TEXT: improvised 
  Dungeon Crawl
  
  iDC – improvised Dungeon Crawl
  improvised Dungeon Crawl
  v1.0
  a dice and card game for 1-4 players
  Content:
  About the name...
  2
  What's needed for play?
  3
  Characters
        Determining Class & Race
  4
        Spending Resources
  6
        Class Abilities
  9
  Dungeon Crawling
        Exploring
  14
        Fighting
  15
        Looting
  18
        Traps
  19
        Treasure
  19
  Monsters
  17
  Appendix – Tables & Print-Outs
         The Dungeon Round & NPC Encounters
  22
         Dungeon Exploration
  23
         Monsters
  24
         Loot Points Item Costs
  25
         Resource Points Item Costs
  26
         Character Sheets
  27
  1
  
  iDC – improvised Dungeon Crawl
  About the name...
  Yes, I know, it doesn't look so improvised any more now that I wrote down
  all the rules and made little character sheets and all that. I still call it the
  improvised Dungeon Crawl, though, because that's how it started.
  It was about a year ago as of writing this that I went to see some
  colleagues for a movie and some beer, but somehow we decided against
  the movie. My colleagues asked me how “these geek games” worked
  which I had asked them to play with me. They of course meant role-
  playing games. Unfortunately I didn't have any of my books with me, but
  in my rucksack I still had my dice bag from my last rpg evening with my
  usual group.
  So I first introduced them to the dice from d4 to d20 and when one
  of them said he'd like to play, I improvised. He had several sets of poker
  cards at home and thus was the idea for character creation and equipment
  born. I quickly wrote the first ideas up on a sheet of paper and we started
  right away.
  During play we worked on the rules and the abilities, added some
  and removed others to keep the system simple, because we wanted to add
  some more colleagues to the group next time. By then I had the rules
  written on down on my computer and gave every player their printed copy
  of the dungeon exploration table.
  Some weeks afterwards I was assigned a job at a different location
  and our little iDC group was disbanded. But the idea stuck in my head and
  I wrote more. I translated it to English (from the original German) and
  decided to make it available to the public.
  I hope you're enjoying iDC as much as I did!
  Michael Bauer              
  2
  
  iDC – improvised Dungeon Crawl
  What's needed for play?
  The Cards
  The standard variant of iDC uses a normal 52-card poker deck for items,
  characters and such, and another 52-card poker deck for the dungeon. One
  deck will be enough if you play with character sheets.
  Face Cards are your player characters, each card represents a class for
  your party.
  Pip Cards have several uses – they are resources and items, traps and
  monsters and so on.
  The Dice
  The iDC uses the following dice:  d4, d6, d8, d10 and d12. Bring your
  entire collection as you might need a few of each.
  The Rest
  Some prefer keeping track of Hit Points (HP) and Loot Points (LP) with
  tokens like coins and such things. 
  Another way to track Hit Points is to use your character's HP die
  and switch it to the side showing your current Hit Points.
  Loot Points are most easily tracked with a sheet of paper and a
  pencil. That way, your table won't be cluttered with LP tokens when
  playing, especially in longer campaigns.
  If you play your character over several adventures it makes sense to
  write down the stats – iDC provides a Character Sheet at the end of this
  document.
  Recommendation:
  Use the character sheets to manage stats and gear. It does work otherwise,
  but your table will be cluttered with stuff. The character sheets help keep
  things organized. That's why I made them.
  3
  
  iDC – improvised Dungeon Crawl
  Character Creation
  Shuffle the card deck. The players take turns, drawing one card each until
  everyone has 6 cards on their hand.
  Step 1: Class & Race
  Face cards are your hero options. Pick one of them to be your hero class.
  This card is now your Character Card (CC) The face determines your class,
  the suit determines your race:
  FACE
  CLASS
  SUIT
  RACE
  Jack
  Fighter
  Hearts
  Human
  Queen
  Thief
  Diamonds
  Elf
  King
  Cleric
  Clubs
  Dwarf
  Ace
  Wizard
  Spades
  Halfling
  If you have more than one face card, choose which character to play. 
  In case your group cannot decide on who will play which class, the
  player with the least face cards on hand chooses class first, then the player
  with the next higher number and so on, until the player with the most face
  cards has chosen a class. If you play with character sheets and/or more than
  4 players, you might agree that a class can be played by more than one
  player. To provide a balanced game experience though, we'd advise to play
  different classes in 2-4 player games.
  If a player didn't draw a face card, there are two options to get one:
  Either get another player to give away one of their leftover face cards,
  trade it with another player or drop your highest pip card and draw another
  3 cards. Keep face cards and discard the other cards. Proceed character
  creation as normal. If still no face card has been drawn, either ask the other
  payers again or drop the next highest pip card for another 3 cards and a
  new chance on one or more face cards.
  4
  
  iDC – improvised Dungeon Crawl
  Each class and each race has special characteristics:
  CLASS
  ATTACK
  SPECIAL
  Fighter
  d10
  Slay!, Can use any armour + shield
  Thief
  d6
  Disarm Traps, Evade
  Cleric
  d8
  Pray, Heal, Resurrect, can use shield
  Wizard
  d4
  Spellcasting, Ritual
  RACE
  HIT POINTS
  SPECIAL
  Human
  d8
  +10 Resource Points at character creation
  Elf
  d6
  2 spell dice regardless of class (wizard gets
  +2 spell dice) and access to all wizard spells
  Dwarf
  d10
  Repair: repair broken items
  Natural AR 1 against magic
  can use shields independent of class
  Halfling
  d6
  Lucky: Re-roll any four rolls per dungeon
  Unlike most Old School games you don't roll for Hit Points but get the full
  die amount to start with. So, if you play an Elf, put your HP die with the 6
  facing up or note 6 Hit Points on your character sheet. If you want more of
  that Old School feel (and are not afraid of dying), roll your HP die and use
  whatever  comes  up.  It's  much  more  convenient  to  just  use  the  die
  maximum as your maximum HP, though. 
  Roles in the party
  The classes have different roles in the group, depending on gear, group
  build and sometimes also on race.  Tanks keep the foe occupied, taking
  hits.  Damage  dealers deal  damage  (duh),  healers heal  (duh-uh),
  supporters help the other characters do their job.
  5
  
  iDC – improvised Dungeon Crawl
  Step 2: Spend Resources
  All cards you have not yet used (that is, all cards except your Character
  Card) are now your resource cards. You have a number of Resource Points
  (RP) indicated by the value of the pip cards combined. Additional face
  cards you didn't use as your CC count as 10 RP.
  This table can also be used during play when trading in Loot Points
  for actual items. Be aware though that during play it costs you double the
  RP to acquire an item! (You can find the table for costs during play in the
  appendix section of this document for easy print, see p.21)
  Add all RP numbers and spend them on equipment.
  Some items are very limited, as there are a limited number of
  representing cards in the deck. When using a Character Sheet, you don't
  need to limit your supply in such a way.
  Unused Resource Points go into your Loot Points pool on a 1:1
  basis.
  6
  
  iDC – improvised Dungeon Crawl
  Equipment Table
  RP COST
  EQUIPMENT
  NOTES/CARD
  [HP value] Healing Potion:
   heals [HP value] HP
  Just  keep  a  Hearts  card  to
  represent your Healing Potion.
  10
  Potion of Divine 
  Intervention
  10 of Hearts
  Resurrects a fallen hero to full
  strength.
  20
  Magic Weapon: **
  max damage +2*
  9 or 10 of Clubs
  only one per hero
  15
  Amulet of Vitality: **
  Hit Point maximum +2*
  9 or 10 of Diamonds
  only one per hero
  15
  Amulet of Spell Protection:
  + 1 armour vs magic
  3 or 4 of Clubs
  only one per hero
  30
  Amulet of Protection:
  +1 AR
  5 or 6 of Clubs
  only one per hero
  3
  Cloth Armour: AR 1
  2 of Spades or 2 of Diamonds
  6
  Leather Armour: AR 2
  4 of Spades or 4 of Diamonds
  Wizard maximum
  10
  Chain mail: AR 3
  6 of Spades or 6 of Diamonds
  Thief maximum
  15
  Scale Armour: AR 4
  8 of Spades or 8 of Diamonds
  Cleric maximum
  20
  Plate Armour: AR 5
  10 of Spades
  Fighter only
  7
  Shield: AR +1
  3 of Spades or 3 of Diamonds
  Fighter and Cleric only
  7
  
  iDC – improvised Dungeon Crawl
  * The attack or HP die goes up a level, that means a d4 becomes a d6, a d6
  a d8 and so on. The maximum is a d12.
  ** Alternatively these cards can be a Spell Wand or an Arcane Amulet,
  each granting wizards the ability to use 1 more spellcasting dice per spell
  cast.
  How armour works:
  Armour values range from 0 (unarmoured) to 6 (full plate and shield). 
  To keep track of your Armour Rating (AR) you can use a d6 in a
  different colour (so to not confuse it). Put that d6 on your Character Card,
  the number showing your AR. If you use character sheets, just note your
  current Armour Rating in the according box.
  AR  is  subtracted  from  damage  when  you  get  attacked,  and
  sometimes when you activate a trap.
  Equipping heroes:
  There is no limitation on how many potions a hero can carry around.
  There is of course a limit to how many items a hero can use. 
  Each hero can only use one of the following items each at once:
  * magic weapon
  * shield
  * armour
  * amulet
  Optional Rule – Better Gear:
  If you're playing alone or if you want to allow players better gear 
  during  longer  campaigns,  allow  items  to  stack  for  additional  
  bonuses, but double the item cost for the second item.
  Example:
  Upgrading a Magic Weapon to add 2 steps to the attack die (+4 max
  damage) costs 40 Resource Points (or even 80 Loot Points during 
  play!).
  8
  
  iDC – improvised Dungeon Crawl
  Class Abilities
  Fighter
  Fighters aren't the brain of the party and their ability is a no-brainer too.
  They can use any armour and a shield. 
  Fighters get the Slay!-ability which grants them a 5d6 pool to add to their
  attacks. This allows you to boost your attack power to make sure you get
  through powerful enemies' defences. Before you attack, decide how many
  Slay!-Dice you want to use and roll them with your Attack die. Add the
  results and compare it with the monster's Wound Threshold (p. 15 & 20).
  Example:
  Thor the Orcslayer and his party fight the dragon. The beast's  
  Wound Threshold (WT) is a mighty 6. Thor and the rest of the party
  are already severely wounded, so Thor's player decides to add  
  Slay!-Dice to the next attack. The player rolls the fighter's d10  
  Attack Die and adds 2 Slay!-Dice, rolling 8, 6 and 4 for a total of 
  18! This score is triple the dragon's Wound Threshold and therefore 
  inflicts 3 wounds!
  The fighter's role in the party
  You're the damage dealer of the group. Your job is to stand in the front row
  and hack and slash until you're down. Let the cleric and the wizard keep
  you safe from damage during a fight because you have the best chances to
  inflict wounds on any enemy. 
  When equipped with a good armour, fighters can make good tanks.
  9
  
  iDC – improvised Dungeon Crawl
  Thief
  Thieves  can  spot  traps  automatically  and  try  to  disarm  them.  When
  encountering a trap (no matter who drew the card), the thief spots it and
  can attempt to disarm it. Roll a d6. If you roll a 1, the thief sets off the trap
  and gets damaged. Rolling 2 – 6 means the trap is disarmed.
  In addition, all thieves get 5d6 Evade dice. After a successful attack (and
  even traps), a thief can roll one or more of the Evade dice to get a bonus to
  AR for a chance to dodge the enemy blow or the trap after all. The die
  result is added to the thief's AR and again checked against the attack roll.
  Example:
  Lara the Thief has an AR of 2 (Leather Armour). A goblin (d6  
  Attack Die) rolls a 5 and would cost Lara 3 Hit Points. She is  
  already down to 2 so she decides she must evade the attack at all 
  cost! Lara uses one of her Evade dice and, rolling a 2, still gets hit 
  but only for 1 Hit Point damage, as her new AR for this attack is 4. 
  Had she used another Evade die to raise her AR to 5 or higher, she 
  would not have taken damage at all.
  The thief's role in the party
  You're the one who spots traps before the others trigger them and then you
  even disarm them. Everybody will love you! Also, with your Evade Dice
  you can actually keep bigger monsters occupied by raising your AR so you
  don't get damaged. 
  10
  
  iDC – improvised Dungeon Crawl
  Cleric
  Clerics have three abilities: Heal, Pray and Resurrect. 
  They get 5d6 as Heal dice to spend as they see fit for healing themselves
  or other party members. They must spend at least 1 die for every hero they
  want to heal. Roll the Heal die, the result is the amount of Hit Points
  healed. If used during battle, the cleric can not attack this round.
  The  Pray ability doesn't work during combat and demands an
  offering: for every 5 Loot Points offered to their deity a cleric gets a Heal
  die back to a maximum of 5. The other heroes can also offer their own
  Loot Points.
  Resurrect is the mighty ability to bring a fallen hero back to life.
  With as many Heal Dice as you like, beat the number 40 minus the Loot
  Points sacrificed as an offering. The minimum difficulty is 8.
  Example:
  Myra the Mighty, the fighter of the group, died in
  battle against the dragon which in turn was slain by the
  group's wizard with a Missile spell. Because the group
  wants to play again with the same characters, Joseph the
  Chaste attempts to resurrect Myra, using 30 Loot Points
  from the dragon's hoard. The difficulty is now 10. 
  Joseph sacrifices the last 10 Loot Points of the
  dragon hoard and another 5 from his personal loot to
  regain 3 Heal Dice. Joseph's player rolls 4 Heal Dice
  total, scoring 3, 1, 2 and 5 for a total of 11, beating the
  difficulty of 10 and bringing Myra back to life.
  The cleric's role in the party
  Clerics are decent damage dealers and healers. If equipped accordingly,
  they can even tank, healing themselves if necessary.
  11
  
  iDC – improvised Dungeon Crawl
  Wizard
  The  wizard  is  the  spellcaster  in  the  group.  Wizards  start  with  8d6
  Spellcasting dice. These dice can be used to fuel different spells: Buff,
  Confuse, Missile and Protect. 
  Per default you can spend 2 dice per spell. An Arcane Amulet and a
  Spell Wand item each add 1 to the dice you can use for a single spell.
  The Wizard's Spells
  Buff: 
  Support another player's attack roll with Spellcasting Dice.
  Confuse:
  Costs  2  dice.  The  monster  cannot  attack  this  round.
  Additional dice add 1 round to the effect. 
  Missile:
  Attack  an  enemy  with  a  Magic  Missile  spell.  Each
  Spellcasting Die used is directly rolled for damage.
  Protect:
  Boost a player's Armour Rating (AR) by an amount equal to
  the number of Spellcasting dice used to cast the spell. Lasts 1
  round per Spellcasting die spent.
  The Ritual ability allows the wizard to regain
  lost Spellcasting dice. Offer 5 Loot Points worth
  of treasures to an otherworldly being for each
  Spellcasting die you want to regain.
  The wizard's role in the party
  Wizards  are  the  group's  wild  cards.  They  can  be  damage  dealers,
  supporters and even tanks (for a while). Adjust your wizard's spellcasting
  to the group's needs. It has often been a spell at the right time which turned
  the battle against the dragon in favour of the heroes.
  12
  
  iDC – improvised Dungeon Crawl
  Dungeon Crawling
  Now that you have your character it's time you learn the basics of the game
  and what to expect down in that nasty old dungeon! In this section you'll
  learn how to fight and kill your enemy, and how to loot the dead. You'll
  also learn more about your classes' special abilities.
  The Dungeon Round
  1.) Every player draws a card.
  2.) One player describes the room the party enters now.
  3.) Monsters are put on the table.
        Everyone who puts a monster card on the table should describe the
        monster. Is it a skeleton? An orc? An undead unicorn?
  4.) Counter Cards (Queens, Kings, Aces) are put on the Dragon stack. If
       the stack is full (12 cards), the dragon appears, scorching all other  
       monsters on its way. Bossfight, baby! See p. 21.
  5.) Players who drew a trap put it in front of their character sheet.
        They're the unlucky ones who will trigger it. Unless the thief helps!
  6.) Treasure cards are put on the table. See p. 19.
        Some groups equally share treasure, others play by finders, keepers. 
        In the end you should help each other out to maximise your party 
        before the dragon appears.
  7.) Fighting is resolved. See p. 15.
  8.) Traps are resolved. See p. 19.
  9.) Treasures & Looting are resolved. See p. 18-19.
  13
  
  iDC – improvised Dungeon Crawl
  Exploring
  One deck of poker cards will be used to build the dungeon. 
  At the beginning of a round, going around every player draws a
  card. Every card has a meaning you can check reading the table Dungeon
  Exploration at the end of this document (p. 20). Ideally, every player has a
  print-out copy of that table for faster reference. Now that every player
  knows what their card represents, it's time to build that dungeon. 
  First, one player describes the next room your party goes into. You
  can also draw a map on paper, that adds some old school flair and lets you
  replay the dungeon (maybe even in another role-playing game) later. If you
  do that, you might want to add some descriptions and what treasure and
  monsters you found in the room, too. 
  Next, all players who drew a monster card put it on the table.
  Next, all counter cards (Queens, King and Aces) are put to the side.
  Once all 12 of these have been drawn, the heroes face the dragon who
  controls the dungeon (see p. 18)!
  As the last step all other cards (traps and treasure) are put on the
  table.
  Depending on what's on the table now, proceed to Fighting (if there
  are monsters), Traps (if any) or Treasure (if any).
  NPC's
  NPC's are Non-Player Characters, in other words, people the players might
  meet in their Dungeon Crawl. They might be trapped there, awaiting rescue
  by the heroes, or maybe they're exploring on their own. 
  Every NPC has a specific use to the players as seen on p. 19 on the
  NPC Encounters Table. After the meeting NPC's are considered to escape
  the dungeon the way the characters came so they cannot be found again.
  14
  
  iDC – improvised Dungeon Crawl
  Fighting
  Monsters attack the hero whose player drew the monster card. When battle
  begins, only this hero and this monster can attack each other. Once these
  two attacks are resolved, the battle is open and everyone can attack any
  monster they like. Monsters will stick to fighting their first target.
  To  determine  who  attacks  first,  compare  the  attack  dice of  the
  combatants. The higher dice go first. In the event of a tie, either let the
  players go first (Hey, they're heroes, right?) or roll the attack dice and let
  the better result go first. That way you can also solve which hero goes first.
  For a standard attack, roll you classes' attack dice. For a missile spell,
  roll the amount of Spellcasting dice used.  This game assumes you're
  professional Dungeon Crawlers with good training, so you'll hit what you
  aim at, that means, you don't have two separate to-hit and damage rolls.
  Instead, your attack roll represents a combination of these. If you do
  damage with your attack die, your attack hit and you got through the
  enemy's armour. If you don't do damage the hit wasn't good enough.
  Maybe you missed or your blow was caught by the armour.
  Damaging Monsters: 
  Monsters have a stat called Wound Threshold (WT), symbolizing both
  natural toughness and worn armour. Taking damage equal to or higher than
  this threshold counts as a wound, flip the monster card 90°. 
  A second wound kills the monster. Time to loot!
  Damaging Heroes: 
  Subtract the hero's Armour Rating from the attack die result. This is the
  damage actually done to the hero's Hit Points. If Hit Points fall to 0, the
  hero dies. Time to loot (unless you have means to resurrect the hero)!
  15
  
  iDC – improvised Dungeon Crawl
  Critical Damage: 
  If you are so lucky as to roll your Attack Die's best result which is also
  double the WT (or more) of a monster, you even inflict two wounds, killing
  any standard monster with one blow and severely wounding even dragons! 
  When you use Slay!-Dice or are target of a wizard's Buff spell, you
  trigger Critical Damage even if your Attack Die didn't come up at its
  maximum, as long as the added result is double the WT.
  If you roll triple the WT of a monster (through Slay!-Dice or Buff
  spells), inflict 3 wounds and so on.
  Example:
  Milo the wizard fights a Spades-4 monster (WT 2), rolling his d4 
  and scoring a 4. It's his best result and it is double the monster's 
  WT, so it's a critical hit, slaying the monster instantly.
  Another Example:
  Fighter Thor engages a troll chieftain (a Jack monster) with a WT 
  of 5. He wants to quickly end the fight, so he adds 2 Slay!-Dice. 
  Thor's player rolls d10 and 2 d6, scoring 4, 3 and 3 for a total of 10.
  Because he used Slay!-Dice, Thor doesn't need to roll a 10 on his 
  Attack die to trigger a critical hit. He scored a 10 which is double 
  the troll's WT – a critical hit instantly killing the enemy!
  Why do we use a fix die for damage, no matter what weapon we use? In
  addition to it being simpler, I felt that even if you equip your wizard with a
  battleaxe, he'd be so bad using that weapon that it's not deadlier in his
  hands than a dagger. And if your fighter uses only a dagger it's fine too,
  still doing d10 damage because that guy is one hell of a badass warrior,
  trained to kill even with cutlery! 
  If you feel that Critical Damage is unbalanced because it favours heroes
  with lower Attack Dice, you're right. It was originally intended to make the
  wizard a little more powerful in standard combat situations. In the end it's
  not a lot, though. But if you don't like the rule, just drop it.
  16
  
  iDC – improvised Dungeon Crawl
  Optional Fighting Rules
  Optional Rule – Potions During Combat
  Often enough a potion was the last straw to save a hero's life. Feel free to
  allow or restrict using potions during combat. We felt it made sense but
  you'll have to sacrifice your attack this round.
  Optional Rule – Defending Players
  There might arise an occasion when one player wants to protect a fellow
  party member from damage to save their life. A possible scenario is, the
  wizard's player draws a big monster card and gets attacked in the first
  round, but oh! – the wizard is already down to 1 Hit Point! The mighty
  fighter tries to step in...
  Allow any character to draw enemy attention in one round but they
  will have to forfeit their attack this round.
  Optional Rule – Elite Monsters
  Players running short on Loot Points might want to fight bigger monsters
  to gain LP faster. A player putting a monster on the table can declare it to
  be an elite monster.
  Elite Monsters get an additional wound (so they will die after
  taking 3 wounds – turn the monster card on the back after the 2nd wound)
  and add 1 step to their attack die (d4 becomes d6, d6 becomes d8 and so
  on). Get 2 additional Loot Points when defeating Elite Monsters.
  There are no Elite Dragons and who knows what rules would
  apply? Or maybe so far no one has met one and survived...
  17
  
  iDC – improvised Dungeon Crawl
  Looting
  As a professional Dungeon Crawler you probably know that as soon as any
  being drops dead it's time to loot the body. That's mostly even true for dead
  heroes – if you can't revive them somehow.
  With dead heroes it's pretty easy to determine what items they
  carried. Just ask the poor guy's player! There is one restriction though: a
  dead hero's armour counts as damaged and has only half its AR left. To
  indicate this, turn the armour item card by 90° (or note it on your character
  sheet) until it is repaired.
  When you have defeated a dungeon-dwelling creature and you loot
  it, grab one Loot Point token for each point of Wound Threshold the
  monster had (exceptions are Jacks and the dragon, see p. 20). If you use a
  character  sheet,  note  the  Loot  Points  there.  But  mind  that  not every
  character gets the entire LP amount, no way! You have to split it up!
  So what are Loot Points and how do they help me, you ask? A valid
  question! Loot Points (LP) are an abstract currency and measure both
  actual monetary wealth and the chance to find a valuable item on your
  Crawl. You can either just hoard your LP, or you can trade them in for
  equipment That represents your chance of finding a good item after so
  many kills. One of those wolves just must have a plate armour in its belly,
  right? More realistically, you just find the armour on a dead body or on an
  armour rack, though. Describe as you like!
  When trading Loot Points for gear during an adventure, refer to the
  table on page 25.
  If you are a cleric, maybe you happen to stumble over a box of holy
  incense you can use for an offering to your god (see cleric's Pray ability).
  If you're playing more than one Crawl, then after a successful
  Crawl, Loot Points become Resource Points and you can spend them to
  buy equipment just like you did during character creation. You also use the
  same table (p. 26).
  18
  
  iDC – improvised Dungeon Crawl
  Traps
  Another enemy of the Dungeon Crawler are traps, and for whatever reason,
  dungeons are full of 'em. You don't have to worry about traps if you have a
  thief in your group though. It's the thief's special ability to find and disarm
  traps as they come up. Spotting is automatic. Roll d6 to disarm. Unless you
  roll 1, the thief disarms the trap. A 1 triggers it in the thief's face.
  If no thief is in your group and you roll a trap, the character whose
  player drew the trap card found the trap. The hard way. Roll a d6 to
  determine the type and damage of the trap. 
  A roll of 1 – 3 means it's a magical trap and you take the die result
  (1 – 3) as damage directly. 
  On the other hand, a roll of 4 – 6 means it's a physical trap and you
  take the result (4 – 6) as damage, but armour counts. Hopefully it wasn't
  the wizard who found that trap!
  Treasure
  No one knows why exactly dungeon keepers tend to put their belongings in
  chests and rather randomly spread them out over the dungeon instead of
  keeping them behind that one big locked door, but that's how it is. That
  means you'll sometimes come across a treasure chest which means extra
  loot without bloodshed (except it's a trapped chest and your thief is at
  home, see Traps).
  Treasure chests have a 2-in-6 chance to be trapped, that means as
  soon as you want to grab this loot, roll a d6. 1 – 4 means that all is well,
  but a 5 or 6 means you go Traps above and see what hits you! 
  Again, if you have a thief in your group, you don't need to worry a
  lot about traps. You still roll the 2-in-6 roll as usual, but this time it's your
  thief rolling to spot the trap. 1 – 4 means you can go ahead and loot, 5 or 6
  means your thief spotted a trap and – if you ask really nicely – will try to
  disarm it.
  A treasure chest contains 2d6 Loot Points. 
  19
  
  iDC – improvised Dungeon Crawl
  Monsters
  It's that big old question: What was there first – the monsters or the
  dungeon? No one really knows but dungeons and monsters seem to go very
  well together and that means you'll meet quite a few of these fellows down
  in the dungeons. Apart from them trying to kill you on sight, they have the
  nice habit of carrying loot. That's just another reason why you will want to
  kill them on sight, too. There's a big debate whether who started this
  endless feud – did an adventurer first kill a monster or did a monster first
  kill an adventurer? Regardless of the truth, just know this: monsters are
  there to be killed.
  Monsters come in different shapes and difficulties. The shape is
  partly determined by the suit of the card, the exact form is up to you – the
  player who drew the monster gets to describe it (the dragon always stays a
  dragon, but you should describe it a little!). To determine the “stats” of the
  monster, check the following chart:
  Card
  Values
  Attack
  Die
  Wound
  Threshold
  Notes
  2, 3
  d4
  1
  1 Loot Point
  4, 5
  d4
  2
  2 Loot Points
  6,7
  d6
  3
  3 Loot Points
  8, 9
  d8
  4
  4 Loot Points
  10
  d10
  5
  5 Loot Points
  Jack
  d10
  5
  2d6 Loot Points
  Queen
  King
  Ace
  d12
  6
  Dragon! Spawns as soon as the last of
  all Queens, Kings and Aces have been
  drawn. Unlike other monsters the dragon
  always attacks the toughest target first.
  40 Loot Points!
  Half the card value (round down) is a monster's Wound Threshold (WT). 
  20
  
  iDC – improvised Dungeon Crawl
  Dragons
  If you want, you can just use any mighty beast here, of course. It doesn't
  have to be a dragon. It's just... a classic bossfight. 
  Once all 12 Queens, Kings and Aces have been drawn and put on the
  Dragon Counter stack, the Dragon awakes to fight the intruders in its
  dungeon.
  Dragons attack the toughest foe first – usually the fighter. If the
  fighter is already severely wounded, the dragon might go for another
  player. Once the dragon has chosen a target it will fight it until it is dead
  and only then choose another prey.
  The dragon is the exception to the damage rules. Dragons can take
  12 wounds! That's right folks, dragons are really tough badasses! When a
  dragon takes a wound, remove one of the 12 cards that spawned it.
  Dragon Fight – Tactical Hints
  Experienced players will most likely see a good strategy already but I'll
  spell it out anyway. 
  The dragon bossfight is best fought in a group consisting of at least
  a fighter and a cleric or a fighter and a wizard. The thief's abilities are not
  of much use here, unless you count the thief's own survival, of course. If
  geared up with a magic weapon a thief has decent chances to add to the
  damage output of the party, though. The fighter tanks the dragon, meaning
  he's taking the hits (and likely at the same time dealing a lot of damage).
  The cleric's job is to heal the tank when necessary, while the wizard either
  boosts the fighter's AR with a Protect spell or deals additional damage. 
  If you're unlucky and you're facing the dragon without a fighter, the
  thief can be a decent tank too. The Evade-dice combined with a Protect
  spell can keep a thief alive for a while.
  21
  
  iDC – improvised Dungeon Crawl
  The Dungeon Round
  1.) Every player draws a card.
  2.) One player describes the room the party enters now.
  3.) Monsters are put on the table.
  4.) Counter Cards (Queens, Kings, Aces) are put on the Dragon stack.
        See p. 21 for dragon fights.
  5.) Players who drew a trap put it in front of their character sheet.
  6.) Treasure cards are put on the table. See p. 19.
  7.) Fighting is resolved. See p. 15.
  8.) Traps are resolved. See p. 19.
  9.) Treasures & Looting are resolved. See p. 18-19.
  NPC ENCOUNTERS TABLE
  d6-
  Roll
  NPC description
  1
  Smith: A smith repairs any broken equipment for free.
  2
  Priest: The priest heals all party members.
  3
  Adventurer: The adventurer shares 1 d6 LP.
  4
  Alchemist: The alchemist gives you a potion healing d10 HP.
  5
  Warrior: The warrior teaches to fight, refilling all Slay!-Dice.
  6
  Gnome: The gnome casts a spell, refilling all Casting-Dice.
  22
  
  iDC – improvised Dungeon Crawl
  DUNGEON EXPLORATION TABLE
  Suit /
  Card
  Meaning
  Notes
  Diamonds
  /
  pip cards
  Treasure
  2d6 Loot
  Points
  Roll d6: 1 – 4 = no trap; 5 – 6 means it's trapped
  If no thief is in your group, 5 – 6 means you
  trigger the trap.
  Thieves spot the trap as soon as it's rolled and
  can disarm it on a d6-roll of 2 – 5.  Rolling a 1,
  the thief triggers the trap.
  Clubs &
  Spades /
  pip cards
  & Jacks
  Monster
  Attack Die is  the die that “fits” in the card
  value.
  Wound  Threshold  is  half  the  card  value
  (rounded down).
  Hearts /
  pip cards
  Trap
  If a thief is in your group, the trap gets spotted
  immediately. If no thief is in your group, the
  player who drew the card triggers the trap. See
  p.  19  for  more  information  about  type  and
  damage.
  Jack of
  Diamonds
  NPC
  Roll on the NPC table to determine the type of
  NPC you meet. And maybe also describe why
  the NPC is in the dungeon!
  Jack of
  Hearts
  Altar
  The group cleric can pray at the altar. When you
  do,  every  party  member  is  healed  to  full
  strength.
  All Queens, King and
  Aces
  Counter  Cards:  As  soon  as  all  12  cards  are
  drawn, the dragon appears to fight the invading
  heroes.
  23
  
  iDC – improvised Dungeon Crawl
  MONSTER TABLE
  Card
  Values
  Attack
  Die
  Wound
  Threshold
  Notes
  2, 3
  d4
  1
  1 Loot Point
  4, 5
  d4
  2
  2 Loot Points
  6,7
  d6
  3
  3 Loot Points
  8, 9
  d8
  4
  4 Loot Points
  10
  d10
  5
  5 Loot Points
  Jack
  d10
  5
  2d6 Loot Points
  Queen
  King
  Ace
  d12
  6
  Dragon! Spawns as soon as the last of
  all Queens, Kings and Aces have been
  drawn. Unlike other monsters the dragon
  always attacks the toughest target first.
  40 Loot Points!
  Half the card value (round down) is a monster's Wound Threshold (WT). 
  24
  
  iDC – improvised Dungeon Crawl
  LOOT POINTS ITEM COSTS (during crawls)
  LP COST
  EQUIPMENT
  NOTES/CARD
  [double 
  HP value]
  Healing Potion:
   heals [HP value] HP
  Just  keep  a  Hearts  card  to
  represent your Healing Potion.
  20
  Potion of Divine 
  Intervention
  10 of Hearts
  Resurrects a fallen hero to full
  strength.
  40
  Magic Weapon: **
  max damage +2*
  9 or 10 of Clubs
  only one per hero
  30
  Amulet of Vitality: **
  Hit Point maximum +2*
  9 or 10 of Diamonds
  only one per hero
  30
  Amulet of Spell Protection:
  + 1 armour vs magic
  3 or 4 of Clubs
  only one per hero
  30
  Amulet of Protection:
  +1 AR
  5 or 6 of Clubs
  only one per hero
  6
  Cloth Armour: AR 1
  2 of Spades or 2 of Diamonds
  12
  Leather Armour: AR 2
  4 of Spades or 4 of Diamonds
  Wizard maximum
  20
  Chain mail: AR 3
  6 of Spades or 6 of Diamonds
  Thief maximum
  30
  Scale Armour: AR 4
  8 of Spades or 8 of Diamonds
  Cleric maximum
  40
  Plate Armour: AR 5
  10 of Spades
  Fighter only
  10
  Shield: AR +1
  3 of Spades or 3 of Diamonds
  Fighter and Cleric only
  25
  
  iDC – improvised Dungeon Crawl
  RESOURCE POINTS ITEM COST (between Crawls)
  RP COST
  EQUIPMENT
  NOTES/CARD
  [HP value] Healing Potion:
   heals [HP value] HP
  Just  keep  a  Hearts  card  to
  represent your Healing Potion.
  10
  Potion of Divine 
  Intervention
  10 of Hearts
  Resurrects a fallen hero to full
  strength.
  20
  Magic Weapon: **
  max damage +2*
  9 or 10 of Clubs
  only one per hero
  15
  Amulet of Vitality: **
  Hit Point maximum +2*
  9 or 10 of Diamonds
  only one per hero
  15
  Amulet of Spell Protection:
  + 1 armour vs magic
  3 or 4 of Clubs
  only one per hero
  30
  Amulet of Protection:
  +1 AR
  5 or 6 of Clubs
  only one per hero
  3
  Cloth Armour: AR 1
  2 of Spades or 2 of Diamonds
  6
  Leather Armour: AR 2
  4 of Spades or 4 of Diamonds
  Wizard maximum
  10
  Chain mail: AR 3
  6 of Spades or 6 of Diamonds
  Thief maximum
  15
  Scale Armour: AR 4
  8 of Spades or 8 of Diamonds
  Cleric maximum
  20
  Plate Armour: AR 5
  10 of Spades
  Fighter only
  5
  Shield: AR +1
  3 of Spades or 3 of Diamonds
  Fighter and Cleric only
  26
  
  iDC – improvised Dungeon Crawl
  mini Character Sheets
  iDC – FIGHTER 
  CHARACTER SHEET         
   Name:
  Attack
  Special 5 d6 Slay!-dice  O   O   O   O   O
  Race
  Hit 
  Points
  (        )
  AR:
  Best Armour: 
  all + shield
  Race Special:
  Gear:
  Loot Points
  iDC – THIEF 
  CHARACTER SHEET         
   Name:
  Attack
  Special Disarm Traps
  5 d6 Evade-dice  O   O   O   O   O
  Race
  Hit 
  Points
  (        )
  AR:
  Best Armour: 
  Chainmail
  Race Special:
  Gear:
  Loot Points
  27
  
  iDC – improvised Dungeon Crawl
  mini Character Sheets
  iDC – CLERIC
  CHARACTER SHEET         
   Name:
  Attack
  Special Pray, Resurrect
  5 d6 Heal-dice  O   O   O   O   O
  Race
  Hit 
  Points
  (        )
  AR:
  Best Armour: 
  Scale mail + shield
  Race Special:
  Gear:
  Loot Points
  iDC – WIZARD
  CHARACTER SHEET         
   Name:
  Attack
  Special Ritual, 8 d6 Spellcasting-dice 
  OOOOO  OOO   (Elf: + OO)
  Race
  Hit 
  Points
  (        )
  AR:
  Best Armour: 
  Leather
  Race Special:
  Gear:
  Loot Points
  28
  
  iDC – improvised Dungeon Crawl
  iDC Character Sheet Name:
  CLASS
  Attack
  O   Fighter Slay!-Dice      O O O O O
  Hit 
  Points
  (max.: ____)
  O    Thief
  Disarm Traps
  Evade-Dice    O O O O O
  AR
  O    Cleric
  Pray, Resurrect
  Heal-Dice       O O O O O
  Best 
  Armour
  O   Wizard Ritual, Spellcasting Dice:
  O O O O O    O O O
  Loot 
  Points
  RACE
  GEAR
  O      Human + 10 RP at creation
  O           Elf
  Spellcasting Dice:      O O
  Access to Wizard spells
  O        Dwarf Repair, can use shields,
  AR 1 vs. magic attacks
  O     Halfling Re-Rolls:       O O O O
  Wizard Spells
  Buff: 
  Support another player's attack roll with Spellcasting Dice.
  Confuse:
  Costs  2  dice.  The  monster  cannot  attack  this  round.
  Additional dice add 1 round to the effect. 
  Missile:
  Attack  an  enemy  with  a  Magic  Missile  spell.  Each
  Spellcasting Die used is directly rolled for damage.
  Protect:
  Boost a player's Armour Rating (AR) by an amount equal to
  the number of Spellcasting dice used to cast the spell. 
  Lasts 1 round for each Spellcasting die used to cast.
  29
  
  iDC – improvised Dungeon Crawl
  THANK YOU FOR PLAYING!
  For feedback and questions please mail to
  ogre-mage-games@t-online.de
  iDC is the intellectual property of Michael Bauer and Ogre Mages Games.
  You may not distribute any part of this document without the author's
  consent. You may print and copy any parts for personal use to enhance
  your gaming experience, of course.
  Artwork:
  The cover artwork was done by Jeshields of JEStockArt.com.
  All other artwork found in this book was done by HCforLife, Afengo,
  nicubunu,  tzunghaor,  obi,  j4p4n,  Peileppe  and  wesd440  from
  openclipart.org. Thank you all for your contribution!
  30
  
  improvised Dungeon Crawl
  quick character creation
  fast-paced dungeon-crawling
  deadly encounters
  Available soon:    iDC expanded
  new classes
  new spells
  new challenges
  improvised Dungeon Crawl - OMG001
  
SOURCE: textdata/thevault/iDC-OMG001.pdf