Saw a mirror/reflection omen reading “Welcome to VQU. Try not to die.”

Opening the archive

Opening the archive
Grimclaw
Darius, known as Grimclaw, is a Catfolk fighter forged by mercenary Violince, survivalist instinct, and the hard lesson that loyalty must be earned in blood. His supernatural senses make him a predator on any battlefield, tracking danger through darkness, movement, and fear. Once part of My Alchemical Romance, Darius has repeatedly been pulled away by a shadow self that hunts him and tempts him toward slaughter, a darkness that once made him a destroyer across dimensions. Now he seeks a simpler path back to Von Queef University, old classmates, and adventure without losing himself. Strong, direct, and more open than he once allowed, Grimclaw remains shield, claw, and unfinished warning.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Darius, known as Grimclaw, is a Catfolk fighter forged by mercenary Violince, survivalist instinct, and the hard lesson that loyalty must be earned in blood. His supernatural senses make him a predator on any battlefield, tracking danger through darkness, movement, and fear. Once part of My Alchemical Romance, Darius has repeatedly been pulled away by a shadow self that hunts him and tempts him toward slaughter, a darkness that once made him a destroyer across dimensions. Now he seeks a simpler path back to Von Queef University, old classmates, and adventure without losing himself. Strong, direct, and more open than he once allowed, Grimclaw remains shield, claw, and unfinished warning.
Saw a mirror/reflection omen reading “Welcome to VQU. Try not to die.”
Displayed overwhelming strength and coachability during Murderball tryouts while bonding with Ash over balance and discipline.
Was pressured by Shadow Darius to choose betrayal and a quicker path to power.
Rejected Shadow Darius's backstab temptation
saying he did not need to betray anyone to prove himself.
Held the line in Ash's collapsing mindscape and threw Jonah through the portal before being left behind long enough to cause panic.
Developed a Githyanki-specific trauma response after being cut down in the fortress fight.
Reappeared in Gertie’s distorted banquet illusion seated at a table with Morgan
Jeff
and Solar.
Joined the party against the hags after waking into Gertie’s banquet-room trap.
Received a +1 handaxe from Jonah after the banquet fight.
Became transfixed by a forming puddle at the dungeon entrance before shaking himself free.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Supernatural Senses 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.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectKeen Sense
Choose sight, hearing, smell, taste, or touch. For the duration, add 1d4 to Perception, Investigation, or Survival checks that rely primarily on that sense.
Danger Prickle
When you roll initiative, make a DEX save against a visible hazard, or are targeted by a creature you can perceive, add 1d4 to the roll. This does not detect creatures behind total cover or outside your senses.
Darkvision
Your eyes adjust to darkness. For the duration, you gain darkvision out to 60 ft. If you already have darkvision, its range increases by 30 ft. You cannot see through magical darkness with this power.
Bloodhound Scent
You can distinguish individuals, materials, poisons, blood, smoke, fear, illness, and recent passage by scent. For the duration, you have advantage on Survival checks to track a creature whose scent trail is less than 24 hours old.
Sharp Ear
For the duration, you have advantage on Perception checks based on hearing. You can isolate one conversation, footstep, heartbeat, mechanism, or repeated sound within 120 ft. if there is a physical path for sound to reach you.
Sensory Filter
When you would be blinded, deafened, overwhelmed by smell, dazzled, distracted by noise, or affected by sensory overload, add 1d6 to the saving throw or reduce the sensory penalty by one step until the start of your next turn.
Blindsense
Your hearing, air-sense, scent, and spatial awareness combine. For the duration, you know the location of creatures within 10 ft. that are not behind total cover, even if blinded, invisible, or in darkness.
Identify Substance
Examine a substance by sight, scent, taste, texture, or sound. Learn whether it is poisonous, diseased, magical, artificial, organic, metallic, spoiled, explosive, or altered, and identify common materials automatically. Rare or disguised substances may require an Investigation, Nature, Arcana, or Medicine check.
Trackless Tracker
For the duration, you can track creatures across hard floors, crowds, shallow water, urban terrain, or disturbed air if they left any physical trace. You have advantage on Survival checks to follow trails less than 7 days old.
Reflexive Awareness
When you are surprised, attacked by a hidden creature, targeted from behind, or caught by a trap you could physically perceive, make a WIS save against the triggering DC. On a success, you are not surprised and may move 10 ft. or impose disadvantage on the triggering attack.
Blindsight
For the duration, gain blindsight out to 30 ft. while you are not incapacitated. This sense uses hearing, vibration, pressure, scent, and micro-movement; it does not function through total cover or in a zone that suppresses all relevant senses.
Hear the Heart
Listen to heartbeat, breath, pulse, tension, and vocal microchanges of one creature within range. Learn whether it is calm, afraid, injured, poisoned, diseased, lying by stress response, or below half hit points. This is physiological reading, not mind reading.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images
Aspect
Supernatural Senses
Location
Ragefort
Institution / Faction
My Alchemical Romance
Institution / Faction
Von Queef University
shadow self
Shadow Darius
A shadow self hunts Darius and tempts him toward killing; Darius rejected Shadow Darius's backstab temptation in Ash Stonefist's mindscape.
former roommate
I.J. - Iwlvflybadofsjhhu Jr.
Assigned as I.J.'s roommate on Floor 3.
Session Appearance
Act 5 Episode 2 Scene 9
2025-11-20 / Caravan passenger / cliffhanger participant
Session Appearance
Act 5 Episode 2 Scene 7
2025-11-20 / Critterology listener / party member
Session Appearance
Act 5 Episode 2 Scene 3
2025-11-20 / Sleeping passenger / road-trip party member
Session Appearance
Act 5 Episode 2 Scene 27
2025-12-11 / Stairway combatant / party ally
Session Appearance
Act 5 Episode 2 Scene 20
2025-12-11 / Puddle-trance subject / unresolved personal thread
Session Appearance
Act 5 Episode 2 Scene 15
2025-12-04 / Temple explorer / Al contact witness
Session Appearance
Act 5 Episode 2 Scene 14
2025-12-04 / Passenger / road-trip participant
Session Appearance
Act 5 Episode 2 Scene 13
2025-12-04 / Passenger / witness
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
GP0
Crystals0
Dust0
Tokens0On this page
This is the public profile. Private play tools stay behind character access.
Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Supernatural Senses has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
Caravan passenger / cliffhanger participant
Is present as the Wall of Force blocks the caravan near Ragefort.
Status: Ragefort confrontation begins
Knowledge: Players know Darius is in the imminent encounter.
Critterology listener / party member
Hears Temple explain empowered-animal growth and future companion mechanics.
Status: Critter-growth concept enters party knowledge
Knowledge: Players know Darius receives the in-world explanation.
Sleeping passenger / road-trip party member
Sleeps inside the caravan as the party travels.
Status: Darius road-trip role established
Knowledge: Players know Darius remains in the group.
Stairway combatant / party ally
Struggles with the party against waves of dragon-grafted humanoids advancing up the stairs.
Status: Darius remains active in dangerous master-path combat
Knowledge: Players know Darius survives into the stairway fight after the puddle-trance hook.
Puddle-trance subject / unresolved personal thread
Becomes transfixed by a forming puddle at the cave entrance before shaking himself free with effort.
Status: Darius shows unresolved connection to reflective water or dungeon magic
Knowledge: Players know Darius has a strange reaction that may matter later.
Temple explorer / Al contact witness
Enters the barn-like temple outbuilding and hears Mr. Cool warn about the thieves guild traps.
Status: Aleklot’s Rest underworld layer introduced
Knowledge: Players know Darius is present for Al’s return.
Passenger / road-trip participant
Rests inside the caravan during the heavy-rain approach to Aleklot’s Rest.
Status: Travel transition completed
Knowledge: Players know Darius reaches the mission site.
Passenger / witness
Continues with the party as Thunderlungs joins the caravan after the Ragefort handoff.
Status: Travel resumes with new passenger
Knowledge: Players know Darius is present for Thunderlungs’ Jeebus-roommate story.
Choice-point participant / party member
Participates in questioning who deserves help during the Thunderlungs conflict.
Status: Ragefort choice point opens
Knowledge: Players know Darius is part of the moral decision.
Moral-test participant / party member
Participates in the Ragefort road confrontation over Thunderlungs.
Status: Containment conflict escalates
Knowledge: Players know Darius witnesses the custody vs abuse question.
QUEST field member / mission participant
Receives the assignment to travel toward Aleklot’s Rest for artifact recovery.
Status: Aleklot’s Rest mission begins
Knowledge: Players know Darius remains with the group after the chaos maze.
Puzzle entrant / new ally
Enters the next puzzle chamber with the party after the banquet victory.
Status: Darius continues deeper into the maze with the group
Knowledge: Players know Darius remains in the active party orbit.
Relationships
shadow self
Shadow Darius
A shadow self hunts Darius and tempts him toward killing; Darius rejected Shadow Darius's backstab temptation in Ash Stonefist's mindscape.
No public inventory items yet.
Tags
Has left the team multiple times due to a shadow self hunting him and attempting to push him toward killing. During Ash Stonefist’s mindscape rescue, Darius rejected Shadow Darius’s backstab temptation. After the Githyanki/Castro captivity arc, he developed a trauma/vengeance response tied to those captors.
Birdfolk guide Herman Winger introduces the three-star dungeon tour group and gathers waiver confirmations before leading them into the cave system.
storyAt the dungeon entrance, Darius becomes transfixed by a forming puddle before shaking himself free and confirming his waiver.
storyThe party descends the hidden drop with Ash's help and loots the dead woman, finding Tilt's Chill Touch and a +1 wand.
storyHerman is engulfed by an ochre jelly, maw demons appear, and Morgan empowers Heathcliff with dragon breath during the first hidden-route fight.
storyJeremiah speaks of the Aboleth, void purpose, and light before spotting humanoids grafted with dragon parts waking along the master path stairs.
storyDragon-grafted humanoids attack on the stairs, Jeremiah enslaves one with Aboleth power, and Morgan raises a fallen grafted body as a zombie.
storyThe party resumes at the Ragefort Wall of Force and learns war mages are trying to recapture Thunderlungs, a massive sonic-powered half-orc.
storyThunderlungs nearly kills a war mage with a sonic shout while claiming Ragefort kept him chained until he felt ready to explode.
storyJeebus removes the Wall of Force, Jonah gets back behind the wheel, and Thunderlungs joins the caravan with a strange Jeebus connection.
storyIn 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.
storyInside 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.
storyJonah books a three-star dungeon crawl and a three-room suite with infinite cots through Eric Aleklotson at the Aleklotson Inn.
storyAfter the concert aftermath, Baron directs the party to X, who sends QUEST toward Aleklot's Rest for an artifact-recovery mission.
storyThe party receives a magical caravan, with Jonah driving, Ash navigating badly, Morgan on the roof, and the group settling into road-trip mode.
storyTemple explains empowered animal research, including critters that can learn and level powers like pyrokinesis or lightning.
storyNear Ragefort, a tan-suited orc blocks the caravan with Wall of Force, answers Ash with a sonic boom, and three uniformed figures approach.
storyInside Gertie's chaos mirror maze, Maine sees Enemy crush a Lawful-aligned MAI subject before the mirror breaks to reveal a blue portal.
storyThe 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.
storyMorgan, still charmed, tries to prepare Jonah as food while Darius joins the party against the hags and imps begin dropping strange pouches.
storyA hag's Hypnotic Pattern incapacitates most of the party, forcing Jonah to keep everyone alive while Ash's injury spiral worsens.
storyMaine finds Tono's locket under a chair, revealing a PP5 inscription, a hidden blood-written message, and a tactical way to disrupt the charm.
storyMorgan breaks free of the cannibal trance, only for Gertie to mock him through the red mirror and give him a dead Staff of Necromancy.
storyThe party rallies after the charm breaks, Morgan apologizes, and Ash kills the last two hags, shattering the red mirror into another portal.
storyBeyond the red portal, the party finds two locked portals, two six-slot pedestals, a shaking tree, temporal manifestations, and a timer.
storyThis 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.
storyThe 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.
storyThe party follows Mary Jane's southern trail, avoids a protective polar bear, and reaches the warm cave camp below Smiteclaw Village.
storyThe party reaches Cynthia's cave, learns the Githyanki are using Smiteclaw Village to hunt dragon power, and accepts the mission to find Virgil.
storyThe 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.
storyVictor returns bleeding from the throne room, the party recovers most of their gear, and the Githyanki escort them out of Smiteclaw Village.
storyJeff's farm job reveals controlled cultists, a Githyanki ambush, and the basement portal that pulls Maine into the Void Realm.
storyMaine lands in a Githyanki/Castro portal chamber, gets questioned about dragons, and the party's rescue attempt turns into combat.
storyWalter draws Githyanki attention, Victor turns the fight into a negotiation, and the party is split between escort and hostage watch.
storyVictor's armory negotiation fails when the Githyanki captain sees through his disguise and decides Walter should be taken for the Lich Queen.
storyAsh kills the gazer, Maine and Ash rush toward the armory, Darius kills one Githyanki, and the fortress overwhelms the entire party.
storyThe 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.
storyA farm investigation pulls My Alchemical Romance into the Void Realm, Githyanki captivity, and a dangerous choice about escape.
storyVictor 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.
storyThe incoming students arrived for orientation: Nick recorded his first impressions, Ash meditated beneath a petrified tree, Jonah greeted him repeatedly, Maine studied cantrip motions, Darius helped with luggage, and Victor slipped away after forging elective paperwork.
storyThe 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.
storyThe 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
storyDorm assignments placed Nick with Orlandus, Ash with Eveline, Maine with Fang, Victor with Exaba, Jonah with Tintoretto, and Darius with I.J. Floor 3 became the first shared student hub.
storyDarius preferred his room quiet. Not silent — just quiet enough to hear himself think, which lately had been more of a mixed blessing. The mirror didn’t help. It had a way of drawing his attention whether he wanted to give it or not.
storyThe 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.
storyA few days had passed since the courtyard incident, and Von Queef University had resumed its routines. Sort of.
storySomewhere, in the deepest recess of Ash Stonefist’s mind, the logic of architecture had given up.
storyThe group completed Astrid’s gathering assignment, collecting Impweed from spider-guarded woods and Nightcabbage from a graveyard before returning alive by sunset.
storyLate-night dorm scenes show Nick grieving Orlandus, Eveline making Balance flyers, Ash confessing Aboleth whispers, Exaba giving Victor Walter’s egg, and Darius facing a shadow reflection.
storyThree wires—wet, twitching, glittering with void-filament—now arced from the side chambers and hovered in midair like serpents waiting to strike.
storyThe group returned from the gathering quest alive, found Astrid’s dismissive congratulations note, and watched the official VQU banner unfurl with “WELCOME TO VQU Try Not To Die.” Orlandus revealed he had arranged a date with the Martinique sisters.
storyAsh woke in Room 3B surrounded by shattered mirror-glass, but Darius was missing; Maine discovered the elevator shaft ruined, Ash asked for Eveline, and Nick climbed into the broken dark with his scythe.
storyThe 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.
aspectSupernatural Senses 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.
groupThe primary adventuring orbit of the current campaign. My Alchemical Romance is the adventuring name people use for the party; officially, the team operates as Q.U.E.S.T. under Von Queef University.
groupVon Queef University currently has 76 linked character entries in the World of Jericha archive.
locationRagefort is the South Aerovian fortress-stronghold remembered through strength law, old clan trials, containment handoffs, and Thunderlungs's story of a green orc roommate who also called himself Jeebus. In the modern learning map, it is where dangerous Witchborn may be sent to live and train in a clan-like environment rather than a normal school.