You can review the Chase rules
here in the DMG. We will be using the Urban Complications Table. To streamline things, I rolled initiative and a complication for everyone to deal with.
Quarry: Coal 60’ ahead
Lead: Everyone for now.
Initiative: All players go first.
Ogham 21 - No complication.
Rotom 17 - No complication.
Korra 17 - The ground beneath your feet is slippery with spilled ale. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone.
Liutbrand 12 - A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain.
DePoe 9 - No complication.
Alara 7 - A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain.
Coal 6 - No complication.
Instructions:
On your initiative
- State your intention: you can Dash, Cast a Spell, or Attack.
- You can Dash up to 3+Con modifier times during this chase.
- If you Dash, roll a DC 10 Con save at the end of your turn. If you fail, take a level of Exhaustion.