Chase Obstacles - Dungeons

## Overview

The below Chase Obstacle rules and tables are used to inform the GM of the way the environment of a Dungeon is likely to affect a Chase Scene. See Chase Conflicts for more information.

## Special Rules for Dungeon Environments

### No Lighting

Generally Dungeons are very poorly lit, if not completely dark, intended to be entered into with a source of light.

**Assume the entire Dungeon is in complete Darkness.**

Characters attempting to Chase through a Dungeon without a light source or another means of seeing in Darkness have Disadvantage on all Movement Checks, as well as any Checks which would typically benefit from a Character being able to see.

If an NPC setting the Chase DC lacks a way to see in the Dark, subtract 5 from the Chase DCs they set.

The Search Action cannot be used to reveal information about the Path ahead, unless the Player has access to a Map of the Dungeon.

### Confined Spaces

Many of the passageways in Dungeons are very narrow and short.

Unless otherwise stated, the passageways of a Dungeon are no more than 10ft wide and 10ft high, and are often significantly smaller than this.

Characters with a Flying Speed are enable to use the Flying Obstacles table.

### Labyrinthine

Dungeons occasionally present branching paths. Sometimes these Paths may lead to dead ends, bringing a Chase to an abrupt end.

## Dungeon Obstacles when Chasing NPCs

GMs may use the Obstacles presented below to determine their effects when an NPC is Chasing Player Characters in an uncharted area.

To determine an Obstacle at random, roll 1d20 and add the Luck modifier of the Player Character which is in the Lead.

If multiple Player Characters are leading the Chase, add all of their Luck Modifiers.

If a leading Player Character has the Doomed Condition, subtract 4 from the roll result.

Higher Roll results will present obstacles which generally favour the Player Character. while lower Rolls are generally less favourable.

## Dungeon Obstacles when being Pursued by NPCs

GMs may use the Obstacles presented below to determine their effects when an NPC is fleeing from the Player Characters in an uncharted area.

To determine an Obstacle at random, roll 1d20 and add the Luck modifier of the Player Character which is in the Lead.

If multiple Player Characters are leading the Chase, add all of their Luck Modifiers.

If a leading Player Character has the Doomed Condition, subtract 4 from the roll result.

Higher Roll results will present obstacles which generally favour the Player Character. while lower Rolls are generally less favourable.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode