Time
Antonia has 12 hours, from 06:00 until the Solana Scammers execute their prisoners at nightfall at 18:00. Every story choice and every completed combat turn costs 10 minutes. A short rest costs 1 hour, can spend any number of Slippy’s remaining Hit Dice, fully heals living companions, and then enters a 6-hour cooldown. A long rest costs 6 hours, is available once per hunt, fully heals the party, and restores all spell slots and Favored Enemy uses. A separate real-play stopwatch pauses while the tab is hidden and stops when the run ends.
Stealth
The cave is not one check. You must cross several watched spaces. Failures raise Suspicion, change patrols, add enemies, and close routes. At 6 Suspicion, the cave enters lockdown.
Combat
Every combatant rolls initiative before each fight, and the visible timeline shows who acts next. Select an enemy to focus and a party card to choose the recipient of healing or antitoxin. Distances and cover matter. The longbow has a maximum range of 120 feet and suffers disadvantage at 5 feet. Fang Strike requires 5 feet. Move once before or after your action, use one bonus action, take one action, then end your turn. Hunter’s Mark is a bonus action and requires Concentration. Whenever Slippy takes damage while concentrating, he makes a Constitution save (DC 10 or half the damage, whichever is higher); losing the save ends the mark. Taking cover gives ranged attackers disadvantage against Slippy as well as the cover AC bonus. Enemies show their likely intent, move into range, and attack whenever possible. Armed enemies use +1 weapons; the Blackthorn Boar attacks with its natural tusks and receives no weapon bonus. Leaving an enemy’s melee reach without Disengaging can trigger an opportunity attack, and Slippy can answer retreating enemies with Fang & Coil as his reaction. Solana has a 20% chance to poison a target after a successful hit. The Blackthorn Boar can knock a charged target prone; standing uses half movement. A Sunstone Shard stuns undead, which then make a DC 13 Wisdom save at the start of each turn; success ends the stun, while failure costs that turn.
Death Saves & Rescue
At 0 HP, Slippy or an ally falls unconscious instead of leaving combat immediately. On that character’s initiative, roll a death save: 10 or higher is a success, 9 or lower is a failure, a natural 20 restores 1 HP, and a natural 1 counts as two failures. Three successes stabilize the character; three failures mean death. Any normal healing received before death restores consciousness and resets the death saves. Living allies prioritize Slippy or another fallen companion, using a carried Moonwort Salve first or their own once-per-combat emergency aid.
Backpack
Items remain visible on the right. Moonwort Salve can be used as a bonus action for a rolled heal, or as a full action for its maximum heal. Other combat items use the main action. Slippy begins with no backpack supplies—only his longbow, twenty arrows, and 20 Ethereum.
Audio
Use the Sound button in the top bar, or press M, to toggle the procedural Sherwood music and combat effects. Browsers require a player click before audio can begin.