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ParTy ReTreat ◆ The chase lasts up to six legs.

The timescale
for each leg is flexible, from a few seconds to
At the start of a round, if the whole party wishes a few hours.
to flee from a battle, they must first explain to the
GM how escape might be possible. If the GM ◆ If the chasers reduce the gap to zero before
agrees, a group Luck check is required. The GM the end of the last leg, the quarry are caught
decides any modifiers (eg dropping food, treasure, and the chase ends. Otherwise the quarry
or caltrops might be required or provide a bonus), escape. The GM might also rule that the
and whether checks are required to carry allies. quarry escape if they open a wide enough gap
(eg: more than 10 lengths).
If successful the adventurers manage to break away
from the battle with incapacitated allies over their Resolving the Chase
shoulders (or otherwise in tow, as explained by the
players). Depending on the circumstances, fleeing 1. Start of Leg Both sides choose one character
may lead to a Chase. If unsuccessful, the GM may to lead them. No character may lead a
permit individually successful adventurers to flee, second leg until all allies have lead a first leg,
regretfully abandoning their hapless comrades. The and so on.
party, or any remaining PCs, may attempt to flee
again next round if desired. 2. The Two Leaders make opposed Con
(Athletics) checks. The GM determines any
CHASES modifiers (eg fast quadrupeds chasing the
party might gain a +2 bonus, or flyers +4).
PCs sometimes get themselves into chase situations The winning side widens or closes the gap by
that aren’t much fun using basic movement rules. one length, or two lengths on a Great
Below is an abstract chase system that attempts to Success (or Terrible Failure from the loser).
recreate the frenetic pace of an exciting pursuit.
Remember that the characters are in a race and 3. The PC Leader rolls 1d20 on the Chase
reacting to what’s happening around them - they Event table. Event entries apply to the party
are not in control. As always, tweak as you see fit. unless indicated otherwise in the description.
The GM may simply decide who is affected
Setup by an event (eg the leader, everyone, just one
side, only specific people, etc).
◆ The chase has two sides: the chasers and the
quarry. 4. Repeat until the chase ends.
◆ The starting gap between the two sides is
1d4+3 abstract “lengths”. Alternatively the
GM determines the starting gap.

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CHASE EVENtS
Large Crowd A large group of creatures impedes the progress of the characters in a non-violent
manner (eg: a funeral procession, bison herd, dwarven mining crew, cloud of curious air spirits).
1 One or more characters may (amongst other things) attempt to persuade or intimidate the group
to assist them (GM’s call). If the crowd is not managed or bypassed, the opposing side changes
the gap by two lengths.
Dangerous Hazard The GM improvises a physical threat of some kind (eg: a street riot,
2 poisonous vines, carnivorous plant, underground slime, swarm of giant insects). 1d4 characters
must make a Luck (Dex) save (or similar) or suffer 2d6 + level damage.
Obstruction The GM improvises a physical obstruction of some kind (eg: horse & cart, thick
3 scrub, crumbling passage, powerful winds). If the characters cannot bypass or resolve the
obstruction, the opposing side changes the gap by 1d2 lengths.
Snap Opportunity Randomly nominate 1d4 characters from both sides. Those participants may
take an action to assist themselves or act against the opposing side, provided they declare their
action within a 5 second count down! The GM adjudicates what kinds of actions are possible in
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the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a
quarry, dropping caltrops, etc. If events lead to a failed Morale check, the party’s opponents drop
out of the chase.
Random Setback Roll 1d6:

i. Drop Something The leader accidentally drops something valuable (randomly determine
from the PC’s Battle Gear). For a large item, the PC notices such immediately. If a smaller
item, the GM decides whether the adventurer makes a Perc (Det) check to notice to loss
now or only after the chase ends. If the PC notices the loss, they may choose to drop out
of the chase to retrieve the item.

ii. Fatigue The leader is overcome by unexpected exhaustion and is Fatigued.


5 iii. Head Strike The leader is struck on the head by an object; Con check or Stunned and drop
out of the chase.

iv. Fall The leader must make a Dex (Acrobatics) check or trips and falls, suffering a setback
improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc).

v. Hostile Third Party A random PC is beset by a hostile random encounter. The character
must make a Luck (Dex) save or drop out of the chase and deal with the random encounter.

vi. Lost A random PC is somehow separated from the party. The adventurer must make an
Int check or become lost (momentarily or otherwise) and drop out of the chase.
Burst of Speed If the party succeed on a Group Con (Athletics) check, they are inspired to dig
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deep and put on a burst of speed, changing the gap by one length.
Dangerous Hazard The GM improvises a physical threat of some kind (eg: falling debris from an
7 upper storey window, hunting trap, dungeon deadfall, hostile giant bird). The leader must make
a Luck (Dex) save (or similar) or roll 1d12 on an appropriate Trauma table.

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Obstruction The GM improvises a physical obstruction of some kind (eg: barrels and crates,
8 treacherous creek, jammed dungeon door, smoke). If the characters cannot bypass or resolve the
obstruction, the opposing side changes the gap by two lengths.

9 Random Setback As Entry #5.

Hidey Hole The quarry locate a viable hiding place. If the PCs are the quarry they make a Group
Dex (Stealth) check. If the PCs are the chasers they make a Group Perc (Detection) check. The
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GM may impose modifiers based on distances, terrain, lighting, senses, and other circumstances.
If the quarry succeed they escape! If they fail they are caught. Either way the chase ends.

11 Snap Opportunity As Entry #4.

Third Party A single or small number of creatures impede the party’s progress in a non-violent
manner (eg: 1d6 beggars or guards, a drunk woodsman with log cart, 1d6 underground Rock
12 Grinders, 1d4 mischievous Sprites). One or more characters may (amongst other things) attempt
to persuade or intimidate the creature(s) to assist them (GM’s call). If the creature(s) is not
managed or bypassed, the opposing side changes the gap by 1d2 lengths.
Fell Vapours The GM improvises a gaseous or inhalation vector threat of some kind (eg: poison
13 vapours from an alchemist’s lab, carbon dioxide in deep tunnels, rising bog fumes, psychedelic
plant spores). 1d4 PCs must make a Luck (Con) save or roll 1d12 on the Toxin Trauma table.
Cross Paths A random chaser gets lucky with a shortcut and catches up to a random quarry
14 lagging behind (if feasible, otherwise reroll). Each character may make a single melee attack
against the other, or take some other action, before being separated again.
Split Up The party’s opponents split up into two groups of quarry or chasers respectively. If the
quarry split, they go in opposite directions, and the party must decide whether to focus on just one
15 group or also split themselves.This may require running an extra mini chase, if so the new mini
chase has the same number of remaining legs as the main chase and ends at the same time. If the
chasers split, half the NPCs are fatigued and drop out of the chase.

16 Random Setback As Entry #5 above.

Major Obstruction The GM improvises a major physical obstruction of some kind (eg: busy
marketplace, slippery mud, spider webs, hail storm). If the characters cannot bypass or resolve the
17 major obstruction, the opposing side changes the gap by 1d2 lengths. In addition, a random PC
must make a Luck (Dex) save (or similar) or a tear in their pack causes a random piece of Pack
Gear to be lost (see Entry #5(i) for more details).
Burst of Speed The opposition is inspired to dig deep and put on a burst of speed, changing the
18 gap by two lengths! The party may choose to attempt a group Luck save to negate this event if
they wish.
All In! The whole party and up to the same number of characters from the opposing side, may
take an action to assist themselves or act against their opponents, provided each player declares
19 their action within a 5 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 quarry, dropping caltrops, etc.
Hidey Hole As Entry #10 above, but after the chase ends, all PCs must make a Luck (Con) save
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or be Fatigued.

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