The Fighting Withdrawal

Retreating from deep in the cave - longer path, strung out from the chase, Barzer exits first

The party is deeper in the cave than it was before. The chase has pushed everyone further from the exit. Retreat now means: reverse the chase direction, cross the open cavern, pass the dead ogre at the bottleneck, and get outside. That is a longer path with a hurt party that may be strung out from sprinting.

This plan exists so everyone knows their role before the retreat starts - not during it.

When to Call Off the Chase (Before It Becomes a Retreat)

Stop pursuing and consolidate - do not advance further - if:

  • The ogre disappears beyond darkvision range into a branching passage
  • Theren hears sounds ahead suggesting multiple enemies
  • The cave floor shows fresh tracks from multiple creatures (the ogre has reached company)
  • The party strings out more than 60ft between front and rear
  • Barzer and Selena are separated and out of Kaltor's protection
  • Anyone ahead spots what looks like a prepared position or ambush

Call off the chase = consolidate, not retreat. Stop moving forward, rebuild formation, assess. You don't have to leave yet.

Retreat Trigger Conditions

Call the full retreat immediately if any of these occur:

  • Two or more party members drop to 0 HP in the same encounter
  • An unknown threat appears that cannot be identified
  • Kaltor drops below 8 HP with no Selena heals remaining
  • A fiend appears that isn't an imp or minor creature
  • The party is flanked - enemies approaching from both deeper in AND from behind
  • Spell slots are critically low across multiple casters
  • The ogre reached reinforcements and the party is now outnumbered in an open area

Who Calls It: Anyone. If Theren calls it, it happens - no debate. The player most aware of the party's position calls it.

The Signal: "Fall back!" - short, unambiguous. Agree on this before moving.

The Cut-Off Scenario

The chase pushed the party deep into the cave. If the ogre circled back, or if there were enemies already between the party and the exit, you're cut off.

Signs of a cut-off:

  • Noise or movement from the direction of the bottleneck
  • Theren's Perception catches sounds from behind
  • The dead ogre at the bottleneck is no longer where it was left

If cut off while already engaged at the front:

  • Do NOT split to fight both groups simultaneously
  • Barzer uses Fog Cloud immediately on the rear threat - blind them, buy time
  • The party consolidates on Kaltor's position and decides: break through the rear threat toward the exit, or push through the front threat toward the unknown
  • Default: Break toward the exit. The cave interior is unknown; the exit is known

Retreat Path

The chase has pushed everyone deeper. The retreat is now three stages, not two.

Stage 1: Reverse the Chase

  • Everyone who was sprinting forward is now sprinting back. The problem: the party strung out during the chase. Front runners (Theren, Kaltor) are furthest from the exit; rear (Barzer, Selena) are closest
  • Rear characters (Barzer, Selena) move immediately - they have the shortest path and need to go now
  • Front characters cover, then follow - they do not stand and fight; they Disengage or eat opportunity attacks and run

Stage 2: Cross the Open Cavern

  • Enemies from the ogre's position can chase you across this open stretch
  • Move fast, stay together, do not let anyone fall behind
  • Barzer's Fog Cloud buys a round of concealment if pursuit is close

Stage 3: Through the Bottleneck

  • The dead ogre is at the bottleneck - it's not blocking you, but the body is there
  • The bottleneck now works in your favor: pursuing enemies are funneled exactly as the party was funneled coming in
  • Kaltor holds the bottleneck from the outside while the rest of the party clears

Stage 4: Outside

  • Rally point is outside the cave entrance, 30ft minimum from the mouth
  • Enough distance that a pursuing enemy can't instantly exit and reach you

Retreat Order

              [DEEPER CAVE - threat direction]
                            |
                     [BARZER] ← Fog Cloud, then run immediately
                            |
              [NYSERA] ← Wild Shape or Disengage
                            |
              [SELENA] ← move fast, she exits early
                            |
              [ELARIS] ← Healing Word while moving
                            |
              [THEREN] ← covering fire, shortbow at close range
                            |
                     [KALTOR] ← last out through the bottleneck, Disengage

              [OPEN CAVERN → BOTTLENECK → OUTSIDE]

Critical note: During the chase, Barzer and Selena were likely at the back of the column. That's now an advantage - they are closest to the exit. Barzer exits first, Selena right behind him. Do not wait for the front runners before moving the rear.

Role-by-Role Retreat Instructions

Barzer

  • Fog Cloud centered between the party and the primary threat - this is your first action on the retreat round, before you move
  • Fog Cloud radius is 20ft. Creatures inside are heavily obscured - they're effectively blind. Even creatures with darkvision cannot see through Fog Cloud
  • After casting: Misty Step if you're in danger of being caught, then sprint for the exit
  • You are fragile. Do not stop. Do not help someone else unless it's a Healing Word (Barzer doesn't have Healing Word, so: do not stop)

Kaltor

  • Use Disengage action to exit without provoking opportunity attacks
  • If you can't Disengage safely, eat the opportunity attack and run - you have the HP for it
  • Hold the bottleneck exit once you reach it: stand in the narrow point, let the rest of the party get past you, then Disengage out
  • You are the door. You are the last one out

Nysera

  • Wild Shape into a CR 0 animal if spell slots are exhausted - run in animal form, harder to target, faster in tight spaces
  • If you have Wild Shape HP remaining from an earlier use, shift into it now to tank one more hit
  • Drop concentration spells immediately - freeing mental bandwidth matters on a chaotic retreat
  • Move toward the exit; do not slow down for anything

Elaris

  • Healing Word as a bonus action while moving - does not require stopping, 60ft range, targets Kaltor or Theren if they're injured
  • Priority: Kaltor first if he's below 12 HP (he's the bottleneck key), then Theren
  • Hideous Laughter on a pursuing enemy if the retreat is about to collapse - one round of incapacitation on the closest pursuer can save the party
  • Move fast. Your job is to be out and healing from outside, not fighting a rearguard action

Theren

  • Covering fire with Shortbow or Longbow as you move - +4 Dex means you hit while running
  • Disengage if an enemy is adjacent before firing
  • Perception +5: Watch for threats approaching from the cave entrance side during the retreat. You may spot the Fog Cloud exit point before it clears. Call it
  • Your job is to get out and watch the entrance from outside - your Perception makes you the best person to know if the cave is still pursuing

Selena

  • Move. You are not the rear guard.
  • Sanctuary on yourself if enemies target you - forces a Wisdom save before any attack
  • Sanctuary on Barzer if he's being chased - he dies from one hit
  • Save remaining spell slots for post-retreat triage outside

The Bottleneck on Retreat

The bottleneck that was a threat on the way in is an asset on the way out.

Once the first party members are through it and outside, Kaltor turns and holds it. Pursuing enemies face the same funnel that the party had to navigate. Kaltor holds for one or two rounds - time enough for everyone to get clear - then Disengages out.

Do not skip this step. An enemy that pours through the bottleneck into the open outside can pursue effectively. One round of Kaltor holding the exit is worth it.

Rally Point

Outside the cave entrance, 30ft minimum from the cave mouth.

Do not rally at the cave mouth - a pursuing enemy exits and is immediately in melee. Put distance between you and the cave before stopping.

Once outside:

  1. Selena assesses injuries - triage in order of severity (Barzer first by default)
  2. Barzer counts remaining spell slots across the party
  3. Decide: short rest vs. return to town for long rest
  4. No one goes back in alone. No one goes back in until the party is stable and a plan exists

Post-Retreat Decision

Situation Action
Party mostly healthy, ogres cleared Short rest (1 hour), re-enter with a new approach
Heavy casualties, slots spent Return to town for long rest before re-entry
Captives confirmed inside Send for help - do not re-enter short-handed or depleted
Infernal source confirmed Long rest mandatory - do not face an infernal threat on a depleted party
Missing ogre is between you and exit This was a cut-off - Fog Cloud, Misty Step, and Kaltor anchor. Fight through or go deeper and find another exit

Pros

  • Everyone knows their role before things go wrong
  • Fog Cloud buys time against pursuers (works against darkvision - even creatures that can see in darkness cannot see through Fog Cloud)
  • Kaltor's HP is the retreat buffer
  • The bottleneck on exit funnels any pursuit and lets Kaltor hold it temporarily
  • Healing Word works while moving - no action economy lost

Cons

  • Retreat path is longer now - the chase pushed everyone deeper
  • Front runners (Theren, Kaltor) are furthest from the exit and have to reverse the most distance
  • If enemies pursued from behind during the chase, the path back may not be clear
  • Captives (if any) are left behind during withdrawal
  • The infernal presence will know you were there and fled
  • Barzer is critically fragile - any delay in his exit could be fatal

Best If

The party agreed on the retreat signal before the chase started, Barzer never sprinted far ahead of Selena, and Kaltor is willing to take rear-guard position through the bottleneck for 1-2 rounds of cover on the way out.