Gri’shaks guide to dungeon crawling
Illumination
Illumination in dungeons is a must for most parties. Not only because races without infravision cannot see in darkness, but also since it will help in the discovery of traps, secret doors, and clues undetectable without normal lighting. There are several things you have to pay attention to, when carrying light sources around. First of all, any dungeon that isn’t illuminated by the inhabitants is probably the shelter of creatures that don’t use normal sight. These creatures could have the ability to see in the dark, or they could be undead who are able to detect life force. Second, light extends farther then you can you use it to illuminate the surroundings. The illumination by a common torch is only a few feet, but its light can be seen for miles away. This gives hostile creatures the opportunity to set up ambushes, warn allies or set up their defenses. There are several different forms of lighting equipment, each with its own advantages and disadvantages.
Torch:
The most basic form of dungeon illumination, the torch is not only the cheapest
but also the most versatile. The torch only sheds light in a small radius but
it can be used as a weapon, similar as a club, with the added effect that it
has a chance to set fire to its target. Most animals are afraid of an open flame
and a wielder of a torch can keep a few at bay without to much trouble. The
open flame makes it ideal for setting fire to the bodies of regenerating creatures
which bodies have been drenched in oil, or lighting a campfire. The torch does
have several drawbacks; the flame can ignite dangerous gasses that sometimes
build up in underground caverns, and the torch has to be held in hand, making
the carrier lose the ability to use the hand for carrying a shield or other
weapon. A typical torch burns for about one hour.
Lantern:
A rather expensive form of illumination, the lantern sheds light in a greater
radius then the torch and lasts longer. There are several types of lanterns
but they all have the same fuel, namely oil. Because of this a lantern is a
more dangerous form of lighting, should the lantern drop it will shatter and
the oil will catch fire and spread out over the floor, igniting the unfortunate
creatures caught in the path of the liquid. A single flask of oil can light
a lantern for six hours, making it useful for long treks through dungeons with
little to no hostile creatures.
Light spells:
Clerics and mages can cast light spells early in their careers, although to
cast the more powerful continual light, they have the experience exceeding that
of mere acolytes. The illumination provided by these spells is of a greater
intensity then that of a torch or a lantern. This intensity makes it easier
for ones eyes to adapt to the light of the sun once outside the dungeon, but
also makes it harder to adept to darkness again. These spells can be cast upon
most items, even weapons, making it possible to carry a light source and a weapon
in the same hand. There still are several disadvantages in using spells for
illumination, one being the fact that in order to be able to cast the spell
the magic-user has to use a spell slot that would otherwise be used for another
spell. The use of continual light negates this disadvantage. A hostile magic-user
could dispel the magic leaving the entire party in darkness, giving him a distinct
advantage. Also, in deeper caverns the air can be so thin that normal humans
could faint and even die if they don’t leave the area. The fire from a
torch or lantern gives the carrier an early warning when air is getting low,
an advantage not shared by the lighting provided by the spells.
Updated: 15-04-2003 17:40 By TH