Tag Archives: sea queen

Dungeon Crawl Classics – Thirty-Third Session

Thirty-Third Session – We continue to spelunk a somewhat-aquatic tower full of lamprey men and sharks and suchlike.

We find some weird jellyfish suits that promise to let us enter the water, but there’s clearly a big hammerhead shark in there. We start putting together a plan to bait and kill the shark when Gallfred Weasel goes bananas and just jumps in and starts stabbing the shark. Given that he is known for his cowardice only slightly less than his greed, this is concerning.

Sure enough, after we manage to kill the shark without it eating Gallfred, he starts trying to saw a giant clam open and gets his hand horribly mangled and is caught underwater. Finally he comes away with the Horn of the Tudines!

He allegedly just needs this to please his assassin cult buddies but for some reason he feels compelled to blow the horn out on the water, which summons the World Turtle, as one might expect. So we climb onto its shell which naturally has a dungeon in it.

We fight giant sea anemones and then people that have been Flying Dutchman’ed in Pirates of the Caribbean style. They spew out eels and crabs and other gross stuff. (I mean, eels and crabs are tasty, but not when they’re coming out of the undead.)

And then the money shot – everyone gets their minds swapped! I missed the session so not Hemp, but Gallfred’s mind goes into Podrick, Old Man Fish’s into Gallfred, and Podrick’s into Old Man Fish. This, mixed with player names, causes infinite amounts of confusion about who does what for several game sessions.

We get the treasure and extract.

The characters sleep through the night unmolested. Gallfred (Old Man Fish) notes, “Getting to sleep unmolested is tight!”

So apparently there’s a whole nother part of the Sea Queen Escapes where we free a sea queen, but we don’t do that for whatever reason. Instead it’s back to Kingspire to try to get one of our favorite witches to switch everyone’s souls back. Naturally she sends us on a new quest to get that done.

Her daughter Eris has been kidnapped by a pterodactyl-riding wizard, so we’re off to go get her. Nature intervenes.

Dungeon Crawl Classics – Thirty-Second Session

Thirty-Second Session – The seas beckon as we leave Kingspire for the Isle of Lone Ait, which looks foreboding even on the map. Foes await!

First, we have a quite lively fight with some seafaring skeletons. “Eight skeletons on a boat? No problem, let’s get them. AIIIIEEEEEE it hurts” is a good summary of what we said.

And then we start in on some adventure about weirdly named people (Shadankin! Queen Cealheewhalool!) because Gallfred has some horn he needs for a fech quest. As I discover later, this is from the adventure DCC#75, The Sea Queen Escapes.

We find the sea cave dungeon readily enough, and as one might expect – LAMPREY MEN!!! They have harpoons, but I have a fire bow.

Then it turns into a platformer, which is super annoying.

More in the summary, but this one is mostly fighting!