TORCH
Torches provide light in the same way as a lantern. Each torch is sufficient to last for
the entirety of an expedition, after which it is burnt out and useless. A torch can be
lit from any open flame source, or else a Hero or Henchman may spend one turn to attempt
to light a torch, by rolling under his Intelligence. In the case of failure, he may
still try again. A torch can be extinguished as a single attack or move action. Wood Elves,
Bright Wizards and Hunters may subtract 2 from the roll, though a natural 12 always fails.
A torch requires one hand to carry. In the case of battle, if the hand must be freed
(to use a shield or two-handed weapon), the torch will go out when it is put down. (Dungeon
floors are often damp and musty.) A torch may be used as a hand weapon (fumble on 1, no
critical), inflicting 1 damage die of injury on a successful hit. A successful hit will
instantly destroy a Mummy.
TREASURE CHEST
A locked treasure chest (and matching key) allows the Hero some measure of security in
keeping wealth and extra equipment in his Lodgings. A single treasure chest may contain
no more than 1000 GCs. (Weapons, Potions and Magic Items take up 100 GCs worth of space.)
If the "Robbery!" event should come up during Random Events, roll a 12-sided die. On a
roll of 4 or more, the thieves were unable to pick the chest and left anything inside it
alone. On a roll of 1, not only did they steal the contents, but made off with the chest
as well.