The characters begin to plunder the area where they were ambushed the other week and retreat with some gold. Back in the village, the dwarf attempts to teach other tomb raiders but is foulmouthed by unlucky adventurers. He sets things straight with a duel to the death. Later, the party's witch casts detect magic with critical success. She sees and identifies everything magic in the entire village. Among other things, she finds out that all the children are under a spell. When the witch casts detect magic again some time later, she fumbles and transforms a tavern wench into some kind of earth elemental. Fortutnately, the dwarf is able to repair some damage done to her before the effect wears off after a few days.
- After 10 sessions with almost no magical incidents, the unpredictable DCC rules struck twice! The fallout occupied most of the session.
- Switching gears wasn't easy -- I started rolling for various NPCs' magic items, for instance, but detailing an entire village's worth of adventurers on the fly was too much.
- DCC's curveball means there's a lot of work to be done (such as detailing the magic merchant's treasures) but I think it's a great opportunity.
- The players used the unusual opportunities to portray their characters in various ways (CD's fatherly dwarf, HM's opportunistic rogue etc.).
- CD risked a valuable character in a deadly duel. His character was brand new, true, but also sported above average rolls. The Luck stat provided some measure of safety I assume, but it can't protect against critical hits so it took real courage to enter the duel.
In a nutshellAn unsual but fascinating session.