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.