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# Chase ##### Rules
### Setup - The chase has two sides: the chasers and the runners. - The GM determines the starting gap between the two sides (or 6d10+60 feet). - The chase is broken down into 3d6 legs (rolled secretly). The timescale for a leg is flexible, but approximately thirty seconds to a few minutes. - If the chasers reduce the gap to zero before the end of the last leg, the runners are caught and the chase ends. Otherwise the runners escape. The GM may also choose that the runners escape if they open a wide enough gap (eg: 200 feet). ### Resolving the Chase 1. At the start of each leg, both sides choose one character to represent them. The two characters make an opposed Strength check (adding any Athletics bonus). No character can make a second check until all allies have made a first check, and so on. 2. The winning side widens or closes the gap by d10 feet per 10 feet normal movement rate of their representative (rounding up). Eg: a 25 feet movement rate = 3d10 feet. 3. If the PC scored an odd result on the Strength (Athletics) check, the PC rolls on the Chase Event Table. If the PC scored an even result, the other side rolls on the Chase Event Table. 4. Repeat until the chase ends. ### Chase Event Table On a fail if there is no other fumble specified the opposing side rolls to widen or close the gap. d20 | Event ----|------------ 1-2 | **Nothing happens.** 3-4 | **Random Coincidence.** Roll 1d6 on random coincidence table 5 | **Third Party.** DC 12 CHA. d6 beggars, a lost woodsman, d3 underground flumphs, a curious Aaracokra 6 | **Large Crowd.** DC 15 CHA + skill. A funeral procession, band of playful wood sprites, dwarven mining crew, cloud of young air elementals. 7-8 | **Dangerous Hazard.** DC 12 DEX for 1d4 characters. Falling debris from an upper storey window, hunting trap, dungeon deadfall, hostile air spirit, startled horse kick, snake nest, archway blade trap, lightning strike. 2d6+level damage. \columnbreak
d20 | Event ----|------------ 9-10 | **Dangerous Hazard.** DC15 DEX for 1d4 characters. A street riot, poisonous vines, underground slime, swarm of giant insects, alchemist explosion, carnivorous plant, hallway dart trap, toxic airborne spore. 2d6+level damage. 11-12 | **Obstruction.** DC 12 DEX or STR plus skill. Busy marketplace, thick mud, spider webs, storm, barrels and crates, fast running stream, jammed dungeon door, smoke. 13-14 | **Obstruction.** DC 15 DEX or STR plus skill. A horse & cart, thick scrub, crumbling passage, powerful winds, fenced off side alley, tree string noose trap, water logged dungeon tiles, out of control airship. 15 | **Burst of Speed.** The characters are inspired to dig deep and put on a final burst of speed. The characters roll to widen or close the gap. 16-19 | **Snap Opportunity.** 1d4 characters from both sides may take an action to assist themselves or act against the opposing side provided they declare their action within a 3 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a runner, dropping caltrops, etc. 20 | **Snap Opportunity.** All party. ### Coincidence Table d6 | Coincidence ---|------------ 1 | **Drop Something.** The character accidentally drops something valuable. Depending on the item, the GM might require a check to notice the loss. 2 | **Fatigue.** The character is overcome by unexpected fatigue and suffers the exhaustion condition. If an NPC, the character drops out of the chase. 3 | **Head Strike.** DC 15 CON. The character is struck on the head by an object. On fail the character is stunned and drop out of the chase. 4 | **Fall.** The character trips and falls, suffering a setback improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc). 5 | **Hostile Third Party.** DC 15 DEX. A character is beset upon by a hostile random encounter. On fail drop out of the chase and deal with the random encounter. 6 | **Lost.** DC 12 WIS. The character is somehow separated from any others. On fail the character become lost (momentarily or otherwise) and drop out of the chase. \pagebreakNum
Rules were adapted from [here](http://dndhackersguild.weebly.com/blog/fast-and-fun-chase-rules-for-dnd-5e).