8 4 Blocks 7 " 5 3 | Ga 0 7 6 4 | Manwap 7 6 5 | spike 6 5 6 | Shock s " 7 | Mage 9 7 8 | reba 8 9 9 | Mindsteater 6 0 10. | Guillotine 6 a on | anne | Alarm : ’ To spot a trap, a Hero must roll equal ro or higher than the spot trap chance. If he spots it, the Hero may try to disarm the trap by rolling equal to oF higher than the disarm trap chance -if he rolls lower, the trap goes off. Pit Traps: These traps can be spotted, but not avoided. The Hero who sets off the tap falls down a deep pit. Rolla dice, ifthe result is 9 or more, the Hero loses 1 Wound. The Hero must score less than or equal to his Speed on another dice roll t climb out, Other Heroes may leap over the trap if they can roll less than or equal to their Speed. If they fai, they fallin, and must follow the routine already described. Portcullis: A portcullis has dropped from the ceiling. The GM ‘may place a portcullis in any doorway to this room, or across the room in any non-diagonal direction. The portcullis can be lifted, but each attempt takes one complete exploration turn, during which none of the Heroes involved can do anything else. Roll a dice, adding the Strength scores ofthe Heroes lifting the portcullis. If this comes to 20 or more, the portcullis is lifted long enough for any Heroes who did not take part in lifting itto roll underneath tothe other side. It should follow from this that these Heroes must then lift the portcullis for the others to get out Poison Dart: A poison dart hits the Hero who activated this trap. Roll one damage dice for the dart. Ift causesa Wound, the Hero's ‘Wounds are reduced to 0 from whatever score they currently are Ge he is KOA), Fireball: A magical fireball will gather in the same square as the Hero who set off the trap, Place the fireball template on this square, and all models under the template suffer 5 damage dice of injury. For the next 3 turns after this (ie not starting with the GM phase about to come, but the one after), the GM may move the template ‘8 squares in any direction he chooses, and measure the effect again. At the end of the third turn, the fireball disappears. 33