Cover of Dungeon Crawler Carl (Dungeon Crawler Carl, #1)

Dungeon Crawler Carl, #1

Dungeon Crawler Carl

by Matt Dinniman


Genre
Science Fiction, Fantasy, Humor and Comedy
Year
2020
Pages
465
Contents

Chapter 15

Overview

Carl studies the dungeon’s neighborhood-grid structure and learns the hard way that slimes are dangerous without proper protection, pushing him to seek faster transportation. Carl and Princess Donut use the goblin passage mark and Donut’s extreme charisma to turn a hostile goblin enclave into a bargaining opportunity.

Their deal with the shamankas secures the promise of a steam chopper, fuel, and explosives in exchange for information about dungeon-made meth. Rory’s explanation reveals that smart mobs are trapped participants in the dungeon cycle, unable to descend but aware of collapses and hoping violence will eventually earn them a safer existence.

Summary

Carl and Princess Donut retrace familiar corridors near their dungeon entry point, and Carl recognizes that the floor is laid out as a condensed grid of neighborhoods. The Hoarder’s area lies near the goblins and llamas, killed bosses seem to stop local respawns, and low-level rats have become minor nuisances. When Carl and Donut encounter a green slime, Carl learns painfully that unprotected melee attacks are useless against it; the slime dissolves his glove and jacket sleeve before dying to Carl’s Damage Reflect.

Needing to cover more ground before the floor collapse, Carl decides to enter Da Tutorial Guild rather than fight through more dangerous areas. Donut experiments with the party chat interface, annoying Carl, then argues that stairs are probably farther east because the televised map suggested each floor shrinks inward. Carl explains that he does not intend to kill goblins if the passage tattoo he earned from destroying the goblin machine can get them through peacefully.

When three goblins confront Carl and Donut, Carl shows the tattoo, turning the goblins nonhostile. Donut bluntly reveals how Carl got the mark, then uses her enormous charisma to take control of the situation, naming the goblins B.A., Face, and Murdock and ordering B.A. to lead them to the engineers. Carl realizes Donut can persuade low-level, intelligent, nonhostile mobs almost effortlessly, which explains how Donut has been getting special treatment from Tally.

B.A. leads Carl and Donut through goblin territory, past bomb bards and into a workshop full of engineers, steam machinery, murder dozers, and two level-seven Goblin Shamankas. The pierced shamanka initially rejects Carl’s request to buy or commission a vehicle, but Donut’s charisma reduces both shamankas to emotional vulnerability. Donut names them Rory and Lorelai, and Rory agrees to have the engineers make Carl a human-sized steam chopper with a sidecar, though the goblins demand payment.

Carl’s ordinary trade goods fail, but two bags of dungeon-made meth catch Rory and Lorelai’s interest. Carl trades the location of more meth for a reliable vehicle, fuel, and some bomb bard grenades, and Lorelai forces the engineers to begin work. Donut gently asks Rory to come with them, but Rory says mobs cannot leave the floor and dissolve if they descend the stairs. Rory explains that intelligent mobs know the first floor will collapse, but only crawlers die; mobs sleep until the next dungeon, hoping that by killing crawlers they will one day be moved deeper and finally live in peace.

Who Appears

  • Carl
    Maps the dungeon grid, survives a slime attack, and negotiates for faster transportation.
  • Princess Donut
    Uses party chat, charisma, and charm to manipulate goblins into helping Carl.
  • Rory
    Pierced Goblin Shamanka charmed by Donut; agrees to provide a steam chopper.
  • Lorelai
    Second Goblin Shamanka; identifies the meth as dungeon-made and drives engineers to work.
  • B.A.
    Nameless level-two goblin renamed by Donut and ordered to guide them to engineers.
  • Goblin engineers
    Workshop workers commanded to build Carl and Donut a human-sized chopper with sidecar.
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