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Aftermath - Campaign after the War
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<blockquote data-quote="Rybaer" data-source="post: 1092" data-attributes="member: 118"><p>Session #3.3 – The Road to Ironwood</p><p></p><p>After a peaceful night of rest and recuperation, the group was eager to finish the last couple days to their destination: Shadykin’s school of magic. While the treant knew little of the areas beyond his own woods, he did know of a small town not more than a day or two’s travel to the north on the edge of the great Ironwood Forest. They assumed that this was probably the town of Ironwood that the school was supposedly built near, so they headed off in that direction.</p><p></p><p>Most of the first two days back on the road were quiet and peaceful. The warm spring sun was bringing the plains and wooded hills into full green by now. Rurik cast Gentle Repose on the dragon’s hide to try to keep it from smelling too badly. By late afternoon on the second day out from the treant, they came across an old and largely overgrown dirt road. The ranger gave it an inspection and found several sets of prints following the road in primarily the northern direction. Some of the prints looked like small, booted humanoids and the others like large dogs. The group followed the road north and noted that several more sets of prints joined in as they got closer to what was presumably the boundary of Ironwood Forest. </p><p></p><p>The road itself headed straight into the dark, old-growth forest. With about three hours of decent light left, they decided to press on and see where the road led. About an hour into the forest, Nigel’s sharp elvish eyes picked up the slightest hint of movement in the brush up ahead. He couldn’t make out what it was, but he was certain that it had been there. The group pulled up their horses and Nigel and Amblin silently snuck off the trail to either side – Amblin left and Nigel right – to try to flank and get a better look at what was ahead of them. The rest of the group agreed that they would proceed at a slow pace and in an open and non-adversarial manner.</p><p>When he got to within about a hundred feet, Nigel was able to get his first good look at several goblins in ambush positions on either side of the road. He quickly slipped back to those still on horseback and notified them of the situation, then hurried back into the woods to resume a flanking position. The rest of the group decided to try to continue with the non-adversarial approach, though Rurik and Boaz both dismounted (neither comfortable with mounted combat, especially on untrained horses).</p><p>As Boaz, Rurik and Zalman, leading all the horses, got to within a hundred feet, they too could catch glimpses of the hiding goblins. At about the same time, the goblins decided that they were close enough to open fire on with their bows. A couple arrows scored light hits, but most were ineffective. Boaz, with his supernatural gazelle-like speed, charged down the dirt road with his new magic great sword (complements of the dragon’s hoard) brandished menacingly. Boaz found there to be six goblins, three on either side of the road, and he waded into melee, cleaving the smelly little creatures left and right. Rurik, considerably slower than Boaz, came charging up behind almost too late to help out. Zalman held back with the horses, only slowly approaching and keeping an eye out for any other problems. Nigel, from his flanking position off to the right, surprised a couple of the goblins when he started launching arrows.</p><p>Throughout the short fight near the road, Amblin continued to push past the goblin position while sneaking through the trees to the left. He was the first to spot a squad of six more goblins further back into the woods, these ones all mounted on nasty-looking worgs. The goblin riders were already in a full charge down the road and Amblin decided not to give away his position by calling out a warning. His friends would be able to see them soon enough anyway. Instead, he pulled the last pair of war dogs off his Robe of Useful Items (giving him four in total now), and he tried to position himself to be able to flank the riders once they engaged his comrades.</p><p></p><p>While the first six goblins had fallen quickly, the mounted group posed much more of a challenge. As they closed in, the goblins hurled javelins and then engaged in mounted melee with short swords and shields. Boaz and Rurik were in the thick of the fray while Nigel launched a constant stream of “sharp pointy sticks” into the battle. Zalman cast a summoning and brought in another three celestial dogs to help deal with the worgs, then added support with a couple magic missiles and shots from his light crossbow. Once the melee was fully engaged, Amblin charged in with his four war dogs. (Note: there were now three celestial dogs, four war dogs, and six worgs in one tightly packed melee…thirteen in all. It was a noisy fight, to say the least, with all the growling, barking, and snarling.)</p><p></p><p>The fighting was intense. While the goblins were not as skilled of combatants as the party, they outnumbered those in melee by 2 to 1. The worgs’ powerful bites and ability to trip up opponents proved to be more dangerous a threat than their riders posed. Through some strategic double-teaming and a couple tanglefoot bags supplied by Zalman, the fight finally turned in the heroes’ favor. One of the goblins managed to flee the fight and his worg was able to outdistance even the speedy Boaz. The party noted that he headed in a roughly northern direction, though not following exactly along with the road.</p><p></p><p>Amblin, Boaz, and Rurik had each sustained a couple blows, but none were critical. One of Amblin’s dogs had perished, two had minor injuries, and one was unscathed. After looting the goblins and doing a couple other moderately obscene things to the bodies (to discourage further confrontation, they claimed), the group decided to push on into the rapidly falling night. They didn’t feel comfortable trying to camp with an unknown number of goblins somewhere in the vicinity.</p><p></p><p>Another two hours of slower progress down the road and night had fallen in full. They started to hear the unmistakable deep boom of drums in the distance up ahead of them. Nigel took point on foot a couple hundred feet ahead of the party and Hooty, Zalman’s owl familiar, also helped scout ahead. They encountered no further resistance or ambushes while they closed in on the drumming. Hooty returned to Zalman with a report on what he had found. Now, at this point, the link between Zalman and the familiar was still empathic only, though it was developing quickly toward full communication. Given this, the best information they could get from Hooty was that there were lots of goblins ahead, probably more than forty. Additionally, the owl was able to indicate lots of buildings and a large fire. Also, Hooty did his best to indicate that the goblins were in a circle around another person (*not* a goblin), who was tied up to something. While trying to interpret all this from the owl, the tempo of the drums started to increase and they could make out frantic yelling and cheering from the goblins.</p><p></p><p>Not liking the sound of that, the group decided to hastily plan a quick hit and run raid. Their only goal was to get in, cause as much confusion as possible, grab the goblins’ prisoner, and get back out alive. Zalman sent Hooty ahead with a thunderstone in his claws and instructions to drop it on the opposite side of the group of goblins from their intended approach.</p><p></p><p>With a couple minor exceptions, their plan was executed flawlessly (admittedly, this doesn’t happen that often in D&D). About the only part of the plan that didn’t happen was that Hooty’s dropped thunderstone failed to detonate (I gave it a 25% chance of landing on something too soft to trigger it’s noise effect). Regardless, the rest of the group, including all ten horses and three dogs, came charging into the surprised goblins. (I think I forgot to mention that the group had previously recovered several of the fallen orc cavalry’s horses to replace the two they lost to the Ankegs and to have several spares in case of further mishap. The dogs and spare horses were set loose to do as they wished. </p><p></p><p>The fight was far too chaotic for the goblins to mount a coordinated counter attack. Boaz was cleaving anything he could reach and Amblin and Nigel were similarly hitting anything that wasn’t fleeing outright. Zalman held back a bit, holding in reserve his few remaining spells, but managed to drop a few of the goblins that had the courage to threaten him. Rurik made straight for the prisoner, a young female halfling who was quite conscious, but also quite tied up to a pole in the ground. While Rurik’s lion head gave her pause, the halfling was not about to let a rescue attempt go to waste. As soon as Rurik had cut through the ropes binding her, she bolted for the door to a nearby building, giving the cleric a quick thanks on the way.</p><p></p><p>Unsure of her motives and wanting to know who she was, Zalman tried to intercept her inside the building she had just entered. Within was a large square room, with assorted piles of junk and shelves and such. Zalman found her hastily gathering up what he could only assume to be her possessions (mostly traveling gear, pouches, and so on). Zalman couldn’t get her to slow down from the overdrive mode she’d gone into since being freed. She bolted right past him for the door. He tried to use his staff to trip her and slow her down for a moment, but she nimbly went into a diving tuck and roll and came back up with only a sarcastic remark for him on her was back outside.</p><p></p><p>Rurik and Boaz were both just outside the door. With most of the remaining goblins already fleeing off into the night, they were more interested in the halfling they had just rescued. Finding her running back out the door with Zalman in pursuit, they both made attempts to grab her and slow her down. Neither, however, could catch the slippery girl. She danced her way across the courtyard battlefield over to a fallen goblin, bent over to pluck an ornate dagger from its dead hand, twirled it about a couple times and promptly sheathed it in her belt. With that, she finally came to a complete stop, turned to face Zalman, Boaz, and Rurik, and gave them an appraising look. (Zalman, a young human with white hair, Boaz, a huge half-orc with a massive great sword and spattered in goblin blood, and Rurik, a stout dwarf with the head of a lion – she had good reason to be a bit hesitant facing them, rescuers or not.) </p><p></p><p>While no one tried to grab her again, they demanded to know why she had fled when they untied her. They found that she had something of an abrasive and flippant attitude, but her answer was also fairly reasonable in retrospect: “I didn’t know how well you guys could handle the goblins and I wanted to make sure I had my equipment and my lucky dagger in case I had to make a hasty retreat from here.” By this time, the fighting was over and none of the group had taken much more than a few superficial injuries. Nigel rounded the horses back up while the others kept a close eye out for any returning goblins. Amblin performed a cursory search of some of the nearby buildings, even finding a secret cubby in the building where Kisty’s gear had been stashed that had a couple potentially magic items within.</p><p></p><p>The others grilled the halfling for a few minutes more. Her name was Kisty Goodbread and her hometown was a city known as Water Break, approximately six weeks to the east by foot (as she had been traveling due west from there for that long). She had gotten careless and unlucky in dealing with these particular goblins and was quite grateful for the group’s fortunate timing in rescuing her.</p><p></p><p>Once the horses were all rounded up, they decided to push northward and put a little distance between them and the goblin camp before settling down for the night. They found a clearing about half an hour away and stopped there. The halfling was content to travel with them for the time being and quickly curled up to sleep. The others all quietly discussed amongst themselves what they wanted to do with her. They knew that halflings, particularly those who had the spirit for adventuring, also tended somewhat toward thievery – and this one had all the hallmarks of fitting this stereotype. More so, what would a halfling be doing so far from home all alone, particularly in a region that was almost completely uncivilized and quite dangerous? Bottom line, no one trusted her. On the other hand, though, she purported to be from Water Break, a city that she claimed had over twenty thousand inhabitants – far larger than New Selmar. Since one of the key aspects of their mission was to find other settlements and to retrieve sources of knowledge, this sounded like an excellent place to start. After much debate, they decided that they would seek out her home city after they had found Shadykin…and Kisty would lead them there as payment for their rescuing her. Of course, she would be watched very closely and would not be allowed into the nightly watch rotation.</p><p></p><p>The rest of the night was mostly quiet. Hooty reported spotting several goblins nearby throughout the night, but apparently they were unwilling to try to attack the party. In the morning, when Kisty awoke, the group asked her if she would lead them back to her hometown. Kisty was very hesitant at the idea, alluding to some problems with her family that she’d just spent the last six weeks trying very hard to get away from. When they pressed upon her that this would be in return for her rescue from the goblins, she grudgingly agreed.</p><p></p><p>With that, they saddled up and headed off down the road in search of Shadykin’s school. It turned out that they had camped less than a quarter mile away from the strangest building they had ever laid eyes upon…one they could only assume to be the eccentric wizard’s school.</p><p></p><p></p><p>(DM’s notes: The goblins had established their camp in the remnants of an old monastery that had been near Ironwood. For this, I borrowed the Monk Temple map from the last page of Sword and Fist. The goblin gathering was held in the garden and Kisty’s equipment was in the Hall of Prowess. The clearing that the group camped in later that night was actually the site of the (former) town of Ironwood. Every building had been burnt to the ground during the war some twenty years earlier and had long since been overgrown.)</p><p></p><p></p><p></p><p>-Rybaer</p></blockquote><p></p>
[QUOTE="Rybaer, post: 1092, member: 118"] Session #3.3 – The Road to Ironwood After a peaceful night of rest and recuperation, the group was eager to finish the last couple days to their destination: Shadykin’s school of magic. While the treant knew little of the areas beyond his own woods, he did know of a small town not more than a day or two’s travel to the north on the edge of the great Ironwood Forest. They assumed that this was probably the town of Ironwood that the school was supposedly built near, so they headed off in that direction. Most of the first two days back on the road were quiet and peaceful. The warm spring sun was bringing the plains and wooded hills into full green by now. Rurik cast Gentle Repose on the dragon’s hide to try to keep it from smelling too badly. By late afternoon on the second day out from the treant, they came across an old and largely overgrown dirt road. The ranger gave it an inspection and found several sets of prints following the road in primarily the northern direction. Some of the prints looked like small, booted humanoids and the others like large dogs. The group followed the road north and noted that several more sets of prints joined in as they got closer to what was presumably the boundary of Ironwood Forest. The road itself headed straight into the dark, old-growth forest. With about three hours of decent light left, they decided to press on and see where the road led. About an hour into the forest, Nigel’s sharp elvish eyes picked up the slightest hint of movement in the brush up ahead. He couldn’t make out what it was, but he was certain that it had been there. The group pulled up their horses and Nigel and Amblin silently snuck off the trail to either side – Amblin left and Nigel right – to try to flank and get a better look at what was ahead of them. The rest of the group agreed that they would proceed at a slow pace and in an open and non-adversarial manner. When he got to within about a hundred feet, Nigel was able to get his first good look at several goblins in ambush positions on either side of the road. He quickly slipped back to those still on horseback and notified them of the situation, then hurried back into the woods to resume a flanking position. The rest of the group decided to try to continue with the non-adversarial approach, though Rurik and Boaz both dismounted (neither comfortable with mounted combat, especially on untrained horses). As Boaz, Rurik and Zalman, leading all the horses, got to within a hundred feet, they too could catch glimpses of the hiding goblins. At about the same time, the goblins decided that they were close enough to open fire on with their bows. A couple arrows scored light hits, but most were ineffective. Boaz, with his supernatural gazelle-like speed, charged down the dirt road with his new magic great sword (complements of the dragon’s hoard) brandished menacingly. Boaz found there to be six goblins, three on either side of the road, and he waded into melee, cleaving the smelly little creatures left and right. Rurik, considerably slower than Boaz, came charging up behind almost too late to help out. Zalman held back with the horses, only slowly approaching and keeping an eye out for any other problems. Nigel, from his flanking position off to the right, surprised a couple of the goblins when he started launching arrows. Throughout the short fight near the road, Amblin continued to push past the goblin position while sneaking through the trees to the left. He was the first to spot a squad of six more goblins further back into the woods, these ones all mounted on nasty-looking worgs. The goblin riders were already in a full charge down the road and Amblin decided not to give away his position by calling out a warning. His friends would be able to see them soon enough anyway. Instead, he pulled the last pair of war dogs off his Robe of Useful Items (giving him four in total now), and he tried to position himself to be able to flank the riders once they engaged his comrades. While the first six goblins had fallen quickly, the mounted group posed much more of a challenge. As they closed in, the goblins hurled javelins and then engaged in mounted melee with short swords and shields. Boaz and Rurik were in the thick of the fray while Nigel launched a constant stream of “sharp pointy sticks” into the battle. Zalman cast a summoning and brought in another three celestial dogs to help deal with the worgs, then added support with a couple magic missiles and shots from his light crossbow. Once the melee was fully engaged, Amblin charged in with his four war dogs. (Note: there were now three celestial dogs, four war dogs, and six worgs in one tightly packed melee…thirteen in all. It was a noisy fight, to say the least, with all the growling, barking, and snarling.) The fighting was intense. While the goblins were not as skilled of combatants as the party, they outnumbered those in melee by 2 to 1. The worgs’ powerful bites and ability to trip up opponents proved to be more dangerous a threat than their riders posed. Through some strategic double-teaming and a couple tanglefoot bags supplied by Zalman, the fight finally turned in the heroes’ favor. One of the goblins managed to flee the fight and his worg was able to outdistance even the speedy Boaz. The party noted that he headed in a roughly northern direction, though not following exactly along with the road. Amblin, Boaz, and Rurik had each sustained a couple blows, but none were critical. One of Amblin’s dogs had perished, two had minor injuries, and one was unscathed. After looting the goblins and doing a couple other moderately obscene things to the bodies (to discourage further confrontation, they claimed), the group decided to push on into the rapidly falling night. They didn’t feel comfortable trying to camp with an unknown number of goblins somewhere in the vicinity. Another two hours of slower progress down the road and night had fallen in full. They started to hear the unmistakable deep boom of drums in the distance up ahead of them. Nigel took point on foot a couple hundred feet ahead of the party and Hooty, Zalman’s owl familiar, also helped scout ahead. They encountered no further resistance or ambushes while they closed in on the drumming. Hooty returned to Zalman with a report on what he had found. Now, at this point, the link between Zalman and the familiar was still empathic only, though it was developing quickly toward full communication. Given this, the best information they could get from Hooty was that there were lots of goblins ahead, probably more than forty. Additionally, the owl was able to indicate lots of buildings and a large fire. Also, Hooty did his best to indicate that the goblins were in a circle around another person (*not* a goblin), who was tied up to something. While trying to interpret all this from the owl, the tempo of the drums started to increase and they could make out frantic yelling and cheering from the goblins. Not liking the sound of that, the group decided to hastily plan a quick hit and run raid. Their only goal was to get in, cause as much confusion as possible, grab the goblins’ prisoner, and get back out alive. Zalman sent Hooty ahead with a thunderstone in his claws and instructions to drop it on the opposite side of the group of goblins from their intended approach. With a couple minor exceptions, their plan was executed flawlessly (admittedly, this doesn’t happen that often in D&D). About the only part of the plan that didn’t happen was that Hooty’s dropped thunderstone failed to detonate (I gave it a 25% chance of landing on something too soft to trigger it’s noise effect). Regardless, the rest of the group, including all ten horses and three dogs, came charging into the surprised goblins. (I think I forgot to mention that the group had previously recovered several of the fallen orc cavalry’s horses to replace the two they lost to the Ankegs and to have several spares in case of further mishap. The dogs and spare horses were set loose to do as they wished. The fight was far too chaotic for the goblins to mount a coordinated counter attack. Boaz was cleaving anything he could reach and Amblin and Nigel were similarly hitting anything that wasn’t fleeing outright. Zalman held back a bit, holding in reserve his few remaining spells, but managed to drop a few of the goblins that had the courage to threaten him. Rurik made straight for the prisoner, a young female halfling who was quite conscious, but also quite tied up to a pole in the ground. While Rurik’s lion head gave her pause, the halfling was not about to let a rescue attempt go to waste. As soon as Rurik had cut through the ropes binding her, she bolted for the door to a nearby building, giving the cleric a quick thanks on the way. Unsure of her motives and wanting to know who she was, Zalman tried to intercept her inside the building she had just entered. Within was a large square room, with assorted piles of junk and shelves and such. Zalman found her hastily gathering up what he could only assume to be her possessions (mostly traveling gear, pouches, and so on). Zalman couldn’t get her to slow down from the overdrive mode she’d gone into since being freed. She bolted right past him for the door. He tried to use his staff to trip her and slow her down for a moment, but she nimbly went into a diving tuck and roll and came back up with only a sarcastic remark for him on her was back outside. Rurik and Boaz were both just outside the door. With most of the remaining goblins already fleeing off into the night, they were more interested in the halfling they had just rescued. Finding her running back out the door with Zalman in pursuit, they both made attempts to grab her and slow her down. Neither, however, could catch the slippery girl. She danced her way across the courtyard battlefield over to a fallen goblin, bent over to pluck an ornate dagger from its dead hand, twirled it about a couple times and promptly sheathed it in her belt. With that, she finally came to a complete stop, turned to face Zalman, Boaz, and Rurik, and gave them an appraising look. (Zalman, a young human with white hair, Boaz, a huge half-orc with a massive great sword and spattered in goblin blood, and Rurik, a stout dwarf with the head of a lion – she had good reason to be a bit hesitant facing them, rescuers or not.) While no one tried to grab her again, they demanded to know why she had fled when they untied her. They found that she had something of an abrasive and flippant attitude, but her answer was also fairly reasonable in retrospect: “I didn’t know how well you guys could handle the goblins and I wanted to make sure I had my equipment and my lucky dagger in case I had to make a hasty retreat from here.” By this time, the fighting was over and none of the group had taken much more than a few superficial injuries. Nigel rounded the horses back up while the others kept a close eye out for any returning goblins. Amblin performed a cursory search of some of the nearby buildings, even finding a secret cubby in the building where Kisty’s gear had been stashed that had a couple potentially magic items within. The others grilled the halfling for a few minutes more. Her name was Kisty Goodbread and her hometown was a city known as Water Break, approximately six weeks to the east by foot (as she had been traveling due west from there for that long). She had gotten careless and unlucky in dealing with these particular goblins and was quite grateful for the group’s fortunate timing in rescuing her. Once the horses were all rounded up, they decided to push northward and put a little distance between them and the goblin camp before settling down for the night. They found a clearing about half an hour away and stopped there. The halfling was content to travel with them for the time being and quickly curled up to sleep. The others all quietly discussed amongst themselves what they wanted to do with her. They knew that halflings, particularly those who had the spirit for adventuring, also tended somewhat toward thievery – and this one had all the hallmarks of fitting this stereotype. More so, what would a halfling be doing so far from home all alone, particularly in a region that was almost completely uncivilized and quite dangerous? Bottom line, no one trusted her. On the other hand, though, she purported to be from Water Break, a city that she claimed had over twenty thousand inhabitants – far larger than New Selmar. Since one of the key aspects of their mission was to find other settlements and to retrieve sources of knowledge, this sounded like an excellent place to start. After much debate, they decided that they would seek out her home city after they had found Shadykin…and Kisty would lead them there as payment for their rescuing her. Of course, she would be watched very closely and would not be allowed into the nightly watch rotation. The rest of the night was mostly quiet. Hooty reported spotting several goblins nearby throughout the night, but apparently they were unwilling to try to attack the party. In the morning, when Kisty awoke, the group asked her if she would lead them back to her hometown. Kisty was very hesitant at the idea, alluding to some problems with her family that she’d just spent the last six weeks trying very hard to get away from. When they pressed upon her that this would be in return for her rescue from the goblins, she grudgingly agreed. With that, they saddled up and headed off down the road in search of Shadykin’s school. It turned out that they had camped less than a quarter mile away from the strangest building they had ever laid eyes upon…one they could only assume to be the eccentric wizard’s school. (DM’s notes: The goblins had established their camp in the remnants of an old monastery that had been near Ironwood. For this, I borrowed the Monk Temple map from the last page of Sword and Fist. The goblin gathering was held in the garden and Kisty’s equipment was in the Hall of Prowess. The clearing that the group camped in later that night was actually the site of the (former) town of Ironwood. Every building had been burnt to the ground during the war some twenty years earlier and had long since been overgrown.) -Rybaer [/QUOTE]
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