Relevant Known Planar Traits:
The Night Realm is, as far as you know, fairly normal, apart from the following:
Light Gravity: The gravity of this plane is less intense than on the Material Plane. As a result, creatures find that they can lift more, but their movements tend to be ungainly. Characters on planes with the light gravity trait suffer a
–2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much.
Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.
Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives.
Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet of the fall, to a maximum of 20d4 points of damage.
Enhanced Magic: [Sonic] spells are
Empowered and
Heightened by 2 levels, as for the metamagic feats.
Structural Details:
The walls are smooth glass and cannot be climbed without the use of ropes of magic.
The floors are glass but pebbled and rough, so they are not slippery.
Illumination is provided in all places (unless otherwise stated) by
faerie fire, and is equivalent to torchlight.
Constant light wind and cool air and water temperature, with no mechanical effect.
Current Map:
1: The stone circle arrival point.
A: First bridge with sea drake skeleton.
This message was last edited by the GM at 09:48, Tue 21 July 2009.