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Need help for complex encounter: Gates of Firestorm Peak.
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<blockquote data-quote="Ancalagon" data-source="post: 7291289" data-attributes="member: 23"><p>[MENTION=6899046]Dan Chernozub[/MENTION]</p><p></p><p>Thank you for a thoughtful response. I'll provide more info:</p><p></p><p>1: The gate opens every 27 years. The Duergar's leaders have been warned of possible intruders/invaders, and have fortified the area. The gate cannot be closed for 28 days. Stairs lead to the gate, and because of this it's hard to shoot inside from outside.</p><p></p><p>2: There isn't a lot of areas the Duergars can't reach because of their polearms. By my reconning, it should be 20 feet. However, there are a few dead corners and placing at the least a few caltrops in there would help</p><p></p><p>3: I see what you mean about letting one or two go over the wall, but the Duergars are hoping to scare potential intruders away with seemingly giants attacking from a well defended position. Where the PCs not so keen on getting inside, they probably would not press. There isn't a lot of foreshadowing per se, but the mere sight of the spiked walls should be a huge red flag that something is up.</p><p></p><p>4: You may have noted two very thin tunnels? These are escape areas for the Duegars, they can shrink to small size (the tunnel is 1 feet across), if the fight is truly lost they can go there.</p><p></p><p>5: The "exit" tunnel is trapped. The Duergars may "encourage" the PCs to flee that way and fall into the traps (pit traps). Beyond the area is a "semi-wild" zone with more traps and semi-static monsters. The Duergars know how to traverse it safely, the PCs do not. Their goal will be to provide word to the Duergar leadership (a runner will be dispatched immediately), hope that the PCs die in the "semi wild", and the Duergar leadership will then prepare a new defensive position deeper in the dungeon.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7291289, member: 23"] [MENTION=6899046]Dan Chernozub[/MENTION] Thank you for a thoughtful response. I'll provide more info: 1: The gate opens every 27 years. The Duergar's leaders have been warned of possible intruders/invaders, and have fortified the area. The gate cannot be closed for 28 days. Stairs lead to the gate, and because of this it's hard to shoot inside from outside. 2: There isn't a lot of areas the Duergars can't reach because of their polearms. By my reconning, it should be 20 feet. However, there are a few dead corners and placing at the least a few caltrops in there would help 3: I see what you mean about letting one or two go over the wall, but the Duergars are hoping to scare potential intruders away with seemingly giants attacking from a well defended position. Where the PCs not so keen on getting inside, they probably would not press. There isn't a lot of foreshadowing per se, but the mere sight of the spiked walls should be a huge red flag that something is up. 4: You may have noted two very thin tunnels? These are escape areas for the Duegars, they can shrink to small size (the tunnel is 1 feet across), if the fight is truly lost they can go there. 5: The "exit" tunnel is trapped. The Duergars may "encourage" the PCs to flee that way and fall into the traps (pit traps). Beyond the area is a "semi-wild" zone with more traps and semi-static monsters. The Duergars know how to traverse it safely, the PCs do not. Their goal will be to provide word to the Duergar leadership (a runner will be dispatched immediately), hope that the PCs die in the "semi wild", and the Duergar leadership will then prepare a new defensive position deeper in the dungeon. [/QUOTE]
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Need help for complex encounter: Gates of Firestorm Peak.
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