Ancalagon
Dusty Dragon
Thanks for the clarification.
IIRC per vanila 5e rules Duergar could not shrink in size. I don't like the idea that their plan is to scary off the invaders. They must be pretty sure that whoever is coming should be pretty determined. Or is there another, potentialy easier-looking way in?
However, I think most of my points still stand.
A few new thoughts:
Barricades from A0 to A1 are never opened?
How do Duergar get inside the "fortress in the mid A1?
Can the Duergar fight using walls w/o size change?
PS I don't get the trapped exit tunel part, either. It seems like the only direction PCs will go, so if the Duergar want them there, they might as well let them through.
Hello
Thank you again. I'm on the road, but briefly:
- These are not normal Duergar, and they can shrink too

- The gate is the only way into the mountain - it opens on a 27 year cycle by powerful magical forces. The dwarves are trapped inside (which they are just fine with) most of the time.
- Normally the dwarves will trade with outsiders (merchants who know about this cycle and are eager to obtain the rare glass-steel the duergars produce in exchange for all sort of things the dwarves can't get themselves), but even then outsiders are not allowed in. This case is different however - there has been change in the leadership, and the dwarves are under order to guard the entrance. I suppose that *completely* walling it off would have been the optimal option, but then there is no adventure ha! So the first barricade is never opened, and is a somewhat recent construction.
- How do the duergars get in the enclosed barricade? That is an excellent question, that the adventure designer has failed to addressed. I decided that there is a mini gate closing another 1-foot wide passage, that the Duergars employ to enter and exit.
- The trapped tunnel: the Duergars would rather not have anyone enter their complex at all! However if their lines are broken it is likely that the PCs will be hurt and eager to move to a more defensible position. If this occurs, the Duergars would rather push the PCs into the trapped tunnel than let them explore the gate area and discover/use the 1 foot tall tunnels. Furthermore, if the PCs are being rushed in said tunnel and "semi-wild" area zone, there is more chance of them stumbling into one of said trap/monsters.