How to Make a Good D&D Dungeon Trap in a Tudor Tower

I’ll be walking you through the process of designing traps for my new Dungeons & Dragons (TTRPG) game, set in the Tudor period during the reign of Henry VIII and the time of Anne Boleyn. I’ll show you how to integrate the era’s politics, architecture, and lore into your trap designs.

Designing traps is not just about adding danger—it’s about immersing players in the world you’ve created. By tying the traps to the history of the Tudor period, you not only challenge players but also help them feel like they are part of a living, breathing world. Imagine a trap set by Thomas Cromwell, designed to protect a royal secret. Or a trap in the Tower of London, placed there by an ambitious noble hoping to thwart Anne Boleyn’s enemies so she can escape.

The traps should be designed to reflect the political intrigue, power struggles, and the dark, dangerous world of Tudor England. Each trap can be a way to emphasise the constant threats of betrayal, danger, and shifting allegiances that marked the reign of Henry VIII and the events leading to Anne Boleyn’s eventual imprisonment.

The book I used to help design my traps was: Jarlaxle’s Guide to Traps.