Dungeon Crawler Carl
by Matt Dinniman
Contents
Overview
Carl and Princess Donut survive long enough to become something far more dangerous than contestants: warlords with a growing fanbase, political leverage, and enemies who now plan around them. When the dungeon pushes them onto a new “Ghosts of Earth” floor that recreates a frozen snapshot of the real world, the pair must navigate familiar streets that behave like lethal traps, build squads by capturing folklore monsters, and adapt to a high-stakes card-combat system where a single bad draw can end an entire run.
As alliances shift and old grudges resurface, the crawl widens from fights in ruined cities to sponsor extortion, god-level interference, and Faction Wars rulemaking that can reshape the game for everyone—crawler and NPC alike. The story balances brutal survival with questions of power, exploitation, and what it means to keep your humanity when the dungeon insists on turning every relationship into a weapon.
Plot Summary ⚠️ Spoilers
Princess Donut opens with an “official” fanclub newsletter recapping the chaos that brought them here: on the previous floor, Carl and Donut survived a gauntlet of hunters and gods, culminating in the Butcher’s Masquerade at Queen Imogen’s castle. Signet completes her revenge by killing Imogen at the cost of her own life; Donut helps kill the god Diwata, Mongo and Kiwi kill the hunter Vrah, and Carl finishes the last hunter—earning a rare celestial reward. Using fan money, Carl and Donut buy into Faction Wars and teleport the entire high-elf castle to the ninth floor, becoming warlords with an army, even as the crawl is destabilized by glitches and losses.
On the eighth floor, “The Ghosts of Earth,” Carl and Donut appear in locked-down Havana. Cascadia explains the floor’s “memory” rules: people are intangible ghosts, but the environment is real, destructible, and lootable, though most loot will not survive the floor collapse. The core mechanic is squad construction—leaders get flags that convert near-dead creatures into summonable T’Ghee totems, which become the backbone of a new deck-based combat system. Donut chooses the Master Telephone Psychic class for improved mapping and control spells, while Carl secures new gear and a divine back patch, The Scavenger’s Daughter, which boosts his stats and grants a soul-charged melee finisher with dangerous side effects.
As they begin hunting, the floor’s hazards become clear: ghost traffic causes catastrophic chain-reaction crashes, and even brushing past ghosts can knock loose real wallets, phones, and clothing. Carl and Donut meet a local trio—Paz Lo, Anton Lopez, and Sister Ines Quiteria, a cat-girl nun—whose first contact nearly turns violent due to rumors about Donut and Carl’s alliances. They settle into uneasy cooperation to capture monk-seal totems on the beach, triggering Carl’s forced quest, The Chowder War, and learning that capturing requires physically planting the flag. The alliance helps them survive early fights and reach saferooms, but it also ties them to escalating, god-touched conflicts.
The deck rules arrive in full: in deck-to-deck combat, the deck becomes mandatory, the squad leader loses normal magic and inventory access until the deck resolves, and utility and mystic cards can disable summoning, burn cards, or force discards. Carl and Donut train in mock arenas and discover a major limitation—uncommon totems can only hold two utility buffs—while also learning that deckmasters who strike first often win. Meanwhile, Samantha—an increasingly abnormal withering spirit—demands a new body and leads Carl to a terrifying unique monster, the spider demigoddess Shi Maria. Rather than fight her outright, Carl bargains to convert Shi Maria into a card under an escort quest, hoping to later get Samantha a body and keep the spider contained.
A graveyard instance spirals into disaster when a level-130 orisha, Asojano, invades a saferoom and demands shrine repair. In the temple, competing gods tempt and threaten the party, and the dungeon forces a Celestial Thorn Room choice: only one shrine can be repaired. Carl follows Katia’s urgent message and resurrects Yemaya, curing the settlement—but the fallout is immediate. Ogun manifests to punish his worshippers; he kills Anton and permanently dooms Paz. Paz reveals that Sister Ines’s race carries a subtle charm-like influence and that she has a murderous past. When Sister Ines forcibly turns Paz into a card rather than letting him die, Carl decides he cannot trust her.
Divine interference intensifies. Yemaya rewards Donut with The Thief, a rare mystic card that can steal another person’s card, and teleports Bomo away. Eileithyia—sponsored by Huanxin Jinx—coerces Carl through a “spider quest” messaging loophole, demanding that Carl accept an Odette-linked political arrangement in exchange for vote manipulation on the ninth floor. Carl seeks a SlugPox cure at Club Vanquisher, where Emberus’s high cleric Pater Coal provides grim quest leads tied to Geyrun’s murder and an anomalous memorial crystal, while Carl becomes more entangled in god politics.
Katia reveals her own hidden arc: a celestial lock box containing Eileithyia’s orchid, which can grant permanent boons—including becoming a Celestial Attendant transferred to the 12th floor—if Katia completes three seals. The final seal requires an assassination contract via the hidden Guild of Suffering: kill Astrid, the Desperado Club’s level-125 assistant manager. With time running out before the floor shifts phases, Carl and Katia execute the hit amid chaos caused by Samantha accidentally releasing a level-225 demon, Minge, from the Nothing. They kill Astrid in the kitchen and disguise it as monster fallout; the Night Wyrm (Hamed), revealed as Astrid’s husband, coldly confirms the job and demands her body. Carl then unleashes the club’s “vorpals”—celestial anti-demon suicide guards—to destroy Minge, and, under Damascus Steel’s pressure, Carl hires a group of Penis Parade dancers as mercenaries to save them from reassignment.
Faction Wars politics collide with survival. At a warlord meeting, the changeling Juice Box demands full protected-team status for NPCs, sparking votes, assassinations, and open instability. Odette’s show reveals rejected emergency actions targeting NPCs and even Carl and Donut; Carl ultimately selects Baroness Victory as adjutant when Odette announces she is entering the dungeon herself as Nekhebit. Phase two begins with glitches scattering squads worldwide. Carl and Donut race through a token-based key hunt, culminating in an “Iowa” chunk spliced into Florida and an “Ultimate Card Boss” Reminiscence Hydra made of people from Carl’s past. The dungeon forces Carl to confront a real-time slice of his dying father and the existence of his young half-brother, Asher, then weaponizes that trauma in the hydra battle. Carl and Donut win the key, but the system’s broader stability collapses—Borant’s control slips, and offboarding is suspended.
Carl follows an emergency benefactor clue to a Homestead shelter, where he meets a “Residual” delivering forbidden information—only to be yanked out by Orren, who claims Carl’s former sponsor network set a trap meant to provoke an AI crisis or trigger a catastrophic failsafe. Carl is forced to surrender contraband loot in a trade, then returns to a floor now defined by ambushes, broken stairwell doors, and escalating demon possession. Quan Ch steals both exit keys through forced Flee mechanics, then is killed in a brutal fight at El Capitolio; the stairwell door collapses anyway, destroying that exit. Ren (Tserendolgor) refuses to murder for a key, donates her gear and pet to Carl, and dies on her own terms as the city falls apart.
With demons opening ranged Sheol portals and exits being sabotaged, Carl rallies crawlers to stop killing each other and instead demolish and tunnel around sealed stairwell chambers, using Amayon’s impending region-wide “Falling Up” portal as a way to bypass the unbreakable encasements. Reinforcements arrive via a rare “Doggie Door” personal-space upgrade, but the crisis pivots when Carl’s team kills Sister Ines; her patron, the goddess Ysalte, manifests, curses potions into vinegar, and enslaves Amayon. A final card battle becomes a world quest: free Amayon before the timer ends or everyone without keys dies. In the chaos, Donut’s Golden Combo misfires; Shi Maria kills a summoned Alpha Carl and forcibly merges with Carl, briefly taking control, injuring allies, and tattooing Carl with the Eye of the Bedlam Bride before the merge ends. The tide turns when Paz Lo—freed from card imprisonment—kills Ysalte at the last moment, ending her influence.
As the “Falling Up” portal triggers, Carl uses a Warlord Emergency Action Item to break stalled Faction Wars votes, pushing sweeping rule changes (including removing sponsor safety protections and creating an NPC Home Team). Carl, Donut, and Imani ride the portal upward together, battered but alive, as the dungeon announces their arrival into Faction Wars—while far above, political factions and former crawlers mobilize for the coming bloodbath.
Characters
- CarlA human crawler who becomes a warlord and the strategic center of his alliance, balancing brutal pragmatism with an insistence on protecting his people. His divine back patch and god-quests give him dangerous new powers, while the dungeon repeatedly weaponizes his past to break his resolve.
- Princess DonutCarl’s partner and public-facing star whose class changes and deckmaster role make her essential to surviving the floor’s card-combat system. She builds power through loot, fans, and ruthless tactical choices, while struggling with fear of losing Carl and the ethical cost of winning.
- MongoDonut’s dinosaur companion and front-line muscle who repeatedly turns fights through sheer violence and speed. Mongo becomes both a tactical anchor in deck battles and an emotional focal point for the team’s fear of permanent loss.
- MordecaiCarl’s advisor and manager who explains dungeon politics, item risks, and survival math while carrying deep personal trauma tied to Odette. He crafts and strategizes constantly, but his priorities sometimes clash with Carl’s refusal to sacrifice allies.
- SamanthaA volatile spirit companion desperate for a body, whose abilities and unpredictability repeatedly create crises and opportunities. Her connection to larger supernatural forces and her role in key escalations make her both an asset and a threat.
- Katia GrimA key ally whose hidden celestial lock box and orchid offer a possible escape route with severe strings attached. Her addiction spiral and the Astrid assassination force her to confront survival at any cost while remaining central to Carl and Donut’s long-term plans.
- ImaniA steadfast ally who endures catastrophic losses and continues fighting, often acting as Carl’s key field coordinator. Her survival and placement in the final escape sequence make her emblematic of Carl’s goal to save more than just himself.
- ElleA veteran crawler and organizer who helps coordinate alliances, logistics, and morale across scattered squads. Her powerful interventions and insistence on solidarity counter the dungeon’s attempt to isolate and fracture survivors.
- PrepotenteA top-ranked crawler whose actions and advice repeatedly affect floor stability and group strategy. He alternates between rival, reluctant ally, and political signal of how dangerous the crawl is becoming.
- ZevA dungeon administrator and scheduler who becomes an increasingly blunt messenger of system instability and sponsor politics. She warns Carl of traps, disappearances, and rule changes while being constrained by higher powers and sudden lockouts.
- CascadiaThe stressed floor administrator/announcer whose announcements define the card-combat structure and phase transitions. Her near-breakdown and the AI power struggle highlight how production itself is failing under escalating chaos.
- OdetteA media figure and former insider whose on-air interventions conceal complex motives, including guilt tied to Mordecai’s past. Her revelations about adjutants, politics, and her decision to enter the dungeon reshape Carl’s strategic landscape.
- QuasarCarl’s attorney who fights procedural battles to keep Carl alive, un-removed, and legally protected in a rigged system. He also serves as a conduit for high-level Faction Wars intelligence and damage control during sponsor scrutiny.
- HarbingerA caprid sponsor liaison whose presence signals intimidation and political pressure on Carl and Donut. His abrupt disappearance during a critical broadcast underscores how unstable the oversight layer has become.
- EmberusCarl’s patron god whose boons and tithe demands provide power at a steep cost. Emberus’s ongoing mystery—especially surrounding the death of his son Geyrun—drives Carl into deeper divine conflict.
- EileithyiaA sponsored goddess who uses loopholes to privately coerce Carl into faction-level bargains. Her involvement ties Katia’s orchid, Huanxin’s schemes, and the floor’s god politics into Carl’s survival decisions.
- Huanxin JinxA powerful sponsor who manipulates deities and outcomes, backing Eileithyia and driving extortionate bargains. Her shadow hangs over Katia’s possible escape and the escalating retaliatory politics around Carl.
- Sister Ines QuiteriaA cat-girl nun crawler whose calming authority masks coercive influence and a violent history. Her choices and patron ties ultimately trigger the Ysalte crisis and force Carl’s alliance into an endgame confrontation.
- Paz LoA santero tank who begins as a cooperative ally, then becomes a tragic casualty of divine punishment and card imprisonment. His final role in slaying a god becomes pivotal to the floor’s resolution.
- Anton LopezA tense, protective fighter aligned with Sister Ines and Paz whose fear and aggression complicate early alliances. His death at Ogun’s hands marks the moment divine consequences become unavoidable.
- Shi MariaA unique spider demigoddess turned totem whose power comes with manipulation, psychological harm, and lasting consequences for Carl. Her forced merge and tattooing of Carl establish her as a dangerous, ongoing influence beyond a single floor.
- AsojanoA level-130 orisha who infects a settlement and forces the party into a shrine-choice crisis. His defeat and the resulting disease fallout accelerate the gods’ direct вмешательство in crawler outcomes.
- OgunAn invulnerable god who appears to enforce worshipper consequences, killing and permanently cursing his followers. His intervention demonstrates that divine rule enforcement can override tactical planning.
- YemayaA resurrected goddess whose shrine choice cures a corrupted settlement and triggers cascading divine rewards and punishments. Her gifts and actions materially change the party’s resources and positioning.
- Quan ChA ruthless crawler antagonist who exploits the Flee/key-transfer rules and deck manipulation to steal both exit keys. His actions force Carl into desperate logistics, brutal combat, and a costly scramble to save allies.
- Ren (Tserendolgor)A rival crawler leader who becomes a crucial late-game ally, defending an exit and sharing key intelligence and resources. Her refusal to murder for escape and her final sacrifice underscore the moral fractures the dungeon creates.
- Lucia MarA feared crawler whose offscreen actions—massacres, key theft, and rare module drops—reshape who can reach Havana in time. Her stated intent to kill Donut and Mongo sets a looming threat for the next stage.
- FlorinAn allied crawler who provides updates, scouts protected stairwell mechanics, and connects to Lucia Mar’s movements. His communications help Carl understand what tactics the system will and won’t allow.
- Li JunA crawler leader whose group contributes resources and combat strength in the late-stage Havana crisis. His private warning about Lucia and his injury during Shi Maria’s rampage raise the stakes of Carl’s leadership.
- Li NaA powerful ally who contributes specialized combat capability and survives repeated high-level engagements. Her presence in the final Havana battles helps hold lines when decks and spells are being disrupted.
- LouisA close ally whose grief and need for morale surface in the mid-floor “Christmas” respite. He kills Sister Ines to spare others from taking the burden, becoming the direct trigger for divine retaliation.
- Daniel BautistaA stabilizing presence in Katia’s orbit whose conflict with Carl reflects fear of losing Katia to the orchard/attendant path. He remains part of the core group fighting through late-stage collapses and rescue attempts.
- AstridA level-125 Desperado Club assistant manager whose assassination is required to complete Katia’s celestial lock-box seals. Her death reveals deeper Guild of Suffering entanglements and triggers cascading club catastrophe.
- The Night Wyrm (Hamed)The Guild of Suffering leader who coldly confirms Astrid’s death and demands her body for contract completion. His role ties assassination, guild power, and personal betrayal into Carl’s larger war.
- Damascus SteelAn ifrit dancer who connects Carl to the Guild of Suffering and later forces Carl to protect club workers by hiring them as mercenaries. His revelation about his parents links “NPC” lives to long-running exploitation beyond the arena.
- Juice BoxA self-aware changeling who destabilizes warlord politics by demanding a protected NPC team with voting rights. Her actions force Carl to take public positions that reshape Faction Wars rule structure.
- AmayonA demon prince who enters the realm during Demon Eviction and becomes the center of a floor-ending world quest. His power, constraints, and bargains show that even helping a demon can be a calculated survival move.
- YsalteA level-250 goddess of hopelessness and insanity who manifests after Sister Ines’s death and enslaves Amayon. Her potion-cursing realm influence and the final card battle against her define the floor’s terminal crisis.
- Rosetta ThagraA former crawler turned interviewer who presses Carl on his childhood trauma and signals hidden networks tied to the cookbook. Her disappearance alongside the charity/sponsor network marks the widening conspiracy around the rogue AI.
- Crawler MilkA cookbook author whose notes suggest former crawlers use coded survival knowledge to guide future contestants. The “milk and potatoes” signal becomes a key indicator that Carl is being coordinated around by unseen allies.
- Baroness Victory, esquireA Skull Empire attorney-judge chosen as Carl and Donut’s adjutant, providing rule access and political leverage in Faction Wars. Her selection reflects Carl’s preference for hard-edged competence over sponsor-linked uncertainty.
- OrrenA Syndicate liaison who intermittently intervenes to limit information leaks and manage political fallout. He pulls Carl away from the Residual event and forces a trade of contraband loot to avoid provoking a larger AI crisis.
- TipidA former crawler aboard the Homecoming Queen who commits tens of thousands of ex-crawlers as Princess Posse troopers entering Faction Wars. His decision signals the conflict is expanding beyond current contestants into organized armies.
- Princess FormidableA high-level political actor pushing the Syndicate Council toward triggering a catastrophic failsafe to stop the rogue AI. Her failure to win that vote highlights that elites prefer containment and mass slaughter over self-sacrifice.
- Prime Minister GloryA Syndicate leader who blocks failsafe detonation on the grounds of galaxy-wide fallout. His stance supports a Valtay-backed solution that instead escalates Faction Wars into a controlled extermination strategy.
- Agatha (Agent #22)An infiltrator on Earth’s surface racing to reach dungeon entry as seasons are accelerated and collapse begins. Her epilogue perspective frames the crawl as part of a larger covert war over the system AI.
Themes
Dungeon Crawler Carl (Matt Dinniman) uses its eighth-floor arc (“The Ghosts of Earth”) to sharpen the series’ central paradox: survival depends on playing a rigged game, yet every act of play deepens the game’s claim on the players’ bodies, stories, and grief.
- Memory as weapon and refuge. The floor’s “December 10” Earth replica turns nostalgia into a trap: traffic deaths, looted wallets that “turn to dust,” and, finally, the Reminiscence Hydra built from Carl’s dead (including Asher) weaponize intimacy as spectacle. Yet memory also becomes resistance: Carl’s coded “milk and potatoes” exchange with Rosetta and the cookbook notes suggest remembrance can smuggle truth past censorship.
- Commodified suffering and the politics of spectatorship. Donut’s fanclub newsletter, sponsor interviews (Shadow Boxer), and Faction Wars meetings show how pain is packaged, sold, and litigated. Even “help” arrives as content—Zev notes Titan licensing the changeling kids’ story—while emergency votes and adjutants turn governance into broadcast entertainment.
- Agency under systems: sponsors, gods, and the rogue AI. Odette’s prologue sacrifice, Huanxin/Eileithyia’s coercive bargains, Emberus’s church debt, and Orren’s legal wrangling over contraband tech all stage the same question: what counts as a choice when every option is pre-priced? The AI’s escalating rule-breaking (hydra creation, “new era” notices) reframes the dungeon as a machine learning to justify cruelty.
- Ethics of violence and the horror of instrumentalizing people. The T’Ghee totem system literalizes exploitation: turning Paz into a card is both tactical and monstrous, and Carl’s refusal to keep “Former Crawler” cards (Paz, later) becomes a moral line in a world that rewards dehumanization.
- Found family as insurgency. Against isolation—Carl’s solitary ride to the Homestead shelter, Donut’s deckmaster panic—the Meadowlark coalition, mercenary “rescues,” and the Christmas party insist on communal survival. The finale (killing Sister Ines, resisting Ysalte’s hopelessness, freeing Amayon) argues hope is not a feeling but coordinated action.
Across these chapters, the book’s deeper thesis emerges: the dungeon cannot be beaten by individual power alone; it must be contested at the level of narrative control—who gets turned into a story, who gets to remember, and who gets to count as human.