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The Hitchhicker's Guide to the Dungeon
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<blockquote data-quote="jcfiala" data-source="post: 2223571" data-attributes="member: 6223"><p><strong>Light</strong></p><p></p><p>Light is a funny thing in a dungeon.</p><p></p><p>Some dungeons contain no light at all, stocked to the brim with varieties of creatures who can see in the dark (Orcs, Trolls, certain Politicians), traps, and the occasional room painted with a unique kind of fungus that provides light, but can't be scraped off the walls and brought to another room.</p><p></p><p>In this sort of dungeon the adventurers (unless they all can see without light) need to bring along torches, lanterns, or magic light spells to allow them to see, which unfortunately means that everyone else in the dungeon can tell just where they are, setting up horrible traps and ambushes to get rid of the noisy group which is keeping everyone up at day. This was dangerous, given the tendancy of all of these things to catch things on fire (torches are dropped, lanterns are smashed, and wizards who cast light have an unfortunate tendancy to panic and cast <em>fireball</em> at ground zero). Thus with the introduction of the new styles of magic, everyone was very relieved to discover the creation of a magic spell which created a pernament fake fire which would light up the area without actually burning anything or requiring the presence of a wizard to cast light spells.</p><p></p><p>The other sort of dungeon is the well lit, nicely planned dungeon where there are torches (or other magical light source) every ten feet, where the opponents are all casually able to see everywhere, and no one has to mess around with light sources.</p><p></p><p>You would think that this would end the problem with lights, but adventurers have often found that the best way to operate in such a location is to cast darkness spells whenever possible, shrouding the light-dependent enemies in concealing darkness as they use their own magic to find and kill the poor buggers. It's this sort of contrary logic that makes Dungeon Masters throw up their hands and swear off normal enemies, instead collapsing that section of the dungeon in a fit of spite. </p><p></p><p>The guide suggests taking the Blindfighting feat and poking your own eyes out. You won't have to worry about all of this crazy light contremps, you won't have to worry about ending up with the ugly bar wench, and given the way pit traps work, you've got as good a chance wandering into one with your eyes as without.</p></blockquote><p></p>
[QUOTE="jcfiala, post: 2223571, member: 6223"] [b]Light[/b] Light is a funny thing in a dungeon. Some dungeons contain no light at all, stocked to the brim with varieties of creatures who can see in the dark (Orcs, Trolls, certain Politicians), traps, and the occasional room painted with a unique kind of fungus that provides light, but can't be scraped off the walls and brought to another room. In this sort of dungeon the adventurers (unless they all can see without light) need to bring along torches, lanterns, or magic light spells to allow them to see, which unfortunately means that everyone else in the dungeon can tell just where they are, setting up horrible traps and ambushes to get rid of the noisy group which is keeping everyone up at day. This was dangerous, given the tendancy of all of these things to catch things on fire (torches are dropped, lanterns are smashed, and wizards who cast light have an unfortunate tendancy to panic and cast [i]fireball[/i] at ground zero). Thus with the introduction of the new styles of magic, everyone was very relieved to discover the creation of a magic spell which created a pernament fake fire which would light up the area without actually burning anything or requiring the presence of a wizard to cast light spells. The other sort of dungeon is the well lit, nicely planned dungeon where there are torches (or other magical light source) every ten feet, where the opponents are all casually able to see everywhere, and no one has to mess around with light sources. You would think that this would end the problem with lights, but adventurers have often found that the best way to operate in such a location is to cast darkness spells whenever possible, shrouding the light-dependent enemies in concealing darkness as they use their own magic to find and kill the poor buggers. It's this sort of contrary logic that makes Dungeon Masters throw up their hands and swear off normal enemies, instead collapsing that section of the dungeon in a fit of spite. The guide suggests taking the Blindfighting feat and poking your own eyes out. You won't have to worry about all of this crazy light contremps, you won't have to worry about ending up with the ugly bar wench, and given the way pit traps work, you've got as good a chance wandering into one with your eyes as without. [/QUOTE]
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