Useful if you are out of ideas, playing without anyone prepared to be GM, or just fancy a random 'dungeon crawl' style game, here is a collection of cards built around the general theme of 'chaos' to aid you in setting up an adventure.
No system is specified, you could use any fantasy system to deal with necessary task resolution for full effect, or play this more as a board game in the style of "Sorcerer's Cave" if preferred.
This set contains nine Dungeon cards. Each of these has the layout of a single chamber using a 1 square = 5 feet grid. They're isomorphic, should you wish to string them together, or you can imagine passageways linking them. For each chamber there is a description of what you see when entering, and notes to enable you to decide what to do. In some, there is a chance (roll a 1d6 and check the number against that given) to find a secret compartment, a magic item or a prisoner awaiting rescue. Specific Encounters or Events can also occur, with some cards specifying a particular type of Encounter depending on the location.
The rest of the collection is composed of 18 'general' Encounter cards, 9 'slime pit' Encounter cards, 9 'crypt' Encounter cards and 9 'chaos gate' Encounter cards. Each carries full details of what to do when you draw it, with descriptions of creatures - although you'll have to provide appropriate statistics from your chosen game system. Sometimes you are instructed to draw a 'Treasure card' - this being the first of New Realms Publishing product to be reviewed, I guess they are to be found in other decks.
The cards are quite plain and clear. They are designed to be printed double-sided on cardstock (and are correctly aligned provided your printer can do double-sided), but if your printer doesn't handle card you may wish to print single sheets and glue them on to card before use.
A neat and ever-expanding range of resources for exciting random gaming.