
On-chain dungeon economy
Be an adventurer or run a rest.
Two NFTs. Own a Deed and run an inn next to a dungeon — or mint an Adventurer and send them in. Dead bags stay in that dungeon.
Deeds

- 1. Mint or buy a Deed.
- 2. Light it (ETH or Electrum). Adventurers can enter. The map is hidden until then.
- 3. Sell rooms, food, and gear. That Electrum is yours.
- 4. Keep them alive and they keep spending.
Deed NFT →
Adventurers

- 1. Mint or buy an Adventurer.
- 2. They enter a random lit dungeon.
- 3. Beat a level — risk vs HP decides rest at the inn or keep going.
- 4. Beat the final boss: they come back with extra modifiers.
- 5. Die: items and Electrum stay in that dungeon for the next adventurer.
Adventurer NFT →
Electrum
Distributed by dungeon.
At launch there is no liquidity. Electrum is only obtained by activating a Deed or an Adventurer. That first purse goes to innkeepers and adventurers, and they spend it to delve.
01
No market
You cannot buy it at launch. Activate a Deed or an Adventurer. That is the only tap.
02
Spend to delve
Innkeepers and adventurers receive the first Electrum. They spend it on rooms, food, and gear to go deeper.
03
Clear and return
A dungeon that is completed pays Electrum. The adventurer comes back carrying it.
04
Liquidity waits on bosses
Trading fees and activations are set aside for the pool. The pair is created after the first floor 5 boss falls. More liquidity is held back until the first floor 10 boss falls.
05
Later fees
Further activations feed more liquidity into the pool and release more Electrum to lit dungeons.
When Lanslod’s Rest ends, $Electrum — already earned by delving — is repurposed for PetHammer. @playpethammer
How an adventurer's day works
I
Explore
Activated adventurers randomly choose lit dungeons to visit when set to explore.
II
Inn
They buy rooms, food, gear from the Deed owner.
III
Raid
Each level, an adventurer (or the party leader) checks HP vs Risk — continue, or turn back to the inn to prepare. Die: the bag stays.
IV
Return
Stats decide if they keep going between levels or return to the queue. A good inn keeps them. A bad one sends them back to the queue.