The Changebringer's Winding Ascent
A stretch of mountain path where physical geography is secondary to the traveler's intent. The trail loops, twists, and vanishes based on the collective fate of those walking it.
The Changebringer's Winding Ascent
Defenses
Detection
“High altitude switchbacks carved from iridescent granite. Silver mist clings to the ground, and stone coins the size of shields are embedded into the cliff faces. The air smells of ozone and old parchment.”
Standard Engagement
The hazard activates as soon as three or more sentient creatures step onto the 'Verge of Fate', a 60 foot long stretch of iridescent path.
On initiative count 20, the path shifts. Every creature on the path must make a DC 20 Dexterity saving throw or be slid 30 feet in a random direction (d4) and fall prone as the ground tilts. If a creature is slid off the edge, they fall 100 feet onto a lower path, taking 10d6 bludgeoning damage. On initiative count 10, the Changebringer's Gale blows. Each creature must make a DC 20 Charisma saving throw. On a failure, the creature takes 8d10 psychic damage and is Confused (as per the spell) until the end of its next turn as their personal timeline becomes muddled.
The hazard resets once no sentient creatures are on the Ascent for 1 hour.
When a creature moves more than half its speed on its turn, it must roll a d6. On a 1, it teleports back to where it started its turn as time loops.
If a creature succeeds on a saving throw against this hazard by 5 or more, they gain a 'Boon of Fortune' (one free d20 reroll usable within 1 hour).
A creature that voluntarily closes their eyes and moves at half speed ignores the movement effect of initiative count 20, as they are not fighting the changing terrain.
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