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 |