The Game Master will determine the likelihood of a non-player creature to pursue those wishing to flee/evade based on background, encounter notes, or monster description. Otherwise, the following may be used:
Pursuit will continue until...*
Pursued is faster and in sight but over 100 ft. away
Pursued is faster and left sight over 50 ft. away
Pursued is faster and pursuit has gone on for 5 rounds with no gaining of ground
Pursued is same speed and in sight but over 150 ft. away
Pursued is same speed and disappeared from sight over 80 ft. away
Pursued is same speed and pursuit has gone on for 5 rounds with no gaining of ground
Pursuer is faster and pursued disappeared from sight over 200 ft. away
Pursuer is faster but cannot continue due to lack of endurance
* Unless special circumstances exist such as the pursuer's ability to track
When one group pursues another (in close quarters conditions; ie. indoors or underground), the GM will treat each group as an individual. The speed of the pursuing group is equal to the speed of the fastest individual and the speed of the pursued group is equal to that of the slowest individual.
Each round, both groups will have three movement phases (ie. each group moves at 3 times the normal rate). Obviously, this movement precludes any ability to track, map, or explore. Areas passed are only roughly observed and details are missed. Pursuers can break off this method of pursuit and move normally, allowing those with tracking ability to employ their skill.
Once probability is assigned based on above: Roll a d% against it to see if the distraction worked.
Distractions will usually delay the pursuer for one round unless the GM determines it takes longer to gather or consume the dropped items.
Branches in the path will be selected randomly unless the pursued is using light which can be seen, the pursued has good or better olfactory powers (and the pursued's scent is not masked), or the pursued is making noise (metal armor is heard for 90 feet; hard boots for 60 feet; other, even quiet movement for 30 ft.).
Continue movement round to round or segment to segment until pursuit is broken off or pursuers come within melee range. If this occurs, creatures are considered in melee and will face free attacks if they continue to flee. Missile weapons (or other abilities) may be used normally if targets are in range, although this will delay movement while the weapon is used.
Within 100 yards of en encounter, use Pursuit in Underground Conditions above. In situations where distances are greater and pursuing parties are following (mainly) by sight and fresh/visible signs of immediate passage, use the following table.
The first check is made immediately when evasive action is taken, then, if not successful, AND the pursuers cannot close the gap in one hour, check each hour.
A modified check of 0% or lower means the parties have closed within melee range.