Introduced Alchemy 201 and sent the students on their first practical fieldwork assignment.

Opening the archive

Opening the archive
Ironhoof
Ironhoof — Astrid Ironhoof is a centaur alchemist, Head of Alchemical Studies at Von Queef University, and a recurring academic anchor around fieldwork, horticulture, and practical magical research tied to the Little Shoppe. After losing her expected place in the reformed Centrum, her investigation into void-resonant potions and altered Boost-era alchemy made her an active source of clues, reform pressure, and regulated-power conflict.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Ironhoof — Astrid Ironhoof is a centaur alchemist, Head of Alchemical Studies at Von Queef University, and a recurring academic anchor around fieldwork, horticulture, and practical magical research tied to the Little Shoppe. After losing her expected place in the reformed Centrum, her investigation into void-resonant potions and altered Boost-era alchemy made her an active source of clues, reform pressure, and regulated-power conflict.
Introduced Alchemy 201 and sent the students on their first practical fieldwork assignment.
Her Impweed and Nightcabbage assignment proved VQU coursework could become genuinely dangerous fieldwork.
Left the surviving students a dismissive congratulations note after their first field assignment.
Received the party back through Cynthia’s teleportation circle and warned that odd pop-ups and vending machines had appeared around the city.
Delivered Baron’s crimson-ribbon invitation and Brilliance in a Bottle to prepare the party for Queef political theater.
Thanked the party after dinner
praised Jonah’s good presence in the city
and confirmed she would return to VQU.
Was found tied unconscious behind the Little Shope counter after the shop was broken into and used as bait for Victor.
Had been developing a formula to sever Witchborn-void corruption before imps and a horned woman destroyed her experiment.
Expected to become field alchemist for the new Centrum but was displaced without follow-through.
Noticed old Centrum-era potions had true void resonance while newer Boost work seems watered down or altered.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Alchemy 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 aspectQuick Reagent
Mix a simple reagent from your kit. Choose one creature, object, or surface you touch. You may clean corrosion, neutralize a harmless substance, identify a mundane liquid or powder, create a spark, chill a cup, sour food, thicken a fluid, or deal 1d6 acid, fire, cold, or poison damage with a melee power attack.
Field Draught
Prepare and administer a tiny restorative draught to yourself or one creature you touch. The target gains temporary hit points equal to 1d4 + your INT modifier. A creature can benefit from only one Field Draught at a time.
Acid Flask
Throw a quick acid flask at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d6 acid damage. An unattended nonmagical object also has its surface etched, softened, or weakened at the GM’s discretion.
Alchemist's Fire
Hurl a sticky burning mixture at one creature or object within range. The target must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success. On a failed save, it takes fire damage equal to your INT modifier at the start of its next turn unless a creature uses an action to extinguish it.
Fortifying Tonic
Brew a tonic that steadies the body. A creature can drink it as an action to gain temporary hit points equal to 1d8 + your INT modifier and advantage on the next CON save it makes within 1 hour. The tonic loses potency after 8 hours.
Smoke Bomb
Throw a smoke pellet at a point within range, creating a 10-ft. radius cloud that is lightly obscured. Creatures of your choice in the cloud have advantage on Stealth checks made to hide. A strong wind disperses the smoke.
Alchemical Reserve
Your quick brews become reliable. Whenever you create an alchemical item with an Alchemy power that loses potency after 8 hours, you may maintain one additional such item at a time. You also have advantage on checks to identify potions, poisons, reagents, and mundane alchemical hazards.
Flash Freeze Flask
Throw a freezing flask at a point within range. Creatures in a 15-ft. radius must make a CON save, taking 4d8 cold damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
Catalyst Dose
Dose one willing creature with a catalyst. Until the effect ends, the target adds 1d4 to STR, DEX, or CON checks, chosen when applied. The first time it deals acid, cold, fire, lightning, poison, or thunder damage during the duration, it deals extra damage equal to your INT modifier.
Counteragent
When a creature within range takes acid, poison, fire, cold, lightning, or thunder damage, spray or toss a counteragent. Reduce the damage by 3d8 + your INT modifier. If the triggering damage was poison or acid, the target also has advantage on the next save against that source before your next turn.
Greater Healing Draught
Using your potion kit, brew a potent healing draught. A creature can drink it as an action to regain 31 (7d8) hit points and end one poison or disease affecting it. The draught loses potency after 8 hours.
Jet Cold Brew
Spray an alchemical freezing brew in a 30-ft. cone. Each creature in the area must make a CON save, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature that fails has its speed reduced by 10 ft. until the end of its next turn.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Headshots
Aspect
Alchemy
Institution / Faction
Von Queef University
family
Ironhoof - Astrid Ironhoof
infatuation
Cardinal - Jonah Subramountian
sibling
Temple Ironhoof
Session Appearance
Pink Pony Act 1 Episode 5
Unknown / Pink Pony Act 1 / Potion contact / rumor source
Session Appearance
Pink Pony Act 1 Episode 1
Unknown / Pink Pony Act 1 / Potion-shop contact / missing disguise-potion source
Session Appearance
Act 5 Episode 5 Scene 10
2026-03-19 / Quiet shopkeeper / support presence
Session Appearance
Act 5 Episode 2 Scene 6
2025-11-20 / Referenced sister / family link
Session Appearance
Act 5 Episode 1 Scene B.1
2025-10-17 / Excluded expert / void-resonance analyst
Session Appearance
Act 5 Episode 1 Scene A.1
2025-10-17 / Excluded alchemist / void-resonance expert
Session Appearance
Act 2 Special Episode Scene 1
2025-02-08 / Invitation bearer / quest hook source
Session Appearance
Act 2 Episode 6 Scene 1
2025-03-13 / Attacked researcher / exposition source
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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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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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
Alchemy 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.
Potion contact / rumor source
Provides potions and rumors as the group moves from farm aftermath toward the Necromancer’s Chapel.
Status: Astrid continues as practical support contact
Knowledge: Players know the Little Shop supports Pink Pony crisis response before later QUEST use.
Potion-shop contact / missing disguise-potion source
Is connected to the missing disguise potions investigation at Ironhoof’s shop.
Status: Potion-theft mystery enters Pink Pony plot
Knowledge: Players know Astrid’s shop is an early investigative location.
Quiet shopkeeper / support presence
Is present at the Little Shop while Greta handles the party, but stays mostly quiet during the handoff.
Status: Astrid remains the Little Shop anchor
Knowledge: Players know the party still uses the shop as a safe operating hub.
Referenced sister / family link
Is connected to Bearfell through Temple Ironhoof, her centaur sister.
Status: Astrid family network expands
Knowledge: Players know Astrid has a notable critterologist sister.
Excluded expert / void-resonance analyst
Is tied to the next investigation path through Phoenix Lab, restricted logbooks, hidden refrigerated evidence, and Boost/void concerns.
Status: Astrid becomes a likely expert ally for the Reborn/Boost mystery
Knowledge: Players know Astrid’s earlier suspicions now have investigative traction.
Excluded alchemist / void-resonance expert
Reveals she expected to become field alchemist for the new Centrum but was displaced without follow-through; she notices true void resonance in old Centrum-era potions while newer Boost work appears watered down or altered.
Status: Astrid becomes excluded expert and Boost/void clue source
Knowledge: Players know Astrid may detect what the new Centrum hides or mishandles.
Invitation bearer / quest hook source
Delivers Baron von Queef’s crimson-ribbon invitation to My Alchemical Romance and frames the masquerade as the reopening of Queef Palace and rebirth of VQU.
Status: Formally connects My Alchemical Romance to Baron’s New VQU event
Knowledge: Players know Astrid is the one who brings the party into the masquerade hook.
Attacked researcher / exposition source
Explains she was attacked while working on a formula meant to sever Witchborn-void corruption.
Status: Anti-void research damaged; Astrid targeted again
Knowledge: Players know Astrid’s research could interfere with void corruption.
Freed mentor / recovering victim
Is freed before the party rests and prepares for the portal.
Status: Freed from the shop attack setup
Knowledge: Players know Astrid survives the lure setup.
Bait victim / unconscious mentor
Is found tied unconscious behind the counter after her shop is broken into.
Status: Captured/used as bait; then found unconscious
Knowledge: Players know Astrid was attacked to lure the party.
Mentor / decision-point framer
Thanks the party after dinner, praises Jonah’s good presence, confirms she will return to VQU, and reviews unresolved problems.
Status: Astrid shifts partly away from local support toward New VQU
Knowledge: Players know Astrid is moving back toward institutional work.
Return contact / exposition source
Receives the party through Cynthia’s teleportation circle into Astrid’s garden, notes they have been gone a while, reveals Baron’s masquerade invitation, and warns of strange pop-ups and vending machines around the city.
Status: Re-established as post-Void contact and information source
Knowledge: Players know Astrid is aware of the changed city and Baron’s invitation.
Relationships
No public inventory items yet.
Tags
Was voted in as a member of Centrum (2100 MB—) but was removed at the last moment in favor of Ignotus. In Act 5, Astrid revealed she had expected to become the new Centrum’s field alchemist and was displaced without follow-through. She noticed old Centrum-era potions carried true void resonance, while newer Boost-related work appears watered down or altered, making her a potential lab-access ally and Boost/void clue source.
At Bearfell, Temple Ironhoof revives Evan, confirms the fake potion scam, and watches Evan flee after seeing Dhaz again.
storyAstrid reveals she was displaced from the New Centrum's field alchemist role and notices troubling differences in void-resonant potion work.
storyRumors around the Reborn point toward Boost symptoms, salvaged body parts, a necro-black market, and possible evidence inside Phoenix Lab.
storyAstrid explains that imps and a horned woman destroyed her formula for severing Witchborn-Void corruption before using the shop portal to lure Victor.
storyThe 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.
storyThe 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.
storyBefore 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.
storyAfter 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.
storyAstrid gives My Alchemical Romance Baron von Queef's crimson invitation, framing the masquerade as the reopening of Queef Palace and the public rebirth of VQU.
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 finds the Blue-Haired Girl and the Soulfire Scythe at the Necromancer's Chapel while Gertie's Collector network escalates.
storyThe refugee party takes work at the Pink Pony Tavern, clears its first dangers, rescues Imrick, and gains lodging above the tavern.
storyThe Unity Festival began under a hollow show of harmony while Baron boasted about inherited importance, Eveline relaxed away from politics, Geargoggle flirted badly with Astrid, and Nora pressed Magala about whether Albert would appear.
storyIronhoof — Astrid Ironhoof introduced Alchemy 201 and assigned the students fieldwork to collect Impweed and Nightcabbage, establishing their first practical VQU quest.
storyThe group completed Astrid’s gathering assignment, collecting Impweed from spider-guarded woods and Nightcabbage from a graveyard before returning alive by sunset.
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.
itemControlled dose for 1 hour: +2 to Strength, Dexterity, and Charisma checks and saves; -2 to Constitution, Intelligence, and Wisdom checks and saves. When the effect ends, make a DC 13 Constitution save or gain exhaustion; the DC increases by 2 for each failed Boost comedown save within 24 hours. A green shimmer gives disadvantage on Deception checks to appear sober within 10 feet. Uncontrolled Boost vapor, gas pits, mushrooms, or contaminated atmospheres can poison rather than empower, applying the downsides without the benefits.
aspectAlchemy 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.
groupVon Queef University currently has 76 linked character entries in the World of Jericha archive.