DM Screen

NPC Characteristics
dice: 1d20Characteristic
1Absentminded
2Arrogant
3Boorish
4Chews something
5Clumsy
6Curious
7Dim-witted
8Fiddles and fidgets nervously
9Frequently uses the wrong word
10Friendly
11Irritable
12Prone to predictions of certain doom
13Pronounced scar
14Slurs words, lisps, or stutters
15Speaks loudly or whispers
16Squints
17Stares into distance
18Suspicious
19Uses colorful oaths and exclamations
20Uses flowery speech or long words
NPC Ideals
dice: 1d20Ideal (Alignment)
1Aspiration (any)
2Charity (good)
3Community (lawful)
4Creativity (chaotic)
5Discovery (any)
6Fairness (lawful)
7Freedom (chaotic)
8Glory (any)
9Greater good (good)
10Greed (evil)
11Honor (lawful)
12Independence (chaotic)
13Knowledge (neutral)
14Life (good)
15Live and let live (neutral)
16Might (evil)
17Nation (any)
18People (neutral)
19Power (evil)
20Redemption (any)
NPC Bonds
dice: 1d10Bonds
1Personal goal or achievement
2Family member
3Colleagues or compatriots
4Benefactor, patron, or employer
5Romantic interest
6Special place
7Keepsake
8Valuable possession
9Revenge
10Roll twice, ignoring further rolls of 10
NPC Flaws
dice: 1d12Flaw
1Forbidden love or romantic susceptibility
2Dependence
3Arrogance
4Envy of another person's possessions or station
5Overpowering greed
6Prone to rage
7Powerful enemy
8Specific phobia
9Shameful or scandalous history
10Secret crime or misdeed
11Possession of forbidden lore
12Foolhardy bravery
Name Generator
dice: 1d20Beginning
1
2
3
4
5A-
6Be-
7De-
8El-
9Fa-
10Jo-
11Ki-
12La-
13Ma-
14Na-
15O-
16Pa-
17Re-
18Se-
19Si-
20Ta-
dice: 1d20Middle
1bar
2ched
3dell
4far
5gran
6hal
7jen
8kel
9lim
10mor
11net
12penn
13quil
14rond
15sark
16shen
17tur
18vash
19yor
20zen
dice: 1d20End
1
2-a
3-ac
4-ai
5-al
6-am
7-an
8-ar
9-ea
10-el
11-er
12-ess
13-ett
14-ic
15-id
16-il
17-in
18-is
19-or
20-us
TerrainEncounter Distance
Arctic, desert, farmland, or grassland6d6 × 10 feet
Forest, swamp, or woodland2d8 × 10 feet
Hills or wastelands2d10 × 10 feet
Jungle2d6 × 10 feet
Mountains4d10 × 10 feet
Audible Distance
Trying to be quiet2d6 × 5 feet
Normal noise level2d6 × 10 feet
Very loud2d6 × 50 feet
Visibility Outdoors
Clear day, no obstructions2 miles
Rain1 mile
Fog100 to 300 feet
From a height× 20
Something happens!
dice: 1d20Event
1A door opens.
2A fire starts.
3A meteor shoots across the sky.
4A monster appears.
5A screech pierces the air.
6A storm begins.
7A strange star appears in the sky.
8A strong gust oif wind blows through.
9A tremor shakes the ground.
10Someone experiences déjà vu.
11Someone gets angry.
12Someone glimpses the future.
13Someone has a sense of foreboding.
14Someone has to go to the bathroom.
15Something spills or falls to the ground.
16Something isn't where it's supposed to be.
17The lights go out.
18The sun comes out.
19There's a foul smell in the air.
20Unexplained magic occurs.
Quick Finds
dice: 1d12Find
1Artwork
2Body
3Food or drink
4Jewelery
5Key
6Letter
7Magic herbs
8Map
9Monster parts
10Secret message
11Signet or insignia
12Tome
Light
SourceBright LightDim LightDuration
Candle5 ft.+ 5 ft.1 hour
Lamp15 ft.+ 30 ft.6 hours
Lantern, bullseye60 ft. cone+ 60 ft.6 hours
Lantern, hooded30 ft.+ 30 ft.6 hours
Lantern, hooded#Lowered hood+ 5 ft.
Torch20 ft.+ 20 ft.1 hour

Dungeon Kit

Setting a DC
DifficultyDC
Very Easy5
Easy10
Moderate15
Hard20
Very Hard25
Nearly Impossible30
Monster Motivation
dice: 1d20Goal
1–2Find a sanctuary
3–5Conquer the dungeon
6–8Seek an item
9–11Slay a rival
12–13Hide from enemies
14–15Recover from a battle
16–17Avoid danger
18–20Seek wealth
Damage by Level and Severity
Character LevelSetbackDangerousDeadly
1–41d102d104d10
5–102d104d1010d10
11–164d1010d1018d10
17–2010d1018d1024d10
Improvising Damage
DiceExamples
1d10Burned by coals, hit by a falling bookcase, pricked by a poison needle
2d10Being struck by lightning, stumbling into a fire pit
4d10Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid
10d10Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream
18d10Being submerged in lava, being hit by a crashing flying fortress
24d10Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster
Object Armor Class
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
Object Hit Points
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-ft.-by-10-ft. window)5 (1d10)27 (5d10)
Skills and Associated Abilities
SkillAbility
AcrobaticsDexterity
Animal HandlingWisdom
ArcanaIntelligence
AthleticsStrength
DeceptionCharisma
HistoryIntelligence
InsightWisdom
IntimidationCharisma
InvestigationIntelligence
MedicineWisdom
NatureIntelligence
PerceptionWisdom
PerformanceCharisma
PersuasionCharisma
ReligionIntelligence
Sleight of HandDexterity
StealthDexterity
SurvivalWisdom

Long Jump

Move 10+ feet, and jump a number of feet up to your Strength score. When you make a standing long jump, you can leap only half that distance.

High Jump

Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.

Suffocating

You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum Of 30 seconds).

If you run out of breath or you're choking, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to O hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.

Concentration

If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break concentration:

  • You cast another spell that requires concentration.
  • You take damage. Succeed on a Constitution saving throw to maintain your concentration, with a DC equal to 10 or half the damage you take (round down), whichever number is higher.
  • You're Incapacitated or killed.
  • You're overwhelmed by an enormous distraction, such as a wave crashing into you. Succeed on a DC 10 Constitution saving throw to maintain your concentration.

Exhaustion

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Conditions

State of Ruin

Roll on this table to randomly determine the general conditions of the dungeon area.

dice: 1d6QualityEffect
1PerilousThe area is dangerously worn and Prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the Improvising Damage table).
2CrumblingAreas within the dungeon section are choked with rubble and have a 50 percent chance of being difficult terrain. Half cover and hiding places are plentiful.
3NeglectedOne dungeon trapshazards.html such as brown mold, yellow mold, or green slime is abundant.
4AbandonedMost of the dungeon is deserted and quiet as a tomb. Dexterity (Stealth) checks have disadvantage because any sounds stand out as unusual.
5SecureAbility checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage.
6ThrivingThe dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below).

Dungeon Encounters

Once during each day and each night that the adventurers spend exploring a dungeon, you can roll a d20 to see if an encounter occurs. On a 1, roll on the table below. You can use the Monster Motivation table to randomly determine a creature's goals.

dice: 1d6Encounter
1A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it.
2–4Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.
5A patch of brown mold, green slime, or yellow mold lies nearby.
6A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook.

Dungeon Chambers

To randomly determine the purpose of a dungeon chamber, roll on the table below.

dice: 1d100Purpose
01Antechamber
02–03Armory
04Audience chamber
05Aviary
06–07Banquet room
08–10Barracks
11Bath or latrine
12Bedroom
13Bestiary
14–16Cell
17Chantry
18Chapel
19–20Cistern
21Classroom
22Closet
23–24Conjuring room
25–26Court
27–29Crypt
30–31Dining room
32–33Divination room
34Dormitory
35Dressing room
36–37Gallery
38–39Game room
40–42Guardroom
43–44Hall
45–46Hall, great
47–48Hallway
49Kennel
50–51Kitchen
52–53Laboratory
54–56Library
57–58Lounge
59Meditation chamber
60Nursery
61Observatory
62Office
63–64Pantry
65–66Pen or Prison
67–68Reception room
69–70Refectory
71Robing room
72Salon
73–74Shrine
75–76Sitting room
77–78Smithy
79Stable
80–81Storage room
82–83Strong room
84–85Study
86–88Temple
89–90Throne room
91Torture chamber
92–93Training room
94–95Trophy room
96Vestibule
97Waiting room
98Well
99–00Workshop
Travel Pace
PaceDistance Traveled per MinuteDistance Traveled per HourDistance Traveled per DayEffect
Fast400 feet4 miles30 miles-5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles24 miles-
Slow200 feet2 miles18 milesAble to use stealth
Cover
CoverEffect
Half cover+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
Three-quarters cover+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
Total coverCan't be targeted directly by an attack or a spell
Obscured Areas
ObscurenessEffectExamples
Lightly obscuredCreatures have disadvantage on Wisdom (Perception) checks that rely on sight.Dim light, patchy fog, moderate foliage
Heavily obscuredVision is blocked; creatures are effectively Blinded.Darkness, opaque fog, dense foliage
Tracking DCs
Ground SurfaceDC
Soft surface such as snow10
Dirt or grass15
Bare stone20
Each day since the creature passed+5
Creature left a trail such as blood-5
Food, Drink, and Lodging
ItemCost
Ale
Gallon2 sp
Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day)
Squalid7 cp
Poor1 sp
Modest5 sp
Comfortable8 sp
Wealthy2 gp
Aristocratic4 gp
Meals (per day)
Squalid3 cp
Poor6 cp
Modest3 sp
Comfortable5 sp
Wealthy8 sp
Aristocratic2 gp
Meat, chunk3 sp
Wine
Common (pitcher)2 sp
Fine (bottle)10 gp
Foraging DCs
Food and Water AvailabilityDC
Abundant food and water sources10
Limited food and water sources15
Very little, if any, food and water sources20

Included Accessories

Condition and Hazard Cards

  • Condition Cards
  • Hazard Cards

Page 1
Page 2
Page 3
Page 4

Initiative Cards

  • Initiative Cards

Geomorph Cards

36 Geomorph Cards, perfect for dealing a random dungeon layout with interlocking map sections:

Geomorph Card 1
Geomorph Card 2
Geomorph Card 3
Geomorph Card 4
Geomorph Card 5
Geomorph Card 6
Geomorph Card 7
Geomorph Card 8
Geomorph Card 9
Geomorph Card 10
Geomorph Card 11
Geomorph Card 12
Geomorph Card 13
Geomorph Card 14
Geomorph Card 15
Geomorph Card 16
Geomorph Card 17
Geomorph Card 18
Geomorph Card 19
Geomorph Card 20
Geomorph Card 21
Geomorph Card 22
Geomorph Card 23
Geomorph Card 24
Geomorph Card 25
Geomorph Card 26
Geomorph Card 27
Geomorph Card 28
Geomorph Card 29
Geomorph Card 30
Geomorph Card 31
Geomorph Card 32
Geomorph Card 33
Geomorph Card 34
Geomorph Card 35
Geomorph Card 36
The full pages for printing can be found below:

Geomorph Page 1
Geomorph Page 2
Geomorph Page 3
Geomorph Page 4

Wilderness Journeys

This sheet provides guidelines for playing through wilderness travel and for keeping track of supplies during the journeys.

Journey Cycles

A journey takes place in Cycles that each represent the days spent travelling in the wilderness. The DM first decides whether the journey is short or long, depending on how long it will take the characters to reach their destination. The length of the journey determines how many days are represented by a cycle; each cycle is one day for a short journey or 7 days for a long one.

For each cycle, follow these steps in order:

  • 1. Weather. The DM determines the predominant weather conditions for the Cycle., you either choose the weather or roll for it on the Weather (Precipitation; Wind) table on the DM screen.
  • 2. Pace. the players choose the groups travel pace for the cycle: slow, normal, or fast. See the Travel Pace table on the DM screen for details about each pace.
  • 3. Navigate. The DM decides whether the adventurers are at risk of losing their way, following the guidelines in the "Becoming Lost" section below.
  • 4. Encounter. Roll a d10. On a 1, the characters encounter something this cycle. The DM either decides what happens or rolls on the Wilderness Encounter table.
  • 5. Supplies. Expend food and water for each creature in the party that must eat or drink, consulting the "Food and Water" sections below.
  • 6. Progress. Track the party's progress in the miles for the cycle. You may use a hex map in this kit to keep track of the party's current location.

Becoming Lost

Travelers are unlikely to get lost when following an established path or road or with a landmark in sight. In those circumstances, assume a group of adventurers won't get lost.

Here are the circumstances that can cause a group to lose its way:

  • Weather that obscures the area, such as heavy rain, snow, or fog.
  • Traveling at night, even with light sources or darkvision.
  • Dense forest
  • Traveling underground
  • Traveling at sea while unable to see the sky or any familiar land.

The DM lets the group know when they are in one or more of those circumstances, and then the characters choose one of their number who must make a Wisdom (Survival) check against a DC appropriate to the terrain (see "Wilderness navigation" on the DM's screen). Other members of the group can take the Help action on this check as normal, and traveling at a fast pace imposes disadvantage on the check.

If the check fails, the group spends 1d6 hours (short cycle) or 1d6 days (long cycle) traveling in a random direction. The DM may roll a die to determine which hex the group ends up in on a map, such as the ones provided in this kit.

Random Encounter

If a random encounter occurs, the DM can roll on a table in a book like Xanathar's Guide to Everything or use the Wilderness Encounter table here.

Wilderness Encounter
dice: 1d8Encounter
1A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it.
2-4Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers
5-6A group of friendly travelers crosses the group's path. The travelers have 2d6 goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook
7The group discovers a monument. Roll on the Monuments table.
8The group wanders into a strange place. Roll on the Weird Locales table.
Monuments
dice: 1d20Monument
1Sealed burial mound or pyramid
2Plundered burial mound or pyramid
3Faces carved into a mountainside or cliff
4Giant statues carved out of a mountainside or cliff
5-6intact obelisk etched with a warning, historical lore, dedication, or religious iconography
7-8Ruined or toppled obelisk
9-10Intact statue of a person or deity
11-13Ruined or toppled statue of a person or deity
14Great stone wall, intact, with tower fortifications spaced at one-mile intervals
15Great stone wall in ruins
16Great stone arch
17Fountain
18Intact circle of standing stones
19Ruined or toppled circle of standing stones
20Pillar carved with elemental or fey symbols
Weird Locales
dice: 1d20Locale
1-2Dead magic zone (similar to an antimagic field)
3Wild magic zone (roll on the Wild Magic Surge table in the Player's Handbook whenever a spell is cast within the zone)
4Boulder carved with talking faces
5Crystal cave that mystically answers questions
6Ancient tree containing a trapped spirit
7-8Battlefield where lingering fog occasionally assumes humanoid forms
9-10A portal to another plane of existence
11Wishing well
12Giant crystal shard protruding from the ground
13Wrecked ship, even if water is nowhere nearby
14-15Haunted hill or barrow mound
16River ferry guided by a skeletal captain
17Field of Petrified soldiers or other creatures
18Forest of Petrified or awakened trees
19Canyon containing a dragons' graveyard
20Floating earth mote with a tower on it

Food and Water

Creatures require units of food and water every cycle. The Food and Water Needs table lists the number of food units and water units a creature requires per cycle, and the table indicates how much each unit of food costs per creature for a cycle. A unit's weight is determined by the cycle:

  • Short Cycle: 1 unit = 1 pound/gallon of food/water
  • Long Cycle: 1 unit = 7 pounds/gallons of food/water

A creature's water needs are doubled if the weather is hot, unless it has resistance or immunity to fire damage.

Food and Water Needs
Creature SizeFood/Water per CycleFood Cost per Short CycleFood Cost per Long Cycle
Tiny1/4 unit1 sp, 2 cp7 sp, 5 cp
Small1 unit5 sp3 gp, 5 sp
Medium1 unit5 sp3 gp, 5 sp
Large4 units2 gp14 gp
Huge16 units8 gp56 gp
Gargantuan64 units32 gp224 gp

Tracking Supplies

Use the accompanying Supply Tracker to note whether you are tracking a short or long cycle journey and how many units of food and water you are carrying. At the Supply step of each cycle, mark off a box for each unit of food or water consumed.

A character unable to eat or drink gains 1 level of Exhaustion for each requirement they fail to meet. Exhaustion gained in this way can't be removed until the character is able to consume sufficient food and water.

Foraging

Characters can hunt or gather food and water while the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check against a DC determined by the terrain. On a successful check, the character gathers units of food equal to 1d6 + their Wisdom modifier. Repeat the roll for drinkable water.

Wilderness Chases

When a chase begins in the wilderness, the DM can use these rules to determine whether the pursuer catches their quarry.

Playing a Chase

A chase is played out over the course of rounds, during which each chase participant takes a turn.

Here Are the steps to follow in a chase:

  • 1. Establish positions. Determine how far apart the quarry and the pursuer are from each other. The quarry and the pursuer might each be an individual or a group. Over the course of the chase, the DM keeps track of this distance. You may use a dry-erase hex map in this kit to track distance. If you do so, you determine how many feet each hex represents: 5 feet, 10 feet, or more.
  • 2. Roll initiative. Everyone involved in the chase rolls initiative, determining the order of their turns in the chase.
  • 3. Roll for a complication. When your turn starts, roll a d20 and consult the Wilderness Chase Complications table to see if an unexpected event complicates your turn.
  • 4. Move And take an action. You can take one action on your turn, and before or after that action, you can move up to a distance equal to your speed. See the "Actions in Combat" sheet for the actions you can take during a chase (see the "Dashing" section on the other side of this sheet if you take the Dash Action). If you have a bonus action available, you also take it during your turn, but no more than once one each of your turns.
  • 5. Begin the next round. When Everyone Involved in the chase has had a turn, the round ends, and the DM determines whether the chase ends, as detailed in the "Ending a Chase" section on the other side of this sheet. If the chase doesn't end, repeat steps 3—5 until it does.
Wilderness Chase Complications
dice: 1d20Complication
1Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of difficult terrain.
2Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On failed check, the ground counts as 10 feet of difficult terrain.
3You run through a swarm of insects (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; 4d4 piercing damage on a hit).
4A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain.
5Make a DC 10 Constitution saving throw. Ona failed save, you are Blinded by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While Blinded in this way, your speed is halved.
6A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land Prone.
7You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and Restrained. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication
8You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage.
9Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage.
10One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a dice: 1d8 to determine them: (1) 2 brown bears, (2) 2d4 giant toads, (3) 1d4 poisonous snakes, (4) 2d4 wolves, (5) 1 giant boar, (6) 2 dire wolves, (7) griffon, or (8) 1d12 giant rats (see the Monster Manual for the creatures' game statistics).
11-20No complication.

Dashing

Over the course of a chase, you can take the Dash action a limited number of times before you risk Exhaustion. That number equals 3 + your Constitution modifier. Each additional Dash action you take after that number during the chase requires you to succeed on a DC 10 Constitution check at the end of your turn or gain 1 level of Exhaustion.

You drop out of the chase if your Exhaustion reaches level 5, since your speed becomes 0. By finishing a short or long rest, you can remove all the levels of Exhaustion you gained by taking the Dash action additional times during the chase.

Reactions

During a chase, you can take reactions as normal, but you can't make opportunity attacks against other chase participants, since you are all assumed to be moving in the same direction at the same time. However, chase participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, an adventurer who chases a bandit past a wolf in the woods might provoke an opportunity attack from the wolf.

Ending a Chase

A chase ends when one side or the other stops, when the quarry escapes, or when at least one pursuer is within 5 feet of a quarry.

If neither side gives up the chase, the quarry can make a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken a turn. An Incapacitated quarry can't make this check, nor can a quarry without anything to hide behind. The check's total is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check. If the total of a quarry's check is greater than the highest passive score, that quarry escapes and is no longer in the chase.

The quarry gains advantage or disadvantage on the check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.

Escape Factors
FactorCheck Has…
Quarry has many things to hide behindAdvantage
Quarry is in a very crowded or noisy areaAdvantage
Quarry has few things to hide behindDisadvantage
Quarry is in an uncrowded or quiet areaDisadvantage
The lead pursuer is a ranger or has proficiency in SurvivalDisadvantage

Escape doesn't necessarily mean a quarry has outpaced pursuers. For example, in the mountains, escape might mean the quarry ducked into a crevice or a hollow log.

Splitting Up

Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group.

Role Reversal

During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a bandit through the woods might draw unwanted attention from other bandits. As they pursue the fleeing bandit, they must also evade the bandits pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing bandit might run into the waiting arms of their accomplices. The outnumbered characters might decide to flee with the bandits in pursuit

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