Skyshiver Seam
The mountain pass contains a dormant elemental fault called a Skyshiver Seam. Whenever creatures cross the seam or disturb the surrounding stone, stored elemental force erupts upward, throwing travelers into the air and blasting them with razor-sharp fragments of rock. The hazard is dangerous but readable, giving alert characters several ways to cross safely.
Skyshiver Seam
Defenses
Detection
“A narrow mountain pass is split by a glassy black seam. Pale blue light pulses beneath the stone, and loose pebbles hover for a heartbeat before dropping. Frost gathers around the crack even in warm weather.”
Standard Engagement
The hazard triggers when a creature crosses the central 10-foot section of the seam while carrying more than 20 pounds, strikes the surrounding rock, or fails a check to stabilize a pressure point.
The hazard has no initiative or ongoing routine. When triggered, it releases one elemental upheaval and then falls dormant.
The seam becomes dormant after triggering and resets after 1 hour, or after a significant tremor passes through the mountain.
When the hazard triggers, each creature standing within 10 feet of the seam must succeed on a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage and be launched 10 feet upward and 10 feet away from the seam. A creature that fails the save also falls prone. On a successful save, the creature takes half damage and is not launched. A creature launched into a solid surface takes normal falling damage for the distance fallen, if applicable.
The seam's affected area is difficult terrain until the hazard is disabled or bypassed. A creature that dashes across the area must make the trigger saving throw with disadvantage.
A creature wearing metal armor has disadvantage on the saving throw if it is touching the seam or carrying a metal object that is planted into the ground. Dropping or releasing the object before the eruption avoids this penalty.
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