Questions about armor, traps, pits, and trapmaster

By Exeter2, in Descent: Journeys in the Dark

First: I play a trap like spiked pit which says on the card it ignores armor. Does that mean "armor effects" as well? By "armor effects" I mean effects like if you are wounded you get to roll a power die for each wound and if a blank comes up, the wound is ignored. When something says it ignores armor, does it ignore these "armor effects" and all "armor effects", even a basic shields exhaust ability?

2nd: I have overlord trapmaster card in play, I play a crushing boulder. That does 4 damage that they can avoid via the card text. Trapmaster says the trap does an additional 2 wounds. I'm sorry, I dont have the card text word for word with me. The way the card wording is written implies that if the trap does any wounds to the hero, then trapmaster causes it to do an additional 2 wounds. Is that correct or does the hero get to roll for avoidance per the cards rules? Do these wounds ignore armour as the trap's original damage does?

3rd: If a player falls into a spiked pit, does he receive the extra 1 wound that is incurred from falling into a spiked pit?

4th: The text for falling into a pit, says the wound "cannot be reduced by armor". Again, does this mean it can or can't be mitigated by an "armor effect"?

Thanks for your help!

Exeter said:

First: I play a trap like spiked pit which says on the card it ignores armor. Does that mean "armor effects" as well? By "armor effects" I mean effects like if you are wounded you get to roll a power die for each wound and if a blank comes up, the wound is ignored. When something says it ignores armor, does it ignore these "armor effects" and all "armor effects", even a basic shields exhaust ability?

2nd: I have overlord trapmaster card in play, I play a crushing boulder. That does 4 damage that they can avoid via the card text. Trapmaster says the trap does an additional 2 wounds. I'm sorry, I dont have the card text word for word with me. The way the card wording is written implies that if the trap does any wounds to the hero, then trapmaster causes it to do an additional 2 wounds. Is that correct or does the hero get to roll for avoidance per the cards rules? Do these wounds ignore armour as the trap's original damage does?

3rd: If a player falls into a spiked pit, does he receive the extra 1 wound that is incurred from falling into a spiked pit?

4th: The text for falling into a pit, says the wound "cannot be reduced by armor". Again, does this mean it can or can't be mitigated by an "armor effect"?

Thanks for your help!

1. No shields, no armor rating (whether on character sheet or from armor). Yes to cloaks which allow you to prevent wounds suffered.

2. Trapmaster adds 2 additional wounds which cannot be reduced by armor. Yes, to cloaks again. If you play a crushing block with trapmaster in play he will take 6 wounds and can only prevent up to 4 of them with surges. After that has been resolved, if the hero has a cloak, those dice can be rolled for the remaining wounds.

3. Spiked pit does 2. regular pit does 1. Spiked pit does more since it's spiked, but only 2 (4 with trapmaster in play).

4. If you move or are knocked back into a regular pit space, you will take one wound. If you have a cloak on, you can roll to prevent that wound. No shields, no armor rating.