TEXT: Slaves to Fate
  
  Slaves to Fate
   
      
  To live is to suffer. Will you survive?
  Snow began to fall as the Betrayer placed a trinket 
  on the raised stone altar in the middle of the Haunted 
  Forest. The chirps of birds and howls of beasts sounded 
  in disapproval. Each distant noise rising up through the 
  forest in a fever pitch of panic. A cold wind whipped 
  through the trees, chilling man and beast alike. The 
  prophecy had come to pass, and so began the curse of 
  Forever Winter. The Long Winter would haunt the land 
  for decades and all life across the land fought for its 
  very survival. But the ultimate fate of the world 
  is in your hands, for good or ill. Slaves to Fate 
  is the prelude module that requires Old-
  School Essentials Core Rules. It can be 
  used with other modules, different 
  campaigns, or as a one-shot                                                
  adventure.
  
  Slaves to Fate 
  3
  Contents
  INTRODUCTION  .  .  .  .  .  .  . 4
  REFERENCES  . . . . . . . . . . . . . . . . .4
  PRELUDE . . . . . . . . . . . . . . . . . . . .4
  SETUP . . . . . . . . . . . . . . . . . . . . . .5
  WEARY  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  THE BETRAYER . . . . . . . . . . . . . . . .5
  CORRUPTION . . . . . . . . . . . . . . . . .5
  WINTER . . . . . . . . . . . . . . . . . . . . .6
  AT CAMP   .  .  .  .  .  .  .  .  .  .  .  . 6
  STARVATION  . . . . . . . . . . . . . . . . .6
  ESCAPE . . . . . . . . . . . . . . . . . . . . .7
  WORK DAY  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  DENIZENS OF THE WOODS  . . . . . . .8
  THE BRIDGE . . . . . . . . . . . . . . . . . .9
  REFUGE FROM THE COLD  .  . 9
  THE STATUES . . . . . . . . . . . . . . . . 10
  THE NIGHT . . . . . . . . . . . . . . . . . . 11
  THE PUZZLE . . . . . . . . . . . . . . . . . 11
  THE LAST TREK   .  .  .  .  .  .  .  . 12
  ELF ENDINGS . . . . . . . . . . . . . . . . 12
  THE ALTAR . . . . . . . . . . . . . . . . . . 13
  SURVIVAL  . . . . . . . . . . . . . . . . . . 13
  FOREVER WINTER . . . . . . . . . . . . . 14
  ALTERNATIVE ENDINGS . . . . . . . . . 14
  OPEN GAME LICENSE   .  .  . 15
  Slaves to Fate
  Design Team
  Written By: Jason Duff
  Edited By: Jason Duff
  Art Direction & Layout: Jason Duff
  Art Team: Rachel Bonds, Bianca Papalar-
  do, Tim Shepherd
  Cover By: Liia Chevnenko @ Shutterstock
  Slaves to Fate © 2020 Earl of Fife Games 
  LLC.
  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.     
  Earl of Fife Games
  PO BOX 50471
  Colorado Springs, CO 80949-0471
  info@fifegames.com | www.fifegames.com
  
   
  Slaves to Fate
  4
  Snow began to fall as the Betrayer placed a trinket 
  on the raised stone altar in the middle of the haunted 
  forest. The chirps of birds and howls of beasts sounded 
  in disapproval. Each distant noise rises up through the 
  forest in a fever pitch of panic. A cold wind whipped 
  through the trees, chilling man and beast alike. The 
  prophecy had come to pass, and so began the curse 
  of Forever Winter. This winter would haunt the land for 
  decades and all life across the land will fight for its very 
  survival. But the ultimate fate of the world is in your 
  hands, for good or ill.
   
  Forever Winter is a series of modular adventures 
  meant for a wide range of characters. Most adventures 
  within this adventure series are completely modular. 
   
  Forever Winter can take place in any setting you wish. 
  The exact location is left up to the GM. This allows the 
  GM free reign to use Forever Winter however they wish. 
  Each module is compatible with other Forever Winter 
  modules. These modules are also suitable for one-shot 
  adventures, or with any other Old School Essentials or 
  OSR campaign.
   
  Any GM wanting to run a game in a bleak winter, dark 
  fantasy apocalypse, can find this book helpful. Slaves 
  to Fate is the prelude to Forever Winter, and should be 
  used first in the series. It can also be used completely 
  independently of Forever Winter. The ending might not 
  bring winter, but some other calamity, if the GM wants 
  to use it for that purpose. 
   
  Slaves to Fate is suitable for any 1st-3rd Level 
  character. Each encounter is scalable, if the GM would like 
  to use this adventure for more experienced characters. 
  REFERENCES
  Slaves to Fate may make references to other Old 
  School Essentials publications. In order to cut down 
  on the wordiness of those references, readers will see 
  an abbreviation along with the section of the book 
  whenever they are required. Slaves to Fate does not 
  reference page numbers; layout updates, new print 
  editions, and other such changes can cause errors with 
  such methods of reference.
  OSE = Old School Essentials
  PRELUDE
  Two weeks ago an expedition left a nearby settlement 
  for the haunted forest. It was not clear how this group 
  of lumberjacks had gained rights to work the forest’s 
  outskirts. The expedition consisted of dozens of slaves. 
  These slaves would be put to work felling as many trees 
  as possible.
     The truth is that the machinations of a dangerous cult 
  were to blame for it all. The expedition was a front for 
  a dangerous ploy that would throw the world into an 
  apocalypse of snow and ice. Forever Winter awaits on 
  the horizon.
  INTRODUCTION
  
  Slaves to Fate 
  5
  SETUP
  The expedition forced the slaves north, driving them 
  from the civilized lands toward the wilds far away. Those 
  in bondage were primarily men of low birth, but also 
  many other races of the land. Their days and nights 
  filled each with terror. The overseers set back breaking 
  work schedules of sixteen to eighteen hours a day. 
  These poor souls had enough free time to eat and sleep, 
  but nothing else. They were lucky if they woke up at all, 
  as disease was common in camps such as this. It was a 
  never-ending cycle. Their overlords would use them to 
  fell as much lumber as possible, and then ship it back 
  home for a handsome profit. When a slave died, more 
  would make the trek to the forest. The wealthy lords 
  funded this expedition themselves and could afford such 
  expenditures.  
   
  This expedition had been the first of its kind in over 
  twenty years. Lumberjacking along these woods had 
  ended in disaster many times before. Rumors of haunts 
  and other creatures that drove those working the woods 
  mad were common. The truth of evil spirits was unclear, 
  but the place did have a sinister look and feel. And yet, 
  time heals all scars and fades all memories. The profit 
  the expedition and those that funded it stood to earn 
  was enough to ignore such fears. 
   
  Slaves to Fate is the prelude to Forever Winter. In this 
  prelude, the long winter has yet to occur. Slaves to Fate 
  will involve the PCs in the formation of this apocalypse. 
  This module requires each PC to play a slave. Each 
  should be a slave to put them on equal footing with the 
  rest of the characters.
   
  This module works best for starting characters. Where 
  necessary, the module will give advice as to different 
  encounter levels to be used. This module is not for 
  the faint of heart, as Forever Winter is a dangerous 
  campaign. Character death is a real possibility. If that 
  is not to the GM’s taste, feel free to back down any 
  challenges you feel are too difficult.
  WEARY
  The day is long and exhausting. The slaves’ muscles 
  ache and quiver from exhaustion. Their minds dull from 
  the near rotten ale served at every meal or break, but it 
  helped keep disease at bay among the filthy conditions 
  of camp. The constant, intense physical labor tears 
  down even the boldest and  strongest. None seem to 
  have the strength to fight back or cause trouble. 
   
  Two guards watch over those gathered around a small 
  campfire. The slavers tie each slave to a central pole 
  with enough slack to allow them to crawl into a small, 
  threadbare, tent.
   
  A huge pot hangs above the fire, but unfortunately 
  what was inside was less than appetizing to most. There 
  was always ale, but never enough to give the slaves 
  courage against the fear of death or torture. A tankard 
  here and there to slow and fatigue the mind was enough.
  THE BETRAYER
  Those near the Amulet of Winter, a vile artifact which 
  the Betrayer holds, are subject to Corruption. 
    Create a Corruption Pool, the maximum is the characters’ 
  WIS. Each time the character is subject to Corruption, 
  the player should save versus spells. If the player fails, 
  they roll 1d6. Add that number to the Corruption Pool. 
  The PCs find themselves loyal to whomever holds the 
  amulet. The GM should describe their Corruption in such 
  a way to reinforce this loyalty. If their Corruption should 
  ever meet or exceed their WIS score, they are fully 
  controlled by the will of the amulet and will do whatever 
  they can to see the Betrayer succeed.
  This adventure works best when one PC plays Winter, 
  who is discussed in greater detail below. 
   
  This character is deceiving others to bring forth the 
  cataclysm of Forever Winter. The adventure references 
  this character as “The Betrayer.” Regardless of their 
  class, their goal should be the same. The GM may NPC 
  the Betrayer if they believe no player wishes to play 
  the role. This is less satisfying in the end, but may be 
  best for your play group. If a player does become the 
  Betrayer, it is important to give them information on the 
  character before play begins.
  NEW MECHANIC: 
  CORRUPTION
  
   
  Slaves to Fate
  6
  WINTER
  Winter was raised among a death cult fixated with 
  bringing an ever-lasting winter to the world. Among his 
  peers, Winter was the most devious and fanatic. Gifted 
  with the ancient Amulet of Winter, the changeling took 
  the name of his destiny and began his journey.
   
  He is responsible for the entire expedition to the 
  haunted woods, and through his guile, persuaded the 
  Bright Company to bring him to the very spot where he 
  would bring forth Forever Winter. Disguised as a slave 
  named “Lorg”, Winter hopes to trick other slaves into 
  helping him reach the inner-most sanctum of this holy 
  place to begin the apocalypse. If Winter is being played, 
  encourage the player to create the character. If no one 
  is playing Winter, the GM can use a Doppelganger (OSE 
  - Monster Descriptions) as an NPC. The GM can also 
  create their own NPC if they so wish.
  AT CAMP
  Use this scene so that PCs can get to know each other 
  and RP. Players that use original characters may use 
  shared backgrounds if all players involved agree.
   
  Make sure the players roll for Corruption, but do not 
  tell them why.
   
  Shared backgrounds can enhance RP and make 
  characters come to life. The Betrayer may also share 
  a background, but not before their capture. Real 
  knowledge of The Betrayer’s history would not be 
  available to other characters.
   
  With the PCs chained to the pole, it is impossible to 
  approach the guards. If the PCs attempt to break their 
  bonds or uproot the pole, the guards attack immediately. 
  Any PC may engage the guards in conversation, but only 
  through a successful CHA check. Otherwise the guards 
  will ignore the PCs or respond with disdain. The guards 
  do not know many details of the expedition. But the 
  guards can give the following facts and provide certain 
  benefits.
  RUMORS
  • 
  The guards’ employer is called the Bright Company.
  • 
  This encampment is the deepest in the woods of 
  the entire operation.
  • 
  There have been no signs of hauntings and such 
  talk is dismissed.
  • 
  The guards will give an extra ration to anyone who 
  succeeded their CHA check.
  NEW MECHANIC: 
  STARVATION
  GMs may make use of Starvation rules. A character is 
  considered Starving when they have not eaten or drank 
  anything significant in at least 3 days. Afterward, the 
  character begin taking penalties on all rolls. The first day 
  they are Starving, they take a -1 penalty, the second 
  day they take -2, and so on.
     When a character reaches -5 in penalties the character 
  must make a CON check with a penalty of X. X is the 
  Starvation penalty. On a failure, the character dies 
  of hunger. It is unlikely that Slaves to Fate will see 
  characters starving for 5 days, but this mechanic can be 
  used in any game the GM wishes.
  
  Slaves to Fate 
  7
  ESCAPE
  Each character is suffering from Starvation. The PCs 
  each currently have a -1 penalty. Extra rations will 
  ensure the PCs stave off Starvation longer. If Starvation 
  lasts into the next day, those PCs take a -2 penalty, and 
  so forth as stated by the Starvation rules. Meanwhile, 
  escape is now possible, but difficult.
     As described above, the slavers have attached the PCs 
  to a pole by thick hemp rope. A successful WIS check  
  will allow confirmation that their restraints are different. 
  The expedition has bound other slaves in chains. The 
  reason for this is the Betrayer, who has bribed guards 
  before the expedition set out. 
     Slavers give the PCs no sharp implements at camp, so  
  cutting the very thick rope is hopeless. The GM should 
  not allow an escape to be easy at this point. ogres PCs, 
  and others with similarly sharp teeth, may attempt to 
  chew through the rope. Chewing might be impossible 
  for some ancestries, and the GM should feel empowered 
  to disallow this action. PCs could also try to slip their 
  bonds or dig up the pole.
  SHARP TEETH & THIN WRISTS
  Attempting to chew through the rope would take a 
  very long time. It would likely take hours, and it is only 
  possible if the GM deems it so. They may also choose to 
  try to slip their bonds. Doing either in the open would 
  immediately require a DEX check or be seen. Luckily, if 
  the PC thinks about it, they can tuck themselves away 
  in their tent and try it there. This requires no test to 
  remain unseen.
    Chewing through the bonds is a STR check with a 
  -2 penalty. Slipping the bonds requires a DEX check 
  with a -1 penalty. If the PCs fail a test to escape in their 
  tents, the guards will use a whistle to signal trouble. 
  Slipping free or chewing through the rope is very time 
  consuming, and any failed attempt precludes them from 
  attempting again. A guard will approach the PC or PCs that  
  attempted to escape and bash them with a club for 4 
  points worth of damage. The PC cannot dodge and is hit 
  automatically. 
    Afterward, the guard triples.  As punishment, they 
  force the slaves to sleep outside. The guards poke and 
  prod the slaves, keeping them awake as punishment. 
  The PCs suffer from the next level of Starvation. If 
  the PCs untie themselves or tear through the rope, 
  they may attack the guards, or try to flee. Unlike the 
  other opportunities, digging up or pulling the pole free 
  is impossible to hide. Doing so will instigate combat 
  immediately. The guards position themselves based on 
  previous RP. They might be closer if the PCs struck up a 
  conversation earlier, or further away if not.
  PULLING UP THE POLE & COMBAT
  Getting the pole out of the ground requires a total of 
  three successful STR check with a -3 penalty. Any PC 
  can contribute to the total number of successful tests. 
  Unfortunately for the characters, using this method still 
  keeps their hands tied. All further physical based checks 
  are at a -1 Penalty.
     Resolve combat when the PCs flee, defeat the guards, 
  or the PCs lose. At the beginning of combat, the guard 
  will use their whistle, and in 1d4 rounds, 4 additional 
  guards arrive. The slaves have no weapons, and so the 
  likelihood of defeating the guards is very low.
     The PCs may flee, even if the guards are already 
  alerted. If combat has already started, fleeing is still an 
  option. PCs may roll a DEX check to escape off into the 
  night unseen. They must be a reasonable distance from 
  the nearest guard. The PC may also try to sneak away 
  if the nearest guard is fighting another PC. Characters 
  that can see in the dark make this test with a +2 
  modifier. If a PC fails, they are the subject of all the 
  guards’ reactions, and the guards will give chase. 
     If the guards defeat the PCs in combat, aside from the 
  Betrayer, they are immediately executed. The Betrayer 
  is able to use their contacts to stay alive for the time 
  being. The Betrayer waits for a different opportunity 
  to escape. PCs that succeed should advance to The 
  Bridge. If the Betrayer is the only PC unable to escape, 
  the Betrayer will find the other PCs the next day. The 
  way they escape is up to the player. Their story could 
  be the truth or a lie. If the PCs never enter combat, 
  advance to Work Day.
     For guard statistics, use Veterans (OSE - Monster 
  Descriptions). The GM should use as many as they see 
  fit; 4-8 guards are likely suitable in this scenario.
  
   
  Slaves to Fate
  8
  WORK DAY
  The sound of axes upon trees were loud, but not loud 
  enough to drown out the grunts of slaves and the 
  barks of slavers. The morning was cold and damp; 
  rain fell from the heavens, but the thick canopy of the  
  forest above pushed most aside. A half dozen slaves 
  were already getting started here, swinging axes and 
  using a massive saw. The guards had chained them  
  together, surrounding a single tree. They were moving 
  quickly, making short work of the trunk. Nearby, a 
  pair of slaves pulled on a rope lassoed high around the 
  tree. When the tree fell, they drug it off into a clearing, 
  cutting it up into smaller pieces for transport.
     The PCs are immediately put to work. The slavers 
  attach each slave to one another by the ankles. As 
  mentioned in Weary, chains are not used, based on the 
  Betrayer’s previous planning and bribes. Guards seem 
  to ignore this point, as if someone told them to ignore it, 
  or perhaps they simply do not care. This may become a 
  point of interest, as cutting through rope is quite easier 
  than breaking through chains.
     
     Unlike in Weary, the PCs have an easy route to break 
  their bonds. Their axes will work well here. A swift 
  chop of their axe should cut their bonds and allow at 
  least partial freedom to flee. However, there are many 
  guards standing watch. Doing so would immediately  
  provoke the guards to attack. The GM should float 
  the rumor that any escape attempts ended with the 
  execution of anyone that tried. 
     Make sure the players roll for Corruption, but do not 
  tell the PCs why. 
  DENIZENS OF THE WOODS
  Regardless if the PCs try to escape or not, the GM should 
  describe strange noises coming from the woods. WIS 
  checks with a +1 bonus are a good way to increase 
  the tension within the scene. It is helpful if the GM can 
  explain what the PCs hear to the players in secret. These 
  noises are from the horde of bugbear approaching the 
  work site. The bugbear are part of a tribe from deep in 
  the forest, venturing close to the edge of the woods. 
  The bugbear could be looking for anything, including 
  slaves, gear, and food. They have consolidated many 
  other tribes, and have superior numbers. This prompts 
  them to attack without care. A larger bestial creature, 
  called the Horned Goat, spurs the bugbear forward. With 
  the attackers numbering more than double the guards, 
  they show no fear. The leader is not overly interested 
  in attacking personally, instead preferring to wait and 
  allow its servants to lead the charge.
     The PCs should face no more bugbear than the number 
  of PCs at the beginning of the attack. A large chunk of 
  the bugbear attack the armed guards, not the bound 
  slaves.
   The bugbear attempt to steal the slaves as their 
  own. They primarily attempt to disarm or subdue the 
  PCs unless they begin to injure the bugbear in the 
  attempt. There is a never ending wave of adversaries, 
  and if the PCs continue to fight, the bugbear will  
  continue to attack. After three rounds, the Horned Goat 
  will step in and attempt to finish the PCs off. This would 
  be very challenging, and the GM should make it clear of 
  the danger if they do not attempt to flee. 
   Narrate the bugbear attack on the guards. The 
  attackers are victorious, killing or capturing most 
  the guards and their gear. Each PC may make a 
  DEX check to flee into the woods so long as they 
  are not engaged with a bugbear. Bugbear will  
  continue to attack until they have defeated PCs or the 
  PCs have fled. A combat victory by the PCs is impossible. 
  The bugbear could capture the PCs here. Characters 
  captured should be removed from the game. The GM 
  can introduce new PCs in the next scene. If the attackers 
  catch the Betrayer, he is able to stash the secret amulet 
  on another PC. That PC will carry the amulet unwittingly 
  until later when they become the Betrayer.
     For the Horned Goat, please use a Minotaur (OSE - 
  Monster Descriptions) if its statistics are required. 
     In the event the bugbear defeat all the PCs, the GM 
  may end the adventure with the PCs’ deaths, or continue 
  with the PCs as slaves to the bugbear. Once resolved 
  they can continue with this module, beginning in The 
  Bridge.
  
  Slaves to Fate 
  9
  THE BRIDGE
  They will find a narrow bridge in ill repair that spans 
  over a shallow river. The bridge has three sections, and 
  between each of those are huge rock formations. These 
  provide stable footing which the planks of the bridge do 
  not. It looks unnatural, but soon the escapees will have 
  little time to debate. The first section provides no issues 
  while crossing. Beneath them is a rapidly flowing river 
  that appears to dangerously crash against the bridge’s 
  supports.
     The wave of bugbear appears unending. It does not 
  take long for the bugbear giving chase to find the bridge 
  with the intent to cross and capture the PCs. The bridge 
  is not very stable, and the PCs could knock it over in 
  sections if desired.  This would halt the advancement of 
  the bugbear. 
     The second and third section requires a DEX check 
  with a -1 penalty. If the PCs engage the bugbear on the 
  bridge, all participants must make the same roll. Failure 
  means the character topples over the edge and will drop 
  into the river.
     The GM could allow them a STR check with a -1 
  penalty to try not to drown after falling. If they cross 
  the bridge successfully or navigate the river, the PCs 
  continue to the next scene. Afterward, any bugbear 
  remaining will give up the hunt. 
     Make sure the players roll for Corruption, but do not 
  tell them why. 
  REFUGE FROM 
  THE COLD
  Dark shadows move as an old torch burns bright. It 
  lights the room enough to see what peers down at 
  those seeking sanctuary. Trees, both large and small, 
  intermix and grow upward. This seemingly unnatural 
  room encloses everyone as if an above ground cavern. 
  Three of those trees are massive, with different carvings 
  marking their trunks. They appear haunted, in agony, 
  and stare at each of you as if you were the terrible hand 
  that sculpted them.
     The PCs have crossed the river and found safety on 
  the opposite bank. They are now entering the inner 
  domain of the Protector of the Forest. The protector, an 
  ancient creature part elf and part tree. They are little 
  known to any but those that delve deep into the forest. 
  Sometimes they are referred to as “dryads”. She awaits 
  the prophesied scion who comes to curse the land. The 
  snows have now intensified, and forces the PCs to look 
  for shelter.
    The Betrayer is able to lead their companions to an 
  opening in the forest. It appears as if a door between 
  a mass of tangled trees and branches. Inside, they find 
  an outdoor, building-like, enclosure. There are statues 
  carved from the trees, seemingly of fey and elves. They 
  do not appear to be the first people to have found the 
  enclosure. There are a half dozen skeletons, all wearing 
  much thicker cloths than any of the PCs. Packs on the 
  skeletons have a total of 1d6 rations. There are also 
  two torches that remain dry and lay with the dead. 
  If a fire is lit, the forest seems to complain, as there 
  are many moans and unnatural vibrations in the trees. 
  Anyone resting here may use this time to heal wounds, 
  but the PCs have limited rations and will continue to 
  Starve. However, the PCs may make WIS check with a 
  -2 penalty to hunt or gather food. If successful, the PCs 
  can collect 1d4 rations off their kills. 
  
   
  Slaves to Fate
  10
  THE STATUES
  The statues are a trap for the Betrayer. There are three 
  statues in total, and each have a script written upon 
  their chest. INT checks with a -2 penalty allow the PCs 
  to find and determine that claws carved these scripts, 
  not a cutting tool.  The statues seem to look on horrified 
  as their faces are stuck in agony. There is sap that seems 
  to be leaking from the scripts, as if blood. Only PCs 
  that can read elvish can read the scripts. The Betrayer 
  should be able to read the script on each statue. If the 
  Betrayer does not know elvish, the writing is a language 
  they can read.
     There is a clear sense of unease that should be 
  described to everyone. The PCs feel as though there are 
  eyes upon them, but as the weather changes outside 
  and the hour  grows late, what other choice do they 
  have but to rest here?
     Make sure the players roll for Corruption, but do not 
  tell them why. 
  THE LADY OF RAPTURE
  The statue appears to be a female elf, dressed 
  threadbare, with her breasts exposed. She looks down 
  into the room with pursed lips and a twisted glare. She 
  represents pain in pleasure. 
     Her script reads: “My lips await those who travel 
  to the end. Release me from this state of everlasting 
  bondage. I shall forsake the world as the Betrayer does, 
  never again to care for the birds and the beasts, certain 
  to suffer under the skies of a Forever Winter.”
  THE CHILD OF WRATH
  A fey creature, perhaps an elf, crouched forward with a 
  sneer on his face. His arms are branches that seem to 
  want to reach out and throttle anyone before him. 
     His script reads: “Let my fingers grab your neck, I will 
  only squeeze for a moment. I have such a fire in me, a 
  fire that only wants to choke the life from everything I 
  see. My roots will soon choke as the ground hardens and 
  freezes. Give me this one chance to feel alive again.”
  
  Slaves to Fate 
  11
  THE GUILTY WARRIOR
  A tall elvish warrior, spear in hand, looking sternly 
  forward. The carvings expose his chest, with a heart 
  carved within the script.
     His script reads: “Take from me my heart that is black 
  with hate. Take from me the guilt that I have brought 
  upon myself. Each day I stand in duty is another day I 
  lament my past. Do me this one boon so that I may not 
  suffer the Betrayer’s fate.” 
  THE NIGHT
  At some point during the night the exit to the enclosure 
  grows over. It is a slow process, and without a high level 
  of vigilance it is difficult to spot it as it is happening. 
  Anyone on guard during the night can make a WIS 
  check with a -2 penalty to notice what is happening
     If the group awakens, they do not recover any wounds 
  naturally. They may attempt to escape, but doing so 
  causes the forest to attempt to grow over the exit. 
  The PCs may flee the exit with a DEX check with a -3 
  penalty. If a character fails, they take 1d6 damage as 
  the forest stabs them with branches and thorns. The 
  PCs escape regardless of the DEX check results.
  THE PUZZLE
  Escaping during the night is the easiest course of action. 
  It is unlikely that someone on guard will be able to spot 
  what is happening in time. If the PCs are unable to 
  realize they are being trapped, the only way to escape 
  is to solve the riddle posed to them here.
     Each statue requires a specific trigger to pull back 
  the vines and branches that bar the way. Each puzzle 
  must be solved to ensure their escape. If a PC would 
  attempt to burn the door open, the fire will quickly 
  spread everywhere, making their plight even more dire.
  SOLVING THE RIDDLES
  • 
  The Lady of Rapture must receive a kiss upon her 
  lips
  • 
  The Child of Wrath wishes for a PC to place their 
  neck within its hands.
  • 
  The Guilty Warrior desires a sword, or another 
  weapon, to pierce his heart.
  Once the PCs complete these three acts, the branches 
  and vines holding the PCs hostage will begin to pull 
  back. If the players are struggling with the puzzle, 
  eventually some of the dead they found in the room 
  before will begin to rise. These are Zombies (OSE - 
  Monster Descriptions). The GM should use several to 
  challenge the characters. Use more for more experienced 
  characters. If the PCs are victorious, the door will open. 
  However, the statues curse the PCs. Choose a PC at 
  random, inflict the Dryad’s Curse on that character until 
  the conclusion of Slaves to Fate . The character may 
  make a spell save in order to fend off the curse.
     This curse requires the afflicted to roll again after 
  every successful roll, giving them the opportunity to fail.
  
   
  Slaves to Fate
  12
  THE LAST TREK
  Freedom comes at a steep price. There is no time to 
  savior survival, the cold bites too deep and the wind 
  stings too sudden. It is difficult to see beyond an 
  outstretched hand, but the faintest sign of a trail is 
  visible through the windblown snow. It is too late to 
  turn back, but a feeling of dread lingers as thick as the 
  clouds above.
     After fleeing the “cave” the PCs find a terrible snow 
  storm raging through the woods. The weather conditions 
  obstruct their sight. The Betrayer is still very sure that 
  he knows where to go and what to do. They should relay 
  that message to the others with confidence, they are 
  close to their goal and eager to complete their task. The 
  Betrayer may make an excuse that they are looking for 
  shelter. This may work if they had claimed knowledge of 
  the woods beforehand.
     Make sure the players roll for Corruption, but do not 
  tell them why. 
     The PCs begin traveling through a wooded area, and it 
  is not long before they run into others doing the same. 
  The PCs should make a WIS check to spot several elves 
  in wait. They are Elves (OSE - Monster Descriptions) 
  equal to the number of PCs. Use more if the PCs are 
  more experienced. The elves are guardians of the forest 
  and the main underlings of the Protector of the Wood. 
     If the PCs spot the elves, the elves begin to ask 
  questions. They speak the common tongue and elvish. 
  They will fight a pitched battle if needed, but these elves 
  prefer surprise tactics that give them an advantage. 
  They will begin to ask why the PCs are going in the 
  direction they are going, and warn the PCs they are 
  entering forbidden territory. They will continue to say 
  the PCs “Must not pass.” The word “must” is important, 
  as it could sound like a threat or command. However, it 
  is in truth a warning of the encroaching doom.
     Smart players may realize this, and either way, it may 
  give PCs pause about going further. The Betrayer will 
  attempt to force combat or some sort of conflict. They 
  will not allow the elves to reach a deal with the others, 
  as it would not allow them to proceed. If any PC attacks 
  the elves or acts aggressively, the elves will attack the 
  entire group without hesitation. 
  There is a high likelihood of combat with the elves. This is be-
  cause they were either not spotted or because the Betrayer  
  forces the elves to fight. If, somehow, the PCs are able 
  to maintain a dialogue, the Betrayer will start to become 
  troubled. The elves will admit that a curse is starting, 
  but that the Protector can reverse it.
     The elves state that they will allow the PCs to go 
  back the way they came, but only if they allow them 
  to search their belongings for “the key”. The key is, of 
  course, the Betrayer’s amulet. If the key is ever found 
  by the elves, they will attack whomever holds it until 
  that PC is dead. If the other PCs help, the elves will also 
  attack them.
     If someone kills the Betrayer, and a PC recovers the 
  amulet, the PC holding the amulet is quickly corrupted. 
  This PC then becomes the Betrayer. If the elves take the 
  amulet themselves, one of them become the Betrayer.
  Are they Suspicious Yet?
  The other PCs may be getting suspicious of the 
  Betrayer. There is a possibility that you may require 
  PCs to make a Test to try to catch the Betrayer in a 
  lie. The Test is highly dependent upon the situation 
  and skills of everyone involved. Consider using INT 
  checks, penalized by the Betrayer’s CHA bonus. 
  At this point the PCs have very little options but to 
  follow the Betrayer. No other PC has any idea where 
  they are or where to go.
  ELF ENDINGS
  The encounter with the elves can go several different 
  ways. Here are some likely scenarios.
  • 
  The elves are killed and the Betrayer or another PC 
  retains the amulet. Move to The Altar.
  • 
  The PCs are killed and a elf takes the amulet. This 
  signifies the end of the story. The elf places the 
  amulet on the Altar. The start of Forever Winter 
  should be narrated.
  • 
  The Betrayer is slain or captured. Move to the 
  Altar. One of the elves or another PC becomes the 
  Betrayer.
  
  Slaves to Fate 
  13
  THE ALTAR
  The cold bites deep into the very soul of even the 
  strongest among the survivors. Not even the heaviest 
  of furs can thwart the chill. The early fall heat is 
  gone, vanquished by this unnatural conqueror. Snow 
  impedes every step, making the path forward difficult 
  and treacherous. When the trees begin to clear, hope 
  may rise in every heart, but dare not to hope while this 
  winter lingers.
     In the clearing stood a tall and wide altar. Etched 
  into the side are twirling symbols that glow a faint blue. 
  Three steps reach to the top, but they made more of 
  a ramp with the snow piles growing rapidly. This was 
  not sanctuary. This was the finale riddle in a long trip 
  into the heart of the Haunted Woods. A trip plagued by 
  Mother Nature instead of malevolent spirits.
     Make sure the players roll for Corruption, but do not 
  tell them why.
     Whomever the Betrayer is will move forward toward 
  the altar. Depending on who the Betrayer is at this point, 
  they may lie about their intentions. They could still be 
  seeking shelter, scouting the area, or taking the PCs to 
  meet the Lady. Anyone fully ensnared by the Lure of 
  Winter would feverishly defend the Betrayer if attacked 
  or otherwise impeded.
     As the group grows closer to the altar, the PCs can 
  spot several sets of eyes in the darkness. The PCs may 
  make a WIS check to spot them. The hiding wolves 
  ambush the PCs if they fail. Regardless of how the battle 
  starts, wolves begin coming out of the woods to protect 
  the altar. They will attack anyone moving onto the altar, 
  or anyone that attacks them. They have little interest in 
  attacking anyone that hangs back. Clever players may 
  realize this and decide to allow the wolves to attack the 
  Betrayer. Use 4-6 Wolves (OSE - Monster Descriptions), 
  depending on how challenging the GM wishes the 
  encounter to be. This is the last encounter in Slaves 
  to Fate.
  SURVIVAL
  Not unlike the encounter with the elves, the final conflict 
  at the Altar has several likely outcomes.
  • 
  The PCs fail and are defeated. The PCs may have 
  some difficulty against the wolves if they suffered 
  wounds throughout the module. Victory is not 
  guaranteed. If the PCs are unable to defeat the 
  wolves, the PCs' last vision should be that of a 
  dryad. The Dryad, who is the Protector of the Wood, 
  takes up the amulet and fulfills the prophecy. Even 
  she is not powerful enough to resist the Lure of 
  Winter. 
  • 
  The 
  PCs 
  defeat 
  the 
  wolves. 
  The 
  Betrayer 
  immediately takes the amulet to the Altar. When 
  this happens, the snow begins falling rapidly. The 
  wind begins to howl and the Protector of the Wood 
  finally appears.
  • 
  The PCs succeed but the Betrayer dies. If the 
  Betrayer dies, either by the PCs or the wolves, the 
  Protector of the Wood arrives. If the Lure of Winter 
  has corrupted a PC, they will become the Betrayer 
  and take the amulet to the Altar. Otherwise, the 
  Dryad fulfills the prophecy herself.
  
   
  Slaves to Fate
  14
  FOREVER WINTER
  The Betrayer is always confronted by the Protector of the 
  Woods unless the wolves kill them. The Protector of the 
  Woods is a dryad, carrying a longbow, and appears very 
  dangerous. She is eager to attack anyone or anything 
  coming too close. If the Betrayer has already laid the 
  amulet on the altar, she looks morose, but will not 
  engage in further combat If the GM requires stats for the 
  dryad, use a Dryad (OSE - Monster Descriptions). She 
  will now tell the characters the tale of Forever Winter.
     Forever Winter is a curse and prophecy that claims a 
  Betrayer will bring the ancient Amulet of Winter to The 
  Haunted Woods. This is the place where a dark creature 
  created the amulet with equally dark magic. She claims 
  that place is here upon this altar. Her fore-bearers 
  tasked her with keeping the amulet from the altar. She 
  explains over the last few months that bugbear had 
  decimated the woods, somehow driven into the forest 
  and wreaking havoc. She makes a guess that outside 
  forces had caused the incursion to keep her occupied. 
  She repeats the prophecy for the PCs.
     “When the snows come too soon, and when the trees 
  shake and leaves fall, then Forever Winter shall be 
  upon us. The snows and bitter cold shall stretch from 
  the birthplace of a trinket. So innocent in appearance 
  it is, but it holds a power unmatched. It is the will of 
  destruction from beyond. They that bring it will have 
  no choice. They that seek to stop it can only but delay 
  the inevitable. The crop will not grow. The pig will not 
  live. Life will starve. Only the cold shall spread until fate 
  intervenes to give one last chance at salvation.
     Now that the Betrayer has completed their task, the 
  dryad will leave the Betrayer’s fate up to the PCs. The 
  PCs may do what they wish, even the Betrayer, who 
  likely feels a great deal of relief that their quest is over.
     If the Betrayer is a PC, it should be up to the player 
  to decide why they wanted to cause the calamity. The 
  amulet could have forced them to complete the task, 
  or they could be a willing participant. The choice is the 
  player’s to make.
     If the GM and the players wish to continue with 
  other modules of Forever Winter, the GM should allow 
  PCs to use characters from Slaves to Fate. It makes 
  their characters unique in the fact they had seen the 
  beginning of the apocalypse.. and even had a part in it.
     A player could even use The Betrayer in later modules 
  if they survive. It works well if the player wishes to play 
  the part of a repentant character with a guilty conscious.
  ALTERNATIVE ENDINGS
  Although Slaves to Fate is meant to be the precursor to a 
  horrific and unnatural winter, the GM could decide some 
  other calamity works best. There are many options that 
  can work, and the list below are only a few examples.
  • 
  The release of a monster or a hoard of monsters. 
  These could be anything the GM wants to use, from 
  dragons to undead.
  • 
  Instead of Forever Winter, the prophecy could 
  be “Forever Night.” In this scenario the world is 
  covered by darkness, as the sun either fails to rise 
  or is blotted out by some unnatural force.
  • 
  A plague could begin to ravage the towns and cities, 
  spreading from the forest outward. People die by 
  the thousands as a pandemic wrecks havoc across 
  the land.
  • 
  The amulet could release the dryad from her bonds 
  in the forest, allowing her influence to spread. She 
  and her fey allies make war upon humanity and 
  other non-fey races.
  
  Slaves to Fate 
  15
  OPEN GAME LICENSE VERSION 1 .0A 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast,Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document © 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based 
  on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document © 2002–2004,Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support, © 2005, Troll Lord Games.
  
   
  Slaves to Fate
  16
  Basic Fantasy Role-Playing Game © 2006–2008 Chris Gonnerman. New Spells: A Basic Fantasy Supplement © 2007 Chris 
  Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott 
  Abraham.
  OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon the System Reference 
  Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and many others. 
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
  Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
  Darwin’s World © 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
  Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison.
  Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Deluxe Edition, © 2010, LotFP. Author James Edward Raggi 
  IV.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, © 2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, © 2011 Joel Rojas).
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition, © 2011, LotFP, Author James Edward 
  Raggi IV.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic © 2013 LotFP, author 
  James Edward Raggi IV.
  Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based 
  on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger.
  Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Nick Louth.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor. 
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author Gavin Norman.
  Slaves to Fate © Earl of Fife Games LLC. Author Jason Duff.
  END OF LICENSE
  
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