I'm writing an adventure for levels 8-11 or so, party of 4-6.
Setting is wilderness encounter outside a stronghold of evil. Devil Patrols.
8 Bearded Devils
2 Barbed Devils (never surprised) + 6 flying Abishai with an acid supersoaker
They can all gate with a certain percentage. It could go very poorly, but I think with their +2 weapons and smiting and wands they might clean house on these losers way too fast. New to devils and higher levels. Wondering if this is level appropriate.
As other posters have noted, the key is keeping track of the devils' other abilities and using them appopriately. Gate is a big one. Causing fear when they hit could potentially be important, as well as hold person. At least these types don't have telekinesis. The small party size could quickly become an issue. If the cleric and/or the fighting types are incapitated early, it will be trouble. I always like larger parties, especially in high level adventures with lots of powerful foes. But that's between you and what your players are comfortable with. We almost always run 2-3 PCs each because we usually have no more than 5 players.
For order I'm thinking they'd prefer to capture but if overmatched they are good recon forces and will not fight to the death. They will Teleport back to HQ and provide warning. Then re-engage.
Thanks for the questions this is helpful.
So a Cleric of 9-13th level turns Fiends on a 19 or 20. So 10% chance of turning.
So its very probable they will be fighting the devils.
I was going to use this blog's interpretation of "at will"
so a devil can
full attack routine
Use an at will ability (e.g., Gate or Teleport)
Move
use an item. (if devil's have items)
Bearded Devils have THACO 13 (1d2, 1d2, 1d8 + Dex dmg)
Barbed Devils have THACO 12 (2d4, 2d4, 3d4 for dmg)
Ideally they are flanking so hitting between 45-50% of the time
I think this would be an ugly melee, but melee might make them teleport instead of gate
My players don't currently have an item that let's them fly, just wizard spells. Though they do have a spacecraft they are repairing.
I feel out of my depth here 😆
What level are the clerics (can they turn the devils?), fighters, and MUs? Can many of the PCs fly easily? Will they have used divination magics to scout the area, learn about its inhabitants, and do any reconnoitering manually too? How do you manage the devils' "at will" abilities? What are the devils' exact orders while on patrol (how much free will do they have; they are literal-minded, likely)? What is their chain of command?
These, and likely other Qs, will determine the PCs' chances to enter the stronghold of evil at all ;)
Allan.