TEXT: treasure
   
   
  1
  Bag of 1d6 
  Gold Coins
  treasure
   
   
  2
  Belt of Protection 
  +1 Armour
  (Magical Item)
  treasure
   
   
  2
  Healing Potion 
  Restores 1d6 Health
  3 uses
  (Magical Item)
  treasure
   
   
  3
  Bag of Holding 
  Carry 10x 
  Ability in gear 
  and weapons
  (Magical Item)
  treasure
   
   
  2
  Holy Mace 
  +1 HtH attack
  +2 damage
  (Holy Item)
   
   
  1
  Holy Symbol
  Causes fear in 
  creatures that are 
  Vulnerable to Holy
  (Holy Item) 
   
   
  2
  Scroll with a spell 
  Draw a Spell Card 
  3 uses
  (Magical Item)
   
   
   
   
  2
  Scroll with a miracle 
  Draw a Miracle Card 
  3 uses
  (Holy Item)
   
   
  3
  Wand of Spells
  Draw 3 Spell Cards
  6 Uses 
  (Magical Item)
   
   
  3
  Magic Sword 
  +1 HtH Attack
  +2 damage
  (Magical Item)
   
   
  3
  Magic Bow
   +1 RNG Attack
  +2 damage
  (Magical Item)
   
   
  2
  Healing Potion 
  Restores 1d6 Health
  3 uses
  (Magical Item)
   
   
  2
  Bag of 2d6 
  Gold Coins
   
   
  4
  Bag of 4d6 
  Gold Coins
   
   
  4
  Improved
  Healing Potion 
  Restores 1d6 Health
  6 uses
  (Magical Item)
  treasure
  treasure
  treasure
  treasure
  treasure
  treasure
  treasure
  treasure
  treasure
  treasure
  
  trap
  Poison gas fills current tile 
  for 1d6 GT. 
  All figures must make an 
  Ability Check (6). 
  Failure indicates the 
  number of Health Points 
  lost that GT 
  (ignoring armour)
  trap
  Trigger drops rubble 
  from ceiling down into 
  the tile. Each figure in 
  the tile must roll 
  Ability + 1d6 
  vs a 2d6 attack
  trap
  Summoning Glyph 
  Summons Random 
  Opponent to nearest 
  spawning point 
  trap
  Spear trap vs figure 
  nearest to the spawning 
  point. 
  Make a defensive roll 
  vs an attack of 2d6. 
  trap
  An explosion erupts from 
  the spawning point for a 
  1d6+6 attack on the spawning 
  point square then affecting a 
  number of squares equal to 
  the damage. The damage of 
  the attack loses one point for 
  every square away from the 
  main blast. 
  A Sleep spell is cast on 
  all figures in the room.
  Target must make an 
  Ability Check (9) or fall 
  asleep for a number of 
  GT equal to the 
  difference of the 
  failure x2
  Spinning blades launch 
  from the walls on 
  every side.  
  All figures in the tile 
  must make a defensive 
  roll vs an attack of 2d6 
  All figures in this tile 
  are teleported to a ran-
  dom spawning 
  point in the dungeon 
  that has already been 
  revealed
    Activating figure falls 
  into a 10 foot deep pit 
  onto spikes
  Make a defensive roll 
  vs an attack of 2d6
  Place a pit marker on 
  this square 
  Climb out Diff (9)
  The room fills with 
  water up to the figure’s 
  waist. Movement is 
  halved and a Slime 
  Worm swims into the 
  room attacking without 
  hinderance to its 
  movement
  Sleep Gas blown into the 
  figure’s face! Make an 
  Ability Check or 
  pass out for 2d6 GT 
  May be woken up by 
  another figure at any time 
  Attacking the figure wakes 
  them up as well
  Trigger drops rubble 
  from ceiling down into 
  the tile. Each figure in 
  the tile must roll 
  Ability + 1d6 
  vs a 2d6 attack
  Summoning Glyph 
  Summons Random 
  Opponent to nearest 
  spawning point
  Spear trap vs figure 
  nearest to the spawning 
  point. 
  Make a defensive roll 
  vs an attack of 2d6. 
    Activating figure falls 
  into a 10 foot deep pit 
  onto spikes
  Make a defensive roll 
  vs an attack of 2d6
  Climb out Diff (9)
  Otherwise trapped
  trap
  trap
  trap
  trap
  trap
  trap
  trap
  trap
  trap
  trap
  
  gear
   
   
  1
  Dungeon Map, reveals 
  1d6+1 unplayed tiles 
  (not yet activated) 
  during the game
  gear
   
   
   
   
  2
  Heavy Sword 
  +2 Damage
  gear
   
   
  2
  Heavy Mace 
  +2 Damage
  gear
   
   
  1
  Ammunition 
  (refills ammo for bows 
  or crossbows if the 
  figure runs out of 
  arrows or bolts)
  gear
   
   
  1
  Food 
  (heal 1 Health Point)
   
   
  1
  Holy Symbol
  Causes fear in 
  creatures that are Vul-
  nerable to Holy
  (Holy Item) 
   
   
   
  1
  Armour Upgrade 
  +1 armour defense
   
   
  1
  Toolkit 
  (+1 to Trap 
  Savvy checks)
   
   
  1
  Torches
  See in the dark for 
  2 tiles 
  (6 squares in every 
  direction)
   
   
  1
  Backpack allows the 
  figure to carry twice the 
  amount of gear 
  and weapons
   
   
  1
  Backpack allows the 
  figure to carry twice the 
  amount of gear 
  and weapons
   
   
  1
  Food 
  (heal 1 Health Point)
   
   
  1
  Sword 
  +1 Damage
   
   
  1
  10 foot pole
  +2 on all Ability 
  Checks vs Traps and 
  Trap Effects
   
   
  1
  Mace
  +1 Damage
  gear
  gear
  gear
  gear
  gear
  gear
  gear
  gear
  gear
  gear
  
  event
  Alarm goes off!
  All remaining tiles are 
  now revealed and 
  activated. Opponents 
  know of character’s 
  location(s) and will 
  move to attack them. 
  event
  Berserk Opponent 
  Ambush! 
  A random opponent steps 
  out of the shadows (near-
  est spawning point) and 
  attacks until stopped.
  event
  A huge slab of stone 
  slides down, cutting off 
  the exit. You must find 
  the release trigger in the 
  next room that activates 
  as an event. The trigger 
  is found on the spawning 
  point of that tile. 
  event
  Lost Item. 
  One piece of gear from a 
  random player has gone 
  missing. Was it dropped 
  or stolen? It will be found 
  in a tile that has already 
  been activated (choose 
  randomly).
  event
  Magic Supplies are strewn on 
  the ground. With a successful 
  Ability Check (6) they may be 
  gathered up to cast a random 
  spell (usable by anyone). Draw 
  a spell from the spell deck when 
  used. This does not cost a spell 
  point, but spell points and hero 
  points may be added to increase 
  the effect. 
  Confusing Layout
  Roll an Ability Check (6) or 
  the figures discover they are 
  lost. Move them 2d6 squares 
  from where they thought 
  they were in a random 
  direction. This MAY activate 
  another tile, but will not 
  move them through walls. 
  A supernaturally dark 
  mist obscures this tile. 
  No attacks are allowed 
  even if the figure may see 
  in the dark. 
  Also all movement is 
  halved in this tile. 
  Claustrophobic Panic. 
  Each character in the party 
  must make a successful Abil-
  ity Check (6). Failure means 
  they run 1d3 GT in a random 
  direction, attacking anything 
  or anyone that stands in their 
  way. 
  Old bones are scattered on the 
  floor. Entering tile randomly: 
  1-2 summons a skeleton 
  3-4 knocks out any figures 
  within 12 squares of this 
  tile’s spawning point 
  5-6 +1 to all Ability for the 
  remainder of the game to 
  one random figure in play
  Magic Drain renders all 
  magic items, spells and 
  mages in this tile 
  unusable for 1d6 GT. 
  Evil howls and screams 
  wrack the nerves of the 
  characters causing them 
  to act at  -1 for all rolls in 
  this tile. 
  Magic Drain renders all 
  magic items, spells and 
  mages in this tile 
  unusable for 1d6 GT. 
  Tremors knock loose ceiling 
  blocks (all figures in tile 
  roll vs a 2d6  attack).
  Rubble blocks the way back. 
  Digging out requires 3 GT 
  of Ability Checks (strength). 
  Failure causes another
   collapse (2d6 attack) and 
  another 3 GT of digging. 
  A random Opponent (draw 
  from deck) steps out of the 
  shadows (spawning point) 
  and makes a run for the near-
  est exit. If they can get out 
  of the tile this GT they will 
  summon 1d6 of the same 
  Opponent waiting in that tile. 
  Secret Door
  A secret door opens to 
  another tile (along a random 
  wall with no exit)
  Place a secret door marker on 
  the wall and place another tile 
  in this area (along a random 
  wall side with no exit)
  event
  event
  event
  event
  event
  event
  event
  event
  event
  event
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Darkfast Dungeons/Tokens/dfd_game_cards.pdf