Tsundere Villainess - Dungeon Queen - Dungeon Quest

I'd also suggest that, while Trickster probably has a higher chance of the adventurers getting away (which actually isn't a Bad End for our purposes; we still get Advertising out of it), Ambush seems to have a much higher chance of casualties among our forces. Trickster would seem to have a very low chance of anyone on our side getting hurt due to exhausting the adventurers before we start the fight. Ambush does have a couple hits thrown in at the start of the fight to slow them down, but otherwise is a straight-up brawl.
 
I'd also suggest that, while Trickster probably has a higher chance of the adventurers getting away (which actually isn't a Bad End for our purposes; we still get Advertising out of it), Ambush seems to have a much higher chance of casualties among our forces. Trickster would seem to have a very low chance of anyone on our side getting hurt due to exhausting the adventurers before we start the fight. Ambush does have a couple hits thrown in at the start of the fight to slow them down, but otherwise is a straight-up brawl.
True. Each plan has it's advantages.
 
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.
Note that we're not creating an entire illusionary dungeon. We're using illusions (as well as physical modifications, so it's not all magic) to change the apparent layout of the dungeon by selectively hiding passageways.

They might be rolling Spot in each room they check, but the illusions aren't in the rooms, they're in the hallways. All they're doing in the hallways is exploring and mapping, maybe checking for traps (which they will eventually stop doing since there aren't any traps inside).

Even aside from that, as a GM, I'd say it depends on what they're trying to use Spot on. Treasure? Monsters? Hidden doors? Even a nat 20 on those isn't going to reveal the illusions. They'd need to be specifically looking for illusions in some way (and in the right place), since otherwise it's just "rock wall, rock wall, more rock wall".

The wizard is the wildcard. Did he focus on elemental nukes, or is he an illusionist, or what? If he's the glass cannon then nothing is gained on their side. If he's an illusionist then our trick will be found out pretty quickly, and we'll have to fall back on another plan. However I'd wager on the typical low-level wizard focusing on offensive spells rather than utility spells.
 
We seem to be having a nice debate now, i'll give it .... 4-6 hours before votes lock.
 
What I'd do as a GM is roll Spot for them each time they see a new illusion.
It's a passive skill and thus always 'on'.

That is if we were playing D&D.
Illusions here work like Cogi276 wants them to work.
I'd say it's more like the way hes putting it. I dislike how bullshit D&D is. I love playing it, but I want something a bit 'simpler' for this. Theres no reason that if you're not expecting illusions or looking for them you should be able to spot them based on passive rolls. You guys have the right to know this because inuniverse mechanics.
 
You know what? Fuck it.

[X] Plan Trickster

If the illusion fails, we'll improvise an appropriately tsundere strategy.
 
Failure contingencies for Plan Trickster:

1) If it fails early (eg: Illusionist wizard discovering the tricks), fall back immediately to Plan Ambush.

2) If it fails midway (ie: before fatigue/etc sets in), play bait and get 'spotted' in the distance, then run. Swap with an illusory version of you to be seen actually exiting the caves. By the time they chase it outside, they'll realize it was a trick, but they won't know how much of the entire chase was a trick. They'll also know that all of their maps would be useless at that point, and they'd have to start from scratch.

That may be sufficient for them to give up and leave, or they may make another attempt later. If they camp, use harassment tactics to keep them from getting any rest til we eventually run them off. It also gives us time to re-set the traps. If they re-enter immediately, and assuming we have a decent amount of magic left, set off a fireball at ground zero in the middle of them (not directly targetted at any individual) while they try to work through the entrance trap area (passive traps like pitfalls still take care to get around) so they get caught in the AOE (ie: unlikely to directly kill them), then harry until they reach a selected defensive point and re-enact Plan Ambush.

Also, for the Trickster fight, figure that when they encounter the trolls, the trolls will charge them straight on, but one will be held up by the warrior. The second troll should bypass that and continue towards the wizard to prevent the wizard from acting as support fire. The goblins should assist both trolls as convenient, and harry the thief.

By the way, do the goblins have crossbows yet? We should totally put that on our shopping list.
 
Failure contingencies for Plan Trickster:

1) If it fails early (eg: Illusionist wizard discovering the tricks), fall back immediately to Plan Ambush.

2) If it fails midway (ie: before fatigue/etc sets in), play bait and get 'spotted' in the distance, then run. Swap with an illusory version of you to be seen actually exiting the caves. By the time they chase it outside, they'll realize it was a trick, but they won't know how much of the entire chase was a trick. They'll also know that all of their maps would be useless at that point, and they'd have to start from scratch.

That may be sufficient for them to give up and leave, or they may make another attempt later. If they camp, use harassment tactics to keep them from getting any rest til we eventually run them off. It also gives us time to re-set the traps. If they re-enter immediately, and assuming we have a decent amount of magic left, set off a fireball at ground zero in the middle of them (not directly targetted at any individual) while they try to work through the entrance trap area (passive traps like pitfalls still take care to get around) so they get caught in the AOE (ie: unlikely to directly kill them), then harry until they reach a selected defensive point and re-enact Plan Ambush.

Also, for the Trickster fight, figure that when they encounter the trolls, the trolls will charge them straight on, but one will be held up by the warrior. The second troll should bypass that and continue towards the wizard to prevent the wizard from acting as support fire. The goblins should assist both trolls as convenient, and harry the thief.

By the way, do the goblins have crossbows yet? We should totally put that on our shopping list.
They have no ranged weapons, crossbow or otherwise, best they have is throwing rocks, the weapons you found were exclusivly melee. Also assuming no objections I will accept this as Plan Trickster's reaction planning.
 
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Gonna give it two or so more hours for you guys to finish deciding on a battle plan.
 
[X] Plan Trickster

I - it's not like I'm picking the plan because it risks the goblins less. Baka.
 
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