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CHASE GENERATORS

It works like this: when someone is running in unknown territory, roll a d100 as
often as you like to find out how the terrain changes, if the runner encounters
someone or if something happens. Reroll anything that you don't like. If no
one is chasing anyone, ignore all references to 'pursuers'. If the PCs are the
pursuers, change all references to 'pursuers' to 'the pursued'.
These generators work best as instant spice to a high speed sequence.
They make poor aids for constructing carefully balanced settings and mix
creatures, events and terrain.
And it begins with a table for determining how the relative distance between
hunter and prey changes each round.

CLOSING/ESCAPING
CASTLE CHASE GENERATOR
CITY CHASE GENERATOR
WILDERNESS CHASE GENERATOR

CLOSING/ESCAPING

During a chase, it can be interesting to know if the pursuer gains on the


pursued, and by how much each round.
This table assumes that no one is wearing heavy armour, and that everyone
is running (quadruple speed in a straight line on level ground).
Read it like this: find the pursuers base speed (not multiplied by four) on
one axis and the pursued ones ditto on the other axis. It doesnt matter which
axis you choose. If you are like me, you glance at a table like this and dismiss
the + or -, since you already know which party is faster and only wish to know
how much he is gaining each round. So, all you get from the table is a number
of feet (and squares in brackets), which is how much the relative distance
changes during 1 round.

Base
10'
Speed
10'

15'

20'

30'

40'

50'

60'
70'

15'

20'

30'

80'
20'
40'
(16sq
(4sq) (8sq)
)
60
20'
20'
(12sq
(4sq)
(4sq)
)
40'
20
(8sq) (4sq)
80'
(16sq
)
120'
(24sq
)
160'
(32sq
)
200'
(40sq
)
240'
(48sq

60
(12sq
)
100'
(20sq
)
140'
(28sq
)
180'
(36sq
)
220'
(44sq

120'
(24sq
)
100'
(20sq
)
80'
40'
(16sq
(8sq)
)

40'
(8sq)
80'
(16sq
)
120'
(24sq
)
160'
(32sq
)
200'
(40sq

40'

40'
(8sq)
80'
(16sq
)
120'
(24sq
)
160'
(32sq

50'

160'
(32sq
)
140'
(28sq
)
120'
(24sq
)
80'
40'
(16sq
(8sq)
)

60'

200'
(40sq
)
180'
(36sq
)
160'
(32sq
)
120'
(24sq
)
80'
40'
(16sq
(8sq)
)

70'

240'
(48sq
)
220'
(44sq
)
200'
(40sq
)
160'
(32sq
)
120'
(24sq
)
80'
40'
(16sq
(8sq)
)

80'

280'
(56sq
)
260'
(52sq
)
240'
(48sq
)
200'
(40sq
)
160'
(32sq
)
120'
40'
(24sq
(8sq)
)
80'
80'
40'
40'
(16sq
(16sq
(8sq)
(8sq)
)
)
120' 80'
40'
40'
(24sq (16sq (8sq)
(8sq)

90'
320'
(64sq
)
300'
(60sq
)
280'
(56sq
)
240'
(48sq
)
200'
(40sq
)
160'
(32sq
)
120'
(24sq
)
80'
(16sq

100'
360'
(72sq)
340'
(68sq)
320'
(64sq)
280'
(56sq)
240'
(48sq)
200'
(40sq)
160'
(32sq)
120'
(24sq)

80'

90'

100'

)
280'
(56sq
)
320'
(64sq
)
360'
(72sq
)

)
260'
(52sq
)
300'
(60sq
)
340'
(68sq
)

)
240'
(48sq
)
280'
(56sq
)
320'
(64sq
)

)
200'
(40sq
)
240'
(48sq
)
280'
(56sq
)

)
160'
(32sq
)
200'
(40sq
)
240'
(48sq
)

)
120'
(24sq
)
160'
(32sq
)
200'
(40sq
)

)
80'
(16sq
)
120'
(24sq
)
160'
(32sq
)

40'
(8sq)
80'
(16sq
)
120'
(24sq
)

40'
80'
(8sq) (16sq)

40'
(8sq)

40'
(8sq)

80'
40'
(16sq
(8sq)
)

UP
CASTLE CHASE GENERATOR

1
2
3
4
5
6
7
8

4-way crossing
Archery range
Armoury
Aviary (birds)
Backdoor out
Battlement outdoors
Balcony
Barking dog

1d100
(cont.):
51
52
53
54
55
56
57
58

Barracks (guards)

59

10

Barrels cluttering the


passage
Bath
Burial vault
Cat running out in front
Child
Cleaning servant

60

Large window
Laundry room
Library
Library, occupied
Lord
Lord & Lady's bedroom
Main gates
More guards
Narrow corridor with lots of arrow
slits
Narrow corridor with lots of doors

61
62
63
64
65

Narrow door
Nursery
Ordinary corridor
Pantry
Passage cluttered with furniture

1d100: NEW ELEMENT

11
12
13
14
15

NEW ELEMENT (cont.)

16
17
18
19
20
21
22

Closet
Concubine/lady-in-waiting
Construction crew with
ladders and all
Corridor with rows of
armour
Corridor with rows of
potted plants
Corridor with rows of
statues
Corridor with rows of
weapons

66
67
68

Passage with large windows


Peasant delivering food
Performer practising

69

Practising room for guards

70

Privy

71

77
78

Pursuers pretend to give up, but


follow discreetly
Pursuers reveal themselves as
something else
Pursuers take a shortcut &
appear in front
Room with 4 doors & a fountain
Rotted door
Secret door to the side (DC 20 to
spot while running)
Servant carrying something heavy
Servant opens a door & beckons

79

Servant intercepts bravely

80

Servant quarters

81
82
83
84
85
86
87
88
89
90

Sewer entrance
Sharp turn
Slippery floor
Small corridor with 2 doors
Small room with 2 doors
Someone else chased by guards
Stables
Stairs
Stairs that end suddenly in thin air
Steamy room with bath heating

72

23

Dead-end with small shrine 73

24
25
26

Dead-end with window


74
Dead-end without window 75
Dining room
76

27
28

Dining room with guests


Door opened in PC's face
Dungeon (locked cell
doors)
Entrance to underground
caves
Escaped prisoner
Fire!
Guard-chief's room
Garden
Gossiping courtiers
Guest room, empty
Guest room, occupied
Hatch in the ceiling
Hatch in the floor
Hurried messenger

29
30
31
32
33
34
35
36
37
38
39
40

41
42

Kennel
Kitchen

91
92

43
44
45
46
47
48

Laboratory
Lady
Large door
Large hallway with 4 doors
Large mirror
Large musical instrument
Large painting of
importance
Large pot with plant

93
94
95
96
97
98

system
Surprised burglar
Swordmaster practising some
moves
T-crossing
Treasury (well locked)
Trap
Torture chamber
Unexpected NPC
Wardrobe

99

Wine-cellar

100

Workshop

49
50

UP
CITY CHASE GENERATOR

1d100: NEW ELEMENT


1
2

2 people carrying large, flat


object
2 street performers arguing

1d100
(cont.):

NEW ELEMENT (cont.)

51

More allies of the pursuers

52
53
54

Park

5
6

4-way crossing
Alleged criminal chased by
mob
Alley
Attacking dogs

More allies of the pursuers with missiles


Muttering sweeper

55
56

7
8

Ball bounces into view


Barking dog

57
58

Passage cluttered with barrels


Passing wagon splashes mud
on the PCs
Pickpocket tries the PCs
Pigeons erupting from the
street

3
4

9
10

Brawl
Cemetery

59
60

11
12
13
14
15
16
17

61
62
63
64
65
66
67
68

Pursuers give up

69

71

Pursuers pretend to give up,


but follows discreetly
Reflex save (DC10) or sprain
an ankle ( speed 2 days)
Robbers

72

Row of statues

73
74

Sewer entrance
Small square with fountain

25

Channel
Channel with bridge
Child
City gate (guarded)
City wall
City wall with convenient hole
Civilian carrying a huge object
staggers into view
Civilian carrying a huge object
obscures pursued from
pursuers
Civilian opens a door and
beckons
Civilian rushing out from the
side
Civilians try a citizen's arrest
on the PCs
Coloured canvas covers the
street at 7 height
Completely deserted street
Construction crew with
ladders & all
Crowd

Pestering beggar
Pestering civilian mistakes a
PC for someone
Pestering fortune-teller
Pestering gossip
Pestering prostitute
Pestering salesman
Pestering wannabe sidekick
Procession
Public execution

75

26

Dark backstreet

76

27
28

Dead-end
Dead-end with heaps of
gargabe
Dead-end with heaps of
garbage & a beggar
Dishwater being thrown out

77
78

Something heavy is dropped


from a high window
Stairs that ends suddenly in
thin air
Staggering drunkard
Steps down

79

Steps up

80

Street makes a U-turn

18

19
20
21
22
23
24

29
30

70

31
32

Door opened in PC's face


Downhill

81
82

33

Earthquake

83

34

Elderly civilian leaning on a


stick staggers into view
Enemies attack the city

84

Escaped prisoner
Extravagant jewel lying on the
street
Flowerpot falling
Formal duel

86

Street party
Street passes under a bridge
Street performer & small
crowd
Street turns into a bridge over
a lower street
Superiors of the pursuers halt
them and demand an
explanation
T-crossing

87

Thugs pestering civilians

88
89

Fortitude save (DC10) or


sprain an ankle ( speed 2
days)
Guard patrol
Guard patrol starts chasing
both parties
Haggling merchant &
customer
Heap of manure in front
Herald & small crowd
Hotheads racing their new
horses
Large, straight street
Lots of small, round things
spill out in front
Malcontent provoking guards
Marketplace

90

Thunderclap and sudden rain


Tiny square with a multitude of
narrow streets leading away
Traffic accident

91

Traffic congestion

92

Unexpected NPC

93
94
95

Unmanned wagon on the


loose with panicking horses
Uphill
Urchins fighting

96

Wagon unloading foodstuff

97
98

Wannabe challenges a PC
Winding street

99
100

Watermill by channel
Young couple oblivious to the
world

35

36
37
38
39
40

41
42
43
44
45
46
47
48
49
50

85

UP

WILDERNESS CHASE GENERATOR

1d100: NEW ELEMENT


1

Abandoned farm

1d100
(cont.):
51

2
3
4

Abandoned mine
Active mine
Bandit camp

52
53
54

Boiling mud & occasional


geyser
Cemetery

Child

Poisonous fumes from a


crack in the ground
Procession
Philosopher's hut
Pursuers find a shortcut and
appear in front

55

Pursuers give up

56

Pursuers reveal themselves


as something else
Reflex save (DC10) or sprain
an ankle ( speed 2 days)
Remains of a battle (corpses,
weapons)
Remains of a campsite
(fireplace, half-eaten food)
River
River with rope-bridge
River with seemingly but not
truly safe bridge
River with sturdy bridge
River with clearly unsafe
bridge
Road
Sharp rocks necessitates
speed
Shepherd herding sheep
Sinister premonition
Slavers

57

Children & priest out on a


religious walk
Courier

10
11

Cyclops (one-eyed hill giant)


Denser trees

60
61

12

Deserted tower

62

13
14

Downhill
Dug well

63
64

15
16

Dusty plain
Earthquake

65
66

17
18
19

Edible large animal


Fire
Fisherman

67
68
69

NEW ELEMENT (cont.)

58
59

20
21
22

Fog
Ford
Fortitude save (DC10) or
sprain an ankle ( speed 2
days)

70
71
72

23

High grass

73

24
25
26
27
28
29

Hillock
Hot spring
Huge tree
Hunter
Hunter's trap, set
Hunter's trap with quarry

74
75
76
77
78
79

30

Impassable shrubbery

80

31
32

Injured civilian
Large boulder

81
82

33

Large cave entrance

83

34

Living prisoner in a cage

84

35
36
37

Lone farm
Lumberjack
Mediterranean giant

85
86
87

38

Monster (whatever you fancy...) 88

39

89
90

Travelling merchant

41
42

More allies of the pursuers


More allies of the pursuers with missiles
Narrow cave entrance
Narrow valley

Small lake with forested


island
Small stream
Steed panics
Steep hillside ahead
Stony ground
Storm building fast
Sudden sheer drop into
boiling mud
Sudden sheer drop into calm
lake
Sudden sheer drop into cave
Sudden sheer drop into
foaming river
Sudden sheer drop into lava
Sudden sheer drop into
ravine
Swamp
Temple
Temple ruin
Territorial tribe (Amazons,
Centaurs, cannibals)
Thunderclap and sudden rain

91
92

43

Natural well

93

Trees with hanging vines


Trees with hanging thorny
vines
Unexpected NPC

40

Strung up skeleton
Soldier camp
Small lake

44
45
46
47
48
49
50

Nobles out hunting


Nomadic tribe (the Horde,
cannibals)
Occasional trees
Open ground
Overgrown statue
Quicksand
Panicked flock of birds erupts
from the bushes

94

Uphill

95

Village

96
97
98
99
100

Warlord's army
Waterfall
Watermill
Windmill
Young couple out for some
intimacy

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