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Emberglass Crossing - AI-generated fantasy Hazard

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.

Hazard EntryEnvironmentalLevel1Simple

Emberglass Crossing

1LevelUncommonRarityMountainEnvironment
environmentalelementalfiremountainsimple hazard
Level1
|
HPNot applicable
|
AC13
|
TypeEnvironmental
|
ComplexitySimple
|
RarityUncommon

Defenses

AC13
HardNot applicable
HPNot applicable
BT Not applicable
Fort+Not applicable. Use the listed saving throw.
Ref+Not applicable. Use the listed Dexterity saving throw.
Will+Not applicable
Immune
fire damage, poison damage, psychic damage, the prone condition while on the glass
Resist
bludgeoning, piercing, and slashing damage from nonmagical attacks
Weak
cold damage suppresses one active fissure for 1 round if the hazard takes at least 5 cold damage, dousing a fissure with water temporarily prevents its next eruption, the hazard can be bypassed by careful, slow movement
environmentalelementalfiremountainsimple hazard

Detection

PerDC 12 Wisdom (Perception) to identify active vents and the safest path. Characters who observe the area for 1 minute have advantage on this check.
StlDC 10 to notice the hazard from a distance before approaching. The hazard is naturally concealed by snow, wind, and black volcanic glass.
InitThe hazard activates immediately when triggered, acting before the creature or event that triggered it finishes resolving.

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

Trigger

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.

Routine

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.

Reset

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.

Vent Eruption

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.

Vibration Trigger

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.

Careful Passage

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.

Shattering Recoil

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.

Description

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.

Discovery

The hazard is apparent once characters are within 30 feet, but its dangerous vents are difficult to distinguish from harmless cracks. A successful DC 12 Wisdom (Perception) check reveals that the orange fissures brighten whenever a creature steps heavily nearby.

Archival Lore

Mountain clans say the glass is the cooled footprint of a fire spirit that tried to climb into the sky. In truth, the crossing lies above a sealed elemental vent. The old clans learned to cross it by humming softly and placing each foot only where the glass remained dull.

Environment
Mountain
Theme
Elemental
Creator
An ancient fire elemental, bound beneath the mountain by a forgotten summit shrine
Purpose
To protect a buried elemental conduit and discourage creatures from approaching the forgotten summit shrine above it.
Game System
D&D 5E
Art Style
Dark fantasy concept art, jagged alpine pass, black volcanic glass, glowing orange fissures, blowing snow, dramatic natural lighting
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