
Opening the archive

Opening the archive

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The mechanics are readable, but there is no purchase, reward, or inventory action connected yet.
Imported from the Jericha item archive. Final mechanics are still being prepared.
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The party follows the hooded woman, who collapses in front of them and is identified through context as Natasha Brand / Redcloak. Grease gives her a Boost mushroom and a healing potion, then Havyk tries the unresolved “unknown potion” on her. Natasha enters psychosis but remains alive at 2 HP, and Havyk carries her. The party then finds an alarmed satanic dungeon room containing a coffin with someone not dead but close, triggers the alarm, and continues after Grease feeds nearby rats.
storyJixie collapses with the chained box, Hugo briefly unlocks one of four locks, and Elmyra heals Jixie before he re-secures the cargo.
storyThe party searches the warehouse prisoners, finds Aerovia Jeevens' ID tag, and learns Flesh uses desperate recruits as well as true believers.
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.
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.
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.
storyThe party climbs the wind-blasted mountain above Cynthia's cave, follows bear tracks to a den entrance, and prepares to enter after hearing a roar.
storyWalter draws Githyanki attention, Victor turns the fight into a negotiation, and the party is split between escort and hostage watch.
The Black Ward / Experiment Fallout Index gathers the places where old research, failed containment, M.A.I. fallout, Krane records, Alfred/Hollow leads, and void-adjacent lab history stop being private files and become travel hazards.
locationJericha is the living world itself: a physical land with continents, seas, old nations, school routes, gods, wars, rural memory, industrial cities, sacred wilderness, and Void Era pressure that exists far beyond the party's current road.
locationMainland Jericha is the main physical landmass of the setting: the connected world of continents, coasts, states, school roads, rural regions, old battle sites, industrial corridors, sacred routes, and places still outside the current public map.
locationVoid-linked powers
locationThe Void Realm is the breached between-space around Jericha's displaced places, Githyanki captivity routes, Castro incursions, and the old Albert damage that made return feel possible but never clean.