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Hey all!
Back for more give and take! This time it's Chase Events...an under-utilized mechanic in DnD.
Tuned into a podcast a while back and listened to a spectacular chase scene....now it's been a day or two but they cliff notes are: They were trying to escape through a town as it collapsed behind them. The DM had them dodging falling buildings, avoiding civilians, ducking through houses, making their way across towers rolling down the street...it was edge of your seat action. If I remember correctly he gave them a handful of fails (a "3 strikes and your out" method) to see if they escaped or were consumed in the destruction. I'm looking to recreate a good chase scene in a game I'm running and I could use your help coming up with more events.
Disclaimer: Obviously things (stats) can be tweaked/modded to fit your game, so take the info with a grain of salt...
In the game I'm running a rooftop assassin will be running from the party after they kill their mark:
Rooftop Events:
- Clay tile shingles begin to give-way underneath your feet. Dex: 13
- The figure your chasing shimmies up a few boxes on a roof with ease, and disappears above a higher rooftop. Acrobatics: 13
- The hooded assassin disappears over a ledge with a massive leap. Athletics:13 You barely make the jump, crash into the ledge, and hold on.
- The assassin disappears into a batch of drying sheets strung across a rooftop. Perception: 13 to see which way they went.
- The suspect turns in the air facing you. You see flashes of eldritch symbols as they point to spots on the ground. Arcana: 13 (failure will result in magical force damage as they are catapulted off the roof).
- You round an outcrop on the roof to see the suspect kneeling down with crossbow drawn… Acrobatics:13
- The suspect turns and lobs an object at you… Int:13 (To take cover as it is an explosive potion)
- The assassin dives from one rooftop through a window Acrobatics: 13 without thinking twice you dive in as well.
- Dashing through the dark apartment the suspect spills a chest of drawers in your path. Acrobatics: 13 Adv. Darkvision. The Suspect turns a corner down a hall and as you make the turn a door slams in your face. Strength: 13 to crash through the door. As you do you hear a crash through another window. You go to the ledge to see the suspect take off on foot.
Ground Events:
- The suspect dives under a cabbage cart. Acrobatics: 13
- As the suspect makes his way down an alley, a pack of drunks makes their way out the back door of a tavern. Charisma/intimidation: 13 to yell at them to get out of the way.
- Further down the alley the suspect spills a pot of the days cooking oil to cover his path. Dex: 13 to avoid falling on the slippery cobblestone.
- A manure cart pulls out in-front of you. Acrobatics: 13
- An untimely salesman steps in your path and attempts to sell you a cottage down by the lake. Cha/Intimidation: 13
- A group of tavern goers are playing a game of dice in the alley. Dex:13
- A group of patrons clog up the alleyway for a smoke. Str:13
- The suspect rounds a corner. As you come up to the corner a figure flashes from around it…. Dex:13
Please... add more, give feedback, Branch out into different environments, whatever!
Lets answer a few questions too:
- What is a good measure of success/failure?
- 3 strikes and you loose the mark?
- 3 success and you catch them?
- Other options?
- What are some good consequences to failure?
- Damage?
- Capture?
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