Skip to main content

Endless Plummet

rd tier (
Challenge
DC
Area
(less than 1 hour)

An enormous and seemingly infinitely deep pit or chasm looms ahead. Any who fall into it plummet forever thanks to the transmutation magic that keeps it working, and those who peer too closely find the strange enchantment also perilously hampers balance.

Dangerous Darkness. The darkness of the pit’s illusion makes it impossible for creatures further than 10 feet from its edge to see anything inside of it, though sounds from within the pit can easily be heard from further away. Any Investigation or Perception checks made against the pit require being within 10 feet of the edge

Sneaky Compulsion. A creature that looks into the pit from within 10 feet of the edge makes an Intelligence saving throw or it loses its balance, suddenly stumbling forward and falling inside!

Spell Solve. Using dispel magic on the pit to suppress its enchantment for 1 hour requires a spellcasting ability check. An adventurer that falls into the real pit travels 100 feet to its true bottom where there is a 10% chance they find an entrance to Underland. Successfully dispelling this exploration challenge triggers a critical success.

Possible Solutions
  • The pit is a magical effect created through illusion and transmutation magic, but it requires sight. A clever party can cover or shut their eyes, making a group Intelligence check to keep their bearing and walk near the pit’s edge without being compelled by it. 
  • Once an adventurer has fallen inside the pit, they can make an Arcana check to identify a weak point in the illusion that helps them escape, or an Athletics check to grab onto something real and climb out of the pit.

Potential Outcomes

Critical Failure: The adventurers fall until the magic is dispelled or someone passing by helps them get out after 2 (1d4) days. Each adventurer loses 8 (2d6+1) Supply, and suffers a level of fatigue and strife for every day spent falling.

Failure: The adventurer falls, losing 4 (1d4+2) Supply and suffering one level of strife before either the magic is dispelled or someone helps them get out.

Success: The adventurers lose negligible time navigating the pit.

Critical Success: The adventurers lose negligible time navigating the pit. Roll on the Boons and Discoveries table.