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Motif · from book 1

Explosives

Goblin dynamite that sweats, hobgoblin pus with a deodorant-stick detonator, a ton of funpowder, and eventually Carl's own entry in the Dungeon Codex. The skill tree the game keeps rewarding, and the reason a marine technician can drive a level-93 elemental into a stairwell.

First appears: Book 1

Series arc

As of book 3. From a hoarder's dynamite in book 1 to landmines, a train bomb and a train packed with satchels in book 3, with Explosives Handling at 11. The Cookbook's bomb chapter is three editions arguing about backpacks.

Through book 1

A sweating stick of goblin dynamite, thrown in anger at a bug nest (B1 ch. 10), kills three dozen mobs, wounds a boss and unlocks three skills at once (B1 ch. 11). From there the book keeps paying: Rory's bag of grenades (B1 ch. 16); four barrels of funpowder, hobgoblin pus and a deodorant-stick detonator that kill the goblin chieftain and his babies (B1 ch. 17) — and the IED skill, and a Demolitions Workshop menu he cannot open (B1 ch. 19). The lit stick in the rat's inventory is the first trap (B1 ch. 20), and it takes Frank's hand and, indirectly, Yvette's life (B1 ch. 43). On the second floor he invents. Carl's Jug O' Boom — moonshine, goblin oil, a torch for a cork — gets its own item card ('an unstable, pantsless man who talks to a cat'), a Dungeonpreneur achievement, a Codex entry and a royalty of one gold coin per kill, less a deposit fee of two coins plus 25% (B1 ch. 32, B1 ch. 35, B1 ch. 44). The MOAB launches four kinds of 'babies' from a bike trailer (B1 ch. 40); a level-93 elemental, already in the red, slides on an oil slick into the stairwell hole where an oh-shit baby waits, and the dungeon dissolves it (B1 ch. 40). A Sapper's Table and ten proximity triggers arrive as the reward, for a personal space he cannot buy until the fourth floor (B1 ch. 41).

Through book 2

Bomb Squad Tech, the class that would stop explosives degrading, turned down for Compensated Anarchist (B2 ch. 2); Bomb Surgeon letting him feel a blasting cap (B2 ch. 5); dynamite hidden in shelves and set off with a hobgoblin-pus detonator (B2 ch. 21); hobgoblin dynamite that collapses building faces (B2 ch. 20); hob-lobbers from a xistera at 250 mph (B2 ch. 18); ten sticks around a warehouse (B2 ch. 23); and the thing that is not a bomb but a caged one — Carl's Doomsday Scenario (B2 ch. 25). Pustule prices the boom jug at 7,500 (B2 ch. 16).

Through book 3

Robots scrapped for science (B3 ch. 6); Jelly Bomb landmines (B3 ch. 10); a hob-lobber down a Jibber-Jabber's throat (B3 ch. 33); a train bomb on a pole trigger that knocks a station off its feet (B3 ch. 27); twin boom jugs at a T (B3 ch. 31); the Nightmare packed with satchels (B3 ch. 34). Explosives Handling 11. 'If any of you guys want to send me duct tape.'

Through book 4

Eighth-strength hob-lobbers, sparklers of a wick and a fuse (B4 ch. 6, B4 ch. 7); rockets from a camel's bazooka rebuilt with Mordecai's accelerant and Surefire guidance, a full stick's warhead each, a two-stage design that blows early (B4 ch. 9); eight fired from the ground and twelve loaded into four-pack launchers in a balloon (B4 ch. 12); depth charges of nested barrels with a dial for crush depth, narrated on air (B4 ch. 27); chum bombs on one detonator (B4 ch. 25); burn gel of moonshine and paste in a piping bag (B4 ch. 22); a Bloodlust potion taped to a hob-lobber in a minifridge (B4 ch. 27); a smoke curtain infused with invisibility into a disco ball (B4 ch. 18); timed charges sucked into a portal (B4 ch. 34). Explosives Handling makes a toy's charge stronger just by sitting on the bench (B4 ch. 19); the Battle Rattle adds half again the range; Drakea's kerchief adds remote detonation (B4 ch. 28).

Through book 5

A pillowcase of gunpowder as a way to see invisible weasels (B5 ch. 2); twenty slices of hobgoblin dynamite (B5 ch. 4); four barrels for a block and a bomb that fires smoke curtains (B5 ch. 5); Nitro Sludge and a thermobaric egg on a cart — 'Boom' (B5 ch. 9); hunter-triggered claymores (B5 ch. 10); a landmine's seeking missiles duct-taped to a head (B5 ch. 22); a weapon that needs minions (B5 ch. 32); Daddy Gets Home out a saferoom door (B5 ch. 35); a smoke curtain with poison for smoke (B5 ch. 50); Spider Stalkers with targets (B5 ch. 60). None of it may enter the ballroom; a snail sniffs for it (B5 ch. 66).

Where they appear

Book Chapters they are in (of the book's) Where
1 — Dungeon Crawler Carl 23/48 5, 10–12, 15–17, 19–20, 24, 32–35, 37–41, 43–45, 47 · the book's own page
2 — Carl's Doomsday Scenario 16/26 2, 5, 9, 13–18, 20–26 · the book's own page
3 — The Dungeon Anarchist's Cookbook 14/35 1–2, 6, 8–10, 13, 19, 25, 27, 29–31, 34 · the book's own page
4 — The Gate of the Feral Gods 17/35 1–4, 6–9, 14, 17–19, 22–23, 25, 27–28 · the book's own page
5 — The Butcher's Masquerade 23/78 1, 4–6, 8–11, 17, 19, 27, 30, 32, 35–36, 38, 50, 55–56, 58, 61, 66, 69 · the book's own page

By book

Explosives in book 1 — Dungeon Crawler Carl

A sweating stick of goblin dynamite, thrown in anger at a bug nest (ch. 10), kills three dozen mobs, wounds a boss and unlocks three skills at once (ch. 11). From there the book keeps paying: Rory's bag of grenades (ch. 16); four barrels of funpowder, hobgoblin pus and a deodorant-stick detonator that kill the goblin chieftain and his babies (ch. 17) — and the IED skill, and a Demolitions Workshop menu he cannot open (ch. 19). The lit stick in the rat's inventory is the first trap (ch. 20), and it takes Frank's hand and, indirectly, Yvette's life (ch. 43).

On the second floor he invents. Carl's Jug O' Boom — moonshine, goblin oil, a torch for a cork — gets its own item card ('an unstable, pantsless man who talks to a cat'), a Dungeonpreneur achievement, a Codex entry and a royalty of one gold coin per kill, less a deposit fee of two coins plus 25% (ch. 32, ch. 35, ch. 44). The MOAB launches four kinds of 'babies' from a bike trailer (ch. 40); a level-93 elemental, already in the red, slides on an oil slick into the stairwell hole where an oh-shit baby waits, and the dungeon dissolves it (ch. 40). A Sapper's Table and ten proximity triggers arrive as the reward, for a personal space he cannot buy until the fourth floor (ch. 41).

Explosives in book 2 — Carl's Doomsday Scenario

Bomb Squad Tech, the class that would stop explosives degrading, turned down for Compensated Anarchist (ch. 2); Bomb Surgeon letting him feel a blasting cap (ch. 5); dynamite hidden in shelves and set off with a hobgoblin-pus detonator (ch. 21); hobgoblin dynamite that collapses building faces (ch. 20); hob-lobbers from a xistera at 250 mph (ch. 18); ten sticks around a warehouse (ch. 23); and the thing that is not a bomb but a caged one — Carl's Doomsday Scenario (ch. 25). Pustule prices the boom jug at 7,500 (ch. 16).

Explosives in book 3 — The Dungeon Anarchist's Cookbook

Robots scrapped for science (ch. 6); Jelly Bomb landmines (ch. 10); a hob-lobber down a Jibber-Jabber's throat (ch. 33); a train bomb on a pole trigger that knocks a station off its feet (ch. 27); twin boom jugs at a T (ch. 31); the Nightmare packed with satchels (ch. 34). Explosives Handling 11. 'If any of you guys want to send me duct tape.'

Explosives in book 4 — The Gate of the Feral Gods
The sapper's floor

Eighth-strength hob-lobbers, sparklers of a wick and a fuse (ch. 6, ch. 7); rockets from a camel's bazooka rebuilt with Mordecai's accelerant and Surefire guidance, a full stick's warhead each, a two-stage design that blows early (ch. 9); eight fired from the ground and twelve loaded into four-pack launchers in a balloon (ch. 12); depth charges of nested barrels with a dial for crush depth, narrated on air (ch. 27); chum bombs on one detonator (ch. 25); burn gel of moonshine and paste in a piping bag (ch. 22); a Bloodlust potion taped to a hob-lobber in a minifridge (ch. 27); a smoke curtain infused with invisibility into a disco ball (ch. 18); timed charges sucked into a portal (ch. 34). Explosives Handling makes a toy's charge stronger just by sitting on the bench (ch. 19); the Battle Rattle adds half again the range; Drakea's kerchief adds remote detonation (ch. 28).

Explosives in book 5 — The Butcher's Masquerade

A pillowcase of gunpowder as a way to see invisible weasels (ch. 2); twenty slices of hobgoblin dynamite (ch. 4); four barrels for a block and a bomb that fires smoke curtains (ch. 5); Nitro Sludge and a thermobaric egg on a cart — 'Boom' (ch. 9); hunter-triggered claymores (ch. 10); a landmine's seeking missiles duct-taped to a head (ch. 22); a weapon that needs minions (ch. 32); Daddy Gets Home out a saferoom door (ch. 35); a smoke curtain with poison for smoke (ch. 50); Spider Stalkers with targets (ch. 60). None of it may enter the ballroom; a snail sniffs for it (ch. 66).