Alright, I have decided the way to break this tie is to take the suggestion to punt this decision down the road. If you want to hire David as a Boss, he'll be available the first time through. Now, onto the update!
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36 Blythe Road
Many people know it now, and for many decades, as George's Cafe. A nice little cafe in Hammersmith, one of the many districts in London. People would go there, eat their breakfast and lunches, and go about their day.
But to those of whom who enjoyed diving into the pre-Awakening world of magic and the divine, they knew it to be a place that was once home to a magical order. One whose existence would revive the interest in magical occultism, and influence many faiths and beliefs for decades to come, including Crowley's Thelema, and the Neo-Pagan Wicca faith, which would gain prominence post-Awakening. They would employ all manner of magicks and theurgy, furthering rituals and ceremonies to new heights, and would help develop the Hermetic Qabalah. To anyone who knew what was truly here, they knew this was the original spot of the Isis-Urania Temple, the original home of the Hermetic Order of the Golden Dawn
And praise be to the Tree of Life, it is again. Though maybe not in the way anyone imagined. You seriously doubt Woodman, Westcott, or Mathers would imagine a dungeon diving sports team to be the way the Golden Dawn is revived.
You look at the Core within your hands, it's light pulsating between a brilliant gold and a dark crimson. The infinite possibilities within, limited only by mana, Association rules, and imagination. And it was a pity so many teams seemed to lack it. Sure, their monsters were impressive, and you had to know how to fight them. And sure, they did have traps. Simple things, like blow-dart guns if you stepped on the pressure plates. But too many of them were simply not creative enough, more caught in the spectacle to the fight.
But you are not like them. You'd were - and still are - a master trap creator. Renowned by many for your fiendishly difficult tricks and puzzles, both mundane and magical, you'd worked on many things in your career. From Dungeons wishing to increase their lethality to business wanting to improve their escape rooms, to even simple fun ones for kids to learn from, you'd gone far and done it all in your 40+ years in the craft. Hell, even the Puzzlemakers of Switzerland had collaborated with you a time or two, an honor few had.
"Mr. Huntsman, we're about ready."
You tear your gaze away from the Core, and look at the other two people in the room.
One of them, a short young man in a sharp business suit, is pointing a magical detector at you. He's the official Association representative, making sure you don't cheat somehow. That you can't tamper the Core to give you an unfair advantage, like giving you free Magi or letting you float away from an Adventurer's touch. Hey, it's never happened, but the Association has to make sure it never would.
"Of course, Mr. Garcia. Forgive me, I was just lost in the moment." You say. "This is a rather important occasion, you must agree"
Mr. Garcia nods his head vigorously. "Of course. We're finally breaking into the European market!" Well, he's not wrong. But it's not the reason for you. But hey, everyone has their own dreams and ambitions. Yours are traps. His is expansion. Mr. Garcia turns towards the other person in the area. "Are you ready?"
"Sure am, boyo! Somebody's got to cover this moment!" Sammy O'Connell responds, his camera floating next to him. ready to take the shot the moment he telekinetically presses the button.
"Now, don't be so modest. I couldn't think of a better person to cover this." You reply, as you hold the Core with both hands. You want your last moments with a physical body for quite a while to look gentlemanly. Besides, impressions are going to be key to convincing people to come to your Dungeon. And Sammy - he always insisted on Sammy, never Samuel - had been making sure that the people got a positive look at the London Golden Dawn in the Times. You'd done some sit-down interviews with him, and had even done a video together showing some of the traps you'd done in the past.
You can't deny the work Sammy's done for you. Many people in London were confused at your unique ideas for dungeons at first. Traps and rituals? Where's the creatures? But Sammy was able to spin it well. Let the American's "piss ponds" - his words, not yours - they called dungeons have their might and their magic and their bluster. London was going to be smarter. More clever. The Dungeon of the Golden Dawn would be a place where sheer force would bring nothing more than a quick loss.
Soon enough, the general public seemed to be accepting of having a unique dungeon compared to the rest of the Association. A few even relished it. Many who followed dungeon diving knew that Sammy knew his stuff. And if they could trust him, they'd trust his assessment of you.
*click* *click* *click*
"And, that's that." Sammy says with satisfaction as his camera floats into his bag. "Any last words on this side of the glowing ball of magic, Robin?"
You pause, thinking for a moment. Then a slight smile crosses your face as you get an idea. "Ipsissimus One Equals Ten"
Mr. Garcia is utterly confused, as you expected. But Sammy just smiles. "Don't worry about it, boyo. I'm sure it'll mean something eventually. Let's do this."
"Right. Whenever you're ready, Mr. Huntsman."
You look straight into the ball, the dungeon already forming in your mind. And with all the might and will you can afford, you speak out the passphrase. "Give me thy love, oh Dungeon mine."
Without even a warning, you can feel your everything being pulled into the Core…
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So, what does your Dungeon's basic structure look like? The options below are basic ideas with subvotes, simplified to prevent too many round of voting. This is for League Play, and not including non-League rooms.
[] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.
[] A 24-Room Tower. There are no rules saying the Dungeon has to be in the ground, even if almost everyone else does. Your opponents must escape each room, as they wear themselves out going up and up. Maybe you'll even make the Final Boss Fight an open air spectacle. Further votes determine the size of all the rooms.
[] You'll do the 3 Floor with 8 Rooms everybody else does. But you checked the Association rules, and there are no rules saying they have to be physically connected. You just have to make them accessible. It might be expensive, but you could use magical portals to make a map inaccessible. Further votes determine how many portals you need, plus the size of the rooms
[] 4 floors, 6 rooms each. One for each of the classical elements. Earth. Fire. Air. Water. The order will change each Dive, Further votes determine the size of the rooms, and the order.
[] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things
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Note: Rooms do cost mana, and do count against the Mana Cap. Here's a general idea of the mana cost to keep in mind. You may add height at half price.
100 Square Feet (Generally a 10 X 10 room): 1 Mana
400 Square Feet (Generally a 20 X 20 room): 4 Mana
900 Square Feet (Generally a 30 X 30 room): 9 Mana.