Carl's Doomsday Scenario

Matt Dinniman Dungeon Crawler Carl #2 January 2021

sci-filitrpgdungeon crawler carl

Background

Carl and Princess Donut have survived Floors 1 and 2. Before descending to Floor 3, they completed the mandatory race and class selection. Carl chose his race (remaining human) and his class, which leans heavily into his existing skill set of improvised explosives and cunning. Donut selected her race (she mutated into something more powerful than a standard cat) and a class that enhances her magic.

The third floor is the Over City — an enormous underground urban environment, essentially a real city transplanted into the dungeon. It’s structured around a grid of neighborhoods, each with NPCs living in them, quest lines, shops, and its own politics. The floor has a 10-day countdown.

Also persisting from Floor 2: Mongo, their juvenile dinosaur-like dungeon pet. Hekla, a troll-race crawler from Iceland, joins their group. And Carl is now carrying a very large problem that the floor will eventually make much worse.


Chapter 1 — Floor 3 Begins, Race and Class Revealed

Time to Level Collapse: 10 Days. Carl and Donut descend into the Over City. Their new stats, class abilities, and racial traits are now active. The floor stretches out in every direction — city blocks, street signs, abandoned storefronts, the smell of underground air that somehow also smells like rain. Mordecai’s guild room is accessible from their designated safe room. He has been expecting them.

Chapter 2 — Mordecai’s Deep Breath, Floor Briefing

“Mordecai took a deep breath.” This is never a good sign. He explains the Over City: its size, its structure, its politics, and the particular way it differs from Floors 1 and 2. The floor has NPCs who behave like residents of a real city — they have jobs, factions, and responses to the presence of crawlers. Carl takes notes. Donut asks about the shopping district.

Chapter 3 — The Royal Palace of Princess Donut

The dungeon, responding to Donut’s Blood Sultanate tiara status and her accumulated royal followers, has generated a palace for her in the Over City. It is elaborate. It has a throne room. Donut is delighted in a way that Carl finds both endearing and deeply inconvenient, because a palace is a large fixed structure and they need to be mobile. Mordecai has thoughts about this.

Chapter 4 — Training, Hekla Joins, 371.5 Trillion Views

Several hours of hitting wooden training dummies hard enough to bruise Carl’s knuckles. Katia — a Russian-speaking crawler from somewhere in Eastern Europe, who Carl and Donut have encountered briefly before — is present. Hekla is now an official party member. Views: 371.5 Trillion. Their follower count has grown beyond what the show’s producers initially projected, which means they have leverage they didn’t have before.

Chapter 5 — First Neighborhood Encounter

They face the first wave of Over City monsters with the new class abilities active. The difference from Floor 2 is immediately noticeable. Donut’s expanded spell list gives her range and options she didn’t have before. Carl’s class abilities interact with his existing bomb-making in ways Mordecai warned about (“stop smiling like that, it means you’re about to do something I’ll regret”).

Chapter 6 — Transfer Station, Multiple Exits

Unlike the previous platform, this one holds multiple exits. The Over City’s transit system — a subway/train infrastructure — is the floor’s primary navigation method. The stations connect different districts. Carl maps the exits and identifies the priority routes.

Chapter 7 — Timer at 8 Days 18 Hours; City Layout

“Time to Level Collapse: 8 days and 18 hours.” Carl builds a working model of the Over City’s structure. It has a district system, each district controlled by a different NPC faction. Some districts are hostile. Some are nominally safe. The Desperado Club — a bar and gathering point for crawlers and certain NPCs — is a fixed landmark accessible from multiple districts.

Chapter 8 — The Dungeon Anarchist’s Cookbook

A book. Literally a physical book available in the dungeon, titled The Dungeon Anarchist’s Cookbook. Carl finds it in a shop or reward cache, and it is exactly what it sounds like: a guide to improvised dungeon weaponry, written by a previous crawler for future crawlers. Carl reads it the way other people read religious texts.

Chapter 9 — Out of His Chair, Gauntlet Formed

Carl is out of his chair, gauntlet forming before he realizes what he’s doing — a threat response triggered something in the room. The dungeon’s ambient tension level on Floor 3 is higher than on earlier floors; NPCs here are capable of meaningful violence. Carl recalibrates his reaction threshold.

Chapter 10 — Hekla on the Couch with an Arby’s Milkshake

Carl returns to find Hekla sitting on the couch drinking an Arby’s milkshake. The dungeon is capable of producing approximate versions of fast food when it decides to. Hekla, who is large, stone-grey, and methodically practical, is something of a foil to Donut — equally destructive, considerably more laconic. She and Carl discuss the city boss theory while Donut catalogs her palace’s new features.

Chapter 11 — The Detonation, Mongo Screams

The detonation is deafening even from the top of the stairs. The ground shakes. Mongo screams. Carl’s latest trap has gone off in the street below, and the results exceed his estimates in the usual direction: too large, too loud, too many adjacent walls vaporized. The achievement notifications are satisfying.

Chapter 12 — Donut Hits Level 28

“Carl, Carl, I hit level 28.” Donut’s leveling rate, boosted by her massive follower count and the dungeon’s scaling mechanics, is accelerating. She receives a new spell or significant upgrade. Carl celebrates briefly and then thinks about what enemies level 28 implies they’ll start encountering.

Chapter 13 — Timer at 7 Days 12 Hours; City Politics

“Time to Level Collapse: 7 days, 12 hours.” The NPC faction politics of the Over City are complicated enough that Carl has started keeping a chart. Various factions — sky-folk, merchants, temple organizations — are in relationships with each other that create quest opportunities and traps in equal measure.

Chapter 14 — Timer at 6 Days 23 Hours; Circus Ticket

“Time to Level Collapse: 6 days, 23 hours.” Carl obtains a circus ticket. The circus is an NPC institution within the city, with its own enclosed district. The ticket is more significant than it appears — the circus serves multiple functions in the Over City’s ecology.

Chapter 15 — The Desperado Club

Entering the Desperado Club. The club is a fixture of the Over City’s crawler infrastructure: a bar and entertainment venue where crawlers can spend their gold, interact with unique NPCs, and sometimes receive quests that aren’t available anywhere else. Carl and Donut use it strategically. Donut immediately wants to perform.

Chapter 16 — Message from Elle and Imani

A message from Elle and Imani — two crawlers elsewhere in the dungeon. The dungeon’s messaging system allows inter-crawler communication, but it’s monitored and restricted. The message contains information Carl needs.

Chapter 17 — Through the Portal

When they enter the portal, the environment shifts dramatically. Portals connect distant parts of the Over City or access specific quest zones. This one leads somewhere that clarifies the city boss quest — the chain of events involving the skyfowl, the missing women, and the soul crystal Carl has been tracking.

Chapter 18 — The Station Is a City Boss

“Yeah, you’re a little late there, buddy. Can’t talk. The whole damn station is a city boss fight.” The city boss for this district has activated — it is not a single creature but an entire station of them, triggered simultaneously. Carl manages the chaos.

Chapter 19 — Timer at 4 Days 20 Hours; Recap

“Time to level collapse: 4 days, 20 hours.” Carl and Donut take stock. They now control a section of the Over City through the Magistrate achievement from the explosion — a title Carl did not intend to acquire. Running a city, even a dungeon city, comes with administrative obligations.

Chapter 20 — Ripper Wonton, Manasa Sings

The production trailer is a submarine. The interview this floor is hosted by Ripper Wonton. The show’s centerpiece is a video of Manasa — a large cobra NPC, clearly someone important to the Over City’s social structure — singing a final performance a cappella in a hauntingly sad soprano voice. The studio watches in silence. Manasa is dead. Carl thinks about what she said before she died, about people rising up. He means what he tells Donut: it’s a nice fantasy, but the universe doesn’t really work that way. He’s a nobody. He didn’t say these things to get a response. But he said them, and they broadcast. Seeds.

Chapter 21 — Timer 4 Days 9 Hours; Ricky Joe on the Roof

“Time to Level Collapse: 4 Days, 9 Hours.” Carl and Hekla are on a building’s rooftop with Ricky Joe — a child fathom dwarf NPC whose pet salamander, Benjamin, has had a bad day. Mordecai spends ten minutes straight swearing at them via chat because they activated the guards’ aggro. Women in fine clothes have been disappearing into a temple and being taken somewhere by a skyfowl. Carl and Donut need to follow.

Chapter 22 — The Building Explodes, Carl Becomes Magistrate

Carl examines the gaping hole in the building. The explosion he set has blown up half the magistrate’s headquarters. He jumps two levels to 21. Donut jumps to 19. His new notifications include:

New achievement! Assassin! — he killed a ranking NPC town official.

New achievement! Ultimate Extreme Power! — he killed this town’s acting Magistrate. He now controls the medium skyfowl settlement.

New achievement! CockBlock! — he assassinated an NPC whose existence was required to complete another crawler’s quest. (Apologies to whoever that was.)

Chapter 23 — Remex, the Soul Leech Capacitor

The rope goes back into inventory while Carl hangs fifteen feet off the ground. They dig through the debris of Quill’s building and find Remex — Miss Quill’s bereft minion, a Soul Leech Capacitor. He’s a zombified skyfowl, huddled in the corner, gasping and seemingly in agony. He is not a boss. He is a quest-end NPC begging them not to kill him. Carl reads his tooltip: a Soul Leech Capacitor is an undead creature tethered to the person who created it, living between life and death, capable of ripping souls from bodies with a single scratch. He also sees the golden Soul Crystal that Remex is attached to, which is feeding power to the town’s swordsmen guards each night. Mordecai: “Put him out of his misery and get back here before the swordsmen wake up.”

Chapter 24 — “Do You Understand Me?” Remex Reveals the Crystal

Remex, terrified of being blown up, explains the soul crystal and how it works. He wants to die — he’s in permanent pain — but he’s afraid of Carl. Carl reads the soul crystal’s properties: Elf technology, a C-Grade Soul Crystal, topping off the town’s guardsmen each night. And also leeching into something else. Carl takes the crystal.

Chapter 25 — Carl’s Doomsday Scenario

Remex screams. The sudden, terrifying noise jolts Carl awake. Light streams from a glass container like a miniature caged sun. The explosion the soul crystal undergoes is completely silent but its heat burns the floor around it. Carl has approximately two seconds to decide what to do.

He pulls it into his inventory. His fingers burn. He cries out.

He casts his healing spell. His skin has burned off. It starts to regrow, which hurts more than the burning did.

He examines the newest item in his inventory:

Carl’s Doomsday Scenario. Type: Unstable custom explosive. Effect: An explosion large enough to rattle the teeth of a god. Status: Explosion Imminent. Warning: This item can no longer be stabilized.

Created — apparently — by “a man who murders babies and steals rare collectibles from his elders,” this device is powerful enough to level an entire city and all its suburbs. It is created by combining a massively overloaded soul crystal and a Sheol Glass Reaper Case.

It is in his inventory. It says “Explosion Imminent.” It cannot be stabilized.

Carl has a problem.


What This Book Does

Carl’s Doomsday Scenario takes everything introduced in Book 1 — the explosive-focused character, the dungeon as a TV show, the increasingly high stakes — and escalates the personal cost. Carl doesn’t choose to create his doomsday device. He creates it by accident while solving a quest that was never supposed to go this far. The title object, a city-destroying bomb with a countdown he can’t stop, is the dungeon’s way of making the point: Carl’s approach to problems keeps working, and it keeps working on a larger and larger scale, and someday that scale is going to be too large to manage.

The Manasa scene is the book’s emotional center: a cobra NPC singing her final performance while an audience of billions watches. Carl says something about revolution in the interview afterward. He doesn’t believe it will matter. The galaxy hears him say it anyway.

All content belongs to its respective author and publisher. These are personal reading notes.