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  20 THINGS #52:
  RAGING SWAN PRESS
  URBAN CHASE
  SYSTEM  
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  20 THINGS #52: URBAN CHASE 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your 
  session to life? Well fear not! That’s where the 20 Things line comes in. This short, focused compilation gives you, the time-crunched 
  GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and 
  bask in your players' adulation. 
  This instalment provides ﬁve pages of material compatible with virtually any fantasy roleplaying game and is designed to help you 
  ﬂesh out and bring to life the urban chases in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: Rick Hershey, William McAusland and Maciej Zagorski (The 
  Forge Studios). Some artwork copyright William McAusland, 
  used with permission. Publisher’s Choice Quality Stock Art © 
  Rick Hershey/Fat Goblin Games. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  U SIN G THI S BOOK 
  You can use these system neutral tables either during session 
  prep or “on the fly” during the actual session. Roll on the 
  desired table and describe the result. Remember: 
  •
  Some players may assume because you describe something 
  it is important. This may slow down the party’s progress 
  through the adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it fit with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
  A NOTE AB OUT MECHANICS 
  Many of the lists in this book present obstacles to dodge or 
  overcome, events to endure or opportunities to capitalise on. This 
  is a system neutral book and thus I have made no attempt to 
  suggest or design mechanics to run your chase. Keep in mind the 
  thrill of the chase dictates a chase cannot simply devolve into a 
  series of identical movements. Use the provided events and 
  obstacles as chances to shake up the chase and for one party or 
  another to gain advantage over the other. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Using this Book 
  1 
  ......................................................................................
  A Note About Mechanics 
  1 
  .....................................................................
  Contents 
  1 
  .................................................................................................
  1: Alleyway Chase 
  2 
  .................................................................................
  Daytime Events 
  2 
  ...............................................................................
  Nighttime Events 
  2 
  ............................................................................
  Obstacles 
  2 
  .........................................................................................
  2: Rooftop Chase 
  3 
  ..................................................................................
  Daytime Events 
  3 
  ...............................................................................
  Nighttime Events 
  3 
  ............................................................................
  Obstacles 
  3 
  .........................................................................................
  3: Sewer Chase 
  4 
  ......................................................................................
  Events 
  4 
  ...............................................................................................
  Obstacles 
  4 
  .........................................................................................
  4: Street Chase 
  5 
  ......................................................................................
  Daytime Events 
  5 
  ...............................................................................
  Nighttime Events 
  5 
  ............................................................................
  Obstacles 
  5 
  .........................................................................................
  5: Opportunities & Complications 
  6 
  ......................................................
  OGL V1.0A 
  7
  .............................................................................................
  
  1: ALLEY WAY CHASE 
  Nefarious types often duck into a shadowy alley in hopes of 
  escaping their pursuer. Use the tables and lists on this page to 
  generate interesting events, obstacles, opportunities and 
  complications for an alleyway chase. Modify or ignore any result 
  you deem inappropriate. 
   
  Roll on the table below to determine what kind of obstacle or 
  event occurs (and to whom it occurs):  
  DAYTIME EVENTS 
  In a dark alleyway, the unexpected often happens. 
  1.
  Two men stagger along the alley, carrying heavy sacks. Intent 
  on their task, they do not hear the character approaching. 
  2.
  Several beggars shelter in the alleyway. They paw pathetically 
  at passersby, desperate for coin, food or strong alcohol.  
  3.
  A small boy plays in the mud, and pelts passersby with mud 
  ball (once they have reached a safe distance). 
  4.
  Sunlight reﬂects off a pool of rank water, potentially dazzling a 
  character for a round or two.  
  5.
  A man leans against the wall, urinating. He is in no hurry, and 
  won’t move for anyone. 
  6.
  Two cloaked ﬁgures are in the middle of some nefarious deal 
  when the chase enters the alleyway. They both assume the 
  chasing parties are the watch and bolt in different directions, 
  perhaps adding to the confusion. 
  7.
  A young girl sits in the mud playing with a mongrel puppy. 
  The dog barks ferociously at the character’s sudden 
  appearance and nips at their ankles. 
  8.
  Without warning cry, someone hurls the contents of a full 
  chamberpot into the alleyway from an upper storey window. 
  Unlucky characters could get hit by the excrement and be 
  temporarily blinded or may slip in the suddenly appearing 
  slippery puddle. 
  NIGHT TIME EVENTS 
  At night, the gloom of the alley becomes deeper. 
  1.
  Two thugs lurk in the alley, waiting for prey. They sense 
  opportunity, and pounce during the chase. 
  2.
  A drunk sits slumped against a wall. His legs stick out in the 
  alley and he (hilariously) tries to trip up a character running 
  passed. If he succeeds, he ﬁnds this hilarious. 
  3.
  Thick clouds pass in front of the moon, plunging the alleyway 
  into deeper darkness. 
  4.
  The noice of the chase provokes angry shouts from many of 
  the buildings facing the alley; consequently, it is easy for the 
  pursuer to keep track of their quarry’s position. 
  5.
  The character hears an urgent whisper, as someone tries to 
  entice them into a nearby shack to hide. This could be a 
  genuine offer of assistance or the prelude to a mugging. 
  6.
  The character runs straight into the middle of a mugging. If 
  they stop to help, the muggers attack them; if they ignore the 
  mugging, the muggers ignore them. If the victim survives they 
  might blame the characters for their predicament and seek 
  revenge at a later date. 
  7.
  A stray dog noses about the alleyway in search of scraps. At 
  the character’s approach it could be aggressive or overly 
  friendly. In either regard, the dog’s attentions may slow down 
  the character.  
  A. Aggressive (01-10): The dog growls, bares it teeth and 
  bites at anyone getting too close.  
  B. Friendly (11-20): The dog wags its tail, jumps up and 
  tries to follow the character (hoping for food, attention 
  and love). 
  8.
  Two singing drunks stagger along the alley, arm and arm. In a 
  jovial mood, they try to grab the character to get them 
  involved in a sing along. Unless threatened with violence, they 
  keep trying to get the character to join them for a drink and a 
  song. They are intensely annoying. 
  OBSTACLES 
  Alleyways are narrow, dark and full of the leavings of civilised life.  
  1.
  A whore and her client appear oblivious to the oncoming 
  runners. They make no attempt to get out of the way, and the 
  client reacts angrily if disturbed. 
  2.
  A pool of slippery vomit and excrement covers the ground. 
  Inattentive characters may slip and fall. 
  3.
  A semi-feral, skinny dog licks furiously at a lumpy pool of 
  vomit. It barks furiously at, and tries to bite, anyone 
  interrupting its meal. 
  4.
  The sharp shards of a broken barrel lie against the wall and 
  could trip (or cut) the unwary. A character could also throw 
  the broken barrel behind them to slow pursuit. 
  5.
  A body lies facedown in the alley, amid a slowly spreading 
  pool of fresh (slippery) blood and entrails. Two mangy cats lap 
  at the blood, and scatter at the character’s approach. 
  6.
  A pitiful pile of belongs—thrown from a nearby house—litter 
  the alley. A crying woman kneels among the objects sobbing 
  while a man shouts insults from an upper window. 
  7.
  Slippery, foul-smelling mud comprises the alley ﬂoor. 
  Characters moving swiftly may slip and fall in the mud. Such 
  characters arise coated in the foul-smelling, slippery stuff. 
  8.
  The noice of the chase provokes angry shouts from many of 
  the buildings facing into the alley; consequently, it is easy to 
  keep track of the pursued individual.  
  D20
  D20
  1-6
  Obstacle (both parties)
  11-16 Event (both parties)
  7-8
  Obstacle (pursued)
  17-18 Event (pursued)
  9-10
  Obstacle (pursuer)
  19-20 Event (pursuer)
  2
  
  2: ROOF TOP C HASE 
  Thieves and assassins often use a town’s rooftops as a clandestine 
  highway—one the local watch rarely frequents. Use the tables and 
  lists on this page to generate interesting events, obstacles, 
  opportunities and complications for a rooftop chase. Modify or 
  ignore any result you deem inappropriate. 
   
  Roll on the table below to determine what kind of obstacle or 
  event occurs (and to whom it occurs):  
  DAYTIME EVENTS 
  During a rooftop chase, the unexpected often happens. 
  1.
  A roof tile cracks beneath the character’s feet. Unless they 
  catch themselves, the character could slip and fall (perhaps to 
  the street below). 
  2.
  The character disturbs a worker ﬁxing a tile. Surprised the 
  worker moves straight into the character's path. 
  3.
  As #2, but the worker stumbles and slips from the roof. They 
  catch themselves but dangle precariously above the street 
  and desperately call for aid. If it is not forthcoming, they 
  plummet to the street below; serious injury or death results. 
  4.
  The character disturbs a nesting bird (or two) that bursts forth 
  from its hidden nest. The surprise of the bird’s appearance 
  could cause the character to swerve off course, skid to a halt 
  or even fall from the roof. 
  5.
  Sun glints off a metal object, perhaps dazzling or temporarily 
  blinding a character. 
  6.
  Angry shouting from folk in the building below follows the 
  character across the rooftops. 
  7.
  Three cats lie sunning themselves on the roof's parapet. They 
  hiss and spit at approaching characters. 
  8.
  A watch patrol passes below in the street. They see the chase 
  and rush to intercept the characters. 
  NIGHT TIME EVENTS 
  At night, the characters may not be the only people abroad on the 
  “thieves’ highway”. 
  1.
  The character literally bumps into a thief using the roof as a 
  highway. The thief could be on the way to, or coming back 
  from, a job. If the thief has already done their job, they drop 
  their loot in surprise at the character’s sudden appearance. 
  2.
  The character disturbs a colony of bats that take to the air in a 
  great ﬂuttering cloud. The bats could startle, distract or buffet 
  the character. 
  3.
  An assassin is using the roof to approach their target. The 
  assassins wants no witnesses and attacks the character. 
  4.
  A sudden ﬁerce downpour renders the rooftops slick and 
  reduces visibility. 
  5.
  The chase is making a lot of noise. Someone in the building 
  below begins to hysterically shout of murder, assassins and 
  thieves; the watch are called. 
  6.
  A cat slinks through the darkness on the hunt for a bird, rat or 
  other tasty morsel. Inattentive characters might stand on the 
  cat—maybe killing the creature and perhaps making them slip 
  into the street below. 
  7.
  An assassin—or just a disgruntled thief seeking revenge 
  against a rival—lurks on the roof ready to push a stone onto 
  their target when they pass by. 
  8.
  Clouds scud across the moon banishing what faint moonlight 
  was illuminating the rooftops. Below, the streets and alleys are 
  chasms of darkness. 
  OBSTACLES 
  Rooftops are dangerous places. 
  1.
  A section of the roof is weak, and collapses as the character 
  runs across it. Unless the character is nimble, they could fall 
  into the room below. 
  2.
  The gap between buildings is wider than normal, and the 
  character must leap to cross it. If they fail, they could fall to the 
  street below. 
  3.
  A small group of minor wizards stand atop the roof observing 
  weather patterns (during the day) or the stars and planets (at 
  night). The character’s appearance create confusion and 
  anger in their ranks. Some wizards try and get out of the way 
  while other’s curse (and perhaps even punish the characters 
  with a spell or two). 
  4.
  A line of ﬂuttering washing lies across the route of the chase. 
  Characters must duck under the washing or lose a round or 
  two enmeshed in its slightly damp embrace. Additionally, the 
  washing obscures sight of what lies beyond, making this a 
  good place for an ambush. 
  5.
  Workers have piled new tiles, a great mass of thatch or 
  replacement wooden beams in preparation for repairing the 
  roof. The character must go over or around this obstacle. 
  6.
  Two lovers have crept up to the roof for some private alone 
  time. They do not hear the chase until a character is literally 
  on top of them. In the ensuing chaos, someone could slip and 
  fall from the roof. 
  7.
  A section of roof being prepared for extensive repair is 
  covered by nothing but a tarpaulin. An inattentive character 
  might not realise the danger and fall into the space below. 
  8.
  Rival thieves—or perhaps two entire rival gangs—ﬁght atop the 
  roofs of this distract or block. Their skirmish causes 
  innumerable obstacles—fallen combatants, knots of struggling 
  thieves, dropped bags of loot and the like—for the characters 
  to navigate. 
  D20
  D20
  1-6
  Obstacle (both parties)
  11-16 Event (both parties)
  7-8
  Obstacle (pursued)
  17-18 Event (pursued)
  9-10
  Obstacle (pursuer)
  19-20 Event (pursuer)
  3
  
  3: SEWE R C HA SE 
  Much goes on below the streets of the towns and cities lucky 
  enough to have a sewer system. Use the tables and lists on this 
  page to generate interesting events, obstacles, opportunities and 
  complications for a sewer chase. Modify or ignore any result you 
  deem inappropriate. 
   
  Roll on the table below to determine what kind of obstacle or 
  event occurs (and to whom it occurs): 
  EVENTS 
  During a chase through a sewer, the unexpected often happens. 
  1.
  Several starving giant rats, in search of food, emerge from 
  cracks low down in a wall and attack the nearest character. 
  2.
  The loud rumbling of a cart in the street above startles the 
  character who might fall slip and fall into the sewer as a result 
  of the shock. 
  3.
  A large bubble rises to the surface of the sewer and bursts, 
  releasing a noxious stench into the air. 
  4.
  The character spots a shadowy ﬁgure up ahead in the sewer. 
  The ﬁgure could be a lurking thief up to no good (1-3), a 
  beggar (4-5) or a sewer worker (6) inspecting or repairing 
  something in the vicinity. 
  5.
  A loud splash echoes through the air; ahead something large 
  has just fallen into the sewer. Variously, this could be a body 
  (or something else) being dumped, some kind of large 
  predator or a small collapse. 
  6.
  A sudden, loud inﬂux of waste makes hearing anything else 
  difﬁcult for several rounds as the sound echoes loudly 
  through the sewer. 
  7.
  Something large moves in the sewer’s dank, opaque water, 
  leaving a wake amongst the murk. It could be nothing more 
  than a large submerged branch or it could be something far 
  more dangerous—a snake, a monstrously large eel adapted to 
  sewer life or something even worse. 
  8.
  The character disturbs a pair of footpads doing away with the 
  remains of their most recent victim. They want no witnesses 
  and attack the character. 
  OBSTACLES 
  Sewers are foul places, full of civilisation’s muck. 
  1.
  A thick crust of slippery efﬂuent covers the walkway; those 
  moving too quickly or not paying attention could slip and fall 
  into the sewer. 
  2.
  Part of the sewer's stone walkway has crumbled away. The 
  characters must jump the ﬁve-foot gap to continue on their 
  way or end up in the ﬁlthy water. 
  3.
  A rusty locked gate bars the walkway. The character must 
  either jump into the sewer channel, leap across to the other 
  walkway, go back the way they came or break through the 
  gate to continue on their way. 
  4.
  A small swarm of rats gnaw on the ﬁlth-covered body of a 
  human slumped on the walkway. A dagger sticks from the 
  man's back and the rats vicious defend their meal. 
  5.
  A blockage has created a veritable dam of congealed 
  excrement, bits of wood, detritus and other rubbish. Efﬂuent 
  has nearly crested the slick, stinking dam, which may—or may 
  not—be safe to cross. 
  6.
  Two thieves lurk in the sewer plotting their next job. 
  Predacious fellows they attack any lone or separated 
  character, in search of an easy score. 
  7.
  The walkway is slimy and redolent with waste. Incautious 
  characters may slip and fall (perhaps into the sewer’s foul, 
  sluggishly ﬂowing water). 
  8.
  Because of a local blockage, this part of the sewer is ﬂooded 
  and the character must wade through thigh-high sewer water; 
  hidden obstacles and deeper sections lurk to snare the 
  unwary or rushing character. 
  D20
  D20
  1-6
  Obstacle (both parties)
  11-16 Event (both parties)
  7-8
  Obstacle (pursued)
  17-18 Event (pursued)
  9-10
  Obstacle (pursuer)
  19-20 Event (pursuer)
  4
  
  4: STRE E T CHA SE 
  A town’s streets are often bustling places full of people and 
  commerce. Normally, that’s a good thing, but if you are trying 
  to escape pursuit (or to catch someone) this might be much 
  more of an inconvenience. Modify or ignore any result you 
  deem inappropriate. 
   
  Roll on the table below to determine what kind of obstacle or 
  event occurs (and to whom it occurs): 
  DAYTIME EVENTS 
  During a street chase, the unexpected often happens. 
  1.
  With only a brief warning cry, someone hurls the contents of a 
  full chamberpot into the road. Unlucky characters could get 
  hit by the excrement and be temporarily blinded or slip in the 
  suddenly appearing puddle of ﬁlth. 
  2.
  A drunk mercenary tries to trip the character, hoping the 
  watch might reward him. 
  3.
  It begins to rain heavily, reducing visibility. 
  4.
  A mounted warrior forces his horse through the throng, in 
  search of an inn for the night. Tired and irritated at the 
  crowds, he makes no attempt to get out of the character’s 
  way, and takes great delight in slowing them down and 
  generally being difﬁcult. 
  5.
  A peddler pushes a handcart through the throng. Desperate 
  for a sale, they accost a character—thrusting a sample of their 
  wares into the character’s face, and generally be annoying 
  and pushy. 
  6.
  A cart rumbles along the street, piled high with boxes and 
  barrels. Characters moving quickly and unpredictably could 
  spook the horses, creating chaos, confusion and disruption in 
  their wake. The wagon might even shed its load. 
  7.
  Townsfolk stand and stare at the characters chasing through 
  the crowd. Some shout words of encouragement, others taunt 
  one or both parties. 
  8.
  The character knocks over an innocent passerby, who falls to 
  the ﬂoor and drops their shopping. Instantly, beggars and 
  street urchins fall upon the dropped items. 
  NIGHT TIME EVENTS 
  While normally quieter a town’s streets are far from empty when 
  night has fallen. 
  1.
  Drunken revellers wander down the street singing lustily. They 
  stagger about, singing and laughing and could easily cause 
  an obstruction for running characters. 
  2.
  A watch patrol walk the streets, keeping an eye out for 
  suspicious or nefarious behaviour. They spot the chase and, in 
  turn, give chase intent on catching both parties. As they join 
  the chase, they call loudly for aid from other nearby patrols. 
  3.
  A man pushes a handcart up the street. He abruptly stops and 
  begins to collect several large lumps of horse manure. (A 
  steaming heap of the stuff already ﬁlls his barrow). 
  4.
  The character hears an urgent whisper, as someone entices 
  them into a nearby building to hide. This could be a genuine 
  offer of assistance or the prelude to a mugging. 
  5.
  A weary mud-splattered traveller leading a tired horse walks 
  up the street searching for an inn for the night. 
  6.
  Two lovers stroll arm in arm along the street. At sight of the 
  chase, one of the lovers decides to impress the other by 
  trying to restrain the character. 
  7.
  A drunken barbarian staggers along the street drinking from 
  a wine ﬂask. The barbarian is not looking where they are 
  going, and has a touchy temper. Violence could ensue, if the 
  character bumps into, or knocks over, the barbarian. 
  8.
  A shadowy ﬁgures beckons to the character. The ﬁgure—a low-
  level thief—could offer the pursued a place to hide or show 
  the pursuer a shortcut to get ahead of their quarry. Either way, 
  the thief wants paying. 
  OBSTACLES 
  Streets are often busy places thronged with people. 
  1.
  An empty wagon, and a bored-looking horse, stands 
  stationary in the road. The teamster kneels at the back of the 
  wagon, as he examines something underneath it. 
  2.
  A patrol of four members of the watch march down the street, 
  two abreast. Townsfolk step aside to let them pass temporarily 
  creating an area of denser crowd. 
  3.
  A half-dozen laughing, running children run through the 
  street, playing a game of catch. The character could get 
  tangled up among the children who might not realise the 
  deadly seriousness of the chase. 
  4.
  Stalls line the street, forcing those passing into a narrower 
  section of road. Several oblivious people browse the stalls, 
  creating additional obstructions. 
  5.
  A minor ﬁre has broken out in a nearby building. Smoke wafts 
  across the street, as a dozen or so townsfolk attempt to ﬁght 
  the smouldering blaze. 
  6.
  A procession—perhaps a solemn funeral procession or the like
  —processes up the street. The mourners do not take kindly to 
  distractions or disturbances and lash at the character. 
  7.
  A building has collapsed, and is in the process of being 
  rebuilt and repaired. A pile of building materials—guarded by 
  several self-important urchins—partially blocks the street. 
  8.
  An important person—perhaps a nobleman, priest or wizard—
  is abroad in the town on personal business. If the character 
  knocks the person over, gets in their way or otherwise 
  inconveniences them the NPC may cast a spell at them, report 
  them to authorities or exact their revenge in some other 
  subtle (or unsubtle) way. 
  D20
  D20
  1-6
  Obstacle (both parties)
  11-16 Event (both parties)
  7-8
  Obstacle (pursued)
  17-18 Event (pursued)
  9-10
  Obstacle (pursuer)
  19-20 Event (pursuer)
  5
  
  5: O PP ORTUN I TI ES & COM PLICATIONS 
  Sometimes fortune smiles on the hero; sometimes, it does not. 
   
  Use this list to determine what opportunity or complication 
  occurs during or after the chase. An opportunity or complication 
  can occur to the NPCs, the characters or both parties, as you 
  deem appropriate. Modify or ignore any result you deem 
  inappropriate. 
  1.
  The chase takes place close to where a sergeant or captain of 
  the watch is inspecting a double-strength patrol. Hearing the 
  ruckus the ofﬁcer, followed—perhaps reluctantly—by the patrol 
  sets off to investigate the disturbance. 
  2.
  The nearest watch patrol happens to comprise corrupt and 
  easily-bribable guards. For a small amount of coin, they can 
  intervene, not intervene or release anyone captured during 
  the chase, as  appropriate. 
  3.
  A character resembles a notorious criminal high up on the 
  watch’s wanted list. Any members of the watch “recognising” 
  the character gives chase. Alternatively, a mistaken informer 
  follows the characters back to their lodging and then reports 
  them to the watch—who arrive shortly thereafter to arrest the 
  unfortunate character. 
  4.
  The person the characters were chasing has a powerful local 
  friend or enemy. 
  A. Friend (01-10): The NPC seeks out the party to have their 
  revenge on behalf of their friend. They might try 
  rubbishing the characters’ reputations or hire thugs to 
  rough up (or kill) them. This NPC could become a 
  reoccurring thorn in the characters’ side. 
  B. Enemy (11-20): The NPC is delighted with the characters, 
  if they caught their quarry and seeks them out to thank 
  them. If the characters failed to catch their foe, the NPC 
  offers the party assistance. In either scenario, the 
  characters could make a new, useful friend who could be 
  the source of future adventures. 
  5.
  The chase happened near the scene of another major crime. 
  Perhaps someone important was murdered or a major theft 
  occurred. The characters were seen running in the vicinity and 
  are urgently sought for questioning. 
  6.
  The chase resulted in signiﬁcant property damage, and the 
  characters are pursued to settle the bill. 
  7.
  A high-ranking member of the watch seeks out the characters 
  and offers them positions in the organisation. 
  8.
  A character develops a bad sprain or sprain, after the chase. 
  Their speed is reduced by half for a week (or until they are 
  magically healed). 
  6
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #52: Urban Chases. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
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  Creighton Broadhurst to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  7
  
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #52 Urban Chase (SysN).pdf