Traps are easy to create and operate. Just present an interesting mechanism and decide a difficulty. The creativity on this is up to you.
Here are a few basic ideas:
- Swing blade
- Acid gas
- Shooting spears
- Suffocation
- Pit trap
- Poison needle
- Explosion
- Spiked log
- Tripwire
- Teleportation
- Quicksand
- Ceiling collapse
- Magic effect
- Alarm bells
- Carnivorous bugs
To find a trap when actively looking for one requires a Mind 6+ roll. Disabling a known trap takes Skill 9+. The majority of traps should be Average difficulty, causing 6 points of damage to 1 or 2 heroes if not adequately dealt with or bypassed. Very deadly traps should allow an ability check to diminish or avoid the effects.
Puzzles take more thought and pre-planning. Be very careful with puzzles, as it is quite easy to underestimate their difficulty. You don’t want the whole game momentum to suddenly stall as the heroes get stuck on a puzzle. Also, at most there should only be 1 puzzle in a game session. Many games do perfectly fine without any puzzles.