Bright Flame and Serellia can both roll to remove the Amulet of Death.
Instead of being killed instantly, the character is breathed on for D6+6 damage. If they survive, they flee from the treasure chamber and can move as normal on their next turn.
Can also be used to cross a Chasm tile.
A rope allows you to automatically escape.
Any hit by a character will do at least 1LP damage. Other things such as traps and sneak attacks can do no damage to a character.
On a Door Jammed Shut result you can smash the door open by rolling Strength or less on D12.
Bright Flame takes all the Dragon breath damage for Serallia. Dropping treasure and fleeing still happen.
If a character dies in a way that leaves body and equipment lying around intact (no bottomless pit, cave-in, intelligent foe, or Dragons Chamber), another character may be able to loot the body. To see if the loot remains draw a room card for each turn the dead character would have had. If an intelligent foe or cave-in is not drawn then, when the looter gets to the body and finishes encountering the room, they gain all the treasure, potions, unused Rings, and rope the dead character was carrying.
This ring can avoid any trap before drawing a trap card, or the traps directly in the Room deck, not just those from room tiles.
Ring(s) that have not been used can be looted using the Loot the Body rule.
Armour may be chosen instead of luck.
1-2 Alarm! is D6+6 damage instead of instant death.