You should listen to this audiobook
Reinforce what you learned from The Gate of the Feral Gods
Carl, Princess Donut, and Katia enter the fifth floor expecting another dungeon. Instead, they land inside one of many sealed bubbles, each divided into four hostile quadrants. Every quadrant contains a castle, every castle guards a stairwell, and nobody escapes until all four strongholds fall. They have fifteen days. Their fellow crawlers are scattered, underpowered, and already trapped between warring factions.
The first target is a floating gnome fortress armed with aircraft, artillery, unstable bombs, and overwhelming control of the sky. Below it lie changeling settlements, a flooded necropolis, a mad mage’s domain, and clues pointing toward the Gate of the Feral Gods—an artifact whose doors may open onto something far worse than the dungeon itself. Carl has improvised missiles, dangerous new loot, and a vehicle the system officially considers a deathtrap. Donut has devastating magic, impeccable confidence, and sponsors watching every move. To survive, they must turn rival groups into allies, crack each castle’s hidden rules, and stay ahead of a game designed to reward spectacle over life.