Num Muddyboots journeys to a ruined fortress to confront Amas Seducescaves the Poisoned Seducer, the forgotten beast. Beware its poisonous vapors.
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As ill fortune would have it, Amas was not found in a spacious workshop, but in the corner of a 4 tile bedroom.
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I barely remember fighting against something with vapors, but I do remember Uzu Bash talking about how vapor spreads, which is to say it may be somewhat similar to the spread of dust or dragonfire. So it's all tick by tick and the goal will be to limit exposure to the vapor.
Num stands in the doorway and passes one tick at a time hoping Amas will become active and hostile. Num turns ambusher on and off. Amas seems content to sit in the corner. Out of ambusher, Num's movement speed is base sprint at 1.5 and it's likely Amas' could be at base sprint of a large beast (?). Num can't move forward the 1 tile to close distance, because he might give Amas a free attack and get caught in an unanswered burst of poisonous forgotten beast extract. Or both Amas and Num could move into the same tile and one of them will end up prone, if hostilities haven't been declared. It's no different than any movement in a crowded room were one will remain standing as the other crawls around when two enter the same tile. Given Num's stats, being prone here could be fatal, particularly if it's the result of a charge as the stun effect's penalty halves your skill stats.
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Amas is level 6 across all significant stats. Num's shield user is just equal to the task at level 6, dodger is only level 4, but fighter is level 15, so it's all right that spear is at level zero.
So, Num begins tossing arrows, hoping to either strike Amas, grounding him/her, cause Amas to become hostile, or kill Amas outright. Amas is inactive the whole time arrows are slung, but is kept on the ground after all 28 arrows are spent. Now Num is several times faster at 1.5, can't be knocked down and stunned due to a charge, and the risk of poisonous vapor is at its lowest (if such a thing could be said). Num moves 1W (combat preference set to auto-strike, if Amas is hostile) and nothing happens. Armed with a +copper spear+ that he'll use for all non-sentients, Num then multi-attacks with the combo quick attack (4 ticks total) + dodge away (6 ticks total), 1E back into the doorway (which only remains open for 9 ticks). Num wants to structure the fight around the doorway with this 10 tick combat combo as this limits his contact with the burst of poisonous forgotten beast extract should it be triggered moving him in the same turn to the doorway and allows him, while using quick attack + dodge away, to pull Amas down the corridor.
Back in the doorway, he passes one tick to see if Amas begins moving. With an inactive NPC, it's never known when they will act. They may simply die due to strikes. Or in one horrible sequence, you can pay for your complacency. Num repeats the multi-attack combo. Eventually Amas responds with a burst of vapor, but since Num is using that specific multi-attack combo, he dodges to the doorway avoiding the vapor.
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He leads Amas down the corridor, quick-attacking and dodging away. Num repeats the quick attack + dodge away combo until Amas is mortally wounded.
Num repeatedly jumps backwards when his turn to act arrives, waiting for Amas to bleed out.
There was the slight chance he could have been caught in a burst, but keeping to 4 ticks of quick attack and the 6 ticks of dodge away, he minimized his time near Amas, allowing him to escape contact. A little bit of structure and quite a bit of luck.