Darkness

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A type of Terrain described in By Night They Dance.

Description

Be it through nature or choice, most of the creatures in this book are nocturnal by nature. While having the occasional quest after dark is fine, most Amtgarding is done by the light of day. It requires a little imagination and a careful eye by the Reeves, but it is possible to “role play” being lost in the night.

  • 1. Any area set aside as Darkness should be marked with dark blue ribbons for ease of boundary recognition.
  • 2. No movement faster than a slow walk should be undertaken in Darkness. Running players (Questors) will be penalized with a leg wound to represent falling and twisting an ankle.
  • 3. Players within 20 feet of a Light Source may move normally. If they leave the 20 foot area, the usual rule for running is invoked (see above).
  • 4. Projectile and Thrown Weapons may not be used at a range of more than 20 feet, regardless of nearby Light Sources. Likewise, you may not fire a bow or throw a weapon into an area of darkness. Bows must be half-drawn, regardless of nearby light.
  • 5. Nocturnal creatures, Undead and some Personas (Elves, Dwarves, etc.) may be immune to the effect of darkness. Check with a Reeve before the quest begins to clear up who is affected and who is not. Players who can “see in the dark” may lead other players as though they carried a Light Source (see #3 above) even if no light is present.

6. Range of all spells and abilities is limited to the extent of available light. In the absence of light all spells and abilities are limited to touch.