Tesni Anderson's biggest problem used to be microwaved fish in the office break room. Then she choked on ramen noodles and woke up as a dungeon core.The system expects her to create a murder maze filled with traps and monsters. Instead, Tesni has three months to build something unprecedented: a dungeon that doesn't kill people. With the help of her gruff Scottish advisor Threk (who thinks she's completely mad) and a growing family of goblins who just want to belong somewhere, she's determined to create the world's first dungeon inn.Between essence management that works like a mobile game, aggressive rock-hens that can't judge distances, and the moral compromise of designing "safe" dangerous areas, Tesni discovers that building something nurturing in a world designed for conflict is harder than any office job she's ever had.But when the first adventurers finally arrive, will her revolutionary hospitality model work-or will she lose everything she's built?A cozy slice-of-life fantasy about found family, ethical business practices, and proving that sometimes the best way to win is to change the game entirely.
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