World:Hobbes FR Campaign/Campaign Info/The World/The Desolation/The Chaos Rift
The northeastern quadrant of the Desolation is dominated by a huge rift scarring the land. This huge canyon is obviously not a natural formation and is, in fact, the result of a massive expenditure of chaotic magic in order to destroy what was the original encampment of the Army of Light. A half mile deep at some points, the shelter provided by the rift in the otherwise barren Desolation serves as home to a myriad of creatures. For here the inhabitants are protected from the horrible bone storms, and here can be found the Desolation’s most valuable commodity, a few hidden pools of potable water deep in the rift’s shadowy recesses.
When the magic was unleashed from the defenders of Tsar that tore the ground asunder, those that survived the cataclysmic devastation relocated their camp to the south into what is now the Ashen Waste. Behind they left many of their dead, no small number entombed within the ground by the massive upheaval that occurred. As a result many of the undead so common to the Desolation are the incorporeal types that can move at will through the imprisoning bedrock. The corporeal undead often remain trapped within their unwelcome graves awaiting release by some unwitting group of travelers.
2: The burned out bridge
4: Spitter's Canyon
At each of these locations (areas marked as 5 as well as all similar areas at the end of rift chasms) a fissure in the wall of the rift becomes narrower and narrower as it rises from the depths of the canyon. At there farthest ends, these fissures are often no more than 5–10 feet wide. They range in depth from 30–600 feet (roll 3d20x10). It is possible to pick one’s way along the bottom of these fissures to reach the bottom of the rift, but these routes are treacherous. Every 500 feet traveled requires a DC 18 Acrobatics or Climb check to balance and avoid slipping and falling into a crack. Such a fall inflicts 2d6 points of damage and requires DC 15 Reflex save to avoid becoming wedged in and trapped. Those trapped must succeed at a DC 25 Escape Artist check or else require assistance to free themselves. Movement within the fissures is equal to dense rubble.
Dense rubble as described under the “Mountain Terrain” section in Chapter 13 of the Pathfinder Roleplaying Game. Such terrain costs 2 squares of movement for each square traveled and increases the DC of Acrobatics checks by 5 and Stealth checks by 2.
The walls of the rift are composed of rough rock and require a DC 15 Climb check to scale.
Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’t take an action.
Movement within the rift is considered dense rubble as described under the “Mountain Terrain” section in Chapter 13 of the Pathfinder Roleplaying Game. Such terrain costs 2 squares of movement for each square traveled and increases the DC of Acrobatics checks by 5 and Stealth checks by 2.