Physical Conditions - Smoke (TIP)

__TOC__
On the whole, the paraplane of Smoke is not the most dangerous of the Inner Planes. While the atmosphere is not fit to breathe (a curse upon the choking smoke!), at least our warriors will not be burned to a cinder or entombed alive the moment they arrive.
==Getting Here==
In our use of the Paraelemental Plane of Smoke as a field upon which we meet our foes in battle, we should keep in mind that there exist more direct methods of reaching the realm than simply marching to the border. Those not native to the Inner Planes use portals, vortices, and other means of getting to Smoke, and so, I humbly submit, can we. It can be tricky, but it is not beyond the powers of an experienced djinni warrior.
The hardworking folk of Bytopia watch over a portal that ties their plane to Smoke. It is available for use by any planewalker who can convince the locals that he is of good character and can meet their price. Both feats can usually be accomplished at once, for the cost of using the gate is the completion of a task. The nature of this endeavor is always such that only those who are worthy of using the gate could or would attempt it. It is important to note, however, that there is one way in which a traveler can use this portal without paying the going price. A rumor holds that the gate was built by the gnomish powers Gari Glittergold and Flandal Steelskin. On the off chance that this rumor is true, the council that oversees the portal allows gnomes to use it free of charge and with no questions asked. (The fact that the key needed to activate the gate is nothing more than gnome's breath does hint that this might be a wise policy.) Needless to say, it is not difficult for a djinni warrior to assume the shape of a gnome. 
As if he could not stand the thought of being outdone by the gnomes of Bytopia, the great Moradin, patron of dwarf smiths, built his own portal to Smoke on Mount Celestia. Known as the Smoke Ring, this is a magnificent construct of solid iron carved in the shape of rippling smoke wisps. So delicate is the construction of the gate that a visitor has to look twice to see that it isn't actually smoke.
The gate opens only at the touch of Moradin, one of his proxies, or the most powerful of his priests. No other key seems to be required, but the touch must be bestowed willingly. Trying to force one of the required individuals to open the gate against his wishes will not work.
On the Prime Material Plane, one can find a vortex to the paraplane of Smoke in regions choked with such vapors. These are occasionally associated with volcanic vents, even those on the sea floor, or with the skies above raging fires.
==Hazards==
Survival in the Paraelemental Plane of Smoke is not as difficult as in some of the other planes. At the same time, however, the realm itself is far less nurturing.
===Breathing===
The paraplane of Smoke is an eternal example of what would happen to our lovely home in Air should the insidious evil of the efreet and their air-consuming, polluting fire win our eternal war. Although the air is uncomfortably hot and thick, the real hazard lies in the fact that it is also highly toxic. An unprotected visitor would die immediately should he inhale the terrible fumes. It remains dangerous to bring mortal allies or creatures to Smoke if they lack the proper breathing protection-a simple breathe smoke spell will do.
===Vision===
The thick, curling vapors of Smoke are not only toxic but also difficult to see through. A soldier cannot see more than 30 feet before him, even under the best of conditions. This assumes, of course, that he has some manner of light. Natives see at least twice that distance, if not three times in the case of the paraelementals and mephits. Most of Smoke is as dark as the Abyss, making combat difficult and underscoring the importance of surprise in battle.
Infravision doesn't function well at all here, for the background heat washes out all lesser sources. Only the hottest objects are visible to those depending on infravision. This may be useful in spotting the efreet, who shine brightly in heat-sight.
===Explosive Pockets===
The air of the paraplane may not be breathable, but it can support flames. Thus, the efreet can illuminate their way through Smoke with torch and lantern. Since no natural light exists here, this is often a necessity for our own brave warriors-but it is also a danger.
In some places, the nature of Smoke causes the accumulation of gases that are not only toxic but also highly explosive. To determine the size of a cloud of these vapors, the DM can use the table for elemental pockets (on page 14) and halve the result. When an open flame enters such a region, it triggers an explosion that generally consumes the gases and everything within them. Everyone caught in such a blast must make a saving throw vs. breath weapon or suffer 2d20 points of damage. A successful saving throw cuts this damage in half.
Knowing the whereabouts of these pockets can give us a decisive advantage over our heat-loving efreeti enemies.
===Hot Spots===
Here and there, a traveler comes upon an area of smoke that has only just manifested. Their extreme heat (residue of the plane of Fire) marks these regions. The DM can determine the size of one of these hot spots by rolling on the table for elemental pockets and cutting the result in half. Anyone who enters one of these infernal clouds is instantly subjected to the searing heat of Elemental Fire (as detailed in the chapter describing that plane).
==Moving About==
Travel in the Paraelemental Plane of Smoke is virtually identical to that in the Elemental Plane of Air. There is no gravity, and a traveler who decides that a certain direction is down falls that way endlessly. Intelligent and well-adjusted persons can use this trick to travel around the paraplane, just as they might in the plane of Air.
We must remember, though, that nonnatives cannot see nearly as well here. It is frighteningly easy to begin moving at a good speed only to have something materialize out of the smoke before you-something we rarely encounter at home, except perhaps in fog banks or clouds. Our warriors must make sure that their reactions are very fast!