The Inverted Tower/Draft 4
Under consideration
- No XP if current level is +2 the floor level (to circumvent farming)?
Open Questions
- Retreating?
- Should I enable some kind of grind mode?
- Game is too mechanic?
- I need to add some non-battle mechanics. Maybe a table before encounters?
- Quests?
- Trader monsters?
- Feats of Strength?
- Especial rules for the necromancer combat
- Second-wind?
- Should elites cause 2 points of damage?
Changelog
- Simplified dead-end rules
- Simplified elite mobs
- Added Flavor section
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 | Abbr. | Desc. |
Dice Roll | DR | Roll, compare with table |
Dice Check | DC | Roll. Passes if die is 5 or 6 |
Epic Check | EC | Roll. Passes if die is 6 |
Split Roll | SR | Roll, then: 1 or 2: option 1 3 or 4: option 2 5 or 6: option 3 |
Also, a six is always a success and one is always a failure.
Gameplay
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
- DR l for number of monsters
- EC for elite check
Resolve event or encounter
If Encounter, DR for treasure (from table)
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
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
If normal monster, DR with the following multipliers:
- plus attribute as modifier (choose one)
- (optional) dagger (adds +1, more than one can be used)
If Elite Dice DC (daggers can be used)
If succeeds
- 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 — level up
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 spends some of their time in this room. To kill an elite monster must pass a DC.
Daggers can be used to get to this number as usual.
- 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 passed, he has 4. Otherwise, 2.
A boss always drops one potion, one dagger, and one gold piece as treasure.
- Elite and bosses gives 2 XP
Wandering Monsters
When moving back to an existing room, do a DC. If pass. 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)
Flavor
Objective
The objective of the game is to get to the 10th floor and slay the necromancer.
Mobs
Elite mobs are lichs, normal mobs are skeleton warriors
Floor Bosses are the Necromancer Acolytes, who raise skeletons to aid them
Elite mobs are lichs, normal mobs are skeleton warriors