ideas for Duergar [Archive] - Wizards Community

Post/Author/DateTimePost
Wyliethegreat

06-27-07, 09:28 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
MerrikCale

06-30-07, 08:10 AM
You have a fairly high level party, the only thing I might consider is using some psionics which the duergar have in spades. That might throw this relatively powerful group a curveball. It would throw them a serious curveball in infiltrating.

Other than that, it seems a fairly simple set up
captaincarot

06-30-07, 08:32 AM
am i having the worlds worst case of deja vu, or has this been posted some where else and did i reply to it in that thread.