Read part 1. The same general rules from Goblin Punch apply: dark must surround a light source before snuffing it and takes at least one Round per light source to do so (more for larger sources like campfires). Fires aren't extinguished, just darkened. Lights can be "healed" by another light. Being swallowed by the dark deals damage per Round and escalating odds of random table effects occurring.
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Seven
Description: This dark feels like a faint, prickly, stinging sensation on your skin. While you are in it, you can smell blood.
Properties: This dark deals only 1 point of damage per Round, but standing in it attracts nearby carnivores.
Eight
Description: As this dark enters a room, the floors, walls and objects it touches are coated by a thin, black film. The film peels and flakes easily if disturbed. The film persists after the dark is gone.
Properties: You must have a hand free to frequently scrub the thin layer of dark forming over your eyes, nose, and mouth, or you lose sight and the ability to breathe. If you let the film cover your nose and mouth, use drowning rules to determine how long you can hold your breath. The film preserves things it coats as if they are vacuum-sealed.
Nine
Description: The dark extends as a thick black cloud that pools toward the ceiling like smoke in a burning building. It stings the eyes and scratches the throat.
Properties: It deals 1d6 Stamina damage per Round while you are in it. Getting close to the ground makes it take twice as long to snuff your lights, and instead deals only 1d3 Stamina damage.
Ten
Description: This dark appears coarse and powdery, and crunches uncomfortably underneath your feet. It sounds like softly falling sand as it fills the room. Some might recognise the smell of brimstone as it approaches.
Properties: It can be difficult to make a flame touch the dark directly, as darkness has a habit of rushing away from flames. If you light a spark while you are within the dark, however, it will rapidly ignite in a flash. A Reflex save is required to avoid catching fire, but the darkness will burn away almost instantly. An explosive or Fireball will also do the trick.
Eleven
Description: The shadows cast by your compatriots are pitch black - not just on the floor on which the shadow is cast, but the full volume and length of the shadow. Passing an object by the torch casts a pure black wall of shadow which cannot be seen through. Even an upright pole is enough to cast a black curtain across a room. It could be mistaken for an actual black wall.
Properties: Easier to draw than describe.
Because of the shadow cast by the Red Adventurer, the Blue Adventurer cannot see the goblin and vice versa. The Green Adventurer is totally blinded and cannot be seen.
If there are multiple light sources in the room, the shadows are cast based on the brightest light source. If there are multiple contenders for brightest light, the dark gets to choose which light it is cast by and can move once during a Round.
Twelve
Description: The torch in your hand appears small and distant, so far away that it no longer illuminates your body. Your torch-bearing compatriot is now at the other end of the hall. You shout at him to wait for you, but as you jog to catch up you don't seem to get any closer, despite the fact that he is panickedly running toward you too.
Properties: Attempting to move toward a light source causes the world to distort such that, despite moving, you never get closer - like a dream where a hallway stretches out forever in front of you. Closing and covering your eyes is enough to prevent this - if you close your eyes, the light that penetrates your eyelids is enough for the dark to find you.
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