TimeWatch Chase rules for D&D 5e.
(Article)Each round, each character in the chase rolls an Athletic check to stay in the chase. The DC is set by the DM. If you fail the check, you are out of the chase. If you were fleeing, you are caught. If you were a pursuer, you lost the chase. If all of one side of the chase is out, the chase is over.
If you try to do something that isn’t just running in the chase, you have disadvantage on that action, as well as on the Athletics check to stay in the chase. Dashing as a Bonus Action gives you advantage on the Athletics check.
GMs: Increase the DC if its raining, windy, a crowded street, whatever. The higher the DC, the shorter this will be.
Players may complain about movement speed. If it looks like it may help, giving them some extra opportunities could be good. If you feel like it.
7th Sea Stories into D&D Magic Items
Each player establishes a Story for their character, the number of steps equal to the reward they are looking for. The Story should have a one sentence that describes the character’s goals, but vague enough that the DM can fill in details as desired. Upon competion, the Magic Item is awarded via however the DM chooses. Check out the 7th Sea basic rules (and the article I wrote) for more details on stories for more details.
|Item Rarity||Number of Story Steps|
|Very Rare||5 Steps|