I know that this is mostly for 3rd edition games, however. Due to the lack of actually enjoying 3rd edition, and my players enjoying 2nd. I have kept with it. Now, recently, one of my PC's has gained a rather unique and unnoticeable mutation. In order to sustain himself, he has to eat hair and tears. Something along the lines of things you could procure from an alchemist's shop, but it's something he has kept from the party for sometime now. He has asked me about removing the mutation now. I have come up with several ideas, though most are EXTREMELY difficult. As he was mutated by a caster of Slaanesh, I figure that in order to banish the mutation, he would have to be apart of something that would deface part of Slaanesh's power in the Old World.
Ideas:
1.) There is an altar of Slaanesh at the bottom of the ruins of Karak Azgal. While this would normally never come about, but I thought of it knowing that factoid. With the ruins being infested by Goblins, Orcs, Dwarfs from the surface, Undead, Skaven as well as Chaos Spawns and the Abomination of Slaanesh, this would be closer to an end-game epic dungeon crawl... Though I'm not terribly certain on how to go about this one.
2.) Monoliths to Slaanesh aren't exactly the easiest thing to find the Northern Wastes. With that said, they are always made of exquisite materials and the greatest of them are carved from giant purple gem-stones, with daemon faces. They are supposed to be the "rarest of the rare" in the Wastes. Now, would a normal Monolith to Slaanesh suffice or would I make it increasingly difficult and have them find that needle in a haystack?
3.) Have them kill a Greater Daemon of Slaanesh. Though it is probably easier than finding the other two, it surely means the entire party's death.
OR my last idea:
4.) Offering them "blessings" of the Ruinious Powers and turn it into an evil campaign?
I'm all for the previously mentioned ideas, however, I want what a player would think is best. Granted, that with great risk comes great reward. It is a rather "minor" mutation. I myself once played a Dwarf Troll Slayer, who was "gifted" with leathery skin. I saw of it more as a beneficial factor than a detrimental one. This is more so a "flavor" context mutation.
I know the players are fairly swayed by my story-telling (though sessions are two weeks apart so I can write a new one out, bad guy flow charted and the whole nine yards) but for the most part all of their actions have consequences, even if they aren't seen right away. So I could continue to mutate the party, which, they are indeed, going into a warpstone cavern in order to stop the Skaven from hoarding and selling it to a cult that's become a syndicate in several cities.
Please help out.