My Alchemical Romance

Nightshade

Dhaz Pelosh

"What?"
AliveHumanTechnogenius

Bio

Dhaz Pelosh, known as Nightshade, is a human technogenius and noble heir of Stormcall rebuilt from an explosion that should have erased him. He survived maiming, partial deafness, and the collapse of certainty by forging prosthetics, concealed weapons, and colder questions.

Notes

Solar ripped away Dhaz's remaining organic arm during the Point Pringle temple raid. Dhaz later left active party space through Yuri's portal.

Session Appearances

112 linked appearancesshowing 12

2025-11-20

Act 5 Episode 2 Scene 9

Approach to Ragefort

Caravan passenger / cliffhanger participant

Is present as the Wall of Force blocks the caravan near Ragefort.

Status: Ragefort confrontation begins

Knowledge: Players know Dhaz is in the imminent encounter.

2025-11-20

Act 5 Episode 2 Scene 7

Bearfell gate

Critterology listener / party member

Hears Temple explain empowered-animal growth and future companion mechanics.

Status: Critter-growth concept enters party knowledge

Knowledge: Players know Dhaz receives the in-world explanation.

2025-11-20

Act 5 Episode 2 Scene 6

Bearfell gate

Fear trigger / experiment-history figure

Causes Evan to panic again after Temple revives him.

Status: Dhaz’s link to Evan’s trauma remains unresolved

Knowledge: Players know Evan specifically fears Dhaz or what Dhaz represents.

2025-11-20

Act 5 Episode 2 Scene 5

Second roadside merchant stop

Recognized experiment peer / feared figure

Is recognized by Evan as a Lawful-linked figure from their Stormcall experiment class.

Status: Dhaz’s past becomes active again

Knowledge: Players know Dhaz’s presence terrifies at least one altered experiment peer.

2025-11-20

Act 5 Episode 2 Scene 4

Crossroads merchant stand

Road encounter participant

Encounters Thorn and Favre’s potion and fish-lips sales pitch on the road.

Status: Road trip takes comic merchant detour

Knowledge: Players know Dhaz is present for the scam beat.

2025-12-19

Act 5 Episode 2 Scene 34

Dragon lair

Lightning tester / lair combatant

Tests lightning during the fight against the dragon and Voiling forces.

Status: Dhaz probes enemy response in lair combat

Knowledge: Players know Dhaz contributes to the tactical testing of the enemies.

2025-11-20

Act 5 Episode 2 Scene 3

Magical caravan

Strapped-in traveler / cautious passenger

Stays strapped in during the road trip.

Status: Dhaz road-trip behavior established

Knowledge: Players know Dhaz is traveling cautiously after past injuries.

2025-12-04

Act 5 Episode 2 Scene 16

Temple barn

Party witness / dungeon participant

Hears Al’s counterfeit scroll offer and the Jessica James contact-information request.

Status: Party receives dungeon and inn hooks

Knowledge: Players know Dhaz is present for the bargain.

2025-12-04

Act 5 Episode 2 Scene 15

Temple barn / abandoned thieves guild entrance

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 Dhaz is present for Al’s return.

2025-12-04

Act 5 Episode 2 Scene 14

Rainstorm road

Passenger / road-trip participant

Rests inside the caravan during the heavy-rain approach to Aleklot’s Rest.

Status: Travel transition completed

Knowledge: Players know Dhaz reaches the mission site.

2025-12-04

Act 5 Episode 2 Scene 13

Magical caravan

Passenger / witness

Continues with the party as Thunderlungs joins the caravan after the Ragefort handoff.

Status: Travel resumes with new passenger

Knowledge: Players know Dhaz is present for Thunderlungs’ Jeebus-roommate story.

2025-12-04

Act 5 Episode 2 Scene 11

Road outside Ragefort

Choice-point participant / party member

Participates in the Thunderlungs containment conflict.

Status: Ragefort choice point opens

Knowledge: Players know Dhaz is present for the moral decision.

Related Story Posts

Act 2, Episode 2, Scene 1

The Farm Job and the Black Hole

2025-01-24 / Southern farm basement / Void portal

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-24

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

CardinalFoulcrumGrimclawNightshadeVictor ShawMaineCastaway0 likes

Act 2, Episode 3, Scene 4

The Fortress Takes Them

2025-01-24 / Fortress corridor / armory / portal room

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-24

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

CardinalFoulcrumGrimclawNightshadeVictor ShawMaineCastaway0 likes

Act 2, Episode 3, Scene 5

The Window in the Mountain

2025-01-24 / Locked prison room / mountain fortress exterior

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-24

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

CardinalFoulcrumGrimclawNightshadeVictor ShawMaine0 likes

Act 2, Episode 3, Scene 8

Mary Jane Knows the Way

2025-01-30 / Locked barracks cell

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-30

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

CardinalFoulcrumGrimclawNightshadeMaineBohoPinocchio0 likes

Act 2, Episode 3, Scene 9

Out of Smiteclaw

2025-01-30 / Prison cell / fortress exit

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-30

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

CardinalFoulcrumGrimclawNightshadeVictor ShawMaineWalter0 likes

Act 2, Episode 4, Scene 1

The Southern Trail

2025-01-30 / Snowy mountain path south of Smiteclaw Village

Recap StoryCurrent Campaign2099 M.B. / recorded 2025-01-30

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

CardinalFoulcrumGrimclawNightshadeVictor ShawMaine0 likes

Showing 6 of 187 linked story pages. Use the Session Appearances timeline above for the broader appearance history.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 2 Episode 6 Session Notes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 3 Episode 1 Session Notes

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

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

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

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

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

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

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

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

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

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

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

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Act 3 Episode 1 Session Notes

This 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 3 Episode 1 Session Notes

This 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 3 Episode 2 Session Notes

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

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

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

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Act 3 Episode 2 Session Notes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 3 Episode 2 Session Notes

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

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Act 3 Episode 2 Source Note

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 4 Episode 1 Source Note

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

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

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

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

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

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

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

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

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

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Act 4, Episode 1, Scene 15: The Locket Under the Chair

Maine finds Tono's locket under a chair, revealing a PP5 inscription, a hidden blood-written message, and a tactical way to disrupt the charm.

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

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

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

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

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

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

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Act 4 Episode 1 Source Note

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 5, Episode 3, Scene 6: Jonah's Workshop and the Baby Titian

Jonah learns the Titian sprout in his forge grew into a level-zero baby Titian and was taken by the Centrum for study.

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Act 5, Episode 3, Scene 7: What Loss Makes Room For

Jonah shows Dhaz his forge, and Dhaz opens up about wanting alchemy before the explosion that cost him his arm and leg.

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Act 5, Episode 3, Scene 8: Maine Turns the Explosion Into a Case

Maine offers to help Dhaz safely investigate the experiment that caused his explosion, connecting it to Crane's lab network.

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Act 5, Episode 3, Scene 10: Yuri Shows Up in Pelosh Colors

Dhaz meets Yuri Pelosh at the homecoming event, where Yuri's public pride and old Centrum legacy sharpen Dhaz's discomfort with inherited armor.

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Act 5, Episode 3, Scene 12: Dhaz Wins Big Bazooka

Yuri calls Dhaz onto the stage for Big Bazooka, hands him the Pelosh pistol, and Dhaz crits for a crowd-winning shot.

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Act 5, Episode 3, Scene 13: Yuri Was a Portal Away

Backstage, Dhaz tells Yuri he wants to build his own skills while Yuri explains years of absence, old rescues, merfolk captivity, and illegal scroll risks.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 5 Episode 3 Session Notes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 5 Episode 3 Session Notes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Act 5 Episode 3 Session Notes

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

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Act 5, Episode 4, Scene 45: Arthur Connects MAI to Malevolus Krane

Arthur ties the MAI experiments, Malevolus Krane's hoarded void energy, Act 1, Stormcall, and Enemy into one chain.

location

Stormcall

A city of Lawful pressure, industrial paranoia, harbor danger, and Flesh-linked violence.

GM / Spoiler Notes

Hidden until revealed.