PURSUIT
AND EVASION OF PURSUIT (DMG 1e p.68)
There
are two cases of pursuit and evasion of pursuit. The first is in
underground situations, and the second is in outdoor settings. There
are various special circumstances which pertain to each case so each
will be dealt with separately.
Pursuit
And Evasion In Underground Settings:
When
player characters with attendant hirelings and/or henchmen, if any,
elect to retreat or flee from an encounter with a monster ar
monsters, a possible pursuit situation arises. Whether or not pursuit
will actually take place is dependent upon the following:
1.
If the matrix or key states that the monster(s) in question will
pursue, or if the MONSTER MANUAL so states, then pursuit will
certainly occur.
2.
If the monster or monsters encountered are semi-intelligent or under,
hungry, angry, aggressive, and/or trained to do so, then pursuit will
be 80% likely to occur (d10, 1 through 8).
3.
If the monster or monsters encountered are of low intelligence but
otherwise suit the qualifications of 2. above, then pursuit will
occur with the following probabilities:
A.
If the party outnumbers the potential pursuers, then pursuit is 20%
likely.
B.
If the party is about as numerous as the potential pursuers, then
pursuit is 40% likely.
C.
If the party is outnumbered by the potential pursuers, then pursuit
is 80% likely.
D.
If condition C. exists, and furthermore, the potential pursuers
conceive of themselves as greatly superior to the party, then
pursuit is 100% certain.
Pursuit
will have 3 separate cases:
1.
The pursued are faster than the pursuers: Unless there are
extenuating circumstances, such as a ranger NPC ar an invisible
stalker or a slithering tracker pursuing, then pursuit will end as
soon as any one of the following conditions is met:
A.
The pursued are in sight but over 100' distant; or
B.
The pursued are out of sight and were over 50' distant when they so
left the perception of the pursuer(s); or
C.
Pursuit has continued over 5 rounds, and the pursuer has not gained
perceptibly upon the pursued.
2.
The pursued are of equal speed to the pursuers: As in case 1. above,
pursuit will end as soon as any 1 of the following conditions are
met:
A.
The pursued are in sight but over 150' distant; or
B.
The pursued are out of sight and were over 80' distant when they left
the perception of the pursuer(s); or
C.
Pursuit has continued over 1 turn, and the pursuer has not gained
perceptibly upon the pursued.
3.
The pursuer is faster than the pursued: The pursuit will be broken
off only if one of the following occurs:
A.
The pursued are out of sight and were over 200' distant when they
left the perception of the pursuer(s); or
B.
The pursuer is unable to continue due to reasons of physical
endurance.
Modifiers
To Pursuit: There are several circumstances which will affect the
pursuer. These are:
1.
Barriers: Physical or magic barriers will slow or halt pursuit, i.e.
or locked portal, a broken bridge, a wall of fire, etc.
2.
Distractions: Actual or magic distractions will be from 10% to 100%
likely to cause pursuit to falter or cease altogether. For example, a
dancing lights spell moving away from a fleeing party which has
extinguished its light sources might distract pursuers, just as a
phantasmal force of a strong helper joining the pursued might cause
the pursuers to cease pursuit. Similarly, if the pursued passed
through or near some other creatures which would be hostile to the
pursuing force, or at least not friendly to the pursuers, then it is
quite possible that the creatures passed through and the pursuers
would become embroiled. N.B.: The likelihood of any distraction being
successful is a matter for individual adjudication by the DM, using
ADBD principles and common sense as they apply to the particular
circumstances prevailing. There are also 2 sub-cases here:
A.
Food: Food, including rations and/or wine, will be from 10% to 100%
likely to distract pursuers of low intelligence or below, providing
the food/wine is what they find palatable. Roll a d10 to find the
probability, unless you have a note as to how hungry or food oriented
the creatures are. Add 10% to the result for every point of
intelligence below 5, and give a 100% probability for
non-intelligent creatures pursuing. If probability is under 100%,
roll the d10 a second time, and if the result is equal to or less
than the probability determined, then the pursuers break off pursuit
for 1 round while the food/wine is consumed.
B.
Treasure: Treasure, including precious metals, gems, jewelry, rare
stuffs such as ivory or spices, valuable items, and/or magic will be
10% to 100% likely to cause pursuers of low or greater intelligence
to be distracted. Pursuers of low intelligence will have an
additional 10% per 10 items (regardless of actual value) dropped,
i.e. 20 copper pieces have a 20% additional probability of causing a
distraction. The value of items dropped, known or presumed or
potential, will likewise cause pursuers of average or greater
intelligence to be more likely to be distracted. For each 100 g.p.
value or potential value, add 10% to base probability. Roll the d10
a second time to see if potential and actual interest are the same,
just as is done when food is used as a possible distraction. (Note,
however, that very small items of value - notably, gems and the like
- would have a chance of going completely unnoticed in the heat of
pursuit.) If success occurs, the pursuer will be distracted for 1
round, or the length of time necessary to gather up the treasure,
whichever is the greater.
3.
Multiple Choice: It will mast often come to pass that the pursued
take a route which enables them to cause the pursuer(s) to have to
make decisions as to which direction the pursued took in their
flight. Thus, at a branching passage where there are 3 possible ways
which could have been taken, there is a basic 2 in 3 chance that the
pursuer(s) will take the wrong passage. Likewise, if there are a door
and a passage, there is a 1 in 2 chance of wrong choice. This base
chance assumes that the pursuer cannot see the pursued when choice is
made, that sound does not reveal the direction of flight, that smell
does not reveal direction of flight, nor do any other visual, audial,
or olfactory clues point to the escape path. As DM, you will have to
adjudicate such situations as they arise. The following guidelines
might prove helpful:
Light:
Straight line of sight is near infinite, any corner cuts distance to
60'.
Noise:
Characters in metal armor can be heard for 90', hard boots can be
heard at 60', relatively quiet movement can be heard at 30'.
Odors:
Normal scent can be detected by creatures hunting or tracking by
scent for several hours - even in a dungeon setting. Scent can be
masked with various things - mustard powder, oil of citronella,
crushed stinging nettle, etc.
Building
Interiors: Treat these settings the same as one underground, as
applicable.
Procedure
For Determination Of Evasion Underground: If it is discovered that a
pursuit situation exists, and the player-party elects to evade rather
than confront pursuers, then record the relative speeds of pursued
and pursuer. Move the pursued party as many l o ' s of feet as their
slowest member is able to travel, and likewise move the pursuing
party as many 10's of feet as its fastest member can travel, noting
positions of slower members, if any, as well. This movement is
accomplished on the map, of course. Three such movement phases are
(for game purposes) equal to 1 round. At the end of any movement
portion where any number of the pursued party is within 10' or less of
any number of the pursuing party, confrontation must take place
between the concerned members of the parties. (At this point the
remainder, if any, of the pursued party may elect to stop flight or
continue evasion attempts as they wish.) Also, at the end of each
movement portion it is necessary to check the 3 SEPARATE PURSUIT
CASES and any PURSUIT MODIFIERS to see if the pursued party has
succeeded in evading the pursuers. Keep track not only of the route
of flight, but also of the amount ofgame time so spent, as some
pursuit will automatically cease after a set period without
confrontation.
Mapping
During Flight: No mapping is ever possible. Give no distance measures
in moving the pursued. Give no compass directions either!