The party is awoken at dawn by a pursuing party of goblin wolf riders, they move quickly amongst the party and use hit and run tactics.
They will try and slow the party, laughing to each other that the rest of the warband is only a few minutes behind and they have overwhelming numbers.
Make clear to the PCs that if they dispatch the wolf riders there is no way they will be able to best an entire orc warband of hundreds of warriors. They must run!
The chase will last 6 rounds. Each round the orc warband will move one step closer to the party.
The party will need to over come 6 complications testing a range of skills in order to escape. The PCs will roll individually for the skill checks and can narrate their own way of doing things.
If they reach the final stage before the warband catches up with them, the chase will end.
Skill: Dexterity (Acrobatics)
DC: 13
Success: Move normally
Failure: Slide 30 ft downhill, fall prone, lose 10 ft movement
Fail by 5+: Take 1d6 bludgeoning damage
Skill: Dexterity (Acrobatics) or Dexterity Saving Throw
DC: 14
Success: Avoid falling rocks
Failure: Take 2d6 bludgeoning damage and difficult terrain
Fail by 5+: Knocked prone
Skill: Strength (Athletics)
DC: 13
Success: Cross normally
Failure: Lose 10 ft movement
Fail by 5+: Swept 20 ft downstream, fall prone
Skill: Dexterity (Acrobatics) or Wisdom (Animal Handling)
DC: 12
Success: Dodge goats
Failure: Knocked prone
Fail by 5+: Lose 20 ft movement
Orc horns echo through the mountains, shaking nerves.
Skill: Wisdom (Insight) or Wisdom Save
DC: 13
Success: Keep focus
Failure: Disadvantage on next chase check
Fail by 5+: Also lose 10 ft movement
Skill: Dexterity (Stealth) OR Wisdom (Survival)
DC: 15
Success: Cross safely
Failure: Snow shifts β difficult terrain
Fail by 5+: Small avalanche β restrained until action used
The chase will end with the Avalanche coming down and blocking the trail.