The gates of chance opened wide open tonight! While in the Caverns of Quasqueton the group spent time in the kitchen and then Zelligar’s wizard laboratory. There the witches in the party got to work mixing and brewing chemicals involving holy water, bone dust, dragon blood, and other ingredients. Inhaling the fumes, drinking these concoctions, and applying them to their weapons, caused some unique side-effects (depending on whether they could make their intelligence check and their constitution save, I had decks of cards and a book of random tables I made use of, and depending on pass or fails on the dice, the players rolled randomly on the tables)!
One witch’s left arm turned into a tentacle! Another witch who had a 14 Str, caused her right arm to bulk up, giving her right arm a 16 Str. Other characters acquired some temporary alterations – one, for example, transformed into a young brass dragon for over an hour!
They eventually found a vertical shaft in a room that led down to the lower caverns. Heading down the shaft they discovered a highly magical slab of mica in a small cavern. Chipping off pieces and placing them in their mouths had all sorts of extraordinary effects (depending on whether they passed their saving throws)! By this point the assassin in the party – after devouring several pieces of mica – was no longer able to sleep, and then lost the ability to know how to drink, then they DID reacquire the ability to sleep again, but only when someone said the word “the” (which happens A LOT)! And finally, they couldn’t stop crying. The player running this character felt this was probably too much to control, so they used the Deck of Dirty Tricks card they had drawn at the beginning of the game (which allowed them to teleport to a previous place they visited), and teleported to Rogahn’s secret chamber and then passed through a magical tapestry in the room which will take them to a far away land up north (which the group will eventually get to at some point). This takes the character out of the game for a while and they will worry about them later.
Deciding to remain in the lower level, they made their way to a chamber with a skeletal wizard – Marevak, once the wizardly assistant to Zelligar – sitting behind a desk with a deck of cards before him, and a deactivated magical portal which had lost its magical capabilities. Marevak was in poor condition, but this lich-like entity offered the characters to pull cards from this deck of many things. One player chose to pick 3, another 4, and two other characters chose 5! Everything was on the line! When all was said and done:
- one witch acquired +2 to her Wisdom, gained a 19 Intelligence, lost all her non-magical possessions and money, and changed alignment.
- another witch/assassin lost all her intelligence, but gained 25 gems of maximum value of her choice!
- the dragonslayer gained boots of striding and springing, had to fight a wraith one-on-one to the death – and succeeded after having a level drained! And finally gained several wishes (which he used to give one witch back her intelligence, and gave the other witch back her alignment, and then gave himself his level back plus more).
- the dwarven cleric/fighter lost all his magical items (including a dwarven thrower!), and also gained enmity with an extraplanar being, but he acquired a 4th level fighter follower and his own keep (in the northern territories). The players will NOT forget this evening!