Hey guys, thank you for taking time to help me, I'll get right to the point. I am running a campaign with two level 6 characters, and they are about to enter a dragon's lair. I have almost finished making it on dungeon fog, but I need some Ideas for traps. The lair is that of a black dragon, and it is infested with kobolds, lizardfolk, and giant spiders. Any ideas? Here is a map of the lair.
Who made the traps? Kobolds? Lizardfolk? A former magical residence driven out (eaten) by said dragon?
Are the traps to keep people in, out, kept in-place for casual devouring at one's leisure?
Rollback Post to RevisionRollBack
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I think a more refined question would be 'what kind of traps would kobolds and lizardfolk make'? Search up 'Tucker's Kobolds' for some ideas...also, there's several free publications on dmsguild focusing on traps.
As monsters, Lizardfolk have an intel of 7-10, Kobolds 8-10 (depending on the type of lizardfolk/kobold)...which is just a little less than average (10-11 is considered average human intelligence). So if you can think of a trap, they probably can too.
...so sky's kinda the limit for traps that a kobold/lizard can build....and considering they're theoretical creatures who've been living war/violence for generations, and you're probably someone who that can't really be said for....I'd say they could probably build traps way more effective than what you can dream up, so don't hold back.
Sadly your map link takes me to a log in page so cant offer any specifics for you but a few options are:
1) Magical Wards: Requires a dargon with the spell casting variant or a lvl 6 wizard minion or Shaman/Witchdoctor in the lizardfolk or kobold tribes....have areas of tunnel warded with the lvl 3 spell Glyph of Warding, this works best if it is the dragon casting the glyphs becuase you dont have to justify they cost for each casting as the spellcasting variant of dragon ignores material component requirements (see pg 86 of the monster manual).
2) tunnels: these appear ot be "secret" tunnels allowing access from the dragons lair ot other parts of the map, however, they can be flooded potentially causing a drowning hazard.
3) Spike traps: general pits coverd with a thin camoflage, stepping on them traps the leg and deals piercing damage + posion condition if you feel a little nasty.
4) ooze chambers: the Dragon is cultivating some black puddings, maybe the kobolkds have the job of feeding them and transporting them to local towns or settlements that fail to pay the dragon any tribute.
5) natural gas: areas of natural gas that explode/catch fire if any flame/fire comes into them, have some warning signs up in lizard or goblin tongue if you feel generous.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Slightly off topic, but the most interesting traps are usually ones players can see. Then getting past it turns into a puzzle to solve. Otherwise it’s basically a way to take some hp from people who fail a perception check and DEX save. So while something like a pit trap is a classic for goblins, letting players notice the pit and find a way to get past it quietly so they can get the drop on the goblins is much more interesting than, the rogue didn’t see it and the fighter falls in for d8 damage, now you’re on the other side.
Also, traps work in both directions. If you have an area completely surrounded by traps, it’s just as hard for something to get out as it is to get in. So most intelligent species will design an escape route/path with no traps, or have things like levers or switches on the inside so they can be turned off of they need to leave.
Sadly your map link takes me to a log in page so cant offer any specifics for you but a few options are:
1) Magical Wards: Requires a dargon with the spell casting variant or a lvl 6 wizard minion or Shaman/Witchdoctor in the lizardfolk or kobold tribes....have areas of tunnel warded with the lvl 3 spell Glyph of Warding, this works best if it is the dragon casting the glyphs becuase you dont have to justify they cost for each casting as the spellcasting variant of dragon ignores material component requirements (see pg 86 of the monster manual).
2) tunnels: these appear ot be "secret" tunnels allowing access from the dragons lair ot other parts of the map, however, they can be flooded potentially causing a drowning hazard.
3) Spike traps: general pits coverd with a thin camoflage, stepping on them traps the leg and deals piercing damage + posion condition if you feel a little nasty.
4) ooze chambers: the Dragon is cultivating some black puddings, maybe the kobolkds have the job of feeding them and transporting them to local towns or settlements that fail to pay the dragon any tribute.
5) natural gas: areas of natural gas that explode/catch fire if any flame/fire comes into them, have some warning signs up in lizard or goblin tongue if you feel generous.
thank you, this is exactly the kind of thing I was looking for! keep em coming, I will keep trying with the map
I think Rob76 has got some great mechanical suggestions, and Xalthu has rightly pointed out that there should often be clues for the Players to pick up on that there might be a trap there, or the trap is just a "Player screw job". You can have those occasionally, but they're not fun as a steady diet.
Some general principles I try and keep in mind for trap building, and then some applications for your map.
Traps all should have a purpose - you should be able to answer "why is this trap here".
Traps fall into two broad categories:
Barriers, which are supposed to block access, and block it for everybody. You might employ this kind of trap in a tomb, or in particular routes you want to deny the use of to anyone ( the side entrance to your cave complex; your tribe just knows not to go there ).
These can only be bypassed if they are disarmed.
Security Devices: which block access, but can be bypassed through some mechanism which allows some people to pass, and others to be resisted by the trap
These can be bypassed by passing a test.
Test of Knowledge: you need to know to do something before you pass this barrier: push the stud underneath the shelf of the shrine in the hollow of the wall to disarm the gas trap for the next 3 minutes.
Test of Quality: This magical rune explodes for non-Elves; Elves pass by. Pious people would bow to the statue and avoid being decapitated by the scythe trap ( Indiana Jones, for that one). Kobolds are light enough they don't trigger the covered pit trap, where great heavy clunky humans will.
Test of Possession: You have the magical amulet which makes the rune not explode; you have a key by which you can turn the clockwork trap off with. You know the password.
Other: there are probably other kinds of tests I'm not thinking of :)
Traps also have a purpose when triggered. Is this trap meant to kill? Is it meant to raise an alarm? Is it meant to incapacitate? Is it meant to frighten someone off? Some combination (incapacitate & alarm is an especially effective combination)?
Looking at your map, it looks like some areas are completely bracketed by traps. I'm not 100% sure what those rooms are supposed to be for ( and that would alter the trap design ), but I'm going to assume that the room at the bottom of the picture in the middle is a barracks ( for kobolds? ), and the one up and to the right is set of storerooms.
If that's the case, then - just as a first draft - I might make the big red rectangle a Security Device which is supposed to let Kobolds pass without issue ( Test of Quality ), but anything other than a kobold should spring the trap. I might make that a weighted pit trap which tilts like a see-saw on a central pivot. Kobolds are light enough to not top the see-saw, but the Characters probably will ( might give Gnomes and Halflings a pass on this trap, though). This allows a Character with sharp Perception to spot arc shaped scrape marks on the wall where the see-saw has scraped previously when triggered. Kobolds are vicious little bastards, so I might make that a trap intended to wound or kill ( spikes maybe? ), and also raise an alarm ( perhaps a wind-chime like arrangement or bell hanging from the top of the tunnel, which the see-saw will hit; something else the Characters might spot ).
The trap between the barracks and the storeroom, I might make a Security Device with a temporary deactivation mechanism, which is designed to raise an alarm. This means that authorized kobolds who have a key, or an amulet ( authorized access ) can bypass the trap. This means that the Characters could obtain an access pass as well. This trap doesn't need to be as harsh as - presumably - anyone reaching this trap has had to bypass the big-red-rectangle trap.
On the other side of the storeroom, I'd make the first trap from the large cave meant to incapacitate and raise an alarm. This may-or-may not have a means of bypassing it ( other than disabling it ), since kobolds needing to access the storeroom could do it from the barracks side. This pair of traps might just be Barriers. The second trap I'd have be intended to be lethal, since anyone getting that far has already bypassed one trap, so they are not just blundering in there accidently.
That's all pretty rough, and may be wrong if those rooms are meant for other purposes - but I hope that gives you a good example of how I think about trap placement and design.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
you guessed the purposes right, except that the room directly connected to the store room, the one with the big stalactite in the centre, is abandoned, intended for an emergency escape, but it is now infested with giant spiders. and the thin passage with three red things, those are hidden doors, not traps.
Hey guys, thank you for taking time to help me, I'll get right to the point. I am running a campaign with two level 6 characters, and they are about to enter a dragon's lair. I have almost finished making it on dungeon fog, but I need some Ideas for traps. The lair is that of a black dragon, and it is infested with kobolds, lizardfolk, and giant spiders. Any ideas? Here is a map of the lair.
Dragons Lair
I like these:
Interesting, but I am looking for something simpler. I do have another place I could use these though!
Who made the traps? Kobolds? Lizardfolk? A former magical residence driven out (eaten) by said dragon?
Are the traps to keep people in, out, kept in-place for casual devouring at one's leisure?
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I think a more refined question would be 'what kind of traps would kobolds and lizardfolk make'? Search up 'Tucker's Kobolds' for some ideas...also, there's several free publications on dmsguild focusing on traps.
As monsters, Lizardfolk have an intel of 7-10, Kobolds 8-10 (depending on the type of lizardfolk/kobold)...which is just a little less than average (10-11 is considered average human intelligence). So if you can think of a trap, they probably can too.
...so sky's kinda the limit for traps that a kobold/lizard can build....and considering they're theoretical creatures who've been living war/violence for generations, and you're probably someone who that can't really be said for....I'd say they could probably build traps way more effective than what you can dream up, so don't hold back.
Guide to the Five Factions (PWYW)
Deck of Decks
Sadly your map link takes me to a log in page so cant offer any specifics for you but a few options are:
1) Magical Wards: Requires a dargon with the spell casting variant or a lvl 6 wizard minion or Shaman/Witchdoctor in the lizardfolk or kobold tribes....have areas of tunnel warded with the lvl 3 spell Glyph of Warding, this works best if it is the dragon casting the glyphs becuase you dont have to justify they cost for each casting as the spellcasting variant of dragon ignores material component requirements (see pg 86 of the monster manual).
2) tunnels: these appear ot be "secret" tunnels allowing access from the dragons lair ot other parts of the map, however, they can be flooded potentially causing a drowning hazard.
3) Spike traps: general pits coverd with a thin camoflage, stepping on them traps the leg and deals piercing damage + posion condition if you feel a little nasty.
4) ooze chambers: the Dragon is cultivating some black puddings, maybe the kobolkds have the job of feeding them and transporting them to local towns or settlements that fail to pay the dragon any tribute.
5) natural gas: areas of natural gas that explode/catch fire if any flame/fire comes into them, have some warning signs up in lizard or goblin tongue if you feel generous.
the kobolds and lizardfolk made the traps, for the purpose of causing injury
Slightly off topic, but the most interesting traps are usually ones players can see. Then getting past it turns into a puzzle to solve. Otherwise it’s basically a way to take some hp from people who fail a perception check and DEX save.
So while something like a pit trap is a classic for goblins, letting players notice the pit and find a way to get past it quietly so they can get the drop on the goblins is much more interesting than, the rogue didn’t see it and the fighter falls in for d8 damage, now you’re on the other side.
Also, traps work in both directions. If you have an area completely surrounded by traps, it’s just as hard for something to get out as it is to get in. So most intelligent species will design an escape route/path with no traps, or have things like levers or switches on the inside so they can be turned off of they need to leave.
So what you want is something more along these lines?
thank you, this is exactly the kind of thing I was looking for! keep em coming, I will keep trying with the map
the 3 dots near the center are hidden or locked doors.here, this is it. the red areas are trapped
yeah, like that, but this is a dragon lair, not your average dungeon, and there are no stairs, but I think I can modify it.
I think Rob76 has got some great mechanical suggestions, and Xalthu has rightly pointed out that there should often be clues for the Players to pick up on that there might be a trap there, or the trap is just a "Player screw job". You can have those occasionally, but they're not fun as a steady diet.
Some general principles I try and keep in mind for trap building, and then some applications for your map.
Looking at your map, it looks like some areas are completely bracketed by traps. I'm not 100% sure what those rooms are supposed to be for ( and that would alter the trap design ), but I'm going to assume that the room at the bottom of the picture in the middle is a barracks ( for kobolds? ), and the one up and to the right is set of storerooms.
If that's the case, then - just as a first draft - I might make the big red rectangle a Security Device which is supposed to let Kobolds pass without issue ( Test of Quality ), but anything other than a kobold should spring the trap. I might make that a weighted pit trap which tilts like a see-saw on a central pivot. Kobolds are light enough to not top the see-saw, but the Characters probably will ( might give Gnomes and Halflings a pass on this trap, though). This allows a Character with sharp Perception to spot arc shaped scrape marks on the wall where the see-saw has scraped previously when triggered. Kobolds are vicious little bastards, so I might make that a trap intended to wound or kill ( spikes maybe? ), and also raise an alarm ( perhaps a wind-chime like arrangement or bell hanging from the top of the tunnel, which the see-saw will hit; something else the Characters might spot ).
The trap between the barracks and the storeroom, I might make a Security Device with a temporary deactivation mechanism, which is designed to raise an alarm. This means that authorized kobolds who have a key, or an amulet ( authorized access ) can bypass the trap. This means that the Characters could obtain an access pass as well. This trap doesn't need to be as harsh as - presumably - anyone reaching this trap has had to bypass the big-red-rectangle trap.
On the other side of the storeroom, I'd make the first trap from the large cave meant to incapacitate and raise an alarm. This may-or-may not have a means of bypassing it ( other than disabling it ), since kobolds needing to access the storeroom could do it from the barracks side. This pair of traps might just be Barriers. The second trap I'd have be intended to be lethal, since anyone getting that far has already bypassed one trap, so they are not just blundering in there accidently.
That's all pretty rough, and may be wrong if those rooms are meant for other purposes - but I hope that gives you a good example of how I think about trap placement and design.
Hope that helps you create your own traps.
Best of luck!
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
you guessed the purposes right, except that the room directly connected to the store room, the one with the big stalactite in the centre, is abandoned, intended for an emergency escape, but it is now infested with giant spiders. and the thin passage with three red things, those are hidden doors, not traps.
Thanks Mongoose, I hate them.
https://www.adnddownloads.com/en/riddles-and-traps
playing since 1986