The chase ends one of three ways. None of them are simple. The key danger in all three: the party arrives out of formation, possibly strung out, after a sprint. Do not let the end of the chase catch you disorganized.
Before any engagement begins: get into formation. Take 5 seconds. Kaltor in front. Barzer in the back.
Scenario 1: You Catch the Ogre Before It Reaches Help
The ogre is slowed, cornered, or just didn't have enough of a head start. You have it isolated.
This is the best outcome. Finish it fast.
Round structure:
- Kaltor closes to melee and engages - his full HP absorbs the ogre's last desperate attacks
- Theren fires Longbow. Hunter's Mark + Colossus Slayer (already hit, so it's below max HP). Stay 10-20ft back for clean shots
- Nysera Moonbeam on the ogre - it's still moving, even cornered, and 2d6 radiant per round adds up
- Elaris Bless on Kaltor, Theren, Nysera if not already active
- Barzer holds Magic Missile for the kill-shot when the ogre drops below ~15 HP. Auto-hit guarantees the finish
- Selena Sacred Flame + Healing Word if anyone took hits during the chase
A bloodied ogre against a full party is a 2-round fight. Do not draw it out. Do not monologue. Kill it and regroup.
After it drops: Stop. Full stop. Don't push deeper immediately. Listen. Do you hear anything ahead? Movement, grunts, weapon rattling? The ogre was running toward something. That something may have heard the fight.
Scenario 2: The Ogre Reaches a Defended Position
This is the most dangerous outcome. The ogre runs through a tunnel mouth or into a larger chamber, and when the front runners arrive, they're looking at the ogre plus whatever else is in there.
The party is now the one walking into a prepared defense.
The ogre reversed your tactical situation. You had the bottleneck. Now it does.
Immediate Rules
- Stop at the threshold. Do not enter an unknown chamber on a pursuit charge. Theren hits the entrance, sees what's inside, and the party waits for that report
- Do not let momentum carry you in. A chase creates psychological pressure to keep going. Resist it
- Kaltor anchors at the entrance - the tunnel mouth, the doorway, whatever the chokepoint is. The party did not just spend a fight exploiting a bottleneck to throw that lesson away
What You Might Be Walking Into
| Situation | What To Do |
|---|---|
| Ogre + 1-2 goblins | Manageable - Theren identifies, party positions at the entrance, controlled fight |
| Ogre + another ogre | Do not enter. Draw them out with ranged attacks. Let them come through the chokepoint to you |
| Ogre + unknown infernal | Do not enter. Barzer/Theren identify from range. Withdraw if unidentified |
| Ogre + captives visible | Hold fire - assess before engaging. Captives change the rules of engagement |
| Ogre disappeared into the dark | See Scenario 3 |
Turning the Tables Back
If there's a defensible entrance, you hold it. What worked for the ogres at the cave mouth can work for the party here.
- Kaltor takes the doorway - one enemy through at a time
- Theren fires past Kaltor from behind, Colossus Slayer active on any already-hit target
- Nysera drops Flaming Sphere in the threshold - enemies must walk through fire or route around, breaking their charge
- Elaris Bless, then Hideous Laughter on the biggest threat if they're massing
- Barzer hangs back, fires Magic Missile for kill-shots, Shield reaction ready
- Selena heals as needed, watches for enemies routing around the flanks
The worst possible play: charging into the chamber because you were already running. Stop at the line. Regroup. Make them come to you.
Scenario 3: The Ogre Disappears
The ogre crossed out of your 60ft darkvision. Or ducked into a side passage. Or found a tunnel the party didn't know about. It's gone.
You are now deep in an unknown cave. Alone. Without knowing where it went.
This is the stop condition. Do not push further into the dark without regrouping.
What To Do
- Hold position - Kaltor stops, everyone consolidates on him
- Theren: Perception check - listen for movement, echoes, anything. +5 Perception is your best tool
- Barzer: Arcana check - anything infernal nearby gives off a detectable aura if Barzer focuses
- Wait 30 seconds before moving - rushing deeper without knowing where the ogre went is how you find it in an ambush
- Assess exits: How many tunnel openings are visible? Which direction did the ogre's tracks last indicate? Tracks are still readable
If You Advance Anyway
You are moving blind through unknown cave with:
- A missing ogre that knows this cave better than you
- A hurt party (Theren 16/28, Barzer just healed from 4, Nysera 16/24)
- No map, no intel, 60ft visibility
If you advance: Theren scouts 15ft ahead. The party moves in tight formation. The formation from the chase (strung out) must be rebuilt before going further. Take the time.
The Formation Problem After a Chase
Whatever scenario plays out, the party must stop being a string of sprinters and become a fighting unit before contact.
Regroup formation (take one round, don't skip this):
[THEREN] ← scout, 10-15ft ahead
[KALTOR] ← → [NYSERA] ← front line
[ELARIS] ← → [BARZER] ← mid, spread
[SELENA] ← rear
Barzer belongs mid-rear, behind Kaltor's line of protection. If the chase strung him out behind with Selena, that's fine - but confirm everyone knows their position before the next engagement starts.
Pros
- A caught ogre is a dead ogre - bloodied, alone, no backup
- The tunnel approach to a defended position gives the party a natural chokepoint to exploit
- Theren's Perception gives advance warning before the party commits
Cons
- Arriving at a defended position winded and out of formation is the ogre's entire plan
- The party doesn't know what's in the chamber until Theren looks
- Barzer is still the most exposed - 4 HP (now healed, but low) and deepest in an unknown cave
- Spell slots were already depleted from the first fight - every slot here is precious
Best If
The chase ends at Scenario 1. If it ends at Scenario 2, the party holds the entrance and does not enter the unknown chamber under pursuit momentum. The bottleneck lesson applies everywhere.