Bluff to feign death.
Attack the PCs mounts / transport, and then flee on your own.
Run around corner, hide. (Generally best after a couple rounds running start.)
Hold back reinforcements to engage the PCs as you flee... or kill / hold hostage unconscious PCs if they party gives chase.
Snipe and hide if someone comes toward you.
Use cover to prevent 'parting shots'.
Potion: Expeditious Retreat (A 50 gp death cheat.)
Retreat into an area known to be dangerous / unexplored.
Branching, zigzag corridors limit sight distance, may lose pursuers who take the wrong path.
Duck around corner into secret bolthole which requires search to find. PCs may keep running if cover would allow position farther away.
Death magic / sacrifice magic. PCs are more likely to accept surrender if opponent who will die anyway can make "final blow" likely to kill a PC. Can also work with all-out power attack.
. . . . . . . -- Eric
Attack the PCs mounts / transport, and then flee on your own.
Run around corner, hide. (Generally best after a couple rounds running start.)
Hold back reinforcements to engage the PCs as you flee... or kill / hold hostage unconscious PCs if they party gives chase.
Snipe and hide if someone comes toward you.
Use cover to prevent 'parting shots'.
Potion: Expeditious Retreat (A 50 gp death cheat.)
Retreat into an area known to be dangerous / unexplored.
Branching, zigzag corridors limit sight distance, may lose pursuers who take the wrong path.
Duck around corner into secret bolthole which requires search to find. PCs may keep running if cover would allow position farther away.
Death magic / sacrifice magic. PCs are more likely to accept surrender if opponent who will die anyway can make "final blow" likely to kill a PC. Can also work with all-out power attack.
. . . . . . . -- Eric