GM for the first time and have questions.


Rules Questions

The Exchange

Say, I am using a module, "The Crypt of the Ever flame", and this is my first time to GM, how do you know what the lighting conditions are in any particular module, if it doesn't say?

Is it automatically assuming torches are hung in each dungeon room?

A person with dark vision doesn't need a light source, correct?

What about low-light? I'm still confused on that one?

A torch lights up 20 feet, correct?

If anybody has any helpful tips for a new GM, concerning lighting, I would be most grateful.

I know I'll mess up occasionally, but me and my friend are ready to play.

Thanks for any response,

John

Lantern Lodge

I would make a determination based on the scenario.

If it is an area well-trafficked by creatures without low-light vision or darkvision, I would assume they are using some method to light the area. Normal torches for dumpy areas, maybe everburning torches or other permanent magical lighting for nicer areas.

If it is ancient ruins, and/or populated with creatures with darkvision or nonvisual perception like blindsight or tremorsense, I would assume it is unlit and dark. If you want to be nice, you can say that there is glowing fungus providing dim light everywhere.

A crypt I would assume is unlit and dark.

A creature with darkvision can see in normal darkness, usually but not always 60'


Is it automatically assuming torches are hung in each dungeon room?
>> My experience the PF modules say where it is what kind of lighting. If it doesn't say, assume there is no light. I mean, who leaves the lights on in a dungeon all the time? Torches don't come cheap ya know :p

A person with dark vision doesn't need a light source, correct?
>> Exactly.

What about low-light? I'm still confused on that one?
>> They can see better in "bad" lighting, such as the moon, or outside of the "good" light a torch or light spell would give.

A torch lights up 20 feet, correct?
>> 20 good, 20 vague, then nothing.

If anybody has any helpful tips for a new GM, concerning lighting, I would be most grateful.
>> Use it to its fullest potential, unless everyone is bored with tracking light all the time.

I know I'll mess up occasionally....
>> We all do. Knowing this makes us want to learn to be better! :)


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

John,

I am not aware of the exact layout of that module, but I can give you general guidelines.

I look at the monsters that are in my dungeons. I assume that if they do not have Darkvision or some other sense to allow them to move around, then they must have a light source available. Depending on the amount of resources, this can be simple torches or a Continual Flame type of light source. I usually space them about every 40 feet so that the amount of Dim Light areas are kept to a minimum. Unless the denizens of the dungeon have Low-Light Vision which would make me space them 80 feet apart or they like to sneak in the shadows so I give them so room to do so.

Basically, it there is no description in the module it is up to you. You can pre-mark it on the map and then just include it when you draw it out on a battle map or use dungeon tiles or whatever.

The important thing is if they have Darkvision or the dungeon in not inhabited by intelligent monsters, then the party will be responsible for their own light.

I actually am the DM of a group where all seven of the characters have Darkvision. They planned it that way and it has been such an advantage at low levels when the lights go out.

Have fun and welcome to the DM ranks!!

The Exchange

The usual, unspoken assumption in modules is that PCs are carrying some kind of light source with them. When this isn't true, and darkvision or the like isn't available, you can still describe what an area smells and sounds like - even, vaguely, that "you can tell from the sound of your voices that the corridor is narrow" or the like.

Deadmoon provides good advice on how to determine 'default' lighting when it's not spelled out in the text.

Low-light increases the range which a weak light source allows the character to see. In some cases, such as starlight or candle-light, characters with low-light vision do not suffer the penalty that characters with no special vision do.

An ordinary torch illuminates a 20' radius; a lantern 30'. (Bullseye lanterns light a 60' cone, which reacts a little strangely with the combat rules which don't employ "facing".)

Bear in mind that luminescent fungus (mentioned in the CRB), fire beetles (from the Bestiary), and other "natural" light sources can be used if your dungeon design does not include any fire-users. A dungeon where darkness is a deliberate theme may involve supernatural darkness, but that's something I'd save until you're comfortable with all the rules on 'natural' darkness.

The Exchange

Thanks everyone! All your answers is what I assumed, but still needed to know.

Thanks,

John


One useful tip is to look at the dungeon map (if provided), and use your judgement based off what the lighting looks like. Those maps should be descriptive enough that you can get a good feeling of the area.

The Exchange

incredilee wrote:
One useful tip is to look at the dungeon map (if provided), and use your judgement based off what the lighting looks like. Those maps should be descriptive enough that you can get a good feeling of the area.

Thank you for the tip!

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