The Inverted Tower/Draft 1
Character Creation
Attributes
Attribute | Description |
STR | How strong your character is |
DEX | How dexterous your character is |
INT | How intelligent your character is |
Start with 1 point in one of the attributes
Initial Stats
- Max HP starts at 5
Initial Equipment
- 1 dagger
- 1 potion
Rolls
These are all the rolls you going to use to play The Dungeon
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 |
Inverted Dice Check | Roll a dice. Check passes if die is 1 to 4 |
Turn Structure
- Roll to set room size
- Roll to set number of doors
- 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
- Roll for number of monsters
Max monsters is the room size
- Resolve event
- Roll for treasure
Tables
Room size
Roll | Size |
1 or 2 | 2 |
3 or 4 | 4 |
5 or 6 | 6 |
Doors
Roll | Doors |
1 | Dead-end (no new doors) |
2 to 4 | 1 new door |
5 or 6 | 2 new doors |
Events
Roll | Name | Mechanic |
1 to 3 | Trap | Must handle trap |
4 | Merchant | Sell items from |
5 | Bonfire | Heals to Max HP |
6 | Stairs | Takes to the next floor |
Traps
Roll | Trap Kind |
1 or 2 | STR |
3 or 4 | DEX |
5 or 6 | INT |
Number of Monsters
Roll | Trap Kind |
1 or 2 | STR |
3 or 4 | DEX |
5 or 6 | INT |
Treasure
Roll | Treasure |
1-4 | 1 gp |
5 | Dagger |
6 | Potion |
Items
Each item costs 5gp and are sold by the Merchant in the Event Room
Item | Effect |
Potion | Heals to max HP |
Dagger | Add +1 to roll |
Leveling up
Every 10 XP — levelup: max HP + 1, 1 point to add to any attribute
Combat
Dice Check with the following multipliers:
- plus attribute as modifier (choose one)
- minus floor level
- (optional) dagger
If passes
- monster dies
if fails
- take 1 hp of damage