The dungeon is dark and full of terrors. Light is an essential resource for all adventurers, and without it they are unlikely to survive.
Slots | Light | Price | Rarity | |
Candle | 1⁄3 slot | 10 ft | 3d | R1 |
Lantern | 1 slot | 20 ft | 20d | R3 |
Oil, Lamp | 1⁄3 slot | — | 5d | R3 |
Oil, Military | 1⁄3 slot | — | 50d | R4 |
Torch | 1 slot | 40 ft | 1d | R1 |
Candle
Easily blown out.
Produces dim, smoky light. Enough to see, but not enough to fight effectively.
Lantern
Can be concealed without extinguishing.
Will break if dropped or used as a weapon, spilling all oil.
Oil, Lamp
Required to use a lantern, burns for 2 hours per flask.
Not flammable enough to combust.
Oil, Military
Incindiary weapon, can be set aflame and thrown.
On hit, target takes 1d6 fire damage for 1d4 Rounds, or until they put themselves out. Target must Save vs Agility, else take this damage directly to Flesh.
Torch
Can be dropped without going out.
Can be used as a Fragile Medium Weapon.
Firestarting
All characters are assumed to carry a pocket tinderbox, which does not fill a slot. Starting a fire using this takes 1 Round. Sharing a flame or using magic may ignite a light source immediately.