wallydubbs wrote:but the dwarf is nowhere around to disarm it. So we often play that if the heroes know where the trap is, they will know where not to search. So they can search the room, careful to avoid that spot. However if there is a chest in the corner of the room, yet surrounded by pit traps (See The Great Gate, Quest 1 of Keller's Keep); I could not, in good conscience, allow the heroes to check the chest unless at least one of those traps is disarmed.
Yes... borrowing a bit from the US edition, the EW points to the hazard square and voices a warning, which opens up potential for a new item, Explorers Kit (basically a map).
Explorers Kit: Found unsprung traps are place on the board face down.
I have the US SKULL token printed and stuck on the reverse side of my trap tokens. Placing them on the board represents a hero making a note on the map (As a Hero I was always forgetting where traps are). If a Hero risks this square, flip it over. This could also be designed in quests via a map found in a chest, on the table, desk, etc as per the specifics of the quest notes. In the UK ed, simply searching for traps places them on the board, triggered, sprung, which would break the Tool Kit if using,
'Sprung Traps can't be removed' mod and, why we have Rope.
Rope:Enter or Exit a sprung pit trap, Climb: -1Md6.
The 'place a hero on the trapped square mod' satisfies your
wallydubbs wrote:they will know where not to search. So they can search the room, careful to avoid that spot.
because it's worded 'A room not searched for traps', simply searching for traps prevents them being placed on the square, even with out disarming the trap. That is them knowing where
"not" to search. However, for your chest surrounded concern, we've always played chest needs to be adjacent. I can't remember if that's official or not.