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Zenithfleet wrote:EDIT: After posting this I found an older topic on the same lines: http://forum.yeoldeinn.com/viewtopic.php?f=8&t=3595&sid=654282c3108930b0313c653a5d04a658
For reference, if you find a pit trap or a falling block trap with a search, the trap tile is immediately placed onto the board in an active state. There's no "detected but not yet triggered" state for a trap. The pit opens, or the block falls. Then, if you're the Dwarf or have a tool kit, you're able to disarm it--which means removing the active trap from the board. The open pit can be cleared away. So can the fallen block.



MonsterMotor wrote:Zenithfleet wrote:EDIT: After posting this I found an older topic on the same lines: http://forum.yeoldeinn.com/viewtopic.php?f=8&t=3595&sid=654282c3108930b0313c653a5d04a658
For reference, if you find a pit trap or a falling block trap with a search, the trap tile is immediately placed onto the board in an active state. There's no "detected but not yet triggered" state for a trap. The pit opens, or the block falls. Then, if you're the Dwarf or have a tool kit, you're able to disarm it--which means removing the active trap from the board. The open pit can be cleared away. So can the fallen block.
I don't see anywhere in the rules that detecting a falling block trap and indicating the square on the board means that the trap is triggered immediately. The game merely did not contain a marker to indicate these traps. But after the trap is triggered, the fallen block is not a trap any more and, thus, cannot be cleared away, so it permanently changes the structure of the dungeon.
The trap in the Ogre Horde quest you refer to is obviously an error in the dungeon design that can seal the way to the exit. Similar errors are known from other quests, e.g., in the Halls of Vision of the Witch Lord expansion.


MonsterMotor wrote:Well, under the heading "The Screen," the 1st edition rules clearly define when a trap is triggered, namely when a hero steps on a trapped square or opens a trapped chest without prior search for traps. Details about the traps are written on the back side of the screen. I also checked that German and English editions are concordant here. Maybe the 2nd section book you use is less clear here.

Zenithfleet wrote:To be clear--you don't 'trigger' a trap when you find it with a search. You trigger it when you step on it. But finding it and triggering it both do the same thing: they place the trap tile onto the board. The only difference is that if you find it, you don't get hurt, because you're not standing on the same space. Although falling blocks could actually be more dangerous if you find them with a search than if you trigger them. Usually they fall on a separate space marked with the arrow. If you happened to be standing on the arrow square when you searched, you would get hit by the falling block, which normally doesn't happen.
If you think that's a silly way to play, then I absolutely agree with you, and I house-ruled it long ago. And the quest designers don't seem to have followed it when designing their quests. But it does seem to be the intended rule.

MonsterMotor wrote:Zenithfleet wrote:
Yes, this is the key example where the specific description of this trap reveals that it is erroneous. So, what remains is to follow those rules that work and interpret the rest using common sense to have them working properly in all possible situations.

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