Most of the cards in Traps and Terrors don't work the same way other challenges do. They tend to break up the narrative by just throwing out a trap with no explanation. I usually add something like "You stumble across a Tomb and..." so they make more sense.
I've considered using them in some kind of Dungeon crawl option but never put it together. Maybe putting several challenge cards on an adventure space in order of color to simulate going down into a dungeon/cave/etc...The easier cards would be on top for the upper levels and the tougher challenges would work for the lower levels. The trap challenges would fit in perfect in a setting like that. Another possibility would be to place these stacks of Dungeon cards on the Red spaces and you would have to work through them to get to the Dragonlord(or whatever variant/expansion badguy it is). I have a couple of problems that keep coming up. How many turns should this take? Extra treasure rewards?
Any suggestions?