Search for traps – or else

Traps are a staple of dungeon crawls and I find it a bit disappointing that they don’t occur with greater frequency in 4e dungeons. In most modules, the traps are confined to a single room where the encounter is some diabolical device of destruction.

While I find the quintessential trap room enjoyable, the formula is predictable and players find themselves unwittingly throwing open doors and chests with meta confidence. I cringe whenever the one of the party members cries, “Come on, fellahs. We’ve already dealt with the trap in this dungeon.” I cringe even more when I discover the metagaming bugger is right.

While the lord of the dungeon saw fit to outfit one room with magic crossbow turrets, I find it odd that the same lord did not outfit any of the many doors and chests with even a small poison dart. And why is it that all the walls and ceilings of an ancient cavern are made of solid (and infinitely stable) chunks of stone?

Where are the rock slides, the jets of poisoned gas, swinging axe blades, and collapsing floors that made the parties of yore quiver in fear and desire at the sight of each passageway and treasure? It turns out that they’re towards the end of chapter 5, on page 87 of the DMG. You will find all the rules and details you need to spice up your purchased and home-brewed modules with a few challenges your players won’t see coming.

Put the fear of the trapped chest back into your players. If they don’t search a room for traps as their first move in an area, their next move might be their last.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.