Just some examples for those who aren't familiar with the ToH (bold and caps are Gygax's):
Very first area of the tomb complex (there are three "entrances" to the tomb) -- a 20' wide, 30' long tunnel ending at false double doors:
[sblock]1. FALSE ENTRANCE TUNNEL: The corridor is of plain stone, roughly worked, and is dark and full of cobwebs. The roof 20' overhead is obscured by these hanging strands, so casual observation will not reveal that it is composed of badly fitting stones. Daylight will be sufficient to reveal that there is a pair of oaken doors at the end of the passageway. If the roof is prodded with any force, or if the doors are opened, the roof of the tunnel will collapse and inflict 5-50 (5d10) hit points of damage upon each character inside of it, with no saving throw. The doors open outwards by great iron ring pulls. The cobwebs must be burned away to be able to inspect the tunnel ceiling.[/sblock]
Pit traps (10 total throughout the Tomb):
[sblock]All pits (except where noted to the contrary) throughout the Tomb are 10' deep and concealed by a counter-weighted trap door which opens as soon as any person steps on it. Thrusting with force upon these traps with a pole will reveal them 4 in 6 (d6, 1-4). Those who step upon a pit lid will have a base 100% of falling, modified downwards by 1% per point of dexterity through 12, and 2% for each point above 12, i.e. dexterity of 13 = 14% chance of not falling into a pit, dexterity of 14 = 16%, 15 = 18%, 16 = 20%, 17 = 22%, and 18 dexterity = 24% chance of not going in. At the bottom of each pit are 5 iron spikes coated with poison. Roll d6 to determine how many spikes wound the victim; 1, 2, and 3 meaning that number of spikes have wounded the victim, 4-6 equal NONE HAVE WOUNDED the character. Each spike causes 1-6 hit points of damage, and the victim must make a saving throw versus poison for each spike which wounds him or her. Any failure means the victim is killed by the poison.[/sblock]
And an untrapped secret door:
[sblock]17. MAGICAL SECRET DOOR: This entrance to the remainder of the Tomb is along the stairway which leads down. It can be found by any means, but nothing will enable it to be opened until the area is either viewed through a gem of seeing, a similar spell is cast, or a detect magic spell is used to pinpoint the magic aura. When the magic of the door is found, it will require a dispel magic or remove curse spell to remove the guard which prevents the door from being opened. Once accomplished, the secret door can be opened easily from either side.[/sblock]
And the adamantine door (the "marking" refers to the S on the map):
[sblock]24. ADAMANTINE DOOR: Although it is marked secret, it is very evident; the marking is simply to make certain that its actual nature is known. It has permanent anti-magics on it, and there is no magical or physical way of forcing entry. There are 3 slots in the door at about waist height. If 3 sword blades are shoved simultaneously into the slots, the 1' thick panel will swing open. THIS IS A ONE WAY DOOR WHICH CANNOT BE PREVENTED FROM CLOSING IN 5 ROUNDS![/sblock]
And here are the green slime tapestries (the secret door leading to the rest of the Tomb is behind one of the tapestries); the room is 30'x30':
[sblock]21. THE AGITATED CHAMBER: <snip irrelevant description by Quasqueton> Only the rather plain tapestries hanging upon the east and west walls appear to have been spared a rough looting. <snip> The weight of the players upon the balanced floor will have set a mechanism into motion, and each round they remain in the place, a d6 must be rolled. Any odd number resulting from a roll means that on the next turn the floor of the room will jump and buck up and down violently. Each player must be rolled for, with a 2 in 6 chance to fall and sustain 1 hit point of damage from abrasions and contusions.
The tapestries, which appear to feature weed-grown rocks and green and golden tan scenes of undersea life, are specially anti-magic treated creations of green slime and brown mold. If they are torn, they instantly turn into green slime and cover each and every player character/character standing before them, i.e. each covers a 20' long by 10' deep area of floor when it falls. Covered characters are turned to green slime and gone, with no recourse possible due to the amount of slime. Note that the tapestries can be handled normally, just not yanked so as to tear them (and they are well affixed at the top); however, if any character is holding one when the room becomes agitated, it is 75% probable that the jerking motion will tear the thing. If these hangings are subjected to burning they instantly turn to brown mold and drain 4-32 (4d8) h.p. of heat from all characters within 5' of the mold (and it gets worse from there . . .). Note the secret door behind the tapestry on the west wall.[/sblock](I'll have to look up the old brown mold to see what EGG means by "and it gets worse from there . . .".
Note that I am not passing judgement on anything, here. I am just posting some examples for the discussion.
Quasqueton