Dungeon Crawler Carl 4: The Gate of the Feral Gods
by Matt Dinniman
Contents
Chapter 2
Overview
The chapter turns the aftermath of Grull’s attack into a planning session: the party sorts through major rewards, gains new spells and rare items, and realizes the floor is likely built around water, poison, and difficult mobility challenges. Carl’s legendary potion, Donut’s new utility magic, and the first report from another quadrant all sharpen their long-term strategy.
The chapter’s biggest shift comes when Carl scouts the Air castle and finally sees what they are up against: a massive, weaponized flying gnome fortress protected by bombs, aircraft, and magical shielding. Skarn’s explanation that Hump Town is spared because town hall contains something the gnomes need adds an important mystery and suggests the town itself may be central to conquering the quadrant.
Summary
As the group heads back to their personal space, Donut immediately opens her floor-club spellbook prize and learns Astral Paw, a utility spell that lets her manipulate and eventually attack at range. Back at the apartment, Carl reviews achievements earned during the Grull disaster and the portal attack, including rewards for summoning a god, surviving a deity’s attack, and causing mass long-distance casualties. The resulting boxes confirm that the fight has made Carl especially visible to the gods and give the party more evidence that this floor will feature water and poison dangers.
The party then opens its loot. Donut receives water-breathing scrolls, which she hates, and learns Wall of Fire. Katia gains more water-breathing and antidote supplies, plus a skill potion that raises her Catcher skill. Carl gets healing items, another invisibility potion, a guided-projectile crafting item called Surefire, a valuable toe ring that grants wall-walking and debuff-spreading abilities, and an extinction sigil tattoo that may reduce hostility from some creatures but makes lizard-class enemies hit harder.
Carl’s most important reward is a legendary potion, Pawna’s Tears, which can add five levels to any chosen skill. Mordecai identifies it as Carl’s best loot since entering the dungeon and urges him to save it for the right skill later. Carl also checks in with Elle, who is struggling on a sailboat but received a dangerous ice-storm spell, and sends messages to see who else is in their bubble. Only Gwen replies; from the Land Quadrant, she reports that the Sandcastle of the Mad Dune Mage is heavily defended and that the other quadrants look dangerous and hard to navigate, making the bubble’s fifteen-day limit feel alarmingly short.
After a nap, the group resumes its strict training plan while Mordecai and Donut handle upgrades for their personal space. Carl goes into Hump Town to scout and visits a house with a rooftop telescope, where he meets Skarn, a changeling orphan being raised by a dromedarian named Flint. Through the enchanted gnome telescope, Carl studies the Air castle, the Wasteland: a huge, heavily armed floating island crowded with red-hatted gnomes, hanging structures, attached aircraft, and magical shielding around its balloons. He also inspects one of the gnomes’ unstable thermobaric bombs and learns from Skarn that the gnomes once destroyed his village with such weapons. Skarn says Hump Town is not bombed because something hidden in town hall is important enough that the gnome leader does not want it destroyed, giving Carl a new clue about the town’s real strategic value.
Who Appears
- CarlOpens major loot, contacts other crawlers, and scouts the flying gnome castle with Skarn’s telescope.
- DonutLearns Astral Paw and Wall of Fire, complains about water-breathing scrolls, and helps plan upgrades.
- MordecaiEvaluates the party’s loot, explains item importance, and pushes for training and base upgrades.
- KatiaOpens useful loot, gains a Catcher skill increase, and helps monitor nearby crawlers.
- SkarnChangeling orphan who lets Carl use the rooftop telescope and explains local history and town hall’s importance.
- GwenCrawler in the Land Quadrant who reports on the Sandcastle of the Mad Dune Mage and nearby threats.
- ElleStruggles with sailing elsewhere in the bubble and reports receiving a powerful but dangerous ice spell.
- ImaniAppears in chat while trying to manage the group’s boat and sailing confusion.
- FlintUnseen dromedarian caretaker of Skarn, described as a patrol member who hates the gnomes.