Was tied into the farm conflict where Black Ward

Opening the archive

Opening the archive
Nightshade
Dhaz Pelosh, known as Nightshade, is a human technogenius and noble heir of Stormcall rebuilt from an explosion that should have erased him. Once a promising alchemy student, he survived maiming, partial deafness, and the collapse of certainty by forging prosthetics, concealed weapons, and a colder way of asking questions. His ties to Yuri Pelosh, Andrea Pelosh, the Lawful, and My Alchemical Romance leave him caught between family duty and hard-earned suspicion. Dhaz does not chase power for glory. He wants truth, revenge against Solar, and tools precise enough to make whoever broke his life answer for it.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Dhaz Pelosh, known as Nightshade, is a human technogenius and noble heir of Stormcall rebuilt from an explosion that should have erased him. Once a promising alchemy student, he survived maiming, partial deafness, and the collapse of certainty by forging prosthetics, concealed weapons, and a colder way of asking questions. His ties to Yuri Pelosh, Andrea Pelosh, the Lawful, and My Alchemical Romance leave him caught between family duty and hard-earned suspicion. Dhaz does not chase power for glory. He wants truth, revenge against Solar, and tools precise enough to make whoever broke his life answer for it.
Was tied into the farm conflict where Black Ward
Thieves Guild
void weapons
Boost instability
and Githyanki/Castro forces collided.
Arrived with Jeff too late to save the party and was captured in the Githyanki fortress.
Found a jammed Mystery Machine token and received Kingston’s Hand from the magical vending device.
Obtained and identified a vial of Boost from a fleeing Graven Scourge thug.
Opened the sewer-room chest containing The Alignment of Jericha: The Power Nine.
Helped open the magically warded Thieves Guild stash using the Rat King key and the earlier iron key.
Claimed the Black Knickers from the Thieves Guild stash.
Had Emmy revealed as his prisoner suspended above the Game Master arena.
Influenced the party from captivity by choosing the screen option that granted them 23 HP.
Was forced by a screen choice to deal massive psychic damage to Nick
showing the cruel cost of studio aid.
Stabilized the outdated Pringle teleportation glyphs after the arrival triggered memory-mist feedback.
Had his history with explosions made personally pointed by Grease Tooth’s goblin bombers at Dinkle’s.
Triggered the modified Emrys temple sigil alongside Maine
opening the sealed side into Grease Tooth’s workshop-forge.
Dragged unconscious Maine out of a bomb radius but later had his remaining organic arm ripped away by Solar.
Ended the temple raid stabilized but at exhaustion level 3 after losing his organic arm.
Was badly injured enough after Solar’s attack that Nick and Oskar took him to Pringle Manor while others reported to the Exiles.
Recognized DC as head local Lawful officer from the Lawman family.
Used Spider Climb to scout the Stormcall Harbor warehouse through a skylight before being clawed and dropped.
Received Father’s Favor
rare Pelosh-designed armor engraved with “No son of mine falls without leaving a mark.”
Found his sister escaping through a locked warehouse side-room window after the fight.
Showed Lawful credentials as Nightshade after the Flesh alley encounter drew officers.
Found a child’s room where shades asked if he could count to ten without crying.
Survived Tallulah’s near-kill because a Boost vial shattered instead of a worse injury.
Saw ghostly children wave from the old dwarven house window after Tallulah’s capture.
Realized Solar’s thrown Nick head was shapeshifter skin rather than Nick himself.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Technopathy 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 aspectMachine Whisper
Touch a mundane machine, tool, lock, device, engine, construct shell, circuit, or mechanism. You learn its basic purpose, whether it is broken, powered, locked, trapped, jammed, or actively controlled, and the simplest visible way to operate it.
Mending
Repair a single break, tear, snapped wire, cracked gear, torn strap, split casing, or damaged object you touch if the damage is no larger than 1 foot in any dimension. This can physically repair a magic item or machine, but cannot restore lost magic, fuel, data, or charge.
Technic Spark
Send a controlled arc, signal pulse, or kinetic jolt into one creature, construct, machine, or object within range. Make a ranged power attack. On a hit, the target takes 2d8 lightning or force damage. Constructs and powered machines take an extra damage equal to your INT modifier.
Jury-Rig
Patch a broken mundane device, lock, tool, weapon, vehicle part, lantern, gear assembly, or small machine. For the duration, it functions well enough for one simple task, then breaks again unless permanently repaired.
Remote Switch
Trigger, open, close, start, stop, lock, unlock, or toggle one unattended mundane device or simple mechanism within range that you can see. Secured, complex, magical, or actively operated devices may require an INT check against the device DC.
Static Jam
When a machine, construct, trap, firearm-like device, communication device, or powered tool within range makes an attack roll or ability check, impose a burst of static and misalignment. Subtract 1d6 from the roll.
Repair Drone
Create or awaken a Tiny repair drone, clockwork assistant, hovering tool, or semi-autonomous device in an unoccupied space within range. It cannot attack, but it can Help with tool checks, carry 10 pounds, make repairs, scout short distances, and deliver touch-range Technopathy powers.
Digital Ghost
Touch a data-bearing device, written machine log, magical interface, terminal, crystal archive, or recording mechanism. You can read surface files, recent entries, simple logs, or usage patterns. Protected, encrypted, cursed, or warded data requires an INT check against the system DC.
Disarm Mechanism
Make an INT check with advantage against one trap, lock, alarm, engine, clockwork, pressure plate, circuit, or machine you touch. On success, disable it, bypass it, learn its trigger, or suppress it for 10 minutes.
Machine Guard
When a creature, construct, or machine within range takes damage, redirect plating, gears, force dampeners, or emergency protocols. Reduce the damage by 3d8 + your INT modifier. Constructs and machines also gain temporary hit points equal to your INT modifier.
Network Sense
Sense active machines, powered devices, constructs, signal paths, alarms, surveillance, engines, data stores, and mechanical traps in the emanation. You learn their approximate number, direction, broad type, and whether they are hostile, damaged, encrypted, or remotely controlled.
Remote Operate
Operate one unattended or willing machine, vehicle, door, crane, turret, lift, console, lock, trap, or construct within range as though touching its controls. Hostile, owned, magical, or warded systems may require an INT check each round.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images
Aspect
Technopathy
Location
Stormcall
Institution / Faction
My Alchemical Romance
Institution / Faction
The Lawful
family
Pelosh
father
Ferro - Yuri Pelosh
sister
Luckweaver - Andrea Pelosh
Session Appearance
Act 5 Episode 2 Scene 9
2025-11-20 / Caravan passenger / cliffhanger participant
Session Appearance
Act 5 Episode 2 Scene 7
2025-11-20 / Critterology listener / party member
Session Appearance
Act 5 Episode 2 Scene 6
2025-11-20 / Fear trigger / experiment-history figure
Session Appearance
Act 5 Episode 2 Scene 5
2025-11-20 / Recognized experiment peer / feared figure
Session Appearance
Act 5 Episode 2 Scene 4
2025-11-20 / Road encounter participant
Session Appearance
Act 5 Episode 2 Scene 34
2025-12-19 / Lightning tester / lair combatant
Session Appearance
Act 5 Episode 2 Scene 3
2025-11-20 / Strapped-in traveler / cautious passenger
Session Appearance
Act 5 Episode 2 Scene 16
2025-12-04 / Party witness / dungeon participant
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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Crystals0
Dust0
Tokens0On this page
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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
PolishReview public page polish is still separate from play readiness.
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
Technopathy has 42 sheet-ready powers; the character sheet has 6 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Playable now. Table tools are tools partial. Wiki state is wiki in review.
Caravan passenger / cliffhanger participant
Is present as the Wall of Force blocks the caravan near Ragefort.
Status: Ragefort confrontation begins
Knowledge: Players know Dhaz is in the imminent encounter.
Critterology listener / party member
Hears Temple explain empowered-animal growth and future companion mechanics.
Status: Critter-growth concept enters party knowledge
Knowledge: Players know Dhaz receives the in-world explanation.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Relationships
No public inventory items yet.
Aliases
Tags
In 2100 MB, returned to Stormcall with his father Yuri Pelosh aka Ferro in return for the Lawful dropping charges against Maine after the Paulus Levius Cathedral fallout and Raider deaths. During the Stormcall warehouse fight, Dhaz received Father’s Favor, Pelosh-designed rare armor marked “No son of mine falls without leaving a mark.” During the Point Pringle temple raid, Solar ripped away Dhaz’s remaining organic arm and escaped with it, leaving Dhaz stabilized but heavily impaired. During the Tallyman fight, a severe injury destroyed one of Dhaz’s Boost vials instead of causing a worse maiming. In Act 5, Evan Pistachio recognized Dhaz from their Stormcall experiment-class history and fled to avoid Dhaz/Lawful attention. In Paulus Levius Cathedral, Dhaz rejected his father’s armor, suffered a lasting critical injury giving him disadvantage on death saving throws, received no gift from Paulus Levius because his present worthiness was unresolved, and then left the active party through Yuri’s portal to the Pelosh estate.
Arthur ties the MAI experiments, Malevolus Krane's hoarded void energy, Act 1, Stormcall, and Enemy into one chain.
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.
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.
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.
storyAsh explains that Salvator is studying Albert's Void manipulation and using people like Ash as experimental pieces.
storyJonah learns the Titian sprout in his forge grew into a level-zero baby Titian and was taken by the Centrum for study.
storyJonah shows Dhaz his forge, and Dhaz opens up about wanting alchemy before the explosion that cost him his arm and leg.
storyMaine offers to help Dhaz safely investigate the experiment that caused his explosion, connecting it to Crane's lab network.
storyDhaz meets Yuri Pelosh at the homecoming event, where Yuri's public pride and old Centrum legacy sharpen Dhaz's discomfort with inherited armor.
storyYuri calls Dhaz onto the stage for Big Bazooka, hands him the Pelosh pistol, and Dhaz crits for a crowd-winning shot.
storyBackstage, Dhaz tells Yuri he wants to build his own skills while Yuri explains years of absence, old rescues, merfolk captivity, and illegal scroll risks.
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.
storyThe party descends the hidden drop with Ash's help and loots the dead woman, finding Tilt's Chill Touch and a +1 wand.
storyHerman is engulfed by an ochre jelly, maw demons appear, and Morgan empowers Heathcliff with dragon breath during the first hidden-route fight.
storyJeremiah speaks of the Aboleth, void purpose, and light before spotting humanoids grafted with dragon parts waking along the master path stairs.
storyDragon-grafted humanoids attack on the stairs, Jeremiah enslaves one with Aboleth power, and Morgan raises a fallen grafted body as a zombie.
storyThe party resumes at the Ragefort Wall of Force and learns war mages are trying to recapture Thunderlungs, a massive sonic-powered half-orc.
storyThunderlungs nearly kills a war mage with a sonic shout while claiming Ragefort kept him chained until he felt ready to explode.
storyJeebus removes the Wall of Force, Jonah gets back behind the wheel, and Thunderlungs joins the caravan with a strange Jeebus connection.
storyIn heavy rain, Jonah follows the temple-like sign instead of the inn sign, bringing the low-energy caravan to Aleklot's Rest's old temple grounds.
storyInside a barn-like temple outbuilding, the party meets Mr. Cool, later revealed as counterfeit scroll-maker Al Ivers, near an old trapped thieves guild entrance.
storyAl Ivers offers ninety-percent counterfeit magic scrolls and discounts a third-level scroll if the party gets Jessica James's contact information.
storyJonah books a three-star dungeon crawl and a three-room suite with infinite cots through Eric Aleklotson at the Aleklotson Inn.
storyThis session resolves Ragefort nonlethally, adds Thunderlungs as a rescued passenger, reaches Aleklot’s Rest, introduces Al Ivers and the counterfeit-scroll discount errand, and ends with the party paying for a three-star dungeon crawl through the Aleklotson Inn.
storyAfter the concert aftermath, Baron directs the party to X, who sends QUEST toward Aleklot's Rest for an artifact-recovery mission.
storyThe party receives a magical caravan, with Jonah driving, Ash navigating badly, Morgan on the roof, and the group settling into road-trip mode.
storyAt a crossroads, Thorn and Favre sell fake acid resistance healing potions and present a fish in a chest as Thorn's cursed daughter.
storyEvan Pistachio recognizes Dhaz from their Stormcall experiment class, panics, and tries to flee before Morgan blinds him.
storyAt Bearfell, Temple Ironhoof revives Evan, confirms the fake potion scam, and watches Evan flee after seeing Dhaz again.
storyTemple explains empowered animal research, including critters that can learn and level powers like pyrokinesis or lightning.
storyNear Ragefort, a tan-suited orc blocks the caravan with Wall of Force, answers Ash with a sonic boom, and three uniformed figures approach.
storyInside Gertie's chaos mirror maze, Maine sees Enemy crush a Lawful-aligned MAI subject before the mirror breaks to reveal a blue portal.
storyThe blue portal leads to a distorted banquet where Jeff and Solar are hags in disguise, Morgan is trapped in a cannibal dinner trance, and Darius joins the scene.
storyMorgan, still charmed, tries to prepare Jonah as food while Darius joins the party against the hags and imps begin dropping strange pouches.
storyA hag's Hypnotic Pattern incapacitates most of the party, forcing Jonah to keep everyone alive while Ash's injury spiral worsens.
storyMaine finds Tono's locket under a chair, revealing a PP5 inscription, a hidden blood-written message, and a tactical way to disrupt the charm.
storyMorgan breaks free of the cannibal trance, only for Gertie to mock him through the red mirror and give him a dead Staff of Necromancy.
storyThe party rallies after the charm breaks, Morgan apologizes, and Ash kills the last two hags, shattering the red mirror into another portal.
storyBeyond the red portal, the party finds two locked portals, two six-slot pedestals, a shaking tree, temporal manifestations, and a timer.
storyThis session was reconstructed from separate text transcripts for each speaker rather than one combined transcript, using cross-file alignment of DM narration and player responses.
storyThe 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.
storyThis 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.
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.
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.
storyThis 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.
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.
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.
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.
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 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.
storyThe Ex Force arrives at Pringle Manor through an unstable old teleportation circle, triggering memory-mist visions before Dhaz stabilizes the glyphs.
storyStorm Boulder greets Eveline at Pringle Manor, points the party toward dinner with Percival, and accidentally reveals Faith's personal connection to Eveline.
storyThe party explores Point Pringle's fading lab districts and finds the abandoned Cracked Crucible overrun by strange overnight vines.
storyAt Dinkle's, the party meets Faephine Moonhold and Pointer while Ash tries to understand Eveline's connection to Faith.
storyGoblin bombers attack Dinkle's, forcing Ash to contain the final blast as Grease Tooth's name enters the Point Pringle threat board.
storyThis 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.
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.
storyPost-session clarifications established each prisoner: Victor had Exaba, Ash had Eveline, Maine had Jeff, Dhaz Pelosh had Emmy, Nick had I.J., Jonah had Podon, Araspinn had an unmet NPC, and Rifleton Rob had Orenthal James. Victor remains in the background with Exaba while a new PC is introduced.
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.
storyThe party returns through Cynthia's circle to Astrid's garden and learns Gravenhurst has changed: Baron's masquerade is coming, strange vending machines have appeared, and faction trouble is waiting.
storyThe party follows Mary Jane's southern trail, avoids a protective polar bear, and reaches the warm cave camp below Smiteclaw Village.
storyThe party reaches Cynthia's cave, learns the Githyanki are using Smiteclaw Village to hunt dragon power, and accepts the mission to find Virgil.
storyThe imprisoned party finds a hidden pouch, identifies a speak-with-animals potion, and learns Mary Jane was sent by Cynthia of the Wilds to guide them south.
storyVictor returns bleeding from the throne room, the party recovers most of their gear, and the Githyanki escort them out of Smiteclaw Village.
storyJeff's farm job reveals controlled cultists, a Githyanki ambush, and the basement portal that pulls Maine into the Void Realm.
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.
itemControlled dose for 1 hour: +2 to Strength, Dexterity, and Charisma checks and saves; -2 to Constitution, Intelligence, and Wisdom checks and saves. When the effect ends, make a DC 13 Constitution save or gain exhaustion; the DC increases by 2 for each failed Boost comedown save within 24 hours. A green shimmer gives disadvantage on Deception checks to appear sober within 10 feet. Uncontrolled Boost vapor, gas pits, mushrooms, or contaminated atmospheres can poison rather than empower, applying the downsides without the benefits.
aspectTechnopathy 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.
groupA post-Centrum magical law authority whose public face ranges from Gravenhurst checkpoint paperwork to Stormcall investigations, item registration, corpse-rights enforcement, containment response, and the new Queefdom election for a co-equal civilian official.
locationStormcall is the northern mission city where anti-construct murders, Lawful offices, Wisdom Division work, Pelosh family history, and harbor ghosts all turned one investigation into a civic pressure test.