Threatening Thrull
As the Threatening Thrull follows you:
Roll 1d6 to use your Trap.
Roll 1-2, your Trap misses and it is lost.
Roll 3-4, IF you have Fire the Trap succeeds and you successfully
get past the Thrull with your Fire.
If you do not have Fire, GO to DUNGEON
Roll 5-6, you keep your Trap.
IF SUCCESS, GAIN TREASURE.
ELSE GO to DUNGEON
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