Chapter 9: The Great Chasm: Difference between revisions

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|4d10 x 100 sc in ancient goods.
|4d10 x 100 sc in ancient goods.
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<nowiki>*</nowiki>Goods can be turned over to an interested university or government for Academic or Aristocratic [[Goodwill]], at an exchange of +1 per 250sc in value, up to +5 Maximum.
<nowiki>*</nowiki>Goods can be turned over to an interested university or government for Academic or Aristocratic [[Goodwill]], at an exchange of +1 per 250 sc in value, up to +5 Maximum.


==== '''INT/LUC Roll of 23''' ====
==== '''INT/LUC Roll of 23''' ====
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'''Redcliff Lifts and Mines'''. Along the western canyon walls lies [[the Bridgemoor Mines]] and the great lifts. While the citizens here live on the surface, in Nalatown, the mines are well fortified by Bridge [[Knight]] garrisons, and the lifts are a common entrance into the chasm. One can easily reach the floor of the chasm from the mines.
'''Redcliff Lifts and Mines'''. Along the western canyon walls lies [[the Bridgemoor Mines]] and the great lifts. While the citizens here live on the surface, in Nalatown, the mines are well fortified by Bridge [[Knight]] garrisons, and the lifts are a common entrance into the chasm. One can easily reach the floor of the chasm from the mines.


'''Periki Post.''' A small, fortified compound north of the burrows, the Periki Post is a common respite for those looking for rest and safety within the chasm. The post only houses a few hundred folk, but is a walled hamlet on the eastern side of the river. Adventurers can pay for shelter at the local hostel (only 5sc a night) and are safe from the monsters outside. The Post is protected by two-dozen or so warriors, divided between '''Rangers''' and '''[[Trollkin]] Bridgeguards ''' (''CC,'' chapter 4, ''“NPCs”''), though the guards can be any humanoid. They may also hire a ferry to take them across the river, or to ferry them past the burrows via the Periki River, for a total of 50sc for either trip.
'''Periki Post.''' A small, fortified compound north of the burrows, the Periki Post is a common respite for those looking for rest and safety within the chasm. The post only houses a few hundred folk, but is a walled hamlet on the eastern side of the river. Adventurers can pay for shelter at the local hostel (only 5 sc a night) and are safe from the monsters outside. The Post is protected by two-dozen or so warriors, divided between '''Rangers''' and '''[[Trollkin]] Bridgeguards ''' (''CC,'' chapter 4, ''“NPCs”''), though the guards can be any humanoid. They may also hire a ferry to take them across the river, or to ferry them past the burrows via the Periki River, for a total of 50 sc for either trip.


Periki Post is run by Yilifis, a contemplative [[Satyr]] with a kind heart who has the stats of a '''Forest [[Witch]]''' (''CC'', chapter 4, “NPCs”). Periki encourages adventurers to explore the chasm and delve its mysteries. She also is always looking for aid for the post, and is willing to assist adventurers in exchange for goods, services, and donations. If an adventurer gains +5 Periki Post Goodwill, Yilifis will teach, and materials for, the first rank of the [[Pioneer]] profession, then can increase that rank by 1 per +10 they earn after that, up to a maximum rank of 3.
Periki Post is run by Yilifis, a contemplative [[Satyr]] with a kind heart who has the stats of a '''Forest [[Witch]]''' (''CC'', chapter 4, “NPCs”). Periki encourages adventurers to explore the chasm and delve its mysteries. She also is always looking for aid for the post, and is willing to assist adventurers in exchange for goods, services, and donations. If an adventurer gains +5 Periki Post Goodwill, Yilifis will teach, and materials for, the first rank of the [[Pioneer]] profession, then can increase that rank by 1 per +10 they earn after that, up to a maximum rank of 3.
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|<nowiki>+1</nowiki>
|<nowiki>+1</nowiki>
|Donating 500sc worth of medicine, meals, or arms.
|Donating 500 sc worth of medicine, meals, or arms.
|-
|-
|<nowiki>+2</nowiki>
|<nowiki>+2</nowiki>
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If the adventurers have at least +5 Wandering Goodwill, the nomads will offer to trade, share information, or travel with the adventurers. Otherwise, they can be convinced to do any of the above with DC 15 CHA or INT checks.
If the adventurers have at least +5 Wandering Goodwill, the nomads will offer to trade, share information, or travel with the adventurers. Otherwise, they can be convinced to do any of the above with DC 15 CHA or INT checks.


'''Trade.''' The nomads always have at least 20 days worth of tradeable food on them. They prefer to trade for goods, but will exchange for sc if that’s all adventurers have. Otherwise, they have basic survival [[equipment]] (sold for 75% of its normal price), and they always have a few spare '''Dracanis''' mounts. They will only sell these to adventures with at least +5 Wandering Goodwill, and they can be purchased for 1,000sc worth of goods. If the adventurer possesses at least 1 rank in the [[Nomad]] profession, that dracanis gains the Mount feature.
'''Trade.''' The nomads always have at least 20 days worth of tradeable food on them. They prefer to trade for goods, but will exchange for sc if that’s all adventurers have. Otherwise, they have basic survival [[equipment]] (sold for 75% of its normal price), and they always have a few spare '''Dracanis''' mounts. They will only sell these to adventures with at least +5 Wandering Goodwill, and they can be purchased for 1,000 sc worth of goods. If the adventurer possesses at least 1 rank in the [[Nomad]] profession, that dracanis gains the Mount feature.
{| class="wikitable"
{| class="wikitable"
|'''Mount.''' A creature riding the dracanis gains 2 MCAP. A mounted creature can spend 1 MCAP on its turn to make the dracanis use its Static Jaws.
|'''Mount.''' A creature riding the dracanis gains 2 MCAP. A mounted creature can spend 1 MCAP on its turn to make the dracanis use its Static Jaws.
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Should an adventurer purchase a dracanis, they can then spend a period of 5 days with the Nomads,  learning their ways and gaining a  rank in the Nomad profession.
Should an adventurer purchase a dracanis, they can then spend a period of 5 days with the Nomads,  learning their ways and gaining a  rank in the Nomad profession.


'''Share Information.''' For 50sc, or with at least +5 Wanderer Goodwill, the nomads will share some information, directing adventurers to an area of interest, or allowing them to duck the next weather event or random encounter.
'''Share Information.''' For 50 sc, or with at least +5 Wanderer Goodwill, the nomads will share some information, directing adventurers to an area of interest, or allowing them to duck the next weather event or random encounter.


'''Travel.''' For a fee of 25sc per day the Nomads will travel with the adventurers, providing mounts that reduce travel time in the chasm by 50%.  
'''Travel.''' For a fee of 25 sc per day the Nomads will travel with the adventurers, providing mounts that reduce travel time in the chasm by 50%.  


==== '''Unexplored Cave''' ====
==== '''Unexplored Cave''' ====

Latest revision as of 05:01, 1 May 2025

[back to Cloven Lands playtest material]

Throughout Part Three of the campaign, you may find that the heroes need to travel into and through the Great Chasm on more than one occasion.

A monstrous rift within the very land, the Great Chasm is a geographical wonder that stretches for thousands of miles along the eastern half of Gathandia. At its deepest, visible point, the chasm descends for a full mile, and at its most narrow width is still twenty miles across. Most of the eastern nations of the continent share at least some of their border with the chasm, utilizing its vast resources to prop up their economies while braving the incredible dangers that lie within.

Mystery and adventure aplenty plague the vast chasm, with ancient crypts of strange technologies, puzzling anomalies, and strange, terrifying monsters that make their homes within the depths. Many meet a grizzly end while exploring the chasm, but others find their fortunes, and fewer yet still find something more.

Great Chasm Lore

Adventurers may know a great deal about the chasm, or be aware of common, or not so common, rumors and secrets contained therein. INT checks can reveal some of these details, pointing out areas of interest and other potential secrets.

Chasm Lore DCs

INT DC Information
5 The Great Chasm is not only a geographical wonder, but contains rich deposits of Avadrium, making it a regular target for treasure seekers and governments looking to expand their magical arsenal. Most of these deposits are accessed through either strange, ancient ruins, or serve as the nests for ferocious beasts.
10 The occasional settlement crops up within the chasm from hardy and resourceful folk. Periki Post is one such village, and rather successful in its existence north of Bridgemoor.

These settlements tend to be rare due to the proliferation of hazardous dust storms and roving monstrosities—or even worse, strange beings created from the stray magics of a long lost civilization, such as Trench Abominations and hostile golems.

15 Prospecting can lead to a great deal of fortune within the chasm as there are thousands of unexplored, mineral reach caves concealed within.

Many scholars visit the ancient ruins of Kilaf’ja to delve for lost knowledge and stray artifacts of power, though most meet their end therein.

Wild dracanis thrive in the chasm and are used by small, nomadic tribes as beasts of burden. Pleasant dealings with these wanderers can lead to the exchange of such mounts, and how to properly utilize them.

23 On a 23+, adventurers should be given the general location of major areas of interest and any known settlements, giving them free reign to explore the chasm.

Location Features

The following details individual facets of the Chasm. As the Chasm is unfathomably large, there are exceptions to near every point, with most of the area considered to be wildlands and unexplored.

Anomalies

One is prone to come across any number of oddities within the Chasm. Ruins are commonplace, and with no understanding of the local past civilizations, these areas can be as mysterious as they are dangerous. Wild magics run rampant, whether from widespread Avadrium deposits or from stray enchantments gone awry, monuments of every magical source dot the landscape. Some summon fiends, others have no perceivable use, while some may alter the very fabric of reality.

Inhabitants

With all the dangers of the chasm not many choose to live there. Some, though, accept the risk, creating small, close knit hamlets, villages, and outposts that get by on exploiting the chasm’s resources. These communities are militant in nature, or are masters of their terrain, creating fortified settlements or existing as fast-moving nomads. Loners can be found wandering as well: exiles, mages, and vagabonds, those that find society tedious or seek the great mysteries of the chasm.

Monsters

Any number of strange monstrosities and aberrant beings plague the chasm, and none too many of them are friendly. Some of the more common horrors are nythixes and trench abominations, along with their accompanying wyrdlings. Giant beasts, dire and feral, roam the canyons, along with creatures that favor desert and mountainous terrain.

Beneath the surface lie creatures born of magics, ancient, powerful presences few can survive.

Politics

There’s little in the way of united governance of the Great Chasm. Nations cease their borders at the canyon’s edge, but more than a few of them stake claims on parcels of wealthy stretches, creating small embankments of outposts and mines that are some of the best defended settlements of any empire. Skirmishes can dust up between vested powers over resources, though they are short lived, with drawn out conflicts dying out from the effort required to sustain them.

Weather

To the north, the chasm is a dry, dusty place, full of swirling winds and scorching heat. Wild dust storms can last for days there, ending at the lip of the canyon to little ill effect. These storms can become supernatural in nature as they encounter stray magics, leading to intense disasters and sending monsters into violent frenzies.

To the south, as the chasm turns from rocky earth to soil and swamps, the air becomes thick with humidity, wet, and hot, creating constant rainstorms that can last for weeks.

Magical Disasters

While traveling through the chasm it’s likely that adventurers will find themselves subject to dangerous weather. The following conditions can occur in random encounters or can be added to add a level of danger or excitement to travel and combat.

Dust Storm. Swirling winds packed with dust and sand rip and tear at everything that lies within its grasp. Adventurers receive TD on visual AWR checks made while in a dust storm, and creatures more than 10 ft. away from them are considered to be Concealed and behind Partial Cover. If adventurers travel for more than 4 hours in a dust storm, they must make END checks (starting a DC 8 then increasing by 2 per every hour spent traveling in the storm afterward) or suffer Fatigue. Dust storms last 1d4 days.

Arcane Disaster. When dust storms are exposed to the Arcane, monuments, or a stray sense of magic, portions of them can evolve into Arcane Disasters. Such a storm comes with the following hazards, depending on the type of magic encountered:

  • Damage. At the top of each combat round, roll a stray magic attack (with a bonus equal to the party’s average level) against each creature’s REF within range of the storm. Creatures hit take 3d10 Fire, Cold, or Necrotic damage (MC’s choice).
  • Teleportation. Whenever a creature moves more than 5 ft. on their turn they instead teleport in the intended direction. When this occurs, you or your players can roll a d100. On a 50 or lower, the creature teleports their base speed in a random direction.
  • Spell Insanity. Whenever a creature casts a spell, have them roll a d100. On a 25 or lower, that spell fails to trigger. On a 26 to a 75, they instead cast any random Arcane spell. On a 76 or higher, that spell has its range, area of effect, or damage increased by 50%.

Primal Storm. So chaotic are the primal forces of the chasm that they will sometimes manifest as powerful, and terrifying, storms. When a Primal Storm occurs, the area within is treated as if under the effects of a constant Hail Storm spell. At the top of each round, roll a d100. On a 50 or less, a Lightning Bolt erupts from the sky, targeting a random creature, and anything within 5 ft. of it. For the magic attack, use a bonus equal to the party’s average level.

Craft Your Own Storm

If you’d like to create your own weather event the easiest way to do so is to choose a magic source and select one or two spells in that list. Make these permanent for the duration, or have a percentile trigger for them to occur. Remember, storms don’t discriminate! They should be as deadly for adventurers as they are monsters, and maybe even the terrain.

Areas of Interest

There are a number of strange, interesting, and mythological locations within the chasm. This list is my no means complete, as the chasm stretches for thousands of miles.

The Burrows

Created by the perpetual shadow of Bridgemoor high above the chasm, the burrows are a series of hovels, not unlike termite hives, that stretch the width of the canyon, shrouded in shade. These burrows are home to a thriving population of Trench Abominations (CC, chapter 2, “Trench Technologies”). In order to cross from the northern edge of the chasm to the south, one must pass through the burrows and risk the attention of the hordes of creatures, often to ill effect.

Read Aloud: Towering structures built from rock and dirt and bone shower the shadows beneath Bridgemoor in a sickly mock design of the city. Mistakable for jagged hills, each burrow is laden with holes, some with gaping, cavernous maws that descend into the darkness beneath the surface. A chilling rot hounds the air here, a stifling scent caught within the occasional chitter and scuffle of unseen chitin.

It can take several hours to cross the burrows, and if adventurers choose to do stealthily, they may cross with Dex/Sneaking checks of 13+. If you wish, you may have your players roll for group sneaking. To do so, have each player roll their individual skill, add them all together, then divide the total by the number of adventurers attempting to sneak. The result is the combined check versus the DC. You may have them repeat this roll every hour they travel through the borrows (it should take no longer than 4 hours).

If adventurers fail to sneak, or brazenly enter without protecting themselves, several trench creatures will seek them out for a meal. Use the Burrows Encounters table for details.

Burrows Encounters

Party Level Encounter
4 1 Abomination
5 1 Abomination, 1 Wyrdling
6 1 Abomination, 2 Wyrdlings
7 2 Abominations
8 2 Abominations, 2 Wyrdlings

*If adventurers take more than 3 rounds to defeat an encounter, you may have more Wyrdlings, or even another Abomination show up from the excess noise.

If adventurers possess the Key Sigil from the Rust Gate of Bridgemoor, they may pass through the burrows without issue, as the trench creatures will be uninterested, but not friendly.

Nythix Caverns

These caverns are a series of dark caves set into the depths of the red rock cliffs on the western wall of the chasm. They burrow for hundreds of feet in every direction and are home to large populations of Nythixes (CC, chapter 2, “Nythixes”). Few dare to venture within, as the tunnels are labyrinthian, and many are lost, breathing their last within the darkness. For those that brave the tunnels there are dozens of rich Avadrium deposits to be found, ready to be mined.

Navigating the tunnels is difficult. Adventures must make a DC 10 AWR/Navigating check to not become lost, increasing the DC by 2 for every hour they spend within. Additionally, they must make DC 13 DEX/Sneaking checks to avoid disturbing the nythixes within. The tunnels are absent light, and if adventurers do not use any to navigate, increase the base Navigating DC by 5. If they do use light, increase the Sneaking DC by 5. If they become lost, adventurers need to continue to make Navigating checks until they succeed, finding their way out.

Every hour in game the adventurers spend exploring, have them roll a d100. On a 50+, they discover an Avadrium deposit, which has 5d10 x 10 sc worth of minable material. On a 90+, the deposit will have 5d10 x 25 sc worth of material. Adventures can use STR/Applied Force to mine the Avadrium (assuming they have the proper tools), gaining their roll x10 in value per hour they spend mining. Increase the Sneaking DC by 2 per hour spent mining.

On a failed sneaking DC, adventurers attract the attention of nearby nythixes, triggering an encounter. See the Nythix Encounters table for details.

Nythix Encounters

Party Level Encounter
4 4 Nythix Gliders
5 3 Nythix Gliders, 1 Nythix Walljumper
6 2 Nythix Walljumpers, 2 Nythix Gliders
7 3 Nythix Walljumpers
8 2 Nythix Walljumpers, 4 Nythix Gliders

The Periki River

The source of life to all that call the chasm home is the Periki River. Flowing from the northern edge of the chasm to the southern swamps, the Periki allows the wastelands to sustain its own ecosystem and draws many to its fresh waters. Full of fish, and other less peaceful creatures, every mile of the river finds itself a common watering hole.

Adventurers can forage rations and water from the river while traveling the chasm, allowing them to remain within indefinitely. At its widest point, the Periki is approximately seven miles across (albeit a single mile at its most narrow) and flows from north to south with stretches of ferocious rapids, making it, at times, a difficult body to cross. DC 15+ STR/Athletics checks are enough to ford the river,  though END checks may be necessary to not become Fatigued.

Adventurers can find some of the chasm’s less hostile wildlife here. Many wild Dracanis (CC, chapter 2) live alongside the Periki, and while they may become hostile if adventurers force the issue, they will not actively start a fight unless provoked. These dracanis usually appear in groups of 1d6+2.

Kilaf'ja Ruins

A massive spread of ancient buildings reduced to naught but foundations, the Kilaf'ja Ruins are a much sought source of study among local and regional scholars, especially those from the Bridgemoor University as the ruins are located just south of the city, two days or so away from the burrows. A myriad of artifacts, treasures, and hazards can be found within.

Read Aloud: The foundations of a once great city lay ahead, ancient stone walls reduced to mere rubble, yet defiant in their final withering constructions. Miles of what were once city blocks built from a smooth, obsidian material reflects the light of a pitched, bright sky, shimmering as a mirage ahead, playing tricks on even the most perceptive of minds.

Delving Kilaf'ja. Adventures can find an assortment of artifacts spread within the ruined city. That, and danger. They may roll INT/Investigating or LUC/Scavenging to find bits and odds and ends, and even encounter rare monsters leftover from a civilization lost. Each time an adventurer rolls accounts for a single hour of exploration. While exploring, adventurers can make DC 8 DEX/Sneaking or AWR/Perceiving checks to avoid encounters, increasing the relative DCs by 2 per hour spent in the ruins. The DCs reset after an encounter, or if the adventurers leave the area.

INT/LUC Roll of 14 or Less

The adventures find nothing of interest. If this roll occurs 3 times in the same day, increase the DEX/AWR DCs to avoid encounters by 5.

INT/LUC Roll of 15

Roll a 1d4 and see the following table for uncovered items. This result increases DEX/AWR DCs to avoid encounters by 3.

DC 15 Finds

d4 Items Found
1 1d4 scrolls of an SPC of 15 or less. These scrolls can be of any magic source.
2 1d4 potions of Common or Uncommon quality.
3 1 Common or Uncommon magic item.
4* 4d10 x 100 sc in ancient goods.

*Goods can be turned over to an interested university or government for Academic or Aristocratic Goodwill, at an exchange of +1 per 250 sc in value, up to +5 Maximum.

INT/LUC Roll of 23

Roll a 1d4 and see the following table for uncovered items. This result increases DEX/AWR DCs to avoid encounters by 5.

DC 23 Finds

d4 Items Found
1 1d6+1 scrolls of an SPC of 30 or less. These scrolls can be of any magic source.
2 1d6+1 potions of Common or Uncommon  quality.
3 1 Rare magic item.
4 8d10 x 100 sc in ancient goods.

INT/LUC Roll of 30+

On a 30 or higher, adventurers find a secret, sealed foundation, vault, or other intact building. They can break in with STR/Applied Force, INT/Lockpicking, INT/Arcana, or any other relevant “heist” or breaking check, with DCs of 25. These DCs can be retired, but each represents 10 minutes of work, and failing subsequent checks afflicts the adventurer with the Fatigued condition.

Upon breaking through, adventurers are met by 2 Marble Golems or 1 Silver Golem and 1 Mummy (CC, chapter 2, “Golems” and “Mummies”). These creatures are immediately hostile, and this encounter is deadly, even for an 8th level party. If the adventurers run, or leave the area, the creatures will not pursue them, but will enter the ruins.

If the adventurers defeat these creatures, they find the following within: 12d10 x 100 sc in ancient goods and 1 Rare or Very Rare magic item, or a Kilaf'ja Phylactery.

Kilaf'ja Phylactery

A small, enchanted leather box lined with divine sigils. If opened, an adventurer will find a furled vellum scroll. Reading the scroll allows them to commune with the spirit of a slain golem and gain either a single non-class talent, or earn/ increase a single rank in any profession of their choice. Once used, the scroll crumbles.

Kilaf'ja Encounters

Party Level Encounter
4 1 Stone Golem
5 1 Enchanted Armor wearing 1 Enchanted Cloak
6 2 Clay Golems
7 1 Enchanted Armor wearing 1 Enchanted Cloak wielding 1 Enchanted Weapon
8 2 Stone Golems

Known Settlements

While most of the chasm is barren of civilization, there are a few settlements that have cropped up within.

Redcliff Lifts and Mines. Along the western canyon walls lies the Bridgemoor Mines and the great lifts. While the citizens here live on the surface, in Nalatown, the mines are well fortified by Bridge Knight garrisons, and the lifts are a common entrance into the chasm. One can easily reach the floor of the chasm from the mines.

Periki Post. A small, fortified compound north of the burrows, the Periki Post is a common respite for those looking for rest and safety within the chasm. The post only houses a few hundred folk, but is a walled hamlet on the eastern side of the river. Adventurers can pay for shelter at the local hostel (only 5 sc a night) and are safe from the monsters outside. The Post is protected by two-dozen or so warriors, divided between Rangers and Trollkin Bridgeguards  (CC, chapter 4, “NPCs”), though the guards can be any humanoid. They may also hire a ferry to take them across the river, or to ferry them past the burrows via the Periki River, for a total of 50 sc for either trip.

Periki Post is run by Yilifis, a contemplative Satyr with a kind heart who has the stats of a Forest Witch (CC, chapter 4, “NPCs”). Periki encourages adventurers to explore the chasm and delve its mysteries. She also is always looking for aid for the post, and is willing to assist adventurers in exchange for goods, services, and donations. If an adventurer gains +5 Periki Post Goodwill, Yilifis will teach, and materials for, the first rank of the Pioneer profession, then can increase that rank by 1 per +10 they earn after that, up to a maximum rank of 3.

Gaining and Losing Periki Goodwill

Gain Action
+1 Donating 500 sc worth of medicine, meals, or arms.
+2 Donating an Uncommon magic item, 4 scrolls of an SPC of at least 10, or 4 Uncommon potions.
+1 Turning in 1 Trench Abomination head or 3 Wyrdling heads.
+1 Revealing a secret of the chasm to Yilifis. This can be the secret of the Ferrous Henge, stashes in Kilaf’ja, Avadrium/ore deposits, or other such details.

Great Chasm Encounters

Within the chasm there are many strange, and potentially wondrous, events that may occur, from chance meetings to combat encounters. These can be side quests or a way to break up travel.

While traveling, roll a d100. On a 25 or higher, roll on the Event table. If the result is lower than 25, then roll for combat encounters.

Events

1d10 Encounter
1-2 A Remnant’s Mission
3-4 Chasm Nomads
5-6 Unexplored Cave
7-8 Weather Event
9-10 Anomaly

Combat

1d4 Encounter
1 Trench Technology
2 Monstrosities
3 Giants
4 Magical Beings

A Remnant’s Mission

Aimlessly wandering the chasm is Yossel, a remnant, who has the stats of a Remnant Expunger (CC, chapter 4, “NPCs”). Yossel is sentient, and claims to be a knight of Kilaf’ja, though he remembers nothing of his city or the people. Adventurers can convince Yossel to follow them with DC CHA or INT checks of 18+, though he insists he get back to his mission, which he cannot remember. If failed, Yossel will go back to wandering the chasm, in which case he can be encountered again.

If successful, Yossel will travel with the adventurers for 1d4+2 days, departing thereafter,, and if asked, he will take them to the ruins of Kilaf’ja. Yossel will fight with the adventurers during random encounters, but refuses to leave the chasm. If Yossel dies, adventurers can find a Kilaf’ja Phylactery in his chest.

If adventurers search Kilaf’ja with Yossel in the party, he will lead them directly to a DC 30 result, and will open a door/building with no check required. Afterward, he will help in the combat, and if alive afterward, will proclaim he has returned to his people and will wander the ruins therein, occasionally showing up to help those lost in the ruins. This earns the adventurers +3 Wandering Goodwill.

Yossel can also be guided to Periki Post where Yilifis can convince him to stay and help the people there. He then becomes a permanent member of the post, and nets the adventurers +5 Periki Goodwill.

Chasm Nomads

A dozen or so nomads, using Dracanis as mounts with the stats of Elf Archers (CC, chapter 4, “NPCs”), appear nearby. Adventurers can ignore them or flag them down to attract their attention. The nomads are friendly, unless attacked, at which point they’ll flee while firing arrows backward from their mounts.

If the adventurers have at least +5 Wandering Goodwill, the nomads will offer to trade, share information, or travel with the adventurers. Otherwise, they can be convinced to do any of the above with DC 15 CHA or INT checks.

Trade. The nomads always have at least 20 days worth of tradeable food on them. They prefer to trade for goods, but will exchange for sc if that’s all adventurers have. Otherwise, they have basic survival equipment (sold for 75% of its normal price), and they always have a few spare Dracanis mounts. They will only sell these to adventures with at least +5 Wandering Goodwill, and they can be purchased for 1,000 sc worth of goods. If the adventurer possesses at least 1 rank in the Nomad profession, that dracanis gains the Mount feature.

Mount. A creature riding the dracanis gains 2 MCAP. A mounted creature can spend 1 MCAP on its turn to make the dracanis use its Static Jaws.

Should an adventurer purchase a dracanis, they can then spend a period of 5 days with the Nomads,  learning their ways and gaining a  rank in the Nomad profession.

Share Information. For 50 sc, or with at least +5 Wanderer Goodwill, the nomads will share some information, directing adventurers to an area of interest, or allowing them to duck the next weather event or random encounter.

Travel. For a fee of 25 sc per day the Nomads will travel with the adventurers, providing mounts that reduce travel time in the chasm by 50%.

Unexplored Cave

The adventurers stumble across a dark, eerie cave either set into the canyon walls or one that descends deeper into the chasm. Adventures can explore the depths with DC 15 INT/Navigating or Perceiving. On a success, roll a d100 to see what lies within.

Adventurers can instead prospect for these caves by spending 4 hours searching with DC 10 AWR/Tracking or LUC/Scavenging. For every 1 over the DC they roll, add +1 to the d100 roll for the relative contents.

Cave Contents

d100 Effect
1-9 Monsters! Choose an encounter from the Combat Encounters options (Dire Ants are encouraged).
10-24 5d10 x 20 sc worth of discarded goods. Medicine, valuables, or arms.
25-74 A standard resource such as iron, salt, or other such mineral. Roll 5d10 x 100 for the total minable value.
75-90 A discarded magic item of Uncommon rarity.
91-100 An Avadrium ore vein. Roll 5d10 x 10 for the total minable value.

Dust Storm

The weather takes a turn for the worse, kicking up into a full dust storm. See the “Weather” entry under Location Details above. If combat occurs while the dust storm is active, roll a d100. On a 1-9, a Dust Devil (CC, chapter 2) appears, attacking both the adventurers and hostile creatures. On a 10 to 24, an Arcane Disaster occurs, and on a 25-50, a Primal Storm occurs.

Anomaly

The chasm contains any number of individuals, possibilities, or creatures, those with an array of manifestations. The following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:

The Abandoned Shrine. A partially ruined shrine shimmers beneath a scorching sun, the motifs stripped of its walls, an errant Avatar’s statue near unidentifiable. The damage looks recent, meaning whatever caused it could still be nearby.

Why is it Always Gretchlings. A band of 1d12+3 Gretchlings has fished a powerful artifact out of a nearby ruin, and its having an unusual effect on the group as a whole. Gretchlings usually aren’t this talkative. Or intelligent.

Outpost Under Siege. A mining post is under attack from Abominations or Clikkiri or other monsters. The local guards are struggling, and it's only a matter of time before they fall.

Combat Encounters

If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of adventurers. Difficulty is based around a party of 4, with levels ranging between 4-8

Trench Technology

Ancient, forgotten technology is responsible for these horrors: odd amalgamations of creatures that result in fast mutating, terrifying opponents.

Party Level Encounter
4 2 Trench Wyrdlings
5 2 Trench Wyrdlings, 1 Nythix Glider
6 1 Trench Abomination, 2 Nythix Gliders
7 3 Trench Wyrdlings, 1 Nyhix Walljumper
8 2 Trench Abominations

Monstrosities

Monsters are a common sight within the chasm, either having thrived from the lack of civilization or becoming stuck from wandering their way in.

Party Level Encounter
4 5 Needlebeaks, 1 Insane Minotaur*
5 2 Chudra
6 2 Kriflocks
7 1 Carrion Worm
8 3 Clikkiri Soldiers

* The Minotaur is the standard creature, but has -4 INT and +2 AWR from insanity gained by the Ferrous Henge. Adventurers can find a map with the Henge circled within the chasm from this encounter.

Beasts

Left to thrive in the wilds, many dire beasts live in the chasm and are fiercely territorial, challenging even more powerful beings for dominance.

Party Level Encounter
4 2 Dire Vultures
5 5 Dire Mantises
6 1 Alpha Wolf, 2 Dire Wolves, 5 Wolves
7 3 Warrior Dire Ants, 5 Worker Dire Ants
8 3 Dire Eagles

Magical Beings

With the consistency of stray magics, it's common to stumble across hostile beings created from the five sources.

Party Level Encounter
4 1 Clay Golem
5 5 Shimmerlings, 1 Oni
6 2 Transcendents
7 3 Fireblights or Gale Piercers
8 1 Nightmare Wyrm