Forty-Third Session – Time to liberate Fythorp from its undead masters!
Fythorp is actually the village of Hirot from DCC 66.5 Doom of the Savage Kings. Paul our GM used ChatGPT to convert it to “what would happen after a bunch of undead take over!” AI is the lazy GM’s new best friend and from here on out a lot of the stuff we do isn’t from printed DCC adventures but is AI-generated. We do some wandering around to adventure locations but when we go somewhere that needs to be something specific it’s easier to whole cloth make it as we are basically carrying the plot around with us in a mature campaign.
We juggle a bunch of allies. We have a group of bounty hunters along, the Ironfall Company of dwarven mercenaries, Morgan the goth, Amathies the lamia, my three berserker retainers… We create complex tactical plans with the nut of it being the party infiltrating the Sanctuary of Alar via underground tunnel to stop it from spewing out the supernatural clouds covering the area – we figure the best first strike to weaken a whole city of undead is to get the sunlight shining again.
Long story short this is successful, though there are a lot of extreme undead shocker traps/devices in the church. We aren’t too badly wounded and reason that with the sudden onset of daylight powerful undead are probably trapped in inconvenient places so a hurry-up offense is called. We go break into the local courthouse where undead weirdos have been “judging” and executing locals. We get there just in time to interrupt the Mayor’s execution!
Hemp destroys both Skull Clerks with the blazefire bow. He finds himself short of legalistic one-liners, so he goes with, “The defense rests!” Then he calls out for Old Man Fish to cure his magical boils.
About this time the worthless priestess from Weebrook arrives with some peasants in tow and declares herself the savior of Fythorp. We decide she’s a danger to herself and others but luckily talk her into fortifying the courthouse instead of going and getting more peasants turned into undead we have to fight.
The hurry-up offense continues and we hit the Cider House that used to hold poison monks, it’s our last hardpoint to take in the town and we know it must have secret tunnels into the salt mine where Lady Skeam’s HQ is!















