The Fantasy Trip RPG

The Fantasy Trip: Into the Labyrinth

Our gaming group has been playing all kinds of games over the last 20 years. Well, this one’s a blast from the past – there’s a gap between long term campaigns as Paul winds up his Dungeon Crawl Classics campaign and Tim gets his WH40K campaign started, so Bruce decided to run The Fantasy Trip!

What is The Fantasy Trip, you may ask? You’d be justified in asking because it comes from the 1970s. It was a game Steve Jackson worked on before he made his own game company, and is a progenitor to GURPS. It fell out of print in 1983 and languished until Steve managed to get the rights in 2017. Now it’s back in print! https://thefantasytrip.game/

He’s always wanted to run it so we are in! He did a one-shot initially, but since Tim is not always available we now have it as a side campaign.

It’s an old school brutal game, but “GURPS-ey” instead of “D&D-ey”. In play it’s pretty simple – 3 stats (Strength, Dexterity, IQ), 3d6 vs stat roll under, deal damage soaked by armor, Strength is hit points, spend hit points to cast spells. Pretty fast and deadly.

Preapring for play is a different story. I’ll be honest, it’s not organized as well as you would hope… I have done a couple rounds of trying to figure out the rules; even though he provided pregenerated characters, thank God, as it’s a point build system and if you don’t already know the system there’s a lot of traps. I tried loading the PDF into ChatGPT and it’s forever missing the little rule nuances as well. The rules are 178 pages and you really have to dig deep into them. The character generation is full of “you can’t do that” gotchas.

For example, the pregenerated character I picked up was Karla Dawn Spark, the feisty mage. She has a quarterstaff. But then it turns out I don’t have the strength to use a quarterstaff. Nor do I have the ‘talent’ required to do it so there’s a die penalty. I do have a spell called Staff III that lets it do occult strikes, so I can use it even so. But those strikes drain one of my 9 hit points whenever I do it. None of this was clear to me and was discovered over the course of 2 game sessions. (Bruce decided I could use the occult strikes without spending ST since apparently that was a new rule not in his old grognard version from the 1980s, which meant I can spend most of my time not cowering). Well, since I have a hand free maybe I can use a shield… No, I don’t have the talent for that. Can I buy it? Talents cost double for wizards. Except for Literacy, which has a special exception. It all kinda goes on like that.

I spent 2-3 hours last night trying to figure out if I could buy a magic item with the $1000 I got from the first adventure, and, if so, what it would do, and if when I did it if it would cost me ST or not. Heaven forfend we do much with “hand-to-hand” combat (like grappling) or illusions, there are pages and pages of rules on each.

But, once you manage to figure it out, it’s fun in play. And the characters are simple once created – here’s the list of pregens Bruce gave us for the first game. Built on 34 points, with an option to move to 35, and an equipment budget of about $1000 (average).

Harbben: Tough Warrior
ST 13
DX 12 (10)
IQ 9
MA 10 (8)
Talents: Toughness (2), Sword (2), Shield, Alertness (2), Ax/Mace (2)
Equipment: Leather armor (2 hits, -2 DX), Small shield (1 hit), Toughness (1 hit), Morningstar
(2d+1), Labyrinth kit, 4 days rations, Lantern, 2 bottles oil, 3 healing potions

Leilika Vecky: Quick Fencer
ST 10
DX 13 (12)
IQ 11
MA 10
Talents: Fencer (3), Sword (2), Detect Lies (2), Detect Traps (2), Bow (2)
Equipment: Fine Saber (2d), Cloth armor (1 hits, -1 DX), Horse Bow (1d), Fine Dagger (1d-1),
20 quarrels, Labyrinth Kit, 4 days rations, 3 healing potions
Note: -1 DX to attacks against her; parrying allows an extra die; -4 DX to do +1d damage

Agbor Ironfoot: Dwarf Axeman
ST 14
DX 11 (8) (9)
IQ 9
MA 10 (6)
Talents: Ax/Mace (2), Shield, Toughness 2 (4), Recognize Value, Literacy
Equipment: Magic Great hammer (2d+2, 2-hand, +1 DX), Chainmail (3 hits, -3 DX), Toughness
(2 hits), Labyrinth kit, 4 days Rations, 1 Healing potion

Delbin Truemoon: Scholarly Aristocrat
ST 12
DX 11 (9)
IQ 13
MA 10
Talents: Literacy, Pole Weapons (2), Knife, Physicker (2), Courtly Graces, Locksmith, Tactics,
Scholar (3), Crossbow
Equipment: Spear (1d, 1d+1 with 2 hands), Leather armor (2 hits), Physicker’s kit, Fine Dagger
(1d-1, +1 DX), Light Crossbow (2d), 20 quarrels, Labyrinth kit, 4 days Rations, Lantern, 2
bottles oil, 3 Healing Potions

Mary Nettles: Forest Witch
ST 10
DX 11 (10)
IQ 12
MA 10
Talents: Naturalist (2), Physicker (2), Bow (2), Silent Movement (2), Pickpocket, Priest, Sword
(2)
Equipment: Saber (2d-2), Cloth armor (1 hit), Physicker’s kit, Horse bow (1d), 20 arrows,
Labyrinth kit, 4 days Rations, 5 Healing potions
Advance: +1 DX, Leather armor (2 hits), MA 8

Karla Dawn Spark: Feisty Mage
ST 9
DX 12
IQ 13
MA 10
Spells: Fireball, Staff III, Freeze, Repair, Break Weapon, 3-Hex Fire, Shock Shield, Blur, Speed
Movement, Trip, Summon Scout
Talents: Literacy
Equipment: Striking Staff (1d, 2-hex range, +3 DX, 2 Mana), Labyrinth kit, 4 days Rations, 4
Healing potions, Reverse Missiles scroll

Charles Mux: Creator Mage
ST 12
DX 11
IQ 11
MA 10
Spells: Staff II, Silent Movement, Create Wall, Rope, Illusion, Summon Wolf, Blur, Aid, Reveal
Magic, Dark Vision
Talents: Literacy
Equipment: Manastaff (1d, 4 Mana), Labyrinth kit, 4 days Rations, 4 Healing Potions, Lock/
Knock Scroll

Like I said I was Karla Dawn Spark, so between me and ChatGPT I made an annotated character sheet to make sense out of what was going on – that’s much longer:

KARLA DAWN SPARK — FEISTY MAGE
ST 9 (HP + spell fuel)
DX 12 / 15 w/ staff
IQ 13
MA 10

  • Attack (staff): 3d6 ≤ 15 → 1d occult damage which bypasses armor and natural defenses, 2-hex reach (stay at 2 hexes whenever possible)
  • Spellcasting: 3d6 ≤ 12 → pay ST cost even on failure (don’t spam)
  • Staff III: +3 DX (included), 2-hex reach, 1d damage, counts as staff focus (you are a reliable melee threat, not backline only)
  • Turn flow: threatened → Blur or reposition; good control target → Trip or Freeze; safe → staff attack; clustered → 3-hex fire
  • Positioning rules: end where ≤1 enemy can hit you; prefer 2-hex distance; avoid adjacency to multiple enemies; movement > bad attack
  • ST management: start 9; stay ≥4 unless finishing fight; rotate spell → staff → staff → spell

Items:
Staff of Striking (1d, 2-hex range, +3 DX, 2 Mana) see p.148.  Immune to drop weapon, break weapon, critical failures.
4 Healing potions – use at ≤4 ST (don’t die holding them)
Labyrinth kit
4 days rations
Reverse Missiles (2 S + 1/T, IQ 11, T, p.23) scroll –  missiles or missile spells go back and hit their sender. use vs archers/ambush (hard counter ranged)

SPELLS (roll 3d ≤ 12 to cast, all costs in ST)
Attack

  • Fireball (1–3 ST, IQ 12, M) p.24, 135 ranged attack spell; 1d-1 per ST, will set things on fire; use before melee engagement (good opener)
  • 3-Hex Fire (2 ST, IQ 12, C) p.19, 23 creates fire covering 3 adjacent hexes; damages 4 hits and -2 DX anyone in area or 2 hits to anyone starting there/passing through it (though armor and protective spells work), IQ<8 won’t go through it; great vs clustered enemies (only cast when you can hit multiple targets)

Debuff

  • Trip (2 ST, IQ 10, T) p.21 target within range falls prone immediately (DX roll to hit target as normal for spells); prone targets are hit easily and lose actions getting up and must make a 4-die DX save to not fall into something adjacent (best default control)
  • Break Weapon (3 ST, IQ 12, T) p. 24 destroys or disables one weapon, shield, or staff halving damage; extremely strong vs heavy hitters (removes most of their damage output)
  • Freeze (4 ST, IQ 12, T) p.24 target is completely unable to act for 2d6 turns (no movement, no attacks, only spells 5 under IQ) (use on strongest enemy to remove from fight)

Defense

  • Blur (1 ST + 1 ST/turn, IQ 8, T) p.18 cast on yourself; attackers suffer -4 DX penalty to hit you; lasts till turned off; cast when you expect to be attacked (turns you from fragile to survivable)
  • Shock Shield (2 ST + 1 ST/turn, IQ 10, T) p.21 Does 1 die of damage to any other creature in the subject’s hex at the end of each turn the spell is on. Armor and shields don’t protect; lasts multiple turns; use if you’re forced into HTH with enemies (punishes swarmers).

Buff

  • Speed Movement (2 ST, IQ 10, T) p.21 doubles MA for 4 turns; lets you reposition, escape, or maintain 2-hex spacing (use to avoid being pinned)

Utility

  • Summon Scout (1 ST + 1 ST/minute) p.20 creates small weak creature like a rat or bat under your control; can see through its eyes to scout, trigger traps, or occupy enemies (use for utility/distraction, not damage)
  • Repair (6 ST, IQ 12, T) p.25 restores damaged item; non-combat utility (ignore during fights)
  • Staff III (5 ST, IQ 8, S) p. 18, 23, 26 makes a cool staff

SPELL NOTES

  • Missile spells are complicated (p.135)
  • Thrown spells are -1 DX per hex away (p.136)

DEFAULT PLAY PATTERN

  • Turn 1: Fireball at range or Fire for battlefield control
  • Turn 2: Trip or Freeze key target (control > damage)
  • Turn 3+: hold 2-hex range, staff attack, use Trip opportunistically, Blur if threatened

So far the world feels a lot like Dungeon Crawl Classics, but wizards aren’t quite as overwhelming. Dungeons have arbitrary super-magic stuff going on in good old fashion. I’ll share our adventures next!

Dungeon Crawl Classics – Forty-fourth Session

Forty-fourth Session – We continue our CQB-filled city fighting as we try to liberate Fythorp from the undead. We get to murder some live people too, as a bonus!

Lady Skeam

We continue to clear the Cider House, which still has poisoner monks in it that decided to serve Lady Skeam rather than skedaddle like the others we met on the road. Some of them are ambivalent about serving her but we just sweep and clear them, poison monks are bad enough, but bootlickers must go.

After we get through them, it’s into the salt mines, where we try to bluff our way in using poison monk robes but that goes to shit fast and we kill kill kill! Many of our foes are “salt-tongued cultists” which generates a lot of unfortunate speculation from the group.

We do capture an ex-acolyte of Alar who has been working for Skeam, but he seems penitent enough that we send him above to fight random undead in the streets to work it off.

We do stop to refill our lamprey milk dreaming drug from the Snuggoo cultists in the mines (that’s a long story, you need to read these summaries from the beginning…). They helpfully tell us a secret passage to get right to Skeam’s lair.

Fighting Lady Skeam is one of those complex environmental boss battles with soul pylons and skeam-bound skeletons emerging from pylons and such. We manage to kill her and avoid the whole lich-escaping-to-their-phylactery thing because Podrick’s magic wolf-spear he found long ago can pin even gaseous or incorporeal creatures, which turns out to be a great benefit when we’re always fighting vampires and liches and ghosts and stuff!

From DCC 66.5 Doom of the Savage Kings

Podrick invokes the powers of Chistu to turn Lady Skeam’s soul and destroy her forever. The effect is breathtaking, or at least as breathtaking as a 1980’s effects house can manage.

And with that, Fythorp is liberated from the undead army!

Dungeon Crawl Classics – Forty-third Session

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!

Dungeon Crawl Classics – Forty-second Session

Forty-Second Session – We talk to every NPC who will talk to us in Weebrook and then head off to the undead army occupied Fythorp to begin our guerilla resistance.

But first, Gallfred goes to meet the local witch Ymae the Mad Widow. Seems like there’s old witches everywhere and they’re generally related. He loves their poison and filth. And she makes him an indecent proposal – she’ll make an undead-catching net if he agrees to marry her! “Sure,” he says…

After that, we split our time between recruiting allies and planning Gallfred’s bachelor party!

We go and talk to the worthless local duke, who checked out the undead army and turned tail. As best as we can tell he and his thanes don’t do anything except live off the townsfolk. Hemp mentally marks them all for death as part of his “Anarchy Now” political platform, but decides not is not the time since the region is already very destabilized. “Soon…” he muses.

And then we go skulk around the haunted town of Fythorp. The local church is spewing out supernatural cloud cover of the “I bet vampires can scamper around freely during the day in this zip code” variety.

We find some holdouts boarded up in the local inn and get a message to them. Then, we pretend we’re with a batch of bounty hunters we’ve befriended that are roving magic artifact collectors (Lady Skeam has people rounding up chaos artifacts to give to her). We send word that have found the Helm of Chistu, which can be used to summon whatever evil god they worship (Chauvinism, IIRC), and would like 5 large for it please. This story has the benefit of being true, but rather than hand over the helm to the banshee that comes to get it, we attack!

We’re sad to find out that the banshee is the nice sea shanty singing lady from the town, now undeaded. She nearly gets away but Gallfred uses his dowry on her (the undead catching net the witch made for him). Our sorrow is assuaged by the fact that she did indeed have 5,000 gp on her. “Grand Theft Auto for the win!” we cry.

Dungeon Crawl Classics – Forty-first Session

Forty-First Session – Travel is easily as dangerous as dungeons in DCC. We return from the Mortal Kombat Dimension and travel first to Wymoor and then to Weebrook, and there’s quite some trouble along the way!

First, we meet a weird cursed chimera doing a demon summoning ritual. We’ve actually run across this chimera like twice before out of sheer encounter table luck and he’s become a recurring thing. We kill him so he won’t recur. (Well… It’s probably not that simple, but may as well try.)

When we get to Wymoor by luck it’s the Spring Renewal festival, so we drink ourselves into a frenzy and/or unconsciousness. like a medieval version of The Hangover.

But no rest for the wicked, we leave the next morning and come across ghouls trying to sacrifice some random peasant. And then we come across some random monks that are actually a poisoner cabal that Gallfred keeps wanting to join. And we reunite some ghost lovers. Fythorp has been taken over by an undead army, we get it!!!

We finally get to our home town of Weebrook and they are quite distraught by the ill goings-on right down the road. We brought some refugees here knowing that army was coming and knowing the 5 of us weren’t “fight an army” caliber, but it’s still sad.

I spend the rest of the time trying to wingman Podrick into hitting on the crazy priestess lady in town but he denies her his precious bodily fluids for some reason.

Dungeon Crawl Classics – Fortieth Session

Fortieth Session – Ned finally fights in the Wizard Kumite! But that’s not the height of drama this session because it turns out Soylent Green is people!!! And the island we’re on sinks.

Since we are in a crazy wizard deathmatch tournament, some of the other wizards are understandably reluctant to open their AirBnB tower doors and speak with us. Which is probably wise as we do contemplate home invasions when it suits us.

However, the one that will talk to us turns out to not really be a mage but a hot thief in disguise. Her costume of an old, white-bearded wizard drives Gallfred mad with desire. Hemp rolls 1d20 (1-10: cockblock; 11-20: wingman) and decides to assist this doomed romance.

Illika the Fey gets a bye on her first round since Urzeth turned up dead of a severe dagger allergy. Our own Ned gets tapped for the next fight with Alred the Harbinger of Fate, who is just a toad-looking guy. I immediately start making Wastri the Hopping Prophet references even though no one else gets them. “You know? The Greyhawk quasi-deity of amphibians and racism? Like a 1980s Pepe the Frog!” They just stare at me until we return to play.

Alred’s froggy familiar tries to gas us on the street. Well, I say tries, but it did, and it was a pretty bad poison, but we survive. In an attempt to prove that the Secret Masters running this wizard tournament are up to no good, we decide to go break in to the crematorium they cart the dead wizards off to, and, spoiler alert, they are using them to make tasty treats, including the tasty treats in our tournament gift basket that we’ve been snacking on.

Now we have proof! And tasty cannibal treats, as solidly half the party is Chaotic and down with it since they give nice buffs. In fact, my character Hemp really appreciates this as Aphiel his god always wants him to commit cannibalism but he considers that pretty gross and declasse.

Then it’s time for Ned’s fight! It’s pretty anticlimactic because he goes first and blasts Alred with the biggest magic missile ever conjured, one-shotting him.

But that’s for the best because we decide it’s time to ambush us some Secret Masters as they wine and dine Ned for being the winner. Read on for the climax and watery denoument!

Dungeon Crawl Classics – Thirty-Ninth Session

Thirty-Ninth Session – MORTAL KOMBAT!!!! We go with Ned to an occult island where wizards gather to fight it out one-on-one tournament style.

Ned blows a magic horn and some robots sail us out to the recently risen island-town of Dagon, inhabited largely by giant bug people. There are six other wizards with their retinues in attendance. There’s a lot of rules like “non-wizards can get killed by wizards with impunity” and “the bugs will obey wizards but probably eat you.”

We get to meet an impressive array of freakydeak wizards and their minions. We try to make some allies, as we all immediately suspect the prize for winning this tournament is “being eaten by bug-men.”

We bet on some of the wizard battles and then realize “You know… I bet whoever loses a fight has a bunch of good shit back in their guest tower, as magic items aren’t allowed in the fights.” We skedaddle to the tower of the recently deceased Renox the White Magister and loot it; we have to fight a demon summoned by a demonic sigil but get a spellbook and some sick goodies.

Next day, we discover that Illka the Fey got poisoned by Urzeth the Living Flame Guy’s folks and his minions want to “go get ’em!” We offer to escort them to Urzeth’s so the bug-men don’t eat them, with every intention of siccing the two groups on each other and mopping up the victor. And the plan goes well, though we are horrified by the effectiveness of bug-men in combat (4 attacks, wtf!?!)

We whack Urzeth and his sexy lizard lamia chick Amathies joins us rather than die. And we loot his tower, too! So many spellbooks…

Dungeon Crawl Classics – Thirty-Eighth Session

Thirty-Eighth Session – We save some witches from a giant centipede, and try to hook Ned up with the least gruesome of the witches, but we are on a timetable – apparently a timetable to be eaten by moth-bats.

We go to a Secret Cave – I think the goal was for Hemp to get an Aphiel patron bond. Besides the usual weird critters, we find out about some warring long-ago folks from the ghost of a little boy named Tammun.

Uncle Zugun is trapped between life and death in a coffin and Father Boak wants to become a demigod… Anyway, the lads fight off waves of attackers while Hemp does a cool Aphiel ritual! Huzzah.

We end up with Uncle Zugun in a coffin. He claims he’s not a vampire but we’re having none of it. Anyway, we need to cart him far into the Shudder Mountains to the Luhsaal Wheel in the Deep Hollows, where Boak is going to become a god, because he’s an Aphiel apostate and is now into the sorceress goddess Camue, and we hate that.

Dungeon Crawl Classics – Thirty-Seventh Session

Thirty-Seventh Session – It’s a tie as to what’s the most dangerous experience this session – tentacle-birthed monstrous servitors of a dark god, or Ned setting our campsite on fire – twice.

We travel through weird random encounters and Ned setting our campsite on fire. At long last we get to the Shrine of the Bethines where Podrick needs to cleanse the Helm of Chistu, which is supposed to be all kinds of help against the evil undead hordes. It’s just full of horrid Servitors of Zeron, though you can knock their teeth out and eat the teeth to get protection from hostile elements.

The experience of swallowing malign chaos magic is deeply unpleasant, about like smoking, eating the contents of the ashtray, and washing it down with Ivanovich vodka. After that, the characters each experience a mild, cold numbness.

He means Ivanabitch vodka, which is the worst thing Chris ever fed to us. He got it on clearance for like $2. It’s a “menthol flavored” vodka. It tastes like a stripper throwing up in your mouth. This was easily a decade ago but it still haunts us.

We delve deep into a weird dungeon, including a room with 30 skeletons in it that we manage to not have to fight. A gaseous demon poses a real problem but luckily my magic flaming bow gives it a good what for.

Finally we emerge with a cleansed helm! And Ned sets our campsite on fire again.

P.S. This appears to be “The Zeron Protocol” from the 2016 Gongfarmer’s Almanac.

Dungeon Crawl Classics – Thirty-Sixth Session

Thirty-Sixth Session – We head from Kingspire to Wymoor and meet some bewitched goons we manage not to murder, and then some other goons we do murder.

We take our large retinue on the road. The first night, we meet the artifact hunters on the road that we were sure were going to just waylay us last time we met them. This time they found an artifact, a crown, that has clearly bent them and they insist Hemp is the True King and should put on the crown. We tweak to that immediately but the fight doesn’t go great until Ned managed to magic missile the crown for an insane amount of damage and they all get a grip again.

We decide to put a curse on one of the artifacts they’re selling up the river to the evil lackey of the wizard king, Lady Skian. Turns out she and her undead army have taken over Fythorp, which we figured was coming eventually.

Then we come across some friars fighting some prisoners. For whatever reason, most of the PCs decide to murder the majority of the friars until Hemp finally gets everyone to calm down. The friars insist the prisoners are guilty of random crimes so we have Podrick judge them, which he does fairly but sternly.

Grond, Barka, and Skarn are three berserkers who decide they have nothing better to go back to and are grateful, so swear to serve Hemp as his personal bodyguards! Nice.

We settle most of our otherworldly followers in Wymoor where we buy them a house. Logistics and carousing takes us through the rest of the session!

Dungeon Crawl Classics – Thirty-Fifth Session

Thirty-Fifth Session – It’s back into the caves below the Magnusson crypt to best the Silver Skull!

This is made more complicated by the characters still being body-swapped – but the dice are on our side and the Silver Skull generally loses his spells. With a final acrobatic flourish we dump the skull into Hell and the place tumbles down. Huzzah!

The way back to Kingspire is full of weird random encounters. First some odd cultists we disregard, but then Podrick demands we tamper with “a giant creature whose chains merge with its rotting body. It clutches a book inscribed with arcane symbols. It’s empty eye sockets glow with sickly green light. It moves towards the characters, exuding a horrible stench.” It’s more or less just a troll though so we put paid to it.

Finally we get the swamp-witch’s daughter back to her – she got killed by the devil in the dungeon but the GM lets us “turn them over” and otherwise do heroic spell-casting to save dying NPCs because he’s not fully on board the DCC murder train :-). The witch swaps everyone’s bodies back. Then she suggests Ned goes and enters a wizard Mortal Kombat tournament, which tickles all of our fancies.

Then we screw around in Kingspire for a while, mostly soliciting the local bootmaker. (No, that’s not a James Bond style condom joke.) Also my shadow demon gives us another adventure lead, and gambling gives both another and a cool book called The Sassy Wizard Kid. It is a book of well-known poems, each next to an illustration of a magical device.

Dungeon Crawl Classics – Thirty-Fourth Session

Thirty-Fourth Session – Adventurers, slugs, and undead, oh my! We go to rescue a kidnapped woman from the clutches of demons! And do, kinda sorta.

The party is well and truly jacked up, besides being soul-swapped folks are poisoned, injured… Luckily I missed last session, so Hemp shows up hale and hearty and looks after his twisted brood as we try to heal up for a couple days. Luckily the depredations of camping checks don’t injure us any more. Plus Hemp uses the giant manta ray skin we found to make a tight weatherproof pavilion tent for the group.

We are approached by a party of adventurers looking for “cursed relics.” We assume they just want to rob us, because every magic item we have could be described as a cursed relic. They leave but we prepare a counter-ambush as we’re sure they’ll come back.

They don’t but a shitload of giant slugs do. (I think that’s the official group term for slugs, like a flock or herd or murder.) We have a big bag of salt, which is not as helpful as we’d hoped. We kill them, but are a bit the worse for wear again afterwards.

The next day we find our target dungeon, and enter through a crypt whose skeletons at least have the good grace to have valuables on them! Plus a shadow curse. Well, that beats most of our encounters that have something hideously dangerous but no money, so we are pleased.

After some dungeoning we find the witch’s daughter strapped down getting set to be sacrificed by a barbed devil. We try to intervene but the barbed devil pops a barb burst and kills her. We fight him and Old Man Fish pours healing into the woman, who manages to survive.

We come away with a super evil magic dagger called Abathon, the witch’s daughter, and clear intent to find Duke Magnusson the undead wizard and put paid to him.