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  An OSR Adventure For 
  Level 1 Characters 
  Written by Allen Farr 
  WBCAM 01 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Betrayal At Tarsus Mor –© Allen Farr 2019 
  Wh0 Among You Dare Brave The 
  Valley Of Long Shadows? 
  Each year, Lafaddius Eversweet leads the Caravan of Fools through the Valley of 
  Long Shadows. To the small towns and villages, Lafaddius is a lifeline, bringing much 
  needed news and trade. For most, it is a time of joy and celebration, but for a few, it is 
  a time of sadness. Lafaddius recruits from among those that have come of age since 
  his last visit. Offering a fair wage and a chance to see the great city of Tarsus Mor, it is 
  a once in a lifetime opportunity young men and women of the valley can’t resist. For 
  those left behind, however, it is often the last time they see their loved ones, for few 
  care to give up the opportunities in the city to return to the danger and poverty of the 
  valley.  
  There is, however, a sinister side to Lafaddius Eversweet. Often recruiting more 
  labourers and guards than he can possibly pay, Lafaddius honours a long standing 
  agreement with the slavers of Tarsus Mor. Betraying those he considers excess 
  cargo, Lafaddius delivers them directly to the slavers using an elaborate con. When 
  the player characters sign on to the Caravan of Fools they learn that harsh truth when 
  they themselves face betrayal at Tarsus Mor.  
  Do the player characters find themselves in chains, destined to compete in the combat 
  arenas beyond the Black Dune Sea, or do they heed fate’s warning, but face a stark 
  choice – save those they travelled with from a similar fate, or confront Lafaddius 
  Eversweet before the Caravan of Fools travels beyond their reach. 
  Requires Old-School Essentials Core Rules. Old-School Essentials is a trademark of Necrotic Gnome. The 
  trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. 
  
   
  Table of Contents 
  Betrayal At Tarsus Mor ....................................................................................................................... 1 
  Adventure Background ........................................................................................................................ 2 
  Plot Synopsis .......................................................................................................................................... 2 
  A Brave New World .............................................................................................................................. 3 
  A Bird Called Migraine ...................................................................................................................... 4 
  Confidence Trickster ........................................................................................................................... 5 
  Valley of Long Shadows ..................................................................................................................... 6 
  Tarsus Mor ............................................................................................................................................ 6 
  Betrayal ............................................................................................................................................... 8 
  Choices ................................................................................................................................................ 9 
  Legacy .................................................................................................................................................. 11 
  Tools of the Trade ............................................................................................................................... 12 
  Persons of Renown .............................................................................................................................. 13 
  Lafaddius Eversweet ......................................................................................................................... 13 
  Oralon ............................................................................................................................................... 13 
  Arcanum .............................................................................................................................................. 14 
  Realm Guard ..................................................................................................................................... 14 
  Rime Guard ....................................................................................................................................... 14 
   
   
  Credits:  
  Writing by Allen Farr 
  Typo Catching by Ramaroux 
  Cartography by Allen Farr 
  Logo by Bob Whitely www.qtgames.com 
  Commissioned by? 
  Winterblight’s challenge was born in the now distant past when the author was publically 
  challenged to write a sourcebook for a well-known game publisher. Having never before put pen to 
  paper, the author of course accepted. After years of toil, the author eventually prevailed, as the hero 
  in any good story should.  
  Now, Winterblight’s Challenge wants to put you in charge. If you have purchased any product 
  bearing the Winterblight’s Challenge logo and have an idea you would like to see brought to life, 
  we would love to hear about it. It could be a simple idea for a short adventure or a mini-setting, 
  alternatively, it could be readout detailing an alien homeworld or planetary system – let your 
  imagination run wild. All we need is a few paragraphs or bullet points with the seed of your idea 
  and we will do the rest.  
  If your idea is chosen to be turned into a product, not only do you get a free copy of the pdf, but you 
  get your name in the Commissioned by section of the credits. Submitted ideas must be generic and 
  should be sent to winterblight@outlook.com 
  
  1 
   
  Betrayal At Tarsus 
  Mor 
   
  Come, join the Caravan of 
  Fools. It’s time you stopped 
  hiding behind the fears of old 
  men, wooden fences and your 
  mothers’ skirts! Yes, the world 
  is a dangerous place, but that 
  makes it all the more worth 
  seeing. 
   
  ~ Lafaddius Eversweet, 
  Recruitment Speech~ 
   
   
  Betrayal At Tarsus Mor 
   ... This adventure presents a series 
  of events and scenarios set within 
  a background story, their outcomes 
  often 
  open-ended. 
  While 
  the 
  adventure tries to cover any likely 
  outcomes, it is not possible to 
  cover every possibility. It is the 
  responsibility 
  of 
  the 
  Game’s 
  Master 
  to 
  keep 
  the 
  player 
  characters on track within the 
  adventure framework. To be able 
  to do this effectively the Game’s 
  Master should carefully read and 
  familiarise themselves with the 
  entire adventure before running the 
  game. 
   
   
   
  Running the Adventure  
   … 
  This 
  section 
  gives 
  an 
  explanation of the structure of the 
  adventure and what various game 
  terms mean. This book uses the 
  following terms: Game’s Master 
  (The person running the game), 
  NPC (Non-Playing Character), PC 
  (Player Character),  
  Adventure Background~ This 
  section 
  describes 
  the 
  people, 
  places, 
  and 
  events 
  that 
  are 
  responsible for the situation in 
  which the PCs find themselves 
  caught up in. Plot Synopsis~ This 
  section 
  describes 
  the 
  current 
  situation and how the adventure 
  plot evolves.  
  Each main encounter has the 
  following subsections: Overview~ 
  This section gives a brief overview 
  of the main encounter, which itself 
  may consist of one or more smaller 
  encounters. Setup~ This section 
  contains any opening text to be 
  read aloud to the players to set the 
  overall scene and if appropriate 
  foreshadow 
  later 
  events. 
  Encounter Themes~ This section 
  describes any background themes 
  the Game’s Master should convey 
  to the players as they run the 
  encounter. 
  Running 
  The 
  Encounter~ This section provides 
  Game’s 
  Master 
  information 
  required to run each encounter 
  including background information 
  and any text to be read aloud to the 
  
  2 
   
  players. Smoothing The Road~ 
  This section gives advice to the 
  Game’s Master about any potential 
  pitfalls the encounter may present 
  and suggests ways of avoiding or 
  dealing with them.  
  At the end of the adventure, 
  there 
  are 
  the 
  following 
  subsections: Legacy~ This section 
  gives hints and tips on how to tie 
  up any loose ends for the overall 
  adventure 
  and 
  suggests 
  some 
  possible consequences for the 
  characters’ decisions and actions. 
  Finally, this section gives the 
  Game’s Master hints and tips on 
  how to use any fallout from the 
  adventure 
  to 
  create 
  further 
  adventures. 
  Appendix~ 
  The 
  appendix has three subsections. 
  Tools Of The Trade~ Contains 
  player handouts and maps if 
  appropriate. These are props that 
  can be copied/printed for use 
  during the game and given to the 
  players to enhance the story. 
  Alternatively, these props can be 
  described or read verbatim by the 
  Game’s 
  Master. 
  Persons 
  of 
  Renown~ 
  Offers 
  detailed 
  descriptions of the most important 
  characters in the story, including 
  their background.  
  Arcanum~ 
  This 
  section 
  provides details on major magical 
  items, spells and new creatures  
   
  Adventure Background 
   … Once a year, as part of an 
  annual circuit, the Caravan of 
  Fools braves the Valley of Long 
  Shadows to trade with the small 
  towns and villages along its length. 
  Each year, malcontents and have-
  a-go-heroes sign on as guards and 
  labourers hoping to arrive in the 
  city with enough coin in their 
  pocket to make something of 
  themselves, and perhaps explore 
  the world beyond. 
   
  Plot Synopsis 
   … The journey through the Valley 
  of Long Shadows to the City of 
  Tarsus Mor is dangerous but 
  profitable. Each year, Lafaddius 
  Eversweet, owner of the Caravan 
  of Fools, recruits guards and 
  labourers along the way. The rates 
  Lafaddius offers are good, but 
  every so often, more people enlist 
  than he can afford to pay. In these 
  ‘summers of discontent’ as 
  Lafaddius likes to call them, those 
  he cannot afford to pay, he sells 
  into slavery, earning him 
  considerable profit. Unfortunately 
  for our heroes, it is a summer of 
  discontent.  
   
  Lafaddius, using an elaborate con 
  to gain their confidence, sends the 
  player characters, unsuspecting to 
  their fate. Fate, however, has other 
  
  3 
   
  ideas, and the player characters are 
  warned just in time to avoid 
  capture. They then have a dilemma 
  on their hands. Rescue those who 
  have been similarly tricked, or 
  pursue Lafaddius who has already 
  sold his goods at auction in Tarsus 
  Mor, and has left for Creegan’s 
  Pall, the next city in the circuit. 
   
  A Brave New World 
   …Overview 
  A Brave New World describes 
  how the player characters become 
  involved in the adventure, and 
  offers the theme of excitement and 
  change, 
  which 
  belies 
  the 
  dangerous predicament the player 
  characters 
  ultimately 
  find 
  themselves mixed up in. A Bird 
  Called Migraine gets the player 
  characters invested in the story as 
  they come to know the wagon 
  master 
  Lafaddius, 
  and 
  more 
  importantly, his rather odd pet 
  bird, 
  Migraine. 
  Confidence 
  Trickster 
  describes 
  the 
  daily 
  charade Lafaddius uses to ensure 
  the player characters believe just 
  how valuable he considers his bird 
  to be. 
   
  Setup 
  Read the following aloud to the 
  players. 
   
  “Drawing water, hauling lumber, 
  threshing corn, just one of the 
  many exciting duties expected of 
  you. Bored with the humdrum of 
  village life, you crave excitement. 
  Even a different tavern would be 
  a welcome change. “Be careful 
  what you wish for” the village 
  elder had said. What would he 
  know? Like you, the man has 
  never been beyond the fence at 
  the bottom of the cornfield, but all 
  that is about to change as the 
  Caravan of Fools rolls into 
  town.” 
   
  Encounter Themes 
  It is the height of the summer in 
  the Valley of Long Shadows, and 
  it is a time of expectation, 
  excitement and change, especially 
  for the young. Yet, for some, it is 
  also a time of sadness as their sons 
  or daughters choose to join the 
  caravan and travel to the city of 
  Tarsus Mor. 
   
  Running The Encounter 
  The Caravan of Fools is a lifeline 
  for the villages and brings much-
  needed 
  trade, 
  news 
  and 
  entertainment, and for some, it is 
  an opportunity to see the wider 
  world their elders seem so afraid 
  of. 
   
  In this encounter, the player 
  characters sign on to Lafaddius’ 
  
  4 
   
  caravan and begin the journey to 
  Tarsus Mor. The Game’s Master 
  should describe the dust cloud in 
  the distance as the massive wagon 
  train rumbles through the dry 
  valley as it arrives at their village. 
  This is not a small caravan 
  consisting of a dozen wagons, but 
  a logistical nightmare with over 
  one hundred wagons, each one 
  brimming 
  with 
  trade 
  goods, 
  entertainers, and supplies.  
   
  Once the wagon train arrives, 
  Lafaddius introduces himself to 
  the crowd, even though everyone 
  already knows who he is. Then the 
  entertainment begins. Acrobats, 
  musicians, magicians, feats of 
  strength and games of chance are 
  all part of the show. The next 
  morning, 
  correspondence 
  and 
  parcels are delivered to their 
  recipients and the trade stalls are 
  erected for the day. That evening 
  Lafaddius agrees trade terms with 
  the village elders for the following 
  year, which is followed by his 
  well-recognised 
  recruitment 
  speech were he bids anyone 
  wanting to see the wider world and 
  broaden their horizons to join him 
  on the adventure of a lifetime. 
   
  Read this aloud to the players once 
  Lafaddius’ speech is over. 
   
  The excitement is palpable in the 
  air. A long queue forms at the 
  wagon master’s tent, much to the 
  dismay of many parents. One by 
  one 
  they 
  step 
  through 
  the 
  opening, exiting a short time 
  later, some grinning ear to ear, 
  others 
  with 
  disappointment 
  clearly written on their face. Then 
  it’s 
  your 
  turn. 
  Lafaddius 
  Eversweet sets you at ease right 
  away. After some haggling, the 
  wagon master makes you an offer 
  you can’t refuse. You sign on to 
  guard his wagon train for the 
  duration of the journey to the 
  legendary city of Tarsus Mor 
  A Bird Called Migraine  
  The first weeks of travel are 
  taxing, and the player characters 
  find themselves being drilled by 
  veteran guards, with little time to 
  survey their new surroundings. 
  Exhausted, and safely within the 
  stockade of Adderstrike, a small 
  village on the road to Tarsus Mor, 
  the player characters share a 
  campfire for the first time. Eating 
  their first meal together is a good 
  opportunity for the characters to 
  formally introduce themselves and 
  get to know each other. It is also a 
  good opportunity for Lafaddius to 
  begin working his con. 
   
  As the player characters talk 
  around the campfire, Lafaddius 
  
  5 
   
  arrives. He carries with him a 
  caged bird. The bird has the ability 
  to mimic human speech and is one 
  of many that Lafaddius picked up 
  in a market several years ago. 
  Lafaddius is off to visit the village 
  council to agree to trade terms for 
  next year’s trip, and the bird, 
  which he calls ‘Migraine’, is 
  entrusted into the care of the 
  player characters. He tells them the 
  bird is precious, and he expects 
  them to protect it with their lives. 
   
  The bird is bright and colourful, 
  but other than its mimic abilities 
  has no special powers. The bird 
  has several favourite phrases that 
  Lafaddius uses regularly, such as 
  ‘Y’ar having a laugh’ and ‘That’s 
  a deal, friend.’ It also has a few 
  phrases that even Lafaddius has 
  never heard, such as ‘Off with his 
  head,’ and ‘Yes, milord.’ The bird 
  is a social creature, and at some 
  point tries to mimic something the 
  player characters say. The bird 
  usually mispronounces phrases at 
  first, which should encourage the 
  player characters to interact with it 
  and try to correct it. The more the 
  player characters interact with the 
  bird the more it talks. 
   
  Later, Lafaddius returns to collect 
  the bird and thanks the player 
  characters for taking care of it.  
   
  The Game’s Master should have 
  this encounter play out several 
  times over the course of the 
  journey to Tarsus Mor. 
  Confidence Trickster  
  At 
  some 
  point, 
  the 
  player 
  characters 
  witness 
  Lafaddius 
  interacting with Migraine. He 
  keeps asking the bird to repeat 
  what it just said. The player 
  characters hear various snippets of 
  the conversation, mostly the bird 
  squawking ‘Treasure, treasure, X 
  marks the spot,’ or something else 
  that the Game’ Master thinks 
  might 
  pique 
  their 
  players’ 
  curiosity.  
   
  Lafaddius has, of course, ensured 
  that his little charade has been 
  witnessed. As per A Bird Called 
  Migraine, have this encounter 
  play out a number of times. Each 
  time the player characters witness 
  it, Lafaddius seems to be getting 
  more and more information from 
  the bird. He even brings out a map 
  on several occasions. If the player 
  characters 
  approach, 
  Lafaddius 
  quickly stuffs the map in his 
  pocket and puts a blanket over the 
  cage. 
   
  If the Game’s Master wants to 
  liven things up, have Lafaddius 
  attacked 
  just 
  as 
  the 
  player 
  characters are trying to listen in to 
  
  6 
   
  one of the conversations he is 
  having with the bird. Lafaddius 
  has more than one bird and is 
  working the con on several groups, 
  and perhaps someone has decided 
  to take the bird for themselves. 
  Valley of Long Shadows 
  The Valley of Long Shadows is 
  home to dozens of small towns and 
  villages, and the Caravan of Fools 
  stops at each and every one. The 
  player characters could face any 
  number of dangers along the road. 
  Exactly what those dangers are 
  should be up the Game’s Master.  
   
  A typical encounter in the Valley 
  of Long Shadows would be an 
  attack by bandits, or perhaps some 
  terrifying creature stalking the 
  caravan, picking off stragglers as 
  the darkness falls.  
   
  Bandits 
  AC 6, HD 1 (4hp), Att 1 × Hand 
  Axe (1d6), THAC0 19, MV 120’ 
  (40’), SV D13 W14 P13 B16 S15 
  (T1), ML 8, AL Neutral, XP 10, 
  NA 1d8, TT U 
   
  Smoothing The Road 
  As written, there is not a lot that 
  can go wrong on the journey to 
  Tarsus 
  Mor. 
  The 
  encounter 
  focuses on Lafaddius gaining the 
  trust of the player characters by 
  letting 
  them 
  believe 
  he 
  is 
  entrusting them with his most 
  precious treasure. Other than the 
  player 
  characters 
  becoming 
  suspicions, there is not much 
  danger of derailing Lafaddius’ 
  plot. The Valley of Long Shadows 
  is a dangerous place, which is why 
  the villages remain isolated and 
  Lafaddius travels with such large 
  numbers. The Game’s Master 
  should 
  challenge 
  the 
  player 
  characters to give them a sense of 
  danger, and if they get into 
  difficulty 
  have 
  other 
  caravan 
  guards close by. Once the player 
  characters reach Tarsus Mor, let 
  the dice fall where they may, for 
  the player characters are on their 
  own.  
  Tarsus Mor 
   … Overview 
  Tarsus Mor is the final act in this 
  short adventure. In Betrayal, the 
  player characters arrive in the city 
  with a sense of wonder and 
  excitement, only to have their 
  world turned upside down when 
  they learn Lafaddius has sold them 
  to a group of slavers. Fate may 
  have intervened to save the player 
  characters, but in Choices, they 
  are stranded in a hostile city and 
  must make their own fate, starting 
  with some tough decisions. Do 
  they chase after Lafaddius before 
  he travels beyond their reach, or 
  do they do what fate has done for 
  
  7 
   
  them and stop another group of 
  Lafaddius’ caravan workers falling 
  into the hands of slavers. 
   
  Setup 
  Read this aloud to the players once 
  they have reached the city of 
  Tarsus Mor. 
   
  “Having survived the Valley of 
  Long Shadows, the Caravan of 
  Fools slowly winds its way up the 
  twisting cliff-face path to Tarsus 
  Mor. It’s difficult to get an idea of 
  the scale of the city looking up at 
  it, but it’s still beyond anything 
  you 
  ever 
  imagined. 
  Passing 
  through the colossal gates, you 
  can see the mountain itself has 
  been quarried away to make room 
  for the city, its tallest towers 
  rising high above the peak. 
  Within 
  moments 
  you 
  are 
  enveloped in the claustrophobic 
  hustle and bustle of the city.” 
   
  Encounter Themes 
  As written, everything the player 
  characters see and do from this 
  point on is intended to be a new 
  experience. The scale of the city 
  compared 
  to 
  the 
  towns 
  and 
  villages the player characters come 
  from is beyond imagination and 
  should instil a sense of wonder and 
  amazement. The throngs of people 
  just at the city gate should be 
  enough 
  to 
  give 
  the 
  player 
  characters a sense of awe, and 
  perhaps a little claustrophobia. The 
  smells and sounds should be alien 
  to 
  them. 
  The 
  main 
  theme, 
  however, is betrayal. Hopefully, 
  by this stage, the player characters 
  implicitly trust Lafaddius and 
  should be genuinely shocked at his 
  betrayal. 
   
  Running The Encounter 
  When the player characters arrive 
  at Tarsus Mor, they are owed a 
  good sum of money, but Lafaddius 
  intends to betray them right away. 
  He only has to unload his cargo at 
  the auction house and be on his 
  way, picking up his payment for 
  last 
  year’s 
  goods, 
  collecting 
  payment next year for the current 
  cargo.  
   
  “Struggling through the streets, 
  the wagon train meanders into a 
  courtyard belonging to a large 
  house that looks the worse for 
  wear.  Lafaddius shouts a series 
  of commands and the teamsters 
  and labourers go about unloading 
  the wagons.” 
   
  Lafaddius throws one of the player 
  characters a bag of coins, thirty of 
  them, plus one for each of them.  
   
  “Here, take this to the Strangled 
  Cat, ask for Merrick at the bar, he 
  is the innkeeper.  The Strangled 
  
  8 
   
  Cat is where I run my business 
  from in Tarsus Mor.  What, you 
  thought I lived in this run down 
  pigsty? Pay off my outstanding 
  line of credit, there will be more 
  than enough left to get each of 
  you a good hot meal, a tankard of 
  ale and a fill from the tobacco 
  barrel.  I will be along as soon as 
  this rabble unloads my wares. I 
  will settle with you then and 
  discuss 
  another 
  matter 
  of 
  business that you may find most 
  rewarding.” 
   
  Lafaddius then throws the player 
  characters a polished key.  
   
  “Here is the key to my room. 
  Please ask one of the staff to 
  prepare a fire and a hot bath. I 
  am afraid my old bones can’t take 
  much more of this lifestyle.” 
   
  Lafaddius then hands one of the 
  player characters his caged bird. 
   
  “Keep a good eye on Migraine for 
  me, this bird brings me more luck 
  than any damn god you care to 
  name.  You can leave him in my 
  room if Merrick objects to him in 
  the bar, just be sure to lock the 
  door” 
   
   
   
   
  Betrayal  
  Lafaddius has no intention of 
  squaring up what he owes the 
  player characters. He gives them 
  some directions and sends them on 
  their way, telling them to be wary 
  of pickpockets. The Strangled Cat 
  is a code word recognised by the 
  slave gangs that operate out of 
  Tarsus Mor. Anyone asking for the 
  Strangled 
  Cat 
  identifies 
  themselves as naïve, inexperienced 
  and marked for the slave pens.   
   
  When the player characters ask for 
  the Strangled Cat, most people just 
  shrug and shake their heads, 
  having 
  never 
  heard 
  of 
  it. 
  Eventually, the player characters 
  ask the wrong person, who directs 
  them up a narrow winding street 
  known locally as Blind Man’s 
  Alley. From this point on the 
  player characters are shadowed, 
  the slavers biding their time to set 
  up an ambush. A successful 
  perception test alerts the player 
  characters to the fact they are 
  being followed. Just as the player 
  characters are getting suspicious, 
  they are approached by a young 
  lad.  
   
  “I hear you are looking for the 
  Strangled Cat? Yes, I thought so! 
  Come 
  with 
  me 
  quickly, 
  my 
  Master, Oralon would like a word 
  
  9 
   
  with you. I promise it will be 
  worth your while. Oh, there’s no 
  such place as the Strangled Cat” 
   
  If the player characters continue 
  on up the road looking for the 
  Strangled Cat, they are set upon by 
  the meanest, toughest bunch of 
  thugs they have ever seen. The 
  thugs don’t talk. They just wade 
  in, attempting to capture one of the 
  player characters at a time, rather 
  than fighting one on one.  
   
  Thugs 
  AC 6, HD 1 (4hp), Att 1 × Club 
  (1d4), THAC0 19, MV 120’ (40’), 
  SV D12 W13 P14 B15 S16 (F1), 
  ML 6, AL Neutral, XP 10, NA 8, 
  TT U 
   
  Slave Pit Boss 
  AC 5, HD 1 (6hp), Att 1 × Short 
  Sword (1d6), THAC0 19, MV 
  120’ (40’), SV D12 W13 P14 B15 
  S16 (F1), ML 6, AL Chaotic, XP 
  10, NA 1, TT U 
   
  If the player characters turn around 
  and follow the lad, he brings them 
  to see his master, Oralon. As soon 
  as the player characters turn 
  around, 
  the 
  thugs 
  that 
  were 
  following them melt into the 
  doorways and alleys where they 
  came from. 
   
  “The Strangled Cat, well that’s 
  something you don’t want to find 
  any time soon. You have been 
  marked for slavery. I will explain 
  why later, but you don’t have 
  much time. Right now I am going 
  to give you some information of 
  value.  All that I ask is that you 
  return to hear a business proposal 
  and give it serious thought, and, if 
  you accept I shall offer you a fair 
  payment. How does that sound?” 
   
  If the player characters agree 
   
  “Ok then. As you are asking for 
  the Strangled Cat I can only 
  assume that you arrived with 
  Lafaddius on the Caravan of 
  Fools?  Yes, I thought so. I 
  suggest you go find him if you 
  ever want to see your payment, I 
  would guess by now he is already 
  out of the gates and on the next 
  leg of the circuit to Creegan’s 
  Pall. If you think you can’t catch 
  him by nightfall, turn back. The 
  Valley of the Marked Serpent is 
  not travelled by the ill-prepared” 
  Choices 
  As the player characters race to 
  find Lafaddius they hear someone 
  asking for the Strangled Cat. If 
  they stop, they see one of the 
  labourers they left unloading the 
  wagons talking to a rough-looking 
  woman. She points to a dark alley, 
  
  10 
   
  “Right there, love”. The player 
  characters can clearly see another 
  group of labourers up ahead 
  carrying 
  a 
  birdcage 
  just 
  disappearing into the shadows of 
  the alley. They now have a choice, 
  save the labourers from slavery, or 
  chase after Lafaddius. From their 
  vantage point high up, the player 
  characters can just make out the 
  Caravan of Fools kicking up dust 
  as it trundles down the Valley of 
  the Marked Serpent, on the first 
  leg of the journey to Creegan’s 
  Pall. 
   
  If the player characters save the 
  labourers, 
  they 
  have 
  made 
  valuable friends and contacts for 
  life, and possibly enemies of the 
  slavers. By the time they have 
  defeated the slave gang, Lafaddius 
  and the Caravan of Fools is 
  beyond their range, for traveling 
  the Valley of the Marked Serpent 
  is best done in numbers. The 
  player characters, however, have 
  the foreknowledge that in a year’s 
  time Lafaddius and the Caravan of 
  Fools will once again arrive at 
  Tarsus Mor.  
   
  Should the player characters catch 
  up with Lafaddius, those loyal to 
  him attack them. However, should 
  it look like the thugs are losing, 
  Lafaddius calls them off and pays 
  the player characters what they 
  were due, including a little extra. 
  Should the player characters try to 
  kill Lafaddius, he defends himself, 
  surprising 
  everyone 
  with 
  his 
  ability with a sword. 
   
  Smoothing The Road 
  As written, the adventure assumes 
  the player characters evade the 
  slavers. Unlike the first half of the 
  adventure, there is much more that 
  can go wrong in Tarsus Mor. The 
  player characters may ignore the 
  boy trying to help them and fall 
  afoul of the slavers. If they end up 
  as slaves, that shouldn’t be the end 
  of the adventure, but rather, the 
  beginning of a new one.  
   
  Should 
  the 
  player 
  characters 
  choose to catch up with Lafaddius 
  and simply try to kill him, he is 
  prepared to stand and show them 
  how to fight. While Lafaddius 
  prefers 
  a 
  sharp 
  wit 
  over 
  confronting a dullard with a blade, 
  this doesn’t alter the fact that he 
  was once an arena gladiator, and is 
  neither as slow nor as decrepit as 
  he pretends. Lafaddius only kills 
  when it becomes unprofitable to 
  do otherwise. 
   
  Should 
  any 
  of 
  the 
  player 
  characters mention Oralon by 
  name, Lafaddius looks visibly 
  shaken, as if he’s just seen a ghost. 
  This gives the player characters an 
  
  11 
   
  edge 
  should 
  they 
  choose 
  to 
  negotiate. 
   
  Caravan Guards 
  AC 6, HD 1 (4hp), Att 1 × Short 
  Sword (1d6), THAC0 19, MV 
  120’ (40’), SV D12 W13 P14 B15 
  S16 (F1), ML 8, AL Neutral, XP 
  10, NA (1d4 × 4), TT J 
  Legacy 
  Depending on decisions made by 
  the player characters, there are a 
  number of situations the Game’s 
  Master can exploit to create further 
  adventures. Oralon has promised 
  work for the player characters but 
  doesn’t explicitly state what it is. 
  This is an opportunity for the 
  Game’s Master to introduce their 
  own adventure ideas by giving the 
  player characters a patron.  
  If Lafaddius has escaped, the 
  player characters may bide their 
  time knowing that as he completes 
  the annual trade circuit, his return 
  to 
  Tarsus 
  Mor 
  is 
  all 
  but 
  guaranteed.  
   
  Should the player characters fall 
  afoul of the slavers, they get to see 
  the world, but perhaps just not as 
  they intended. They might end up 
  in some far off land as soldiers or 
  gladiators in an arena, or perhaps 
  eventually 
  leading 
  a 
  slave 
  rebellion against the slave lords. If 
  the player characters rescued the 
  other labourers from slavers, they 
  realise this isn’t the first time 
  Lafaddius has played this con, and 
  they can become a thorn in the 
  side of the local slavers, and 
  maybe track down the slave lords, 
  freeing more slaves in the process. 
   
  Lafaddius’ 
  bird, 
  Migraine, 
  is 
  another source of adventure. When 
  Lafaddius bought the birds, he was 
  unaware they were once pets in the 
  royal 
  court. 
  The 
  birds 
  are 
  intelligent, and between them, they 
  have memorised several private 
  and damning conversations, which 
  from time to time they like to 
  repeat. Playing their own little 
  game, each bird chirps in with 
  their own part of the conversation 
  until it is complete. The player 
  characters might already wonder 
  why Migraine says things like 
  ‘Yes Milord’. Should the player 
  characters rescue the labourers, 
  who also have a bird, the creatures 
  repeat part of a conversation. It 
  should be enough for the player 
  characters 
  to 
  realise 
  the 
  importance of what the birds are 
  repeating, and that Lafaddius has 
  more birds. Indeed, the cages are 
  numbered, and the Game’s Master 
  can have as many birds as required 
  and have the player characters 
  chase them down until they have 
  enough of them to listen to an 
  entire conversation 
  
  12 
   
  Tools of the Trade 
   
   
  Game’s Master’s Map ~ Valley of Long Shadows 
   
   
   
  Each dash on the map is equivalent to three days' travel by caravan. As such it takes many weeks for the Caravan of Fools to 
  travel the length of the Valley of Long Shadows. 
  
  13 
   
  Persons of Renown 
  Lafaddius Eversweet  
  To most, Lafaddius is a lifeline, a 
  welcome visitor who brings news 
  of the outside world and much-
  needed trade. Few, however, know 
  anything 
  about 
  Lafaddius’ 
  background.  
   
  Often in trouble with the law, 
  Lafaddius often languished in a 
  cell until his parents paid for his 
  release. 
  However, 
  one 
  night, 
  instead of a cell, he was bundled 
  into a wagon. He soon found 
  himself 
  performing 
  in 
  a 
  gladiatorial arena far from his 
  home 
  alongside 
  hardened 
  criminals. Lafaddius become an 
  exceptional swordsman, but he 
  also learned every trick in the book 
  from the criminals he found 
  himself 
  surrounded 
  by 
  – he 
  became adept at picking locks, 
  pockets and other sleight of hand 
  and excelled as a confidence 
  trickster.  
   
  Despite his skill with a blade, 
  Lafaddius realised that sooner or 
  later his days in the arena were 
  numbered. 
  After 
  months 
  of 
  planning, and on the eve of what 
  would have been his greatest arena 
  victory, Lafaddius escaped. During 
  his escape, he came across the 
  Caravan of Fools, a small troupe 
  of entertainers, under attack by 
  creatures 
  from 
  the 
  Poisoned 
  Wastes. Helping to drive off the 
  creatures, Lafaddius was given 
  succour in the troupe. Eventually, 
  Lafaddius became the head of the 
  troupe and expanded it into the 
  business 
  it 
  is 
  today. 
  Oddly, 
  Lafaddius has no gripe with the 
  slavers that took him or the arena 
  pit bosses, for they made him 
  everything he is.  
   
  Now in his late forties, Lafaddius 
  no longer has the muscular build 
  of a gladiator, but the expanding 
  paunch of a rich merchant. His 
  scarred, tanned face is purposely 
  hidden behind a thick crop of 
  manicured stubble and shoulder-
  length hair. Always dressed in 
  loose-fitting 
  robes, 
  Lafaddius 
  shuffles about with his walking 
  cane, making him look much older 
  than he is, only momentarily 
  throwing 
  of 
  this 
  disguise 
  to 
  become animated when giving his 
  recruitment speeches. 
  Oralon 
  Not only was Oralon a gladiatorial 
  champion like Lafaddius, but he 
  was Lafaddius’ arena partner. 
  Lafaddius’ escape was a huge 
  betrayal, leaving Oralon to fight 
  alone in the arena. Although 
  Oralon was victorious, he was 
  
  14 
   
  gravely 
  wounded, 
  ending 
  his 
  career. Dumped outside the city as 
  carrion to bait the traps, Oralon 
  survived. Returning to Tarsus Mor, 
  Oralon prospered. A few years 
  ago, on a trip to the auction house, 
  Oralon recognised Lafaddius. Ever 
  since, Oralon has kept tabs on him. 
  When he learned of Lafaddius’ 
  scam he was horrified and has 
  decided to put an end to it.  
   
  Unlike Lafaddius, Oralon does not 
  fear to hide his arena scars and 
  bares them openly. In his early 
  fifties, Oralon still wears his 
  greying hair short in the arena 
  style he has become accustomed 
  to. Bright-eyed and full of vigour, 
  Oralon is still a capable man, but 
  with only one arm and retaining a 
  permanent limp from his final bout 
  in the arena, he has his limits.  
   
  AC 7, HD 6 (24hp), Att 1 × Short 
  Sword (1d6+1), THAC0 17, MV 
  120’ (40’), SV D10 W11 P12 B13 
  S14 (F6), ML 10, AL Neutral, XP 
  50, NA 1, TT C 
   
  Oralon wields ‘Rime Guard’ a +1 
  magical short sword won in the 
  arena. This sword produces an 
  aura of cold. See Arcanum.  
   
  Lafaddius 
  AC 6, HD 5 (20hp), Att 1 × Sword 
  (1d8+2), THAC0 17, MV 120’ 
  (40’), SV D10 W11 P12 B13 S14 
  (F5), ML 10, AL Neutral, XP 50, 
  NA 1, TT C 
   
  Lafaddius wields ‘Realm Guard’ a 
  Flaming +1 magical sword won in 
  the arena. See Arcanum  
  Arcanum  
  Realm Guard 
  This magical sword bursts into 
  flames, 
  on 
  command. 
  When 
  flaming, it casts light in a 30’ 
  radius. Realm Guard is treated as a 
  torch for purposes of setting things 
  on fire and inflicts fire damage. 
  The sword continues to blaze until 
  commanded to cease. 
  Rime Guard 
  On command, his magical sword 
  creates an aura of cold in a 15’ 
  radius. Creatures other than the 
  wielder caught within the aura 
  suffer 1d6+1 damage, with a 
  successful save versus wands 
  indicating half damage. The aura 
  continues until commanded to 
  cease.  
   
  If the story can be enriched by 
  introducing more magic items, by 
  all means, do. Lafaddius may have 
  more than one magical treasure 
  from his glory days in the arena or 
  perhaps there is some magic 
  treasure hidden in the base of one 
  of the birdcages.  
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/Old-School Essentials; BX Essentials/Old-School Essentials Adventures & Settings/WinterBlight's Challenge (OSE)/WinterBlight's Challenge Betrayal At Tarsus Mor (OSE).pdf