-  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.