I played a game the other night and found myself constantly referring back to the traps rules, since I play pretty infrequently. I thought it would be nice to have them all condensed somewhere that was easy to reference. In the process, I stumbled onto some contradictions in the rules for long pits (EQP) and pit rooms (Pan's Beastmen QP) that I felt could use some consistency. I plan to put these on the back of a custom DM shield for easy reference. Thoughts?
Pit Traps: Covered holes in the floor.
Springing: If a hero moves onto an undiscovered pit trap square they auto-spring the trap, and suffer 1 damage (NO save). This ends your turn. Once it is sprung it may not be disarmed.
Once in the pit, it may be searched for treasure or secret doors as if it were a separate room. Heroes/monsters in the pit attack and defend with one less combat die (min 1). They can move out of the pit on their next turn as an action. Multiple characters can fall into the same pit. Landed-on characters automatically suffer 1 damage (NO save).
If a pit search reveals a wandering monster, they are placed at the edge of the pit.
Falling Block Traps: Cause the ceiling to collapse.
Springing: Roll 3d6. For each skull rolled (4+ save) you suffer 1 damage. Once a falling block trap is sprung the path is now permanently blocked and cannot be disarmed or jumped. You must decide to move ahead or back to an empty square. Your decision is a critical one. You could become trapped forever, or cut off from the rest of the Heroes. This ends your turn.
Spear Traps: Spears shoot out of the wall, floor, or ceiling.
Springing: Roll 1d6. If a skull is rolled (4+ save) you suffer 1 damage. This ends your turn. If undamaged you can continue to move. Either way, the trap is now disarmed and the square can be moved onto safely.
Chest/Furniture Traps: Can be a variety of things, including poisonous gas, poison needle, explosive latch, or a shooting dart.
Springing: If you search the room for treasure before searching the room for traps, any chest/furniture trap will be sprung. The consequences of this are different for each trap.
Heroes can either attempt to jump traps, or attempt to disarm as an action.
Jumping Traps:
Heroes must have enough movement remaining to cover trap spaces + 1 to land on other side safely. Roll 1d6:
Standard traps (1 square wide): If a skull is rolled (4+ save) you spring the trap! Follow "springing" instructions above.
Long traps (2 squares wide): If a skull or black shield is rolled (5+ save) you spring the trap! Follow "springing" instructions above.
Epic leaps (3 squares wide): If a skull or white shield is rolled (6+ save) you spring the trap! Follow "springing" instructions above.
If you successfully jump the trap, you use those squares of movement and may then continue to move. Heroes CAN jump diagonally. If monsters occupy only leapable spaces, you will need to voluntarily fall in (suffering damage) and do combat (at a disadvantage) from in the pit!
Monsters, with enough movement squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage.
Disarming Traps:
You must first know its location, and you must possess a took kit (or be the dwarf).
Before you move, you must announce that you are moving onto the trap square to attempt to disarm. Move onto the trap square and roll 1d6.
With tool kit: If a skull is rolled (4+ save) you spring the trap! Follow "springing" instructions above.
Dwarf: If a black shield is rolled (2+ save) you spring the trap! Follow "springing" instructions above.
If you successfully disarm the trap, it is considered to be a regular square.
EDIT: Let's try linking a google photo again, because I love frustration:













Landed-on characters automatically suffer 1 damage (NO save).
Once in the pit, it may be searched for treasure or secret doors as if it were a separate room.






















