DINKWELL'S DUNGEON

A Crawler for the Discerning Degenerate

The dank elf city under the mountain went silent in a single night. Nobody mourns it — they bid on it. A tent-camp boiled up at its mouth overnight: a gold-rush pitched over a graveyard, and the winch-crews lower anyone who signs the waiver. Five floors down, the legend says, the dank elf left their treasure. Most who descend don't come back. The ones who do are usually worse.

LEGO Engine Build — Wave 3 (modular engine + content pack, snapped together)
Choose Your World
The same engine; a different descent. Switch any time before you begin.
Choose the Look
Drop a different skin on the same game.
⟡ 0 Echoes
⚙ Options
Off — equipment has no weight (classic). Turn on to play with encumbrance.
Off — the town keeps a wholesome inn. Turn on for the bawdy house (suggestive & witty, never explicit).
⚔ Play by 5E Rules (SRD) — the Dank Elf Descent
A faithful fifth-edition-compatible character: racial ASI, proficiency bonus, HP by hit die, saving throws, a starting kit, and spells for casters. Fights real SRD monsters. (SRD 5.2.1, CC-BY-4.0 — not affiliated with Wizards of the Coast.)
✦ Load a Certified Hero — the Travel Door
Built a hero in DinkelForge? Send it down into the dungeon. Paste its DDCHAR1 travel-code or load its .char file. Only a certified hero may pass — the dungeon verifies the seal and rebuilds HP & AC from its own tables. (Unsigned or tampered heroes are turned away at the door.)

Gravemouth — the Winch-Yard

The tent-camp crammed against the mouth of the silent city. Everything smells like lamp-oil, winch-grease, old blood, and bad decisions.
The Brass Winch
Dinkwell serves rotgut and unwanted advice. 50 MM for a bed, a meal, and a functioning immune system.
Grindstone's Forge
Buy supplies, sell loot. Grindstone doesn't haggle. Grindstone doesn't smile.
The Claims Board
Contracts from the Ruin Divers Guild, the Debt Ledger, and worse. Get paid (if you survive).
The Lantern-Tent — the Settled Light
Mother Vellum lifts curses, casts out corruption, mends the body, and gives holy work. Grace is not free — but it is real.
The Hold
The town gaol. Old stones, honest locks. Warden Cobb keeps whoever the town cannot.
The Lord's Hall
Banners of the High Vale. Lord Aldric watches the road for something he has not named.
The Low Stable
Straw, tack, and one long-suffering mule. Rented by the descent; returned by luck.
The Rookery
Black birds and a locked iron coffer. Send parcels home from the dark; the box keeps them, past your death.
The Cartographer's Table
Half-finished maps and one man who pays for finished ones. Survey every chamber of a floor and he will buy the page.
The Armory — Equip & Ready
Lay out your gear before the descent. Fit each slot, weigh the trade, ready the body for the silent city.
The Foyer — Dungeon Entrance
The mouth of the silent city. The winch lowers you into the dark. No refunds.
The Stratum — step through the node-map · lit nodes are reachable
Round 1
Your Party
Enemies

DEAD

THE SETTLED DARK RECEDES