Hell

From AmtWiki

Notice

The following rules are from an out of date rule-set

A type of Terrain from the Celestial Codex, listed under the section "Higher Planes of Existence."

Description

Hell is a big place, from the frozen wastes of the ice demons to the steaming depths of Stygia, the diversity of terrain is frightfully apparent to all newcomers. Unlike Heaven, living mortals can freely enter Hell, so long as the way is known and open. Getting out is another matter entirely, since the biggest problem with Hell (well, other than being filled with all manner of unpleasantness) is that the roads in are mostly one-way. To make matters worse for errant travelers, should one be unlucky enough to die while in Hell, all remaining lives are instantly lost and the player is shattered. Such players may be allowed to come back into the game a type of Infernal to be decided by the reeve at the time of death.
Some common types of hellish terrain (other than Entropic Fields, Negative Energy Fields and areas of Soulbinding, see page 26) include, but are certainly not limited to:

  • Death Field: These zones of negative energy are denoted with black ribbon. Those who are not immune to Death magic die if they enter this area.
  • Eternal Stench : Mark out areas of foul putrescence with green (and it better be really ugly green) ribbons. No one except Golgothans and other such creatures may enter, unless one hand covers the players nose and mouth at all times. Players who remove their hand are immediately Stunned (per Healer spell) until removed from the area. Merely replacing a hand has no effect, the player must be removed from the area to continue. This terrain is best used to represent fetid rivers or bogs of bubbling ooze.
  • Lava: Denoted with orange ribbon placed around the area. These are areas of open flame. Beings without protection from or immunity to Flame are instantly killed and all their equipment destroyed if they move through it.Beings protected from Flame and all equipment they are carrying are immune to this effect. Invulnerabilities are worn through all locations at the rate of one point per second. Normal armor is automatically bypassed. Hell is rife with areas of open flame, lakes of fire and scalding clouds of steam and brimstone.