Unrecovered missing Wingkin / cave-route lead
Remains unresolved after the cave mission is interrupted by New Goblin City and boosted spiders.
Status: Red Wingkin still missing
Knowledge: Players know the rescue objective is paused but not complete.

Opening the archive
Red Wingkin
Helga Wingkin is a red dragonborn prisoner from Vithyrex's Maze who allies with Jonah, Vala, and Valbrandt before the Wingkin rescue thread is interrupted.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Helga Wingkin is a red dragonborn prisoner from Vithyrex's Maze who allies with Jonah, Vala, and Valbrandt before the Wingkin rescue thread is interrupted.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Breath Weapon is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectSpark Breath
Exhale a small burst of elemental force. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Creatures in the cone must make a DEX save, taking 4 (1d6) damage of the chosen type on a failed save, or half as much on a success.
Focused Exhale
Exhale a focused blast at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d6) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power. If the target is within 10 ft. of you, you may push it 5 ft. on a hit.
Elemental Breath
Exhale destructive breath in a cone. Choose acid, cold, fire, lightning, poison, or thunder when you learn this power. Creatures in the cone must make a DEX save, taking 9 (2d8) damage of the chosen type on a failed save, or half as much on a success.
Line Breath
Exhale your breath as a narrow line. Creatures in the line must make a DEX save, taking 9 (2d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power, on a failed save, or half as much on a success.
Lingering Breath
Exhale a lingering cloud of breath-energy. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Creatures in the cone must make a CON save, taking 7 (2d6) damage of the chosen type on a failed save, or half as much on a success. The area remains lightly obscured until the start of your next turn.
Roaring Exhale
Release a forceful roar. Creatures of your choice in the emanation must make a STR save or be pushed 5 ft. away from you. A creature that fails by 5 or more is also unable to take reactions until the start of its next turn.
Greater Breath
Exhale a stronger blast of breath. Creatures of your choice in the cone must make a DEX save, taking 18 (4d8) damage of your breath type on a failed save, or half as much on a success. A creature that fails the save cannot take reactions until the start of its next turn.
Split Breath
Split your exhalation into two 15-ft. cones originating from points you can see within range. Each cone must use the same breath type. Creatures of your choice in a cone must make a DEX save, taking 14 (3d8) damage on a failed save, or half as much on a success. A creature caught in both cones saves only once and takes damage only once.
Lingering Cloud
Create a 20-ft. radius cloud of breath-energy centered on a point within range. Choose your breath type. The area is lightly obscured. A hostile creature that enters the area for the first time on a turn or starts its turn there must make a CON save, taking 10 (3d6) damage on a failed save, or half as much on a success.
Stunning Roar
Release a stunning roar. Hostile creatures of your choice in the emanation must make a WIS save. On a failed save, a creature is stunned until the start of your next turn. On a successful save, it cannot take reactions until the start of its next turn.
Overwhelming Breath
Exhale overwhelming breath. Creatures of your choice in the cone must make a DEX save, taking 33 (6d10) damage of your breath type on a failed save, or half as much on a success. On a failed save, the target also suffers the rider associated with your breath type until the end of its next turn: acid -2 AC; cold speed halved; fire ignites for 1d10 fire damage; lightning no reactions; poison poisoned; thunder knocked prone.
Piercing Line
Exhale a piercing line of breath that tears through defenses. Creatures in the line must make a DEX save, taking 33 (6d10) damage of your breath type on a failed save, or half as much on a success. This breath ignores half cover.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Official Character Images
Aspect
Breath Weapon
family
Wingkin
Session Appearance
Act 5 Episode 5 Session Notes
2026-04-30 / Unrecovered missing Wingkin / cave-route lead
Session Appearance
Act 5 Episode 4 Scene 45
2026-03-12 / Red Wingkin survivor / suspicious ally
Session Appearance
Act 5 Episode 4 Scene 34
2026-03-05 / Red Wingkin ally / displaced fighter
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On this page
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Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet is only for the owner and DM.
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Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Breath Weapon has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
Unrecovered missing Wingkin / cave-route lead
Remains unresolved after the cave mission is interrupted by New Goblin City and boosted spiders.
Status: Red Wingkin still missing
Knowledge: Players know the rescue objective is paused but not complete.
Red Wingkin survivor / suspicious ally
Is one of the red/blue dragonborn allies in the safe room whom Arthur tries to include in possible cooperation against Castro.
Status: Helga remains part of the escape cohort
Knowledge: Players know not all dragonborn/Wingkin trust Arthur or the party equally.
Red Wingkin ally / displaced fighter
Travels with Jonah and Valbrant, asking about wishes, family, mountains, and food from before displacement.
Status: Helga Wingkin named as Jonah ally
Knowledge: Players know one dragonborn ally is Helga, a red Wingkin refugee.
No public inventory items yet.
Aliases
Tags
In Act 5 inside Vithyrex’s Maze, Helga Wingkin was one of the dragonborn prisoners who allied temporarily with Jonah Subramountian and Vala Gearsprocket. She was identified as red dragonborn and traveled with Valbrant while carrying or protecting a heart-piece route.
This session resolves the boosted phase spider cliffhanger under the cave. Vic Vaurr becomes boost-poisoned and drops, Zetch saves him with a potion, Hugo joins the fight directly, Jonah keeps the party alive, and Elmyra clears multiple spiders with chaotic sorcery. Afterward, the party learns New Goblin City has Moe Dimoggio collectors, Emrys-worshiping Emrites who receive Wingkin, and a lawless center market.
storyThis session resumes at the cave with the VQU student trio guiding the party. The group clears a gnoll ambush, recovers Madame Batdorf’s soul-charm loot, finds a Lloyd-corrupted owlbear egg, then accidentally drops Jonah and Elmyra into a lower boost-contaminated cavern where goblins identify the settlement as New Goblin City and boosted phase spiders begin reacting to Elmyra’s amplified command.
storyThis session was reconstructed from the 20260430 Craig transcript and continues directly from the VQU student cave escort.
storyThis session continues from Nick’s suspicious Root Barrel Farm appearance. Orval Finkus gives a missing-dragonborn job, Nick fails several identity checks, the party rescues the Black Wingkin from Mortellus/Aria Vayne’s necromancer chapel, learns Gertie/Duskborn/mass-resurrection-scroll lore, returns one dragonborn, then encounters VQU students Zetch, Ellenthyra Mew, and Nell Quiv arguing over cave loot before heading toward the next dragonborn lead.
storyThis session moves the post-arrest party from Gravenhurst toward the Nick/I.J. farm mystery: they turn in Paulus Levius’s Death Mask and Cloak of Billowing for QUEST value, Jonah receives the Crown of Thorns from Djon Charleston’s movement, Sending to I.J. gives a route, Morgan is possessed by a troll spirit after Vic triggers a corpse, Katrine Draxler fines Morgan, and the party reaches Root Barrel Farm where Nick Kremp appears alive.
storyThis session starts the post-Maine-arrest roster rebuild: Elmyra/Prism joins as temporary leader, Oskar returns from failed Aboleth challenge, Gemma gives Gravenhurst intelligence, Jonah clashes with Djon Charleston’s Djeebus donation movement, the group sees or hears of Nick Kremp alive despite remembering his death, and a new Castro-hunting infernal enters the orbit.
storyAt Bones's cemetery, Enemy proposes a truce against the outside forces and Centrum-era monsters who changed him and Maine.
storyMaine brings Arthur into the safe room, where Arthur recognizes Vala and begins answering questions about MAI, Malevolus Krane, Castro, and the maze.
storyArthur ties the MAI experiments, Malevolus Krane's hoarded void energy, Act 1, Stormcall, and Enemy into one chain.
storyMorgan hears Jeff screaming, poison-sprays him unconscious, ignores his request for rescue, and rejoins the safe room.
storyVic uses labyrinth memory and brute force to smash through the shapeshifter corridor and reach the portal before the escape window closes.
storyThe repaired portal carries the escape crowd out of Vithyrex's Maze, but collective intent sends them to Bones's cemetery instead of VQU.
storyThis session completes the Vithyrex Maze escape and corrects prior blended summaries: Arthur gives the major MAI/Malevolus Krane/Castro exposition in the safe room, Maine reads Timonos Truthstriker’s Journal, Morgan ignores Jeff and rejoins, Ash suffers permanent max HP loss after Timonos Truthstriker crashes through, Vic escapes by ramming through a wall, and the mass portal deposits everyone at Bones’s cemetery.
storyJonah names his dragonborn allies Helga Wingkin and Valbrant and turns the maze walk into a conversation about wishes, Djeebus, and creation.
storyJonah and Vala find Podon Xopip Kelbar Lokas alive, weak, and trapped in a maze cell.
storyThis session continues the Vithyrex Maze with all factions active: Ash and Maine aid Arthur against dragonborn and Castro, Vic and Morgan fight Timonos Truthstriker, Jonah builds a small party with Vala, Helga Wingkin, Valbrant, and Podon Xopip Kelbar Lokas, Ash is displaced to Drow’s cell block, Morgan wins a Vithyrex temptation and gains both a heart piece and Dragon Claw, while Granny loses another heart piece by choosing a severed arm.
storyThis session was reconstructed from the corrected 20260305 Craig transcript and keeps the focus on Vithyrex Maze continuity.
aspectBreath Weapon 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.