Traps…

Now I tend to not use traps in my dungeons or my adventures and the reason is simple.

They either slow down the game with players checking every room or corridor for one or more traps or, the players start to suspect me of trying to kill them by including traps.

I will explain why I love traps but also why I fail to use them often in a simple write-up of a ‘random’ encounter I had with my current party.

The human Paladin, Tiefling Ranger and ‘Treefolk’ (homebrew race) Blood Hunter were escorting a caravan carrying an unholy relic from Eruva Osto; the great walled city, to Cthlaxiis where an order of knights would destroy the artefact and aid in preventing the second coming of a undead deity.

As the caravan and it’s escort made its way under the shadowed canopy of oak and pine trees they approached a fallen tree about 60 feet away. Next to this tree a familiar form of a mushroom loving Kobold they met the other day could be seen picking up some mushrooms. The Blood Hunter approached the Kobold, narrowing avoiding fine silken thread that had been placed at several places along the road. As the Treefolk questioned the Kobold a caravan guard stepped forward and was shot with poisoned darts, he began to hallucinate as several kobolds let off yipping battle cries and rushed towards the larger humanoids with the element of surprise in their favour. A few rounds of combat saw all the PCs unconcious and robbed, the strings of silk and threat of traps hampering their fighting prowess. As a npc guard ran forward to stabilise the fallen party members he accidentally set off a log trap that turned him to jelly when it pulverised him against a tree laden with hidden spikes.

From that adventure onwards they remembered Barry the guard and have a fear of kobolds. But more importantly it demonstrated how the puny kobold or semi-intelligent monster could work with traps and boost themselves from mere fodder and a way to wet the blades of your party, but to become something which the players remember forever.

I liked this encounter. The traps where very low difficulty and threat level which suited the three level 2 pcs but it challenged them to think out side of the hack and slash box.

What I didn’t like was the snowball affect that lands me with two or three players rolling perception and investigation checks every new room they walk into. Even when it’s very clear that there isn’t anything here they still love to check for traps. This paranoia means that for me utilising traps is a moot point, which I and drive with. But what it does do is slow down the game a bit.

When you have 80% of the party being working parents and your game time limited to Saturday night from 8pm til 11:45pm (we don’t play past 12am due to an effect we call the happening.. stuff gets weird after midnight) any delay in game time can really impact the enjoyment that the party get out of the session.

But with this week’s adventure having a dungeon full of traps I think it’s time to address that tool in the DMs toolbelt and see what this adventure can bring.

Start safe, play hard and don’t forget to roll with advantage,

The Brazen Wolfe

Chaos brings the dark ones forth…

Fight night is here (Friday) and that means that we will look at a few encounters. Encounters, for me, doesn’t have to be sticking monsters with the sharp end of a sword they can also include puzzles, traps, social situations that require careful navigation or escaping from a mine in a mine cart down the various twists and turns before the roof collapses on you. Any of these situations is what can draw a group of players to the table and what makes them form an adventuring party.

With this week, following the theme of random I will draw to attention the DonJon PDF from yesterday (will linkt it again below to save you going back) as it has **a lot** of content in that PDF.

So there is some monsters to fight I will add in a few DnD 5e statblocks that I believe would be suitable in the maps provided. To compliment the stat block I will include some images of the models I kitbashed from some plastic kits (with wire and sculpting material) to try and represent what I was envisioning for the monster as well as a homebrew monster as part of a pseudo-boss encounter.

For the sake of encounter balancing I assume that we have a party of 4 level 3 characters.


Temple of the forgotten

05FrToTF

Shadows of the forgotten.

When those that worship the dark come back their new forms are as black as the shadows that they served in life.


Got to be careful with shadows. They are generally pretty fail but overlooked creatures but they add a sense of danger to anyone who knows anything about them, or those who don’t on that matter.

To balance out this encounter lets look at the above photo that comes in around 1300 (325 per player) adjusted XP (thanks kobold fightclub) due to the nature of the creatures, their danger this is a hard encounter (where I like to aim). To add in some randomness or some non-undead monsters to fight let’s use a mixture of the below 4 blocks to flesh out the rest of the adventure as any and all of them could fit in the spaces envisioned.




These stat blocks will balance out to having 1 CR2 creature (Cultist Fanatic or Bandit Capitan) and between 2 and 7 of the Cr 1/8 creatures (Cultist or Bandits) to give us a hard rating. I would err on the side of 2~4 of the bandits as these are meant to be backing up the capitan. If you want a boss fight where there is a high chance of PC death (or that high risk) then consider a Cultist Fantatic as well as a Shadow Swarm that they just summoned. Thematically this could be the bodies of his slain allies in the room where he rips out their corrupted souls from their dying bodies if you want the adventure to be dark.


File to download Temple of the forgotten PDF.

Stat blocks are thanks to Tetra-Cube which has an extensive list of DnD5e statblocks (SRD as well as not..) and Kobold fight club also has provided the balancing tools. Check them out to make your game-night a bit easier.

As with the current theme it’s looking for ideas to make things a bit easier. With the exception of the shadows (and the bigger version of them) all of these creatures can be re-branded and skinned to be wyvern hunters, corrupt priests of traders and city guards.

As always, thanks for joining me to have a read through another fight-night and I don’t forget to make things a bit of fun!