Traps are to be deliberately placed (never random), and should be arranged according to lethality, and ability to circumvent.  The supertrap should rarely be used unless the purpose is to keep out all types of traffic.  The biggest downfalls of dm is laying traps in high traffic areas without regard to the native population of the dungeon. Enough of the sermon and now on to the traps. Magical traps are easier to make, so I don’t list them here. These are my favorites.
	1. Spear-spring Trap: the trigger is a tripwire or pressure plate. The trap is hid behind a frieze in a wall, a thicket of bushes, or behind a moving panel.  When the trap is triggered, a spear is hurled from it hiding place, by a ballista. The trap attacks as a Thac0 of 12. A successful hit causes 1d6 hp of damage.  The bolt will travel in a straight line up to 40 feet until hitting an obstacle.  Once sprung, the trap has to be manually reloaded and re-set.
	2. Slide Trap:  the trigger is a pressure plate or is manually tripped.  The trap is hid behind a moving roof panel, or behind a hidden braced wall.  When the trap is triggered, a ton of mixed rocks dump on the spill path.(requires to dex. checks to avoid all damage) If one check succeeds the targets on suffer 3d4 hp of damage. If both fail, the target or targets suffer 4d8 hp of damage and are buried for 1d6 rounds(if dig self out)or 1d3 rounds if helped out by others.  The target area is a 10x10 square. (variant....the rocks can be substituted for logs, offal, carrion, garbage. (same damage and burial effects as the rocks. (except they also offer a save for half damage)  The offal, carrion, and garbage variants require a save to avoid nausea, plus the Aroma could attract monsters, make the targets unable to achieve surprise, ruin their sense of smell, until the targets have a chance to bathe.
	3. Oil Trap:  This trap is concealed by standing water or slick surfaces.  Oil is lighter than water so it sits on any standing water. In a 10’x10’ area is coated with oil. The trap is triggered 2 ways (manually, or a pressure plate that causes a lit torch sconce to drop)Once the Oil is ignited the flames engulf the area and burn for 3 rounds. The damage is 3d8 the 1st round, 1d8 the second round, 1d4 the third. (save vs. Spell for half damage)  If the PC leave the area drops to 1d2 a round (until flames are put out)
	4. Duo-Hammer Trap:  This trap is a nasty counter weight trap. The trap is a triggered by a tripwire.  The trap is used with logs (on pivots, hidden behind foliage)or stone blocks (behind walls made of paper(made to look real), illusion, or hidden in alcoves.) The blocks or logs after being triggered swing towards each other and meet with great force. (similar to the trap the Ewoks used in Return of the Jedi on the ATsT.)  The counterweights (one on each side) strike once (Thac0 of 7)  The logs inflict 2d6 hp of damage, while the stone blocks inflict 2d12 hp of damage. PCs expecting the attack gain a dex check for half damage.  (variant.. These are usually paired so if the 1st is avoided the 2nd wont be)
	5. Deadfall:  A large rock is pulled down atop the victim from above by means of thin wired hidden in walls, banks, or thick tree growth. The Rock falls hits with Thac05. Any miss by 1 is considered a glancing blow and inflicts 1d4+1 dmg.  A direct hit does 3d6 to 5d6 (depends on the size of the falling rock) and stuns the victim for one round.
	6. Falling Portculli: Massive metal lattices fall behind and in front of the PCs.  This trap is triggered by a pressure plate. The portculli are located 10 in front of the pressure plate, and 10 feet behind the pressure plate. Any fleet footed PC can make a Con. check and a Dex. check . Success allows the nimble PC to dive underneath the rapidly falling grate. If the PC attempts and fails either check the falling grate slams on the PC and inflicts 1d8 hp of damage. A successful Bend Bars Lift Gates to pull the PC free.
	7. Snare-Noose: Thin waxed wires are set to snap tight when something jostles them off their feeble hooks.  The trap will yank the catch into the air as a rock on the other end of the line descends.  There are 3 varieties (foot, limb, head).   A target must roll a strength, Intelligence, and dex check to avoid the trap. If any roll fails the offending part is hoisted quickly and violently into the air.  An additional Strength check is required not to drop any items held in hands.  The traps inflict 1d4 +2 points of damage. The Head noose inflicts an additional 3 hp of dmg a round (strangulation.)  The wires are AC5 and take 7hp to sever.  (note: these traps are often fitted with bells, metal scraps, etc. that clang wildly as the counter-weight falls.
	8. Bear Trap:  this trap is the cartoon fantastic bear trap.  Spring Jawed metal traps. These traps can be baited for animals, concealed under leaves, loose dirt, dead bodies, cloth, or magically made invisible.  Whenever pressure is added to the foot plunger in the center the steel jaws slam shut.  A Dexterity check is required. Success means the PC suffers only 1 hp of damage as the steel jaws, only graze the flesh.  Failure means the jaws inflict 1d6+3 hp of damage.  The trap can be attached to the ground (suffer -5 penalty to AC), rendering the victim immobile. If the trap is mobile, It can be dragged along (suffering a movement penalty of 4, Armor Class drops by 2, and victim suffers an additional 1d2 hp of dmg for every 3 rounds due to blood loss. (to open these jaws require a successful Bend Bars Lift Gates roll.(not necessary if the person opening the jaws has a strength of 18/24 or higher.) Otherwise the jaws are Ac1 and take 32 hp of damage in one area to break.
	9.Pit Trap: 10’ square, 15’ deep any weight more than 30lbs. on the lid will force open its hinged latch, Spilling those standing on the lid for falling damage. (1d8 hp of damage.) Variants (pit depth (1d6 hp of damage each 10’ fell)The pit can also have spikes lining the bottom. (roll d8 to determine number of spikes hit) and damage is 1d6 hp of dmg per spike. A successful dex check will avoid the trap.
	10. Chute Trap: a variant of the Pit Trap. Instead of falling into a pit, the PC is dropped into a chute. The PC can avoid the trap with a successful dex check, other wise they hurtle into the chute. Inside the chute ends into a rough wall (inflicting 3d4 hp of damage) or a spiked wall (inflicts 4d6 hp of damage)  
	11. Water Pit: (either a chute or Pit trap) The PC must make a successful dexterity check failure sends the PC plummeting minimum 10’ into room filled with 15’ of water. The room is empty of handholds, furniture etc. The walls are smooth, slick, and overgrown with moss.(the PC suffer 1/2 damage because they land in water (so 1d3 hp of damage for every 10 feet fallen)The water is ice cold. After 8 hours the PCs are required to make a hourly Constitution check or catch Pneumonia.  Death to Exposure can happen if the PC staying longer than 30 hours fails the Constitution check that is made every turn after that.  Some will have a drain at the bottom that can be lifted successful Bend Bars Lift Gates required. This drain will empty the water and any unsecured items in 4 rounds.
	12.Monster Pit: Same as a standard pit trap (suffers 1d6 hp of damage per 10’ fall.) except waiting at the bottom is a starving monster that will immediate attack arriving PCs. Any one falling in the trap is considered surprised.
	13. False Bait Pit: can be any one of the above pit traps. However in front of the actual check is a easily-detected (almost blatant ) trap. Discolored stones, a pulley system attaching to the floor. etc.  The real trap is triggered when the PCs jump over the false decoy trap and land on the pressure plate of the Bait Trap.  The bait trap is actually a shooting gallery in a 40 foot corridor.  5 autocrossbows begin firing  2 bolts around every 10 feet. Thac0 7. The quarrels do 1d4 hp of damage each. (Safe zones are beyond the 40 foot corridor, or back over the false pit trap. Someone running from this end to other end of the corridor will be fired upon 4 times. After activated the crossbows fire whenever some one enters the corridor (unless turned off or each crossbow has fired it load of 8 quarrels)  
	14. Door (Traps):  placed on locks, or chests. These darts are ejected from the key hole, towards the closest person to the lock.  They have a Thac015.  When the dart strikes it causes 1d4 hp of damage.  Poisons are often coated on these darts. Roll 1d8 for help with 1d10 for Poison help.
	1.1d12 points of damage (save vs. poison for 1/2 dmg)
	2.1d6 points of damage/round works for 4 rounds (save vs. poison for 1/2 dmg)
	3. 2d6 points of damage after 1 hour (save vs. poison for 1/2 dmg)
	4. Sleep (sleep lasts 1d6 turns)(Save vs. poison for no effect)
	5. 3d10 points of damage after 2 hours (save vs. poison for 1/2 dmg)
	6. Sleep after 2 hours (sleep lasts 1d8 hours)(save vs. poison for no effect)
	7. 1d8 points of damage/round for 8 rounds after 24 hours (save for 1/2 dmg)
	8. Disease: -1 point of Strength/ hour; death at 0 Strength
	9. Disease: -1 point of Constitution/day; death at 0 Constitution
	10. Death Poison (Save vs. Poison suffer 2d10 points of damage)
	15. Ejector Plates: Floor section (in 5’ or 10’ square sections) They are triggered by weights in excess of 150 lbs.  When a victim or victims weighting more than the trigger weight step on the floor section, a spring under the floor section springs the floor section upwards inflicting 4d6 hp (dex. check for half damage.) as the floor section slams into the ceiling.  Variants:  are a sidewards section that slams the victim between itself and the wall on the other side of the corridor.
	16. Ankle Biter 5000:They are round blades spring screwed on to a threaded shaft.  They are triggered by a pressure plate. When the pressure plate is depressed the round blade begins twirling up the threaded shaft to erupt from the floor slicing the legs of the person stepping on the pressure plate. The blade attacks with a Thac0 of 10, and inflicts 2d4 hp of damage.  The victim hit suffers halved movement rate until the legs are healed. (note sometime the blade is coated with a contact poison)
	17. Indy’s Wall Darts:  This is a section of Corridor with small holes in the dungeon wall (either friezes or the walls them selves), ceilings, and floors. The floor is littered with several pressure plate.  These traps usually have 10- 80 darts in the traps.  The darts hit in groups of ten. Thaco17.  Each dart inflicts 1 hp of damage. (so each successful hit causes 1d10 hp of damage witch signifies the number of darts in the group that hit.) (nasty variant: each dart is covered in a poison)
	18. Great Escape Door:  The door is resting on its hinges (successful Intelligence Check and Wisdom check to notice the door has no hinge pins.) When ever some one tries to open the door. The unhinged door comes crashing down on the opener. a Successful Dexterity Check will avoid this trap.  The door inflicts 2d10 hp of damage and the PC is pinned temporarily under the door.
	19. Blade Trap: This trap is often disguised as an ornate design with a thin opening, a frieze of an animal’s head with it mouth open.  The trap is located near a door. It has two triggers, the doors lock and a pressure pad near the door.  If both traps aren’t disarmed, or the trap is missed, while picking the lock the blade jabs out of the wall. inflicting 2d4 hp of damage. 
	20. Viewmaster: This trap is an ordinary spy glass. Using the spyglass shows a fuzzy image. If the PC adjust the focus a blade is fired into the victims eye inflicting 1d4 points of damage.  The character is blinded in that eye if the victim fails a save vs. paralysis.
	21. Marquis Desade Bracelet:  This trap looks like an ordinary bracelet or armband.  When the object is affixed to a wrist or arm and clasped shut, it locks and immediately releases six small barbed blades into the wearer for 1d8 points of damage.  If the jewelry is removed or twisted, its barbs cause 1d4 points of damage to the wearer.
	22. Sharp Goblet:  a ornamental and precious metal goblet.  This nasty goblet has a razor sharp rim.  Drinking from the goblet cuts the drinkers lips inflicting 1d4 points of damage.
	23. Pendulum Blades: these blades are affixed to stonework above doors and corridors.  Victims who don’t notice the trap (Intelligence check -4), or fail to disarm the blade, set the swinging blade in motion in front of the door.  The blade has a 1-5’ wide arc as it swings down directly in front of the door it is guarding.  The blade initially attacks with a Thac0 of 14 towards the trap triggerer.  The blade inflicts 2d6 points of damage.  The blade continues swinging back and forth for 10 rounds until the blade loses momentum and comes to a rest.  The victims can dart through the door on a successful initiative check (the blade has a speed factor of 4)with out getting hit. If the blade wins its blade swings at the PC with a Thac0 of 14 inflicting 2d6 hp of damage per hit.
	24. Closing Walls:  These mechanical death traps are engineered for entire sections of corridors or rooms. They a triggered by pressure plates.  They are also used in conjunction with other traps. (usually pit traps or portcullis traps) The walls can move any where between 6” to 1’ a round (depending on the trap) until the wall touch in the middle. Once the walls close within 3 feet of each other the victims begin suffering damage. Victims who are unable to exit the trap are killed.  It takes a combined Strength score of 80 points to keep the walls from closing in. (variations...the ceilings and floor move in.  The next variation the ceilings, floor, and walls, all move in.
	25. The Boom:  A hidden giant maul when the tripwire is pulled sends a giant hammer slamming into the persons chest who tripped the trap.  The maul can be avoided with two successful dexterity check. If the first is failed the trap slams into the PCs chest inflicting 2d8 hp of damage knocking him to the floor..  If the second is failed the return swing clips  the PCs shoulder  inflicting 1d8 hp of damage.  after the upswing and the downswing the hammer hangs motionless from the ceiling.  
	26. The Clothes-line: this spell is an annoyance, rather than a true trap.  The trap is a magical trap and mundane trap. There is a cable at 4’ high stretched across a corridor that slopes down hill. The cable is almost undetectable (Wisdom -5) The trap is triggered by a pressure plate. The Pressure Plate activates an advanced illusion (12th level). The Illusion shows a ceiling panel opening and a huge boulder dropping down into the corridor.  The boulder which almost completely fills the corridor begins rolling towards the PCs picking up speed. If the PCs begin running they will run into the cable inflicting 1d4 hp of damage and knocking them to the ground (stunned for one round) any one 4 1/2 feet tall suffer 1d6 hp of damage as the cable slams into there throat. (stunning them for 1d6 rounds) any one shorter than 4’ suffer no damage. The illusion is dispelled by anyone slamming into the cable, anyone touching the boulder, or disbelief. (variant the cable drops from the ceiling when the pressure plate is touched, or the cable raises from the floor when the pressure plate is touched.)