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Originally Posted by catsclaw227 Do any of you other WotBS DM's have any suggestions on how to beef this one up and make it challenging? I don't want the trilliths to be weaksauce. They should feel like really tough otherworldly creatures. |
I haven't ran the encounter yet, but since I'm going to, and I will surely adapt it. Here's my 2 cents.
First of all, this encounter has several characteristics to take into account:
a) Indomitability is a Skirmisher, thus, it should have high mobility. Being a Solo, it should have an
extremely high mobility
b) Indomitability has to silence the Song. If I understand correctly, she should go for the Seelas that are on the tower. Unless the party betrayed it, then she goes for them first.
c) Indomitability starts surrounded. Which for a Skirmisher is a big problem. Not only that, but the party could have pre-activated all powers that last for an encounter. In addition, they could modify the terrain, adding rocks and other stuff to make Indomitability's escape much more difficult. Or even blindfold and tie up the stag.
d) Kazyk may be part of the encounter
e) Papuvin and Tiljann join the battle against Indomitability
f) The moment Indomitability manages to shut down the Song, she becomes incredibly tough: Fly and Insubstantial
g) Depending on how the party handle the previous part of the adventure, Indomitability can begin the encounter free, flying and insubstantial or surrounded, substantial and having to hunt 3 seelas in order to gain fly and insubstantiality
So, as written, we should have a Solo Skirmisher that should be challenging against a party plus two NPCs, plus maybe some other NPCs as well: Torrent, Crystin and Haddin. Easy enough so that it can be handled even if Kazyk joins the battle.
One solution that comes to my mind now is to have Deception make a mind attack vs the party just as they remove the blade: Burst 2 centered on Indomitability; +14 vs Will; Affects enemies only; Hit: Target is stunned until the end of it's next turn. Miss: Target is dazed until the end of it's next turn.
This should give Indomitability enough time to burst in flames with Searing Spirit, removing any bonds and blindfolds and getting the hell out of there, towards the beach.
Another solution is to give Indomitability an encounter power to teleport. Although the blindfold could prove a good counter to this.
One thing I don't understand is why the singing Seela couldn't keep singing and fly at the same time? Thus, been immune to Indomitabiliy's attacks and still forcing her to be substantial.
Even if Indomitability manages to escape the first round, she must still cope with a party making range attacks against her and Papuvin and Tiljann making ranged attacks with impunity (since they fly and Indomitabiliy doesn't have any ranged attack)
Personally, I would add two levels to Indomitability. So it becomes more of a challenge, compensating for the two NPCs that join the battle.
I would change Burning Gore hit line to:
1d10 + 4 + 1d6 fire damage and the target is pushed 2 squares and knocked prone. So that PCs with heavy fire resistances don't ignore the attack.
I would change Double attack to: Indomitability makes to basic attacks (so she can choose between Burning Gore and Fiery Hooves.
I would remove the Fire keyword to Hurl since it doesn't deal fire damage.
I would lower the attack bonus on Psychic Symbiosis, it's too high for it's level. It should be +10 vs Will, not +20.
I would remove the Fire keyword from Trample since it doesn't deal fire damage.
These are just the basic modifications I would do.
I'm noticing also that as a Solo, it has a damage output equivalent to two skirmishers, not 4 as a Solo should. The only way it can damage more than two party members is with Trample, and then at the cost of an OA for each enemy it attacks.
The possession isn't clear to me why she would use it, it grants the target a +2 vs Will.
Another problem I see is that it isn't obvious what attacks should use when.
Double Attack seems solid and a good default attack. It can get rid of melee opponents (Burning Gore, useful for a Skirmisher) and do heavy damage (Fiery Hooves)
Hurl is subpar vs Double Attack if she wants to get rid of a melee opponent.
Hurl is subpar vs Psychic Symnbiosis if she wants to possess someone.
Why would you want to have a chance of both? I can't imagine.
Mobile Melee Attack seems useful to sacrifice a bit of damage, doing only one attack, but having a high mobility that round. Maybe to attack one party member and leave the rest in the dust. It can attack and move 15 squares.
Psychic Symbiosis, I don't know why she should use this. The possession makes the target stronger in his/her will defense.
Trample seems only useful if someone is blocking Indomitability.
I can only think of two situations when this could happen:
- at the beginning of combat, when she is surrounded
- if someone blocks the tower entrance
BTW, How does a stag climb to the tower?
Searing Spirit, I looove this power. It's sooo Indomitability-as-a-burning-stag.
Seems useful to surround the party with a firey wall, to block a path, and if you rule that the wall is opaque (I will) it can block line of sight se she can gain some protection against ranged attacks.
Well, these are my observations for now.
Item g) is the one that concerns me more. Although I could make two Indomitabilities, one for each scenario.
After some thought I need to do I'll post how I'll change the whole encounter.