Keeping up with the sblock tags just because it seemed like a good idea...
[sblock= Stage 1 comments]
Interested in how this turns out. I would have envisioned the Level range for the solo to be somewhere between 16th (relatively easy win for the PCs) to 20th (50/50 chance of TPK).
I think one big solo CAN work like two, sure. The AngryDM type staging looks like it will work, and if you make it around maybe a level 15 or so solo it will be reasonably tough and far enough over XP (use say a level 18 budget I guess?) that it should be decent.
Right now I've got the dragon as three level 14 solos, each with 400 HP (about -30% normal) but with greatly increased damage (still working that out) and "Worldbreaker" powers that auto-hit. The full encounter budget is 19,600 XP, which is a Level 20 encounter for a party of seven PCs... It includes the following elements:
Stage 1
Infyrana, Red Dragon Mage, stage 1 5,000 XP
2 Burning Vapors 1,200 XP
10 kobold dragonshields 1,250 XP
Stage 2
Infyrana, Red Dragon Mage, stage 2 5,000 XP
10 fire elemental sparks 1,250 XP
Stage 3
Infyrana, Red Dragon mage, stage 3 5,000 XP
3 Red Dragon Wyrmlings 1,200 XP
Puzzle: Faces of the Dragon 700 XP (still figuring this one out)
[MENTION=20323]Quickleaf[/MENTION], I haven't looked at Stage 2 yet, but on Stage 1:
I strongly agree with what [MENTION=6696971]Manbearcat[/MENTION] had to say about the damage output of those powers, and if you are following Sly Flouish than Sly Flourish is giving you bad advice on that particular issue - your beguiling in particular is very underpowered;
Is there some resource you use with hard-and-fast 4e damage values defined? The ones I know of (DMG errata & Sly Flourish) you guys are saying is too low.
pemerton said:
Your sulphrous wrath looks potentially a bit OP with its auto-blind (if the encounter turns into one huge blinding fest it may not play out how you wanted), and also a bit fiddly with its interaction with the standard action - I'd look for a way to wrap the triggered action and the standard action together and so make the blinding, poison etc a single moment of resolution - I've got no firm view on whether attacks or opposed skills are the way to go with it, though.
The auto-blind is actually from
Solo Acts: The Worldbreaker blog
http://at-will.omnivangelist.net/2010/04/1511/. Let me clarify that it only comes into play 2 rounds in what will likely be a 8 or 9-round fight. Still, maybe I can reduce it to "blinded until start of your next turn"? That would evoke the scene without being overly punitive, right?
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[sblock=Stage 2 comments]
I would tweak this a little, just because all the melee attacks seem to be targeting AC. I'd have this target something else, maybe Reflex or Fort.
Good catch, revising it.
(Psi)SeveredHead said:
I'd make this an opportunity action, and have Infyrana shift (perhaps instead of pushing the opponent). She's a skirmisher in this mode, and again doesn't want to be cornered.
Yep, should be an opp attack.
(Psi)SeveredHead said:
Yikes! The PCs cannot ignore that.
I've used Sly Flourish's environmental effects with skill challenges twice now. The first time, the PCs went out of their way to shut it down, because there was lots of space, and they just faced one solo. The second time, the PCs were facing an elite and several allies, and the battlefield was split into several rooms. The PCs decided not to ignore all the regeneration and damage reduction the boss was getting, and killed him with two of the three magic orbs intact.
I resolved then to have the orbs instead give "counterattacks", for instance, hitting the boss inflicts damage back on a PC until the orbs are dealt with.
But I think your method here is cooler. It's a really high-risk gamble for both sides.
Yeah, that's the idea. Not sure how it will turn out in play. I can imagine the questions already: "Can I spend 2 minor actions to make two Arcana checks in one round to control the planeshift focus?"
(Psi)SeveredHead said:
This is also really cool.
Thanks!
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