"I think I'm just not used to bleeding." From what little Aiwe's heard of Wirrow's childhood (and most of her teenage years so far), it certainly makes sense that she would have rarely had opportunities to get hurt. "But I think I'm already feeling pretty much better about it... besides, aren't you the one we should be concerned about? You got hurt worse than I did."
Lion's Way
"I think I'm just not used to bleeding." From what little Aiwe's heard of Wirrow's childhood (and most of her teenage years so far), it certainly makes sense that she would have rarely had opportunities to get hurt. "But I think I'm already feeling pretty much better about it... besides, aren't you the one we should be concerned about? You got hurt worse than I did."
Her eyes keep drifting to the bloody corpses, however, specifically the crossbowman with one of her arrows sticking out of it.
They were trying to kill us all, she reminds herself.
She had never killed a person until now—and she had only ever killed one animal before—and the idea that she held the power to both save lives and take them was an unsettling one.
"Oh! Well, it's mostly just a new breed of Moon Cress I found growing in a neighbor's garden. Apparently it grows really well alongside pumpkins...it uh..." She gives a wry smile. Perhaps she shouldn't tell her patients that she was giving them a minor hallucinogen absorbed through the skin...It had miraculous healing properties too! But she found she couldn't let anyone have too much at once...
"Nevermind. I'm glad it works! Just...take it easy, okay?" she smiles.
When she gets to Wirrow and examines her wound, she furrows her brow at the congealed cut.
"Strange...Clotted already? I hope that bolt wasn't poisoned..." she wonders. After quickly cleaning and bandaging the cut, she looks sternly at Wirrow. "If you feel dizzy or find yourself losing focus today, let me know! I'm going to find one of those bolts before we leave so I can check it for poison later..."
"It's always you, Stella," Aiwë says, hearing her mother's voice echo over her words. "When we can we offer them a choice before, and we spare who we can after," she gestures to the captives in the cart, "but they chose to risk lives. When you chose who to save, it's always you, or those you protect." She gives Stella a very gentle bump on the arm.
"You helped all of us, and did amazing. You must be so proud of yourself."
Though...her actions were well-performed—except for her archery, compared to Wirrow's. Still, positive self-reinforcement would help her perform well in future encounters like this one. Statistically speaking, the odds of another deadly fight in her future were...well, very high.
With that figured out, she looks at Aiwë and smiles, her eye stars returning to their normal, soft yellow. "Thanks Aiwë. You were wonderful too! And throwing mallets?! That's a new one," she chuckles, then moves on to administer care to another party member.
And even though Stella finds no poison on any of the bolts, partway through the journey back Wirrow does in fact stagger, feeling unwell just like Stella described. She lets the other girl know, as she was asked, but also tells Stella it's more just the heat getting to her (understandably so), and requests to travel the rest of the way inside the wagon.
I also go and receive healing from Stella. "What concoction is this? I guess I'll try it... Wow, that is some powerful stuff!"
As we return to Candlekeep I cant help but wonder... Who had sent those bandits to retrieve the iron and how did they know were to find the caravan?
HP: 11/12
Rolls
Healing from Stella - (1d6+5)
(3) + 5 = 8
Why should Stella be proud? She only wants to read and study. And she is allowed to. Stella was never at war.
Aiwë checks on the bandits in the back of the wagon, then sets to watching their perimeter as they return to Candlekeep. She will see Stella back safely to her books.
Keggruk’s eyes glint red in the dim lighting. "Let’s put some distance between ourselves and Candlekeep, and then we’ll rest until morning. Then, if all is well, you can discuss as a group where you want to go next."
As it turns out, ‘putting some distance between ourselves and Candlekeep’ means driving a hard pace until nearly midnight. The orog paladin pushes the group hard. Sometimes he leads from the front, and sometimes he keeps to the rear, glancing back often as though expecting pursuit, but always he keeps the party moving. His unspoken apprehension is contagious, and even those accustomed to the dark of night find themselves looking over their shoulders more often than necessary.
When a threat does reveal itself, however, it doesn’t come from behind.
It is directly in front of the party.
It watches the approaching party with a singular, fixed gaze.
"GRONAR!" she shouts, beginning her orcish war chant and stamping her feet along with her drum. She draws her sword with one hand and beats her chest with the flat of her blade, baring her teeth as she spits threats at their enemies and buoys her allies with her cries.
Rolls
DONT MESS WITH US WE'RE BIG AND SCARY TOO (intimidation) - (1d20+5)
(12) + 5 = 17
Quit pouting, girl, she scolds herself. Would you rather stay in Candlekeep with assassins after your friends?
Somehow, the self-talk didn't make her feel any better.
The armored figure doesn’t give an answer, but raises a spiked gauntlet. From either side of the road step truly large creatures, both of them humanoid and clutching greatclubs. Ogres. They flank the armored man as he begins to move forward.
We're a big group, and there are only three of them, right? Three...massive juggernauts...But we have Kregguk! He's a seasoned warrior—a paladin!
Trembling, Stella shrugs her bow off her shoulder and sets one end behind her foot to strings it—this time, she hadn't listened to Wirrow's reminder. Thankfully the enemy was approaching only slowly.
In a flash of lightning, however, Wirrow sees more. Two men with longbows silently creeping forward along the sides of the road, nearly hidden by the trees. And yet another figure, this one cloaked with the hood drawn up, stands farther back on the road, out of the sight of anyone else on this dark night. It is significantly shorter and much more slender than the others.
The man in spiked armor raises his sword and punches the weapon forward, and the two ogres bellow their warcries and charge!
The enemies are marked with various colors in the chart below, basically indicating how close they are to the party:
Green means they can be engaged in melee.
Orange means they're a bit further back, roughly 30-60 feet (You could reach them if you move forward, but that would risk incurring opportunity attacks from the green folks (ogres).
Red in this case means that they're pretty far back, roughly 100 feet. Some ranged attacks can reach them, but if they're outside the range of your darkvision, you'll have disadvantage.
IMPORTANT STUFF!
Please at the end of your post just make a note of your HP, your AC, and roughly where you are compared to the rest of the party (ex. 'In front to tank' or 'In back to NOT tank', etc)
Try not to die!

Bert's AC:12
Bert's HP:5
Definitely towards the front.
"Nicely done Bert. Well, I suppose this just goes to show how far we have to go. Next time, we'll focus more on aiming, yes?"
Rolls
Ray of Sickness attack - (1d20+4)
(5) + 4 = 9
An arrows whistles out from the dark, and though it only slices the archer's arm, the mere touch of it sends a jolt of deadly fear into their heart. It leave a phantom imprint of itself there as well, a black thing poised to bury itself further. She then does her best to gauge distances, and retreats to where she thinks she might be safe from any retribution, while still keeping an eye on the lone figure at the other end of the battle.
(Archer 2 takes 11 damage (7 piercing, 4 psychic), and if they take any harmful action towards Stella on their next turn, they take 1d10 psychic damage.)
HP: 12/12
AC: 14
Far back, hopefully out of vision range of the archers.
Rolls
Longbow vs Archer 2 (Shadowmark) - (1d20+5, 1d20+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (6) + 5 = 11
Damage (Longbow, Shadowmark) - (1d8+3, 1d12)
1d8+3 : (4) + 3 = 7
1d12 : (4) = 4