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 on how to run combat encounters, how to make them coherent, memorable and fun!
This document contains description for 17 combat encounters that might occur when your party explore sixth 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? Whom they will attack? Will they fight to the death? Will they flee or surrender? I also put more detailed explanation on how creatures’ abilities and traits work.
Tactics for 15 different creatures is described depending on surroundings, allies and lore:
Barlgura
Clay Golem
Cloaker
Duergar
Fire Elemental
Flying Axe
Glabrezu
Gray Slaad
Helmed Horror
Hezrou
Invisible Stalker
Umber Hulk
Undead Bulette
Vrock
Xorn
Hope this guide will be helpful for your games!