The Sleeper’s Decks · No. 4
Pursuit Complications
Chase cards where each one is a stretch of ground with two ways across. Useful whenever somebody ends up running from something, or after it.
Printable PDF · instant download from Etsy

- 14 pages
- 36 cards
- Screen and print editions
- Plain text for VTTs
- US Letter
- No rules text
Six of the 36 cards are here to draw. The rest come with the deck.
Chase Cards for Any Fantasy RPG
The quarry just went over the gap between two roofs. The far side is lower than it looks and the tiles over there are wet. That's THE GAP, one of 36 cards in this deck, and it gives you a choice between jumping or going down the drainpipe hand over hand while the quarry gets small.
Every card works that way. The Hard Way costs risk and the Long Way costs ground. Draw one when a chase starts, or once it's turned into the same roll over and over, and read the stretch out loud. The face-up card's last line holds until the next card covers it. Three cards makes a short chase and five makes a long one, and the ending comes from whatever those stretches did.
The deck carries no chase rules of its own. It slots into the procedure your table already uses, or into none at all, and it plays the same whether the party is doing the chasing or getting chased.
WHAT'S INSIDE
- 36 chase cards in 6 suits: the street, the roofs, the green, the under, the water, and the dark.
- 2 blank House cards for ground that only your table runs.
- Ground dots on every card. One is a step, two is a stretch, and three is the whole chase.
- Screen edition plus a plain-white print edition, US Letter, with cut lines.
- Every card as plain text for VTT decks and house tools.
- Bookmarked, DRM-free PDF. Works with 5e, 5.5e, and other fantasy RPGs. No rules text.
When a fight settles into trading turns, Encounter Complications is the deck to pull out.
We'll Pick Up Next Week, the free letter: sleepersartifice.substack.com
The Sleeper’s Decks
More Decks
No. 1
Encounter Complications
A deck of 36 cards for the middle of a fight, once everyone can tell how it ends. Print and cut it, then draw one when things go quiet.
No. 2
Player Cheat Cards
Cards for the fifth-edition rules that slip everyone's mind in the middle of a turn. Free, or pay what you want.
Free · pay what you want, Player Cheat Cards (opens in a new tab)
No. 3
Class Round-Flow Cards
Twelve cards, one per class, each showing the shape of a typical turn, so initiative stops being the scary part for a new player.



