Is free from Lawful custody and operating from Rabe House in Velvet Cross as Master Rabe.

Opening the archive

Opening the archive
Maine
M. A. I. N. E. , known simply as Maine, is a Hexelf and forged construct survivor of the M. A. I. experiments, rebuilt by void science into something part sorcerer, part warlock, part detective, and part warning.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
M. A. I. N. E. , known simply as Maine, is a Hexelf and forged construct survivor of the M. A. I. experiments, rebuilt by void science into something part sorcerer, part warlock, part detective, and part warning.
Is free from Lawful custody and operating from Rabe House in Velvet Cross as Master Rabe.
Revealed My Angst
the Absolute Solution
a prison manifesto that has already inspired a radical anti-Lawful workers' movement.
Received a private offensive channeling staff from Nora's gift cache
its final public name and table wording remain pending.
Registered as a candidate for the Queefdom's new co-equal civilian office beside the Lawful magistrate.
Gave a forceful public speech naming Lawful weakness
Castro
and FLESH as proof that the old order needs a civilian counterweight.
Publicly affirmed that Morgan is a friend when Morgan asked where they stood.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Whispering 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.
Level
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectVicious Mockery
Whisper an insult, secret, or cutting phrase laced with psychic force at one creature that can hear or understand you within range. The target must make a WIS save, taking 1d6 psychic damage and having disadvantage on the next attack roll it makes before the end of its next turn on a failed save.
Whispered Suggestion
Speak a short, subtle directive to one creature within range that can hear and understand you. The target must make a WIS save or follow a brief non-harmful command on its next turn, such as pause, look away, answer, kneel, approach, or drop a harmless object.
Encode Whisper
Encode a message, memory-fragment, rumor, or short command into a thought strand, folded note, breath mark, or whispered charm you touch. The next creature you designate that touches or hears it receives the message privately and knows whether it was meant for them.
Mind Sliver
Drive a needle-thin whisper into one creature’s thoughts. The target must make an INT save, taking 2d6 psychic damage and subtracting 1d4 from the next saving throw it makes before the end of your next turn on a failed save, or half damage only on a success.
Rumor Echo
When you succeed on a Deception, Persuasion, or Intimidation check using speech, a useful echo lingers. Before the duration ends, add 1d4 to another social check made against a creature that heard or heard about the first exchange.
Soft Voice
Your voice can carry only to chosen listeners. For the duration, you may speak so that only creatures you choose within 60 ft. hear you, and you gain advantage on Stealth checks to communicate without being overheard.
Suggestion
Suggest a course of activity in 25 words or fewer to one creature that can hear and understand you. The suggestion must sound reasonable and not be obviously self-destructive. The target must make a WIS save or follow the suggestion to the best of its ability until completed or the duration ends.
Sending
Send a whispered message of 25 words or fewer to a creature you know or can clearly identify by description. The target hears you in its mind and may answer immediately with up to 25 words. Across planes, the message may fail at the GM’s discretion.
Unraveling Whisper
Whisper the sentence a creature most fears hearing. The target must make a WIS save, taking 4d8 psychic damage and becoming frightened until the start of your next turn on a failed save, or half damage only on a success. While frightened this way, it has vulnerability to the next weapon damage it takes.
Tongues of the Whisperer
Touch one willing creature. For the duration, it understands spoken, signed, and whispered language it perceives, and creatures that know any language can understand its speech, signs, and intentional whispers.
Telepathic Bond
Forge a whisper-link among up to eight willing creatures within range. For the duration, linked creatures can communicate telepathically regardless of language over any distance on the same plane. The link cannot carry damage, commands, or unwilling influence by itself.
Geas
Give a verbal command to one creature that can understand you. The target must make a WIS save or become bound to carry out a service or refrain from a course of action. If it knowingly acts against the command, it takes 5d10 psychic damage once per day. The command cannot require certain death.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images
Aspect
Whispering
Institution / Faction
My Alchemical Romance
Institution / Faction
Von Queef University
Institution / Faction
MKN Detective Agency
clan
M.A.I. Experiments
safehouse authority
Rabe House / Velvet Cross
Maine emerges from Rabe House, is addressed as Master Rabe, and dismisses the Lawful patrol blocking the party.
MAI brother
Author - Arthur
Arthur called Maine brother inside Vithyrex's Maze, tying Maine's current identity to the surviving M.A.I. experiment line.
post-custody flashpoint
The Lawful
Maine is no longer in Lawful custody, but his prison manifesto and Rabe House movement make him a renewed Lawful flashpoint.
variant clue
Tono's Locket
Maine recovered the locket engraved 'To Tono, Love PP5,' making Tono's memory an emotional anchor and a public clue in the Maine-variant mystery.
cathedral gift
Phoenix Feather
Maine received a consumable Phoenix Feather from Ewig through Paulus Levius after Jonah's ally-vouching.
registered candidate
Queefdom civilian governing office
Maine formally entered the election for the co-equal civilian office governing beside the Lawful magistrate.
friend
Lamia - Morgan Draxtler
Maine answered Morgan's direct question by affirming their friendship.
Session Appearance
Act 5 Episode 12 Scene 4
2026-06-18 / Returned party member / manifesto author
Session Appearance
Act 5 Episode 12 Scene 3
2026-06-18 / Freed host / local authority
Session Appearance
Act 5 Episode 12 Scene 1
2026-06-18 / Offscreen objective / freed party member
Session Appearance
Act 5 Episode 11 Scene 2
2026-06-11 / Trial subject / self-advocate
Session Appearance
Act 5 Episode 9 Scene 3
06/04/2026 / Defendant / active player scene
Session Appearance
Act 5 Episode 6 Session Notes
2026-05-14 / Imprisoned defendant / Krane contact point
Session Appearance
Act 5 Episode 6 Scene 6
2026-05-14 / Door-slot closer / refusal speaker
Session Appearance
Act 5 Episode 6 Scene 5
2026-05-14 / Imprisoned defendant / process strategist
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Sheet, player access, and powers are ready for table use.
Play gates
3/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
Approved player access is connected.
Power readiness42 sheet-ready
Whispering has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness1 item
1 active inventory item tracked; 1 currently feed the sheet.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Playable now. Table tools are tools partial. Wiki state is wiki polished.
Returned party member / manifesto author
Reunites with the party, asks for Castro updates, explains the Master title, reveals that he wrote My Angst: The Absolute Solution in prison, and claims to be the voice of a radical anti-Lawful workers’ movement.
Status: Rejoins party free but politically radicalized
Knowledge: Players know Maine is no longer merely a defendant; he now has followers, a book, and a movement.
Freed host / local authority
Messages Ash that he is directly above the party, exits the house when the patrol challenges them, is addressed as Master Rabe, and dismisses the Lawful elves.
Status: Publicly established as locally influential in Velvet Cross
Knowledge: Players know Maine can command respect in this house/district after prison.
Offscreen objective / freed party member
Is located by Valara as free and in Velvet Cross before he appears directly in later scenes.
Status: Confirmed free and no longer in prison
Knowledge: Players know the party can reach Maine rather than continuing to investigate his trial blindly.
Trial subject / self-advocate
Answers the psychoanalyst’s categorization questions, frames himself as more than a state asset, and refuses a mind-probe psychoanalysis as invasive and unjust.
Status: Refuses psychoanalysis
Knowledge: Players know Maine will not consent to magical mental search despite legal pressure.
Defendant / active player scene
Cross-examines Bones, Krane, and Channing from the courtroom while battle happens outside.
Status: Maintains legal defense during siege
Knowledge: Players see Maine actively build a Castro impersonation defense and undermine Power Word Kill claim.
Imprisoned defendant / Krane contact point
Summarizes Maine's prison scene with Nora's legal-process counsel, the scared birdfolk prisoner, voidling appearance, and Malevolus Krane's direct contact.
Status: Maine prison arc escalates independently of New Gob City
Knowledge: Players know Maine's legal process is being shadowed by Krane and void intrusion.
Door-slot closer / refusal speaker
Tells Krane 'fuck you' and shuts the eye-level slot rather than engage while imprisoned.
Status: Maine rejects Krane's prison contact
Knowledge: Players know Maine refuses the creator's framing even under custody pressure.
Imprisoned defendant / process strategist
Does fake sit-ups with Mage Hand, talks to a scared birdfolk prisoner, and tells Nora his plan is to get a fair trial and plead his case.
Status: Maine's prison arc begins in earnest
Knowledge: Players know Maine is trying to use process rather than escape, at least publicly.
Voluntary surrender / murder defendant
Chooses to turn himself in, removes the death mask, allows his hands to be bound, and walks toward Gravenhurst with the group.
Status: Maine surrenders instead of fleeing
Knowledge: Players know Maine's legal arc begins because he chooses to face it directly.
Imprisoned party member / possible Wish holder
May or may not have access to the hidden ring Jonah placed with him in prison, depending on the deferred reveal.
Status: Maine hidden-ring uncertainty preserved
Knowledge: Players know Maine may have a consumable Wish or another ring, but the truth is unrevealed.
Power Word Kill user / truce rejecter
Faces Enemy's truce offer, says the future is fatality, uses the death-mask Power Word Kill, and loses 2 Intelligence from the item's curse.
Status: Maine kills Enemy under peace/truce conditions
Knowledge: Players know Maine acted from trauma and conviction, but the killing immediately becomes a legal crisis.
Separated explorer / NPC discoverer
Finds an infernal satyr anxious about love while the group is scattered through the maze.
Status: Maine discovers lonely satyr thread
Knowledge: Players know the maze contains trapped NPCs with relationship problems.
Relationships
clan
M.A.I. Experiments
safehouse authority
Rabe House / Velvet Cross
Maine emerges from Rabe House, is addressed as Master Rabe, and dismisses the Lawful patrol blocking the party.
post-custody flashpoint
The Lawful
Maine is no longer in Lawful custody, but his prison manifesto and Rabe House movement make him a renewed Lawful flashpoint.
variant clue
Tono's Locket
Maine recovered the locket engraved 'To Tono, Love PP5,' making Tono's memory an emotional anchor and a public clue in the Maine-variant mystery.
cathedral gift
Phoenix Feather
Maine received a consumable Phoenix Feather from Ewig through Paulus Levius after Jonah's ally-vouching.
registered candidate
Queefdom civilian governing office
Maine formally entered the election for the co-equal civilian office governing beside the Lawful magistrate.
No public inventory items yet.
Aliases
Tags
Maine's active canon includes the VQU tsunami guilt, multiple Maine-variant evidence, Tono and PP5 links, Bauble/Reborn confrontation, Lawful accusations, Arthur's MAI revelations, Vithyrex heart pieces, and arrival at Bones's cemetery beside Enemy and another Maine variant. Current continuity places Maine free at Rabe House in Velvet Cross after revealing My Angst, the Absolute Solution.
Maine enters the Queefdom election, Jonah and Ash receive unusual magic, Morgan meets her sister, and Vic's missing great axe is found in the dying Alexa B’Praghus.
storyArthur takes Elmyra toward VQU to gather institutional support while the rest of QUEST follows Valara and Emmy's lead toward Maine in Velvet Cross.
storyThe party argues through Velvet Cross sewer routes until Hugo's tunnel sense, Morgan's failed power play, and Maine's message point them toward the Rabe House entrance.
storyA Lawful patrol catches the party leaving the sewers near Rabe House until Maine appears as Master Rabe and orders the elves away.
storyMaine reunites with the party carrying My Angst, a prison manifesto that splits the room between suspicion, theology, opportunism, and rejection.
storySinclair presents Nora's Rabe House gifts: Bedrock Benediction, Equinox Binding Handwraps, Crimson Verdict, Blackwire Blade, Morgan's necrotic daggers, and Maine's private staff.
storyThe second phase of Maine’s trial began with a Lawful psychoanalyst clinically questioning whether Maine should be considered responsible, a victim, unstable, a state asset, or a political liability. Maine tried to frame himself as more than an asset and pushed back against loaded questions, especially the proposed psychoanalysis or mind-probe that would read his brain for useful information.
storyAfter a brief recess, Maine meditated alone in the courtroom before the magistrate returned. The court ruled Maine would receive no punishment for Enemy’s murder and could not be fairly held or harvested because of the situation and Enemy’s own chances to make things right. The court still believed Maine lied about a Castro impersonating him and offered to drop the remaining charges if Maine admitted that. When asked if he killed Enemy with Power Word Kill, Maine answered that he did. Nora Rabe von Queef then entered and took Maine with her, saying they had things to work on.
storyThe trial front became a visible courtroom cutaway. Bones testified that he witnessed events through his zombies and believed Maine attacked him after a plan to protect construct/forge body parts was discussed. Maine cross-examined Bones and exposed limits in his direct knowledge.
storyDr. Malevolus Krane testified with open contempt, claiming he helped create Maine and that the voidling/Castro could not have copied the powers and equipment placed into him. Maine cross-examined Krane, pointing out Krane's personal benefit from Maine's imprisonment and the replicability of Maine's face, body, and hex name. Channing then testified that Maine was too limited to cast Power Word Kill and supported Maine's innocence.
storyIn prison, Maine argues with Nora Rabe von Queef about lawful trial, wartime killing, Enemy, and the unresolved Albert problem.
storyMaine sees a voidling presence and Malevolus Krane in the prison dark, then refuses to engage after Krane says he did not make Maine to be alone.
storySession advances two fronts: the party enters New Goblin City through Runner Landing and black market while Maine faces Nora and Malevolus Krane in prison. New Goblin City factions clarified: Dimoggio Clan, Tech Runners, workers, Queen loyalists, and Emrites.
storyAsh and Jonah turn in Paulus Levius's Death Mask and the Cloak of Billowing to QUEST, removing Maine's most dangerous tool from circulation.
storyJonah's hidden ring for Maine remains unresolved until Maine reaches for it in prison, preserving the possibility of a consumable Wish.
storyAfter Maine's arrest, Greta assigns Elmyra Manticore to My Alchemical Romance as a new or temporary leader and restates the QUEST item quota.
storyAt Bones's cemetery, Enemy proposes a truce against the outside forces and Centrum-era monsters who changed him and Maine.
storyVic fights a color-shifting shapeshifter and uses murderball instincts to slam it through the maze walls.
storyMaine brings Arthur into the safe room, where Arthur recognizes Vala and begins answering questions about MAI, Malevolus Krane, Castro, and the maze.
storyArthur ties the MAI experiments, Malevolus Krane's hoarded void energy, Act 1, Stormcall, and Enemy into one chain.
storyArthur explains Castro's conquered planes, the Lonely Islands dragonborn captivity, imprisoned dragons, and the growing dragonborn army.
storyArthur confirms the maze's escape routes, while Maine reads Timonos Truthstriker's Journal and learns Timonos was exiled into the labyrinth.
storyMorgan hears Jeff screaming, poison-sprays him unconscious, ignores his request for rescue, and rejoins the safe room.
storyTimonos crashes through near Ash and Drow, and Ash survives a severe overkill result with permanent maximum hit point loss.
storyThe repaired portal carries the escape crowd out of Vithyrex's Maze, but collective intent sends them to Bones's cemetery instead of VQU.
storyAt Bones's cemetery, the escaped group arrives to find Bones facing Maine, Enemy, and another Maine-like variant inside the crypt.
storyThis 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.
storyThe 03/05 session resumes inside Vithyrex's Maze with every faction still active and initiative rerolled.
storyAsh and Maine keep fighting beside Arthur, with Maine using Eldritch Blast and trying to protect his clone-brother figure.
storyA Castro figure wearing General Falafelsnout's polar-bear head as a helm enters Arthur and Maine's corridor.
storyArthur throws Maine his claimed heart piece, bringing Maine to two heart pieces while Morgan holds one.
storyThis 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.
storyThe cyclops fight resumes, and Maine's Eldritch Blast reveals that the maze walls can break and hide secret boons.
storyMaine finds a black journal marked from Ignotus to TT, later identified as Timonos Truthstriker's Journal.
storyAsh sees a gray-haired hexelf who looks uncannily like Maine, and Maine recognizes him as Arthur.
storyArthur claims a heart piece and asks Maine for help, while Jonah's dragonborn allies claim another and ask for protection from Arthur.
storyMaine chooses the elf image in a symbolic chest and receives a red blade as the connected door opens.
storyThis corrected 02/26 session continues the Vithyrex Maze from the cyclops cliffhanger. It adds wall-breaking maze navigation, Vic’s mirror-dagger trial and Dagger of Hunger, Timonos Truthstriker’s direct entrance, Timonos Truthstriker’s Journal from Ignotus, Jonah’s alliance with dragonborn carrying a heart piece, Arthur’s return as a Maine-variant, and the end-state split between Arthur’s heart piece and the dragonborn heart piece.
storyThe party resumes split in Vithyrex's Maze, with Ash and Maine revisiting the lonely infernal satyr while the four-heart objective remains unresolved.
storyAsh and Maine find a locked chest room where rewards vanish or resolve through choose-one-bag luck logic.
storyMaine and Ash solve a horned double-door puzzle and find a frightened Lawful guard defending a meaningless post.
storyMaine finds Renfield Hoek's corpse, the first confirmed heart piece, and the dangerous Flame of the Last Vow pendant.
storyMorgan uses Corpse Explosion for the first time, destroying Renfield's body as the cyclops closes on Ash and Morgan.
storyThe 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.
storyThis 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.
storyThe Vithyrex Maze opens with a falling slab trap that crushes Ash until Maine lifts the stone with telekinesis.
storyThe party discovers clasped magical books throughout Vithyrex's Maze, each holding a love-story fragment that can grant a boon.
storyJonah finds Aizan, a masked bard-like hexelf trapped in the maze who says the party must solve why they are really there to leave.
storyMaine is seen by the roaming Vithyrex eye, blinked back to the starting room, and permanently loses one maximum hit point.
storyThe party faces boulders, jaws, gas, razor wind, relocation, and fire traps while finding the Bloodwarm Sash Token and Lamenting Boots.
storyAsh gains advantage against fear from The Garden Where We Buried Fear, while Maine gains expanded darkvision from A Candle in the Rain.
storyThe 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.
storyThis 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.
storyIn the wish office, Paulus Levius demands repayment from Jonah for the cathedral's corrupt religious wealth, forcing a theological confrontation.
storyPaulus Levius begins combat with black and white guardian constructs that turn the wish-office fight into a radiant and necrotic matching puzzle.
storyDuring the Paulus Levius trial, Dhaz is slammed, buried under rubble, and badly injured by a force-coin burst.
storyJonah's Spirit Guardians destroy the black guardian, completing the puzzle and earning Paulus Levius's recognition.
storyPaulus Levius asks Jonah to vouch for his companions, turning the Paragon test into a judgment of how honestly Jonah sees the party.
storyPaulus Levius gives divine gifts to Jonah, Ash, Morgan, and Maine, while Dhaz receives no gift because his worthiness remains unresolved.
storyAs the cathedral collapses, Paulus Levius reveals a service tunnel and the party escapes to the Lonely Islands shoreline beside the unstable portal.
storyAt the open portal, Yuri Pelosh and Stormcall Troopers confront the party and accuse Maine of harboring murder.
storyYuri offers to drop Maine's charges if Dhaz returns home, resumes the red armor, and rejoins the Pelosh family power structure.
storyAfter Dhaz leaves, the remaining party enters the unstable portal and is pulled into Vithyrex's maze instead of returning safely.
storyThis 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.
storyThe reliquary standoff resumes as the sentries demand a massive tithe and the rival looters wait to see whether the party survives.
storyCombat begins against the glass shrine sentries, revealing defense modes, shatter-line attacks, and divine anti-imposter logic.
storyHidden Raiders on the catwalks fire explosive and flaming arrows into the sentry fight, turning the reliquary into a vertical ambush.
storyDhaz and Jonah bring down the glass sentries, unlocking the reliquary's side doors and opening the next cathedral routes.
storyThe rival looters reveal themselves as the Raiders of the Lost Park, offer a late truce, and are quickly cut down after Maine strikes first.
storyAfter defeating the Raiders, the party stabilizes Brent and Larry while Morgan begins harvesting a dead Raider for necromantic use.
storyAfter 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.
storyThis 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.
storyAfter using an illegal void dungeon scroll, the party arrives at an abandoned seaside cathedral rising above violent surf.
storyWaves nearly sweep the party from the causeway until Jonah invokes Djeebus and the sea calms into a brighter path.
storyA blue spirit-hand explains that each person must leave a true offering, punishing shallow tribute and rewarding Jonah's sincere cardinal prayer.
storyDhaz builds a Djeebus cardinal trinket with Jonah's recorded prayer, creating an emulated offering that passes the divine door.
storyThe party finds confessionals, wealthy absolution booths, and Paulus Levius journals showing how the cathedral sold shame by status.
storyAfter trying to do good only hurts him, Maine asks Jonah why anyone should choose good if bad outcomes still happen.
storyIn the reliquary corridor, the party finds devotional objects displayed and priced like merchandise while Ash discovers the hidden Glass Saint Shiv.
storyDhaz, Maine, and Morgan recover gold and Mystery Machine tokens from the reliquary, leaning into the dungeon's corrupted reward structure.
storyStone sentries detect stolen reliquary goods and demand payment in teeth just as rival looters enter from the south.
storyThis 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.
storyBack at VQU, homecoming preparations fill campus while Oskar remains gone and Ash processes that his supposed Aboleth purpose was false.
storyMaine notices a Mystery Machine being installed outside Adventurers Hall, offering strange loot through token pulls where the source covers first attunement.
storyMaine receives a petrified blue hand that casts Hex, while Ash receives six strange magical jelly beans from the Mystery Machine.
storyAsh explains that Salvator is studying Albert's Void manipulation and using people like Ash as experimental pieces.
storyMaine offers to help Dhaz safely investigate the experiment that caused his explosion, connecting it to Crane's lab network.
storyYuri calls Dhaz onto the stage for Big Bazooka, hands him the Pelosh pistol, and Dhaz crits for a crowd-winning shot.
storyBack at the inn, the party sorts the dragon-lair loot while debating QUEST obligations, local claims, and Lawful attunement taxation.
storyCorin Scorn Slatebadge audits the party under Zone of Truth while they declare most items and conceal Morgan's Ring of Absorption.
storyThe party finalizes item assignments, turns over remaining declared loot for rebate, and Maine quietly returns the hidden Ring of Absorption to Morgan.
storyAsh touches the Void Edge Blade and sees Salvator arguing with Soldier, revealing Oskar as the chosen vessel and Ash as an unstable piece.
storyAsh pays Al Ivers to turn his description of the tentacle-faced Salvator into a clearer drawing the party can use as a clue.
storyThe 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.
storyJonah accidentally takes the Bearfell-side road, where a mountain gust reveals a wounded aerokinetic dog-like critter hiding nearby.
storyThe party returns to VQU, where Salah begins QUEST intake for personnel, incident summaries, and recovered item declarations.
storyThe stairway dragon fight resumes, Morgan blasts the dragon with Evan Pistachio's staff, and the dragon's poison breath nearly wipes out the party.
storyPoison mist drives the party toward the dragon lair while Aboleth-like figures surface the contender issue and the party's fragile bonds.
storyJonah casts Beacon of Hope before the lair while Morgan prepares replacement zombies from the dragon-grafted corpses.
storyThe lair reveals empty chests, a young green dragon wearing General Falafelsnout's head as a crown, and Voiling forces tied to Castro.
storyAsh, Maine, Morgan, Dhaz, and Oskar open the lair fight against both the young green dragon and the Voiling command unit.
storyA second poison breath drops much of the party, destroys Morgan's zombies, and kills Herman Winger beyond quick rescue.
storyThe Voiling General escapes through a void portal, Jeremiah pulls Oskar through, and Ash is blocked by a mind-flayer-like figure.
storyWith the Voiling forces gone and Oskar missing, Ash kills the weakened young green dragon with his tentacle.
storyThe party finds a magically protected chest left by Victor Shaw, with TSUNAMI as the password and graffiti pointing to Maine's old disaster.
storyThe party recovers Victor's cache, Gumbo claims dragon materials, and Jonah carries Herman Winger's body back toward the inn.
storyBirdfolk guide Herman Winger introduces the three-star dungeon tour group and gathers waiver confirmations before leading them into the cave system.
storyAsh 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.
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.
storyOskar is recognized as Lady Marnette Duskshade's son, causing the Ragefort captain to hand Thunderlungs over to House Duskshade custody.
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.
storyAl Ivers offers ninety-percent counterfeit magic scrolls and discounts a third-level scroll if the party gets Jessica James's contact information.
storyAt the Aleklotson Inn, Maine uses a theatrical VQU vacation scam to get Jessica James's contact information for Al Ivers.
storyJonah books a three-star dungeon crawl and a three-room suite with infinite cots through Eric Aleklotson at the Aleklotson Inn.
storyBauble confronts the party over being resurrected into a damaged body while Dupe targets Sirocco and Rush visibly glitches with decay symptoms.
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 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.
storyAfter Lawful arrests the Flesh attackers, a note drops from the cuffed mage with an address and the warning: she hides in the basement.
storyThe 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.
storyDhaz finds child-shades upstairs, hears the counting question, and flees as the collapsed stairwell reveals the hidden basement hatch.
storyThe 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.
storyThe party fights Tallulah and the shades as Ash frees victim-visages and Jonah reshapes the basement with Wall of Stone.
storyTallulah's attacks nearly kill Dhaz and leave Ash with lasting Wisdom trauma, marking the basement victory with permanent personal cost.
storyNick drops Tallulah into an old box, Jonah stabilizes her, and the party captures the Tallyman alive with her daggers and unmarked bottles secured.
storyThe party hands Tallulah to Lawful, receives return fuel for Point Pringle, and Dhaz sees ghostly children wave from the old house.
storyThis 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.
storyThis 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.
storyOskar arrives after the warehouse fight with Greta's message: Tallyman remains the priority, Flesh is escalating, and Stormcall must be handled as containment.
storyThe party searches the warehouse prisoners, finds Aerovia Jeevens' ID tag, and learns Flesh uses desperate recruits as well as true believers.
storyNick stops a suicide bomb, and the remaining scavenger reveals how Flesh collects forged and construct parts through anonymous drop piles.
storyNick 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.
storyAt Silver Helix Square, the party meets Wisdom Division: Advantage, Beefington Welles, Flamer, Panthera, and Insight.
storyA Stormstack Burgers machine malfunctions during Forged Pride, blasting civilians with lightning and fire before Ash destroys it and the square erupts into wider chaos.
storyDuring the Silver Helix Square chaos, Sonar slips two taunting notes into Nick's cloak pocket and turns the public crisis personal.
storyAfter the explosions, the party is separated from Wisdom Division and cornered in an alley by faceless enemies near a fallen forged body.
storyRen Yacour recites Storm Boulder's crisis message, updating the party on Point Pringle's collapsed zones, safe camp, guild movement, and succession urgency.
storySolar returns with metal feet and throws what appears to be Nick's severed head, later revealed as shapeshifter skin.
storyThe party nearly pins Solar in the manor corridors with Spirit Guardians, telekinetic positioning, and Ash's poison, but he keeps moving.
storySolar taunts Oskar, proves he prepared for Ash's poison, and beats Ash down again, deepening Ash's lasting mental trauma.
storyFaephine reports seeing the party leave while they are still inside, and Solar escapes through a different portal before they can follow.
storyWith Solar escaped and the portal gone, the party searches nearby rooms, rests inside Pringle Manor, and tries to confirm Faephine's safety.
storyIn 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.
storyAsh 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.
storyFaephine'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.
storyThree false Pringle guards reveal themselves as void-like changelings after identifying Maine by his facial markings.
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.
storyOn 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.
storyDC lays out Stormcall's Lawful office, merchant district, and dangerous warehouse district, giving the party its first working city map.
storyThe party delivers the Queefdom letter to the Stormcall Lawful office, confirms the Reclaimer is jailed, and receives a Zone of Truth scroll.
storyDeviness confronts the party, gives them the warehouse lead, and is escorted to Greta while Beeper continues searching for Andrea Dawson.
storyThe warehouse lead turns dangerous when Dhaz scouts through a skylight, hears a sad siren song, and is attacked by harpy-like enemies.
storyThe party pushes into the warehouse, facing harpy-like singers, young shatter-bomb throwers, and a larger horned harpy leader.
storyA Pelosh-designed canister deploys Father's Favor armor for Dhaz before he finds his sister escaping through a warehouse side-room window.
storyMaine, Ash, and Jonah drive north, read the thoughts of Lawful-marked elves, and bluff past a roadblock by exploiting their pro-elf prejudice.
storyThe party passes Moo Moo Market, choosing cover over resupply when Lawful registration threatens to expose their identities.
storyAfter skipping Moo Moo Market, the party crosses a bridge, reaches a lookout, and realizes Dr. Greta Wunsch is at the camp they passed.
storyTemple evidence reframes the goblin conflict: Grease Tooth's bombers are dangerous, but Lawful registration policy also treats unregistered goblins as beasts.
storyThe party identifies Solar as part of Evil's roster, tying his attack to Enemy, Grease Tooth, and the larger Maine-variant network.
storyThe 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.
storyRahab panics when Maine names Solar, and Araspinn explains Solar's connection to the experimental program that abused Rahab and Araspinn.
storyThe party decides Grease Tooth and Point Pringle are too tangled to solve quickly, returning to the Stormcall construct-murder assignment.
storyPP5 brings the party to the Exiles' safehouse above Threads of Truth, where they reconnect with Araspinn and meet Rahab and Maple.
storyPP5 divides the anti-Grease Tooth operation: the Exiles take the caves while the Ex Force raids the abandoned Emrysian temple workshop.
storyAt the abandoned Emrysian temple, a strange new sigil opens for Maine and Dhaz, revealing Grease Tooth's goblin workshop-forge.
storyNick's first Fireball clears the temple forge as the party confirms Grease Tooth's workshop uses bomb goblins, void-script slogans, and junk constructs.
storyAsh and Jonah find a headless warforged hybrid while Maine and Dhaz discover Ralos, a prisoner who claims Rahab sold him to Grease Tooth.
storyThe prisoner Ralos reveals himself as Solar, the speedster watcher tied to Evil, and nearly drops Maine before the party can understand the trap.
storySolar turns the temple fight into a personal trauma, escaping with Dhaz's organic arm after Dhaz drags Maine out of a bomb radius.
storyThe temple raid ends in tactical success but strategic confusion: Solar escapes, Dhaz is maimed, and Rahab's role remains unresolved.
storyThis session continues the Point Pringle complication before the Stormcall mission. It distinguishes Grease Tooth/Evil from Flesh, introduces the Exiles’ safehouse, reveals Solar through the Ralos trap, and leaves Dhaz Pelosh at exhaustion level 3 after losing his organic arm.
storyAfter the Dinkle's bombing, the full party regroups at Pringle Manor and explores a dusty side room full of PP3's strange old inventions.
storyEveline explains PP3's cracked mirror, and Maine sees eight alternate versions of himself before the mirror shatters.
storyPP5 recognizes Maine's face as matching his dead lover Tono and explains Grease Tooth's connection to the faction called Evil.
storyThe 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.
storyDinner exposes the pressure around Eveline and Faephine's lifelong bond while Jonah discovers Faephine's sincere interest in the Creator and New VQU.
storyA 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.
storyMaine finds a half-burned note tracking alternate Maines by alignment, tying Tono, Gravenhurst, Grease Tooth, and Evil into one mystery.
storyThis session continues the Point Pringle staging leg before Stormcall, but the Grease Tooth plot and Maine-variant reveal overtook the travel objective. The party ends the night at Pringle Manor after dinner combat, with a long rest implied and PP3’s auto wagon still offered.
storyThe party steps from Jebus's lamp into Baron's classroom, where New VQU's mission is framed as Witchborn protection, recruitment, and active fieldwork.
storyBaron introduces Zeus Beefcake and the drained lich-remnant Ex, who names the new field team the Ex Force.
storyThe 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.
storyDhaz's studio choice wounds Nick, Jonah signs Jebus's contract, and Maine's empowered blast tears open the dragon arena.
storyMaine's empowered blast tears open the dragon arena, letting Trixie interrupt Exaba Prime's finale and eject the party from the Game Master Spectacle.
storyJebus rescues the party into his lamp studio, explains Victor stayed behind, and turns their return to Jericha into a contract with the new QII.
storyNick gives up his soul-hungry scythes, Jebus turns them into a void crystal, and Maine has the Warforged General's arm attached.
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 enters Trixie's game arena, meets Rifleton Rob and Araspinn, and watches Exaba announce the Game Master Spectacle.
storyRound one forces contestants to kill goblins and search their trapped stomachs for gold, scrolls, rings, and other Game Master prizes.
storyExaba reveals the prisoners above the arena, exposing I.J. and Emmy as captives before the first vote removes Rifleton Rob from active play.
storyRound two sends the contestants through a prize-filled obstacle course where speed, sabotage, and magical hands reshape the elimination standings.
storyMaine 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.
storyVictor's elimination sends him to a void viewing room, proving that being voted out means becoming another captive part of the show.
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 debates CC's warning, refuses to hand Blastbelle the stash key, and learns the Thieves Guild may be infiltrated before CC vanishes in smoke.
storyThe 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.
storyAfter 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.
storyThe 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.
storyInside the stash, the party finds gold, magic items, and the Bloodstone Void Diamond, which appears to be the true prize the false Blastbelle wanted.
storyAsh 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.
storyPodon rushes deeper into the hidden sewer passage searching for C-Ment, but the exhausted party chooses to retreat and rest instead of following.
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 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.
storyDhaz 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.
storyAsh 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.
storyThe hidden archer reveals herself as CC, an independent operative seeking the Graven Scourge entrance, while Podon names his missing daughter C-Ment.
storyThe 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.
storyThe 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.
storyThe 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.
storyAfter Ash recovers the stash key, CC warns the party not to give it to Blastbelle, turning the sewer mission into an unresolved trust conflict.
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.
storyOutside 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.
storyBlastbelle 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.
storyBrasco 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.
storyAt 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.
storyThe 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.
storyBlastbelle 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.
storyVictor 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.
storyMy 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.
storyThe 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.
storyGuests 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.
storyHavyk pleads for Rice Hands' mind and soul to return, but even Timberlake's Power Word Heal cannot restore what the Fate Hag destroyed.
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.
storyNick is pulled from a Gravenhurst coffee walk with I.J. through a Creator-made portal and rejoins the party outside Cynthia's cave.
storyThe 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.
storyThe 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.
storyNick and Ash bring down the Yeti, the party survives the remaining bears, and Nick discovers the surviving cub who becomes PBJ.
storyMaine cuts the swallowed key from the dead Yeti and opens the locked chest, recovering a Potion of Heroism and a Frost Brand longsword.
storyThe 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.
storyVirgil briefly wakes inside Cynthia's cocoon and gives Maine his grimoire, leaving behind a possible warlock path and a record of his old adventures.
storyNick arrives through a portal, the party rescues Virgil, and the aftermath of a polar bear fight gives Nick a new responsibility.
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.
storyThe masquerade at Queef Manor turns catastrophic: Nick becomes a vampire, Rice Hands dies, and the Von Queef/VQU political threads deepen.
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 group climbed the ruined elevator shaft into an unnaturally silent upper hall, entered the library, and were ambushed by Voidforged before Maine unleashed a conjured tsunami that swept through the shelves and out the windows.
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 group entered the devastated courtyard, where Voidforged hunted students; Ash was pinned by a Forged, but Eveline intervened in werewolf form and tore it apart.
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.
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 larger Voidforged emerged containing what remained of Orlandus; it tempted Nick with power and the old promise of running the floor together, but Nick executed it with his chained scythes.
storyIronhoof — Astrid Ironhoof introduced Alchemy 201 and assigned the students fieldwork to collect Impweed and Nightcabbage, establishing their first practical VQU quest.
storySomewhere, in the deepest recess of Ash Stonefist’s mind, the logic of architecture had given up.
storyThe silence after Orlandus’s fall was not peace — it was the silence of an open grave.
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.
storyMaine envisioned a warded manor where his friends were safe with a homunculus butler named Igor, only for the vision to collapse under attack and force the question of whether safety can ever last.
storyThree wires—wet, twitching, glittering with void-filament—now arced from the side chambers and hovered in midair like serpents waiting to strike.
storyCrossing the threshold was like stepping through the surface of an empty ocean — no splash, no resistance, only the cold press of endless depth.
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 world reassembled around them in pieces — smell first, then heat, then light.
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.
item+1 bonus to Wisdom saving throws. Once per short rest, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can reroll the save and must use the new result.
itemAn in-world text written by Maine while in Lawful custody. It is not a magical item, but it is politically volatile evidence: the book argues that Lawful institutions failed during Castro, Enemi, crime, and magical-item crises, then offers Maine's Absolute Solution as disciplined civic replacement, neighborhood defense, item-law reclamation, and popular unity under Maine's command.
itemA consumable Phoenix Feather given to Maine through Paulus Levius from Ewig. It is not rechargeable; exact trigger, timing, and rebirth effects need mechanics confirmation.
itemA vibrating locket drawn to Maine's metal arm. It is engraved 'To Tono, Love PP5,' holds a picture of Tono with PP5, and hides a blood-written message that helped Maine break through Gertie's illusion.
itemStandard disguise kit with wigs, makeup, adhesives, and related supplies, used for creating or altering appearances with appropriate skill checks, usually Deception or Performance with proficiency if you have the kit.
aspectWhispering 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.
groupMKN Detective Agency currently has 1 linked character entry in the World of Jericha archive.