*3rd tier (supernatural)*
**Challenge** 12 (8,400 XP); **DC** 19/16
**Area** Immediate (less than 1 hour)
An enormous and seemingly infinitely deep pit sits in the center of the ground. 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 [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] or [[03-Mechanics/6-Ability Scores/Perception|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](https://a5e.tabletopbytheik.nl/compendium/spells/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 [[03-Mechanics/6-Ability Scores/Arcana|Arcana]] check to identify a weak point in the illusion that helps them escape, or an [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check to grab onto something real and climb out of the pit.
**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 4 (1d6+1) Supply Dice, and suffers a level of fatigue and strife for every day spent falling.
**Failure.** The adventurer falls, losing 2 (1d4) Supply Dice 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.