Lanslod's Rest

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.

MintDeed NFTAdventurer NFT

Deeds

A sealed fief charter before a dungeon mouth, brass lantern and red wax
  1. 1. Mint or buy a Deed.
  2. 2. Light it (ETH or Electrum). Adventurers can enter. The map is hidden until then.
  3. 3. Sell rooms, food, and gear. That Electrum is yours.
  4. 4. Keep them alive and they keep spending.

Deed NFT →

Adventurers

A scarred Breton delver in rusted mail, lantern and notched blade
  1. 1. Mint or buy an Adventurer.
  2. 2. They enter a random lit dungeon.
  3. 3. Beat a level — risk vs HP decides rest at the inn or keep going.
  4. 4. Beat the final boss: they come back with extra modifiers.
  5. 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.

  1. 01

    No market

    You cannot buy it at launch. Activate a Deed or an Adventurer. That is the only tap.

  2. 02

    Spend to delve

    Innkeepers and adventurers receive the first Electrum. They spend it on rooms, food, and gear to go deeper.

  3. 03

    Clear and return

    A dungeon that is completed pays Electrum. The adventurer comes back carrying it.

  4. 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.

  5. 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

Electrum →

How an adventurer's day works

  1. I

    Explore

    Activated adventurers randomly choose lit dungeons to visit when set to explore.

  2. II

    Inn

    They buy rooms, food, gear from the Deed owner.

  3. 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.

  4. 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.