Time Check

Yo, don't cross off those torch slots. Just stick that shit on the wandering monster dice.

Lantern & Torch Cards

No look, Kirin Robinson's Light cards are a perfectly elegant graphical interface and all, but you can buy 8 torches for three silver. You can just get twenty of those things, cheap as chips. Nobody's got time to count slots when you've got twenty of the things in your pack.

Roll a d6 every turn. If you roll a 1, a monster finds you. If you roll a 6, any torch you have lit goes out. Same thing for lantern oil, but it lasts three times as long: Give it a cross the first two times, and make it burn out on the third strike.

So the dice works as the threat of time passing. It unifies the monsters and light together into a single horrible Time Check. Every ten minutes you spend in this wretched place, you're rolling it to see if something shitty happens. Ghost Stories has a Curse Die like this, a massive black thing that falls to the table with a THUNK.

If my math is right, a lucky torch should go out roughly once every six turns (One hour), which will work out to about 20 rooms if you're using Greed n' Speed (Assuming lightweight treasure and that the party is stopping to search for stuff). Trying to predict dice is crazy, of course - I'll have to see if it's too harsh once I run it.


Quick and dirty 1st level equipment

Everybody gets:

One dagger
Leather Armour
A torch, a rope, and one day's rations

They can then:

A. Upgrade to a weapon that does d6 damage


B. Upgrade to scale mail


C. Get another two adventuring items from the equipment list.