YSLA GLASS PLAINS
YSLA GLASS PLAINS
Description
A brutal sun glare pierces your eyes violently during the day, while the ground and the sky blur together at night. This is the dangerous duality of the glass plains of Ysla. A burst of heat radiation from the polar volcano Kreptar vitrified the sand around it millennia ago. This has created an extensive landscape of magical glass that dazzles anyone who dares to cross it during the day and boggles the minds of those who dare travel at night, not to mention the extremely slippery surface and extreme heat.
Features
• Temperature effects: extreme heat (environmental fire damage: 2d6 every 10 minutes).
• Greater difficult terrain
• Irregular terrain (very slippery ground)
• Obfuscate: Vision-based perception checks and attacks made during daylight take a -4 penalty.
• Confusion: the floor of the plain mirrors the night sky exactly, making it very difficult to distinguish directions. Vision-based checks to orient yourself receive a –4 penalty.
• Reflect Magic: A spell that requires a ranged attack and fails to hit your opponent bounces off the magical glass surface of the plains. Roll 1d8. The result indicates a direction in which the spell’s effect will be redirected, starting with “1” for north and following with the other numbers in a clockwise direction. A critical failure on the attack means the spell reflects back against yourself.
Inhabitants
The heat constantly emanating from Kreptar makes the region’s climate extreme, and few specialized creatures thrive in this seemingly barren zone. Mirrored beings known as “vitropods”, which maintain their basal metabolism through photosynthesis while they remain in hibernation. When they detect the presence of living beings nearby, they will attack them to consume their flesh.
Dangers
Prismatic geoders
Having fed on the magical silica of the plains, they have developed bizarre collateral properties, projecting 30-foot cones of magical effects when the light of the sun or full moon hits them. Geoders only possesses this power while it is affixed to the glass plains. Treat them like the “Wheel of Misery” hazard described on the Pathfinder 2e core book, except that the geoders cannot be disarmed, only destroyed. Its effects are also different: Roll 1d6: depending on the result, the cone deals 4d6 damage from a different type of element (Reflex DC 27).
1- Acid
2- Cold
3- Fire
4- Electricity
5- Sonic energy
6- Force damage (pure energy)
Glassy tornado
One of the most feared effects of the plains are the glassy tornadoes that tear shards from the surface and swirl them around in maelstroms of powerful winds that crush everything in their path. A creature caught up in the glassy tornado will suffer all the conditions inherent to a common tornado (massive environmental damage of 12d6 bludgeoning+12d6 slashing). The magical glass of the Ysla plains is capable of regenerating itself, reabsorbing its own shards and eliminating cracks and fissures in 1d8 days. Shards removed from the plains lose this unique magical property.
Locations
The mirror Ziggurat
Legend has it that there is an ancient Zard fortress sunk in the glass plains, which already existed there before the Kreptar outbreak vitrified the entire region. The building itself sank into the molten sand and, when it cooled, the architectural complex was fused to the glassy surface of the ground. The place must hold something priceless, as only higher caste Zards are able to withstand the extreme heat of the nearby polar volcano.