We have decided to play a long Dungeon Crawl Classics campaign, run by our fearless GM Paul, in a world of his own creation. Thrill to our old school adventures; faithful session scribe Bruce chronicles each session in depth!

First Session – We start with a brace of level 0 characters each, and giant ants attack a wedding and eat half of them! We end up with a set of surviving level 1 characters – Bruce plays Gallfred Weasel the guild beggar (thief), Tim plays Ned Wimbly the beekeeper (wizard), Chris plays Old Man Fish the locksmith (thief), Patrick plays Podrick the squire (warrior), Matt plays Mordecai the gravedigger (wizard), and I play Hemp the weaver (warrior).
Second Session – Our new first level party goes from Weebrook to an unnamed ville that is all about a fire god. Naturally, they get attacked by a flying iceberg, which has a bunch of “tontuu,” which if you guessed are humanoid tauntauns, you’d be right! Except they steal child souls instead of keeping you warm on a chilly Hoth night.
Third Session – We delve deeper into the flying iceberg and disturbingly find child souls trapped in the form of trees. Old school dungeoning proceeds, with monsters, traps, puzzles, inscriptions, weird terrain, and of course a load-bearing boss.
Fourth Session – We hang out with some super stuck up Lawful knights of Lushnia, who are looking to gather up magical artifacts, most notably the Helm of Chistu. After we shake them we go into a tentacle pit full of tentacle cultists, and tentacles. It’s as fun as it sounds. Retreat!!!
Fifth Session – The group is messed up after their first run at the tentacle pit and needs to rest outside the dungeon. And naturally we are beset by gorilla bears and hydras and decide to bail back to town.
Sixth Session – We murder and/or rescue people from the tentacle cultists’ lair, and Mordecai learns the “control tentacle” spell. Then we descend through the tentacle hole. Hey man, I didn’t write this adventure!!!
Seventh Session – It’s death or glory in the tentacle pit as we face off against the lead cultist and his pet tentacles. The body count is significant.
Eighth Session – The Wizard of Oz and his minions, and a priest of the Deathbringer and his minions, compete with us to loot some tombs to find the Blazefire Bow!
Ninth Session – We brave the Tower of the Black Pearl to get its… Pearl! A little on the nose but we do get to murder pirates aplenty so there’s that.
Tenth Session – As we make our way back to civilization, the island hopping and town hopping yields both short and long term plot hooks!
Eleventh Session – An abandoned manor house has turned into a rat pus factory that’s infecting nearby waterways, so we go kill a large number of rat-themed opponents.
Twelfth Session – The aftermath of the rat manor in Wymoor, and we figure out how to go free Weebrook from the clutches of the great black dog of the moors. Plus, zombie bunnies!
Thirteenth Session – The dungeon we’ve broken into goes from bunnies to more horrible creatures quickly. But we discover that, as usual, the most dangerous animal is man.
Fourteenth Session – We set up a hasty ambush for the Hound of Hirot and then track it back to its “Yoda hole.”
Fifteenth Session – The Wizard of Oz sends us to a dungeon full of barfing cats. Film at 11!
Sixteenth Session – The party pierces the heart of the dungeon… Then drags through its entrails… Then the horrors of wandering the wilderness… Fun?
Seventeenth Session – This session is way more civilized. There’s brunch! Tales of local drug use and a Frisky Beaver Festival! We eventually ruin it by going to a haunted house.
Eighteenth Session – We investigate the Black Manse and our new personas.
Nineteenth Session – The party heads back to Fythorp to recuperate and gather questlines.
Twentieth Session – The long awaited festival of Temptation’s Embrace gets underway but our attempt to be helpful and enable two hot lesbians to make out runs afoul of the gods, as it sometimes does.
Twenty-first Session – We brave both Law and oxen as well as ourselves to go get the fabled Helm of Chistu for Podrick!
Twenty-second Session – The party braves Bat Country to go to the Goblin Spires which turn out to be the entry point to the Temple of the Carnifex.
Twenty-third Session – Deeper into the Temple of the Carnifex we go, fighting through an ancient cult in order to… Well, we figure that out as we go.
Twenty-fourth Session – We extract from the Temple of the Carnifex right through a giant Ewok tree village full of goblins!
Twenty-fifth Session – Ogre drug dealers enliven the journey back to Fythorp, where baths and treasure sales are the order of the day.
Twenty-sixth Session – Back in Weebrook, some Wormtongue type sorcerer named Sylle Ru is now in charge. We immediately subscribe to his newsletter.
Not In Kansas Anymore – Paul runs a weird one-shot funnel where we each generate characters from a different time!
Twenty-seventh Session – Into Mount Tyche where weird stuff continues to happen and we end up fighting a bunch of time-shifted wizards!
Twenty-eighth Session – In the aftermath of Glipkerio’s Gambit, as well as the advent of the year of our Lord 2025, we make friends with the new extraplanar people that have joined us and deal with swamp life, swamp witches, swamp gnolls, swamp zombies… Ick.
Twenty-ninth Session – And now – weird elves out of time!!!
Thirtieth Session – We go find the other elves out of time that should be against the ones in the castle, but they require slaughter as well, so we oblige.
Thirty-first Session – We head back into the Kingspire where we use the runeblade and good old fashioned ultraviolence to bring an end to the time loop or dimension curse or whatever and then liberate the town, also via ultraviolence.
