2. The Ironwood

Edeldhur
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Edeldhur
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2. The Ironwood

#1 Post by Edeldhur »

From the shadowy spire of the Bleak Tower, a winding path forges ahead, veering north and east into the heart of the enigmatic Ironwood. This ancient forest is a mosaic of nature's caprice: undulating hills, hidden gullies, and formidable rock bluffs that challenge even the bravest souls. Amidst this wild terrain stand the Ironwood's silent sentinels—petrified trees, their forms frozen in time. Some remain erect, defying the ages, while others have succumbed to the relentless march of time, now lying shattered upon the earth like the ruins of a forgotten civilization.

In stark contrast to these stone-like giants, the resilient white birch trees have staked their claim, their silvery bark gleaming like beacons of hope. Their leaves whisper tales of resilience, painting a picture of life's persistence amidst the stillness. It is here, beneath the watchful gaze of these birch guardians, that the band of intrepid adventurers treads softly. Their eyes are ever vigilant, for they seek the elusive goblins that are rumored to haunt these woods. With every step, they are acutely aware that the Ironwood holds more than just secrets - it harbors dangers both seen and unseen, and the threat of ambush lurks behind every shadow. Yet, driven by purpose and the thrill of the unknown, they press on, for adventure calls to them as surely as the forest whispers its ancient songs.
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Re: 2. The Ironwood

#2 Post by Edeldhur »

Current Time: 9am
Travel time: 2 hours

After a good rest at the Villain's Luck inn, the group starts bright and early the next day. As you follow the northeastern path through the ironwood forest, the early autumn weather takes on a grim and foreboding character. The sky is overcast with heavy, gray clouds that seem to hang oppressively low, casting an eerie shadow over the landscape. A chill wind cuts through the air, rustling the leaves of the petrified trees and carrying the damp scent of decaying vegetation.

Despite the rugged terrain and neglected path, you make good progress, navigating around fallen branches and overgrown thickets. The journey remains uneventful for a couple of hours, the only sound being the crunch of leaves beneath your boots and the occasional call of a distant bird.

Continuing along, you spot a group of goblins up ahead, possibly around ten in number, though it's hard to be certain from this distance. They are gathered around a small cluster of twisted, gnarled trees, seemingly preoccupied with digging at the base of one. Whatever they're trying to unearth remains a mystery to you for now, but of more concern is the fact two of them seem to be looking straight at you!

-- Combat blurb --
Number of Goblins: 10? (you are not sure)
Distance: About 170 yards away
Note about movement in S&W: Depends in the weight carried
Up to 75 pounds = 120 yards/round
76–100 pounds = 90 yards/round
101–150 pounds = 60 yards/round
151–300 pounds = 30 yards/round

Actions? Go!
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Rex
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Re: 2. The Ironwood

#3 Post by Rex »

Bodkin

Bodkin will try to close the distance with them as quickly as he can so he can engage in melee. Shield up for protection, mace in hand. No battle cry yet just in case we haven't been spotted though he suspects they have spotted us.

He doesn't have any missile weapons yet and he isn't in "charge" range yet. So, doubling move if allowed.
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Re: 2. The Ironwood

#4 Post by archolewa »

Achalus

Achalus isn't taking any chances. Ten is a lot, and there may be others they could call for. She's going to cast her Sleep spell, and try to catch as many of the goblins in it that she can. The spell has a range of 240ft (no area of effect is specified, at least in the Core rules).

Number affected, assuming the spell goes off successfully:
Edit: Misread the units on the distances initially. Achalus should be able to move within range of the goblins to cast the spell, but I don't know if Swords & Wizardry allows moving and spellcasting in one round or not. If she has to be stationary to cast, then she'll just move up, but stay about 10 yards behind the front liners, this round.
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Re: 2. The Ironwood

#5 Post by Edeldhur »

I am still learning the S&W rules myself - so I have created a thread for the Combat rules, and will keep it updated. We can also use it for discussion. Here: viewtopic.php?t=13628

I am still investigating the particular situation of moving + casting spells - I will let you know!

Sleep spell is 2d8 however :P
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Re: 2. The Ironwood

#6 Post by archolewa »

Edeldhur wrote: Sat Jun 01, 2024 4:10 pm Sleep spell is 2d8 however :P
Must be a change from Core then, core is 4d4 for monsters <= 1 HD. Annoying. I'd hoped that Core (which I own the book for) was a proper subset of Complete.

Regardless, proper roll:

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Re: 2. The Ironwood

#7 Post by Dicey »

Talesian lets fly a few arrows but there are too many trees about to reach the targets.

Long Bow 1st shot [1d20+1]=4+1=5, dam. [1d6]=3, 2nd shot [1d20+1]=6+1=7, dam. [1d6]=5 Shit roller.
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Re: 2. The Ironwood

#8 Post by Revenant »

Amargion

"I count ten, maybe more out of sight," Amargion says as he nocks an arrow in his bow, "And looks like two might of caught a view. Time to narrow the odds folks," as he aims and fires.

1st Shot: [1d20]=7
2nd Shot: [1d20]=17
Damage: [1d6]=5
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Re: 2. The Ironwood

#9 Post by gurusql »

Jůnger

Jůnger has no missile weapons but will move up with Bodkin, Jůnger's hammer at the ready.
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Re: 2. The Ironwood

#10 Post by Edeldhur »

ybn1197 has not posted in sometime, but I will move us along later today.
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Re: 2. The Ironwood

#11 Post by Edeldhur »

Current Time: 9am
Travel time: 2 hours

The combat finishes just as fast as it started, showing just how powerful the Arcane arts can be!
One by one, the goblins collapsed to the forest floor, their limbs slackening, weapons slipping from their grasp to thud against the earth.

Combat over! :o

Actions?

PS - will post some notes regarding the combat in OOC
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Re: 2. The Ironwood

#12 Post by archolewa »

Achalaus

"Well, I hope the rest of you can handle whatever else comes our way, because I'm tapped out. Here's hoping I don't come to regret this." Achalus wipes a hand across her sweaty forehead, then pulls out her rope and binds the nearest sleeping goblin. "I say we slay the rest and interrogate this one."
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Re: 2. The Ironwood

#13 Post by Rex »

Bodkin

"That works for me."

Bodkin goes about the messy business of finishing the goblins.
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Re: 2. The Ironwood

#14 Post by Dicey »

Talesian, she-devil with a sword

Yes, slay them!” Talesian said with glee as she slit throats from ear to ear, then sliced off the ears for the Margrave’s 5 gp per pair.

A few goblins awoke half-way through their throat cutting. Talesian whispered to them: “I’ll see you in hell!” as she finished the slice. Her arms were drenched in blood.

Afterwards Talesian helped loot the bodies.
…They are gathered around a small cluster of twisted, gnarled trees, seemingly preoccupied with digging at the base of one. Whatever they're trying to unearth remains a mystery to you for now…
Let’s find out what they were digging for!”
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Re: 2. The Ironwood

#15 Post by archolewa »

Achalus
Achalus barely contains her discomfort at Talesian's bloodthirsty glee. Better an ally than an enemy...
Dicey wrote: Tue Jun 04, 2024 11:26 pmLet’s find out what they were digging for!”
"Perhaps before we go digging around in the dirt, we should *ask* our prisoner," said Achalus cooly. She gave the bound goblin a kick. "Hey, you gnarled little runt! Wake up. We got questions for you. I like your answers, well, we'll just have to see. I *don't* like your answers and I'll feed you, still breathing, to a pack of wild boars."
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Re: 2. The Ironwood

#16 Post by gurusql »

Jůnger

With the others killing the goblins, he will watch around for reinforcements.
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Re: 2. The Ironwood

#17 Post by ybn1197 »

Aegidelio is unable to contain his disgust at the treatment of the prisoners. Goblin or not, they were completely defenseless. He walks away from Talesian, giving her and himself room from one another. He then proceeds to where the goblins were digging and looks in the hole.
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Re: 2. The Ironwood

#18 Post by Edeldhur »

Treasure generation (DM practice):
10 goblins are worth 10xp each for 100xp total
Multiply the total experience points by 1d3+1 [1d3+1]=3+1=4 = 400
Roll on the table which corresponds to the approximate gold piece value of the treasure [1d6]=2 = Trinkets worth a total of 2d10gp, 1d100gp, 1d6 x1000cp
[2d10]=12 [1d100]=25 [1d6]=6

Achalus binds a goblin and suggests interrogating it. Bodkin and Talesian efficiently finish off the remaining goblins, with Talesian particularly relishing the task and collecting ears for the Margrave’s bounty.

Among the goblin possessions, the group amasses 4 javelins, 10 clubs, 3 dead squirrels, 5 beheaded rats, one necklace made of unidentified teeth, three white, polished stones, and 205 gold pieces in a small chest.

Jůnger, vigilant, keeps watch for any reinforcements while Aegidelio, disgusted by the brutality, distances himself and inspects the hole the goblins were digging - he discovers a clutch of eight, nutritious gecko eggs in the hole.

(Eight gecko eggs = 2 rations)
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Re: 2. The Ironwood

#19 Post by ybn1197 »

Nodding to himself, Aegidelio scoops the eggs up and places them in his sack to be used for breakfast at a later time.
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Re: 2. The Ironwood

#20 Post by Rex »

Bodkin

Bodkin finishes up and takes a look at the loot. "If no one minds I am taking the javelins. I need some missile weapons. I will also take the stones for now, someone else can take the gold. We can split the stones and coins up when we get back to the tower."

Sheet updated.
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