TEXT: EN World EN5IDER| Give Chase
  James Introcaso
   
  hase scenes never works at the table like the ones in the movies. In your mind, they’re 
  action-packed and thrilling, but in reality, they’re a tedious slog that which grinds your game 
  to a halt. They’re the reason you cringe when your players decide to pursue those fleeing 
  goblins. C
  
  EN World EN5IDER | Give Chase
  Chase Cheat Sheet
   
  Start of turn. Resolve complication, if any. 
   During turn. Move, Action.
   End of turn. Roll for next participant’s complication, additional 
    
  Dash Constitution check.
   End of round. Quarry makes Dexterity (Stealth) check vs. passive  
    
  Wisdom (Perception).
   Maximum Dashes (3 + Constitution modifier): _____
   Dashes used: _____ 
   
      Exhaustion level: _____
  The fifth-edition core books present new rules to 
  run chases more smoothly than ever before. Gone 
  are the days of every character with the same 
  speed running in perfect time, one after another, to 
  get into attack range. These new rules streamline 
  the classic chase scene, but are unfamiliar even to 
  players comfortable with the fifth-edition system. 
  Keep the new rules open while reading this article, 
  if you’re not already familiar with them. The key to 
  a successful chase is letting all participants know 
  their options.
  Tracking Turns
  As the GM, you must make sure your 
  players are familiar with the chase 
  rules in the GM’s core rulebook. Below 
  is a cheat sheet to help players keep 
  track of their turn-by-turn options 
  during a chase. Even if you aren’t 
  expecting a chase, keep them handy. 
  You never know when the PCs are 
  going to feel the need to run down 
  every last kobold.
  Speedy PCs
  Some PCs have features, like the 
  monk’s increased speed and the 
  rogue’s Cunning Action, that could 
  cut a chase scene short. This is only 
  possible if the PCs are chasing a 
  single creature with normal or 
  slower movement speed. The truth 
  is, creatures with increased speed 
  make most chases more interesting. 
  If a speedy PC threatens to end 
  your chase early, consider allowing 
  them to feel powerful this time; they 
  built their character for speed, let it 
  make a difference! If you really need 
  to your chase to be dramatic, use 
  terrain, hidden enemies, and chase 
  complications that give your villain an 
  advantage. 
  
  EN World EN5IDER| Give Chase
  Mapping the Chase
  Not all chases require maps, but a 
  gridded map can make your chase 
  more tactical.  When using this 
  method, you’ll want many tiles or 
  a big map, since most creatures 
  can move at least 60 feet in a single 
  turn. Each square on your grid 
  should represent at least 10 feet. If a 
  participant ends their move between 
  two squares, place their token on the 
  line between the two.
  If you don’t have a wet-erase mat or 
  tiles, or you’re running a particularly 
  high-octane chase, you may want a 
  more abstract representation. Some 
  chases are too large and too fast to 
  be contained using miniatures on the 
  table. A group of PCs on horseback 
  fleeing from an ancient dragon will 
  run off most maps in a single turn.  
  At the start of the chase, assign each 
  participant a notecard with their 
  name. Determine how far apart all 
  the participants are in relation to one 
  another and the direction of the chase. 
  The participant who is furthest back 
  is at position 0. Other participants 
  are then assigned positions based on 
  how many feet they are from position 
  0. For example, participants 20 feet 
  from position 0 are at position 20. 
  Participants record their positions on 
  their notecards which are placed in a 
  line in order from 0 to highest at the 
  center of the table.
  As participants take turns, they record 
  their new positions on the notecards 
  and physically reorder the cards 
  as necessary. As obstacles and new 
  participants appear, assign them cards 
  and position numbers. Large obstacles, 
  like a 100-foot-long lava flow, might 
  occupy multiple positions.
  Obstacles and Complications
  A fleeing assassin turns a corner into an ambush. 
  A cowardly orc lord hurls a merchant’s cart. An 
  earth elemental opens a gaping chasm beneath its 
  pursuers’ feet! 
  Obstacles and complications not only make a chase 
  more interesting, but also give it life beyond moving 
  notecards or miniatures. 
  
  EN World EN5IDER | Give Chase
  D20
  Complication
  1
  You run into a patch of poisonous fungi, releasing spores. Make a DC 10 Constitution 
  saving throw. On a failed save, you take 1d4 poison damage and are poisoned until 
  the end of your next turn.
  2
  You run into the web of a giant spider. Make a DC 15 Dexterity saving throw. On a 
  failed save, you are caught in the web and restrained. As an action you can break free 
  with a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (your choice).
  3
  You are caught in a small cave-in. Make a DC 10 Dexterity (Acrobatics) check. On a 
  failed check, you take 3d4 points of bludgeoning damage and the cave-in counts as 
  10 feet of difficult terrain.
  4
  You must squeeze through a tight tunnel. Make a DC 10 Dexterity (Acrobatics) check. 
  On a failed check, the tunnel counts as 10 feet of difficult terrain.
  5
  A sudden sinkhole appears beneath you. Make a DC 10 Dexterity saving throw. On a 
  failed save, you fall 1d3 x 10 feet, taking 1d6 bludgeoning damage per 10 feet fallen, 
  and land prone. As an action, you can make a DC 10 Strength (Athletics) check to 
  climb out.
  6
  You disturb an unhallowed burial ground. 1d4 skeletons rise and chase after you.
  7
  A large crack in your path is a tripping hazard. Make a DC 10 Dexterity (Acrobatics) 
  check. On a failed check, you fall prone.
  8
  Your path ends in a ledge over a 10-foot drop. You must make a DC 15 Strength 
  (Athletics) or Dexterity (Acrobatics) check or use 20 feet of movement (your choice) 
  to move down unharmed. On a failed check, you take 1d6 bludgeoning damage and 
  land prone.
  9
  A patch of green slime drops from the ceiling. Make a DC 10 Dexterity saving throw. 
  On a failed save, the slime coats you, dealing 1d10 acid damage.
  10
  A gelatinous cube blocks your path. Make a DC 15 Dexterity (Acrobatics). On a 
  failed check, you run into the cube. You have advantage on this check if your passive 
  Wisdom (Perception) score is at least 15.
  11-20
  No complication.
  Table 1. Underground Complications
  Obstacles are larger areas of terrain which affect all 
  chase participants. Spiked pits, a miles-long chasm, 
  a queen’s 100-chariot procession, and a vast field 
  of thick mud are all examples of obstacles. Use as 
  many obstacles as you need to excite your players, 
  but don’t overdo it. Three to five obstacles should 
  be enough to keep your players engaged. More than 
  that, and they may get overwhelmed. 
  Before running a chase, jot down some potential 
  obstacles inspired by the setting. What events are 
  happening in the area that might affect 
  the chase? A parade? Is there a ravine 
  ahead that participants have to cross? 
  Is there anything special about your 
  chase setting like fragile, exploding 
  crystals growing out of the ground or 
  unstable bridges connecting a city of 
  treehouses? Specific, unique obstacles 
  turn your chase into an amazing story.
  
  EN World EN5IDER| Give Chase
  Table 2. Castle Grounds
  D20
  Complication
  1
  You run over a piece of manure. Make a DC 10 Dexterity saving throw. On a failed 
  save, you fall prone.
  2
  You spook a horse. Make a DC 10 Dexterity (Acrobatics) or Wisdom (Animal 
  Handling) check (your choice). On a failed check, the horse kicks you, dealing 2d4 
  bludgeoning damage and knocking you prone.
  3
  You run through an area where a noble is changing clothes. 1d4 nearby guards hear 
  the noble’s cry and chase after you. 
  4
  A royal procession blocks your path. Make a DC 10 Strength (Athletics), Dexterity 
  (Acrobatics) or Charisma (Deception) check. On a failed check, you must use 10 feet 
  of movement to move around the procession.
  5
  You blunder into the path of a knight. Make a DC 10 Charisma (Persuasion) check. 
  On a failed check, the offended knight chases after you. 
  6
  A rose bush garden blocks your path. Make a DC 10 Strength (Athletics) check. On a 
  failed check, you take 1d4 piercing damage and the bushes count as 5 feet of difficult 
  terrain.
  7
  Servants carrying a cauldron of hot oil spill it in the confusion of the chase. Make a 
  DC 10 Dexterity saving throw. On a failed save, you take 1d10 fire damage.
  8
  A low wall blocks your path. Make a DC 15 Strength (Athletics) check. On a failed 
  check, the wall counts as 5 feet of difficult terrain. 
  9
  Above you, a surprised mason drops some stones. Make a DC 10 Dexterity saving 
  throw. On a failed save, you take 1d4 bludgeoning damage and the debris counts as 5 
  feet of difficult terrain.
  10
  You run through a herd of frightened goats. Make a DC 13 Dexterity saving throw. 
  On a failed save, you take 1d4 piercing damage and the goats count as 10ft of difficult 
  terrain. 
  11-20
  No complication.
  Complications, on the other hand, are 
  rolled on a table at the end of each 
  chase participant’s turn and affect the 
  next participant in the initiative order. 
  In addition to the ones provided in 
  the fifth-edition core rulebooks, you 
  can use the following tables or create 
  your own. Usually these complications 
  only affect a single participant. A 
  thug waiting to trip someone, a 
  crowded alley, or a puddle of slippery 
  oil on the ground are examples of 
  complications in a low-level game. 
  When creating a complication table, think about 
  your setting once again. In general, complications 
  involve an ability check or saving throw, deal small 
  amounts of damage, or cost a participant 5 to 10 
  feet of movement. Complications can also add new 
  creatures to the chase and sometimes restrain or 
  knock a participant prone.
  The core rulebooks already contain two example 
  tables of complications covering urban and 
  wilderness environments. This article contains a 
  further three example tables - underground, castle 
  grounds, and mountains.
  
  EN World EN5IDER | Give Chase
  Author - James Introcaso 
  Editor - James Haeck
  Artists -Ellis Goodson
  Layout - Justin Buell
  D20
  Complication
  1
  A cliff side crumbles beneath your feet. Make a DC 10 Dexterity saving throw or 
  fall 1d4*10 feet.
  2
  You run over the roof of a stone giant’s cave. The irate giant appears ten feet 
  behind the last participant and gives chase for 1 round. It loses interest and goes 
  home if it has not caught or incapacitated anyone by the start of its next turn.  
  3
  A field of packed snow blacks your path. If you are on foot, make a DC 10 Strength 
  (Athletics) check. On a failed check, you must use 15 feet of movement to move 
  around the snowfield. 
  4
  A peryton is feasting on the heart of freshly-killed mountaineer on a nearby bluff. 
  It gulps down the heart and chases after you. 
  5
  A pool of icy water blocks your path. If you run through the pool, you take 1d6 
  cold damage, but running around the pool costs 10 feet of movement.
  6
  A purple worm bursts from below, sending stones and gravel flying in all 
  directions. Make a DC 12 Dexterity save. On a failed save, you take 2d6 
  bludgeoning damage and are knocked prone. 
  7
  A thick cloud of bats swarms out of a nearby cave. On a failed DC 10 Dexterity 
  save, you are blinded for 1 round as the bats swarm around you. On a successful 
  save, escaping the cloud of bats costs 10 feet of movement.
  8
  A boulder falls in front of the path. A successful DC 15 Strength check is required 
  to push it out of the way. On a failed check, you must spend 10 feet of movement to 
  climb over it.
  9
  2d6 goblins are prospecting a shallow cave. They chase after you, thinking that you 
  must have some valuable shinies they can loot.
  10
  A crystal geode juts out of the mountainside. You may spend your action to break 
  off 1d3 semiprecious stones, each worth 20gp.
  11 - 20
  No complication.
  Table 3. Mountain Complications
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 008 - Give Chase.pdf