You were swiftly digested...but suddenly, you've come to. Now, a strange, fleshy room extends outwards in 4 directions. You have caught the fox in a rare mood indeed...you are inside Labyrapta's Labyrinth.
On rare occasions, the fox gets an urge to mess with her prey. In these instances, she allows the creative power of her cards to run rampant within her, turning her ordinary digestive system into a deadly roguelike. Items, provisions, and monsters come from every room and corner, and treasure lies in chests for those who delve within. Rumor has it that somewhere inside her lies the holiest grail for the adventurers trapped within her endless, labyrinthean stomach...an Exit Card that if found and used, will transport the hapless souls back out of her.
Well, if you're looking for a map, you're going to be sorely disappointed. The dungeon map is procedurally generated (read, the DM makes it up) as you enter, so no two crawls are alike. That being said, if you're actually in here more than once, you are either an adrenaline junkie or extremely unlucky.
What would a good old Mystery Dungeon be without all sorts of floor traps. Dart traps, poison traps, fire traps, warp traps. There are so many damaging and debilitating traps within the floors, as well as the most dangerous of all for the willing explorers: The Sticky Trap. The Sticky Trap will spew a load of gunk onto one of your cards, rendering it unreadable and thus unusable. If this happens to hit the Exit Card a willing explorer was given...
You're almost certainly woefully underequipped (especially since whatever armor you had is most likely digested) and likely not going to get very far without, at the minimum, some better weapons or magics. Other cards include consumables to cure statuses (1-use), armor cards for when an enemy inevitably gets a hit on you, potions, and various Spell Cards that have many strange effects. The Exit Card being the desired one, but there are many more. Of particular interest to Willing explorers with the misfortune to have a gunked Exit Card is the Cleanse Card, which exists solely to clean off any gunked items!
You can't have a dungeon without monsters, and they appear in spades. Ethereal beings, flesh mobs, rats, those goddamned spiders from The Binding Of Isaac, and if you're asked to roll perception upon entering a room and nothing happens, be very, VERY afraid. Even the monsters in this place come from and drop cards when beaten!
Labyrapta herself doesn't really need to worry about money anymore, (seriously, the fox has a treasure chest so big you could put a city in it) but it's not like she has any access to the gold and so-called "vendor trash" this place generates. Any given item room (there will be at least one per floor) may instead have a valuable treasure...but it only will be worth a damn if you can escape with it, so is that really such a good thing?
The dungeon has its own shops which take coin for things like heals or cards. These coins can be picked up from monsters and are represented by, yes, cards. They may also sell 1 use, non-permanent cards.
If you willingly choose to enter (and she likes you enough to give it to you), you start with an Exit Card, but if it gets rendered unusable by a trap... well then~ You don't get any free replacements, so better hope you find another~