as you confess you are neither a roguelike afficionado nor a programmer.
Let me therefore tell you that the retro look of the roguelike is decieving!
Graphics are easy: in a roguelike its print x, in a graphical game its put x. thats the only difference in the code there.
Random levels are not: It basically means that you need to program something that can compete wit a human level designer. And there are people out there who can make a living out of designing levels.
frankly there is *a lot* under hood in your average roguelike, and except for the basic stuff (there are librarys for that) it doesnt lend itself well to generalization.
2nd straight AD&D.
Dont get me wrong, i love 2nd ed and wouldnt touch 3rd ed with an 11 foot pole. But there are 2 reasons why it doesnt lend itself well for a computer game in general, and a roguelike in particular.
1) Exceptions, exceptions, exceptions to each and every rule.
2) its party oriented. single L1 wizard going adventuring? In a roguelike? (Go to dungeon, cast magic missile, run away, get out, rest 24 hours, repeat)
If you are mainly interested in AD & D check out this site and forgotten realms unlimited adventures:
http://frua.rosedragon.org/modulelist/classic.php