The Dungeon!

From Dvorak - A Blank-Card Game
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The Dungeon!
Designer Matt Bastard
Date Unknown
Players Unknown
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To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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These are some cards I'm making for a dungeon crawl I may be running. It's basically old "red book" D&D with a lot less role-playing, focusing on monster-bashing and treasure-grabbing. I'm attempting to put a lot of the items and monsters onto cards in order to use a "draw card" feature instead of using a lot of the charts and dice-rolling. Other cards may include "rumor" and "quest" cards, "search" or "room" cards, "spell" cards, and "trap" cards.


Spell Cards

Cure Light Wounds
Spell - Cleric - Level 1
RNG 0
DUR Permanent
Heal 1d6+1 HP.


Item Cards

Battle Axe
Item - Weapon
DMG 1d8
CST 7gp
WGT 50
SPC Two-handed
Hand Axe
Item - Weapon
RNG 5-10/11-20/21-30
DMG 1d6
CST 4gp
WGT 30
SPC May be thrown
Crossbow
Item - Weapon
RNG 5-80/81-160/161-240
CST 30gp
WGT 20
SPC Requires Quarrels
Case With Quarrels
Item - Weapon - Ammo
DMG 1d6
CST 10gp
WGT 1/quarrel
SPC Used with crossbow
If bought this case contains 30 quarrels. If found this case contains 1d20 quarrels. A case can hold a maximum of 30 quarrels.
Long Bow
Item - Weapon
RNG 5-70/71-140/141-210
CST 40gp
WGT 10
SPC Requires Arrows
Short Bow
Item - Weapon
RNG 5-50/51-100/101-150
CST 25gp
WGT 10
SPC Requires Arrows
Quiver With Arrows
Item - Weapon - Ammo
DMG 1d6
CST 5gp
WGT 1/arrow
SPC Used with bow
If bought this quiver contains 20 arrows. If found this quiver contains 1d12 arrows. A quiver can hold a maximum of 20 arrows.
Silver-tipped Arrows
Item - Weapon - Ammo
DMG 1d6
CST 5gp/arrow
WGT 1/arrow
SPC Used with bow
If found roll 1d6 for number of arrows.
Normal Dagger
Item - Weapon
RNG 5-10/11-20/21-30
DMG 1d6
CST 3gp
WGT 10
SPC May be thrown
Silver Dagger
Item - Weapon
RNG 5-10/11-20/21-30
DMG 1d6
CST 30gp
WGT 10
SPC May be thrown
Short Sword
Item - Weapon
DMG 1d6
CST 7gp
WGT 30
Normal Sword
Item - Weapon
DMG 1d8
CST 10gp
WGT 60
Two-handed Sword
Item - Weapon
DMG 1d10
CST 15gp
WGT 150
SPC Two-handed
Mace
Item - Weapon
DMG 1d6
CST 5gp
WGT 30
Club
Item - Weapon
DMG 1d4
CST 3gp
WGT 50
Pole Arm
Item - Weapon
DMG 1d10
CST 7gp
WGT 150
SPC Two-handed
War Hammer
Item - Weapon
DMG 1d6
CST 5gp
WGT 30
Sling
Item - Weapon
RNG 5-40/41-80/81-160
CST 1gp
WGT 1
SPC Requires sling stones
Bag With Sling Stones
Item - Weapon - Ammo
DMG 1d4
CST 1gp/30 stones
WGT 1/5 stones
SPC Used with sling
If bought this bag contains 30 stones. If found this bag contains 1d20 stones. A bag can hold a maximum of 30 stones.
Spear
Item - Weapon
RNG 5-20/21-40/41-60
DMG 1d6
CST 3gp
WGT 30
SPC May be thrown
Chain Mail
Item - Armor
AC 5
CST 40gp
WGT 400
Leather
Item - Armor
AC 7
CST 20gp
WGT 200
Plate Mail
Item - Armor
AC 3
CST 60gp
WGT 500
Shield
Item - Armor
AC (-1)
CST 10gp
WGT 100


Room Cards

Room


Trap Cards

Trap


Monster Cards

Monster


Treasure Cards

Treasure


Rumor Cards

Tavern Tale #1
Tavern Tale
"For the most part the monsters who dwell in The Dungeon! don't bother us. Enough adventurers go down there to keep them satisfied. But every once in a while a group of them will get bold and try to expand their lairs to the surface."
Tavern Tale #2
Tavern Tale
"You'll encounter the Wandering Wizards in the most unlikely of places and at the most unlikely of times and sometimes they will sell you the most unlikely of items."
Tavern Tale #3
Tavern Tale
"Beware of staying in The Dungeon! too long. Rumor has it the corridors and rooms rearrange from time to time."