Thanks Ivan. Anyone wishing to change the colour of the designs inc the image, background, texturing, and which types appear how many times on each dice, could do so.
Here's a couple more mock-ups of potential dice that I'm looking at creating.

This is a Trap & Treasure set. I designed it for rolling random treasure/traps instead of using cards but also for use by the GM when players are repeating quests so the adventurers, cannot rely on memorizing certain layouts and treasure spots next time they play through but experience chance encounters of both trap and treasure. I feel that keeps things more exciting for both the GM and adventurers. (Note that the images are just temporary samples).

And the following is a set of Trap & Treasure Dice that use actual matched pictures of the tiles I use. So the gas trap image, looks just like the gas trap tile. The sand trap tile looks just like the sand trap tile and so on.
In play, the GM would take turns using one then the other to determine an outcome.
So for example, I set a room up with 'X' type of tiles - could be sand, could be snakes, could be fire, could even be a ladder to a secret room. So this dice changes what I put out and keeps things interesting even on a 2nd playthrough.
There are multiple opportunities for using coloured and additional dice I think.
Such as to determine the strength of a door, a poison attack, critical attack, luck, even what a trader might sell. etc. etc.
In one/two of my Quests I had the adventurers pursued by armies of orcs - too many to stand and fight, so they had to get through the level as quickly as possible. One of the unique rules I implemented was that doors could be barricaded.
They could barricade a door, but had to use all the furniture in a given room to do so, and could either only barricade the door or search for traps and treasure. They could not search for traps and treasure and then barricade the door, there was no time.
When barricaded, and the GM's* turn I rolled a normal dice and if I got a black shield the door was considered broken through. Anytime a door broke, the GM either got to send in 8 orcs or one random wandering monster per player to attack. (2-3 if the adventurers were seasoned).
Having extra dice to determine certain rules and outcomes, would, in my experience, have been rather useful. Yes you can do everything with just a few dice if you need to - but when you are operating 8 orcs, 4 monsters, putting out traps, handing out cards, setting up the board etc, the less time you can spend on crucial and repetitive decisions/outcomes is beneficial to the momentum of the game, especially one as white-knuckle as the one I put players through where they had to flee for their lives through a maze/trap infested nightmare of ravines pursued by an army of orcs

Just examples.
* GM - Game Master = Evil Wizard