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Interlude 34: The Chase
2
A previous
interlude, “The Chase,” provided tables for spicing up a pursuit
in an urban setting. Such a scene makes for fast action, with
characters ducking around obstacles, jumping from roof to roof and
the like. It is also possible to evoke this kind of drama in the
outdoors, using natural terrain as the background. While the action
here doesn't move nearly so quickly--indeed, it can stretch over a
period of hours or even days--it can still make for excitement. To do
this, consider the following factors.
Refer to the
appropriate chapter of the Player's Handbook
for information about speed based upon terrain, and the same in the
Dungeon Master's Guide (or
the D20 SRD) for more details about getting lost. What is
more, different landmasses can present different kinds of obstacles
and hazards that the PC's and their quarry or pursuers must face.
Take, for example, the desert island presented in the adventure "Dead
Reckoning." It contains three types of terrain--hills,
forest/jungle and swamp. These areas could present the following
obstacles.
Hill-Climbing
In
places where the hills are steep, members of the party must make
Climb checks in order to advance. Failure adds to the time that it
takes to bypass the obstacle, allowing pursures to close or quarry to
escape. If the height of the obstacle is thirty feet (requiring two
checks at DC 15), every member of the party must spend one round per
check trying to surmount it. Failure adds another round to the
group's total, which the GM can tally. There is also the possibility
that someone falls, causing 1d6 damage per ten feet, or that one
character can reach the top and lower a rope (and thus lower the
check DC to 5).
In
the event that a character is incapacitated by damage suffered in
this way, it might become necessary for another person to haul the
victim. Additionally, any treatment through the use of the Heal skill
eats up more time, as does taking time to rest in order to regain hit
points.
Slogging through Swamps
In
addition to slowing down the overall pace of the party, swamps can
also conceal quicksand. This
is a large area of sand and possibly water that creates a deadly
sinkhole. (Mud, snow and similar substances can work in a similar
manner.) Upon falling into it, a character is initially one-half
submerged and must make a DC 15 Swim check to reach solid ground.
Simply floating on top of the quicksand requires a Swim check with a
cumulative -2 penalty for each minute spent in it. One failed Swim
check means the character becomes three-quarters submerged; a second
failed check (at a -4 penalty) means the character is completely
submerged and begins to drown. Movement to solid ground at this point
entails a Swim check with a -8 penalty.
Only
upon reaching solid ground—earth, stone a tree trunk that extends
into the water, etc.—can the character attempt to climb out; this
requires a DC 15 Climb check with a penalty similar to that of the
Swim check above. Failure on the Climb check does not cause a
character to become more submerged, but does prevent escape.
Other
characters can attempt to pull out the drowning character with a DC
15 Strength check; failed checks do not cause the character to become
further submerged.
Clearing a Path in the Forest/Jungle
This
can be treated in the same manner as a complex action, as detailed in
the encounter "The Shipwreck 2." A given patch of forest or
jungle can be given a number of hit points or DC, such as 300.
Characters involved in the trek can make attacks against AC 5 or
Survival checks against the same DC, with those that succeed adding
to a combined total. Reaching it allows the characters to proceed,
with the GM again keeping track of time taken.This naturally gives an
advantage to pursuers, who can follow the path taken by their quarry.
Tracking and Spotting
The
rules for using the Survival skill and Track feat are well dilenated
in the core rules; they can provide guidelines for following another
person's trail--or for having someone tracking oneself. Should the
pursuers come close enough to their quarry, they might actually be
able to see them, depending on the terrain. For example, if an area
of forest gives way to more open hills, the pursuers might be able to
see and even shoot at the ones whom their following.
All
in all, this kind of pursuit gives characters a chance to use their
skills, and can make for a different kind of action from combat or
the typical chase scene.
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