Location: [[Neverwinter]]
A rift in Neverwinter that was created by the [[ttrpgs/Order of the Wandering Mind/Mount Hotenow eruption]], exposing [[ttrpgs/Order of the Wandering Mind/The Spellplague]] that was underneath the city.
Monsters and undead have started to come continuously (regularly, but not in great numbers) from The Chasm, enough that the Neverwintans had to create [[The Wall]] to protect them.
## The entrance
Getting to the chasm involves dodging two dangers: the [[Mintarn mercenaries]] on [[The Wall]] and the [[Many Arrows Tribe]] orcs from the [[River District]]. They don't work together, but you need to sneak or fight your way past at least one of them to get to the chasm. Luckily, neither side will chase intruders once you're past them.
![[firstlookatchasm.png]]
### Dangers
- Blue fire erupts from the ground by the entrance of the chasm
- [[Fire Bats]] at the entrance
- Black beetles that explode in blue fire, burrowing underground.
## Climbing down to the chasm floor
The chasm floor is about 200 feet from the edge of the chasm.
### Dangers
- Footholds and handholds appear and disappear on the face of the rock.
- There are ledges that slowly retract, so they're never completely reliable.
- There are some earthmotes that are floating up from the chasm floor, and some have been filled with poisonous and paralyzing mushrooms. [[59_20210327 Thunderwaving Mushrooms]]
- A fog keeps visibility low until the chasm floor.
- Maestro (Lydia) spotted a group of humanoids with double-headed axes hunting on some of the ledges.
- Unsettling feeling grows as we descend, and requires an endurance check to handle. It makes us grow a little more paranoid.
#### Lightning
- There is a blue lightning that strikes creatures and objects near the center of the chasm, dealing damage and supercharging their next attack.
- The lightning changes creatures that it strikes, like fire bats.
-
#### Monsters
- [[Carrion Crawler]]
- Crazed [[Orc]]s that have been mind-controlled
- [[Grell Strangler]]
- [[Nothic plague gazer]]
- [[Fire Bats]]
#### Mental disturbance
Staying for long periods in The Chasm prompt Endurance checks (DC ??)
- First failure: -2 to [[Will Defense]] and [[Initiative]]. +1 to attack rolls for psychic powers.
- Second failure: Lose one healing surge, take a -4 penalty to perception and insight.
## Chasm Floor
- Mushroom forest with mushrooms that are 20 feet tall
- Fog that starts at the top of the mushroom caps
## [[Tower of Zofaris]]
## [[Twisted Fane]]
### Dangers
- Arcane geysers
#### Monsters
- [[Shambling Mound]]
- [[Gibberling]]