I recently wrote an article titled “Give Chase,” for the fabulous EN World EN5ider magazine from ENWorld.org. The team over there is great and it was a ton of fun collaborating with their editor James Haeck.

The article I wrote is about running a successful chase sequence. The chase rules in the fifth edition Dungeon Master’s Guide are inspiring. My article has tips, tricks, and brand new complication tables you can add to your chases.

So to commemorate my first official published credit in a paid publication and to encourage you to go check out the magazine, I’m posting some complication tables different from the ones in the article. Read below or in the Free Game Resources section of this site for Sewer Chase Complication Table and the Treetop City Chase Complication Table. Of course if you want the Underground Chase Complication Table caves or Castle Ground Chase Complications Table, you’re going to need to buy the article.

One of my favorite chase scenes.

Tables

Sewer Chase Complication Table
d20 Complication
1 A roaring river of sewage blocks your path. Make a DC 15 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain.
2 Disorienting echoes cause you to question your current path. Make a DC 10 Wisdom (Perception) check. On a failed chec, you move in a random direction determined by the DM.
3 A pipe opens next to you releasing a spray of sewage. Make a DC 15 Dexterity saving throw. On a failed save, you are knocked prone by the sewage.
4 You disturb a nest of rats. A swarm of rats chases after you.
5 Ahead of you a mechanical iron portcullis begins to shut. Make a DC 15 Dexterity (Acrobatics) check or use 10 feet of movement to go around a different way. On a failed check, you take 1d4 bludgeoning damage and have to use 10 feet of movement to go around a different way.
6 You must cross over the top of a pipe opening. Make a DC 10 Strength (Athletics) check to jump over. On a failed check, you fall 1d4 x 5 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
7 You run through a cloud of noxious fumes. Make a DC 15 Constitution saving throw. On a failed save, you are poisoned until the end of your next turn.
8 An ochre jelly falls from the ceiling and attacks you.
9 You must cross a pool knee-deep sewage. Make a DC 10 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain.
10 You run through a pocket of explosive gas. If you are carrying a lit torch, candle, lantern, or other fire-powered light source, open flame, or create fire by magic or mundane means this round, make a Dexterity saving throw. On a failed save, you take 2d6 fire damage.
11 – 20 No complication.
Treetop City Chase Complication Table
d20 Complication
1 You cross an unstable rope bridge. Make a DC 10 Dexterity (Acrobatics) check or fall prone on the bridge.
2 You cross a crumbling bridge. Make a DC 10 Dexterity saving throw. On a failed save, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
3 You run across a narrow bridge. Make a DC 15 Dexterity (Acrobatics) check. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
4 The bridge before you is broken. Make a DC 15 Strength (Athletics) check to jump the distance. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
5 You disturb a hive of hornets. A flying swarm of insects chases after you.
6 You have reached the end of your path on this level and there is nowhere for you to go but up. Make a DC 15 Strength (Athletics) check to climb up to a new level. On a failed check, the effort to climb costs you 10 feet of movement.
7 You accidentally knock over an irate druid. Make a DC 15 Charisma (Persuasion) check or she chases after you.
8 A large puddle of tree sap is in your path. Make a DC 10 Dexterity (Acrobatics) check to avoid it. On a failed check, the sticky grounds costs you 5 feet of movement.
9 A large gap between structures blocks your path. You can make a DC 15 Dexterity (Acrobatics) check to swing across the gap on a vine or use 10 feet of movement to walk around the gap. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone.
10 An overgrowth of razorvine blocks your path. Make a DC 10 Strength (Athletics) check to jump over it. On a failed check, you take 1d10 slashing damage and lose 5 feet of movement.
11 – 20 No complication.

PDFin’

Do you want these chase complications to have and hold and keep and love forever in PDF form? Great news, people! Check out the links below to grab the chase tables or if you want to pick them up later, they will live indefinitely on the Free Game Resources section of this site.

Chase Complication Tables

Sewer Chase Complication Table

Treetop City Chase Complication Table

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

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Comments
  1. Jeremy says:

    Have you asked if these can be posted on EN World? It would be a good teaser for en5sider.

    Liked by 1 person

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