CHASE SEQUENCE

Encounter-specific Details, Actions and Tactics

Description of chase encounters:
In a chase encounter, both the pursued and pursuing characters have to contend with obstacles. In an urban setting, this may take the form of a pushy merchant, twisting alleys or a dense crowd. In a forest, it could take the form of a dense thicket or an encounter with wildlife.

Initiative is handled by having the entire pursued group act in whatever order they like, then the entire pursuing group does the same, though if one group consists of NPCs, they usually progress at a steady rate to cut down on variance and book-keeping.

When a group of PCs are taking their turns, they each get to attempt one skill check to bypass the current obstacle (e.g. an Athletics check to force your way through an overgrown thicket), rolling against the relevant DC listed by the obstacle, and gaining 2/1/0/-1 Chase Points on a critical success/success/failure/critical failure respectively. A character may also take some other relevant action (e.g. casting a spell that would help with the current obstacle), which may allow them to bypass the need for a die roll, and may give 1 or 2 Chase Points, depending on GM adjudication. An obstacle is cleared by a group when they collectively accumulate enough Chase Points (with the required amount varying based on the obstacle).

Specific additions to this chase encounter:
Instead of acting to overcome the current obstacle, a character can instead choose to use their turn foraging for supplies. This allows them to make a check that gives different rewards depending on which section of the chase sequence they're in (outlined in the obstacles section of this page)


Room Description/Flavor Text

As you push through into the next room, you come to realize... calling it a "room", or a "cavern" might be an understatement. A massive expanse stretches out in front of you, the dense foliage preventing you from seeing a roof or making out the far side of this area. The ground becomes soft and muddy underfoot, and as you're all trudging your way through this strange biome, a strange, short creature with semi-scaly sand colored skin darts out, rummages through your packs at lightning speed, blows a raspberry at you and starts dashing into the undergrowth. You see a couple of your potions tucked under its arm as it starts to fade from view.

Conditions of the Chase:

The scavenger starts with 1 obstacle completed, and on its turn it automatically passes the next obstacle. Thus when the party first get to act, the scavenger will have completed 2 obstacles. When the scavenger has not cleared any obstacles beyond those the party has cleared, the party succeeds the encounter and can retrieve their items and some additional loot (described in the "potential loot" section). However, they stumble into the next room in the process, becoming unable to carry out further Scavenge actions. If the scavenger clears all obstacles before this happens, it outmanoeuvres the party, escaping with each party member's highest level consumable item. It also engineers a rockslide behind the party, cutting them off from further Scavenge actions.


Obstacles:

Section 1: The Swamp
Clearing an obstacle in this section requires chase points equal to the party size minus 1.
Horrid Bog: Possible actions include DC 23 Athletics to push through, DC 21 Perception to pick a safe path.
Dense Thicket: Possible actions include DC 18 Survival/DC 21 Perception to pick a path, DC 23 Athletics/Acrobatics to traverse.
Fungal Infestation: Possible actions include DC 25 Fortitude save to charge through, DC 23 Survival to pick a path, DC 21 Medicine to innoculate yourself from the spores.
Scavenging: A maximum of 2 players can scavenge in this section instead of attempting to pass the current obstacle. Scavenging requires a DC 21 Nature or Survival check, and gives 1 raw fish on a success (2 on a critical success). These can be cooked into healing items as described on the Recovery Room page.
Once all obstacles in the swamp have been cleared, move to one of the possibilities for section 2.

Section 2, Possibility 1: Castle Ruins
The scavenger darts into some overgrown ruins, with the party in pursuit.
Clearing an obstacle in this section requires chase points equal to the party size minus 2.
Crumbling Masonry: Possible actions include DC 21 Crafting to shore up the structure, DC 21 Acrobatics to step lightly across.
Locked Door: The scavenger locks a door behind it. Possible actions include DC 21 Thieving to pick the lock, DC 23 Athletics to break the door down.
Confusing Corridors Possible actions include DC 21 Society to intuit the original design and orient yourself, DC 23 Survival to sense direction or track.
Scavenging: A maximum of 1 player can scavenge in this section instead of attempting to pass the current obstacle. Scavenging requires a DC 23 Survival or Perception check, and gives one of the property runes, wands or staves listed in the "potential loot" section, determined by the GM.
Once all obstacles in the ruins have been cleared, move to section 3.

Section 2, Possibility 2: Overgrown Treasure Trove
Clearing an obstacle in this section requires chase points equal to the party size minus 1.
Rope Bridge: Possible actions include DC 23 Acrobatics to lightly step across, DC 21 Crafting to temporarily stabilize the structure.
Guard Golem: Possible actions include DC 25 Arcana to erase the magical signatures of the party, to hide the party from the golem's notice, DC 21 Stealth to hide.
Scavenging: A maximum of 2 players can scavenge in this section instead of attempting to pass the current obstacle. Scavenging requires a DC 21 Nature or Perception check, giving 1 reagent on a success (2 on a critical success). Processing these reagents is listed in the Recovery Room page.
Once all obstacles in the treasure trove have been cleared, move to section 3.

Section 3: The Takedown
Clearing this obstacle requires chase points equal to the party size minus 2.
Takedown the Scavenger: Possible actions include DC 23 Athletics/Melee attack roll to physically take it down, DC 21 Survival/Nature/Stealth to outmanoeuvre in the terrain.
Scavenging: As section 1, with the exception that only 1 player can make the check.

Potential Loot

The scavenger does not speak any languages, but if caught, it frantically offers everyone back their items and any other items it has on it as a peace offering. The party retrieve their highest level consumables (which it had stolen), and also gain 2 raw food, 2 reagents, and one of the following items (determined by the GM).
Note: These are not items I have made! These are standard runes/items created by Paizo. The stats for them are freely available via Archives of Nethys, I'm just putting them here for the sake of everyone's convenience.

Conducting rune stats
Corrosive rune stats
Frost rune stats
Lesser Dread rune stats
Invisibility rune stats
Size-changing rune stats
Greater Staff of Healing stats
Guardian Staff stats
3rd Rank Wand of Crackling Lightning stats
3rd rank Wand of Shardstorm stats