
Positron |

Hello all,
I am currently running through the Three Faces of Evil over a forum with my D&D group. At the moment, they are halfway through the battle in the Citadel of Hextor and they just did something I didn't plan for: retreat! I'll outline what's happened and I would appreciate any suggestions regarding the Hextorites plan of attack.
So, they went down the elevator and took out the two guards in the dark cathedral. One of the guards managed to knock on the Hextor door, thereby alerting the citadel. Rather than immediately attack the temple, they decided to look around and wait for the final member of the party to descend via the elevator.
I took it upon myself to force the issue and had the Hextorites release the 8 skeletons into the Dark Cathedral to do battle. One cleric turn later, most of the skeletons were gone. However, the party did notice one of the cultists watching the battle and followed him into the Citadel. Battle was joined and, two colour sprays later, the cultists were soon in retreat. The cultists released the Beast, who then charged directly into two pilfered spears and soon perished. The remaining 3 cultists retreated into the Battle Temple.
Now, I was ready for them to charge into the temple and I'd close the door and I'd give them my evil DM laugh. And they retreated. Imagine my frustration.
So, they've decided to carry three of the unconscious cultists back to the southern part of the dark cathedral, watching for any sign of counterattack from the citadel. I've retreated to this forum to ask for help in designing a counterattack or determining if a counterattack should even happen.
The picture stands at the citadel still having: 3 cultists, 3 tieflings, 2 zombies, and the three clerics. Would they counterattack or would they turtle? I'm not sure. Any help would be greatly appreciated.
Positron

Peruhain of Brithondy |

I think Theldrick would be loth to send all his minions out into the cathedral for a counterattack, if he could avoid it. He's got lots of food and can outwait the party. He might, however, send out a small reconnaissance force to try to lure the party back into his temple. If I were you, I'd have some two the cultists make as if they were going to alert the other temples, but have one or two more hang by the door to cover the others. Once the party reacts, have the cultists make a fighting retreat back to the mosh pit. Meanwhile, the clerics cast their long-term buffs.
You can also propel the party by making the dark pool start bubbling and roiling, as if something bad is about to happen.
If all this doesn't work, at some point Theldrick bars the door and posts a guard. Let the party try out one of the other temples.
Or, if they decide to retreat back up the elevator with their prisoners, keep in mind that they won't be able to fit everyone on the elevator at the same time. Whoever is left behind on the first trip is likely to be attacked--Theldrick sees good odds and takes advantage. If the party still manages to escape with prisoners, make things difficult for them up top--it'll be very hard to get out of Dourstone Mine with prisoners in tow--you can be sure the owner will mobilize all of his forces and probably send word to the Sherriff or the garrison that bandits are raiding his mine, or some such.

Positron |

Thanks for the suggestions. You put forward some really good points. I think I'm going to get Theldrick to send off one of the expendables on a mission to warn the Vecna temple. We'll see how the group responds to that. At the moment, they're camping right by the dark pool so, if they continue to sit, that pool might start acting evil.