Traps
Acid Pit
	This is pretty much like the name says, an acid pit.  Anyone falling in here takes 2d10 dmg and sv vs poison 	or 	lose 1 hp per round until cured.  This trap is the one I like to use under the trap 'Wall Steps'.

Curtain Of Death
	This looks like an ordinary curtain hanging over a doorway.  It is magical and anyone entering takes 3d4 dmg 		and have little cuts all over them.  It can be cut down, it has an AC 10.

Free Falling
	When someone steps into this room they are suddenly falling.  It is actually an illusion.  It looks so real that 		everyone must make an Int check to disbelieve it.  If they make the check they are laying on the floor while 	the 	others are thrashing about.  They make their Int check every round until they make it.  Every round they 	fail they 	sv vs spell  take 1d4 dmg.  Anyone who makes their check can wake the others in 2d4 rounds.

Sand Pit
	At the entrance to this room is a set of stairs leading down 10'.  In the room is an item of interest (DM's 	choice).  	The ceiling is 20' high and the room is 40'x40'.  As soon as the item is disturbed they hear a rumbling and the 	door closes.  Near the ceiling a four panel slide open to reveal four ducts, one on each wall.  Sand start 	coming out of the ducts to fill the room at a rate of 1' per round.  It takes two successful strength check to 	open the door or if it is attacked it has a THACO of 12 and 35 hp.  There is a 40% chance the door will 	explode when opened.  Roll a d20 to find out how many splinters there are.  Everyone within 10' has a chance at 	being hit.  The THACO for the splinters is 16 and they do 1d4 dmg each.
 
Wall Steps
	The party comes to the end of a hallway where they find two sets of stairs.  One set appears normal while the 		other one looks to be painted on the wall.  The obvious choice, hopefully, will be the normal ones.  When 	they 	get halfway up, the stairs open up and drops them for 1d6 dmg and they are back at the bottom of the stairs.  	The painted ones are actually an illusion and as soon as someone touches it, they realize it.  This 'illusion' 	is the real stairs.  I like to use the 'Acid Trap' under the stairs for them to fall in which does more dmg.

Wasted Youth
	On the door to this room is the inscription 'I remember every little thing as if it was only yesterday'.  The door 	is 	locked.  When the door is opened, they see a jewel covered (might be fake jewels) chest in the center.  What is 	in the chest is up to the DM (if anything at all).  As soon as they step into the room they feel better.  No aches 	or pains and if they were injured it is starting to heal faster.  For every round they are in this room they get 	1d10 years younger.  No save.

Wheel Of Fortune (or Misfortune)
	This is a large wheel hanging in a room with numbers on it.  When someone spins it, whatever number it 	lands 	on does one of the following.
		1.  1d10 dmg
		2.  1d4 dmg
		3.  full heal
		4.  1d8 dmg
		5.  1d6 dmg and sleep for 1d4 rounds
		6.  1d8 heal
		7.  1d12 dmg
		8.  +4 hp added to total
		9.  1d20 dmg
		10.  1d6 heal
		11.  1d20 heal
		12.  reduced to 1 hp

Wobble
	This is a 10'x10' section of floor and there is a 6' tall man in the middle.  The man is actually a statue and it's 	back 	is turned.  As soon as someone steps onto the section, the 'man' turns around, with a sword pointed outward,  	as the floor suddenly tilts toward the statue.  Roll a dex check for each person on the tilted section of floor.  	If they fail, they land on the sword, fall of the sword, and has a chance of landing on the spikes that came up 	out of the floor behind him (1d12 sword dmg and possibly 2d4 dmg from the spikes).  If they make their dex 	check, roll percentage to see if they land on a spike (50% chance).  The spikes are spread out enough to where 	someone only will land on one.  The sword and the spikes automatically hit (no need for THACO).