Light Sources

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A set of guidelines for combating the Darkness Terrain, listed under Terrain Effects within By Night They Dance.

Description

In order to survive in the darkness, intelligent creatures have developed a variety of means to combat the gloom. Torches, lanterns and the like may be simulated in an Amtgard battlegame when needed.

  • 1. Torches may be simulated by taking a safe foam weapon and wrapping a couple of red ribbons or bandanas round the top. Real sticks should never be used, though safe props are acceptable.
  • 2. Never carry any lantern with glass or breakable parts on to an Amtgard gaming area. Use foam to construct a suitable prop or just use the torch rule above.
  • 3. The Sword of Flame or a Flameblade may serve as a Light Source.
  • 4. Remain Active Fireballs serve as a 20 foot Light Source until

they expire.

  • 5. 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).
  • 6. Multiple Light Sources in a single area may stack their effects. In other words, two torches on a questing team make a 40 foot area of light - with commensurate benefits to movement, missile fire and the like. A maximum of 50’ of light per team may be gained in this way.
  • 7. Any hand holding a Light Source may not hold a weapon or shield (except a buckler strapped to the forearm).
  • 8. If a Light Source is used as a weapon (and it should be a safe foam weapon!) the light is immediately extinguished. The only exceptions to this are the Sword of Flame and Flameblade enchantments.

9. If a player holding a Light Source is subject to Iceball, Petrify or Entangle, the light goes out and is unrecoverable until the spell is ended. Likewise, if a player is slain while holding a Light Source, the party has 10 seconds to recover it or lose the benefit of the light until relit. 10. Lighting and relighting a torch or lantern takes a chant of “Lighting” x10.