Coming up in my campaign is the adventure The Lost Path and dread Tyulquin. It is a cool encounter and a very characterful adversary, so I want the (potential) fight to be something to remember. I like Tyulquin's abilities in DoM/HotW, but some of the seem a bit hard to use. For those of you who have run the adventure, how did the fight turn out? Or maybe Farenthal has a few ideas or hints, since Tyulquin appears in "First seed of a great forest" as well. I guess at least on or two of the play testing groups tried to attack her?

The abilities that bother me the most are Webs of Illusion and Many Poisons. With Web of Illusion she can claim initiative (since the heroes are surprised). but I guess that this is only useful in a "Normal encounter". For example in The Lost path, where the whole thing is about illusion, I guess the encounter is on when the heroes see through the illusion and it is then too late for a web of illusion (the adventure states that it takes 6 rounds for Tyulquin to reach the company; this is probably way too long when facing a group with archers): But then the adventure suggests that Tyulquin could throw a web of illusion over an archer, and I wonder: to what effect? Since that ability concerns ambush I see no way of using it as an attack (according to RAW or the adventure).
The Many poisons are cool, but will never see the light of day if using RAW, where an adversary only uses Called shots when a hero rolls an Eye. A variant I'm thinking of for this fight is to have each successful attack meaning an additional poison effect with a Protection roll to save from it. If failed one of the poisons (1-6 on a success die) kicks in. The last for (1-6) days. Since these poisons are fun but less lethal it would not be unfair to let Tyulquin get to use use some of them.
So, any memories of fighting Tyulquin or comments on these possible variants are welcome!