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Shoulder to Shoulder - Within melee range of leader. Subject to all obstacles the leader has to deal with.
Just Behind - Right on the leader's heels. Take on same obstacle as leader at -2, or avoid at -3.
Behind - Within 30 feet of the leader. Take on same obstacle as leader at -1, or avoid at -1.
Following - Well behind the leader. At this vantage, most obstacles may be avoided.
Falling Behind - Barely in sight of the leader. Still in the chase, but perhaps not for long.
Lost - You have completely lost track of the leader. If you have allies still in the chase and you can still
run (not fatigued or giving up) you can continue to chase after your allies in order to at least arrive on
the scene once the chase is over, but you cant get back into the actual chase proper.
Getting Started
Chase participants start at a chase track position that makes sense to the GM. The leader always begins in the
Leading position on the chase track. If a pursuer is right there next to the leader and takes off after them
immediately on their turn, they can start in the Point Blank position. If a pursuer is already a round of movement
away from the opponent who initiated the chase, or pauses to attack or take another action before they get going,
or otherwise delays participation in the chase, you might start them at Medium range or farther back. Chase
participants continue to act in their initiative order. If a chase begins before combat is underway, determine surprise
and initiative as normal perhaps the prospective chase leader can flee before his opponents take other actions,
perhaps not.
Obstacles
In any chase, there can be a multitude of different kinds of obstacles and complications that can come up. In
general the checks to pass these obstacles are -2. If a character fails a check, they drop back one level on the
chase track; if a player rolled a 19 or 20 when they failed, then their character takes 1d4 damage from a collision
or similar mishap (Roll Horsemanship -2 for unhorsing. If not unhorsed, the mount is wounded instead!). Through
the natural features of the forest, each round presents a 1 in 3 chance of bringing a mandatory obstacle, or the
leader can deliberately head towards obstacles as desired. If the leader or a pursuer rolls a 19 or 20, they pose a
risk to any parallel or following participants, who must roll an additional ability or skill check to avoid. A failed roll
indicates that the following participant has been caught up in the same problem as the one ahead, and may not
advance any further on the track, regardless of their move check result.
Simple (1) a tree, (2) a hedge of bushes, (3) a log. Dodge or leap using Dex or Horsemanship.
Barrier (1) a dense thorny hedge, (2) a large upturned root, (3) a small dirt ridge. Round or surmount
Wall (1) an overhanging stone ridgeline, (2) massive fallen tree. Quickly find a gap through to the top
Gap (1) a sudden ditch, (2) a narrow ravine, (3) a sinkhole. Clear with a mighty leap using Str, Dex, or
Traffic (1) 1d6 startled birds, (2) 1d4 elk or deer, (3) 1d4 other (squirrel, polecat, pine marten). Negotiate
Squeeze (1) a space between two hedges, (2) a tight grove of trees, (3) the mouth of a gully. Quickly
Chase participants farther back on the chase track can choose whether or not to attempt the same obstacle. Party
members who are shoulder to shoulder must negotiate the same obstacles as the leader. Those just behind can
take on the same obstacle or make an alternate check at -3 to avoid it. (i.e. Having a better vantage to an
alternate route.). Characters following behind can either take on the obstacle as the leader at -1, or an alternate
check at-1 (i.e. They benefit from seeing all the alternatives in advance). Chasers farther back can generally avoid
most obstacles, but the DM may require them if its logically necessary (the leader swam across the river, for
example). All participants in the chase may utilize ANY skill or ability bonuses available to them in order to
overcome obstacles or gain an upper hand, but may only make as many actions as they have attacks in their
profile. If the chase goes a number of rounds equal to anyones Con score they have to make a Con check each
round or become fatigued, loose their wind, and effectively drop out. If the leader of the chase should reach this
point, they will turn and fight. If all members of the hunting party drop out of the chase in this manner, then
they have been evaded, and their quarry escapes. A new search to resume the chase must be made, and if the
quarry is found the Chase Track begins anew.
Ending a Chase
In some cases, a chase has a goal or a finish line, or somewhere the participants are trying to reach. Determine
how many rounds of chase are required to get there (or how many points of Move, and tally up the rolls each
round to see when they hit the desired number ( A quarter mile, for example, is 1320 feet which could be
equated to a total of 528 points of Move rolled by the leader). The leader determines what general direction hes
going. The GM may determine some directions are infeasible based on the circumstances of the chase.
In many cases, the goal is more vague - get away or dont let that guy get away - in which case the chase
proceeds until one of those two things happen (or someone loses an eye in the process). Participants who are
killed, knocked out, fatigued, or otherwise rendered incapable of continuing drop out of the chase. The chase ends
when no one wants to chase anyone else any more.
Dead Tree
Old Tree (With active bees nest inside.)
Brook (fresh water)
Pocket Cave (empty wolf den)