
Demon Arch: Any player attempting to pass under the arch must roll a D6. If the roll is less than or equal to either the player's Strength or Agility then they may continue moving ... otherwise the Demon Arch takes a bite out of them as they pass under it. The player falls prone into the square they were moving to and makes armour and injury rolls as though hit with Mighty Blow. This will count as a turnover if it is a player for the moving team. Players pushed through the Arch from a block are automatically knocked prone from the block and both the armour and injury rolls for the player are made with +1 modifiers in addition to any modifiers the player throwing the block had.
Torches: Magical torch fire light for this large room is provided by the College of Wizards who magically secure the torches to the dungeon floor to prevent foul play ... but hey this is Blood Bowl and that whole will/way thing is a rule. If a player has not moved this turn, he may lift a torch for a weapon by standing adjacent to it and rolling less than or equal to their (Strength less the number of opposing tackle zones that they are standing in). Lifting a torch is the only action that this player may perform this turn. Once lifted, the torch makes a great weapon. A player carrying a torch suffers a -1 modifier to his Agility. The player can set the torch down at any time or hand it off like the football (it may not be thrown) and dropping it is not a turnover. All injury rolls for opponents blocked or fouled by a player with a torch get an additional +1 modifier (on top of any other modifiers). Also any results of Prone from a block thrown by this player should be treated as Stunned (as the player rolls around putting out the flame). The +1 modifier to injury and Prone upgraded to Stunned will also affect the torch holder if the player holding the torch falls down (the torch will scatter one square from this). If the torch is dropped or set down, it magically lands upright, re-adheres to the floor, and will require a new Strength roll to pick it up again.
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Climbing up and down pedestals: Place on the treasure chests on top of this hill for a fun fight.
1) A player may use 3 squares of movement to climb up or down a single level of pedestals (no GFIs allowed for this). OR a player may attempt to jump
up or down one level of pedestals which is a straight AG roll modified by the number of opposing tackle zones on the player's starting
square and the square they are jumping up to. Failure is a turnover and results in the player falling in the starting square
with armour and injury rolls as normal if they were jumping up OR falling in the square they were jumping to with armour
and injury at +1 if they were jumping down). You may never jump up 2 levels of pedestals (although you can use Leap to do
this), but you can try to jump DOWN two levels of pedestals, but the AG roll gets an additional -2 modifier and armour and injury rolls
for failure are made at +2.
2) If a player is knocked off either level of pedestals and falls, the resulting armour and injury rolls are made with an additional
+1 modifier for EACH level of pedestals for the height of the fall (these modifiers are on top of armour/injury modifiers
such as Mighty Blow and Razor Sharp Claws). So falling from the top to the next level of pedestals down gets +1 modifiers, while
falling from the top of pedestals to the floor gets +2 modifiers.
3) Finally, although normally in Dungeonbowl you can only throw Quick or Short range passes, the pedestals give you some
extra height to thrown with. From the 1st level of pedestals, a player may throw up to Long range and from the 2nd level
of pedestals a player may throw all the way to Long Bomb range.
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