ADVENTURE: RETURN THE SLABS
This adventure is intended as a one-off and can be freely inserted as an interstitial adventure or run as a standalone game. There is the assumption of 3-6 players, though slight modifications can be made to run it with only two or more than six. The nature of this game heavily relies on it being played in-person, or with accommodations being made to inform other players of when their fellows are getting secret information (but not the information itself, of course). Tell players when you start that any cards you hand out are to remain secret unless you explicitly state otherwise. THE GOAL This adventure hinges on secrets within the party and the party instinctively not trusting one another. Even if they do trust one another, the end goal is not immediately clear. When the party finds the Slabs, their goal becomes "return the slabs to their respective statues". Until they do so, they suffer the curses each Slab imparts. THE SETUP Here are some suggestions for what could happen to open this adventure:
The party is staying at an inn or halfway house and hears a fight in the room next door or the common area.
The party happens upon a dig, tomb, or other hidden ancient place that has been recently unearthed or opened. (If this scenario is picked, it may be that the Statues are actually in this location - the slabs have to have been removed from them)
The party is called by one of the victims (see immediately below) to act as bodyguards for a valuable treasure that the hiring victim is convinced will lead to his fellows trying to kill him for it.
The adventurers have to come across a rather grisly scene of another set of adventurers, researchers, or archeologists that have killed one another. The number of bodies is unimportant and the natures of their death are flavor text, but it is clear from a rudimentary examination that they all managed to kill one another. What really happened is that the Harm Slab managed to play upon the dead group's paranoia and they killed one another over possession of the slabs.
When the party searches the room, they all manage to independently find a small Slab - small enough to fit in one's palm - that looks valuable. Determine who gets which Slab either according to your GM instincts or decide randomly. Six slabs are suggested, only the first two are required. For more intrigue, you may choose to allow some characters to have more than one Slab or some characters to lack a Slab entirely. When party members find these, give them a note card that has the text corresponding to the Slab below. THE SLABS Generally, the slabs are about 6 x 8 x 0.5 inches, and made out of heavy, valuable metals. They are also encrusted with a variety of gems that enhance their value. For each slab, any appraisal places their value at about 1,000 to 2,000gp each. Checking the slabs for a magical presence reveals nothing, as they are old enough that they are in tune with magical background noise. When a party member picks up a slab, hand them this note card:
"THIS IS A SECRET ITEM. You have found a small Slab that appears somewhat valuable. While you relish the find, a sudden, instinctive thought enters your mind: 'This mustn't fall into the wrong hands.' Perhaps the other party members would have it out for you if they knew you had this..."
THE PROBLEM The deal is that the slabs are cursed, as described below. Each curse affects the party member holding it the most, although each Slab can "reach out" and affect other party members that do not possess this slab. It is your job as GM in this adventure to fuck with the party's respect and trust of one another - in-game, of course - in order to play up the effects of the slabs. The only two slabs you must use are the HARM and HARMONY slabs. The other ones are optional, and it is recommended you assign one Slab to each adventurer based on that character's personality.
HARM: This Slab causes outbursts of violence in those nearby, even if they are not aware of the Slab's presence. Tempers flare, bystanders become aggressive, and simple chats can quickly become hostile confrontations. To play this slab's actions, randomly slip party members note cards like the following when appropriate:
It looks like X has unbuckled his scabbard. Why are they so keen to draw blades among us?
You realize X could have an ulterior motive: Have they found out about your slab? Are they resentful for not sharing the wealth? It looks like they're getting ready to ambush you at the nearest opportune moment.
Almost too late, you realize X has a hidden weapon readied and means to strike you down!
HARMONY: This Slab is the unifying force for the other slabs, and actively works to return them to the Statues. This Slab should be played sporadically when you need to nudge the party towards deducing the goal of the adventure. To play this slab's actions, randomly slip party members note cards like the following when appropriate:
Surely there is a peaceable way to resolve this confrontation.
You don't feel like yourself. What's causing these strange feelings?
Something is wrong here. Everyone is at each other's throats even if it's not overt, but why?
CREED: This Slab causes ideological rigor. When party members disagree with one another, especially on what course of action to take, slip both party members notes telling them that they are correct in their line of thinking. This disagreement can readily invoke the HARM slab.
GREED: This Slab enhances the greed of party members and causes kleptomania. When playing this slab's effects, slip notes to party members describing "loot" they find lying around any civilized area they may travel through. In actuality, this "loot" is other people's property, but is ambiguous enough that it appears to be lost or otherwise up for grabs.
RUST: This Slab degrades equipment. At random opportune moments, slip players notes saying that pieces of their gear have broken, that some of their items have gone missing, or tell them item spontaneously fail to function when they try to use them. This can readily play into the HARM slab, as you can pin the blame for the degradation on other party member's sabotage.
DUST: This Slab degrades the party physically. The nominal use for this is to spontaneously poison party members, but you can use disease, charms or other mind-altering effects, or other things that affect the mind or body's function. This can readily play into the HARM slab, as you can pin the blame for all but one of the party members being poisoned on the only unpoisoned member. Slip party members cards when they feel the negative effects of this slab.
REND: This Slab actively causes NPCs of all kinds - monsters, bounty hunters, criminals, guards, vigilantes, rangers, wanderers - to mistakenly recognize the party as a hated group of foes. This leads to intense, direct confrontations, as opposed to the in-group turmoil caused by the HARM slab. It causes encounters that are sudden enough that the party hardly has a chance to explain themselves - not that they are even believed - and often lands the party in more trouble. After all, if guards mistake the party for criminals and the party fights back or flees, are they not guilty of at least that resistance?
FRIEND: This Slab causes NPCs to befriend the party. Unfortunately, it is the wrong kind of friends: monster, mobsters, righteous paladins (if the party is chaotic or evil), etc. - NPCs that are in complete opposition to the party's moral compass and goals. This isn't an intrinsically bad thing, except that other NPCs may see these new associations as proof of the party's true nature. Additionally, these "friends" will often cite the party as associates, masterminds of dastardly plans, or give them praise as scoundrels or do-gooders to screw with their reputation.
THE DISTRACTION Always assume the players are going to catch on that the cards are relevant to the plot of this adventure. As such, you can play up paranoia and throw off deductive reasoning by introducing junk cards. Here are some examples you can give out at random:
Look at the GM and raise your eyebrows.
Roll 3 d20s, and note down the results on this card. DO NOT TELL ANYONE OF THIS.
Everyone is probably out to get you.
Fold this card in half and place it under your character sheet. DENY THIS EXISTS TO ANYONE WHO ASKS.
Did you notice anything the last time someone got up from the table?
Get up from the table and leave the room in the next sixty seconds. Then, throw this note card in the trash. DENY EVER HAVING RECEIVED THIS.
Chuckle knowingly to yourself.
Crumple this card up and leave it visible in front of you. DO NOT LET ANYONE TOUCH THIS.
The player to your left's last note card had your name on it. Why would that be?
The player to your right is getting awfully suspicious of you. Why would that be?
Scratch & Sniff this card discreetly. DENY THAT THIS OCCURED.
Get out a spare character sheet and casually start rolling a new character. If anyone asks why you are doing this, only reply "No reason." When you are done, give this to the GM. (GM, when you get this, nod knowingly).
Yawn four times in the next minute. ACCUSE ANYONE WHO POINTS THIS OUT OF CAUSING THE PARTY'S PROBLEMS.
In the next minute, tell the party you have received a divine revelation about the current situation. State that you know what you're doing, and gain a +2 to your next d20 roll.
Make some kind of repetitive but quiet noise until someone mentions it to you. VEHEMENTLY DENY THIS OCCURED.
Write a note back to the GM containing your favorite flavor(s) of ice cream.
THE STATUES Eventually, through their own research, the HARMONY slab, or the help of an NPC, the party should figure out they need to return the slabs to the statues they were originally removed from. You should present one final challenge for the party in that the slabs have to be returned to the right statues. If they get something wrong, immediately invoke some of the slab's effects or summon monsters of Lawful demeanor to "set things right." Whether this means punching the party to death or helping them is up to you. Each statue should espouse the slab it goes with. An example HARM statue is made out of stone swords or other weapons, while a HARMONY statue could be similar to a blind lady justice. You make make these associations as obvious as you want, but making them more vague can increase the tension of this last task. When they get the slabs replaced correctly, they feel a collective weight lift off their shoulders, and may go about their uncursed lives, perhaps richer in experience than material wealth.











