Feb 212011

The Warriors notice light streaming through a slit in the ceiling and, on investigation, discover the underside of a trapdoor.
To see if a Warrior can force open the trapdoor roll 1D6. On a score of 1, 2, 3 or 4 it is too stiff to push open. On a score of 5 or 6 the wood gives and the trapdoor bursts open. Each Warrior can try to open the trapdoor once per turn.
The trapdoor leads to the outside world and freedom! Make a note of where it is on the leader’s Adventure Record sheet. The Warriors can either leave now or come back later.
Roll 1D6. On a score of 1-3 draw another Event card immediately.

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