
eBook by Stuart Grosse
Sixty-five million years ago, an asteroid disconnected Earth from the galactic MANA network and the System. When a passing science vessel discovered an entire planet of sentients had grown up without the System, a repair team was sent — but they were killed and trapped by the locals before finishing the job. That changes when a certain President visits Area 51 and pushes a button that brings the System online. This story follows a complete scoundrel of a human being who is forcibly converted from a man into a Dungeon Core — because humans are simply too common in his area. What does a rotten bastard do when thrust into the role of a dungeon? Exactly what you'd expect.

Sixty-five million years ago, an asteroid disconnected Earth from the galactic MANA network. Life continued, but without the System — until a certain President visits Area 51 and pushes a button that changes the world. This story follows a complete scoundrel who is forcibly converted from a man into a Dungeon Core. Thrust from his old life into the role of a dungeon, he intends to take bastardry to an entirely new level.

The dungeon has been explored by the military and is now open to the public — for those adventurers brave enough to venture in and risk it all in search of power and riches. But how will a dungeon built around plants and slimes evolve once the second floor opens up?

The military and local adventurers have been flocking to the dungeon, hoping to raise their levels and gain loot following the System Apocalypse. Some thrive; others have their hopes cruelly snatched away. But what happens when the Demon of the Dungeon is visited by someone from his past?

The Miami Adventurer's Guild sends members to subjugate the local goblin population, hoping to earn better loot from the dungeon. Meanwhile, a Paladin from the Demon's days as a human has arrived, determined to destroy her old tormentor once and for all. As other forces move in the outside world, what will become of the dungeon known for its singular brand of horrors?

With adventurers navigating the shifting maze of Goblin Town, Kuronoth turns his attention to creating new floors and the first offerings of enchanted goods crafted within the dungeon. Through his acquisition of a Warlock, he now has access to demons he can summon and bind. But what happens when his plan for a demonic shrine becomes far more complicated than intended?


As the interview with the Demon goes live and the battle against the undead to the north concludes, the Demon seeks once more to tempt others into his domain. This time he offers bait no one can resist: an inside view of how a dungeon floor is constructed. But will the observers be willing to pay the price for access?

Lizardfolk and Vurlocks now reside within the Exotic Chambers of Forbidden Pleasures. The new floors are open to the public, and familiar faces return from elsewhere in the country — finding themselves once again at the Demon's gates. What new horrors await them?

Since its discovery, the dungeon has sought to corrupt the morality of all who enter its halls. As the Crimson Valkyries continue their journey hoping to remove the curses placed upon them, a team of soldiers ventures in armed with modern, System-enhanced weaponry. Will that be enough to save them from the Demon's corrupting influence?

When the System came, firearms lost their edge against sword-wielding combatants and battlemages. But what happens when guns are crafted with the System's help? Soldiers entered the dungeon to find out — and suffered mixed results. Now, bound by the consequences of their failure, they must push deeper into the dungeon while already reeling from the changes forced upon them.

Stuck on the undead floor, the soldiers sent to test System-made guns have been split apart by the floor's magic. As anyone who has watched a horror film knows, splitting the party is a fast path to trouble. What horrors await them as they search for each other? And even if their flesh survives, what of their minds — with the Black Temple still ahead?

While soldiers fight through the horrors of the undead floor, the Fimaazro Ambassador has heard of the dungeon's strange features and wishes to investigate. When aliens view the dungeon through an entirely alien perspective, what will they make of it — and will an Ambassador fall under the Demon's sway?

The alien ambassadors have made their way through the dungeon and emerged alive, if not entirely unscathed. Their success opens the Dungeon Exchange Network to Kuronoth — a galaxy's worth of potential resources, just waiting to be claimed at the right price. But will he find anything on the Auction House that brings him closer to his goal of ascending to godhood?

The Forbidden Chambers of Exotic Pleasures has gained renown as a dungeon unlike any other in the United States, even visited by alien ambassadors. Some adventurers have won fortunes in its halls; many more make enough to live on; and some do not return. As fresh faces take up the call, seeking the dungeon's secrets, they quickly learn that not all wounds are of the flesh.

A group of university students studying dungeons has made their way to the Forbidden Chambers. After one member falls to a cursed item, the group faces a choice: abandon their friend or fight to the end of the dungeon to remove the curse. Meanwhile, bounty hunters from another world have landed on Earth, seeking a prize located within — only to find the Demon has already moved against them.

Bounty hunters from the Church of Pofmis have entered the dungeon, hunting a 'heretic' that Kuronoth purchased from the Dungeon Exchange. The three hunters quickly find that the Forbidden Chambers are not forgiving to those who disregard the rules. Faced with mounting physical and mental challenges, will they find their quarry — or become the Demon's latest victims?

The Atlantean bounty hunters continue their journey into the Forbidden Chambers, even as Kuronoth weaves his traps around them. Will they be able to conquer the dungeon when all odds are against them — and escape with their minds and souls intact? Meanwhile, the Demon's agents return from outside his realm, bringing mercenaries in tow. Will these newcomers prove to be just another set of victims, or does a different fate await them?

The alien bounty hunters failed to reach their quarry and are now bound to the dungeon. Champions of the Demon Lord Kuronoth have proved their worth, and the mercenaries of the Jadesins company have pledged themselves to his cause. Outside the dungeon, other plans are in motion — and the question is whether those events will pass the Demon by, or draw him to the center once again.

The leaders of the seven most powerful Adventurer's Guilds have come together to form a national guild, and set out to the Forbidden Chambers to negotiate with the Demon. In space, aliens from across the galaxy are turning their eyes toward Earth — some seeking opportunity, some seeking to spread their faith, and some seeking revenge.


The Golden Host has been crushed, ground under Kuronoth's heel in a major humiliation he was quick to share with anyone who would listen. But what happens once the battle is done? There are still traps to craft, adventurers to entertain, and a dungeon on the moon to bring up to snuff — not to mention all the hardware the Golden Host left behind, and the fleet still in orbit.

The Pofmisian fleet has been expelled from the Sol system and its followers banned for two hundred years. Kuronoth and his dungeon are in a stronger position than ever, his legend growing and his cult drawing new followers daily. But increased standing brings increased visibility — and others are starting to take notice. What powers lurk offshore, waiting to surface?

With the turmoil from his divine side settled, new troubles emerge from the dungeon side of Kuronoth's nature. Young dungeons nearby are 'awake' enough to communicate — one on a remote island, another grown from a failed spell amid a necropolis it raised. As a fledgling god, Kuronoth has minions he can send forth. Time to welcome some new players to the field.

The nearby dungeons have been cleared and a future threat dealt with before it could grow. For once, the Forbidden Chambers settles into a comfortable routine. But Kuronoth is more than a dungeon, and divine beings sometimes have divine problems. As a new follower calls out for aid, Kuronoth is thrust into the games gods play — staring down a crusade aimed not at him, but at one of his worshippers.

The crusade against dungeonkind has been thwarted, and Kuronoth has emerged with many new contacts among the gods under the System. But political games are not the exclusive domain of deities, and more than one mortal is looking to Kuronoth for answers about his recent activities. He is already a god — what comes next?

Kuronoth, God of Pleasure, Domination, and Dungeons, has been connected to GodNet — but most gods born on Earth are not. This becomes terrifying as human gods begin to 'wake up' temperamental and prone to rampages, their identities still malleable and colored by ancient mythology. Kuronoth must make contact with these newly awakening divinities and ensure they do not cause trouble that will make his life more difficult.

Having convinced the Monkey King to seek out all gods of Earth for proper integration into the System, Kuronoth expects a brief reprieve. Instead, events on the distant planet of Bluemountain threaten to destabilize the Galactic Senate — all because of his followers' actions. He is asked to at least minimize the damage. But will his involvement make things worse?

The war on Bluemountain has ended with Vinastra fallen and Pofmis, Goddess of Freedom, cast down and enslaved as the Goddess of Submission. The status quo is upset across the galaxy as everyone scrambles to deal with the fallout. And an upstart rival has decided that now, while Kuronoth is 'distracted,' is the perfect time to strike.

The threat posed by the Iahab Allah dungeon has been dealt with permanently. But the actions of a disturbed young boy spark an incident that cannot be so easily swept aside. A summit is called between dungeons, gods, and mortals to discuss the terrifying new revelation — and what it means for everyone going forward.

With the summit of dungeons, gods, and mortals complete, and word spreading that Earth has only forty years before the Galactic Assembly can no longer protect it from the wider galaxy, Kuronoth had hoped for a rest. Instead, visitors have arrived from abroad on a mission. Can Kuronoth turn the tables on them — or is Earth's time already up?

After dealing with the Techknights and sending them home, Kuronoth turns his attention to more local matters. Servants from Bluemountain have come to Earth for an exchange of technology and ideas, while pressing issues he had hoped to avoid demand his attention — and another dungeon is starting to cause trouble again.

A group of pilgrims has come to pay homage to Kuronoth and delve his dungeon. Among the most powerful adventurers to ever set foot in the Forbidden Chambers, they seek to make a name for themselves by facing the dungeon on a harder difficulty than normal. But will they go the distance — or be found wanting?

As the pilgrims descend deeper into the dungeon, the challenges mount. Even adventurers on the cusp of Tier 3 cannot expect to pass through the entirety of the Forbidden Chambers without a true test. What will happen when they reach the Dark Temple — the floor that has ended so many runs before them?

The pilgrims continue their descent. The Arena calls, and beyond it, the desert floors — territory no adventurers have ever conquered even on lower difficulties. Blistering heat and an undefeated boss in the form of the great Shai Hulud stand between them and the end. Will the pilgrims make it through?

The pilgrims have reached the lowest levels of the dungeon and become the first to slay Shai-Hulud, the sandworm boss of the fourteenth floor. But even with that victory, will they be able to overcome the avatar of their god, Kuronoth? And what will happen to the dungeon once they are gone?

The Pilgrims conquered the Forbidden Chambers on the hardest difficulty that would not mark them as enemies of their god. As word spreads of new floors being added, adventurers in Miami and Swamptown look to the dungeon with renewed hope. Treasure and experience await — if they can claim them. But success is never guaranteed in a dungeon, even one as 'agreeable' as Kuronoth's.

The Forbidden Chambers has expanded, but adventurers remain bottlenecked at the Pyramid at the end of the desert floors. More teams have come forward to push through and break into the floors beyond. How will they fare against the Pyramid's guardians — and will they become a pointed example of what not to do?

The Pyramid is behind them and the dark lies ahead. Adventurers have pushed into the unexplored areas of the Forbidden Chambers, passing the undead alligator Grandpa Earl. The long dark of the caverns beyond awaits — the first floor designed to tell the story of Khav-Szrokzas, and the promised Raid beyond. But will they find their way through, or become just another victim?

The depths leading toward the raid present new challenges within the Forbidden Chambers. But events in the dungeon are not the only thing troubling Kuronoth — Earth is still on a timer to get its act together, and the 'free will' restrictions on gods interacting with the mortal realm are proving to be an obstacle.

As adventurer teams work to unlock the raid, the situation outside the Forbidden Chambers continues to develop. The wedding between Kuronoth and Athena looms on the horizon, but first the ranks of the faithful in the Abrahamic religions must be purged of elements threatening to drive their godhead down a dark road. The method: an 'unrelated party' bringing in a monster to spark a Divine Trial the troublemakers cannot survive.