The Inverted Tower/Draft 2
Changelog
- Rooms and Doors removed altogether
- Implemented wandering monster system
- Add treasures to every room (except trap rooms)
Rules
Character Creation
Attributes
There are 3 attributes in this game:
Attribute | Description |
STR | How strong your character is |
DEX | How dexterous your character is |
INT | How intelligent your character is |
Select one attribute and put one point in it. The other two will start as zero.
Hit Points
Max HP starts at 5. You can never heal up your Max HP.
Initial Equipament
- 1 dagger — add one to a combat roll
- 1 potion — recover to Max HP and then discarded
Rolls
These are all the rolls you going to use to play The Inverted Tower
Name | Description |
Dice Roll | Roll a dice and compare result with table |
Dice Check | Roll a dice. Check passes if die is 5 or 6 |
Gameplay
New room: Do a Dice check. If passes, roll for Event. Otherwise, Its an Encounter
- Make note on the room if event room.
- Each floor has only one event room of each kind
- Event rooms has no monsters
If Encounter, roll for number of monsters
Resolve event or encounter
Roll for treasure
Tables
Events
Roll | Name | Mechanic |
1 to 3 | Trap | Must handle trap |
4 | Merchant | Sell items (dagger and potion) for 5gp each |
5 | Bonfire | Heals to Max HP |
6 | Stairs | Takes to the next floor |
Traps
Do a Dice roll and check the table below to see the kind of trap. Do a Dice check with the attribute as modifier. If fails, -1 HP and no treasure.
Roll | Trap Kind |
1 or 2 | STR |
3 or 4 | DEX |
5 or 6 | INT |
Number of Monsters
Roll | Monsters |
1 or 2 | 1 |
3 or 4 | 2 |
5 or 6 | 3 |
Treasure
Roll | Treasure |
1-4 | 1 gp |
5 | Dagger |
6 | Potion |
Leveling up
Every (10 + current level) XP — levelup
Max HP + 1, 1 point to add to any attribute (STR, DEX or INT)
Combat
Dice Check with the following multipliers:
- plus attribute as modifier (choose one)
- minus floor level
- (optional) dagger (adds +1, more than one can be used)
If passes
- monster dies
- player gets 1 xp
if fails
- take 1 hp of damage
Wandering Monsters
When moving back to an already explored room, do a dice check. If pass. it's a new encounter.
Dungeon Log
Since we don't have rooms anymore, it's advised to keep what we call a Dungeon Log. Each line in it displays what is in the room. For example:
Floor 1
- Room 1 : Trap (INT) (Failed)
- Room 2: Mob 1 (killed) Mob 2 (killed)
- Room 3: Stairs (Descended)
- Room 4: Mob 1 (killed) ⟶ Wandering: Yes. Mob 1 (killed), Mob 2 (killed)
- Room 5: Mob 1 (killed), Mob 2 (killed)