Hello Grey.
The basic problem with roguelikes is that screen readers are intended to read lines of text. Thuss, interpreting ascii graphics is extremely difficult, because interpreting a screen reader saying hash hash hash hash hash dot hash hash hash is not particularly easy.
I have heard some people have used braille displays to play some roguelikes, especially the original rogue and nethack. A braille display is a device that will show a line (or less than a line), in braille. However, bare in mind we are talking literally a line here, perhaps 120 characters horizontally at most, thus meaning that you can look at a very minimal amount of information on the screen (also bare in mind you'd have to move the focus of your braille display around to read the stats etc too), so even playing with one of those, it takes a ridiculous amount of time to build up an overview of what is on the screen, thus decreasing play time to a crawl.
The fact that even a small, 40 character braille display is also about 4000 dollars doesn't help either.
of course, if as cae says some way to make large tactile displays that could show the hole screen, thus allowing a visually impared player to get a full scale overview by touch the way you would using a tactile chess set, this situation will change, but we don't unfortunately have that technology yet.
this is why roguelikes are not included in the audiogames.net database of accessible games even though things like text based brouser games or interactive fiction interpreters are, sinse though with a braille display they would be just about playable, the amount of time and effort involved is just not reasonable (plus the reliance upon such an expensive peace of equipment as a braille display that not all people own is not good).
The ultimate aime in roguelike access therefore, would be to utterly forget ascii reading entirely sinse it's such a difficult business, and create a game where the on screen text messages (or maybe some audio), could give you a sufficient overview of your surroundings to easily know what is going on and what is where.
a great example of this is the game kerkerkruip, which, though it features innnumerable roguelike conventions, heavy turn based combat, random (and often cursed0, equipment, a very variable dungeon surrounding,monsters, element effects etc, instead of using an ascii display is written in the glulx format as in fact an interactive fiction title, and has full text descriptions of rooms and combat as well as a simple parza based input system, despite the heavy roguelike influence.
The closest I've seen to an accessible traditional roguelike, and probably where you may have come across me before, is Angband. I initially started to play angband because I found that the large graphic tyle set plus my remaining vision and text that Supernova could read was enough to play the game (I've not unfortunately seen this in other roguelikes).
More than the big graphic tyles however, the look curser in angband is probably the most effective tool for limited vision access I've seen, the way it can for instance be directed to jump straight to nearest object of interest and direct a character straight there, the way it can targit specific monsters or options, or the way it can be instantly bought back to the characters' location, ---- indeed visually the fact that the look curser in the graphic set is a highly visible big yellow box helps extremely, sinse if I say want to see where my character is I can direct the look curser straight to them.
Angband also has some other nice features, like the ability to get a textual list of all on screen monsters and objects, and the fact that all shops and item handling work by menues rather than manipulating ascii graphics.
Angband is as close to I've seen as a fully accessible vi roguelike, and on several occasions I've attempted to play it just! with my screen reader and with my monitor turned off, but unfortunately it's not quite there yet, sinse despite all the abilities to interact with monsters and objects and know their position, you still can't clearly from the text know where the walls are, particularly sinse in Angband (particularly in the newer versions), the dungeon layout can get rather complicated in terms of corridors, vaults with random layouts of blocks etc, ---- not to speak of other varients that have features like trees, rubble, pools of water etc in the dungeon.
While I think such modifications might be possible, it'd likely take several interventions, for a start a directional look command that would tell you the distance betwene your character and the nearest wall or other object, and the ability to get over all information about your surroundings, for example whether in a corridor or a room what entrances that room had etc.
Entombed, while exceptional in quality, (I was a tester for the game), still it can't be denied uses a very simplified dungeon map composed of basic, one space wide corridors and square rooms with a number of entrances, and has fights that are turn based battles rather than being based on the sort of spacial logic found in most roguelikes, ---- though in fairness this does give the chance for multiple character battles too which is a distinct advantage.
you might actually want to try some audio games on this site to get some ideas of how to gain an overview, and what or what does not work. There are for instance several games like battleships, chess and even mine sweeper in the database. Then, though it is a ral time fps game, you might want to try shades of doom which is srot of the deffinative as far as audio navigation of a large, mazelike area goes, (shades of doom is a commercial game, but there is a freely playable demo available).
One interesting thing in fact, is that lack of overview and information can actually make games more! interesting.
Packman for example as an audio game I find much more satisfying to play than graphically, sinse where as graphically you can see the entire maze, where all the ghosts and dots are making the hole game an exercize in quick reactions and ability to predict behaviour of the ghosts etc, the audio version is a very different (and in some ways), superior experience, sinse being first person, you don't! get to see the hole maze and need to maintain much more mental effort in knowing where you are, and encounters with ghosts are far more surprising.
Also, if you were adding text descriptons to a roguelike, you could use the opportunity to say something about surroundings too. For example "this large chamber has an entrance on the north wall and an entrance on the east wall, the floor is sticky with slime and a fowl stench fills the air"
thus adding some extra atmosphere as well as informational content to the game.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)