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<blockquote data-quote="James Gasik" data-source="post: 9393577" data-attributes="member: 6877472"><p>A little late, since last session was the previous Sunday, but here we go-</p><p></p><p>After dispatching the otyugh, the players headed into the section of the dungeon claimed by a group of duergar. The first encounter, with duergar scouts astride steeders went longer than expected, despite being an "medium" encounter- part of this had to do with a series of bad rolls on the party's part, but the worst was yet to come.</p><p></p><p>Having made a lot of noise, the duergar were ready for the next fight, and were both enlarged and invisible. With disadvantage on passive perception due to dim light (the party again forgetting that darkvision isn't a cure-all for low light), some of the characters were actually surprised by the duergar, who inflicted heavy damage in the first turn. The party's middling luck continued, and the warlock found himself adjacent to two of them. The first attack he used shield on, thinking he was safe, but the second duergar, having no better targets, rolled a natural 20, completely ignored the warlock's 23 AC and dropped him to 0 hit points (while I normally use average damage for NPC's, I do roll critical dice and I rolled quite well. Duergar enlarge is pretty busted, and I may need to reconsider it's effect- equipped with a maul, the CR 2 duergar inflicts 17 (2d6+3 becomes 4d6+3 with enlarge, which doubles damage dice) plus another 4d6 that I rolled, getting 21 more damage thanks to a lucky roll. Yikes.</p><p></p><p>During the fight, other duergar responded to the scene, but seeing how strong the party was, they caused a cave-in, trapping the party in the room, along with three duergar prisoners, a halfling who was once a sapper for the army, a goblin berserker, and a drow hexblade.</p><p></p><p>The party's hexblade took an instant dislike to the drow, but the rest of the party quickly recruited the prisoners.</p><p></p><p>Normally, being trapped in this area, the party couldn't take a long rest without running out of air, but the cleric was able to cast fog cloud, which i ruled could refresh fouled air, giving them the ability to take a long rest while they planned their next move.</p><p></p><p>There is no other way out, but they have an idea for clearing the rubble (taking advantage of the halfling's know how). Their next move is to escape and return to town to resupply.</p><p></p><p>The duergar have other plans, however, so next session will probably open with a much more deadly encounter than I'm really happy about.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9393577, member: 6877472"] A little late, since last session was the previous Sunday, but here we go- After dispatching the otyugh, the players headed into the section of the dungeon claimed by a group of duergar. The first encounter, with duergar scouts astride steeders went longer than expected, despite being an "medium" encounter- part of this had to do with a series of bad rolls on the party's part, but the worst was yet to come. Having made a lot of noise, the duergar were ready for the next fight, and were both enlarged and invisible. With disadvantage on passive perception due to dim light (the party again forgetting that darkvision isn't a cure-all for low light), some of the characters were actually surprised by the duergar, who inflicted heavy damage in the first turn. The party's middling luck continued, and the warlock found himself adjacent to two of them. The first attack he used shield on, thinking he was safe, but the second duergar, having no better targets, rolled a natural 20, completely ignored the warlock's 23 AC and dropped him to 0 hit points (while I normally use average damage for NPC's, I do roll critical dice and I rolled quite well. Duergar enlarge is pretty busted, and I may need to reconsider it's effect- equipped with a maul, the CR 2 duergar inflicts 17 (2d6+3 becomes 4d6+3 with enlarge, which doubles damage dice) plus another 4d6 that I rolled, getting 21 more damage thanks to a lucky roll. Yikes. During the fight, other duergar responded to the scene, but seeing how strong the party was, they caused a cave-in, trapping the party in the room, along with three duergar prisoners, a halfling who was once a sapper for the army, a goblin berserker, and a drow hexblade. The party's hexblade took an instant dislike to the drow, but the rest of the party quickly recruited the prisoners. Normally, being trapped in this area, the party couldn't take a long rest without running out of air, but the cleric was able to cast fog cloud, which i ruled could refresh fouled air, giving them the ability to take a long rest while they planned their next move. There is no other way out, but they have an idea for clearing the rubble (taking advantage of the halfling's know how). Their next move is to escape and return to town to resupply. The duergar have other plans, however, so next session will probably open with a much more deadly encounter than I'm really happy about. [/QUOTE]
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