Cover of The Eye of the Bedlam Bride (Dungeon Crawler Carl, #6)

Dungeon Crawler Carl, #6

The Eye of the Bedlam Bride

by Matt Dinniman


Genre
Fantasy, Science Fiction, Humor and Comedy, Horror
Year
2025
Pages
833
Contents

Chapter 10

Overview

Carl’s group investigates Colón Cemetery and discovers it is actually a corrupted Ghommid settlement packed with undead spirits. Paz’s Santero class draws the entire population’s aggression, turning the mission into a desperate retreat through a horde rather than a controlled dungeon clear.

The chapter shifts the cemetery from a suspected boss room into a compulsory quest site with a saferoom, shops, and a hidden source of corruption. The danger escalates sharply when a level-130 boss-like figure follows Carl into the saferoom, undermining the group’s assumption that they have found temporary safety.

Summary

As Carl, Donut, Paz, Anton, and Sister Ines walk toward what appears to be a park, Paz describes the strange opponents his group faced in mock card battles. The discussion turns to how the dungeon mixes myths, religions, and pop culture into monster cards, which angers Sister Ines because she sees it as a desecration of sacred traditions.

The group reaches Colón Cemetery, now sealed behind an ominous black fence and filled with fog. Paz explains that the real cemetery should be open and full of monuments, while Donut detects many red dots inside, including a protected central structure. Carl warns that it looks like a boss chamber and wants to scout the perimeter, while Sister Ines nearly charges in before reluctantly agreeing to circle the outside first.

After scouting, Carl prepares holy grenades, spider automatons, healing-smoke curtains, and escape songs for Donut. From above, Carl sees a large undead-filled area with a central Club Vanquisher-like structure and a saferoom, suggesting the cemetery is not a normal boss room. When the group enters, the system identifies it as a corrupted medium Ghommid settlement and assigns the compulsory quest Pueblo de los Olvidados: they must find and remove the source of the corruption before they can leave.

Paz’s Santero class immediately aggravates the dead, drawing undead attention toward him. Carl discovers Spirit Box traps that root victims and summon non-corporeal entities, but before he can safely clear the area, unsettling level-30 Ghommids emerge. Sister Ines, Paz, Anton, Donut, Mongo, and Carl begin cutting through them, but the horde rapidly grows because the monsters are all drawn to Paz.

Carl uses Tripper to trigger the traps at a distance, but one summoned owl-like spirit freezes and nearly destroys Carl’s arm before Mongo destroys it and Sister Ines removes the debuff. The group pushes toward the saferoom with holy smoke, fire, missiles, crossbow bolts, and spells, but the endless undead close in. When the saferoom remains too far away, Donut uses Puddle Jump to teleport everyone to its entrance.

The saferoom is a crypt-like pub called The Yellow Zone, and combat ends once the group enters. Before Carl can fully retreat, he spots a barefoot level-130 figure with a straw headdress, black tendrils around his feet, and a wand-like object, suggesting the settlement’s boss or source of corruption. Carl slams the door, but when he opens it moments later, the figure is waiting there and steps into the saferoom despite its supposed safety.

Who Appears

  • Carl
    Scouts the cemetery, identifies the corrupted town, manages traps, and leads the retreat.
  • Donut
    Detects enemies, attacks with magic, and teleports the group to the saferoom.
  • Paz
    Santero paladin whose class aggravates the undead and draws the horde’s aggression.
  • Sister Ines
    Angry cleric effective against undead; heals Carl and wants to confront the boss.
  • Anton
    Follows Sister Ines into danger and fights Ghommids with his monkey crossbow.
  • Mongo
    Donut’s dinosaur mount; destroys the owl spirit that nearly maims Carl.
  • Unnamed level-130 figure
    Boss-like barefoot entity with a straw headdress who follows Carl into the saferoom.
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