Epilogue
In the following few days, as the army settles down to rest in the ready made camp site and the spoils are sorted and distributed, each member of the party will recieve 1625 gp, which represents the traditional portion of the pilliage that a commander is entitled to. In addition, each member of the party, having overcome yet more awesome challenges and enemies, recieves xp as follows: Norri and Whitney get 1750xp, Bhartus 1500, Jericho 1600, and Tarowyn 550.
Whitney: As you make your true identity known to the knights (assuming Jericho does as you ask), they initially show great embarrasment, and then, getting word of your arcane prowess and (presumably) your role in the battle, even these brave nobles show outward signs of intimidmidation around the Lady. As days pass, though, the ambitions and roles of ones of their class overcome their unease and some make obvious attempts to court the beautiful woman of such high rank.
Bhartus: Many of the more devout (or superstitious) soldiers, mostly common infantry, approach you to give their thanks to both Moradin, who they refer to as the Great Dwarf, and his chosen people. Some, fearing for their family and lands openly plead for you to summon your kinsmen to the aid of the Kingdom and the North against its heretical enemies, believing that one who can call on such incredible divine patronage simply must have the means.
Norri: The common rank and file of the Evenwood host, already predisposed to liking the jovial wee folk, shower you with more offers of drink and play after hearing of your ordeal with the wolf creatures, "You gave them goblin monsters one good, I bet?" is a common question. The scouts are especially impressed with your exploits, appreciating any who is as lightly armored as themselves making such a show in a standup fight with stronger, larger advaseries.
Tarowyn: Already upset with the way you handled barter with Kravik, though no one had any love with him, most of the men, especially the Knights, have their low opinions reinforced after hearing rumors of your possession by foul spirits. Most of the army keeps its distance from you throughout the encampment.
Jericho: After two days, you recieve word by rider from Lord Evenwood: He congratulates you, the Fist, and his men on their resounding victory over the goblin host and his pleasure in seeing House Evenwood (despite the lack of an Evenwood in a command role), take a definitive step against the greenskin tribes. With that said, he orders you follow up your victory by razing and pilliaging every goblin settlement that remains in the Evenwood, killing or pushing out their inhabitants. You will move west through the woods as you do so, emerging into the open valley at Travensburg, from which you will move on to defend Duvik's Pass. With the bulk of goblin strength shattered, you should expect no more serious opposition during your passage through the woods, though hunting out the remnants of the tribes, many of which reside in small hilly settlments and caves in the far north of the woods, will slow down the army's march, requiring a slow travel time of about two weeks before you hit Travensburg.
ooc: Update your character sheets as usual. For those that level (Tarowyn and Whitney if i'm not mistaked) remove any unused Actions Points and replace them with 7 more. Assuming Jericho follows orders, you will have about two weeks of downtime, so give me a broad description of your activities in those two weeks if you wish. I'll start up the next chapter as early as this weekend.