Sunday, 9 February 2014

Rooftop Chase Table

Rooftop Chase Table


roll 1D20


1 Chimneys: a chimney (1D6 1-2 small, 3-4 medium, 5-6 large) is in the middle of the roof you’re running along, it’s easy enough to avoid (no roll needed), medium and large chimneys can conceal someone who is hiding behind them, you can also attempt to go down a large chimney (or medium if CON and STR is are both less than 10, or a small creature). If lead is greater than 5, pursuer has to roll a search check or under half WIS, if passed the chase continues, if failed the hiding person gets away.
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2 Loose area: part of the roof ahead has been poorly maintained, make a save vs breath weapon to not slip. If passed chase continues, if failed roll on the following table (1D6 1 fallen through/off the roof, take 1D6 damage and the chase is over. 2-3 major slip, increase/decrease lead by 2, take 1D4 damage. 4-5 minor slip, increase/decrease lead by 1, take 1D2 damage. 6 regain balance, you’re lucky and nothing happens)
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3 Makeshift walkways: there is a makeshift walkway to an adjacent building, if you choose to take it roll on the following table (1D8 1 broken walkways, the walkway is actually in pretty bad repair by putting your weight upon it you have snapped it in two, you fall to the ground and take 1D6 damage, the chase is over. 2 someone is on the bridge, roll on the encounter table below. 3-4 loose bridge, the walkway is not held onto the buildings very well, make a save vs breath weapon, if you pass you make it across fine, if you fail you fall to the ground and take 1D6 damage and the chase it over, if your lead is more than 4 you can knock the walkway down with an open doors check at +1 (plus DEX bonus?), if successful the chase is over, if failed nothing happens. 5-8 good bridge, nothing happens.)
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4 Dead end: you were too busy running away to realize where you were running and have now ran out of rooftop. Make a save vs breath weapon, if passed you are now on the ground and the chase continues, if failed take 1D6 damage as you fall to the ground and the chase is over. If your lead is more than 5 and you pass your save the chase is over as you blend into the crowd or run off down the street.
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5 Guards: unluckily/luckily for you there are some guards (1D6) on this rooftop, if you are being chased by the guards already make a save vs breath weapon, if passed reduce the lead to 1, if failed you are caught and the chase is now a combat.
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6 Thieves: there are some thieves (1D6) on this rooftop, if you are being chased or are chasing a thief roll a save vs breath weapon, if passed the chase continues as normal, if failed you are caught and the chase is now a combat. If you are chasing a thief and pass the save increase the lead by 1.
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7 Birds: there are some small birds on the rooftop, if reduce the lead by 1, the person doing the chasing adds an extra +1 to their next DEX roll. Roll on encounter table, ignore all results except for guards, they are now the next encounter.
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8 Corpse: there is a corpse on the rooftop, it might have something useful on in (15% chance that it’s what the person needs, otherwise it’s just 1D8 sliver pieces, a short sword/club, and a random item) make a search check as you pass it, if you want to pick up what’s on it increase/decrease the lead by 2.
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9 Building material: some sort of building material is here, either left over from finished work or because some sort of work is being done. If your lead is more than 5 you can hide in amongst it to end the chase, otherwise roll twice on this table next turn.
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10 Higher building level: the rooftops come to an end at a building that is one story higher than your current building, make a climb check, if passed the chase continues as normal, if failed reduce the lead by 1 and try again.
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11 Lower building level: the rooftop comes to an end at a building that is one story lower than your current building, make a save vs breath weapon, if passed continue the chase, if failed roll on the increase/decrease the lead by 1 and roll on the “loose area” table.
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12 Sign: a sign for the business below is on the rooftop, the chase continues as normal. If your lead is more than 6 you can hide behind the sign to end the chase.
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13 Aqueduct: one of the main ways that water is travelled around the city, the next roll for the person being chased doesn’t include their DEX bonus (or make it -1 if they never had a bonus)
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14 Open window/door: someone has left a window or doorway open in your path, if you chose to take it and your lead is less than 5 the chase continues on the ground, if it’s more than 6 then the chase is over.
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15 Object of note: something of importance is upon the rooftop, this could be anything from a treasure chest to dead animal. Make a roll under half INT to try and remember where it is, maybe you can come back for it later.
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16 Trap: some sort of trap has been set on the rooftop (1D6 1-2 snare, make a save vs breath weapon, if passed nothing happens, if failed the chase is over and you are hanging upside down. 3-4 pitfall, make a save vs breath weapon, if passed you increase the lead by 1, if failed take 1D6 damage as you fall and the chase is over. 5-6 poison, make a save vs poison, if passed take 1D4 damage, if failed take 1D4 damage and you are paralysed for 1D3 turns) this only effects the person being chased (the one in front)
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17 Gap: there is  a gap between this building and the next one, roll under half DEX plus level, if passed the chase continues as normal, if failed take 1D6+2 damage as you smash into the building and then the ground and the chase is over.
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18-20 Encounter: roll upon the encounter table




Rooftop encounters: 1D8
1 Guard (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
2 Thief (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
3 Birds (1D6 medium sized) (HD 1, HP 5, AC 12, attacks: claws – 1D4, peck 1D6)
4 Rats (1D8 1-2 1D6 rats, 3-4 1D8 rats, 5-6 rat swarm, 7-8 rat swarm and 1D8 rats) (rats: HD 1, HP 4, AC 12, attacks: bite 1D4 damage (40% chance of plague, save vs poison or take 1D6 damage every morning until healed or a successful save) (rat swarm: HD 4, HP 15, AC 10, attacks: bite/scratch 1D8 damage)
5 Cats (HD 3, HP 11, AC 14, attacks (2 per turn): claws 1D6, bite 1D6. If hit by both claws bite is for free)
6 Orphans (1D8) (HD 1, HP 4, AC 12, weapons (1D4 1-2 club, 3-4 knife), used to slow down and steal off people, save vs breath weapon or lower/raise lead by 2)
7 Guards (1D6) (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
8 Thieves (1D6) (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)

1 comment:

  1. I like this! One of the random encounters could be a work crew, both on the rooftops or in the sewers.

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