A Witch, A Witch!

Post/Author/DateTimePost
#1

tsuyoshikentsu

Oct 09, 2009 13:32:52

So here's the deal: I'm running a 4E oneshot based on Left 4 Dead.  (Don't judge.)  I have statblocks for every monster I need, except one -- the witch.


I feel like the witch should be a solo of some kind, but I don't want her to basically be a block of HP with a claw attack.  I'm looking for inspiration here on what to do.  (If it helps, I do have Adventure Tools available.)

#2

Shiftkitty

Oct 10, 2009 14:05:59

Not familiar with Left 4 Dead. Could you use the Human Hexer from MM2?

#3

generalhenry

Oct 10, 2009 15:48:01

in left for dead you want to shoot everything except the witch.


She just cries in the corners until someone disturbs her.  But if you do disturb her she attacks you with her one hit kill claws.

#4

zackal

Oct 17, 2009 18:07:08

Ah yes, the Witch...


It would be hard to capture her uniqueness if you statted it out as a normal monster, even as a solo. The point is that you usually don't want to disturb the Witch. What might be interesting is if you instead think of a Witch as more of a trap. Party members within so many squares, or perhaps those that fail Stealth checks when making noise, will attract the Witch who is capable of dealing a large amount of damage each turn. So if you place her within an encounter, the party will have to either approach the combat stealthily, or pull the zombies away from her.

#5

the_demons

Oct 19, 2009 12:31:29

I like the idea of a trap.  Maybe you could pepper them through out the campaign requiring stealth checks.  The penalty for failure could be that the witch comes over and straight up KOs the PC that failed the check.  Therefore, the penalty is about four healing surges.  It keeps the flavor, but it might be a bit too extreme if the mage fails the check.  perhaps you can make a med-kit item that heals without using surges?

#6

Johnathan_Vagabond

Oct 19, 2009 13:32:52

The trap functions well in this instance.  I like it.


Lets break down the witch.


1) You hear her crying (perception check?)
2) Some dufus flashes a light at her and she becomes aggrivated (insight?)
3) Someone triggers the witch
4) The Witch gives chase while you flee and your friends try to gun her down (difficult).
5) The Witch hits you, you fall down (prone) and have to be helped up (helpless?  immobilised?  paralyzed?)
6) Your allies kill the witch (yay) or the witch kills you (boo) and she runs away.
7) Assuming she didn't kill you, your allies help you up (heal?) and you need bandages before you bleed out (on-going damage ends on a Healing Surge?).


So, perception to detect, insight to estimate her anger... actually, I think a mixed skill challenge-encounter would be best for the witch.  You can use your skills of Stealth, Perception, Insight, and Knowledge Skill (whichever you use for the witch) to bypass or weaken the witch.


The players can treat the witch carefully and it will take her a while to go off, or recklessly and she just flips out.  I'd say an "moderate skill challenge" or 6 before 3.


Perception: Easy: Once only; you detect the witch.  You recognize your distance to her (8 squares?).


Insight: Easy: Does not count towards successes or failures.  You determine the witch's attitude towards you.  +2 to your next ally's roll.


Insight: Difficult: You warn your ally to back off not a moment too soon.  Counteracts the effect of a failed Stealth roll.  Only one ally can assist with this roll.  Does not count against successes or failures.


Stealth: Moderate: You move past the witch.  Allies cannot assist with this roll.


Stealth: Difficult: You approach the witch without setting her off.  You move adjacent to the witch.  If the witch is triggered your first hit against her is a critical hit.  Allies cannot assist with this roll.


Knowledge: Moderate: Once only; you determine the best method for dealing with the witch.  +2 to all rolls for allies.  Does not count against successes or failures.


On a success all allies scoot by unharmed.  On a failure the witch is triggered by whoever rolled the failing check and attacks.  If the witch doesn't reach the target in the first round (speed 8) everyone gets the try and down the witch, including the triggerer, who should really be running like hell.  Vulnerability 10 to Fire damage.  The witch is immune to slow and immobilize.  If grabbed she switches targets to the grabber.