There are some players who will scoop up just about anything underground that seems useful. I'm usually one of them, but sometimes it's not wise to fool with Mother Dungeon...
Torch of Pointing
Although normal sized, this torch only illuminates 5’ in diameter when held upright. When pointed, it works as a spotlight, allowing the illumination of an area about 3 feet in diameter and 100 feet away. Although detail may not be able to be seen at such a distance, any such light will be brightly reflected from the eyes of any creatures with the ability to see in the dark, also marking them as potential missile weapon targets.
A Stinking Torch functions normally for a turn before suddenly spewing out large smoky clouds of noxious yellow vapors in a 10’ radius. This causes d4 hp of damage to anyone in range (saving throw allowed), but otherwise should be treated as per the 2nd level magic user spell “Stinking Cloud”.
This magically cursed torch consumes the rations of anyone within its area of illumination. It does so at a rate of 5 rations per turn (and will burn for 12 turns). Food directly illuminated by the light from such a torch will change in appearance to become hazy as if exuding heat before disappearing entirely - and be consumed at the rate of 5 rations per round. Anyone touching disappearing food will be burned and unable to hold onto it (or 1 hp/round of damage if it’s attempted), although this heat will not cause anything else to ignite.
This torch is otherwise normal but will burn for 24 hours straight and is completely inextinguishable, burning underwater, under extreme wind, or any other physical circumstance. It can be put out with a Dispel Magic spell (but may be relit and reused for as much time that remains from its initial use) or counteracted with a Darkness spell.
Black Cat Torch
D6 rounds after being lit, this cursed torch will begin brightly sparking, emanating extremely loud bangs and a great deal of smoke (treat as 2nd level Magic User spell “Pyrotechnics”).
This torch burns a very long time (12 hours) but immediately extinguishes itself if exposed to typical combat noise (such as weapons colliding against each other or armor).
Anything within this torch's area of illumination will suffer movement and attacks at half speed, no saving throw allowed. If the entire party is within range, they won't notice anything out of the ordinary.
Torch of Blunting:
Any edged weaponry exposed to the light provided by this long lasting (six hour) torch will become dulled and -2 to hit/damage for the duration. Close examination of such weaponry (studied cleaning or sharpening) will reveal that no reflection in their metal can be seen in this torch's light. Otherwise it provides normal illumination.
Demon City Appendix N (Part 2: Movies)
9 hours ago