Dungeon Owner's Manual
Official System Documentation for Dungeon Proprietors
Section 1: Care and Upkeep
Congratulations on your acquisition of a Dungeon. You must certainly be a qualified individual or organization to afford such a purchase. If your Dungeon Deed was obtained through other means, portions of this manual may not apply.
The Dungeon will largely take care of itself. While the Well Room does require human maintenance, the system will keep the rest of the dungeon functioning. Please be aware that attempting the physical removal of a Structural Item causes strain on the System. Please keep contaminants out of the well water outside of experimentation, and know not all experiments will go in your favor.
If you do not plan on adventuring within the Dungeon yourself, please recruit adventurers to do so for you to prevent System Decay.
Section 2: Anatomy of a Dungeon
Well Room
The heart of a Dungeon, where the specific System Code for your Dungeon was created. May Or May Not Contain A god– Or An Image Of A god, Depending On If The dungeon Was Linked To A Deeper System Root– Depending On Origin.
Well rooms can come in a variety of sizes and complexities, and can only be reached by the dungeon owner, someone with a token, or someone entering from a different well who knows the Well’s designated name. If you have not designated a well name, or do not know the previous designation, simply ask for a Well Name Prompt.
Dungeon Veil
The black material veil you can see at all Dungeon entrances. This veil allows for a very brief time stoppage upon entry so that the system may populate the room, or save the state of the room upon exit.
Some rooms may not have the save state set to permanent, and will continue to refresh to the original selection. It is important to not let System Downtime occur while anyone is within the Dungeon Veil, or there may be adverse effects on their ability to exit in a timely manner.
Dungeon Rooms
Come in two types: System generated, Human willed. System generated rooms will not repeat outside of a token. Human willed rooms automatically create a token for repeated visitation.
Tokens
These are crafted using iron and silver in equal parts, molded into iconography that the system can scan. You are recommended to play with form, material, whatever strikes your fancy. The System will scan and interpret as best as it is able.
Structural Objects
These are non-living objects that spawn into the Dungeon rooms during the veil transfer. Due to the nature of a System generated room, the moving or removing of these is not permitted. Please do not invite System Decay.
System Core Room
Your Dungeon’s brain. While each Dungeon has its own distinct Core, they start with the same code. As more trips are taken into the Dungeon, that code will evolve to ensure maximum efficiency to the needs of the adventurers. If You Link Your dungeon Core To A Deeper Source, Or To Another dungeon’s Core, You Will Spawn An Image To Take The Place Of Any Existing god Your dungeon Contained. Your Actual god Will Exist In The Void. Specifically, in the void behind you. If there are multiple members of your group, it may cause the void behind you to switch places throughout the day. You will likely never find your Dungeon’s core room.
Modular Dungeons
Dungeons can be customized to your wants and needs as the System gains more familiarity with you. After completing the first dive into your Dungeon, you will be given access to the Module Overview Menu. This menu can be accessed at anytime in your Well Room by speaking “View Menu.”
This menu is used to add or remove features from your Dungeon. It comes pre-stocked with a variety of default features, but you can add your own wishes by request. Previous Dungeon requests have included but are not limited to: cloaking, tracks, hot tub, trophy display, and torture chamber.
Modular Points
More commonly called MP, these points are what allow your System Capacity to grow, and can be spent on adding features to your Dungeon. These points are collected by completing Trial Rooms in your Dungeon.
Trial Rooms
These Dungeon Rooms are noticeably difficult. They come in two types, individual test and group test. Individual test rooms are sometimes expected to be completed by only one member of a dive group, or more commonly they are focused around that member. Group tests may focus more on strategy and problem solving.
Opting Up/Opting Down/Opting Out
When in a Trial Room if you feel the difficulty is too low, or you want a chance at receiving more MP, you can choose to say “Opt Up” aloud and increase the difficulty of the room. If the difficulty is too high, or your party is near death, ou can choose to say “Opt Down” aloud to lower the difficulty of a room and forfeit your MP. Opting Out is just you turning around and leaving. A fully unconscious party will be deemed an automatic Opt Out, and you will returned to your Well Room.