C or C++ is, or should be, a standard for most desktop applications.
In 2014 you shouldn't go for C(++) anymore unless you really, really need the last etch on speed or memory usage - which is generally not true for the average rogue like.
Personally if' I'd start a roguelike today, I'd go for drawing on a HTML-Canvas in Javascript and have it running in browser. This is easy enough for a beginner, good to debug (Google Crome is awesome) and the result is easily distributable, just post a link where you are going to host it*. The main drawback is either No Savegames at all (good enough for a starter and for a rogue like). Cope with the size limits you get by HTM5L localStorage (still doable) or go through saving online through AJAX - which is not newbe friendly and requires a special hosting.
Especially when doing all output via a Canvas object I can testify from a hugh project I'm currently doing that does exactly that - the differences between the latest versions of the commonly used desktop browsers are nowadays neglieable. This has historically been a big issue on javascript. Right now the mess restarts on mobile devices tough
Which brings me to the second option one might go for in 2014. Aim for running on a iPad or Android Nexus. Whatever native language (Objective C or Java) or there are some wrapper packages as well for higher level language design - for example i heared that the famous Angry Birds are coded in Lua. But I'm not knowledgeable about mobile development. My webbased Canvas-App also runs in the browser of the iPad, but on the other hand I can't simply sell it that way via iTunes. But I don't care about that.
(* About hosting, I'm paying mere 12$ per month for a virtual private server, but there might be free services for static content)