Monsters Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 02
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!