The Laidback DM #7 – Another Free Map!

I like to draw maps for D&D adventures. Often I have more maps then I know what to do with. So, I’m giving one away free on my blog each week.

This week’s map is a Kobold and Demon lair. Whoa, you say? The game’s weakest creatures with some of the game’s toughest? If you’ve read the section on Kobolds in Volo’s Guide to Monsters, you’ll know that they are artful little trap-setting beasts. And the entrance to this lair is full of traps designed to bottleneck the PCs and make their life hell. I haven’t filled in the details so you can let your imagination soar.

As to the Demons? It just so happens this cave system used to be used by demon worshippers, and the Kobold’s Shaman unwittingly opened a gate to the Abyss. The demons are kept in check because the Kobold Chieftain has a soul-capturing gem which can imprison up to ten of them, so they have an uneasy alliance. The kobolds can call on the demons when things get a little hairy, making this lair no walkover for PCs assuming they’ll have an easy go of it.

Aside from the quicksand, arrow slits, tripwires, locking pit trap with poison spikes and six foot high brick walls with arrow slits, the kobold lair also has its own fungus farm (on the south wall), water source (in the northern cave), demonic gate (the southern cave), stolen supplies and a secret treasure room.

Kobolds and Demons Map 15x10 - stevestillstanding

Above: Actual map is 15cm x 10 cm. Just right click and save.

This map is free to use for non-commercial purposes, as long as you acknowledge me and my website stevestillstanding.com. If you want to use it commercially, please send me an email and we can talk terms.

Happy Gaming!

Steve 😊

The Laid Back DM #5 – Foiled again!

Don’t know what a Dungeon Master is? How uncool. Click here to find out. 

So what happens when that wonderful adventure you put together, with all its interesting surprises and nasty traps, gets circumnavigated by the party because they have some nifty spells and additional tricks up their sleeve you didn’t think about?

Aside from taking it on the chin and continuing in the spirit of fun, there’s not much you can do for that session. But it can give you some ideas to prevent said players from getting out of similar traps next time:

1)      Use a trap that breaks concentration. Something that projects loud noise, for instance. Have them save each round in order to keep their concentration up (you have to be fair, after all).

2)      Make traps only respond to human/humanoids, or have a weight limit. Using the poor mascot or familiar to activate a trap is just nasty, but some parties do that sort of thing. Think about your trap set up for next time: perhaps the mechanism is too complicated for an animal or it’s too light to activate it.

3)      Surround your mechanically-based traps with an Anti-Magic Shell. No magic works inside its 10 foot radius sphere. Take that, player characters…

4)      Trap the walls or the air. Now this is really evil. If the characters climb up the walls to avoid the trapped floor, the wall trap triggers. If they fly over the floor the air trap triggers. Bwah ha ha!

5)      Make their spells go haywire.  If the characters cast a Fly spell in the trapped area, make the spell go crazy and fly them straight into the wall, damaging them and possibly breaking their concentration. If they persist, have the spell go crazier still. You can ad lib the various effects if needed. You’re the DM, after all.

In the end, the whole point of traps is to challenge the players and let them have a good time figuring it out. Yeah, you can make them hard, but they shouldn’t be impossible. You want some of them to survive to play another day, don’t you?

You can find more Laid Back Dungeon Master posts by clicking here.

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