I also do something different for the Pit of Darkness as the rules as written don’t seem to work very well, both from a logical point of view and in actual game play, but to understand my house rules for the Pit of Darkness I need to first explain how standard pits work under my house rules which are based on the original UK ruleset.
Standard PitThere is no searching for traps concept in my version of the game, so when a hero moves onto a square containing a pit, the EWP will reveal the presence of the pit and place a pit marker under the hero, the hero must then roll a number of combat dice equal to their move value*, if they roll two or more “hits” (

or

) then they have fallen into the Pit ending their turn but have successfully avoided the loss of any Body points, if they fail to roll enough “hits” then they have fallen into the Pit and will lose a Body point for each “hit” they were short of the 2 required.
*For monsters their move value is 50% of the original move value listed, for heroes their move value is based on their character type: Barbarian = 4, Dwarf = 3, Elf = 5, Wizard = 3
For example, the Barbarian falling into a Pit would roll 4 combat dice, if he rolls
then he would fall into the pit and lose 1 Body point.Once a pit has been revealed characters (both heroes and monsters) may attempt to jump the pit, if they have sufficient movement remaining, counting the pit square as a normal square, that the pit is empty and that there is an empty square on the other side to land on. To jump a pit you must then roll a number of combat dice equal to your move value, if you roll two or more “hits” then you have successfully jumped the Pit and may continue with your movement, if you fail to roll enough “hits” then you have fallen into the Pit, ending your turn and will lose a Body point for each “hit” you were short of the 2 required.
Pit of DarknessThese are pit traps with a nasty twist as they are occupied by some form of malevolent shadow hidden in the bottom of the pit, which resists attempts to avoid or disarm them by reaching out dark tendrils to ensnare their victim.
When attempting to jump, disarm or avoid damage caused by a Pit of Darkness you roll as usual but need at least 3 rather than the standard minimum of 2 hits to be successful. This means that Pits of Darkness can inflict a maximum loss of 3 Body points rather than the usual 2.
In addition to the usual rules around being in a pit, the Pit of Darkness will also attempt to hold and damage any character in the Pit, so that they are effective pinned and to escape they must make a successful move roll, again needing three hits to be successful, failure ends their turn and causes a further loss of Body points equal to the number of “hits” the character was short of being successful.