The bad guys run! Are you going to just stand there and let them get away? or You turn tail and make for cover with your enemies in hot pursuit!

Climb Speed FTW!
With all the discussion over long combats, and lack of RP on the blogs lately, I’ve written a universal chase scene which can either act as a scene all unto itself, or be an ending to a combat encounter. The goal here is threefold:
- To provide a skill challenge which can be used by the PC’s from either side of the fence.
- Provide a faster alternative to ending a battle rather than whittle down every single HP an NPC has.
- Provide a Chase skill challenge that is opposed rather than one sided.
Again, this is a skill challenge that can be used in a variety of environments as you will see, and in any situation. It can likewise be used as a stand-alone situation or when enemies flee combat as well as from the angle of being the pursuer or the fleer. It can also be a single or multi-participant challenge.
The goal is to create a challenge which uses a broad array of skills which can be moderated by the DM according to the environment. It also factors in modes of movement advantages, number of participant advantages, and level of participant difficulty, as well as factoring the Endurance of those who are part of the chase.
The SET UP
1) First, the DM must decide the NPC/Fleeing Party level, which sets BASE target numbers for the challenge.
My Formula is BASE TARGET = 10+ (1/per level of the challenge/Fleeing PC avg. level).
In this case if the encounter mobs are level 5, the BASE TARGET number should be 15.
If the Fleeing PC’s are average level 9, the BASE TARGET number should be 19.
2) Second, the side with the most participants Modifys the BASE TARGET number in their favor. The modifier = 1 for every 2 participants they have in excess of the other side. For example, if 3 Orcs flee the scene, and 5 Soldiers pursue them, the BASE TARGET number is lowered by 1. (Since a lower BASE TARGET number is advantageous to the Pursuers. If 10 soldiers were chasing them, the BASE TARGET number is lowered by 1.
Conversely if 5 Orcs flee the scene, and 3 Soldiers pursue them, the BASE TARGET number is increased by 1. (Since a higher BASE TARGET number is advantageous to the Fleer’s. If 1 soldier were chasing them, the BASE TARGET number would be increased by 3.
3) Third, if a character or creature has a natural movement mode or effect in place, it affects the Base target number for each creature with the ability. Keep in mind the movement mode must be relevant. Swim doesn’t work if there is no water.
Pursuer with Climb, Swim, Burrowing = -1 to Base Target number
Fleer with Climb, Swim, Burrowing = +1 to Base Target number
Pursuer with Flight/Levitate = -2 to Base Target number
Fleer with Flight/Levitate = +2 to Base Target number
Obviously it’s difficult to pursue a bunch of climbing monkeys through a city if you can’t climb; and likewise it’s difficult to flee a bunch of flying monkeys if you can’t fly.
Also a DM must use their judgment, if a pursuing party can’t fly and the Fleer’s entire party can, then the chase is moot.
4) Lastly, determine the MAX number of SUCCESS’s and FAILURE’s which can end an encounter.
The formula = (3 success & 1 Failure) x (total number of levels on the fleeing side/ number of pursuers)*
*Keep in mind all fractions round down; and never less than 1.
Example: if you have 3 Orcs fleeing who are levels 3, 3, and 5 & 4 pursuers then you need (3+3+5)= 8 / (4 pursuers) = 2. 2 times 3 Success’s and 1 Failure = 6 Success’s and 2 Failure’s.
Example: if you have 5 Orcs fleeing who are levels 3, 3, 6, 6 and 9 & 8 pursuers then you need (3+3+6+6+9)= 27 / (8 pursuers) = 3.375 (rounded down to 3). 3 times 3 Success’s and 1 Failure = 9 Success’s and 3 Failure’s.
Obviously a few things become apparent. The higher levels of the fleers the more difficult it gets, and the more members the pursuers have the easier it gets.
How the ACTION takes place!
Rolls alternate between a Fleeing participant, and then a Pursuing participant. With each side taking turns.
- One fleeing participant chooses a skill and rolls. The Base Target number is then adjusted.
- Then a Pursing participant chooses a skill and rolls. The Base Target number is then adjusted; and any SUCCESS or FAILURE is counted.
- Then Fleeing participant goes. Etc. until all participants have had an action for the round.
Any excess members will go at the end. And the next round will begin again with a fleeing group member going first! The advantage is obviously to the group with the most members and the fleeing party.
Objectives
The goal of the fleeing party is to create large challenge numbers, and the goal of the pursuers is have more success than failures as per a typical skill challenge.
ACTIONS the Feeling party can take.
Acrobatics = You tumble and weave your way through obstacles as you flee from your pursuers!
If you succeed, the BASE TARGET number for the pursuers increases by +1 & Gain a +1 cumulative bonus to your next Acrobatics Check.
If you fail, all cumulative bonuses to Acrobatics are lost.
Athletics = You leap over, climb, and knock down obstacles in your way as you flee from your pursuers!
If you succeed, the BASE TARGET number for the pursuers increases by +1 & Gain a +1 cumulative bonus to your next Athletics Check.
If you fail, all cumulative bonuses to Athletics are lost.
Bluff = Making swift movements, you make distractions as you try to throw your pursuers off your trail.
If you succeed, the BASE TARGET number for the pursuers increases by +2
If you fail, the Target number for the pursuers decreases by -2
*Dungeoneering, Nature, Streetwise, History = Using your knowledge of the area or tactics you navigate your way through the terrain using it to your advantage to create distance between you and your pursuer!
*These actions can only be used ONCE per character, per environment. This means that if an encounter moves from the streets into the forest that the character can use both streetwise & nature, once each.
If you succeed, the BASE TARGET number for the pursuers increases by +2
*Intimidate = You make those in your path get out of your way, and show your pursuer your determination, as you try to convince him to give up.
*This action can only be used ONCE per character.
If you succeed, the BASE TARGET number for the pursuers increases by +2
Stealth = You quickly hide in an effort to shake your pursuers off your trail, as you move stealthfully through the area.
If you succeed, the BASE TARGET number for the pursuers increases by +3
If you fail the BASE TARGET number for the pursuers decreases by -3
ACTIONS the Pursuing party can take.
Acrobatics = You tumble and weave your way through obstacles as you pursue your quarry making a desperate attempt to stop them!
If you succeed, the BASE TARGET number decreases by -1 & this counts as a SUCCESS.
If you fail this counts as a FAILURE.
Athletics = You leap over, climb, and knock down obstacles in your way as you pursue your quarry making a desperate attempt to stop them!
If you succeed, the BASE TARGET number decreases by -1 & this counts as a SUCCESS.
If you fail this counts as a FAILURE.
Diplomacy = Shouting to others for aid, or trying to convince your quarry to give up the hopeless effort you stay focused to your task.
*This action can only be used ONCE per character.
If you succeed, the BASE TARGET number Decreases by -2 this counts as a SUCCESS.
If you fail this counts as a FAILURE.
*Dungeoneering, Nature, Streetwise, History = Using your knowledge of the area or tactics you navigate your way through the terrain using it to your advantage to shorten the distance between you and your quarry!
*These actions can only be used ONCE per character, per environment. This means that if an encounter moves from the streets into the forest that the character can use both streetwise & nature, once each.
If you succeed, the BASE TARGET number Decreases by -2
Insight = You use deductive reasoning to predict your quarries actions!
*This action can only be used ONCE per character.
If you succeed, the BASE TARGET number Decreases by -2
*Intimidate = You make those in your path get out of your way, and you intimidate your quarry towards giving up their hopeless effort!
*This action can only be used ONCE per character.
If you succeed, the BASE TARGET number Decreases by -2
Perception = You spot your quarry or signs of your quarry and continue on hot on their tail!
If you succeed, the BASE TARGET number Decreases by -3
If you fail this counts as a FAILURE.
End of the Round Endurance Check
Once everyone has had made a check, everyone needs to roll an Endurance Check. The target number here starts at the original BASE TARGET number +1 per round.
There are no adjustments to the BASE TARGET number from success’s or failures. However, if someone fails three endurance checks, they are out of the challenge, and can no longer flee or pursue.
ALSO, if a Fleer fails 3 Endurance checks, the Pursuers count that as a SUCCESS!
However, it does not mean the fleer has been captured. It only means they have stopped being able to flee and have hunkered down where they are. They can no longer roll in the skill challenge.
If all Pursuers have failed 3 Endurance checks the challenge is over.
Wrapping up / Results
Once the pursing party has hit the limit for SUCCESS’s or FAILURE’s it’s time to wrap it up and tally the results.
If the pursuers succeeded in gaining all the SUCCESS’s they needed before hitting the failure limit, they have rounded up all the fleeing enemies! SUCCESS!
If the Failure limit is reached all is not lost, the following formula should be followed.
Divide the MAX number of SUCCESS for the encounter by the Number of Fleers, to get the number of successes required to capture a quarry.
So if there were 3 Orcs fleeing, and the encounter called for 9 successes to win, that is 9/3 = 3. Which means for every 3 SUCCESS’s the pursuers earned, they captured one of their quarries.

- Busted!
Who gets caught?
PC’s chasing NPC’s – lesser mobs are captured first.
NPC’s chasing PC’s – DM chooses from PC’s who failed the most Endurance checks first. Dm chooses in case of a tie.
PC’s Chasing PC’s – Pursuers choose from PC’s who failed the most Endurance checks first. Pursuing PC’s choose in case of a tie.
Final Thoughts
So there you have it, a versatile method of generating a skill challenge that is both versatile and flexible. As always, DM’s have final say so in any disputes, but this framework should be a really good and balanced place to start. As always feedback is always appreciated!
Certainly hope you enjoy it!
