emacs-rpgdm/dnd-5e/chases.org
Howard Abrams 020d0386b7 Displayable tables of D&D 5th Edition
A collection of information I could easily remember that could be
displayed as part of a Dungeon Master Screen.
2021-01-29 23:29:57 -08:00

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Chases

Rules:

  • Chase Initiative
  • Use Dash action a number of times equal to 3 + Constitution modifier.

  • Roll d20 at end of turn. Less than 10? Complication

    • Complication affects next chase participant in the initiative order
    • Participant who rolled die or the participant affected by the complication can spend inspiration to negate the complication
  • Quarry makes a Dexterity (Stealth) check at the end of each round (after all participants have taken their turn)

    • All pursuers make a Wisdom (Perception) check (can be passive).
Escape Factors
Factor Check Has …
Quarry has many things to hide behind Advantage
Quarry is in a very crowded or noisy area Advantage
Quarry has few things to hide behind Disadvantage
Quarry is in an uncrowded or quiet area Disadvantage
The lead pursuer is a ranger or has proficiency in Survival Disadvantage
Urban Chase Complications
  1. A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of difficult terrain.
  2. A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain.
  3. A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone.
  4. A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain.
  5. The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone.
  6. You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain.
  7. You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain.
  8. A beggar blocks your way. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain.
  9. An overzealous guard (see the Monster Manual for game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit).
  10. You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage.
Wilderness Chase Complications
  1. Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of difficult terrain.
  2. Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain.
  3. You run through a swarm of insects (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; 4d4 piercing damage on a hit).
  4. A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain.
  5. Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved.
  6. A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 × 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone.
  7. You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Player's Handbook for rules on escaping a net.
  8. You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage.
  9. Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage.
  10. A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain.
Sewer Chase Complication Table
  1. A roaring river of sewage blocks your path. Make a DC 15 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain.
  2. Disorienting echoes cause you to question your current path. Make a DC 10 Wisdom (Perception) check. On a failed chec, you move in a random direction determined by the DM.
  3. A pipe opens next to you releasing a spray of sewage. Make a DC 15 Dexterity saving throw. On a failed save, you are knocked prone by the sewage.
  4. You disturb a nest of rats. A swarm of rats chases after you.
  5. Ahead of you a mechanical iron portcullis begins to shut. Make a DC 15 Dexterity (Acrobatics) check or use 10 feet of movement to go around a different way. On a failed check, you take 1d4 bludgeoning damage and have to use 10 feet of movement to go around a different way.
  6. You must cross over the top of a pipe opening. Make a DC 10 Strength (Athletics) check to jump over. On a failed check, you fall 1d4 x 5 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
  7. You run through a cloud of noxious fumes. Make a DC 15 Constitution saving throw. On a failed save, you are poisoned until the end of your next turn.
  8. An ochre jelly falls from the ceiling and attacks you.
  9. You must cross a pool knee-deep sewage. Make a DC 10 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain.
  10. You run through a pocket of explosive gas. If you are carrying a lit torch, candle, lantern, or other fire-powered light source, open flame, or create fire by magic or mundane means this round, make a Dexterity saving throw. On a failed save, you take 2d6 fire damage.
Treetop City Chase Complication Table
  1. You cross an unstable rope bridge. Make a DC 10 Dexterity (Acrobatics) check or fall prone on the bridge.
  2. You cross a crumbling bridge. Make a DC 10 Dexterity saving throw. On a failed save, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
  3. You run across a narrow bridge. Make a DC 15 Dexterity (Acrobatics) check. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
  4. The bridge before you is broken. Make a DC 15 Strength (Athletics) check to jump the distance. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
  5. You disturb a hive of hornets. A flying swarm of insects chases after you.
  6. You have reached the end of your path on this level and there is nowhere for you to go but up. Make a DC 15 Strength (Athletics) check to climb up to a new level. On a failed check, the effort to climb costs you 10 feet of movement.
  7. You accidentally knock over an irate druid. Make a DC 15 Charisma (Persuasion) check or she chases after you.
  8. A large puddle of tree sap is in your path. Make a DC 10 Dexterity (Acrobatics) check to avoid it. On a failed check, the sticky grounds costs you 5 feet of movement.
  9. A large gap between structures blocks your path. You can make a DC 15 Dexterity (Acrobatics) check to swing across the gap on a vine or use 10 feet of movement to walk around the gap. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
  10. An overgrowth of razorvine blocks your path. Make a DC 10 Strength (Athletics) check to jump over it. On a failed check, you take 1d10 slashing damage and lose 5 feet of movement.

Need to read Outrunning Hazards.