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by Matthew Sernett

No dungeon is complete without a good trap ... or ten. In "Trapped!" you'll get a plethora of new traps to drop into your latest dungeon, as well as advice on building traps of your own, plus tips about which traps are best left out of your D&D game.

What dungeon would be complete without a few devious devices? Unfortunately, traps have a nasty habit of reducing the dungeon run to a crawl. The new edition of the game fixes that by making traps more interactive and giving many traps multiple attacks, but you still need to put traps in the right setting to make their inclusion fun and keep them from dragging down your game.

About the Author

Matthew Sernett has been a designer of 4th Edition, the Editor-in-Chief of Dragon Magazine, a pizza cook, an onion packer, and an assembly line worker in a spring factory. In 1999, while working for Men's Health magazine, he narrowly avoided being a wardrobe tracker in the male fashion industry. He feels very fortunate to now be employed as a writer for digital games R&D at Wizards of the Coast.

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