Running away: a monster's guide


Pathfinder First Edition General Discussion


Sell me on the ways a monster runs away. For this discussion I'm going to use a party of PCs and an actual encounter from one of my games:

NG F Half-Elf Druid (Swamp Druid) 3

NG M Ratfolk Investigator 3

CG F Half-Orc Barbarian 3

CG M Elf Wizard (Void) 3

Here's the scenario:

The PCs have broken into the main villain's lair. The main villain in this instance is a NE M Ratfolk Alchemist 3/Wizard 1. After the PCs broke in they encountered x3 Ratfolk Warrior 1 but chewed through them very efficiently and also managed to deal some damage to the BBEG. Said bad guy has decided to hoof it.

At the outset of the first round of retreat, the BBEG begins at 10' from the barbarian, 30' from the open back door he's gunning for. The evil Ratfolk Alchemist 3/Wizard 1 had used Obscuring Mist the previous round so he is surrounded by fog. The Investigator PC is focused on ranged attacks, as is the Void Wizard. The druid has a focus on summoning and has the feat Augmented Summons to help her in this respect.

Here's what happened in my game:

The wizard had the first initiative and moved 30' to the far end of the mist, 15' from the door, reasoning (rightly) that the enemy would have to pass him to escape; during his movement (since BAB 1) he drew out a Masterwork Longsword and declared a Readied action to attack the BBEG if said foe ran out of the fog.

The next in initiative was the Investigator. He double moved to a place opposite the Void Wizard, other side of the door. So essentially the two of them were 15' apart opposite one another, forming a gauntlet through which the villain would have to pass. They were still technically in 5' of mist each however but since the villain would pass between them within 5' of them in the mist, no one had Concealment.

The BBEG went next. He could either use a good deal of movement to flee through the gauntlet or use all of his actions in a Run to dart out the front door past the barbarian. I toyed with just fiating in a trapdoor right beneath him but ultimately decided against it. He made for the front door with a Run action losing his Dex bonus to AC and moving 80' in the round. This movement put the villain 70' from the barbarian in a Medium sized hallway; this ALSO put the villain 55' away from the druid.

Next in the initiative line was the barbarian. She committed to a Charge action, sped right back down the hall she'd just come from and slammed right into the back of the villain, nearly killing him in that first hit since he'd already taken some damage.

Finally we have the Druid who moved 5' closer while beginning a Summon Nature's Ally spell to summon 1d3 augmented Giant Centipedes.

The next round the wizard and investigator ran back after the villain who used Acrobatics, darted 10' away from the Barbarian and drinking a formula for Shield (I didn't have any "escape" type formulae prepped). The Barbarian charged again but missed, however the Druid completed her spell dropping the centipedes 25' from the villain and then moving 30' and casting a Weather Domain ability called Storm Burst to deal 2 points of non-lethal damage to him but also delivering a -2 to all the BBEG's attack rolls for the round.

Based on random rolls, one giant centipede engaged the barbarian but the other 2 attacked the bad guy. None of these attacks hit. But this is where I just called it for the PCs: the single bad guy, with 1 HP left, had nothing but a Magic Missile spell and 2 formulae - Adhesive Spittle and Firebelly. He was on the verge of being surrounded by the barbarian and at least 2 giant centipedes. Coming down the hallway were the void Wizard and the Investigator, both having dropped their melee weapons and drawing out bows with the Investigator having proven to the BBEG that he's a particularly good shot.

The only way I felt I could've had the BBEG is if I just decided, as the GM, he gets away no matter what the players do. I could've described this again as a trapdoor under him or some secret Rope Trick no one noticed directly overhead his starting position.

Several folks have told me, in different threads re: different monster situations, bad guys get away by adding:

1. Traps

2. Different types of mobility to the retreater

3. Minions/allies of the retreater to threaten the PCs

Thing is I designed the fight as a mild challenge to the party after coming through several other areas of defense from the BBEG. This means that the PCs had already slain all of the guy's other guards and disarmed the trap they found. Spontaneously adding more wouldn't have made logical sense and also would've pushed the CR of the encounter way too high.

I could've spontaneously changed one his formulae or spells to Monkeyfish, Jump or Expeditious Retreat but I don't have encyclopedic knowledge of every resource avail. As well, based on movement rates, if he takes the time to cast a spell he gets caught up to anyway.

I just don't understand how so many GMs out there have monsters/villains run away successfully. In this fight, as well as many others over the past years, I've tried to have the villain escape and without just being an overbearing GM that handwaves that the villain gets away because I said so how this is so easy to accomplish. What am I missing?


A big problem is Initiative order + tactical movement speed = crap options for retreat.

Rules for an actual chase help; Con and Dex, Acrobatics and such checks to see who can cover ground, keep going, follow/cover up a path, etc. But then there's the matter of the transition.

I think what you need is layers of defense. Not just traps,then mooks, then boss guy. More like traps, then mooks, then boss guy with mooks, then boss guy falls back and unleashes their pet monster, then they falls back more behind traps, etc.

An exit strategy right from the start is essential. I mean, it's what an actual villian would be most concerned about, isn't it? Unless they're an absolute madman, they care more about survival than victory.
In an example like this one, I'd probably do something like:

1. boss (and one mook with a ranged attack) get behind cover and lay down some Grease or caltrops or something near the closest exist at the first sounds of battle in the other room.

2. Two melee mooks engage PC's while boss and ranged mook attack from cover.

3. The moment the two melee mooks are down or the boss has taken significant damage (probably between 25-50%, depending), they cast obscuring mist and turn tail. Between the last mook, the fog and the trap, the party should have enough to deal with to give the boss a chance.
After that, a chase scene or a "I'll get you next time!" bit.

Silver Crusade

Pathfinder Adventure Path Subscriber

Your villain is CR 3, against a level 3 party it's a speed bump at best.


The PCs could block the BBEG from escaping because they had uninterrupted movement lanes. Fill the room with furniture and it's quite a bit harder; certainly it's easy to stop people charging.

As for adding mooks that weren't already deployed - you can add noncombatants who just get in the way and cause confusion. That woman is a Commoner 1 in reality who will just try to escape (perhaps trying to rescue her jewellery and pet cat first) but to the PCs she looks like a threat. Even the pet cat can be a problem / target if it's in the way and looks like an AC or familiar.


Well, as people have said A) your Bad guy needs a plan ahead of time, and b) BBEG isn't much of a BBEG.

Regarding B) I would suggest the encounter is too easy on your PC's, especially if this is there entire adventuring day: 3 Ratfolk Warrior 1, 1 "BBEG" (who assuming, NPC wealth and stats, is roughly a CR 3 = an even fight with 1 of the PC's, not 4 of them). I would not be worrying about adding to the CR of the encounter, especially if they got to fight the 3 warrior ratfolk without the spellcaster chucking stuff at them while they were distracted.

Coming back to point A, what sort of a plan.

Well first off, low CR <> dumb. Him and everything "friendly" (to him) in his lair is Small. So the building is scaled for him (a small creature)... the ceilings are low enough that medium PC's (3 of 4) are squeezing. Cuts their movement and options a lot (in particular, no charging...). Add some furniture, and they will have a heck of a time getting to cut off his exit(s)...

Then an exit for him - a sewer access, open. He can jump down it and catch a rope, to swing over the large pool of water, and then scamper away (down a small sized tunnel, with bends to break line of sight, and junctions where he could turn off; tracking him cuts their movement in 1/2). Rig the rope so it will fail if someone more than 100 lbs jumps in and catches it...


Mark Hoover 330 wrote:
I just don't understand how so many GMs out there have monsters/villains run away successfully. In this fight, as well as many others over the past years, I've tried to have the villain escape and without just being an overbearing GM that handwaves that the villain gets away because I said so how this is so easy to accomplish. What am I missing?

It is very hard to escape if you are in melee. Most of the time that the villain escapes is because they run while minions occupy the party. Other times it involves having an escape route the party cannot quickly follow. Secret doors, and spells are the common form here. Some magic items help here. The best option for low level melee escape is to defensively cast Vanish and then move 30'.

For the rest of the post, you made some mistakes likely due to being new at this. Once you have that encyclopedic knowledge, you won't make these mistakes. It just takes time and experience. :-)

Mark Hoover 330 wrote:
The main villain in this instance is a NE M Ratfolk Alchemist 3/Wizard 1

Ratfolk are size small, not medium.

Mark Hoover 330 wrote:
So essentially the two of them were 15' apart opposite one another, forming a gauntlet through which the villain would have to pass. They were still technically in 5' of mist each however but since the villain would pass between them within 5' of them in the mist, no one had Concealment.

The wizard ends up in the Obscuring Mist spell's area. The Investigator does not, since the door he is next to is 10' outside of the spell. Were the ratfolk to run the gauntlet, the wizard would have to deal with a 20% miss chance due to concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment.
Mark Hoover 330 wrote:

At the outset of the first round of retreat, the BBEG begins at 10' from the barbarian....

The BBEG went next. He made for the front door with a Run action losing his Dex bonus to AC and moving 80' in the round. This movement put the villain 70' from the barbarian...

To start 10' away and end up 70' away, with only 80' of movement, means the barbarian was in the path the BBEG ran. This is very difficult and requires an tough acrobatics check to accomplish. [It could be easier, by not moving as fast and loosing 5' of distance.] Additionally, the Barbarian would get an AoO unless that acrobatics check was made.

Run wrote:
When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor).

You can’t move through a square occupied by an opponent unless the opponent is helpless....

A trained character can attempt to use Acrobatics to move through a square occupied by an opponent (see the Acrobatics skill).
When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10.
Mark Hoover 330 wrote:
The next round the wizard and investigator ran back after the villain who used Acrobatics, darted 10' away from the Barbarian and drinking a formula for Shield (I didn't have any "escape" type formulae prepped).

This generates an AoO from the barbarian.

Mark Hoover 330 wrote:
Based on random rolls, one giant centipede engaged the barbarian but the other 2 attacked the bad guy.

All should have attack the BBEG, since the Barbarian is not your opponent.

It attacks your opponents to the best of its ability.

/cevah

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