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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.

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Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun! 

This document contains description for 28 combat encounters that might occur when your party explore second level of Undermountain. You will find useful advices on how to use creatures in combat. Where should they stand? What course of action will be most efficient and logical depending on the lore? Who do they need to attack? Will they fight to the death? Will they flee or surrender? I also put more detailed explanation on how some creature’s abilities and traits work.

Tactics for 30 creatures described depending on surroundings, allies and lore:

Beholder Zombie

Berserker

Bugbear

Drow Elite Warrior

Drow Mage

Flameskull

Flesh Golem

Flying Sword

Gelatinous Cube

Ghast

Ghoul

Giant Spider

Gibbering Mouther

Goblin

Goblin Boss

Intellect Devourer

Living Unseen Servant

Mage

Mezzoloth

Mimic

Nothic

Ochre Jelly

Owlbear

Priest

Rust Monster

Shadow Demon

Specter

Swarm of Spiders

Thug

Wererat

 

Hope this guide will be helpful for your games!

 
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Product Information
Silver seller
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Pages
12
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Original electronic
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File Last Updated:
January 06, 2020
This title was added to our catalog on July 16, 2019.