There are three "layers" to the Shadow Plane, all coexistent: just Shadow(or Penumbra), Deep Shadow(or Umbra), and Deepest Shadow. The layer of Deepest Shadow is held in common among all alternate Material Planes. When returning from Deepest Shadow to Deep Shadow, you could return to any alternate Deep Shadow - which can generally not be told until a return to at least the Penumbra, to look at the other Material.
Upon entering the Shadow Plane, the first thing you perceive is the darkness. During Material Plane day, the sun is visible in the Shadow Plane like the moon; but during Material Plane night, the Shadow Plane is yet darker, with no moon, no stars, and less light from any artificial or magical source.
The second thing you perceive is the swarm of shadow matter particles blowing in the wind. This wind is the only sound on the Shadow Plane most of the time, and while the shadow matter is nowhere near as harsh as sand, it creates a perpetual tingling sensation as it strikes skin(prompting most shadow travelers to cover up as much as possible). This shadow matter is dark silvery-black, and continually precipitates out of the very air, or even the airless stretch to the sun. Indeed, this "shadowfall" is about six inches per month, and would quickly bury the Shadow Plane if it were properly substantial. But like shadow matter summoned to the Material Plane, the more force it is exposed to, the more quickly it leaves existence; thus a layer of shadow matter roughly a half inch thick blankets the plane but does not bury it.
In Deep Shadow, the sun will be a faint presence(though visible if you look for it), the shadow matter will be thicker, and the wind will blow harder. The layer of shadow matter on the ground is a foot deep. We have little record of denizens of Deep Shadow, even taking into account the smaller number of trips made there; there have been a few reports of larger versions of the scuts, ephemera, and scythewings of Shadow, but not even the keening wail of a tanta beast. "Larger" has meant roughly three times, however, and the possibility of a forty-foot tanta beast should give any man pause.
In Deepest Shadow, the shadow matter is thick in the air, and the wind fierce enough to make speech difficult even head-to-head. The terrain is almost entirely vast drifts of shadow matter. The shadow of the occasional Deep Shadow traveler is visible; the large scuts and ephemera should no doubt have shadows in Deepest Shadow, but they are so rare(and trips to Deepest Shadow likewise rare) that it makes perfect sense for these to have remained unfound. However, return from Deepest Shadow appears to be a chancy thing, and this author does not recommend those depths be plumbed.
By targeting a creature within 25' and tapping this brooch, you temporarily gain one of the target's languages. If they're speaking at the time, you gain the language they're speaking; otherwise, you gain their native language.
The language is a continuous effect, that lasts until another language is selected. When you first acquire a Brooch Of Speak Language, it probably has a specific language set.
Faint divination; CL 1st; Craft Wondrous Item, Comprehend Languages; Price 500gp.
The lenses of this item are made of clear crystal. They overlay onto the wearer's vision translucent images of adjacent coexistent layers of the same plane.
Faint divination; CL 3rd; Craft Wondrous Item, True Seeing; Price 4 000gp.
The lenses of this item are made of clear crystal. They overlay onto the wearer's vision translucent images of coexistent planes, and coexistent layers of the same plane. Based on their translucency, the wearer can "eyeball" their distance, but can't tell whether that distance is through planes or through layers.
Faint divination; CL 3rd; Craft Wondrous Item, True Seeing; Price 32 000gp.
|4||3||3||dusk beast (ephemera)|
|3||3||7||pack of 2D2+1 dusk beasts|
|2||10||10||umbral banyan (ephemera)|
|1||18||20||pair of nightcrawlers (nightshade)|
|1||16||18||pair of nightwalkers (nightshade)|
|1||14||16||pair of nightwings (nightshade)|
|2||5||7||pair of shadow mastiffs|
|1||5||11||pack of 1D8+4 shadow mastiffs|
|7||1||4||pack of 2D3 helot scuts|
|5||1||8||colony of 4D7 helot scuts|
|4||7/1||9||colony of 1 queen scut plus 4D5 helot scuts|
|3||7/1||10||colony of 2 queen scuts plus 4D5 helot scuts|
|2||8||11||gang of 2D2 bodaks|
|6-7||3||7||gang of 1D4+1 shadows (undead)|
|8-9||3||9||swarm of 1D6+5 shadows (undead)|
|10-12||8||8||greater shadow (undead)|
|14||5||9||gang of 1D4+1 wraiths|
|15||5||11||pack of 1D6+5 wraiths|
|1-3||var.||12||mercane trading mission|
|4-13||14||14||Shadow Walking 14th-level sorceror|
|14-23||13||13||Shadow Walking 13th-level wizard|
|1||5||9||colony of 3D2 basilisks|
|4||7||cluster of 2D2 gricks|
Shaped like flat, broad scorpions, scuts scuttle on two rows of myriad tiny feet. They're covered in plates of black, bony armor, with all their sense organs hidden behind the forward plate. The tip of their tail is a claw, rather than a stinger, with a central bulb to apply their poison.
Against smaller creatures, they bite to grapple, then chew; against larger creatures, they sting and bite.
Eight helot scuts can merge to form a queen scut. This weird metamorphosis takes two days, during which they're helpless, and guarded by the rest of their colony.
Chew(Ex): A grappling scut can simply make a grapple check to deal bite damage.
Improved Grab(Ex): Must hit with bite attack.
Skills: A scut has a +4 racial bonus on Climb, Hide, and Spot checks.
These flying creatures are thin sheets of living shadow matter, with great batlike wings and limbless bodies tapering from pointed noses to pointed tails. They have no perceptible sense organs, `