upper cave / descent regroup

Tentacle descender / reluctant charm bearer

Returns to the group by lowering himself down with his elongating tentacle, reports Madam Batdorf's red ledger demand, and rejoins the New Gob City descent.

Status: Ash rejoins after missing the immediate lower-cavern aftermath

Knowledge: Players know Ash now carries or is haunted by the Bone Charm Set voice.

2026-03-19

Act 5 Episode 5 Scene 6

Queesum Cemetery / Maine decision

Balanced advisor / surrender advocate

Argues that if Maine runs, they may never see him again, but if Maine faces the legal fight he might return to the group someday.

Status: Ash persuades Maine toward surrender

Knowledge: Players know Ash's balance argument helps decide Maine's path.

2026-04-30

Act 5 Episode 5 Scene 55

Upper cave chamber / post-combat loot

Loot finder / cursed-advisor bearer

Breaks open the chest, takes velvet pouches, and later hears Madam Batdorf's soul berate the party from one of them as the boosted spiders are revealed below.

Status: Ash gains Madam Batdorf soul-charm loot

Knowledge: Players know Ash now carries an item with an opinionated gnoll witch doctor's soul.

2026-04-30

Act 5 Episode 5 Scene 50

Upper cave chamber

Flesh gnawer finisher / chest breaker

Punches the gnoll flesh gnawer dead, climbs back to a ledge, and smashes open a locked chest with exactly enough damage.

Status: Frontline threat cleared and loot chest opened

Knowledge: Players know Ash remains key to finishing survivors after area magic.

2026-04-30

Act 5 Episode 5 Scene 49

Upper cave chamber

Frontline target / flesh gnawer opponent

Is bitten by the gnoll flesh gnawer, later punches it down, and breaks open a locked chest on a ledge during the fight.

Status: Ash becomes frontline contact and chest-breaker

Knowledge: Players know Ash draws pressure while still chasing cave loot.

2026-04-30

Act 5 Episode 5 Scene 48

Cave entrance near Root Barrel Farm

Monastery elder / worried mentor

Talks with Ellenthyra/Vigor about leaving the Temple of the Equinox Veil, following Albert's path, power, and the need for absence of power.

Status: Ash's concern about Albert-as-aspiration becomes active

Knowledge: Players know Ash worries younger monks may misunderstand Albert's path as a model to imitate.

2026-04-23

Act 5 Episode 5 Scene 40

Road away from Root Barrel Farm

Suspicion advocate / identity analyst

Argues that the real Nick was not this happy, would remember 'flame on' and 'trifling wizard,' and would not casually give away extra Fireball.

Status: Party agrees Nick is wrong

Knowledge: Players know Ash's Nick-authentication concerns shape the plan.

2026-04-23

Act 5 Episode 5 Scene 38

Root Barrel Farm

Memory tester / suspicious old friend

Tests Nick with race-signup and catchphrase memories and later insists the real Nick was never this happy, cheerful, or generous with Fireball.

Status: Ash confirms Nick feels wrong

Knowledge: Players know Ash is not convinced by Nick's performance.

Related Story Posts

Act 1, Episode 1, Scene 2

Arrival — The First Steps onto Campus

2098 MB / Von Queef University gates and quad

Recap StoryCurrent Campaign2098 MB

The gates of Von Queef University stood like the teeth of an ancient titan — tall, ornate, and faintly humming with containment wards that whispered just loud enough to be ignored. Past them, lush green lawns unrolled between academic spires like rugs for scho

CardinalFirestarterFoulcrumGrimclawVictor ShawMaine0 likes

Act 1, Episode 1, Scene 3

Dorm Assignments & Introductions

2098 MB / Student Affairs Hall / VQU Dorms

Recap StoryCurrent Campaign2098 MB

The student affairs hall looked like a cathedral that had been bullied into bureaucracy. Vaulted ceilings arched like wings mid-flap, and stained-glass windows filtered daylight into shifting shapes—magical symbols, academic crests, and a faint caricature of N

CardinalFirestarterFoulcrumGrimclawVictor ShawMaineGeneralGlintfangI.J.WhisperstepWildpawTintoretto0 likes

Act 1, Episode 1, Scene 4

Alchemy with Astrid Ironhoof

2098 MB / Alchemy Lab 2B

Recap StoryCurrent Campaign2098 MB

Alchemy lab 2B smelled like someone had tried to bottle a thunderstorm and then regretted it. The walls were stained with the history of failed experiments—mostly cosmetic, occasionally fatal. A chalkboard scrubbed itself clean with resentful squeaks while bea

CardinalFirestarterFoulcrumVictor ShawMaineIronhoof0 likes

Act 1, Episode 1, Scene 5

The Gathering Quest

2098 MB / Wicked Woods / graveyard beyond campus

Recap StoryCurrent Campaign2098 MB

Now esteemed Von Queef lawyer, Pedro Manticore would like me to tell you that The Wicked Woods weren’t technically part of campus. Technically, nothing past the sigiled gates counted. But VQU had a long tradition of redefining liability based on magical surviv

CardinalFoulcrumGrimclawVictor ShawMaineArchdevilGhostIronhoof0 likes

Act 1, Episode 1, Scene 6

The Banner Unfurls

2098 MB / VQU Quad

Recap StoryCurrent Campaign2098 MB

They made it back just as the sun dipped behind the spiral towers, the last light scraping gold across the quad. A handful of upperclassmen sat on the fountain’s rim, pretending that they hadn't also been soaked in grave-water and impweed juice when Professor

CardinalFirestarterFoulcrumGrimclawVictor ShawMaineAngeldustGeneralIronhoofStardust0 likes

Act 1, Episode 2, Scene 4

Murderball Tryouts

2098 MB / VQU Murderball court

Recap StoryCurrent Campaign2098 MB

A few days had passed since the courtyard incident, and Von Queef University had resumed its routines. Sort of.

FoulcrumGrimclawBowflexGlintfangKindred0 likes

Showing 6 of 318 linked story pages. Use the Session Appearances timeline above for the broader appearance history.

Related Items

Armor of Vulnerability

Armor / Heavy / Plate

Rare

Plate armor. While wearing, resistance to one of bludgeoning, piercing, or slashing, chosen/randomized by DM. Cursed on attunement; while cursed, vulnerability to the other two damage types, and removing armor does not end curse.

Status
Adapted / ready
Origin
Unspecified
1210 GPRequired by LawCursed

Colonel's Volley Glove

Weapon / Arcane Focus (Glove)

Rare

Can cast Fireball at 3rd level as a bonus action from your hand, save DC 14, once per long rest. If you know Fireball, you may cast through the glove using spell slots as a bonus action. After casting, take 1d6 fire backlash.

Status
Adapted / ready
Origin
Colonel Orval Finkus
2500 GPNoneLegal

Firestarter

Wondrous Item / Fire Magic Item

Unknown

Possible duplicate of Colonel's Volley Glove. Cast Fireball at 3rd level as a bonus action, save DC 14, once per long rest; after casting, take 1d6 fire damage backlash.

Holder / Custody
Nick-like figure at Root Barrel Farm
Status
Duplicate/reference of Colonel's Volley Glove / retained as session observation
Origin
Root Barrel Farm reward/display
UnknownLegal

Flask of St. Cuthbert

Wondrous Item / Treasure / Holy Water Flasks

Uncommon

Treasure container holding two standard holy water flasks. Each flask may be used as normal holy water: as an action, splash onto a creature within 5 ft or throw up to 20 ft, shattering on impact; make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. The ornate sealed steel flasks and wax seals account for any value beyond the 25 gp holy water contents.

Status
Adapted / ready
Origin
Unspecified
647 GPNoneLegal

Madam Batdorf's Red Ledger Clue

Plot Clue / Mystery Clue

Unknown

Plot clue linked to Madame Batdorf's Bone Charm Set: Madame Batdorf believes she is supposed to be with "the red ledger kid" and asks Ash to find them. Any time the Bone Charm is consulted about ledgers, poison, gnoll witchcraft, or cooking-medicine, the DM may provide one pointed hint that moves the party toward the red ledger kid.

Holder / Custody
Ash Stonefist / Bone Charm Set
Status
Active unresolved clue / mechanics not needed
Origin
Madam Batdorf's Bone Charm Set
NoneIllegal/Restricted

Madame Batdorf's Bone Charm Set

Wondrous Item / Charm Set

Rare

Scatter bones to summon Madame Batdorf within 30 ft for 1 minute. Once per round she can force a reroll on failed Medicine, cooking, herb, venom, poison, or poultice checks. Crumbles after effect.

Holder / Custody
Ash Stonefist
Status
Adapted / ready
Origin
Locked Gnoll Witch Doctor Chest
1500 GPRequired by LawIllegal/Restricted

Phoenix Choker

Wondrous Item / Choker

Rare

When the wearer drops to 0 hit points and does not die outright, the choker ignites in harmless phoenix flame and is consumed. The wearer becomes stable and is wrapped in a burning ash cocoon. At the end of 10 rounds, if the wearer's body has not been destroyed and the cocoon has not been dispelled by magic such as Dispel Magic against DC 15, the wearer returns to consciousness with 1 hit point and gains 2d6 temporary hit points. While cocooned, the wearer is incapacitated, cannot move, and has resistance to fire damage. The cocoon sheds bright light in a 10-ft radius.

Status
Adapted / ready
Origin
Unspecified
1196 GPNoneLegal

Puppet Master's Strings

Weapon / Instrument (Strings)

Very Rare

Action to summon randomized puppet within 10 ft; existing puppet replaced. Pirate puppet makes two scimitar attacks and can disengage; Viking puppet greataxe and nonmagical B/P/S resistance; Witch puppet casts/maintains Witch Bolt. Puppet lasts 1 minute; AC 14; HP = spellcasting ability modifier + proficiency bonus.

Status
Adapted / ready
Origin
Unspecified
5000 GPPrerequisite RequiredRestricted

Wand of Hannibal

Wondrous Item / Wand

Rare

While attuned and wielding as spellcasting focus, gain +2 to spell attack rolls. When reducing a creature with blood to 0 HP within 5 ft, use reaction to drink blood and regain 1d6 HP. If 2+ HP restored, gain advantage on next attack and resistance to bludgeoning, piercing, slashing, and necrotic until end of next turn.

Status
Adapted / ready
Origin
Forbidden arcane circles and sanguine cults of Jericha
4200 GPPrerequisite RequiredIllegal/Restricted

Linked Pages

story

Act 1, Episode 1, Scene 2: Arrival — The First Steps onto Campus

The gates of Von Queef University stood like the teeth of an ancient titan — tall, ornate, and faintly humming with containment wards that whispered just loud enough to be ignored. Past them, lush green lawns unrolled between academic spires like rugs for scho

story

Act 1, Episode 1, Scene 3: Dorm Assignments & Introductions

The student affairs hall looked like a cathedral that had been bullied into bureaucracy. Vaulted ceilings arched like wings mid-flap, and stained-glass windows filtered daylight into shifting shapes—magical symbols, academic crests, and a faint caricature of N

story

Act 1, Episode 1, Scene 4: Alchemy with Astrid Ironhoof

Alchemy lab 2B smelled like someone had tried to bottle a thunderstorm and then regretted it. The walls were stained with the history of failed experiments—mostly cosmetic, occasionally fatal. A chalkboard scrubbed itself clean with resentful squeaks while bea

story

Act 1, Episode 1, Scene 5: The Gathering Quest

Now esteemed Von Queef lawyer, Pedro Manticore would like me to tell you that The Wicked Woods weren’t technically part of campus. Technically, nothing past the sigiled gates counted. But VQU had a long tradition of redefining liability based on magical surviv

story

Act 1, Episode 1, Scene 6: The Banner Unfurls

They made it back just as the sun dipped behind the spiral towers, the last light scraping gold across the quad. A handful of upperclassmen sat on the fountain’s rim, pretending that they hadn't also been soaked in grave-water and impweed juice when Professor

story

Act 1, Episode 2, Scene 4: Murderball Tryouts

A few days had passed since the courtyard incident, and Von Queef University had resumed its routines. Sort of.

story

Act 1, Episode 2, Scene 5: Everything is so Sketch

[NARRATION] It was late. Not midnight, but the kind of hour that felt borrowed. Floor 3 of Von Queef University was, for once, quiet.

story

Act 1, Episode 3, Scene 2: Episode 3 – Scene 2: Ash Stonefist

Ash Stonefist had the room to himself. Eveline was outside at the festival, probably still under that charm-lit canopy with her friends. Earlier that morning they’d spoken — about the mirror, about Balance and Dominion, about whatever counted as “normal” these

story

Act 1, Episode 3, Scene 7: Episode 3 – Scene 7: Victor

The egg was restless again. Every eighteen minutes, it shivered inside its disguise — just enough to remind Victor that whatever was inside it was not interested in patience.

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Act 1, Episode 4, Scene 1: Into the Mind Maze

Victor Shaw landed in something the color of bruised roses and the texture of wet parchment. The floor flexed. The walls throbbed. And overhead, nerves of black wire coiled like arteries caught in a lie.

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Act 1, Episode 4, Scene 2: The Trap

The passage narrowed as they walked—fleshy walls lined with twitching neurons, pulsing in sync with something old and unseen. The scent was faintly metallic. The light, pulsing. The atmosphere was cerebral — like a therapist's manifestation gone wrong.

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Act 1, Episode 4, Scene 3: The Puzzle

The brainspace beneath their feat felt like walking through a desolate farm field that should be thriving. Every inch of Ash’s mind was collapsing in on itself like a guilty secret held one second too long.

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Act 1, Episode 4, Scene 4: The Battle

Somewhere, in the deepest recess of Ash Stonefist’s mind, the logic of architecture had given up.

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Act 1, Episode 4, Scene 5: Reconnection and Escape

Three wires—wet, twitching, glittering with void-filament—now arced from the side chambers and hovered in midair like serpents waiting to strike.

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Act 1, Episode 4, Scene 6: Waking Up

Ash Stonefist bolts upright, sweat-slicked and shaking, seated in the center of his dorm room. Shards of mirror glint around him like the aftermath of a failed divination. His chest heaves. His hands grope at nothing. For one impossible moment, it seems like t

story

Act 1, Episode 5, Scene 1: Library Ambush and Maine's Tsunami

The elevator shaft was a throat of iron swallowing them upward, one straining pull at a time. The sound of their boots against the cold metal echoed in dull, uneven beats, each one swallowed too quickly by the silence above. The cables swayed faintly, moaning

story

Act 1, Episode 5, Scene 2: Into the Courtyard

The library doors groaned open like something in pain, releasing them into a corridor soaked with pale daylight. They followed it until the hallway fractured into the open air of the courtyard — and the quiet they had carried with them from the elevator died i

story

Act 1, Episode 5, Scene 3: Orlandus's Voidforged Remnant

The courtyard still burned with noise — clanging steel, spellfire crackling against armor, the guttural roar of Eveline’s wolf-form as she tore through another Forged. The group tightened their formation, blades and spells cutting down the enemies that strayed

story

Act 1, Episode 5, Scene 4: Portkey Discovery

The silence after Orlandus’s fall was not peace — it was the silence of an open grave.

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Act 1, Episode 5, Scene 5: The Void Duel

Crossing the threshold was like stepping through the surface of an empty ocean — no splash, no resistance, only the cold press of endless depth.

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Act 1, Episode 5, Scene 6: The Ruins of VQU

The world reassembled around them in pieces — smell first, then heat, then light.

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Act 2, Episode 2, Scene 1: The Farm Job and the Black Hole

Jeff's farm job reveals controlled cultists, a Githyanki ambush, and the basement portal that pulls Maine into the Void Realm.

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Act 2, Episode 3, Scene 1: Questions in the Purple Light

Maine lands in a Githyanki/Castro portal chamber, gets questioned about dragons, and the party's rescue attempt turns into combat.

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Act 2, Episode 3, Scene 2: The Dragon They Were Looking For

Walter draws Githyanki attention, Victor turns the fight into a negotiation, and the party is split between escort and hostage watch.

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Act 2, Episode 3, Scene 3: Gift to the Lich Queen

Victor's armory negotiation fails when the Githyanki captain sees through his disguise and decides Walter should be taken for the Lich Queen.

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Act 2, Episode 3, Scene 4: The Fortress Takes Them

Ash kills the gazer, Maine and Ash rush toward the armory, Darius kills one Githyanki, and the fortress overwhelms the entire party.

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Act 2, Episode 3, Scene 5: The Window in the Mountain

The party wakes stripped of gear in a dragon-marked prison room, opens a blocked high window, and discovers the fortress is built into a snowy mountain.

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Act 2, Episode 3, Scene 8: Mary Jane Knows the Way

The imprisoned party finds a hidden pouch, identifies a speak-with-animals potion, and learns Mary Jane was sent by Cynthia of the Wilds to guide them south.

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Act 2, Episode 3, Scene 9: Out of Smiteclaw

Victor returns bleeding from the throne room, the party recovers most of their gear, and the Githyanki escort them out of Smiteclaw Village.

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Act 2, Episode 4, Scene 1: The Southern Trail

The party follows Mary Jane's southern trail, avoids a protective polar bear, and reaches the warm cave camp below Smiteclaw Village.

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Act 2, Episode 4, Scene 2: Cynthia's Cave

The party reaches Cynthia's cave, learns the Githyanki are using Smiteclaw Village to hunt dragon power, and accepts the mission to find Virgil.

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Act 2, Episode 4, Scene 3: The Creator Sends Nick

Nick is pulled from a Gravenhurst coffee walk with I.J. through a Creator-made portal and rejoins the party outside Cynthia's cave.

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Act 2, Episode 4, Scene 4: Climbing Against the Wind

The party climbs the wind-blasted mountain above Cynthia's cave, follows bear tracks to a den entrance, and prepares to enter after hearing a roar.

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Act 2, Episode 4, Scene 5: The Den That Held Virgil

The party enters the polar bear den, finds Virgil unconscious and badly hurt on an upper ledge, and triggers a fight when a Yeti storms in.

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Act 2, Episode 4, Scene 6: PBJ in the Snow

Nick and Ash bring down the Yeti, the party survives the remaining bears, and Nick discovers the surviving cub who becomes PBJ.

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Act 2, Episode 4, Scene 7: The Key in the Yeti

Maine cuts the swallowed key from the dead Yeti and opens the locked chest, recovering a Potion of Heroism and a Frost Brand longsword.

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Act 2, Episode 4, Scene 8: The Cocoon and the Circle

The party returns Virgil to Cynthia, who places him in a hemp cocoon, opens the teleportation circle, and sends Ash home first after he offends her.

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Act 2, Episode 5, Scene 1: Back Through the Leaves

The party returns through Cynthia's circle to Astrid's garden and learns Gravenhurst has changed: Baron's masquerade is coming, strange vending machines have appeared, and faction trouble is waiting.

story

The Wagon to Queef Tower

My Alchemical Romance and the Pink Pony Girls ride together toward the masquerade in a Queef-crested wagon, with Sinclair driving and social tensions already active.

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The Masquerade Without Masks

The guests arrive at Queef Tower, meet Sinclair's duplicated service presence, sign the magical guestbook, and discover the masquerade is built to expose rather than conceal.

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Rooms Full of Suspects

Guests mingle across Queef Tower while key suspects and witnesses settle into place, Havyk creates a protective psychic link, and Maine finds a locked east-wing door marked by a grim fey claw.

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The Contract from the Abyss

Dallas finds the metal canister from Bon's murder, Nick reads Geargoggle's thoughts, and Lucian Vale is exposed as having taken an Abyss contract before Ash tackles him.

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Act 2, Episode 5, Scene 2: Astrid's Reckoning

After dinner at Astrid's shop, Astrid thanks the party, praises Jonah's presence in Gravenhurst, confirms she is returning to VQU, and names the unresolved fronts now facing the level-four group.

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Act 2, Episode 5, Scene 3: The Mystery Machine Outside the Shop

Outside Astrid's shop, the party inspects a Lodge-provided Mystery Machine, recovers a jammed token, and receives Kingston's Hand as the first proof of Gravenhurst's new magical vending economy.

story

Act 2, Episode 5, Scene 4: Blastbelle Needs the Stash

Blastbelle pulls the party to the Bitter Remedy, admits the failed farm job has put her Guild standing at risk, and asks them to recover an old Thieves Guild stash near Rat King territory.

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Act 2, Episode 5, Scene 5: Shot for Shot with Brasco

Brasco the Red confronts the party at the Bitter Remedy, and Ash wins a shot-for-shot punching contest before leaving drunk for the Glow Pools.

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Act 2, Episode 5, Scene 6: The Wrong Lawful at the Glow Pools

At the Glow Pools entrance, a fake Lawful guard blocks the party with a bogus sewer-pass story until Jonah spots the bad disguise and Blastbelle blasts the trap open.

story

Act 2, Episode 5, Scene 7: A Win at the Glow Pools

The party survives the Graven Scourge ambush at the Glow Pools, Ash helps finish the fight after nearly dying, and Dhaz secures a vial of Boost from a fleeing thug.

story

Act 2, Episode 5, Scene 8: The Crocodile Behind the Wrong Door

Blastbelle blasts open a likely sewer entrance, but the wrong rubble pile releases a giant crocodile that nearly kills Maine and Jonah before Dhaz drops it with an eye shot.

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Act 2, Episode 5, Scene 9: The Room Beneath the Glow Pools

Victor finds the correct blocked sewer entrance beneath the Glow Pools, Blastbelle opens it, and the party reaches a recently used furnished room where Jonah leads a healing rest.

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Act 2, Episode 5, Scene 10: The Hideout Someone Left Behind

After Nick and Victor return to Gravenhurst, the reduced party searches the furnished sewer room, finding signs of recent use, 20 gold, a +1 handaxe, and a locked chest.

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Act 2, Episode 5, Scene 11: The Alignment of Jericha

Dhaz opens the chest and finds fine clothes, a small bottle, an iron key, and a Draconic book titled The Alignment of Jericha: The Power Nine.

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Act 2, Episode 5, Scene 12: Podon in the Sewer Dark

Ash scouts ahead and finds Podon being tormented by rat-linked thugs, but the rescue becomes a sewer brawl with gray oozes, a constrictor snake, and an unseen archer.

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Act 2, Episode 5, Scene 13: CC in the Sewer Aftermath

The hidden archer reveals herself as CC, an independent operative seeking the Graven Scourge entrance, while Podon names his missing daughter C-Ment.

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Act 2, Episode 5, Scene 14: The List Beside the Bedroll

The party finds a recent side camp containing Redwave Vaughn's engraved dagger, a red cloak, and an updated Graven Scourge hit list naming I.J. and Victor Shaw.

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Act 2, Episode 5, Scene 15: The Door That Would Not Open

The group clears a rat-clogged passage and reaches the suspected Thieves Guild stash door, but Blastbelle's bomb, the iron key, and Dhaz's tools all fail to open it.

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Act 2, Episode 5, Scene 16: The Rat King Breaks

The party confronts the hive-like Rat King, which drags Maine across the chamber and drops Ash before Maine destroys it with Magic Missile and the stash key is recovered.

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Act 2, Episode 5, Scene 17: Do Not Give Her the Key

After Ash recovers the stash key, CC warns the party not to give it to Blastbelle, turning the sewer mission into an unresolved trust conflict.

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Act 2, Episode 5, Scene 18: The Hearing in the Sewer

The party debates CC's warning, refuses to hand Blastbelle the stash key, and learns the Thieves Guild may be infiltrated before CC vanishes in smoke.

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Act 2, Episode 5, Scene 19: Jonah of Ice and Sickles

The false Blastbelle collapses into red caps, Jonah is dropped immediately, and Ash revives him just in time for Jonah to drink the Potion of Ice Golem and turn the battle.

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Act 2, Episode 5, Scene 20: The Note Nobody Could Read

After Jonah destroys the final red cap, the party finds sickles, gold, and a Fey-language note they cannot read before returning to the stash door.

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Act 2, Episode 5, Scene 21: The Door That Had to Be Held

The party opens the warded Thieves Guild stash by using the Rat King key physically, with Victor slotting it into his wooden stump before the earlier iron key opens the inner gate.

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Act 2, Episode 5, Scene 22: The Bloodstone Void Diamond

Inside the stash, the party finds gold, magic items, and the Bloodstone Void Diamond, which appears to be the true prize the false Blastbelle wanted.

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Act 2, Episode 5, Scene 23: The Wall That Forgot How to Be Polite

Ash uses the Rat King Crown to ask a rat for the way out, then the party finds Podon at a hidden wall door leading toward dead or dying Graven Scourge men.

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Act 2, Episode 5, Scene 24: Podon Goes Deeper

Podon rushes deeper into the hidden sewer passage searching for C-Ment, but the exhausted party chooses to retreat and rest instead of following.

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Act 2, Episode 5, Scene 25: Victor Shaw, You're Up

The party returns to Astrid's shop to find it broken into, Astrid tied unconscious, and a portal upstairs marked with a direct message for Victor Shaw.

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Act 2, Episode 5, Scene 26: The First Real Rest

Before entering the portal, the party frees Astrid, takes a long rest, reaches level five, and begins processing the Power Nine book and new magic-item limits.

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Act 2, Episode 6, Scene 1: Astrid's Broken Formula

Astrid explains that imps and a horned woman destroyed her formula for severing Witchborn-Void corruption before using the shop portal to lure Victor.

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Act 2, Episode 6, Scene 2: Welcome to the Game Master Spectacle

The party enters Trixie's game arena, meets Rifleton Rob and Araspinn, and watches Exaba announce the Game Master Spectacle.

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Act 2, Episode 6, Scene 3: Prizes in the Stomach

Round one forces contestants to kill goblins and search their trapped stomachs for gold, scrolls, rings, and other Game Master prizes.

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Act 2, Episode 6, Scene 4: The Prisoners Above the Game

Exaba reveals the prisoners above the arena, exposing I.J. and Emmy as captives before the first vote removes Rifleton Rob from active play.

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Act 2, Episode 6, Scene 5: The Obstacle Course Wants a Show

Round two sends the contestants through a prize-filled obstacle course where speed, sabotage, and magical hands reshape the elimination standings.

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Act 2, Episode 6, Scene 6: The Exaba Behind the Glass

Maine confirms Jeff is alive, Victor's prisoner is revealed as a terrified Exaba, and Nick's question to I.J. leaves their relationship unresolved before Victor is voted out.

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Act 2, Episode 6, Scene 7: Victor in the Viewing Room

Victor's elimination sends him to a void viewing room, proving that being voted out means becoming another captive part of the show.

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Act 2 Episode 6 Session Notes

The party entered this session at level five after their first long rest in several sessions. Key mechanical discussion included Revivify diamond costs, level-five features, Haste, Fireball, Extra Attack, Pass without Trace, attunement limits, and magic item tracking.

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Act 2, Episode 6, Scene 8: The Dragon on the Cracked Shore

The final round opens on a cracked volcanic shore where Exaba Prime demands the party break chains from a bound dragon while Dhaz and Jonah influence events from void tables.

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Act 2, Episode 6, Scene 9: The Contract Through the Screen

Dhaz's studio choice wounds Nick, Jonah signs Jebus's contract, and Maine's empowered blast tears open the dragon arena.

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Act 2, Episode 6, Scene 10: Trixie Cuts the Show

Maine's empowered blast tears open the dragon arena, letting Trixie interrupt Exaba Prime's finale and eject the party from the Game Master Spectacle.

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Act 2, Episode 6, Scene 11: Jebus's Lamp and the QII Deal

Jebus rescues the party into his lamp studio, explains Victor stayed behind, and turns their return to Jericha into a contract with the new QII.

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Act 2, Episode 6, Scene 12: Void Crystal and Warforged Arm

Nick gives up his soul-hungry scythes, Jebus turns them into a void crystal, and Maine has the Warforged General's arm attached.

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Act 2, Episode 7, Scene 1: Baron's New VQU

The party steps from Jebus's lamp into Baron's classroom, where New VQU's mission is framed as Witchborn protection, recruitment, and active fieldwork.

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Act 2, Episode 7, Scene 2: To Me, My Ex Force

Baron introduces Zeus Beefcake and the drained lich-remnant Ex, who names the new field team the Ex Force.

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Act 3, Episode 1, Scene 1: First Mission at Arx Fire Plaza

The Ex Force gathers at Arx Fire Plaza for its first field mission: covertly reach Stormcall through Point Pringle and investigate construct killings tied to Tallulah Murn.

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Act 3, Episode 1, Scene 2: Memory Mist at Pringle Manor

The Ex Force arrives at Pringle Manor through an unstable old teleportation circle, triggering memory-mist visions before Dhaz stabilizes the glyphs.

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Act 3, Episode 1, Scene 3: Storm Boulder at the Gate

Storm Boulder greets Eveline at Pringle Manor, points the party toward dinner with Percival, and accidentally reveals Faith's personal connection to Eveline.

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Act 3, Episode 1, Scene 4: The Vines in the Cracked Crucible

The party explores Point Pringle's fading lab districts and finds the abandoned Cracked Crucible overrun by strange overnight vines.

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Act 3, Episode 1, Scene 5: Pie, Pointer, and Faephine

At Dinkle's, the party meets Faephine Moonhold and Pointer while Ash tries to understand Eveline's connection to Faith.

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Act 3, Episode 1, Scene 6: Grease Tooth's Bombers

Goblin bombers attack Dinkle's, forcing Ash to contain the final blast as Grease Tooth's name enters the Point Pringle threat board.

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Act 3 Episode 1 Session Notes

This session begins Act 4’s travel/mission structure after the Ex Force reveal. The active objective remains reaching Stormcall covertly via Percival Pringle’s support and a Point Pringle wagon, but the local Grease Tooth attack interrupts the staging phase.

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Act 3, Episode 1, Scene 7: PP3's Room of Old Ideas

After the Dinkle's bombing, the full party regroups at Pringle Manor and explores a dusty side room full of PP3's strange old inventions.

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Act 3, Episode 1, Scene 9: PP5 Names Grease Tooth

PP5 recognizes Maine's face as matching his dead lover Tono and explains Grease Tooth's connection to the faction called Evil.

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Act 3, Episode 1, Scene 10: Dinner Under Schnookums' Gaze

The party joins PP3's strange Pringle Manor dinner, where family grief, eccentric inventions, and experimental food fill the room before the mission talk can begin.

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Act 3, Episode 1, Scene 11: Love, Moonlight, and Family Pressure

Dinner exposes the pressure around Eveline and Faephine's lifelong bond while Jonah discovers Faephine's sincere interest in the Creator and New VQU.

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Act 3, Episode 1, Scene 12: Grenade at the Dinner Table

A grenade interrupts PP3's dinner just after he offers the party an auto wagon, and Grease Tooth's forces attack Pringle Manor from the kitchen corridor.

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Act 3, Episode 1, Scene 13: The Alignment Chart of Maines

Maine finds a half-burned note tracking alternate Maines by alignment, tying Tono, Gravenhurst, Grease Tooth, and Evil into one mystery.

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Act 3, Episode 1, Scene 14: Threads of Truth Safehouse

PP5 brings the party to the Exiles' safehouse above Threads of Truth, where they reconnect with Araspinn and meet Rahab and Maple.

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Act 3, Episode 1, Scene 15: Two Lairs Left

PP5 divides the anti-Grease Tooth operation: the Exiles take the caves while the Ex Force raids the abandoned Emrysian temple workshop.

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Act 3, Episode 1, Scene 16: The Door That Opened for the Forged

At the abandoned Emrysian temple, a strange new sigil opens for Maine and Dhaz, revealing Grease Tooth's goblin workshop-forge.

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Act 3, Episode 1, Scene 17: Fireball in the Forge Hall

Nick's first Fireball clears the temple forge as the party confirms Grease Tooth's workshop uses bomb goblins, void-script slogans, and junk constructs.

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Act 3, Episode 1, Scene 18: The Prisoner Who Blamed Rahab

Ash and Jonah find a headless warforged hybrid while Maine and Dhaz discover Ralos, a prisoner who claims Rahab sold him to Grease Tooth.

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Act 3, Episode 1, Scene 19: Solar Was Never Ralos

The prisoner Ralos reveals himself as Solar, the speedster watcher tied to Evil, and nearly drops Maine before the party can understand the trap.

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Act 3, Episode 1, Scene 20: The Arm Solar Took

Solar turns the temple fight into a personal trauma, escaping with Dhaz's organic arm after Dhaz drags Maine out of a bomb radius.

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Act 3, Episode 1, Scene 21: After the Last Bomb

The temple raid ends in tactical success but strategic confusion: Solar escapes, Dhaz is maimed, and Rahab's role remains unresolved.

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Act 3, Episode 1, Scene 22: Register or Become a Beast

Temple evidence reframes the goblin conflict: Grease Tooth's bombers are dangerous, but Lawful registration policy also treats unregistered goblins as beasts.

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Act 3, Episode 1, Scene 23: Solar on the Evil Lineup

The party identifies Solar as part of Evil's roster, tying his attack to Enemy, Grease Tooth, and the larger Maine-variant network.

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Act 3, Episode 1, Scene 24: The Exiles Came Back Bleeding

The party returns to Threads of Truth while Dhaz is taken to Pringle Manor, finding Rahab wounded and PP5 ready with ignition crystals for the auto wagon.

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Act 3, Episode 1, Scene 25: The Bad Man Still Lives

Rahab panics when Maine names Solar, and Araspinn explains Solar's connection to the experimental program that abused Rahab and Araspinn.

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Act 3, Episode 1, Scene 26: Back to the Stormcall Road

The party decides Grease Tooth and Point Pringle are too tangled to solve quickly, returning to the Stormcall construct-murder assignment.

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Act 3, Episode 2, Scene 1: The Red Book Roadblock

Maine, Ash, and Jonah drive north, read the thoughts of Lawful-marked elves, and bluff past a roadblock by exploiting their pro-elf prejudice.

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Act 3, Episode 2, Scene 2: Cold Goods and Hot Law

The party passes Moo Moo Market, choosing cover over resupply when Lawful registration threatens to expose their identities.

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Act 3, Episode 2, Scene 3: Greta at the Camp Behind Them

After skipping Moo Moo Market, the party crosses a bridge, reaches a lookout, and realizes Dr. Greta Wunsch is at the camp they passed.

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Act 3, Episode 2, Scene 4: Lawman at the Farmhouse Fringe

On Stormcall's outskirts, the party meets DC Lawman and Kyle, turns over the Reclaimer, and confirms the Tallyman bounty is their official reason for being there.

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Act 3, Episode 2, Scene 6: The Map DC Did Not Recommend

DC lays out Stormcall's Lawful office, merchant district, and dangerous warehouse district, giving the party its first working city map.

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Act 3, Episode 2, Scene 7: Up the Chain

The party delivers the Queefdom letter to the Stormcall Lawful office, confirms the Reclaimer is jailed, and receives a Zone of Truth scroll.

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Act 3, Episode 2, Scene 8: Deviness Chooses Greta's Camp

Deviness confronts the party, gives them the warehouse lead, and is escorted to Greta while Beeper continues searching for Andrea Dawson.

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Act 3, Episode 2, Scene 9: The Sad Song in the Warehouse

The warehouse lead turns dangerous when Dhaz scouts through a skylight, hears a sad siren song, and is attacked by harpy-like enemies.

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Act 3, Episode 2, Scene 10: Shatter Bombs and Barbecue Harpy

The party pushes into the warehouse, facing harpy-like singers, young shatter-bomb throwers, and a larger horned harpy leader.

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Act 3, Episode 2, Scene 11: Father's Favor Falls From Above

A Pelosh-designed canister deploys Father's Favor armor for Dhaz before he finds his sister escaping through a warehouse side-room window.

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Act 3 Episode 2 Session Notes

This session establishes the correct city name as Stormcall and begins the true urban investigation. The party is working parallel to Lawful, protecting a Flesh defector, using warehouse leads, and dealing with both Tallyman murder evidence and Dhaz’s family complications.

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Act 3, Episode 2, Scene 12: Greta's Message Through Oskar

Oskar arrives after the warehouse fight with Greta's message: Tallyman remains the priority, Flesh is escalating, and Stormcall must be handled as containment.

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Act 3, Episode 2, Scene 15: The Parade Handout

Nick finds a Forged Pride handout in the warehouse, and the missing effigy confirms Flesh's drop-off system is active before the party heads to Silver Helix Square.

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Act 3, Episode 2, Scene 16: Wisdom Division at Silver Helix Square

At Silver Helix Square, the party meets Wisdom Division: Advantage, Beefington Welles, Flamer, Panthera, and Insight.

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Act 3, Episode 2, Scene 17: Stormstack Burgers Explodes

A Stormstack Burgers machine malfunctions during Forged Pride, blasting civilians with lightning and fire before Ash destroys it and the square erupts into wider chaos.

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Act 3, Episode 2, Scene 18: Sonar's Notes in Nick's Pocket

During the Silver Helix Square chaos, Sonar slips two taunting notes into Nick's cloak pocket and turns the public crisis personal.

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Act 3, Episode 2, Scene 19: Faceless Enemies in the Alley

After the explosions, the party is separated from Wisdom Division and cornered in an alley by faceless enemies near a fallen forged body.

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Act 3 Episode 2 Session Notes

This session moves Stormcall from investigation into public crisis: the warehouse reveals Flesh’s scavenger supply chain, Forged Pride becomes a likely target, Wisdom Division enters as Luxidran School of Alchemical Studies’ visible security team, and Sonar personally taunts Nick during citywide explosions.

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Act 3, Episode 2, Scene 20: The Clown and the Dead Forged

The alley fight resolves as the party defeats Flesh attackers and discovers a clown-like figure trapped in a curse-dance with a dead forged body.

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Act 3, Episode 2, Scene 21: She Hides in the Basement

After Lawful arrests the Flesh attackers, a note drops from the cuffed mage with an address and the warning: she hides in the basement.

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Act 3, Episode 2, Scene 22: The Old Stone House Below the Warehouses

The address leads to three lower apartments, where Jonah recognizes old dwarven stone and the party enters a dark, ink-stained house full of red-eyed shades.

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Act 3, Episode 2, Scene 23: Can You Count to Ten Without Crying?

Dhaz finds child-shades upstairs, hears the counting question, and flees as the collapsed stairwell reveals the hidden basement hatch.

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Act 3, Episode 2, Scene 24: Ninety-Six Marks in the Basement

The party descends into Tallulah's basement lair, where carved numbers, child-shades, spoiled food, and a square of darkness reveal the Tallyman's counting ritual.

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Act 3, Episode 2, Scene 25: Wall of Stone Against the Dark

The party fights Tallulah and the shades as Ash frees victim-visages and Jonah reshapes the basement with Wall of Stone.

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Act 3, Episode 2, Scene 26: The Cost of Tallulah's Knives

Tallulah's attacks nearly kill Dhaz and leave Ash with lasting Wisdom trauma, marking the basement victory with permanent personal cost.

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Act 3, Episode 2, Scene 27: Tallulah Taken Alive

Nick drops Tallulah into an old box, Jonah stabilizes her, and the party captures the Tallyman alive with her daggers and unmarked bottles secured.

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Act 3, Episode 2, Scene 28: The Children Wave From the Window

The party hands Tallulah to Lawful, receives return fuel for Point Pringle, and Dhaz sees ghostly children wave from the old house.

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Act 3 Episode 2 Session Notes

This session resolves the Stormcall Tallyman hunt from public crisis into boss-capture: the party defeats Flesh alley forces, follows the basement note, confronts Tallulah in a haunted old dwarven house, captures her alive, and earns return fuel for Point Pringle.

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Act 3 Episode 2 Source Note

This session was reconstructed from separate text transcripts for each speaker rather than one combined transcript, so scene synthesis uses cross-file alignment of DM narration and player responses.

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Act 4, Episode 1, Scene 1: Baron's Three Priorities

In Faephine's astral refuge, the party reframes the Point Pringle crisis around Baron's three priorities: save lives, gather allies, and preserve a Pringle-led future.

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Act 4, Episode 1, Scene 2: Eveline Is Not the Simple Answer

Ash and Maine press Eveline to lend the Pringle name to Point Pringle's future, but Eveline refuses to become an easy political answer while cursed and hunted.

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Act 4, Episode 1, Scene 3: The Alarm in Eveline's Room

Faephine's alarm reveals guards in Eveline's room with a Storm Boulder message, prompting the party to leave the astral refuge for what may be a trap.

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Act 4, Episode 1, Scene 4: Subject Maine Facial Markings

Three false Pringle guards reveal themselves as void-like changelings after identifying Maine by his facial markings.

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Act 4, Episode 1, Scene 5: Storm Boulder's Battlefield Message

Ren Yacour recites Storm Boulder's crisis message, updating the party on Point Pringle's collapsed zones, safe camp, guild movement, and succession urgency.

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Act 4, Episode 1, Scene 6: Solar Throws Nick's Head

Solar returns with metal feet and throws what appears to be Nick's severed head, later revealed as shapeshifter skin.

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Act 4, Episode 1, Scene 7: The Corridor Cannot Hold Solar

The party nearly pins Solar in the manor corridors with Spirit Guardians, telekinetic positioning, and Ash's poison, but he keeps moving.

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Act 4, Episode 1, Scene 8: Solar Breaks Ash Again

Solar taunts Oskar, proves he prepared for Ash's poison, and beats Ash down again, deepening Ash's lasting mental trauma.

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Act 4, Episode 1, Scene 9: The Portal They Did Not Take

Faephine reports seeing the party leave while they are still inside, and Solar escapes through a different portal before they can follow.

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Act 4, Episode 1, Scene 10: Resting in the Wrong Manor

With Solar escaped and the portal gone, the party searches nearby rooms, rests inside Pringle Manor, and tries to confirm Faephine's safety.

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Act 4 Episode 1 Source Note

This session was reconstructed from separate text transcripts for each speaker rather than one combined transcript, using cross-file alignment of DM narration and player responses.

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Act 4, Episode 1, Scene 11: Enemy in the Mirror

Inside Gertie's chaos mirror maze, Maine sees Enemy crush a Lawful-aligned MAI subject before the mirror breaks to reveal a blue portal.

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Act 4, Episode 1, Scene 12: The Banquet Wears Familiar Faces

The blue portal leads to a distorted banquet where Jeff and Solar are hags in disguise, Morgan is trapped in a cannibal dinner trance, and Darius joins the scene.

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Act 4, Episode 1, Scene 13: Morgan Sets the Table for Jonah

Morgan, still charmed, tries to prepare Jonah as food while Darius joins the party against the hags and imps begin dropping strange pouches.

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Act 4, Episode 1, Scene 14: Hypnotic Pattern at the Banquet

A hag's Hypnotic Pattern incapacitates most of the party, forcing Jonah to keep everyone alive while Ash's injury spiral worsens.

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Act 4, Episode 1, Scene 16: Gertie's Empty Gift

Morgan breaks free of the cannibal trance, only for Gertie to mock him through the red mirror and give him a dead Staff of Necromancy.

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Act 4, Episode 1, Scene 17: Ash Breaks the Red Mirror

The party rallies after the charm breaks, Morgan apologizes, and Ash kills the last two hags, shattering the red mirror into another portal.

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Act 4, Episode 1, Scene 18: The Tree With Two Hanging Times

Beyond the red portal, the party finds two locked portals, two six-slot pedestals, a shaking tree, temporal manifestations, and a timer.

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Act 4 Episode 1 Source Note

This session was reconstructed from separate text transcripts for each speaker rather than one combined transcript, using cross-file alignment of DM narration and player responses.

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Act 5, Episode 2, Scene 1: QUEST Sends Them to Aleklot's Rest

After the concert aftermath, Baron directs the party to X, who sends QUEST toward Aleklot's Rest for an artifact-recovery mission.

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Act 5, Episode 2, Scene 3: The Caravan Becomes Home

The party receives a magical caravan, with Jonah driving, Ash navigating badly, Morgan on the roof, and the group settling into road-trip mode.

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Act 5, Episode 2, Scene 4: Thorn's Acid-Resistant Daughter

At a crossroads, Thorn and Favre sell fake acid resistance healing potions and present a fish in a chest as Thorn's cursed daughter.

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Act 5, Episode 2, Scene 5: Evan Recognizes Dhaz

Evan Pistachio recognizes Dhaz from their Stormcall experiment class, panics, and tries to flee before Morgan blinds him.

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Act 5, Episode 2, Scene 6: Temple Ironhoof at Bearfell

At Bearfell, Temple Ironhoof revives Evan, confirms the fake potion scam, and watches Evan flee after seeing Dhaz again.

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Act 5, Episode 2, Scene 7: Temple's Powered Critters

Temple explains empowered animal research, including critters that can learn and level powers like pyrokinesis or lightning.

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Act 5, Episode 2, Scene 8: Princess Hummus Snout Is Missing

Baba and Ziki Snout force the caravan off road while searching for Princess Hummus Snout, the polar bear cub once kept by Nick Kremp.

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Act 5, Episode 2, Scene 9: Wall of Force Outside Ragefort

Near Ragefort, a tan-suited orc blocks the caravan with Wall of Force, answers Ash with a sonic boom, and three uniformed figures approach.

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Act 5, Episode 2, Scene 10: Thunderlungs Behind the Wall

The party resumes at the Ragefort Wall of Force and learns war mages are trying to recapture Thunderlungs, a massive sonic-powered half-orc.

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Act 5, Episode 2, Scene 11: Who Deserves Help at Ragefort

Thunderlungs nearly kills a war mage with a sonic shout while claiming Ragefort kept him chained until he felt ready to explode.

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Act 5, Episode 2, Scene 13: Jeebus Takes the Wheel Back

Jeebus removes the Wall of Force, Jonah gets back behind the wheel, and Thunderlungs joins the caravan with a strange Jeebus connection.

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Act 5, Episode 2, Scene 14: The Temple Sign in the Rain

In heavy rain, Jonah follows the temple-like sign instead of the inn sign, bringing the low-energy caravan to Aleklot's Rest's old temple grounds.

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Act 5, Episode 2, Scene 15: Mr. Cool Under the Temple

Inside a barn-like temple outbuilding, the party meets Mr. Cool, later revealed as counterfeit scroll-maker Al Ivers, near an old trapped thieves guild entrance.

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Act 5, Episode 2, Scene 16: Ninety Percent Magic

Al Ivers offers ninety-percent counterfeit magic scrolls and discounts a third-level scroll if the party gets Jessica James's contact information.

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Act 5, Episode 2, Scene 17: Maine Sells Jessica a Vacation

At the Aleklotson Inn, Maine uses a theatrical VQU vacation scam to get Jessica James's contact information for Al Ivers.

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Act 5, Episode 2, Scene 18: Three-Star Dungeon Package

Jonah books a three-star dungeon crawl and a three-room suite with infinite cots through Eric Aleklotson at the Aleklotson Inn.

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Act 5 Episode 2 Session Notes

This session resolves Ragefort nonlethally, adds Thunderlungs as a rescued passenger, reaches Aleklot’s Rest, introduces Al Ivers and the counterfeit-scroll discount errand, and ends with the party paying for a three-star dungeon crawl through the Aleklotson Inn.

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Act 5, Episode 2, Scene 19: Herman Winger's Waivers

Birdfolk guide Herman Winger introduces the three-star dungeon tour group and gathers waiver confirmations before leading them into the cave system.

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Act 5, Episode 2, Scene 20: Darius Watches the Puddle Form

At the dungeon entrance, Darius becomes transfixed by a forming puddle before shaking himself free and confirming his waiver.

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Act 5, Episode 2, Scene 21: The Rat Knows the Legendary Path

Ash uses the Rat King Crown to speak with a giant rat, and Maine alters Herman's memory so the party can take the master path with full loot rights.

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Act 5, Episode 2, Scene 22: Heathcliff Teleports When Scared

Heathcliff panics and teleports with Morgan to a concealed vertical drop, where the skeleton of his likely former master waits below.

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Act 5, Episode 2, Scene 23: Loot Below the Dead Woman

The party descends the hidden drop with Ash's help and loots the dead woman, finding Tilt's Chill Touch and a +1 wand.

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Act 5, Episode 2, Scene 24: Dragon Breath for Heathcliff

Herman is engulfed by an ochre jelly, maw demons appear, and Morgan empowers Heathcliff with dragon breath during the first hidden-route fight.

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Act 5, Episode 2, Scene 25: Another Chosen of the Aboleth

Jeremiah recognizes Ash's void tentacle and calls himself another Chosen of the Aboleth, revealing contender and Paragon lore.

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Act 5, Episode 2, Scene 26: Soul Spots the Dragon-Grafted

Jeremiah speaks of the Aboleth, void purpose, and light before spotting humanoids grafted with dragon parts waking along the master path stairs.

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Act 5, Episode 2, Scene 27: The Dragon-Grafted Wake

Dragon-grafted humanoids attack on the stairs, Jeremiah enslaves one with Aboleth power, and Morgan raises a fallen grafted body as a zombie.

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Act 5 Episode 2 Session Notes

This session moves the party from the paid three-star tour into the hidden master path through rat guidance and Maine’s memory alteration. The route reveals older loot, a teleporting rat named Heathcliff, Jeremiah Shadowplay’s Aboleth/void connection, dragon-grafted humanoids, and a living young black dragon.

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Act 5, Episode 2, Scene 29: Morgan Falls to the Dragon Breath

The stairway dragon fight resumes, Morgan blasts the dragon with Evan Pistachio's staff, and the dragon's poison breath nearly wipes out the party.

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Act 5, Episode 2, Scene 30: For the Aboleth

Jeremiah revives Morgan with Revivify for the Aboleth, then reveals radiant and void-lit power as tensions around Ash's path sharpen.

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Act 5, Episode 2, Scene 31: The Mist Asks Who They Trust

Poison mist drives the party toward the dragon lair while Aboleth-like figures surface the contender issue and the party's fragile bonds.

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Act 5, Episode 2, Scene 32: Beacon Before the Lair

Jonah casts Beacon of Hope before the lair while Morgan prepares replacement zombies from the dragon-grafted corpses.

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Act 5, Episode 2, Scene 33: Falafelsnout Crowns the Dragon

The lair reveals empty chests, a young green dragon wearing General Falafelsnout's head as a crown, and Voiling forces tied to Castro.

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Act 5, Episode 2, Scene 34: Void Blades in the Dragon Lair

Ash, Maine, Morgan, Dhaz, and Oskar open the lair fight against both the young green dragon and the Voiling command unit.

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Act 5, Episode 2, Scene 35: Herman Dies on the Master Path

A second poison breath drops much of the party, destroys Morgan's zombies, and kills Herman Winger beyond quick rescue.

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Act 5, Episode 2, Scene 36: Oskar Vanishes Through the Void

The Voiling General escapes through a void portal, Jeremiah pulls Oskar through, and Ash is blocked by a mind-flayer-like figure.

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Act 5, Episode 2, Scene 37: Ash Breaks the Dragon's Neck

With the Voiling forces gone and Oskar missing, Ash kills the weakened young green dragon with his tentacle.

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Act 5, Episode 2, Scene 38: Victor Leaves the Password Tsunami

The party finds a magically protected chest left by Victor Shaw, with TSUNAMI as the password and graffiti pointing to Maine's old disaster.

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Act 5, Episode 2, Scene 39: Jonah Carries Herman Back

The party recovers Victor's cache, Gumbo claims dragon materials, and Jonah carries Herman Winger's body back toward the inn.

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Act 5 Episode 2 Session Notes

This session resolves the Aleklot’s Rest master path: the party survives two phases of dragon combat, Herman Winger dies, Jeremiah revivifies Morgan, Oskar and Jeremiah vanish through a void path, Ash is blocked by a mind-flayer-like figure, Ash kills the young green dragon, and Victor Shaw’s time-cache rewards the group.

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Act 5, Episode 2, Scene 40: The Loot Becomes Paperwork

Back at the inn, the party sorts the dragon-lair loot while debating QUEST obligations, local claims, and Lawful attunement taxation.

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Act 5, Episode 2, Scene 41: Corin Audits the Dragon Loot

Corin Scorn Slatebadge audits the party under Zone of Truth while they declare most items and conceal Morgan's Ring of Absorption.

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Act 5, Episode 2, Scene 42: The Hidden Ring Returns to Morgan

The party finalizes item assignments, turns over remaining declared loot for rebate, and Maine quietly returns the hidden Ring of Absorption to Morgan.

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Act 5, Episode 2, Scene 43: The Pieces Move Faster

Ash touches the Void Edge Blade and sees Salvator arguing with Soldier, revealing Oskar as the chosen vessel and Ash as an unstable piece.

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Act 5, Episode 2, Scene 44: Ash Gets a Face for Salvator

Ash pays Al Ivers to turn his description of the tentacle-faced Salvator into a clearer drawing the party can use as a clue.

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Act 5, Episode 2, Scene 45: A Counterfeit Way to Find Salvator

The party cashes in Al Ivers's discount, Ash buys a risky counterfeit Scrying scroll, and the group buys enough caravan fuel to return to VQU.

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Act 5, Episode 2, Scene 46: Aerobud on the Bearfell Road

Jonah accidentally takes the Bearfell-side road, where a mountain gust reveals a wounded aerokinetic dog-like critter hiding nearby.

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Act 5, Episode 2, Scene 47: Salah Begins the VQU Intake

The party returns to VQU, where Salah begins QUEST intake for personnel, incident summaries, and recovered item declarations.

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Act 5 Episode 2 Session Notes

This session resolves the Aleklot’s Rest aftermath: the party handles Lawful loot declaration, hides the Ring of Absorption, learns more about Ash’s true tentacle-arm manipulators, buys a discounted Scrying scroll and caravan fuel from Al Ivers, finds an Aerobud near Bearfell, and returns to VQU for QUEST intake.

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Act 5, Episode 3, Scene 1: Homecoming Waits Over the Fallout

Back at VQU, homecoming preparations fill campus while Oskar remains gone and Ash processes that his supposed Aboleth purpose was false.

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Act 5, Episode 3, Scene 3: Hex Hands and Strange Jelly Beans

Maine receives a petrified blue hand that casts Hex, while Ash receives six strange magical jelly beans from the Mystery Machine.

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Act 5, Episode 3, Scene 4: Ash Names Salvator's Game

Ash explains that Salvator is studying Albert's Void manipulation and using people like Ash as experimental pieces.

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Act 5, Episode 3, Scene 14: The Scroll Opens Onto a Seaside Cathedral

After using an illegal void dungeon scroll, the party arrives at an abandoned seaside cathedral rising above violent surf.

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Act 5, Episode 3, Scene 15: Jonah Calms the Causeway Sea

Waves nearly sweep the party from the causeway until Jonah invokes Djeebus and the sea calms into a brighter path.

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Act 5, Episode 3, Scene 17: The Door Wants a True Offering

A blue spirit-hand explains that each person must leave a true offering, punishing shallow tribute and rewarding Jonah's sincere cardinal prayer.

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Act 5, Episode 3, Scene 18: Dhaz Builds a Cardinal That Prays

Dhaz builds a Djeebus cardinal trinket with Jonah's recorded prayer, creating an emulated offering that passes the divine door.

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Act 5, Episode 3, Scene 19: The Cathedral Sold Shame

The party finds confessionals, wealthy absolution booths, and Paulus Levius journals showing how the cathedral sold shame by status.

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Act 5, Episode 3, Scene 21: The Relics Were Priced Like Shop Goods

In the reliquary corridor, the party finds devotional objects displayed and priced like merchandise while Ash discovers the hidden Glass Saint Shiv.

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Act 5, Episode 3, Scene 22: Gold From the Reliquary

Dhaz, Maine, and Morgan recover gold and Mystery Machine tokens from the reliquary, leaning into the dungeon's corrupted reward structure.

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Act 5, Episode 3, Scene 23: The Sentries Demand Teeth

Stone sentries detect stolen reliquary goods and demand payment in teeth just as rival looters enter from the south.

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Act 5 Episode 3 Session Notes

This session begins the illegal void-dungeon scroll expedition: the party reaches a sea-battered cathedral linked to Djeebus and Paulus Levius, survives the causeway through Jonah’s prayer, passes the offering door, finds journals documenting Paulus Levius’s corrupted miracle economy, and loots the reliquary before sentries and thieves converge.

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Act 5, Episode 3, Scene 24: A Tithe Too Large to Pay

The reliquary standoff resumes as the sentries demand a massive tithe and the rival looters wait to see whether the party survives.

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Act 5, Episode 3, Scene 25: Glass Shrine Sentries Wake to War

Combat begins against the glass shrine sentries, revealing defense modes, shatter-line attacks, and divine anti-imposter logic.

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Act 5, Episode 3, Scene 26: Seven Voices Answer Jonah

Jonah hears seven Paragon voices after using Life Burst, while a sentry declares Ash an invalid disciple of Djeebus.

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Act 5, Episode 3, Scene 27: The Catwalks Start Shooting

Hidden Raiders on the catwalks fire explosive and flaming arrows into the sentry fight, turning the reliquary into a vertical ambush.

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Act 5, Episode 3, Scene 28: Djeebus Forgive Me

Dhaz and Jonah bring down the glass sentries, unlocking the reliquary's side doors and opening the next cathedral routes.

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Act 5, Episode 3, Scene 29: The Raiders of the Lost Park Fall Fast

The rival looters reveal themselves as the Raiders of the Lost Park, offer a late truce, and are quickly cut down after Maine strikes first.

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Act 5, Episode 3, Scene 30: Some Enemies Were Left Breathing

After defeating the Raiders, the party stabilizes Brent and Larry while Morgan begins harvesting a dead Raider for necromantic use.

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Act 5, Episode 3, Scene 31: Two Doors Beyond the Reliquary

After the sentries fall, Ash finds two new cathedral branches: an eerie pipe organ room and a wish office full of ledgers, bottles, coins, and an iron coffer.

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Act 5 Episode 3 Session Notes

This session resolves the reliquary cliffhanger: the party defeats Djeebus relic sentries, survives hidden Raider archers on the catwalks, rejects a late truce, kills two Raiders, stabilizes two others, and discovers the next two branches of the Paulus Levius cathedral: the pipe organ room and wish office.

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Act 5, Episode 3, Scene 33: Paulus Levius Calls in the Debt

In the wish office, Paulus Levius demands repayment from Jonah for the cathedral's corrupt religious wealth, forcing a theological confrontation.

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Act 5, Episode 3, Scene 34: The Guardians Demand the Right Kind of Force

Paulus Levius begins combat with black and white guardian constructs that turn the wish-office fight into a radiant and necrotic matching puzzle.

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Act 5, Episode 3, Scene 35: Dhaz Is Crushed Under the Trial

During the Paulus Levius trial, Dhaz is slammed, buried under rubble, and badly injured by a force-coin burst.

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Act 5, Episode 3, Scene 36: Jonah Solves the Spirit-Guardian Trial

Jonah's Spirit Guardians destroy the black guardian, completing the puzzle and earning Paulus Levius's recognition.

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Act 5, Episode 3, Scene 37: Jonah Vouches for the Unfinished

Paulus Levius asks Jonah to vouch for his companions, turning the Paragon test into a judgment of how honestly Jonah sees the party.

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Act 5, Episode 3, Scene 38: Gifts for the Worthy and the Waiting

Paulus Levius gives divine gifts to Jonah, Ash, Morgan, and Maine, while Dhaz receives no gift because his worthiness remains unresolved.

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Act 5, Episode 3, Scene 39: The Cathedral Falls Behind Them

As the cathedral collapses, Paulus Levius reveals a service tunnel and the party escapes to the Lonely Islands shoreline beside the unstable portal.

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Act 5, Episode 3, Scene 40: Lawful Waits at the Portal

At the open portal, Yuri Pelosh and Stormcall Troopers confront the party and accuse Maine of harboring murder.

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Act 5, Episode 3, Scene 41: Dhaz Goes Home for Maine

Yuri offers to drop Maine's charges if Dhaz returns home, resumes the red armor, and rejoins the Pelosh family power structure.

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Act 5, Episode 3, Scene 42: The Portal Opens Onto Vithyrex

After Dhaz leaves, the remaining party enters the unstable portal and is pulled into Vithyrex's maze instead of returning safely.

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Act 5 Episode 3 Session Notes

This session resolves the Paulus Levius Cathedral: Jonah refuses Paulus Levius’s debt/slavery demand, solves the black-white guardian puzzle, is judged as a possible Djeebus Paragon through how he sees his allies, receives divine gifts for the group, escapes the collapsing cathedral, then loses Dhaz to Yuri Pelosh and the Stormcall Troopers before the remaining party is pulled into Vithyrex’s maze.

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Act 5, Episode 4, Scene 1: The Maze Punishes the First Handle

The Vithyrex Maze opens with a falling slab trap that crushes Ash until Maine lifts the stone with telekinesis.

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Act 5, Episode 4, Scene 2: The Books Hold Love Stories as Boons

The party discovers clasped magical books throughout Vithyrex's Maze, each holding a love-story fragment that can grant a boon.

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Act 5, Episode 4, Scene 5: The Eye Sends Maine Back to the Start

Maine is seen by the roaming Vithyrex eye, blinked back to the starting room, and permanently loses one maximum hit point.

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Act 5, Episode 4, Scene 6: The Maze Rewards the People It Separates

The party faces boulders, jaws, gas, razor wind, relocation, and fire traps while finding the Bloodwarm Sash Token and Lamenting Boots.

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Act 5, Episode 4, Scene 7: Fear and Rain Become Useful

Ash gains advantage against fear from The Garden Where We Buried Fear, while Maine gains expanded darkvision from A Candle in the Rain.

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Act 5, Episode 4, Scene 8: The Maze Splits the Party Into Different Wounds

The maze splits the party: Morgan finds chain rooms and marks a trap in blood, Jonah reaches a portal room, and Maine meets an anxious infernal satyr.

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Act 5 Episode 4 Session Notes

This session begins the Vithyrex Maze proper: the party explores trap-heavy corridors, finds boon books and romantic magic items, meets Aizan, discovers the roaming eye hazard, is split by maze effects, and learns that four missing heart segments are required to open the purple exit portal.

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Act 5, Episode 4, Scene 10: The Maze Still Needs Four Hearts

The party resumes split in Vithyrex's Maze, with Ash and Maine revisiting the lonely infernal satyr while the four-heart objective remains unresolved.

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Act 5, Episode 4, Scene 11: The Chest Chooses What Can Be Kept

Ash and Maine find a locked chest room where rewards vanish or resolve through choose-one-bag luck logic.

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Act 5, Episode 4, Scene 13: The Horn Door Opens to a Meaningless Post

Maine and Ash solve a horned double-door puzzle and find a frightened Lawful guard defending a meaningless post.

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Act 5, Episode 4, Scene 17: The First Heart Piece Comes From Renfield

Maine finds Renfield Hoek's corpse, the first confirmed heart piece, and the dangerous Flame of the Last Vow pendant.

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Act 5, Episode 4, Scene 18: Morgan Makes Renfield Explode

Morgan uses Corpse Explosion for the first time, destroying Renfield's body as the cyclops closes on Ash and Morgan.

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Act 5, Episode 4, Scene 19: The maze produced more boon-book and reward results

The maze produced more boon-book and reward results: Maine found The Chapel of Open Wounds, Vic found The Last Love War, and chests produced Mystery Machine tokens, gold, and random utility items such as a Gremlin Snare Kit.

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Act 5 Episode 4 Session Notes

This corrected 02/19 session continues the Vithyrex Maze rather than the later Enemy/Gravenhurst fallout. The party remains split, pursues four heart pieces, meets Vic Vaurr and Vala Gearsprocket, learns Braska lost a heart piece to a minotaur, confirms one heart piece from a dead gnome, and ends mid-combat with a cyclops after Morgan’s first Corpse Explosion.

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Act 5, Episode 4, Scene 20: The Cyclops Shows the Maze Can Break

The cyclops fight resumes, and Maine's Eldritch Blast reveals that the maze walls can break and hide secret boons.

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Act 5, Episode 4, Scene 22: Timonos Truthstriker Finds the Party

Ash finds a bone room, breaks through a wall, and sees Braska fleeing from Timonos Truthstriker.

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Act 5, Episode 4, Scene 23: Ignotus Signed the Journal to TT

Maine finds a black journal marked from Ignotus to TT, later identified as Timonos Truthstriker's Journal.

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Act 5, Episode 4, Scene 25: Arthur Looks Too Much Like Maine

Ash sees a gray-haired hexelf who looks uncannily like Maine, and Maine recognizes him as Arthur.

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Act 5, Episode 4, Scene 27: Timonos Asks Morgan for Love

Timonos Truthstriker drops Braska, asks Morgan to be his lover, and cuts her down to one hit point when she refuses.

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Act 5, Episode 4, Scene 30: The Maze Becomes a Pressure Cooker

The 03/05 session resumes inside Vithyrex's Maze with every faction still active and initiative rerolled.

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Act 5, Episode 4, Scene 31: Maine Keeps Pressure Off Arthur

Ash and Maine keep fighting beside Arthur, with Maine using Eldritch Blast and trying to protect his clone-brother figure.

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Act 5, Episode 4, Scene 36: Ash Finds Drow Behind a Door

After the roaming eye displaces Ash, he finds Drow injured and barricaded in a remote cell block.

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Act 5, Episode 4, Scene 37: Ash Finds the Note That Says I Will Find You

Ash survives an isolated maze sector with Drow, finds Pringle potion drinks, 122 gold, and a note promising to find someone.

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Act 5 Episode 4 Session Notes

This session continues the Vithyrex Maze with all factions active: Ash and Maine aid Arthur against dragonborn and Castro, Vic and Morgan fight Timonos Truthstriker, Jonah builds a small party with Vala, Helga Wingkin, Valbrant, and Podon Xopip Kelbar Lokas, Ash is displaced to Drow’s cell block, Morgan wins a Vithyrex temptation and gains both a heart piece and Dragon Claw, while Granny loses another heart piece by choosing a severed arm.

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Act 5, Episode 4, Scene 42: Drow Pulls Ash Through the Walls

Drow explains Timonos Truthstriker's respawn curse and uses phasing powers to pull Ash through walls.

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Act 5, Episode 4, Scene 48: Morgan Silences Jeff Instead of Saving Him

Morgan hears Jeff screaming, poison-sprays him unconscious, ignores his request for rescue, and rejoins the safe room.

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Act 5, Episode 4, Scene 49: Ash Survives With Less of Himself

Timonos crashes through near Ash and Drow, and Ash survives a severe overkill result with permanent maximum hit point loss.

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Act 5, Episode 4, Scene 51: The Portal Chooses Bones's Cemetery

The repaired portal carries the escape crowd out of Vithyrex's Maze, but collective intent sends them to Bones's cemetery instead of VQU.

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Act 5, Episode 4, Scene 52: Bones Sees Too Many Maines

At Bones's cemetery, the escaped group arrives to find Bones facing Maine, Enemy, and another Maine-like variant inside the crypt.

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Act 5 Episode 4 Session Notes

This session completes the Vithyrex Maze escape and corrects prior blended summaries: Arthur gives the major MAI/Malevolus Krane/Castro exposition in the safe room, Maine reads Timonos Truthstriker’s Journal, Morgan ignores Jeff and rejoins, Ash suffers permanent max HP loss after Timonos Truthstriker crashes through, Vic escapes by ramming through a wall, and the mass portal deposits everyone at Bones’s cemetery.

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Act 5, Episode 5, Scene 1: Enemy Offers Peace in Bones's Crypt

At Bones's cemetery, Enemy proposes a truce against the outside forces and Centrum-era monsters who changed him and Maine.

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Act 5, Episode 5, Scene 15: Elmyra Inherits the Problem

After Maine's arrest, Greta assigns Elmyra Manticore to My Alchemical Romance as a new or temporary leader and restates the QUEST item quota.

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Act 5, Episode 5, Scene 17: Oskar Comes Home Duller Than His Armor

The party retrieves Oskar from Gloomspire after his failed Aboleth challenge and finds him withdrawn, disheveled, and researching void matters.

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Act 5, Episode 5, Scene 20: Nick Kremp Is Seen Alive

Gemma and Elmyra report seeing Nick Kremp alive near a farm, contradicting the party's memory of his death at Point Pringle.

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Act 5, Episode 5, Scene 22: The Mystery Machine Pays Out

Ash and Morgan cash in Mystery Machine tokens outside Pink Pony Tavern, gaining tax-cleared magic items that can be attuned immediately.

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Act 5, Episode 5, Scene 23: Ash Refuses the Path Oskar Still Offers

Ash tells Oskar he no longer drinks and is not ready to rely on prayer or anyone else, while Oskar leaves the Aboleth path open.

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Act 5, Episode 5, Scene 24: The Farm Becomes More Important Than the Quota

The party chooses to investigate the farm where Nick has reportedly been seen with I.J. and P.B., despite Elmyra's push toward the QUEST quota.

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Act 5 Episode 5 Session Notes

This session starts the post-Maine-arrest roster rebuild: Elmyra/Prism joins as temporary leader, Oskar returns from failed Aboleth challenge, Gemma gives Gravenhurst intelligence, Jonah clashes with Djon Charleston’s Djeebus donation movement, the group sees or hears of Nick Kremp alive despite remembering his death, and a new Castro-hunting infernal enters the orbit.

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Act 5, Episode 5, Scene 27: The Death Mask Leaves the Party

Ash and Jonah turn in Paulus Levius's Death Mask and the Cloak of Billowing to QUEST, removing Maine's most dangerous tool from circulation.

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Act 5, Episode 5, Scene 28: Judah Brings the Crown of Thorns

Judah arrives with a gift from Djon Charleston: the Crown of Thorns, a Djeebus-resonant item that strengthens Jonah's healing while hurting him.

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Act 5, Episode 5, Scene 29: I.J. Answers Where Nick Does Not

Jonah's Sending to I.J. works normally and gives the party a concrete route to the farm where Nick has reportedly been seen.

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Act 5, Episode 5, Scene 30: The Troll Under the Bridge Possesses Morgan

A harvested troll corpse under a bridge channels through Morgan's necromancy, briefly possessing her and turning the road into party conflict.

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Act 5, Episode 5, Scene 31: Katrine Draxler Fines Her Sister

Katrine Draxler arrives by portal, identifies Morgan's corpse use as illegal under revival-right law, and fines her one hundred gold.

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Act 5, Episode 5, Scene 32: The Road Is Lit by Petrified People

On the road toward Root Barrel Farm, Jonah identifies lantern-bearing stone figures as petrified victims rather than carved statues.

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Act 5, Episode 5, Scene 34: Orval Finkus Offers Hospitality Before Nick Appears

At Root Barrel Farm, Orval Finkus performs strained hospitality before Nick Kremp emerges and greets Jonah and Ash like old friends.

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Act 5, Episode 5, Scene 35: Elmyra Asks How This Team Crosses Anything

After the troll and Katrine incident, Elmyra and Vic question how the team functions at all while the party resets on the road.

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Act 5, Episode 5, Scene 37: Orval Finkus Wants His Dragonborn Returned

Orval Finkus explains that several displaced dragonborn workers have gone missing from Root Barrel Farm and offers payment for their return.

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Act 5, Episode 5, Scene 38: Nick Fails the Nick Tests

Nick appears cheerful and helpful at Root Barrel Farm, but fails Ash's memory and catchphrase tests, deepening suspicion that something is wrong.

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Act 5, Episode 5, Scene 40: The Party Decides Not to Confront Nick Yet

After leaving Root Barrel Farm, the party agrees something is wrong with Nick but chooses to rescue the missing dragonborn before confronting him.

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Act 5, Episode 5, Scene 41: Black Wingkin Hides Above the Dead Necromancer

At an abandoned chapel near the necromancer-hut lead, the party rescues a Black Wingkin hiding above zombies eating a dead necromancer.

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Act 5, Episode 5, Scene 43: Hugo Keeps the Gloves Vic Throws Away

The chapel yields Vayne necromancy loot, including Gloves of Rotting Flesh that Hugo quietly pockets after Vic discards them.

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Act 5, Episode 5, Scene 45: The Cave Lead Has VQU Students in the Way

Near the cave lead, the party meets VQU students Zetch, Ellenthyra Mew, and Nell Quiv arguing over a legendary wand.

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Act 5, Episode 5, Scene 46: Jonah Suggests Breaking the Legendary Wand

Jonah proposes splitting a legendary wand into thirds, but Nell Quiv's objection helps settle the dispute around preservation rather than possession.

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Act 5, Episode 5, Scene 48: The Students Guide the Party Back Into the Cave

After a short rest, the party re-enters the cave with Zetch, Ellenthyra Mew, and Nell Quiv as lower-year VQU guides.

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Act 5, Episode 5, Scene 49: The Cave Is Still Full of Gnolls

The party enters the cave and triggers a gnoll ambush around partially eaten owlbear corpses after finding the students' earlier fight site.

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Act 5, Episode 5, Scene 50: Elmyra Clears the Cave With Fireball

Elmyra's Fireball wipes out the witch doctor, summoned hyenas, and gnoll support, resolving the main cave ambush with chaotic collateral.

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Act 5, Episode 5, Scene 51: Vic Throws Zetch Like a Murderball

Zetch begs Vic to throw him at a high ledge, turning murderball physics into an aerial takedown against a gnoll huntmaster.

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Act 5, Episode 5, Scene 55: Madame Batdorf Starts Talking From the Loot

Ash recovers Madame Batdorf's Bone Charm Set, Necromancy Draught, and Rot Vial, discovering Batdorf's soul remains in the charms.

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Act 5, Episode 5, Scene 56: The Students Accidentally Hand Over Better Loot

The VQU students accidentally hand the party useful magical side loot, including Darts of the Magic Point and Quiet Edge.

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Act 5, Episode 6, Scene 1: Jixie Guides Them Down With the Box

Jixie explains that the chained box has to reach his boss, accepts Jonah's healing, resists Hugo's bargaining, and guides the party toward New Goblin City.

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Act 5, Episode 6, Scene 2: Madame Batdorf Wants the Red Ledger Kid

Madame Batdorf manifests from Ash's bone charm and insists she is meant for the mysterious red ledger kid.

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Act 5, Episode 6, Scene 3: Jixie Names the Powers Under New Goblin City

Jixie explains New Goblin City's power structure, naming the Dimoggio Clan, Tech Runners, workers, Queen loyalists, and Emrites.

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Act 5, Episode 6, Scene 4: The Box Has Four Locks After All

Jixie collapses with the chained box, Hugo briefly unlocks one of four locks, and Elmyra heals Jixie before he re-secures the cargo.

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Act 5, Episode 6, Scene 8: The Toll Points Left Toward the Wingkin

At Runner Landing, the toll goblin points the Wingkin lead left toward the Emrites while Jixie redirects Hugo toward the black market for Fidelphi Castro.

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Act 5, Episode 6, Scene 9: Morgan Buys the Halfling Leg Gun

Morgan meets Dr. Gristlewick Poplimb in New Goblin City's black market and buys a halfling leg gun.

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The Masquerade Makes Nick a Vampire

The masquerade at Queef Manor turns catastrophic: Nick becomes a vampire, Rice Hands dies, and the Von Queef/VQU political threads deepen.

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Act 5, Episode 7, Scene 1: Fidelphi Dies Before He Can Clear His Name

Fidelphi Castro dies from a black-ooze curse after claiming someone wore his face, leaving Hugo with void dust instead of closure.

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Act 5, Episode 7, Scene 2: The Market Charges a Commotion Fee

After Fidelphi's death, goblins try to charge harvest rights and a commotion fee before selling the party a lead toward the Wingkin near the Emrites.

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Act 5, Episode 7, Scene 3: Morgan Blinds the Directions Out of a Tech Runner

A Tech Runner offers directions for twenty-five gold, Morgan blinds him, and Ash finds a crude map pointing toward the Emrite/Wingkin route.

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Act 5, Episode 7, Scene 4: The Emrite Sentry Lets Them Rest Without Weapons

The party reaches the stream-level Emrite bridge, negotiates with a sentry, and gains conditional disarmed access to the blue Wingkin.

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Act 5, Episode 7, Scene 5: The Outsiders' Area Has Honeymooners and Theology

The party rests in the Emrite outsiders' area, where Jonah prepares to debate a honeymooning couple's one-true-god belief.

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Act 5, Episode 7, Scene 6: The Blue Wingkin Likes Being Biresh

Elmyra and Ash find the blue Wingkin alive, worshiped as Biresh, and uninterested in leaving or sharing attention with other Wingkin.

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Act 5, Episode 7, Scene 7: Mergel Wants a Real Savior

Mergel of the Blue Candle secretly asks Ash and Elmyra to send real Wingkin to the Emrite settlement, because Biresh's tricks are not the salvation his people need.

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Act 5, Episode 7, Scene 8: The Field Trip Escapes New Goblin City

The party regroups with Zetch, Ellenthyra, and Nell, escapes New Goblin City without a citywide fight, and camps before pursuing the remaining northern Wingkin lead.

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Departure at Dawn Splits the Students From QUEST

After the long rest outside New Goblin City, Ellenthyra gives Ash her VQU dorm number before the VQU students split away from QUEST.

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Rumors on the Road Hide the First Impostors

QUEST joins the road crowd toward Gravenhurst as rumors about MAINE's trial, Krane, Nora, Albert, and Castro infiltration conceal fake Rill and fake Redwave.

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The Gate Locks Down Before the Trial

At the Gravenhurst gate, Len Baphomet and the Lawful lock the city down before MAINE's trial, trapping the crowd before Castro reveals itself.

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Valara Exposes the Impostors

Fake Rill and fake Redwave try to lure Ash away, but Valara/C.C. exposes them as Castro impostors and confirms the real pair are alive but captured.

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The Sky Falls and the Crowd Turns

The Castro attack begins from above and within Gravenhurst, turning the gate crowd into a battlefield as Djon's barrier ignites and the Black Ward seals itself.

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Caesar Invades Gravenhurst

Aleron Bonapate enters Gravenhurst on skeletal Bowflex, revealing the VQU strike as spectacle and the true Castro capture operation as the gate breach.

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Recap 02.06.25: Nick Returns and the Polar Bear Cub

Nick arrives through a portal, the party rescues Virgil, and the aftermath of a polar bear fight gives Nick a new responsibility.

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Gate to the Gutters

The first lane split left and right, and the right-hand tunnel ended almost immediately—a short stretch of brick, a wall, and the quiet disappointment of wasted steps. The lesson was simple and quickly learned. They turned back, went left, and followed the pat

item

Armor of Vulnerability

Plate armor. While wearing, resistance to one of bludgeoning, piercing, or slashing, chosen/randomized by DM. Cursed on attunement; while cursed, vulnerability to the other two damage types, and removing armor does not end curse.

item

Colonel's Volley Glove

Can cast Fireball at 3rd level as a bonus action from your hand, save DC 14, once per long rest. If you know Fireball, you may cast through the glove using spell slots as a bonus action. After casting, take 1d6 fire backlash.

item

Firestarter

Possible duplicate of Colonel's Volley Glove. Cast Fireball at 3rd level as a bonus action, save DC 14, once per long rest; after casting, take 1d6 fire damage backlash.

item

Flask of St. Cuthbert

Treasure container holding two standard holy water flasks. Each flask may be used as normal holy water: as an action, splash onto a creature within 5 ft or throw up to 20 ft, shattering on impact; make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. The ornate sealed steel flasks and wax seals account for any value beyond the 25 gp holy water contents.

item

Madam Batdorf's Red Ledger Clue

Plot clue linked to Madame Batdorf's Bone Charm Set: Madame Batdorf believes she is supposed to be with "the red ledger kid" and asks Ash to find them. Any time the Bone Charm is consulted about ledgers, poison, gnoll witchcraft, or cooking-medicine, the DM may provide one pointed hint that moves the party toward the red ledger kid.

item

Madame Batdorf's Bone Charm Set

Scatter bones to summon Madame Batdorf within 30 ft for 1 minute. Once per round she can force a reroll on failed Medicine, cooking, herb, venom, poison, or poultice checks. Crumbles after effect.

item

Phoenix Choker

When the wearer drops to 0 hit points and does not die outright, the choker ignites in harmless phoenix flame and is consumed. The wearer becomes stable and is wrapped in a burning ash cocoon. At the end of 10 rounds, if the wearer's body has not been destroyed and the cocoon has not been dispelled by magic such as Dispel Magic against DC 15, the wearer returns to consciousness with 1 hit point and gains 2d6 temporary hit points. While cocooned, the wearer is incapacitated, cannot move, and has resistance to fire damage. The cocoon sheds bright light in a 10-ft radius.

item

Puppet Master's Strings

Action to summon randomized puppet within 10 ft; existing puppet replaced. Pirate puppet makes two scimitar attacks and can disengage; Viking puppet greataxe and nonmagical B/P/S resistance; Witch puppet casts/maintains Witch Bolt. Puppet lasts 1 minute; AC 14; HP = spellcasting ability modifier + proficiency bonus.

item

Wand of Hannibal

While attuned and wielding as spellcasting focus, gain +2 to spell attack rolls. When reducing a creature with blood to 0 HP within 5 ft, use reaction to drink blood and regain 1d6 HP. If 2+ HP restored, gain advantage on next attack and resistance to bludgeoning, piercing, slashing, and necrotic until end of next turn.

aspect

Void Manifestation

Void Manifestation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

GM / Spoiler Notes

Hidden until revealed.