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<blockquote data-quote="Atras" data-source="post: 4921033" data-attributes="member: 84936"><p>In the second part of Scales of War: The Siege of Bordrin's Watch, there are a handful of really excellent encounters.</p><p></p><p>Spoilers for those of you playing in it and not yet past part 2</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>Into the Depths Dungeon Magazine #157 page 34</p><p>Dangerous plummeting open staircase with a large group of enemies below - some of whom are armed with giant crossbows that can push players around. Add in a flying drake to mess with characters who try to stay at range, and a party without a nice mix of classes can have real problems with this encounter. The drake has an ability to grab small objects and steal them - useful for making wand-using characters fear for their implement.</p><p></p><p>Chamber of Works Dungeon Magazine #157 page 36</p><p>This fight is against an elite, a controller and some minions, plus it features a brutal fire that jumps to adjacent targets, and there is a wounded Dwarf to save at the same time. Pure tactical goodness, with the controller actually being a bigger threat than the elite if ignored, and a way to have the battle fail without killing the players (the Dwarf's life).</p><p></p><p>The Nexus Dungeon Magazine #157 page 49</p><p>The map can be a little hard to wrap your head around, but an essentially infinite number of enemies, combined with perilous drops and a nasty Elite Soldier stopping the characters from reaching the final goal makes for a wonderfully memorable and challenging fight.</p></blockquote><p></p>
[QUOTE="Atras, post: 4921033, member: 84936"] In the second part of Scales of War: The Siege of Bordrin's Watch, there are a handful of really excellent encounters. Spoilers for those of you playing in it and not yet past part 2 . . . . . Into the Depths Dungeon Magazine #157 page 34 Dangerous plummeting open staircase with a large group of enemies below - some of whom are armed with giant crossbows that can push players around. Add in a flying drake to mess with characters who try to stay at range, and a party without a nice mix of classes can have real problems with this encounter. The drake has an ability to grab small objects and steal them - useful for making wand-using characters fear for their implement. Chamber of Works Dungeon Magazine #157 page 36 This fight is against an elite, a controller and some minions, plus it features a brutal fire that jumps to adjacent targets, and there is a wounded Dwarf to save at the same time. Pure tactical goodness, with the controller actually being a bigger threat than the elite if ignored, and a way to have the battle fail without killing the players (the Dwarf's life). The Nexus Dungeon Magazine #157 page 49 The map can be a little hard to wrap your head around, but an essentially infinite number of enemies, combined with perilous drops and a nasty Elite Soldier stopping the characters from reaching the final goal makes for a wonderfully memorable and challenging fight. [/QUOTE]
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