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Making Light Sources Needlessly Complicated

OD&D doesn't actually offer us burn times for torches, though it does say that torches can get blown out by gusts of wind, so there's your motivation for buying a lantern. I suppose it is also possible that the Lake Geneva wargaming community had a general familiarity with the burn time of various pre-modern light sources.

AD&D has burn times for torches and lanterns, (6 turns and 24 turns per flask of oil respectively), it also provides an interesting wrinkle where a torch's light radius is 10' wider than a lantern[^1]. Frustratingly, despite having purchase prices for both tallow and wax candles (1cp and 1sp each respectively, it doesn't have burn times for them, they seem to mostly exist for use as spell components, I don't think players are expected to take them as a primary light source while adventuring. Which is fair, I can't walk across the house with a candle without it going out.

The Vanilla Game's lightsource rules are my favourite of the OSR set, with a candle lasting 1d6 rounds, a torch lasting 2d6 rounds, and a lantern lasting 3d6 rounds on a single flask. I like rolling for duration, but I especially like having an option between a steady light or an inconsistent light that is usually better.

I've been hacking at this post for a while, and I think the best way to structure it is to talk first about light source formats, and then about fuels. As I discussed in my last post, there is a pretty fuzzy delineation between "candle", "torch" and "lamp", so I'm going to make some arbitrary definitions, I hope you'll forgive me. Also, I am only interested in personal light sources here, obviously you can make a candle of any size, but a two-hour candle is a cumbersome thing to carry.

I will do another post that has a price list, but I'm sleepy now.

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Formats

Candle

A stick of solid fuel with a wick. Can be held in hand or affixed to a piece of armour, but will leave a trail of drippings if not contained.

Light Radius Lit Chance Blow Out Chance
10' 5-in-6 4-in-6

Rushlight

A candle made by dipping the pith of a rush in solid fuel. Also leaves a trail of drippings if not held in a vessel of some kind.

Light Radius Lit Chance Blow Out Chance
20' 5-in-6 3-in-6

Lamp

A bowl of liquid fuel with a wick. Can hold about a quarter of a standard flask of oil. Must be held upright to prevent spilling. Lamps have a 20' radius of light and a 3-in-6 chance of being blown out by a gust of wind.

Light Radius Lit Chance Blow Out Chance
20' 4-in-6 3-in-6

Wood Torch.

A piece of wood with a fuel-soaked twine or cloth fixed to the end with metal wire. Damage as club when unlit and flame when lit.

Light Radius Lit Chance Blow Out Chance
40' 3-in-6 2-in-6

Metal Torch

A wicked lamp with a deep reservoir on the end of a metal rod. Can hold about a quarter of a flask of oil. Must be held upright to prevent spilling. Deals damage as mace when unlit, when lit, a swing sends out a 20' cone of fire, reducing the life by 6 turns. Metal Torches have a 20' radius of light and a 3-in-6 chance of being blown out by a gust of wind.

Light Radius Lit Chance Blow Out Chance
40' 4-in-6 3-in-6

Candle Holder

A convenient vessel with a handle to catch the drippings of a candle.

Candle Lantern

A box with glass walls and a convenient handle which can hold a candle.

Light Radius Lit Chance Blow Out Chance
10' 5-in-6 2-in-6

Jack o' Lantern

A gourd or turnip with a face carved in which can hold a candle. Grants +1 to saving throws against incorporeal undead and invisible creatures.

Light Radius Lit Chance Blow Out Chance
10' 5-in-6 3-in-6

Oil Lantern

A lamp with a large reservoir built into a metal box with glass walls and a handle. Holds a full flask of oil.

Light Radius Lit Chance Blow Out Chance
30' 5-in-6 1-in-6

Bullseye Lantern

As an Oil lantern, but with a mirrored chamber and a lens to focus the light into an 80' beam, 10' across, and a hood to block the light without putting out the lamp.

Dragon Bile Lantern

An oil lantern modified to allow a slow release of Red Dragon Bile. Heavy (300cn or 2 slots).

Light Radius Lit Chance Blow Out Chance
60' 5-in-6 0-in-6

Sea Fire

A pipe-and-bellows contraption that allows a fire attack dealing damage to everything in a 1'x30' line, or 5'x60' when loaded with Red Dragon Bile. Burning oil covers all surfaces in the path and continues to burn for 1d6 rounds. Uses 1 flask of oil per use and has a 1-in-6 chance of dealing half damage to the wielder.

Fuels

Burn times are for candle or rushlight/torch or lamp/lantern

Pitch

Fresh tree sap. Mostly used for improvised torches.

Burn Time (Turns) Smoke Colour Noise
-/1d6+1/- High Orange Loud

Tallow or Butter

Solid at room temperature. Can be melted to fill a lamp.

Burn Time (Turns) Smoke Colour Noise
1d6/2d6/2d20 Medium Yellow Medium

Clarified Butter

Burn Time (Turns) Smoke Colour Noise
-/1d6+3/2d6+12 Medium Yellow Low

Olive Oil

Burn Time (Turns) Smoke Colour Noise
-/6/24 Medium Yellow Low

Fish Oil

Also a good source of omega 3 fatty acids.

Burn Time (Turns) Smoke Colour Noise
-/2d6/1d20+10 Medium Yellow Low

Beeswax

Burn Time (Turns) Smoke Colour Noise
4/8/- Low Yellow Low

Petrolium

Burn Time (Turns) Smoke Colour Noise
-/2d6+1/2d20 Medium Orange Low

Whale Oil

Burn Time (Turns) Smoke Colour Noise
-/8/32 Low White None

Alcohol

Burn Time (Turns) Smoke Colour Noise
-/3/12 None Blue None

Red Dragon Bile

Ignites on contact with air. A broken flask explodes, dealing damage as fireball.

Burn Time (Turns) Smoke Colour Noise
-/-/48 Medium Red Loud

Misc.

Ember

The glowing heart of a mature fire. When exposed to a gust of wind, its radius doubles and its burn time decreases by 2.

Light Radius Lit Chance Blow Out Chance Burn Time (Turns) Smoke Colour Noise
10' n/a n/a 6 Low Red None

Fatwood

Resin-heavy wood found in the heart of pine trees.

Light Radius Lit Chance Blow Out Chance Burn Time (Turns) Smoke Colour Noise
20' 5-in-6 3-in-6 1d3+3 High Orange Medium

Foxfire

Bioluminescent fungi. Cannot be put out with water

Light Radius Lit Chance Blow Out Chance Burn Time (Turns) Smoke Colour Noise
10' n/a n/a 2d6 None Green or Blue None

Fire Beetle Organ

Cannot be put out with water. Attracts Fire Beetles and their predators (1-in-6 chance per turn).

Light Radius Lit Chance Blow Out Chance Burn Time (Turns) Smoke Colour Noise
30' n/a n/a 6 None Yellow, Green or Red None

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Reading: Enshitification by Cory Doctorow
Listening: Warriors of The Dragonfang Order by Coniferous Myst
Playing The World Ends With You (Nintendo DS)

#light sources #metaludology #od&d