Emberglass Crossing
The Emberglass Crossing is a patch of volcanic glass formed where elemental fire pulses beneath a mountain trail. It is not constantly dangerous. The hazard reacts to weight, vibration, and sudden movement, turning careless passage into a burst of flame and superheated stone. Patient travelers can cross it safely by reading its cracks and timing their steps.
Emberglass Crossing
Defenses
Detection
“A field of black volcanic glass crosses the mountain trail, its glassy surface dusted with ordinary gray snow. Hairline cracks glow faintly orange beneath the crust. When the wind passes, the cracks emit a low, breathlike rumble.”
Standard Engagement
A creature dashes, moves more than 15 feet in one turn, falls, strikes the ground with significant force, or deals thunder damage while on the volcanic glass.
The hazard has no initiative or movement of its own. When triggered, one to three visible fissures erupt. Roll 1d3 to determine the number of fissures, choosing the fissures closest to the triggering creature. Each active fissure affects its own 5-foot-radius area. After the eruption, the fissures dim and begin resetting.
After erupting, the fissures cool for 1 minute. The hazard then resets if creatures remain on or near the crossing, or after 10 minutes if the area is undisturbed.
When the Emberglass Crossing erupts, each creature standing on or within 5 feet of an active fissure must make a DC 11 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and falls prone. On a successful save, it takes half as much damage and does not fall prone.
The hazard triggers when a creature moves more than 15 feet across the glass in a single turn, dashes, falls, deals thunder damage to the ground, or causes a loud impact. The first such event activates the crossing immediately.
A creature that moves at half speed across the crossing can choose to make a DC 11 Dexterity (Acrobatics) check. On a success, it crosses without triggering the hazard. On a failure, it triggers the hazard at the creature's location.
If a creature fails its saving throw against Vent Eruption by 5 or more, it is also pushed 5 feet away from the fissure. If this movement would carry it off a ledge, it can make a DC 10 Dexterity saving throw to catch the edge.
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