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Part 6: Adventuring   ☰

Chases

Being Chased

A chase ensues when one creature pursues another for anything longer than a couple of rounds. A chase is resolved when the fleeing party manages to get away – the exact conditions of which being up to the GM – or when they are caught. During a chase, it may be wise to not roll initiative, as it may bog down the pace and excitement of the scene and the chase itself. Instead, describe how the chaser doggedly pursues their prey in vivid detail and pepper in complications and obstacles to keep things exciting. A list of sample complications for each different environment is given below, and can be rolled on as the GM sees fit. The main thing you want to be careful with in a chase is dragging it on too long, to the point where it becomes tiresome and/or boring. If the chase begins to drag on too long, consider having something interrupt it.

When a chase starts, the GM must determine how far apart each party is from the other, and use obstacles to determine how much distance is lost or gained; specifically, each participant should make contesting AGI checks, and the amount of distance lost/gained is determined by 1/3 the difference between the checks. For example, if a fleeing creature rolls a 13 to overcome an obstacle and the chaser’s check was 9, the distance between them increases by 1.3 meters; conversely, if the fleeing creature had rolled a 9 and the chaser got 13, the chaser would have gained 1.3 meters. For each obstacle the participants encounter, have each participant take 1d3 fatigue damage unless they attempt to hide.

Sample Obstacles

Supplied here are a list of sample obstacles for each type of terrain. The lists are by no means final or absolute, and can be expanded or otherwise modified as the GM sees fit. If an obstacle can be used to hide, it will say so; if a participant attempts to hide, they do not take fatigue damage for that obstacle. Any extra information pertinent to each terrain will be given prior to the table itself.


Air obstacles carry the extra danger of being, assumedly, far above the ground. Should a participant roll badly enough on their AGI check, they may fall if they are on a vehicle or mount and do not have a means of flight or slowing their descent. The exact rules for falling are found here.
d8 Obstacle Stealth?
1 Fleet of small airships No
2 Flock of birds No
3 Flying monster No
4 Incoming cloud Yes
5 Incoming storm Yes
6 Passing ship Yes
7 Travelers No
8 Turbulence No


d10 Obstacle Stealth?
1 Abandoned structure Yes
2 Cliff No
3 Cluster of broken rocks Yes
4 Cluster of seaweed No
5 High tide Yes
6 Large wave No
7 Loose sand No
8 Monster(s) No
9 Travelers Yes
10 Wild/feral animal No


d8 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Caravan Yes
4 Monster(s) No
5 Oasis No
6 Sinkhole No
7 Travelling nomads Yes
8 Wild/feral animal No


d12 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Bridgeless stream Yes
4 Bundled roots Yes
5 Forest tribe/clan/settlement Yes
6 Hunting party No
7 Low-hanging branches Yes
8 Nest of animals No
9 Monster(s) No
10 Thick shrubbery Yes
11 Travelling merchant Yes
12 Wild/feral animal No


d20 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Bridgeless gap No
4 Caravan Yes
5 Cave Yes
6 Cliff No
7 Cluster of broken rocks Yes
8 Cluster of jutting rocks Yes
9 Hunting party No
10 Loose, slippery rocks No
11 Monster(s) No
12 Mountain tribe/clan/settlement Yes
13 Ridge No
14 Scalable wall No
15 Sheer wall No
16 Slick ice No
17 Thick snow No
18 Thin/rickety/fragile bridge No
19 Travelling merchant Yes
20 Wild/feral animal No


d10 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Caravan Yes
4 Hunting party No
5 Tribe/clan/settlement Yes
6 Monster(s) No
7 Slick mud No
8 Tall field of grass Yes
9 Travelling merchant Yes
10 Wild/feral animal No


d20 Obstacle Stealth?
1 Abandoned campsite No
2-5 Abandoned structure Yes
6 Animal nest No
7 Beam of wood connecting two rooftops No
8 Bridgeless canal or gap Yes
9 Caravan Yes
10 Cluster of broken stones Yes
11 Crumbling ground No
12 Explorers/Scavengers No
13 Monster(s) No
14 Open manhole/sewer entrance Yes
15 Rebuilders Yes
16 Scalable wall/ladder Yes
17 Thick shrubbery Yes
18 Travelling merchant Yes
19 Wild/feral animal No
20 The path splits 1d4+1 times Yes


Sea obstacles can be done in a water vehicle or while swimming. If one or more participants are swimming, have them make Swim checks instead of AGI, and for any participants in a water vehicle, have them make Vehicle (Water) checks and multiply their results by 5 to determine the amount of distance lost/gained. Additionally, swimming creatures take 1d6 fatigue damage per obstacle (unless they are aquatic creatures, then they take 1d3 as normal), while creatures in water vehicles take none. Lastly, there is no column for Stealth checks because there is nowhere to hide aside from under the water itself, which can be done at any time.
d10 Obstacle
1 Crashing airship
2 Massive approaching ship
3 Monster(s)
4 Naval battle
5 School of fish
6 Sharks
7 Ship wreckage
8 Storm
9 Travelers
10 Turbulent/rough/choppy waters


d20 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Animal nest No
4 Bridgeless gap No
5 Bundled roots Yes
6 Caravan Yes
7 Cluster of broken/uneven rocks Yes
8 Crumbling ice No
9 Freezing water No
10 Near-solid snow mounds Yes
11 Monster(s) No
12 Outpost Yes
13 No
14 Sheer wall No
15 Slippery ice/rock No
16 Thick snow Yes
17 Thin/rickety/fragile bridge No
18 Travelling merchant Yes
19 Clan/tribe/settlement Yes
20 Wild/feral animal No


d20 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Animal nest No
4 Bridgeless gap Yes
5 Broken and uneven ground No
6 Cliff No
7 Close-knit stalagmites, stalactites, and columns Yes
8 Low overhang No
9 Magma stream No
10 Monster(s) No
11 Mounds of flowstone No
12 Mushroom grove Yes
13 Scalable wall No
14 Sheer wall No
15 Swarm of bats No
16 Thin/rickety/fragile bridge No
17 River/stream Yes
18 Gorge No
19 Wild/feral animal No
20 The path splits 1d4+1 times Yes


d20 Obstacle Stealth?
1 Beam of wood connecting two rooftops No
2 Bridgeless canal Yes
3 Close-knit group of people No
4 Cluster of trash cans, crates, barrels, etc. Yes
5 Construction crew No
6 Crowd, parade, marching band, etc. Yes
7 Fence No
8 Ladder/scalable wall No
9 Line of drying laundry No
10 Merchant stall Yes
11 Open manhole/sewer entrance Yes
12 Pane of glass/closed window No
13 Passing train/thick traffic No
14 Someone empties their chamberpot above No
15 Street fight Yes
16 Suddenly opened door or window No
17 Thick shrubbery Yes
18 Vehicle suddenly emerges out of nowhere No
19 Wild/feral animal No
20 The road splits 1d3+1 times Yes


d8 Obstacle Stealth?
1 Abandoned campsite No
2 Abandoned structure Yes
3 Bridgeless stream Yes
4 Low-hanging foliage Yes
5 Outpost Yes
6 Tribe/clan/settlement Yes
7 Thick shrubbery Yes
8 Thick/slippery sludge No

Example Chase

Derek the Rogue attempts to lift an expensive bauble off a merchant’s stall in a market square at noon. One poor Sleight of Hand check later and the merchant calls for the guards, initiating the chase. Immediately Derek sets off down the nearest alley, with the guards just a few meters behind. The GM rolls on the Urban Obstacles table, determining that the road in front of Derek splits 3 times. Derek rolls a 17 on his AGI check and decides to take a sudden left, deftly turning the corner and taking 2 fatigue damage in the process; the guards, on the other hand, roll a 10 and take 3 fatigue damage, losing Derek some but still keeping him in sight. Suddenly, someone empties their chamber pot out of a window into the alley. This time, Derek only rolls a 6, getting splashed with waste and stumbling somewhat as he takes 3 fatigue damage, while the guards roll a 14 and make up for their lost distance while taking only 1 fatigue damage. A few moments later, Derek bursts into a thick crowd, and decides this is where he will slip away. As he pulls his hood up in an attempt to disappear, the guards emerge just a moment later, and must make a Perception check against Derek’s Stealth check to find him. If Derek manages to hide, he is free; otherwise, he may be caught or the chase may resume.