Dynamite The fuse isn't lit... yet. Instead of attacking, you can throw the Dynamite through a connecting door into an adjacent room. Each explorer and monster with Might and Speed traits in that room must attempt a Speed roll: 5+: Take no damage from Dynamite. 0-4: Take 4 points of physical damage.
DYNAMITE - ROLL
The fuse isn't lit... yet.
Instead of attacking, you can throw the Dynamite through a connecting door into an adjacent room. Each explorer and monster with Might and Speed traits in that room must attempt a Speed roll:
5+: Take no damage from Dynamite.
0-4: Take 4 points of physical damage.