Duergar strategy ideas [Archive] - Wizards Community

Post/Author/DateTimePost
Wyliethegreat

06-27-07, 09:27 PM
So, the party finds themselves resting up at Dankil keep the underground clan home of the party's dwarven fighter. A mining patrol goes missing, and they ask the party to figure out whats behind the event.

soooooo,

deep in some abandoned tunnel systems a team of duergar (16 lvl 5 fighters and rogues) 3 lvl 6 wizards a lvl 8 cleric and a level 9 fighter captain are investigating a deep unnatural well, that has a portal at the bottom of it. The duergar obviously don't want to be interferred, so I need some devious gray dwarf tactics and ideas to make it challenging for my party to infiltrate and dispatch them. such as traps/lookout/ambush spots/whatever

the party consists of a lvl 8 roge/2 assassin, a lvl 10 Cleric, a lvl 11 wizard, and a lvl 11 fighter

also, tell me if you think I need some more bad guys or higher lvl leaders to make it more of a challenge (but keep in mind that all duergar are supposed to be CR: character lvl +1
Slayergnome

06-27-07, 10:43 PM
People are a whole lot easier to kill if you...:

drop a tunnel on them
split them up
lure them into a monsters den of some sort
attack them where they have to climb to get you..
BadCatMan

06-27-07, 11:17 PM
The 3rd-party sourcebook The Slayer's Guide To Duergar mentioned some interesting Duergar tactics. Basically it's ambush, then break off the assault and retreat, and get the victims to chase them deeper into the tunnels. Then they ambush again. They repeat this until the victims are lost deep in the Underdark, running out of resources, and can't move for being ambushed by duergar.

Another option is have some duergar at one end of the tunnel, and have the victims charge and attack. Then the invisible duergar they walked right past pop up behind and the victims are surrounded and trapped.

A few enlarged duergar also make for good tunnel blockers.

Some invisible duergar also make for good sentries - there appears to be no guard at this point, so people walk right through. The invisible duergar then passes them, gets back to base and warns them.

Of course, this all depends. Duergar only have 20ft move speed, and invisibility is short-duration and 1/day.
captaincarot

06-28-07, 04:52 AM
the best way of killing a party is to split them up. divide and conquer and all that.

use traps, decoys, illusions, difficult terrain, diversions, collapse tunnels on them, lead them into monsters lairs and pick off anything that comes back out in one piece.
The_Wrath_of_Talos

06-28-07, 04:36 PM
deep in some abandoned tunnel systems a team of duergar (16 lvl 5 fighters and rogues) 3 lvl 6 wizards a lvl 8 cleric and a level 9 fighter captain are investigating a deep unnatural well, that has a portal at the bottom of it. The duergar obviously don't want to be interferred, so I need some devious gray dwarf tactics and ideas to make it challenging for my party to infiltrate and dispatch them. such as traps/lookout/ambush spots/whatever

the party consists of a lvl 8 roge/2 assassin, a lvl 10 Cleric, a lvl 11 wizard, and a lvl 11 fighter

also, tell me if you think I need some more bad guys or higher lvl leaders to make it more of a challenge (but keep in mind that all duergar are supposed to be CR: character lvl +1

A 20ft deep chasm trap within or infront of a narrow passage wouldn't be a bad start. Give your assasin slippers of spider climb so he can ambush the party, while they are stuck in the hole have your cleric and wizard blast them to the abyss with fireballs, lightning bolts, anything else you can think of. Have your enlarged fighter block the passage with as many buffs on him as possible including:mage armor, bulls str, endurance, and(my favorite) shield other. If your wizards high enough lvl have him cast stone to mudd on the ceiling to fill in the chasm then cast mudd to stone. Your party will have a good time trying to dig outta that.

For ideal use of your assasin give him time to use his death attack.