Pit: there is a pit trap in front of the door or chest. Each turn spent dealing with opening it has a 1-2 out of 6 chance of the pit opening, causing character to fall for 2d6 damage, roll a Ray/Poison save to take only half damage.
Sleep Gas: when the door or chest is opened, roll 1d6, that’s the radius of effect of the gas in Inches (multiply by 5 for feet in game) of a cloud of gas that erupts, make a Ray/Poison save or fall asleep for 1d6 turns in which you can only be awakened by neutralizing the poison.
Poison Needle: whoever opened the door or chest is stabbed with a poison needle, save vs. poison or die.
Darts: when the door or chest is disturbed in any way, 1d6 darts are launched from hidden devices in a nearby wall, they attack random targets, rolling to hit as 5th level thieves. Damage is 1d6 per dart.
Blade: a cutting blade swings from the door frame or across the chest, doing 2d6 damage, unless a Save vs. Ray/Poison is made, which avoids the damage altogether.
Acid Spray: a random target within 10' of the trap is sprayed with acid for 1d6 points of damage. Roll a save vs Breath weapon and if it fails, your armor, shield and 1 non-magical weapon is destroyed as well.
Poison Spike Pit: the same procedure as a regular pit, only it’s filled with spikes, so the base damage is 3d6. If you fail your save for half damage you must then make a second poison save or be killed by the poison on the spikes.
Poison Gas: same procedure as the Sleep Gas, only the effects are lethal.