The *Scales of War* Adventure Path began back in *Dungeon* Magazine 156, and by the sixth adventure the PCs are close to paragon tier level. This mini-climactic adventure from *Dungeon* 161, "The Temple Between," brings to a close the current plot and opens the way for a broader threat to the Elsir Vale to emerge. The PCs are 9th or 10th level for this adventure. To enhance the fun of these adventures, and make preparation a little easier, this article explores how to handle trouble spots and considers some broader issues that may come up in running the adventure. In addition, you can find lists of suggested **Dungeons & Dragons** miniature figures and suggestions on how to make the encounter maps using *Dungeon Tiles* products.

### Pitfalls and Trouble Spots

This adventure offers a lot of opportunity for different kinds of play: role-playing, problem-solving, combat, and skill challenges. But with this freedom comes opportunities to derail the adventure.

**Investigation**

You may or may not have players who like investigation, and if they don’t (or are not practiced with it) then the whole first part of the adventure may frustrate them. Bored players either lose interest and don’t want to finish the adventure, or start trying to provoke combats (what they want) and thus change the flow of the NPC reactions. So, be ready to toss in a combat or two during the investigation beyond the Alley Ambush if that’s what it takes to keep your players interested. You could even bring some of the clues into the combats so that they move the adventure along instead of just act like filler.

If you have players that like investigation, but are terribly accomplished at it, then you have a different problem. The PCs may do very well going to all the locations but still not find enough clues at the locations to move the adventure along. This is delicate, because you don’t want to give them clues no matter what they do (i.e. reward poor playing) but you don’t necessarily want them to fail utterly. In this case you can do one of two things. You could reintroduce clues at other locations, so the PCs have a second chance to find the information that they missed (for clues that are not effectively duplicated elsewhere anyway). Or, you could use Lavinya or some other NPCs (even possessed ones) to suggest that the PCs missed something at such-and-such a place, or that the missing information should have been found at such-and-such a place. Don’t be overt about it, though.

**The Battle for Overlook**

This section is not difficult to run; however, it is very easy here to forget to show the desperation in the Overlook defenders and the dire situation in town by just running the three encounters and summarizing what happened elsewhere. You must remember to insert scenes of fighting in the streets or the wall or outside the city. The PCs should even be able to get involved in these scenes, because they’ll want to help if they don’t have their own thing to do. So have some extra combats ready to go between the army and the defenders. Minions could be good here, because the PCs could sweep in, slay a lot of minions and help the overmatched defenders, and then move on.

### Visualizing the Game: Using Miniatures and Dungeon Tiles

The miniatures are selected from the most recent sets when possible, but occasionally there is a call for an older figure. In some cases you need a lot of the same figure, and in others you might not have the figure suggested. You usually don't need more than eight of the same figure, though. If you don't have enough, or don't want clones on the battlefield, substitute something that looks appropriate to you. That's what a good DM does, and you are (no doubt) a good DM.

The instructions for *Dungeon Tiles* assume you have access to all sets of the tiles (and I recommend having two or three sets of *Dungeon Tiles 1st set* and *Arcane Corridors*). The empty dungeon floor tiles come from the first three sets: *Dungeon Tiles*, *Arcane Corridors*, and *Hidden Crypts*. You'll need a lot of them for these maps, even though you can take apart rooms to make other rooms as the PCs progress. Special tiles have their set source listed. You can get any old figures that you don't have from various online resources or your friendly local gaming shop.

**Encounter: Wartime Urban Encounters**

18 is a lot of figures, so get out a bunch of humanoids for the streetwise thugs.

*Miniature Figures Suggested*

- 2 dragonborn gladiators: Dragonborn Defender (
*Against the Giants*#15) - 3 trolls: Feral Troll (
*Desert of Desolation*#49) - 1 berbalang: Berbalang (
*Dangerous Delves*) - 1 of the surviving possessed citizens: Farmer (
*Desert of Desolation*#11) - 3 doppelganger assassins: Half-Elf Assassin (
*Against the Giants*#44) - 18 streetwise thugs: Human Bandit (
*Demonweb*#34) and other human figures

*Dungeon Tiles*

These occur in different places in Overlook, so get out your *Streets of Shadows* and make up interesting settings.

**Encounter: C4/C5: The Shrine of Erathis and Haelyn’s Home**

*Miniature Figures Suggested*

- 2 doppelganger assassins: Half-Elf Assassin (
*Against the Giants*#44) - Grovald, human priest: Degenerate Cultist of Orcus (
*Against the Giants*#4) - 5 streetwise thugs: Human Bandit (
*Demonweb*#34)

*Dungeon Tiles*

The easiest way to create this map accurately is to print page 41 of the adventure file at 400% using a banner program and cutting out the map part. But if you want to use a lot of tiles, here you go. This area is 29x34 squares, so start with (16) 8x8 grass tiles. That makes an area 32x32 squares, which will be good enough. Building C4A requires (1) 4x4 dungeon floor, (1) 1x4 dungeon floor, and (1) 1x1 floor tile. Building C5 requires (1) 4x4 floor tile, (1) 1x2 floor tile, and (1) 1x1 floor tile. Add single doors to both. Area C4 requires (1) 4x8 floor tile and (1) 2x8 floor tile. The tiles from set 1 are more yellowish than grayish, and might be better for ground. Use 1x1 and 1x2 statues for the trees. You can use (8) 2x8 path tiles for the road, or (4) 4x8 dungeon floors. For the fountain, make a 5x7 square area using (1) 4x4 floor tile, (1) 2x4 floor tile, (2) 1x4 floor tiles, (1) 1x2 floor tile and (1) 1x1 floor tile. Then place (1) 1x2 floor tile on the left and right sides. On the top and bottom place a row with (1) 1x4 and (1) 1x1 tiles, and then (1) 1x2 floor tile. In the center place a huge miniature figure for the statue.

*Miniature Figures Suggested*

- 4 doppelganger assassins: Half-Elf Assassin (
*Against the Giants*#44) - 7 streetwise thugs: Human Bandit (
*Demonweb*#34)

*Dungeon Tiles*

Because the whole area is on a diagonal, it is best to lay out the area using base tiles, and then add buildings. The area is 19x24 squares, so take (15) 4x8 street tiles from *Streets of Shadows* and make an area 20x24 squares. You can use the 8x8 tile with the fountain in the middle as part of it, if you cover the fountain area with buildings. There are 3 roof tiles in *Streets of Shadows*, and you’ll need many more, so you might get more sets. The problem you might have is that it looks like the buildings are 3 squares wide, and the roof tiles are 4 squares wide. Just make the buildings bigger and expand the area a little. The small buildings in the bottom center are 4x4 roof tiles. The large building with the two thugs on it in top center is made from (4) 4x8 roof tiles. Then add roof tiles to put in the other buildings as best as you can. If you want to be more accurate, you can use dungeon objects for roof areas, and make them to what you think the size is. But the encounter will run quite well using the less accurate approach.

*Miniature Figures Suggested*

- 2 or 3 doppelganger assassins: Half-Elf Assassin (
*Against the Giants*#44) - 1 or 2 possessed citizens: Farmer (
*Desert of Desolation*#11) - 5 or 12 streetwise thugs: Human Bandit (
*Demonweb*#34)

*Dungeon Tiles*

This is a really fun encounter area that is quite complex, but let’s simplify it. The warehouse is a 30x20 square area with a 10x4 square section at bottom left. Using dungeon floor tiles, use (6) 8x10 tiles, (3) 4x8 tiles, and (3) 4x4 tiles for the main area. Then use (1) 4x8 and (1) 2x4 tiles for the smaller part. In the smaller part, put in 2 single doors and walls from *Hidden Crypts* or *Arcane Corridors* for the room on the second level, and use the 1x4 stair tiles from *Hidden Crypts* for the two sets of stairs.

For the crates, you can do one of two cool visual things, but both take a few hundred parts. First, you can use d6s for the crate squares, setting the top number to 1 for 5 ft, 2 for 10 ft, or 3 for 15 ft. The second choice is to get or make chits in three different colors.

Putting in the catwalks could take a lot of 1x4 tiles, so if you’ve got them you can put them in. In this case, you want the chit method for the crates so that you can put catwalk tiles on top of the chits. If you don’t have a lot of 1x4 tiles, you can lay the floor, then place a sheet protector over that and draw in the catwalks, and then place the dice or chits for the crate squares. In either case, assume the ladders instead of actually placing ladders from *Streets of Shadows*, because there are already a lot of things on the map.

**Encounter: C10: The Portal in the Sepulcher**

If they were large, you could use chain golems. But they’re not -- so, to at least look something like a writhing chain, try this.

*Miniature Figures Suggested*

- 5 or fewer writhing chains: Darkmantle (
*Night Below*#15)

*Dungeon Tiles*

This area is really big for a combat at one end. The main area is 21x41 squares but you can do it with a 20x40 area. For the modified size, take (8) 8x10 tiles to make a 16x40 area. Then add (5) 4x8 floor tiles to complete the main area, Add (2) 1x2 tiles on the left side for the alcoves, and use 2x2 statue tiles from set 1 for the statues. At the other end of the room, you need (1) 1x4 and (1) 1x2 on top and bottom for the wider section. Then add 2x2 statues in the corners. To create the slopes and the lower section, it takes (22) 2x2 and (22) 1x2 tiles plus (2) 2x4 tiles. If you use portcullis tiles, door tiles, and wall tiles you can frame in the rest of the lower section without laying the center corridor separately from the base floor. Place (2) 2x2 stair tiles from *Hidden Crypts* for the stairs into the lower sections. You can put in the dais section at far right using (1) 1x2, (1) 2x4 and (1) 2x2, and then (1) 1x2 tiles.

**Encounter: M1: The Chamber of Doors**

*Miniature Figures Suggested*

- 2 harpy screechers: Harpy (
*Dangerous Delves*) - 2 slystone dwarf ruffians: Dwarf Warsword (
*Against the Giants*#17)

*Dungeon Tiles*

Start this room using (3) 8x10 floor tiles and (3) 2x8 floor tiles to make a 12x24 square area. Use a 1x2 rubble tile from set 1 to block off the two squares at top right. Across the top, use (3) 2x4 bookcase tiles (overlapping the room). Make the extended top section using (3) 1x1 floor tiles, (1) 1x2 tile, (1) 1x4 tile, and (1) 2x8 tile. Across the bottom center, use (1) 1x8 and (1) 1x1 tile for that extended section. On the right side, use (1) 1x1, (1) 1x2, (1) 2x8, for the room and (1) 2x2 for the opening into the tunnels. Add the tunnels from *Lost Caverns of the Underdark* only if you need them. Place 4 double doors and 2 single door tiles, (1) 2x2 statue tile from set 1, and (1) 1x1 object for the small rock. Make the big rock from (5) 1x2 rubble tiles. Make the platform by stacking on top of the base floor (1) 2x4 tile, (1) 1x4 tile, (2) 1x2 tiles, and (2) 1x1 tiles. For the stairs to the platform, you can use 1x4 stairs from *Hidden Crypts* instead of the 1x2 stairs on the map.

*Miniature Figures Suggested*

- 2 harpy screechers: Harpy (
*Dangerous Delves*) - 3 quickling runners: Quickling Runner (
*Demonweb*#49)

*Dungeon Tiles*

Starting in the bottom left, make that room using (1) 2x4 floor tile, (1) 2x2 floor tile, (2) 1x2 floor tiles, (1) 1x4 tile, and (1) 1x1 tile. Use a 2x2 stairs from *Hidden Crypts*. Make the next room up on the left using (2) 1x4 tiles, (1) 2x2 tile, (2) 1x2 tiles, (1) 1x1 tile, and (1) 2x2 stairs from *Hidden Crypts*. For the top left room, use (1) 4x4 and (1) 1x4 for the left side, then (1) 1x4 column, then (1) 2x4 bookcase from *Arcane Corridors* and (1) 2x4 tile, then (1) 1x4 column, then (2) 2x4 bookcase tiles and (1) 1x4 floor tile for the right side. Use 1x1 and 1x2 objects for the tables, or dice. Use (1) 2x4 and (1) 1x4 tile to make the slope. Across the bottom, use (2) 1x2 and (1) 2x2 stair for the bottom room area. For the bottom right room, use (1) 2x4 tile, (1) 1x4 tile, (1) 1x2 tile, (1) 1x1 tile, and (1) 2x2 stair tile. Separate the tiles for the upper level a little from those of the lower level to create the visual effect better.

For the lower level room, start with (2) 1x2, (2) 1x1, and (1) 1x4 floor tiles to make the floor around the ladders at the bottom of the room. Above that, place (1) 4x4 and (1) 2x4 tile. For the alcove left, use (1) 2x2 tile, (2) 1x1 tiles, and (1) 1x1 floor tile. To the right of the existing tiles, place (1) 2x4 and (1) 1x4 tile to complete the right alcove area. Then place 1 4x8 tile such that the left edge goes under the stair from the room above. Above that place (1) 2x8 and (2) 1x4 tiles (under the slope as needed). The place the left alcove using (1) 2x2, (2) 1x2, and (1) 1x1 floor tiles. Use (1) 2x2 and (1) 1x2 floor tiles for the right alcove area.

If the PCs find the secret door, add (1) 4x4 tile, (1) 2x4 tile, 2 double doors, and 1 single door tiles.

**Encounter: M6: The Grand Cathedral**

They have not come out with a banshrae yet, so we need something basically white and humanoid. Also, there only two-headed humanoid figure is the ettin, so we use one for the two-headed troll.

*Miniature Figures Suggested*

- 3 banshrae dartswarmers: Banshrae Warrior (
*Dangerous Delves*) - 5 quickling runners: Quickling Runner (
*Demonweb*#49) - 1 slystone dwarf ruffian: Dwarf Warsword (
*Against the Giants*#17) - 1 redspawn firebelcher: Redspawn Firebelcher (
*War of the Dragon Queen*#52) - 2 spitting trolls: Forest Troll (
*Deathknell*#55) - 4 trolls: Feral Troll (
*Desert of Desolation*#49) - 1 two-headed troll: Ettin Jack-of-Irons (
*Dungeons of Dread*#38)

*Dungeon Tiles*

This vast and interesting area is built from the top down in rows. It takes a lot of tiles. Start at the top row with (1) 1x4 and (1) 1x1 tile, and 1 double door. Placing (1) 8x10 tile sideways fills in most of the top area to the slopes and stairs. To the left, place (1) 1x2 tile, and beneath that (1) 2x4 tile, and beneath that (1) 1x4 and (1) 1x1 tile in a row, then beneath that (1) 2x4 and (1) 2x2 tile in a row, and finally (1) 1x4 and (1) 1x2 and (1) 1x1 in a row. To the right of the main section, place (1) 1x2 tile in a row, then (1) 2x4 tile in a row, then (1) 2x4 and (1) 1x2 in a row, then (1) 1x1 floor tile and a 1x2 rubble tile in a row, and finally (1) 1x2 and (1) 1x1 in a row. That finishes off the top part of the room. Place (3) 1x2 rubble tiles for the big rock. The platform is made from (1) 1x4 tile, (2) 1x2 tiles, (2) 1x1 tiles, and (2) 1x2 objects to represent the stairs (such as benches from *Streets of Shadows*).

The next large part of the room is basically 19x24 squares with the second level and some rubble imposed, so start with (6) 8x10 floor tiles to make a 20x24 area. Over this part of the room, place a sheet protector and draw in the slopes and rubble and rock squares, since there are a lot of them. Place (1) 2x4 and (1) 1x4 stair tiles for the stairs from the lowest to the mid level, and (2) 2x4 stairs to the upper level. Add (1) 2x2 statue from *set 1*.

For the bottom part of the room, start with (2) 2x8 floor tiles, (1) 2x4 floor tile, and (1) 2x2 floor tile in a row attached to the bottom of the middle section. Beneath that, make a row of (2) 2x8 tiles and (1) 2x4 tile. Beneath that make a row using (2) 2x8 tiles, and (1) 1x1 tiles on the top ends (this makes one row of 18 squares and 1 row of 16 squares). Then make a row using (1) 2x8 and (1) 2x2 tile, plus (1) 1x1 tiles (one on each top end) to make a row 12 squares long and a row 10 squares long. The last row at the bottom is 6 squares long, so use (1) 1x4 and (1) 1x2 floor tiles. Add a double door. Add more sheet protector and draw in the rest of the collapsed section.

It takes (1) 2x8 and (2) 1x4 tiles to make the corridor at the bottom end.

**Encounter: M7/M8: The Shattered Barracks And The Lesser Sanctum**

*Miniature Figures Suggested*

- 1 banshrae dartswarmer: Banshrae Warrior (
*Dangerous Delves*) - 4 cyclops guards: Cyclops Crusher (
*Dangerous Delves*) - Hethralga, unique howling hag: Howling Hag (
*Dungeons of Dread*#18) - 4 slystone ruffians: Dwarf Warsword (
*Against the Giants*#17)

*Dungeon Tiles*

Starting in M8 (the sanctum), place (1) 1x4 tile, then (1) 1x4 and (1) 1x2 tiles, then (2) 1x4 tiles, then (3) 1x4 tiles to make the top part of the room. The rest of the room is based on a 14x21 square area, so cut off 1 row on the bottom and use (2) 8x10 tiles, (3) 4x8 tiles, (1) 4x4 tile, and (1) 2x4 tile to make the area. Use dice for the pillars, 1x2 rubble tiles for the rubble, and lay a pen or pencil across the map for the broken pillar. Add (1) 4x4 45-degree corner tile from *Hidden Crypts* to the lower left to make the area above the chasm. For the chasm area in the room itself, you can use (4) 1x2 rubble tiles to mark where it is.

Add a single door, and for the room beyond the door use (1) 2x2 tile, (1) 2x4 tile, and (2) 1x4 tiles. Then place (1) 2x4 and (1) 1x2 floor tiles for the area behind the ruffian noted at "S." If you need more, add more as the fight moves into that area. Since the majority of combatants are in M8, you can kind of force the combat to take place in there. You don’t need any tiles for the rest of the chasm unless some fight goes into there, in which case add 2x2 floor tiles to make the area that you need.

*Miniature Figures Suggested*

- 2 dragonborn gladiators: Dragonborn Defender (
*Against the Giants*#15) - 1 eidolon: Runecarved Eidolon (
*Dungeons of Dread*#49) - 1 spitting troll: Forest Troll (
*Deathknell*#55) - 6 streetwise thugs: Human Bandit (
*Demonweb*#34) - 2 trolls: Feral Troll (
*Desert of Desolation*#49)

*Dungeon Tiles*

Starting at bottom center with the entrance corridor, use (1) 2x4 and (1) 1x4 floor, then (1) 2x4 and (1) 1x4 stair, then (1) 2x4 and (1) 1x4 floor, then (1) 2x4 and (1) 1x4 stair, to reach the middle platform. This adds 1 row to the bottom of the room, which you can block off using the double door tile. The platform itself is made from (1) 2x2, (2) 1x2, and (1) 1x1 floor tiles. Continuing upward, use (1) 2x4 and (1) 1x4 stair, then (1) 2x4 and (1) 1x4 floor, then (2) 2x4 stairs and (2) 1x4 stairs. This adds 1 row to the top, which will be added in the rest of the room as well. It’s just that there are not 3-square stair tiles. Going left and right from the central platform, use (1) 2x4 and (1) 1x4 stair, then (1) 2x4 and (1) 1x4 floor, then (1) 2x4 and (1) 1x4 stair to reach the floor. Then add (1) 2x4 and (1) 1x4 to reach the far walls from the bottom of the stairs.

In the top left quadrant made by the walkways, place (1) 8x10 tile, (1) 2x8 tile, and (1) 2x2 tile. This makes a room 10x10 squares (instead of the 9x9 squares on the map), but you extended the stair walkways so it should fit right. Add 1x2 objects, dice for 1x1 objects, and 1 double door in the appropriate places. Complete this quadrant with (2) 4x8 floor tiles and (2) 2x8 floor tiles on top, and (1) 4x8, (1) 2x8, (1) 2x4, and (1) 2x2 to the left of the rooms. Place a 2x2 statue tile or large figure in the corner.

For the lower left quadrant, make the rooms near the center using (2) 2x4 tiles, (2) 2x2 floor tile, (1) 4x8 tile, (1) 2x8 tile, and (1) 1x4 floor tile. This adds 1 square to match the upper left quadrant. Add single doors and objects as appropriate. The area outside the rooms is made from (1) 2x8 and (1) 2x2 tile, (1) 4x4 and (2) 2x4 and (1) 2x2 tiles, a row of (3) 1x4 tiles, a row containing (1) 2x8 and (1) 2x4 tile, and an area containing (1) 4x4 tile, (1) 2x4 tile, and (1) 4x4 tile. For the rooms, use (1) 4x4 and (1) 2x4 for M9I and (2) 2x4 and (1) 1x4 floor tiles for M9H.

For the lower right quadrant, create the room using (1) 4x8 tile, (1) 2x8 tile, (1) 4x4 tile, and (1) 2x4 tile. Add a double door and objects as appropriate. To the right of the room, use (1) 8x10 floor tile, (1) 4x8 floor tile, and (1) 2x4 floor tile. The area beneath that is made from (2) 2x8 tiles and (4) 1x4 tiles.

For the upper right quadrant, Start at the top of the room with (1) 4x8 and (1) 2x4 tiles. Beneath that add (2) 1x4 tiles in a row. Then add a row using (1) 1x4 and (1) 1x2 tiles. Then add a section using (1) 4x4, (1) 2x4, (1) 1x4, and (1) 1x2 tiles. Then add (1) 1x4 tile at the bottom. Add 1 double door and 1 single door, and bed objects (1x2 coffins) as appropriate. For the area outside the room, starting at the top outside edge use (4) 4x8 and (1) 2x8 tiles vertically, plus (1) 2x4 and (1) 1x4 and (1) 1x2 and (1) 1x1 and (2) 1x2 tiles by the room, and (1) 2x4 and (1) 1x4 tiles for the part nearest the walkway. Add a 2x2 statue or large figure in the corner.

**Encounter: M10: The Underchambers**

It might be better just to use d6s for these creatures, since that’s what they look like (blocks with arms carrying hammers), but if you want something more interesting and still along the right lines, try this.

*Miniature Figures Suggested*

- 2 marching hammers: Ice Archon (
*Dungeons of Dread*#29)

*Dungeon Tiles*

Starting with area E, place (1) 4x4 floor tile, (2) 1x4 floor tile2, (1) 2x4 floor tile, (1) 1x2 floor tile, and (1) 1x1 floor tile. Place a figure in the corner for the statue, and place 2 single doors. Leave some space between the rooms to account for wall thickness without having to draw in walls somehow. Make area D using (1) 4x8 tile and (1) 2x4 tile, plus (3) 1x2 tiles to finish out the ends of the room. There isn’t a good table tile, but you can use the 1x2 flower planters from *Streets of Shadows*. Add 2 single doors, and use dice for other obstacles as needed. Place (2) 1x4 tiles for the corridor between E and B, and add a single door at the bottom end. Add (1) 1x2 floor tile for the side extension of the passageway.

Area B is made using (1) 4x4 and (1) 2x4 tile, but you need 12 single doors for the little cells and a 13th for the other exit. Use a 1x4 and a 1x1 floor tile for the corridor between B and C. Area C is just (1) 2x4 and (1) 1x1 tile. The corridor from A to F is made using (1) 1x2 at the left end, then (1) 1x4 and (1) 1x2 and (1) 1x1 to get to F. Area A is made from (1) 2x2 tile, (2) 1x2 tiles, and (1) 1x1 tile. You need (1) 1x1 for the little closet, and 2 single doors to complete the room. Area F is made using (1) 2x2 and (1) 1x4 across the top, and (1) 2x4 and (2) 1x2s for the bottom. Add a single door.

**Encounter: T2: Death From Above**

*Miniature Figures Suggested*

- 3 berbalangs: Berbalang (
*Dangerous Delves*)

*Dungeon Tiles*

This area is a 15x35 square town street with buildings. There is a 2x8 path tile in *Ruins of the Wild*, and you can use 4 of them to make the street in the middle of the layout. For the area beside the roads, you need (4) 8x8 grass tiles for each side (8 total). The buildings are the problem with this layout, since most of them are not 4 squares wide. In fact, most are not the same size as the roof tiles in *Streets of Shadows*. But by using grass tiles, you can then use dungeon floors for the building roofs.

For the top side:

- Building 1: Use a 4x4 roof tile from Streets of Shadows
- Building 2: (1) 2x4 floor tile, (1) 1x4 floor tile, (1) 1x2 floor tile, (1) 1x1 floor tile
- Building 3: (1) 2x4 floor tile, (1) 1x4 floor tile, (1) 1x2 floor tile, (1) 1x1 floor tile
- Building 4: (1) 4x4 floor tile, (2) 2x4 floor tiles, (3) 21x4 floor tiles, (2) 1x2 floor tiles, (2) 1x1 floor tiles
- Building 5: (1) 2x4 floor tile, (1) 1x4 floor tile

For the bottom side:

- Building 1: (1) 2x8 floor tile, (2) 1x4 floor tiles, (2) 1x2 floor tiles, (1) 1x1 floor tile, (1) 2x2 floor tile
- Building 2: (1) 2x4 floor tile, (1) 1x4 floor tile, (1) 2x2 floor tile, (2) 1x2 floor tiles, (1) 1x1 floor tile
- Building 3: (1) 2x4 floor tile, (1) 1x4 floor tile, (2) 1x2 floor tiles, (2) 1x1 floor tiles
- Building 4: (1) 2x4 floor tile, (1) 1x4 floor tile, (1) 1x2 floor tile, (1) 1x1 floor tile
- Building 5: (1) 2x2 floor tile, (2) 1x2 floor tiles, (1) 1x1 floor tiles

*Miniature Figures Suggested*

- 1 spitting troll: Forest Troll (
*Deathknell*#55) - 1 two-headed troll: Ettin Jack-of-Irons (
*Dungeons of Dread*#38) - 2 war trolls: Feral Troll (
*Desert of Desolation*#49)

*Dungeon Tiles*

Start by using (3) 2x8 path tiles from *Streets of Shadows* for the road on the right side of the map. Then place (3) 8x8 grass tiles and (3) 4x8 grass tiles for the area between the road and the wall. This adds 1 square to the distance between the two, but that should be okay. For the houses, use:

- Building 1 top: (1) 2x4 dungeon floor and (1) 1x4 dungeon floor
- Building 2 middle: (1) 4x8 roof tile from Streets of Shadows
- Building 3 bottom: (1) 2x4 dungeon floor and (1) 1x4 dungeon floor

For the wall, use (1) 4x8 and (1) 4x4 dungeon floor tile for the part above the break, and (1) 4x8 floor tile for the part below the break. Use 1x2 rubble tiles for the rubble parts. Use (3) 2x8 grass tiles for the area to the left of the wall.

**Encounter: T5: The Final Encounter**

*Miniature Figures Suggested*

- General Zithiruun and Rathoraiax: Start with Githyanki Dragon Knight (
*Blood War*#51), and separate to Githyanki Warrior (*Dangerous Delves*) and Zombie White Dragon (*Deathknell*#60) - 2 dragonborn gladiators: Dragonborn Defender (
*Against the Giants*#15) - 1 dragonborn raider: Dragonborn Myrmidon (
*Against the Giants*#16) - 1 redspawn firebelcher: Redspawn Firebelcher (
*War of the Dragon Queen*#52)

*Dungeon Tiles*

This area is very complex. You might be better off printing the map from page 75 (or the whole page) from the adventure file at 533% using a banner printing program. But it can be done with tiles (a lot of tiles). Start with (12) 8x10 dungeon floor tiles to make the 24x40 square area depicted on the map. Then using roof tiles from *Streets of Shadows*, dungeon obstacles like pits and darkness squares and fountains and stairs, place them using the corner coordinates of the buildings until you have a close representation of the map. I know I usually have better instructions, but this time I recommend printing the map big.