And that's surprising, since Dungeon Quest has the feeling of a particularly goofy campaign -- to find the pieces of and reconstruct the Atlantean Resonator Guitar, and, as we find out later, to use that to activate the Gogh Verbirator Vortex device to replace the Earth's missing second moon and put the world back to rights -- as played by a bunch of slackers (three men and what I could swear is an NPC female, Nerdgirl, to give the party someone with decent ranged weapons -- she hardly ever speaks, and has no personality to mention) who are deeply fond of smoking weed, insulting each other, and sophomoric philosophizing.
In Book Three
Eventually the story starts back up, and our heroes get further on their quest -- this time out, they gain another member of the party and have to deal with an ambush (which also results in the kidnapping of Nerdgirl -- it would have been nice for Daly not to have made the only female character a pure plot token, but I suppose that's also authentic for the kind of people he's writing about) along the way. Book Three is substantially longer than the first two books, but less happens here: Millennium Boy and his pals learn the full scope of their quest, but don't get any further into it, so the end looks further away from the end of this book than it did at the beginning.
But Dungeon Quest is so mellow and stoner-joyful that there's nothing to do but go along with it. Unless you bounce off the premise entirely -- and I can see many readers, particularly women and the reflexively anti-druggie, doing that -- it's an entirely amiable, perfectly cromulent wander through well-emulated quest-fantasy tropes, enlivened by cursing, drugs, and just a hint of sex. (Though the sex is mostly the kind that teenage boys have by themselves up in their rooms.)