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Chase Generators: Closing/Escaping Castle Chase Generator City Chase Generator Wilderness Chase Generator
Chase Generators: Closing/Escaping Castle Chase Generator City Chase Generator Wilderness Chase Generator
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
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
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
11
12
13
14
15
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
69
70
Privy
71
77
78
79
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
24
25
26
27
28
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
(cont.):
51
52
53
54
Park
5
6
4-way crossing
Alleged criminal chased by
mob
Alley
Attacking dogs
55
56
7
8
57
58
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
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
79
Steps up
80
18
19
20
21
22
23
24
29
30
70
31
32
81
82
33
Earthquake
83
34
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
88
89
90
91
Traffic congestion
92
Unexpected NPC
93
94
95
96
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
Abandoned farm
1d100
(cont.):
51
2
3
4
Abandoned mine
Active mine
Bandit camp
52
53
54
Child
55
Pursuers give up
56
57
10
11
60
61
12
Deserted tower
62
13
14
Downhill
Dug well
63
64
15
16
Dusty plain
Earthquake
65
66
17
18
19
67
68
69
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
83
34
84
35
36
37
Lone farm
Lumberjack
Mediterranean giant
85
86
87
38
39
89
90
Travelling merchant
41
42
91
92
43
Natural well
93
40
Strung up skeleton
Soldier camp
Small lake
44
45
46
47
48
49
50
94
Uphill
95
Village
96
97
98
99
100
Warlord's army
Waterfall
Watermill
Windmill
Young couple out for some
intimacy