Tsundere Villainess - Dungeon Queen - Dungeon Quest

[X] Put illusions of treasure chests filled with gold in or near traps, to lure them in.
-[X] Prepare ambushes near the traps you are luring them to. Have the trolls be the obvious threat once the attack commences, then have the goblins attack from the rear. You will use magic to support them.
 
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Guys, i'm gonna tell you outright, the plan is hilarius I admit, and as much as i'd love to see it done, these guys are a legit threat and it won't work as you think it will. They're actual adventurers, not just some hobos who wandered in. I'm rather attached to this quest, I don't want to see it end.
 
[X] Put illusions of treasure chests filled with gold in or near traps, to lure them in.
-[X] Prepare ambushes near the traps you are luring them to. Have the trolls be the obvious threat once the attack commences, then have the goblins attack from the rear. You will use magic to support them.
 
I'm going with the 'clever' plan. This is somewhat magic heavy (depending on how long it stretches out), so if it's too much of a strain on her to keep this up, let me know. This also got rather long, so let me know if you need it compressed. The overall plan is quite simple, but a lot of the details are added to actually make it believably workable.

[x] Time to play.
-[x] The tunnels are already a maze, but a maze can be figured out if it never changes. Who said it never changed? Use illusion magic to seal off or open various parts of the dungeon to give this party a guided tour that will never end.
-[x] Illusions only go so far, especially since our dungeon isn't that large yet. Have goblins follow after the adventurers and mask or rewrite any marks they make to help them find their way through the dungeon. Also do things like clean up or add trash to various hallways, so that the same tunnel never looks the same twice.
-[x] Have the goblins occasionally harass them, but never fully engage. Giggling from the shadows should have a nice "rats in the walls" paranoia effect.
[x] In the meantime, have Aruna set up something at an ambush spot (possibly near the entrance, since we'll have been keeping them away from there) that we want to herd the party into.
[x] We want them very worn out before that point, though. A long, tiresome, fruitless tromp through the dungeons should have them on edge and bickering with each other.
[x] Eventually lead them to the trolls. Have goblins on the sides helping support the trolls' fight.
-[x] Lend your own support with a Frost spell from the shadows. Only use Fireball if you can ensure it won't hit the trolls, and won't kill anyone from a direct hit. Maybe as a final spook to get them to run.
-[x] At this point, the group should be feeling somewhat overwhelmed, and at least the thief or the mage should attempt to retreat.
[x] The escape route from the trolls should lead straight to Aruna's trap. Prisoners ahoy!

This is a decent plan. I'll call this Plan Trickster.

The other plans being given right now are not going to work very well.

An alternate to Plan Trickster would be:

Plan Ambush:

1: Cast Frost on the group from ambush.
2: Before they can respond, cast Rock Wall beneath them to slam them into the ceiling (priority is the mage).
3: While they are still stunned, Goblins and Trolls attack, priority target is the mage.
4: Cast Fireball at the Warrior.
5: Depending on how the fight is going either continue fighting until winning, or withdraw into the side tunnel and cast Rock Wall blocking it off, followed by an illusion of the Rock Wall on top of the actual Rock Wall, so that when your actual Rock Wall dissipates, the illusion is still there making it appear to be permanently blocked off. If the mage is disabled, then try to take him with you.
6: Heal up the injured.
 
Have you seen an example where that happened? I would be interested in that.

I don't think this quest is going there and I don't really have a problem with that. Just trying to introduce a hint of actual evil. Mostly to see if I can.

Look no further than CrossyCross's ill-fated Oolan Quest. It lasted a surprisingly long time before being banned for sexualised depictions of cannibalism, and is one of the few instances of SV going all-out evil.

on more pleasant topics,
[X]Plan ambush:
1: Cast Frost on the group from ambush.
2: Before they can respond, cast Rock Wall beneath them to slam them into the ceiling (priority is the mage).
3: While they are still stunned, Goblins and Trolls attack, priority target is the mage.
4: Cast Fireball at the Warrior.
5: Depending on how the fight is going either continue fighting until winning, or withdraw into the side tunnel and cast Rock Wall blocking it off, followed by an illusion of the Rock Wall on top of the actual Rock Wall, so that when your actual Rock Wall dissipates, the illusion is still there making it appear to be permanently blocked off. If the mage is disabled, then try to take him with you.
6: Heal up the injured.
 
I'm fine with either Plan Ambush or Plan Trickster.

I'd like a bit more discussion before voting on one.

I suppose the Enjou plan could be included in Plan Ambush.
 
Plan ambush would wear out the heroes, but has a chance of them sequence breaking/piercing through our scant illusions. Recall, they have a wizard.

It has a better chance of success in the actual combat if the gambit succeeds, but it carries, as I see it, too great a risk of being completely derailed by them piercing our illusions.
 
Normally i'd close it here, but I want a more unified discussed front on it, so i'll hold off on closing it until it's discussed more.
[] Plan Trickster
[] Plan Ambush
Both of these will be considered accepted names.
 
Plan ambush would wear out the heroes, but has a chance of them sequence breaking/piercing through our scant illusions. Recall, they have a wizard.

It has a better chance of success in the actual combat if the gambit succeeds, but it carries, as I see it, too great a risk of being completely derailed by them piercing our illusions.
I think you mean Plan Trickster would wear out the heroes, but is risking them piercing our illusions.
 
[X] Plan Trickster

The ambush plan is a fairly solid approach, and will probably work fine, but I'd rather have more fun with our first real adventurer invasion. :)
 
Imagine you are the GM of that adventuring party's game. Every new 'room' in the illusion, they are going to be rolling Spot, at least to look for goblins. One of them will eventually Nat 20.
 
As there is now a solid lead on the other plans, I'm gonna stand by my vote for Plan Adorable, out of a misguided sense of loyalty.
 
Imagine you are the GM of that adventuring party's game. Every new 'room' in the illusion, they are going to be rolling Spot, at least to look for goblins. One of them will eventually Nat 20.
Unless the GM is pissed because they went "ooh a mine" and decided to explore.
 
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