Light

There are three levels of lighting while exploring dark places: bright, dim, and dark.

Bright Light

If you are holding a light source, you benefit from bright light.

Bright light means that you can operate without penalty and can see 30 feet ahead of you in complete darkness.

If you’re holding a light source, you’re always clearly visible. Hiding is impossible.

The light source must be held in hand to benefit from bright light.

Dim Light

If you aren’t carrying a light source (while someone else in your guild is), you’re considered to be in dim lighting. Dim lighting travels 15 feet.

Any complex or visually-dependent task—such as picking locks, surgery, investigation, crafting—suffers disfavor on tests of fate while you are in dim lighting unless an adventurer with a light source actively provides illumination.

Darkness

Darkness is crippling. You are Blind while in darkness.

Most activities are simply impossible to accomplish in the dark—others may be attempted but suffer disfavor.

Crawling in the dark is a futile pursuit. The guild is at risk of every pitfall and every trap, and creatures accustomed to darkness will find them easy prey.

Being without light for too long triggers DOOM.

Light Sources

Markets list candles, torches, and lanterns for purchase. Each type of light source can burn for a certain amount of watches before it is extinguished.

Your light source flickers when the Meatgrinder says “torches gutter”, causing it to burn one watch faster.

Candles

Candles last 6 watches, or about one hour, emit dim light for the person carrying them, but don’t provide any light for those nearby.

As such, they are used when the guild—as a whole—prefers stealth.

Candles can be snuffed out and relit (whereas torches cannot be). Candles go out when dropped.

Torches

Torches last 6 watches and provide bright light to the person holding them and dim light for everybody else in the guild.

Torches can be snuffed out, but cannot be relit.

Torches create a large amount of lingering smoke.

Lighting more than one torch in tight spaces like dungeons incurs disfavor on all checks.

Lanterns

Lanterns last 24 watches, provide bright light to the person holding them and dim light for everybody else in the guild.

Lanterns are lit by oil, which must be carried separately.

lanterns can be shuttered to hide the light, and can be semi-shuttered to direct the light in a longer, focused cone.

Lanterns can be affixed to the belt, occupying one slot and freeing up your hand.

Light Sources in Combat

Light sources are not designed for violence.

Your light source automatically breaks and is extinguished if:

  • It is hit in combat.
  • You use it as a weapon in combat.

You can tie your lantern to your belt, but if you suffer a Wound, your lantern is also Destroyed, covering you in oil.

Dropping Light Sources

Dropping your light source might cause it to go out.

  • Torches have a 50% chance of staying lit or being extinguished when dropped. Extinguished torches can’t be relit.
  • Candles are extinguished when dropped. Candles may be relit.
  • Lanterns are Destroyed when dropped.