Survey of the Maw
Inspect seven sealed survey marks. The Authority has removed routes, incidents, and outcomes; what remains is atmosphere, rumor, and warning.
Licensed descent into the deep places of the world. Mind the rope, mind the tolls, and mind the things below Floor 3.
All descent into the Maw is licensed. Unlicensed delvers will be winched out and billed for the rope.
The Authority assumes no responsibility for mimics, echo violations, unregistered slimes, or weather inside the hole.
Inspect seven sealed survey marks. The Authority has removed routes, incidents, and outcomes; what remains is atmosphere, rumor, and warning.
Thirty-one whispered records are hidden across the survey, personnel archive, and games hall. Most unseal when found; only the final five Maw-Beasts files require victories.
Take the delver aptitude exam, draft Maw-Beasts against the house, or test the rope with the winch simulator.
The chart marks depth, not events. Inspect each brass point for rumors and sensory traces—never routes, solutions, or outcomes from Act I.
Follow the hints and each discovery unseals a whisper. Only the final five records—the ones concerning Maw-Beasts—require victories.
The Authority acknowledges your thoroughness and declines to ask how you found the little golden duck.
Six personnel files cleared for public inspection. Open a card to unseal the Authority record.
The licensed account of the descent, a sealed glimpse of what follows, and two adult volumes from the household shelf.
Six delvers. One licensed hole in the world. The Winch Authority's account of a descent through an industrial underworld where bureaucracy is nearly as dangerous as the monsters.
The consequences of the descent reach far beyond the Maw. The Authority confirms that Act II exists and that discussing its contents with unlicensed persons remains a finable offense.
What may be said: the party stays together, the world grows stranger, and the bill for breaking ancient things finally comes due.
From “The Veiled Table.” The saga gathers the household and threads thirty-one dreams through its rooms.
The prequel: how the household gathered, from the first arrival to the night the circle closed. Origin stories for every chair at the table.
The story ends exactly where The Glass House begins.
Start with The Maw for the licensed descent. Follow the Codex if you enjoy secrets. Then linger at the household shelf when you want something more intimate and dreamlike.
Follow the notices, hear the first descent, and meet other delvers beyond the Authority desk.
Fresh dispatches, Maw notices, character glimpses, and word from the wider POTCH world.
Listen to Chapter 1 of POTCH: The Maw on YouTube and meet the dark before stepping into it.
Gather with readers and players, compare discoveries, and keep an ear open for new expeditions.
Three journeys are being forged for Android and Windows. Step forward if you want to help test the machinery.
A real-time action combat RPG set in the Maw. Take the fight into the deep, master a band of very different delvers, and meet the dark at sword's reach.
A dungeon crawler built around the fractures between worlds. Chart hostile corridors, survive their shifting rules, and discover what slips through the cracks.
A pixel-art RPG that walks through Canon Dreams chapter by chapter—romance, mystery, and the gathering of the household, with gallery art waiting to be unlocked.
Enter your details, choose the expedition you want to test, and your request will go straight to Daniel.
Approved for surface use. Winnings are taxable. Discoveries are filed.
Draft one beast per lane, then reveal against the house. Slate beasts carry the Trick (+3). Most lanes takes the barrel—and advances the final five Codex records, one victory at a time.
Hold the control to descend. Release to stop. The Authority recommends stopping before the rope runs out.
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