To search for traps and secret doors:
1) The Hero nominates the search area. This could be one piece of furniture, a SINGLE SQUARE, a selected group of squares, or maximum the whole room/corridor as normal.
2) The EWP then rolls one



3) It is up to Zargon to select which trap or secret door has been discovered by the Hero.
4) For each Search action, the EWP receives one Threat Counter.
5) If the Hero rolls all

This creates the possibility of Heroes not finding traps or secret doors, and makes Heroes with low Mind Points the worst at finding well-hidden objects, as they should be! It also discourages meticulous searching, as the EWP will amass Threat Tokens (more on them below).
EXAMPLE 1
The Barbarian searches the room for traps and secret doors. Behind the screen, the EWP rolls two




Following the Barbarian is the Elf. Knowing the Barbarian has few Mind Points and isn't very good at finding things, the Elf declares they are searching for traps and secret doors. The EWP rolls four





EXAMPLE 2
The Elf thinks there might be something interesting on the shelf, and that it might be trapped. They move through the room without searching, and declare that they will search only the bookcase for traps and secret doors. The Elf luckily moves along the arrows, avoiding the pit trap. Behind the screen, the EWP rolls four





EXAMPLE 3
The Barbarian finds a treasure chest. They walk up to it, and declare they are searching for traps/secret doors. The EWP rolls two



EXAMPLE 4
The Wizard searches this room. The EWP rolls five






Threat Counters
The EWP collects one Threat Counter every time a Hero:
Makes a Search Action
Springs a Trap
Reaches Zero Body Points
Opens a Secret Door
Shouts down a corridor (If the Heroes are not in reasonable speaking distance, and one player suggests something to another relevant to the game eg "I think you should look in the bookcase" they are deemed to have shouted, and give the EWP one Threat Counter)
The Threat Counters are used to play cards in the EWP Deck:
Every 10 minutes the EWP draws one card from the EWP Deck. Each card has an associated number of Threat with it that's required to play it. Better cards need more Threat. The Threat is shown in the lower right corner:
The above EWP Card would cost 5 Threat Tokens for example.
This gives the EWP a choice - to collect Threat until one nasty card comes form the EWP deck, or to play lots of smaller threats along the way; or even to bluff a big threat by not playing small cards!
The Sand Timer creates a clock that adds to the tension - can the Heroes escape the Dungeon before bad stuff happens?
The Threat Counters discourage meticulous searching and wasting time - the more extravagance the Heroes engage in the Dungeon, the more likely it will be that bad stuff happens!
DISCLAIMER - Haven't playtested the Threat levels of each EWP card to work out the right number!

Overall, the above seems to add a lot of flavour to searching:
Have we missed a trap?
Have we missed a secret door?
Shall we search the room AGAIN even though the Barbarian said there was nothing interesting?
How close is the EWP to playing a card? Might one more search give them the counter they need to play something horrible?
Do we need to go back and look for more secret doors? (As the EWP rolls behind the screen, they can play the role of a good DM and reveal a crucial secret door in order to improve the experience of the players - their choice!)
Other positives:
The Talisman of Lore a huge artefact for the Barbarian.
Mind Points are more interesting, and encourages the Wizard to preserve them and not engage in spellcasting additions that cost Mind Points.
The Dwarf is better at finding traps and secret doors, in addition to disarming traps.
The Heroes are more different to each other in an appropriate way.
Quests are just a bit harder, but in a flavourful way.
