fe.settings:getUserBoardSettings - non array given[tulpa] - Endchan Magrathea
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> Ashley can Barbie and Betsy fly above the treetops to scout too? They should be able to see much more from above than we do in this dense forest.

"I thought of that but these girls are so noisy, they'll know we're coming. I'll send them up if we get lost." Ashley docks her babies on her shoulders. Their little tufted claw-feet dig into her skin through her layers but aren't too uncomfortable.

Mr. Bigglesworth slinks through the grass like a cat on the prowl as he follows Alice closely.

[17:30]

The group works their way north, as stealthily as they can even with a party member blatantly smelling like rotten goblins.

Some rolls are hidden for this scene, but guidance is noted.

You pass a goblin campsite strewn with bits and pieces of junk and articles that may have once been Gundren's. There is nothing of value. The campsite seems like it was used as late as this morning. Goblin tracks head off north and down toward the ambush site and back along with countless passes along a well used path. The goblins seem to be keeping an eye on the road.

Alice, your AC is 10+WIS+DEX=13 but you may be eligible for a Centered Bonus +3 if you are Sacred Fist Class

[1d20+2=16] About 10 minutes north, Alice notices a snare trap. She can choose to release it or leave it and let everyone know it exists. In either case it's defeated.

Decision #1 Required from Alice

[PER 1d20+2=8, DEX 1d20+3=12] Another hour north, Alice walks over a pit but her light weight doesn't trigger it before she notices the predicament and jumps free of it. The trap is technically sprung and is obvious to others who see it now.

Alice can reset the trap or leave it. Decision #2 Required from Alice

Traveling with stealth is very slow, 1mph, so it takes until well after dark to reach what looks like a cave in the side of a large hill, leading up to the Neverwinter forest. &Neverwinter forest is on a plateau roughly 100-150 ft. up with a gentle enough slope to avoid any hinderance to movement." 

[0:45 Wednesday Spring 13th a cold wind is blowing from the South] 

Unfortunately the direction of wind means you're upwind from the cave entrance and several goblins exit the roughly 10' x 10' wide entrance, noses high. This is not due to Alice, they expect a goblin smell, the goblins can simply smell the foul odor of other humanoids.

[1d20-1=4] You are near the entrance to cave but the Goblins don't see you and only have a vague feeling you're nearby. They're increasing their forces by the minute, so you can somewhat choose when to attack based on how many you want to attack outside. You will have surprise so advantage and round 1 attack unopposed. Currently 4 have fanned out near the entrance. You all have full cover and stealth and surprise. Keep in mind they may call for reinforcements during this engagement.

There are a finite number of goblins, but expect many. The map is 10ft to a square. 

Yulya recognizes this as only about 7 miles West of her old cabin.

If you retreat at any time, they may notice and will get a chance to fire at you.

Requirted action...