[RPG] How to secretly notate which squares on a combat map are traps

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The party has ventured underground. One of the civilizations where they are is kobolds. I (GM) went trigger-happy with pit traps, falling block traps, and a couple of others. The kobolds have one path which leads to their enemies and they've set it up so that there's a fairly specific winding path through them. I'm going with the idea that instead of passwords, they know the safe routes.

There's a problem. While this is cool in theory, my plan fell apart when I saw just how many traps are on the map. I imagine myself checking and double-checking the moves players make every round. Since I'm not keen on the idea of sluggish combats I have concerns about how to execute these fights with the traps. It'd be particularly embarrassing if the kobolds walked over a trap space, themselves.

Before this fight, the party will have fought kobolds but will not have been in the 'minefield.'

How can I keep note on which squares are trapped on the grid, instead of having to continually switch between their map and mine?

Best Answer

How do the Kobolds remember which parts are trapped?

Basically, this answer is about weaving the Kobold's own marking system into the narrative. It does assume you draw your own maps and don't use Dungeon Tiles or anything.

Obtain 6 or so pretty looking symbols (they don't need to have meaning, but if they look Draconic it's bonus awesome) Mark every square of the map with one of them. In the narrative, explain that the Kobolds did just that; they covered all the floors with all sorts of markings. For each room, assign 2 symbols to mean "trap" and the others to do nothing. Vary the symbols per room.

This will clearly signal to the players "this room is trapped", but then the word Kobold is basically a synonym for "traps" anyway, so that's okay. It will keep your players attention strongly on the traps, they will try to figure it out by watching Kobold movement (which is good! traps exist in the narrative to be interacted with) and will mostly stumble right into a trap in room 2 before they realise that the Kobolds vary which symbols mean trap in every room.

You could even tie a meaning to each symbol (in Draconic) and explain the words to players who speak it, and then have the chosen symbols make sense per room. Since Kobolds employ deadly traps in their home, they need a system to keep down their own losses, and that has to be simply enough to teach to their kids while still being confusing enough that confound and/or kill enemies.

To tie it even stronger into the narrative, include a room that the Kobolds use for training their young (probably one with few or no Kobolds in it, since they know it's less hurtful) where the traps just drop a bucket of water on their heads or launch sticky paper at them.

And maybe in the newest room, the Kobolds haven't had time to place traps yet, but they did place the markings. Your players will be properly trained by this point to move very carefully, figure out the system, and probably be amused when they realise the Kobolds have trained them like Pavlov's dogs to avoid certain squares, even if they don't do anything. (If they are trained so well they never trigger any, make sure they find a scrap of paper later that has instructions on which traps should go where that makes it clear none of them have been installed yet. Remember: if you don't tell them, it doesn't exist.)

(Regarding the last part, I once trapped my players in a room inside the Temple of the God of Theater, by giving them a huge grid full of letters whose only effect was that certain letters made the floating balls of electricity in the corners light up ominously. They were told that the room was "very dangerous and none had ever traversed it". It took them an hour to figure out they were being played and they loved it.)

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