Torches and lanterns!
This of course requires rules for "darknes" (as discussed here).
I would object against compromising the simplicity of Heroquest by introducing darknes rules as general game rules. I'd say, just consider all "normal" dungeons as already illuminated by their inhabitants.
But there could very well be some dark dungeons later in the campaign that include rules for handling darknes in their quest notes.
Torch:
2 GP
1-handed Weapon - Attack/Defense 1 combat die, against mummies 2 combat dice
Serves as a light source as specified by the darknes rules.
Cannot be lit or put out under quest conditions (an unlit torch can however be lit using an existing open fire, such as another torch that already burns). Will last only X rounds.
Lantern:
45 GP
Cannot be used as a weapon, but needs one hand to carry when using it (so cannot be used with two-handed weapons etc.).
Serves as a light source as specified by the darknes rules.
Can be "put of and on" by covering it. Lasts as long as the quest goes.



















1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 














