Chapter 3: Thistletop
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Jun 3, 2025 1:44 pm
As Khel climbs the tower, he can smell pickles. The floor is wet and sticky from what looks like picklejuice. From the tower you can see little except the bramble tunnels to the south. To the west you can see the coastline and to the north is the sea. There is no sign of any activity on the outside.
Jun 4, 2025 7:31 am
Khel sniffed at all the pickle smell and spoke to Wess and Shalelu, "I didn't expect so much pickle juice here in the tower. What were they doing here?" He then climbed back and checked the double doors on the north. "I guess we are going this way."
Jun 4, 2025 12:45 pm
Wess follows Khel, rubbing his shoulder, and looking at the nailed door with regret.
Jun 5, 2025 7:00 am
You look around a little more, and to connected to the excercise yard you find a small storage shed with shelves filled with crude tools, net and tack for goblin dogs. A large wooden cage contains a dozen rabbits.
Going further north you come to what looks like a meeting room. A large round table with chairs around it. On what was once a chalkboard is written in what could be blood: "Find pikkel tieves!"
North of the meeting rooom two doors leads to the west. One smells like it would lead to the latrine.
Meanwhile the other team goes the opposite direction. First door to the east next to the hallway they found themselves in, contain a stairwell heading downstairs. Following the hallway to the east, past the guard tower, lead to an affront to the senses. A floul-smelling butchery contains haunches of poorly smoked meat hanging from hooks along the ceiling or heaped in and atop crates. In some cases the meat seems to be dog or horse, but in many other cases, the meat has all-too-recognizable features, like feet, hands or grimacing faces.
To the west of the butchery you find a door that seems to lead to the same room you heard voices in earlier.
Going further north you come to what looks like a meeting room. A large round table with chairs around it. On what was once a chalkboard is written in what could be blood: "Find pikkel tieves!"
North of the meeting rooom two doors leads to the west. One smells like it would lead to the latrine.
Meanwhile the other team goes the opposite direction. First door to the east next to the hallway they found themselves in, contain a stairwell heading downstairs. Following the hallway to the east, past the guard tower, lead to an affront to the senses. A floul-smelling butchery contains haunches of poorly smoked meat hanging from hooks along the ceiling or heaped in and atop crates. In some cases the meat seems to be dog or horse, but in many other cases, the meat has all-too-recognizable features, like feet, hands or grimacing faces.
To the west of the butchery you find a door that seems to lead to the same room you heard voices in earlier.
[ +- ] Map

Jun 5, 2025 8:28 am
OOC:
So, the north of the room smells like a latrine? We can check the west room. Also, did we save the horse?Jun 5, 2025 4:20 pm
Saldrina snickers at the message board. "It would seem they had a problem with pickle thieves."
Jun 5, 2025 8:17 pm
After passing through what is clearly human meat hanging from the hooks in the butchery, Grim's anger starts building, the familiar, and comforting, red haze starting to form across his vision. Arriving at the western door, he spits on the ground in disgust, "No more games, we bust down this door and take them on. If you want to head back to the eastern door and flank them, be my guest, but either way we're moving on."
With that he grips his maul and gives a great big swing.
With that he grips his maul and gives a great big swing.
Rolls
Fighting (Parry 2 for Door) - (1d10, 1d6, RA)
1d10 : (9) = 9
1d6 : (664) = 16
Damage (Maul +2 to break objects) - (1d8+1d10+2, RA)
(81) + (1) + 2 = 12
Jun 5, 2025 11:42 pm
"Better to flank than charge in together. I'll come in through the east door when I hear you crash through." Chigaru waits for the signal before bursting in as well.
Jun 6, 2025 12:54 am
OOC:
Apologies, I thought that our group was exploring the meeting room. Ignore my above post in favor of this one.Jun 6, 2025 9:38 am
The door burst into the room, almost falling of the hinges. Revealing a large throne room decorated with hanging furs along its walls. Mostly black and red striped skins, but with a few dog pelts and what looks like one horse hide.
Four square timbers support the ceiling, their faces studded with dozens of iron spikes. Along the lower reaches are dozens of impaled and severed hands in various stages of decay.
To the northeast, a wooden platform supports a throne heaped with dog pelts and horse hides. Dog skulls adorn the armrests and a horse skull leers over the throne’s back.
On the throne sits a goblin wearing a breastplate and a dented crown on his head. Next to him rests a giant gecko. Around the room 9 armed goblins stand.
Four square timbers support the ceiling, their faces studded with dozens of iron spikes. Along the lower reaches are dozens of impaled and severed hands in various stages of decay.
To the northeast, a wooden platform supports a throne heaped with dog pelts and horse hides. Dog skulls adorn the armrests and a horse skull leers over the throne’s back.
On the throne sits a goblin wearing a breastplate and a dented crown on his head. Next to him rests a giant gecko. Around the room 9 armed goblins stand.
OOC:
Will draw action cards, and update in next post. Below is a picture of the warchief and his giant gecko.
Deck Draws
Round 1










Jun 6, 2025 9:57 am
OOC:
Jokers on both sides. Everyone gains a bennie and Saldrina can act first, with a +2 to all trait rolls. Assume Chigaru also broke down the door. Unless you enter the room, you'd only see the four goblins to the south.Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Saldrina | Black Joker | A | 2 | 7 (2) | 0/3 | 4 | |
Goblin Warchanter | Red Joker | B | 4 | 6 (2) | 0/3 | 4 | |
Warchief Ripnugget | Ace of Spades | B | 8 | 11 (6) | 0/3 | 5 | |
Chigaru | Queen of Hearts | C | 6 | 7 | 3/3 | 2 | |
Khel | Queen of Clubs | C | 4 | 5 | 2/3 | 0 | |
Shalelu | 10 of Diamonds | C | 5 | 8 (3) | 0/3 | 5 | |
Goblins | 6 of Diamonds | D | 5 | 4 | - | - | |
Stickfoot | 4 of Diamonds | D | 5 | 7 (2) | - | - | |
Grimwulf | 4 of Hearts | E | 7 | 8 (2) | 0/3 | 6 | |
Wess | 2 of Clubs | E | 6 | 9 (3) | 0/3 | 1 |
GM Bennies: 2
[ +- ] Battlmap

Jun 6, 2025 1:43 pm
Saldrina reacts immediately, setting up a spell of protection over herself and Chigaru. (Sorry to the others, but I believe that you are out of range, unless the GM decrees otherwise.)
EDIT: Spending a benny to reroll.
EDIT again: Forgot my +2, so I would not need to spend the benny.
EDIT: Spending a benny to reroll.
EDIT again: Forgot my +2, so I would not need to spend the benny.
[ +- ] Protection
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Ethereal armor.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn.
MODIFIERS
Additional Recepients (+1): The power may affect additional targets at a cost of 1 Power Point each.
Power Points: 2
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Ethereal armor.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn.
MODIFIERS
Additional Recepients (+1): The power may affect additional targets at a cost of 1 Power Point each.
Last edited June 6, 2025 1:44 pm
Rolls
Spellcasting - (1d10, 1d6, RA)
1d10 : (3) = 3
1d6 : (3) = 3
Spellcasting - (1d10, 1d6, RA)
1d10 : (8) = 8
1d6 : (4) = 4
Jun 6, 2025 6:48 pm
The warchanter moves behind one of the columns and sings a foul goblin song. As he does, Grimwul can feel his strength being sapped.
Meanwhile the warchief mounts the gecko and chugs a potion before drawing his sword.
Everyone in Group C may act.
GM Bennies: 2
Meanwhile the warchief mounts the gecko and chugs a potion before drawing his sword.
OOC:
The warchanter succeeds and lowers Grimwulf's Strength by 1 step for now. He may attempt a Spirit check at the end of each of his turns to shake it off.Everyone in Group C may act.
Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Saldrina | Black Joker | A | 2 | 7 (2) | 0/3 | 4 | |
Goblin Warchanter | Red Joker | B | 4 | 6 (2) | 0/3 | 4 | Power Points: 8 |
Warchief Ripnugget | Ace of Spades | B | 8 | 11 (6) | 0/3 | 5 | |
Chigaru | Queen of Hearts | C | 6 | 7 | 3/3 | 2 | |
Khel | Queen of Clubs | C | 4 | 5 | 2/3 | 0 | |
Shalelu | 10 of Diamonds | C | 5 | 8 (3) | 0/3 | 5 | |
Goblins | 6 of Diamonds | D | 5 | 4 | - | - | |
Stickfoot | 4 of Diamonds | D | 5 | 7 (2) | - | - | mounted, will act on riders action card. |
Grimwulf | 4 of Hearts | E | 7 | 8 (2) | 0/3 | 6 | Strength -1 step (Spirit roll to shake off) |
Wess | 2 of Clubs | E | 6 | 9 (3) | 0/3 | 1 |
GM Bennies: 2
[ +- ] Battlmap

Rolls
Warchanter Lower Trait Strength vs Grimwulf - (1d6+2, 1d6+2, RA)
1d6+2 : (5) + 2 = 7
1d6+2 : (1) + 2 = 3