The Inverted Tower/Draft 3
Changelog
- Added dead-end after stairs rule
- Critical 6's and 1's
- Added Elite and Boss Mobs
- Add Split and Epic Rolls
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 Equipment
- 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 | Abbreviation | Description |
Dice Roll | DR | Roll a dice and compare result with table |
Dice Check | DC | Roll a dice. Check passes if die is 5 or 6 |
Epic Check | EC | Roll a dice. Check passes if die is 6 |
Split Roll | SR | Split rolls will have 3 options. 1 and 2 is option 1, 3 and 4 option 2 and 5 and 6 is option 3 |
Also, a six is always a success and one is always a failure.
Gameplay
"NEW TURN" IF "Stairs Found?" "DC for deadend" ELSE IF "DC for Events" "DR for Event" IF "Event is trap" "Resolve Trap" ELSE IF "Event do not exist in floor" "DR for Elite" ELSE "Resolve Event" END IF ELSE END IF ELSE "DR for Elite" "DR total mobs" "FIGHT" "Roll for treasure" END IF END IF
If stairs already discovered, do a DC. If passes, this is the last room in this floor (dead-end).
New room: DC. If passes, DR for Event. Otherwise, Its an Encounter
- Event
- 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
- DC for elite
- DR l for number of monsters
Resolve event or encounter
DR for treasure
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
SR(STR,DEX,INR)
to see the kind of trap. Do DC with the attribute as modifier. If fails, -1 HP and no treasure.
Number of Monsters
SR(1,2,3)
Treasure
Roll | Treasure |
1-4 | 1 gp |
5 | Dagger |
6 | Potion |
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
a six is always a win (critical hit)
an one is always a failure (critical failure)
Leveling up
Every (10 + current level) XP — levelup
- Max HP + 1, 1 point to add to any attribute (STR, DEX or INT)
Elite Monsters and Bosses
An elite monster is a terrifying enemy from the levels below who is spending some of their time in this room. Their combat roll modifier it's not only the floor level, but also character's level! So if your character is level 3, on floor 2, the minimum roll to hit (MRTH) is:
- 5 - 3 (char level) + 2 (floor) + 3 (char level)= 7
- With that in place, the only way to hit it is by rolling a six (or using a dagger to get to a six!)
A Boss is another gruesome enemy always found in the last room of the floor. Handle it as an elite monster, but do a DC to see how many minions he has. If it passes, he has 4. Otherwise, 2. A boss always drops one potion, one dagger, and one gold piece as treasure.
Wandering Monsters
When moving back to an existing room, do a DC. If it passes. handle it as a new encounter.
Dead-ends
A level has 12 a maximum of rooms.
If the player got to the 12th room and still haven't find the stairs, this room is the stairs and also is the floor boss lair.
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)