- Track the distances between the pursued and each pursuer in five steps: adjacent, close, medium, far and extreme.
- Each participant makes a DC 10 Dexterity (Acrobatics) check at the end of its turn to stay in the chase. A pursuer move one step backwards on a failed check, dropping out the chase if he or she falls beyond extreme range. If the pursued fails their check, all pursuers move one step closer.
- On a success of 15 or higher, a pursuer moves on step closer. If the pursued scores 15 or higher, all pursuers fall back one step.
- All participants can take an action on their turn to attack or cast a spell, but doing so counts as a failure on their Dexterity check.
- Each participant rolls on the chase complications table at the end of their turn. Complications affect the next participant in the initiative order, not the participant who rolled. Either participant may spend inspiration to negate the result.
Use common sense to bend the rules as necessary. For example, a character with a high fly speed may advance
two steps on a good success instead of one. The chase ends when the characters defeat the pursued or when no pursuers remain in the running.
The complications table mainly involves things that either allow a chase participant to move forward or fall back a zone or two. Some involve taking damage as well. Here are two examples:
- Crash into a wall! Take 5 (1d10) bludgeoning damage and drop back two steps in the chase.
- Sudden gust of wind! Make a DC 10 Constitution saving throw to move forward one step in the chase. On a failed check, drop back one step in the chase.