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The Inverted Tower/Draft 0

Original notes from a a dusty notebook from the past

Core Rules

Merchant
Sells items for 5gp each
Bonfire
Heals you up to max HP
Stairs
Takes you to next floor
Potion
Heals you up to max HP
Dagger
Add +1 to a roll    
Starting equipment
1 potion and 1 dagger    
Starting up stats
1 point to any attribute, 5 Max HP
Leveling up
Every 5 XP — levelup: max HP + 1, 1 point to add to any attribute

Turn structure

Room
Dice Roll

| Roll | Result |
|------|--------|
| 1-2  | 2      |
| 3-4  | 4      |
| 5-6  | 6      |
Doors
Dice roll

| Roll | Result |
|------|--------|
| 1    | 1      |
| 2-4  | 2      |
| 5-6  | 3      |
Event
Dice check. If passes, Dice Roll for Event.
Otherwise, Its an Encounter.

| Roll | Result   |
|------|----------|
| 1-3  | Trap     |
| 4    | Merchant |
| 5    | Bonfire  |
| 6    | Stairs   |
Each floor have only one event room of each kind.
Traps
Dice Roll to find out trap type

| Roll | Result |
|------|--------|
| 1-2  | STR    |
| 3-4  | DEX    |
| 5-6  | INT    |
Combat with specific attribute as modifier for attack and floor level as modifier for defense.
Monster
Dice check for elite, then dice roll for number of mobs

| Roll | Result |
|------|--------|
| 1-2  | 1      |
| 3-4  | 2      |
| 5-6  | 3      |
Number of monsters is limited to number of floor tiles.
Treasure
Dice check. If passes, Dice Roll

| Roll | Result |
|------|--------|
| 1-4  | Gold   |
| 5    | Dagger |
| 6    | Potion |

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