MSOLO1 Blizzard Pass text entries
![]() ![]() Below is the hidden text entries from MSOLO1 Blizzard Pass. They are normally only viewable by using the included "magic pen" (which dries out easily) or by viewing the entries under an ultraviolet light. Thanks to Benedict Lnu for this painstaking transcription! The conversion to interactive HTML was provided by Paul Viveiros, so his sons Jacob and Danny can enjoy playing the adventure. To use this yourself, you'll need an "unrevealed" copy of the module!
As it grows dark, you crawl from your hiding
place and climb off the sledge. When your feet touch the snow, you feel a sharp
jab in your back. "Ho, varlet!" says a rough voice. "Where'd
you come from?" You turn and see two men mounted on ponies. They wear heavy
furs and leather armor. One holds a lance level with your chest. The other, a
grizzled fellow with a black beard says, "You'd better come along with
us." Go to entry 4.
You climb out of your hiding place and see
several mounted men riding several yards behind the sledge. One of them holds
his spear in your direction and cries, "There he is, let's get him!"
Several of the mounted men gallop up, holding their weapons ready. When
you try to run, the riders quickly surround you. As they circle, you recognize
them as the men from the village. Finally, the leader lashes out with a
mace and hits you on the head. You awake in a small, well-guarded cell.
Though you look for a way to escape, you do not find one. Soon, the guards
drag you outside to a scaffold and hang you. Your character is dead. You
may roll a new one and start again.
You tie the rope around your waist, and
stumble forward through the blizzard. The wind whips the snow so hard you
cannot even see the sledge. You continue to trudge through the snow, and
soon see a few shadowy shapes ahead. You press on through the blizzard,
hoping the shapes are the rest of the caravan. Suddenly, you see a pair
of beady red eyes moving toward you. A small, ugly creature charges out
of the blizzard, a heavy stick raised in his gnarled hand. Roll 1d6. If
you roll a 1-4, go to entry 7. If you roll a 5-6, go to entry 8.
Visend looks hard at you and curses you for
coward. He pulls his dagger and hisses, "Tie this rope around your waist,
you... ." His words gurgle in his throat and he falls into your arms. A
small arrow juts out of his back. As you hold him, a small, ugly creature
charges out of the blizzard. In one hand he carries a bow, and in the other
he carries a heavy stick. Go to entry 9.
Before you react, the ugly, gray creature
slams its stick into your stomach. You fall to your knees, clutching your
stomach. The little monster hits you again, this time on your head. Your
vision fades, and the world seems to spin. You fall face-first into the
snow. Go to entry 14.
You grab onto the side of the sledge.
The ponies charge blindly through the blizzard in panic. The sledge bounces
and lurches as it crashes over the rock-strewn, icy trail. Suddenly, a pony
screeches, and the sledge flops onto its side. The accident hurls you into the
snow, and a piece of broken runner strikes you in the head. Go to entry 14.
You swing at the creature, but it ducks
your punch, then strikes you in the stomach with its stick. Gasping your
breath, you double over. The creature cracks you across the head. You fall,
and try to crawl away from the nasty little monster. Before you make it
very far, however, it kicks you under the chin. Go to entry 14.
You drop to your hands and knees, searching
the grimy floor. Teromil stands next to you. "What're you doing? I think
you've lost your mind, I do. Some ugly little thing wants to eat me for
dessert, it does. I surely don't see how crawling around on floor is going
to help at all." You explain that you want to save your own neck as much
as Teromil wants to save his, but you can't do anything with your bare hands.
Without further comment, Teromil drops to the floor and starts running his
hands through rubble. Soon, your fingers encounter something cold and stiff
in a dirt-filled corner. You scrape the dirt away and find a dull piece
of metal 2 inches long. Teromil continues to search the cell, finding nothing
but useless trash. You may pick the padlock (18) or wait and see what happens
next (21).
You grasp the chain and pull, saying,
"Help me, you fools!" Teromil comes to your aid immediately, Salamdros
slowly stands and stretches, saying, "I suppose it can do no harm. Come,
Roderick, let us entertain the fool!" Salamdros and Roderick slowly rise and
wrap their hands around the chain. If your strength is 16 or more, go to entry
19. If it is not, go to entry 20.
You hear an off-key humming and the dog-faced
creature that tormented you earlier steps into the room. It carries a wineskin
that it drinks from occasionally. As it wanders about the room, it mumbles
and bumps into stools, and occasionally swings its sword at the walls. A
ring of keys hangs from its belt. Salamdros slides over to you and whispers,
"This may prove to be our chance. If you can trick that foolish creature
into approaching our cage, I will gladly strangle it." You nod to Salamdros,
then shout, "Hey, you stuttering runt, I'm hungry. when are you going to
feed us?" The creature snarls at you and, grabbing a long stick, approaches
the bars. "B-b-be quiet, or I'll p-p-poke you to d-d-death!" when it
moves into reach, you and Salamdros try to grab the creature. It has an armor
class of 7. If you hit the creature, go to entry 27. If you miss, go to
entry 31.
You rush out of the cell and tackle the
creature. The beast squirms and twists, nearly escaping your grasp. Before
it works itself completely free, Roderick grasps its ankle. While you and
Roderick struggle with the creature, Teromil snatches a stool and hits the
creature's head time after time. Finally, a mad fire dwindling from his eyes,
he stops and says, "Not a bad little weapon, is it?" Go to entry 32.
Roderick and Salamdros dive past you,
catching the ugly little creature. Teromil grabs a stool and smashes the
creature's head. "Crude, but I imagine it'll do the job," he
says. Go to entry 32.
The creature turns to run, but Salamdros
reaches out and catches its ankle. You push your hand out and grab its arm.
With a heave, the two of you drag it back to the bars. The beast attempts
to scream, but before it makes a sound, Salamdros releases its ankle and
grabs its throat with both hands. The creature soon lies motionless on the
floor. Leave the cell and go to entry 32.
You smash the stool into the creature's
head, and the surprised beast drops to the ground. Salamdros, Teromil, and Roderick
stop arguing and stare at the creature. "It's a good thing the stranger has
his wits about him," says Roderick, "or we'd all be dead by now."
"Perhaps," says Salamdros, "but his actions do not prove his merit."
"Are there any more of the beastly things?" asks Teromil. "This is the
only one I saw," you answer, "but we must move on before others come. Search
the room and let's leave." Go to entry 32.
The creature twists out of your reach,
but Salamdros darts his hand through the bars and grabs the beast's ankle.
It starts to yell, but you grab its throat and squeeze before it makes much
noise. The desperate creature tries to claw free, cutting your arms (take
1 point damage). You maintain your hold, though, and the creature falls
to the ground, dead. Salamdros plucks the key from its belt and unlocks
the door. Go to entry 32.
You step into the room carefully.
"BYARRHZAG!" screams one of the little creatures. You freeze,
fearing they have seen you. Go to 39.
The creature that screamed drops the
cauldron and pulls his foot out of the fire, spreading sparks over the entire
floor. At the same time, the cauldron crashes to the floor, sending a stream
of liquid and meat across the room. The other creatures howl at the one
that dropped the cauldron, obviously cursing the clumsy beast. As they scold
their comrade, you see a dozen huge rats run into the room from the far
exit. The rats begin eating the spilled food, paying no attention to the
little dog-men. Each of the dog-things snatches a long knife from the table,
and falls upon the rats. Immediately, a fierce fight begins, the little
dog-things slashing and hacking at the rats, the rats darting and snapping
at them. None of the creatures pay any attention to you at all. Will you
grab weapons from the table (42), turn and leave (43), or attempt to wade
through the fight to the far exit (44)?
You slip over to the table unnoticed.
Several large knives and 2 iron-shod mallets lie upon it. You select several
knives and grab a mallet, then start to leave. One of the little dog-things
reels back stumbling toward you. You step back quickly to avoid it, nearly
losing your own footing. Luckily, however it screams a war cry and leaps
back into the battle. You run to the exit and slip through the curtain, almost
knocking Teromil off his feet. "What happened to you in there?" he
whispers, "You made enough noise to wake the dead, you did." You explain
the situation to your companions while distributing the weapons. Salamdros,
Teromil, and you select knives while Roderick takes the mallet. Will you
lead the group back to the room with the cell (59), into the room with the
battle (49), or ask the others which way they want to go (50)?
"Get back to work, runts!" you say
in Common. They jabber to each other briefly, then shrug their shoulders and
go back to work. Will you get your companions and attack the beasts (41),
or will you return to the room with the (59)?
Even as you yell, the little creatures
rush, their knives poised to strike. You may strike at one of the creatures
(AC 7). If you hit, go to entry 58. If you miss, go to entry 47.
You tear the curtain aside and step into
the room. The little creatures stand ready for you, knives in their hands.
You swing at the creatures in front. Go to entry 47.
If this entry was visible when you turned
to it, Roderick has already cast his cure spell and cannot cast it another
time. If this entry was invisible when you turned to it, Roderick places
his hands on your wounds. The cuts slowly begin to close and you heal 6
hit points. (If this brings your total hit points to more than you started
the module with, you now have the same number of hit points that you started
the game with. A cure spell will not increase your total number of hit points,
it will only replace those that you have lost in combat.) Turn to the last
entry you read and continue to play.
"I'm in no hurry to die," Teromil
says. Who will investigate, Salamdros (63), Roderick (64), or yourself (65)?
You tell the others to be careful when
they enter and start into the room. Before you can take 2 steps however,
Salamdros sneers, "Don't you think it wise to leave someone to protect our
retreat, leader?" he pauses, then continues, "I will remain since I am able
to hold off our enemies." He crosses the room and stands by the doorway.
Will you try to convince him to come with the party (67), or go ahead without
him (68)?
You walk over to Salamdros, but before
you can say anything, he says, "I know what you will ask, but I will not
go in there. I am not fool enough to follow a murderer into a dark room."
"Salamdros might be right", Teromil says, "How do we know this fellow
didn't kill someone? I'd say he hasn't proven himself much of a hero so
far. I say Salamdros should lead us, that's what I say!" Roderick places
his hand on his weapon and says nothing. He studies you with caution. In hopes of
keeping the party united, you step closer to Salamdros and tell him the
truth about what happened in town, taking care to emphasize the parts that
prove your innocence. As you finish your explanation, a hand reaches through
the curtain and grabs Salamdros! Will you attack the unknown creature (74)
or run for safety (71)?
Suddenly, a mass of rats swarm out from
behind the boxes and attack. The rats clamber over each other to nip at
your body, reaching as high as your knees. You cry out for help, kicking
and swinging at the dirty little animals. Finally, you slip on the slimy
floor and fall into the mass of rats. They climb all over your body, despite
your desperate attempts to beat them off. Soon, you feel a hand on your
shoulder, then another, as somebody drags you from beneath the rats. "Fool!"
shouts Teromil, "Stupid fool!" Roderick stands close by, saying nothing.
"We go back," continues Teromil, "We shouldn't have come this way
at all." You have take 3 hit points of damage. Go to entry 59.
You scramble across the room to safety.
Behind you, Salamdros screams as the thing attacks. Teromil and Roderick
run toward Salamdros, and you hear the clang of metal on metal. By the time
you turn around, the fight has ended. Salamdros, Roderick, and Teromil stand
over the body of a man. They are watching you carefully, their eyes filled
with distrust. Finally, Salamdros speaks, "We will leave this room. You,
coward, will march in front. If you make a false move, I will kill you!"
Go to entry 78.
You creep around the corner in time to
see a man step into the hallway and walk toward you. Will you go back and
warn the others (83), or hide in the shadows trying to remain undetected
until he passes (84)?
You round the corner, your weapon in
hand. The passage continues for several yards, then opens to a room on the
right. Light streams from this room. You carefully move down the hallway.
Soon, a man steps around the corner and walks toward you. Roll 1d6. If you
roll a 1-2, go to entry 85. If you roll a 3-6, go to entry 86.
Your foot scrapes against a pebble and
sends it clattering down the hallway. The man looks up, startled, then turns
and runs back the way he came. You quickly call the others and tell them
what happened. Will you move forward, ready for trouble (89), or return
to the room with the cell (100)?
He walks past without noticing you. You
may strike him (AC 5) with a +4 bonus on your chance to hit. If you succeed,
go to entry 92. If you miss, go to entry 87.
The man dodges your blow, but Salamdros
strikes him solidly. The man draws his sword and swings at you, missing
by a breath! You may strike (AC 5) . If you hit, go to entry 96. If you
miss, go to entry 99.
The man slumps against the wall and falls,
gasping. "The Master will avenge me, dog!" His head drops. He will speak
no more. You quickly call the others forward. Teromil removes the man's
chain mail and struggles into it. Any character except Roderick who does
not have a sword may take the man's. After you have taken the sword and
armor, you advance down the corridor. Go to entry 97.
The man leans back and avoids your swing.
His sword flashes, cutting your side (take 3 points damage). You may now
swing at the man (AC 5). If you hit, go to entry 92. If you miss, go to
entry 98.
You step into the room, and glimpse a
mace flashing toward the side of your head. You throw yourself forward,
trying to avoid the blow. Even so, you feel the weapon scrape your back
(take 2 points damage). It's a trap! Will you run for the far exit (102),
or stand and fight (101)?
As you stand, a man leaps toward you,
swinging a mace. You duck, and the weapon sweeps over your head. While you
dodge the man's attacks, Roderick and Teromil engage two more of the ambushers
at the doorway. One of the attackers strikes Teromil, who collapses. You
can now see Salamdros, who stands outside the doorway, making strange gestures
with his hands and muttering words you don't understand. You are suddenly
very sleepy. The next thing you remember is Roderick shaking your shoulder.
"Wake up! We must go!" he says. You mumble and turn over, trying to go back
to sleep. He shakes your shoulder once more, then slaps you hard in the face. You
raise your arm to block the second blow. "Enough," you say. "I'm
awake!? Your opponents are nowhere in sight. Salamdros is struggling into
his chain mail and you see your own equipment on the table. "We found our
equipment stored in this room," says Roderick, helping you up. "Teromil
is dead; I could do nothing to save him. We must now push on without him."
Go to entry 106.
You dash across the room, leaving the
others to fight the ambushers. As you reach the far exit, you hear a blood-curdling
scream. You turn your head long enough to see Teromil collapse as an ambusher
strikes him. Ignoring your companion's fate, you pull the curtain aside
and see the iron bars of a portcullis blocking the passage. You wrap your hand
around the bars and lift with all your might, but the gate is too heavy to move.
Behind you, the noise of the battle suddenly stops. You turn to see the three
ambushers lying motionless on the floor. Roderick kneels next to the fallen Teromil
his head bowed in prayer. Finally, Roderick rises and, shaking his head sadly
whispers, "He is dead." Salamdros glares at you for several moments,
then kneels next to the ambushers. "They are asleep. Bind them, murderer."
You quickly move to obey, fearing Salamdros will seize any opportunity to strike
you down. "You led us into this trap," Salamdros says, "and now
Teromil is dead. Is there any reason I should not take your life?" Salamdros
takes an ambusher's mace. "I may have led you into a trap," you
say, "but as you see by my wounds, I did not do it intentionally." "Then
why did you try to escape like the dirty dog you are? Were you not trying to flee
my wrath?" "I am not a fighter," you say. "If I had fought, there
would have been two deaths instead of one." Salamdros slowly lays the mace
aside, saying, "I shall believe your story for now. But I warn you, at the
slightest sign of betrayal, I will kill you!" He helps bind and gag the
last of the ambushers. Will you search the area (108), inspect the portcullis
(112), or question a prisoner (110)?
The men are so occupied with their wine
that you slip into the room unnoticed. But as you work your way to the left
wall, you kick a large stone. The men stand quickly, knocking their chairs
over. One of your foes raises his hands and utters a spell. Suddenly, a
brilliant light blinds you, sending sharp pains through your eyes. Though
you cannot see, you hear the men chuckling as they walk toward you. Then
you hear the sound of running feet and the clang of metal on metal, with
many voices grunting and swearing. Something heavy crashes to the floor,
and you hear Salamdros yelling angrily for several seconds. Finally, he
stops and you hear several more loud crashes. After a short, silent pause,
you hear a heavily breathing man walking toward you. Go to entry 107.
After several attempts to lift the heavy
portcullis, you ask the others to help. All three of you grasp the bottom
and heave. The portcullis slowly rises over your heads and locks in place
with a click. You all step through quickly. You hear the chains of the portcullis
rattle loudly, and turn around just in time to see the heave gate slam back
to the ground. As you inspect it, you see that one of its chains snapped.
You would have to replace this chain before operating the gate again. Go
to entry 115.
You find a small hollow dart and a spring-loaded
trap. After removing the dart, you may go to entry 111 and open the gate.
As you search the gate, you hear the
twang of a spring and feel a sharp object embed itself into your arm. Almost
immediately, Roderick pulls the dart and examines it. "You have the luck
of fools, thief," he says, studying the dart. "You should be writhing
on the floor, dying slowly and with much pain. But the idiot who last loaded
this trap neglected to fill this dart with the poison it was intended to
deliver. You will have to be more careful, or you will not live to see the
sun again." Go to entry 111.
After searching the room thoroughly,
you decide the trunk is the only place that might hide an interesting secret.
Salamdros has already removed the contents of the trunk, so it now appears
empty. You tap the inside of the trunk with your weapon and discover the
bottom right corner sounds hollow. After prying a narrow board away from
the bottom, you discover a secret compartment. A small flask rests on a
bed of cloth in the bottom of the compartment. You cautiously lift it out,
hoping it isn't booby-trapped. Nothing happens. Will you sip the contents
of the flask now (119) or put it away for later (122)?
As Roderick swings his mace at the statue,
you see a bright glitter in the eyes of the statue. Perhaps the eyes are
made of gemstones! You step toward one of the eyes, and the floor tilts
beneath your feet. The mouth of the statue opens and you slip into it before
you can stop yourself. You land in a dark chute and start sliding downward.
As you fall down the dark passageway, you hear the mouth clang shut above.
Go to entry 182.
You sip the potion. After a moment,
you feel a little bit better. Note you should go to entry 120 when you choose
to drink the potion. You may now leave the room (125), or search the statue
for traps, if you have not done so yet (118).
You drink the potion and suddenly feel
better. The potion has magically healed you 6 hit points. (If you started
this module with less that 8 hit points, you are restored to your original
number of hit points. This potion will not give a character more hit points
than he started the game with. Return to the last entry you read.
You discover a hidden hinge near the
mouth of the statue. It is impossible to say what it does, but you feel
certain it is part of a trap. You mark the location of the hinge with a
few pebbles and warn your companions about the trap. You may deface the
statue (124), or search the room (116), if you have not done so yet. You
may also leave the room (125).
Suddenly, you find a trap! The mouth
of the statue squeaks open and the floor suddenly tilts beneath your feet.
You slip into the mouth of the statue and find yourself sliding down a dark
chute! Go to entry 182.
You and Roderick step around the corner,
your weapons in hand (use map GG). Salamdros stands in the center of the
passage. Two toad-like creatures with large, glowing eyes and shell-like
backs sit at his feet. From the large wounds on his legs, you know the creatures
have been attacking him. You may strike at the creatures once (AC 2). If
you hit, go to entry 138. If you miss, go to entry 139.
You wait for several minutes, then hear
Salamdros scream, "Help me!" A loud crash follows his plea. Both you
and Roderick rush around the corner (use map GG) and see Salamdros lying on
the floor, bleeding. A huge toad-like creature with glowing eyes and a bony
back sits on top of him. As you move to attack, you see another creature hopping
in your direction. "Don't look into their eyes!" Salamdros shouts.
You may strike at one of the creatures (AC 2), with a -2 on your chance
to hit (you are avoiding their gaze). If you hit, go to entry 138. If you
miss, go to entry 139.
You cannot move. The points of light
move closer, and you soon discover they are the glowing eyes of a huge toad-like
creature. As you watch in horror, still unable to move, the ugly beast bites
your leg (take 4 points damage). Though you try to defend yourself, you
still cannot move. The beast bites you again (take 2 points damage). If
your character suffered more damage than he can take, he is now dead. Roderick
and Salamdros rush around the corner, their weapons drawn. The toad-creature
turns toward Salamdros, and the elf freezes in his tracks. Roderick squeezes
his eyes closed and swings his weapon at the beast. Even as his mace strikes
the toad-monster, another appears and attacks Salamdros. Roderick strikes
again, and the creature slumps to the floor, dead. He turns to face the
second beast, still careful to avoid its gaze. At the same time, you discover
you can move again. Both of you raise your weapons to strike the beast (AC2).
If you hit, go to entry 138. If you miss, go to entry 139.
You ease down the passage carefully.
The ugly creatures do not notice you. As you approach, you see that the
glow comes from the beasts' eyes. As you sneak into position behind the
creatures, you are careful not to look into their strange eyes. When you
have moved into position, you raise your weapon quickly and slam it into
the back side of a creature's head. The beast jumps away instinctively,
then falls to the floor. The other toad-like monster hops around and faces
you. Its eyes glow brightly. Roll a saving throw vs. Paralysis. If you make
the save, go to entry 142. If you fail the save, go to entry 137.
You must make a saving throw vs. Paralysis
before swinging. If you make the save, go to entry 142. If you fail the
save, go to entry 143.
You swing at the creature (AC 2), careful
not to look into its eyes. You are -2 on your chance to hit. If you hit,
go to entry 138. If you miss, go to entry 139.
You stare into the eyes of one of the
toad-like creatures and find yourself unable to move. Roderick continues
to fight, swinging his mace at the beasts madly, but he is no match for
them. He soon falls to the ground and dies. The beasts then turn their attention
to you and Salamdros. Since you are both unable to move, you cannot defend
yourselves. The ugly creatures slay you with no trouble. If you wish to
play again, roll a new character and begin the module again.
As you turn to run, Roderick shouts,
"Swine! How can you abandon your companion?" He turns his attention to the
battle and continues to fight. Will you return to the battle (142), or continue
to flee (146)?
You dash away, leaving Roderick and
Salamdros to their fate. As you step through the gate, several rough clawed
hands grab you from behind. Before you can save yourself, the creatures
bind your arms behind your back. The leader sticks its foul face in front of
yours and smiles. "I see you have found our pets, intruder," it hisses.
It turns its attention back to its fellow beasts. "Close the gate quickly.
The Master's pets will take care of the others." The little creatures
lead you back to your cell, where several dog things keep you closely guarded.
Several nights later, they drag you into a snow field. They place you in
the middle of a circle and sing many eerie songs. One of the larger creatures
approaches you with a long knife in its hands. Since you are still bound,
and many of the ugly dog-things hold your arms and legs, you can do nothing
to defend yourself. You may roll a new character and play this module again.
You climb the pile of rubble and carefully
enlarge the hole. Within a few seconds, the hole is large enough to climb
through. You thrust your head and shoulders through. Your character must
roll a saving throw vs. Poison. If you make the save, go to entry 151. If
you fail the save, go to entry 152.
Small rocks occasionally drop from the
edge of the hole. You can barely hear hissing and grunting in the opening
above, but it is enough to warn you that there is something alive up there.
Suddenly, a reptilian head thrusts through the opening. A foul odor washes
through your tiny chamber. Roll a saving throw vs. Poison. If you make the
save, go to entry 153. If you fail the save, go to entry 154.
As you slide back down the hole, another
creature steps out of the darkness. Before you can escape, both creatures
strike, hitting you with two claws each. One of the creatures also bites
you (take 20 points damage from the claws and the bite). In the last two
entries, you have taken more damage than a third level thief can withstand.
Your character is dead. Roll a new character and begin the module again.
The creature lunges, hoping to kill
you before you attack. Fortunately, you dodge its blows and swing your own
sword at the beast (AC 5). If you hit, go to entry 158. If you miss, go
to entry 163.
The creature staggers back, and you
climb out of the hole. It is temporarily stunned, but you see another stepping
out of the darkness. You may strike again. If you hit, go to entry 164.
If you miss, go to entry 165.
Because you are only halfway out of
the hole, you cannot defend yourself well. The creature claws twice and
bites once (take 7 points damage). You may now swing at the creature. If
you hit, go to entry 158. If you miss, go to entry 165.
Both you and Salamdros hit the foul
beast, and it falls dead. You hear something above your heads, and look
up to see another creature dangling in the hole. Salamdros raises his hands
and chants a quick series of mystic words. A light flashes from his fingertips
and strikes the creature. It screams horribly, then drops into the room
and charges the elf. Salamdros scrambles back, trying to avoid the beast,
while you attack it from behind. His maneuvers do no good, the creature
quickly corners him. Salamdros screams horribly as the beast strikes him.
You may swing once at the creature (AC 6). If you hit, go to entry 167.
If you miss, go to entry 168.
The beast grapples you, and pain shoots
through your shoulder as it bites down. You feel its claws ripping the skin
on your back (take 5 points damage). As the creature mauls you, Salamdros
sticks his upper body through the hole and raises his hand to cast a spell
at your attacker. He does not see the second creature moving to attack him.
Before you can warn him, it wraps its filthy arms around Salamdros. Despite
his surprise, he finishes the spell. Several flashes of light strike the
monster that holds you. It releases you and reels back. You may swing at
it (AC 5). If you hit, go to entry 171. If you miss, go to entry 172.
As the monster attacks Salamdros, your
sword bites into its back. It lurches forward and falls heavily to the ground.
Roderick quickly rolls the heavy body off your companion. It does not take
an experienced eye to tell that Salamdros is dead. Roderick slowly says
a few words for the departed. You climb into the chamber and see nothing
but a single exit. Go to entry 180.
The beast kills Salamdros in a few seconds,
then flings his body to one side and turns to Roderick. It quickly slashes
Roderick across the neck. He stumbles back, badly wounded. You may swing
at the creature (AC 5). If you hit, go to entry 176. If you miss, go to
entry 177.
The creature attacks Salamdros, and
you plunge your sword into its back. It falls heavily to the floor pinning
Salamdros beneath its body. You roll the monster aside and see that Salamdros
is dead. Roderick climbs into the chamber and says a few words over the elf's
body. You may leave by the only exit in the chamber. Go to entry 180.
The creature slays Salamdros quickly
and turns to face you. Its claws pass inches in front of your abdomen as
you move to attack. You may now swing at the creature. If you hit, go to
entry 178. If you miss, go to entry 179.
Before you attack, the creatures hit
you 5 times, for 19 points for damage. In the last three entries, you have
taken more damage than it is possible for a third-level thief to withstand.
You are now dead. Roll a new character and begin the module again.
The reptile-man rakes you with its claws
hitting you twice (take 5 points damage). Before you can strike again, Roderick
smashes the creature's skull with his mace. It drops to the floor, quite
dead. The nauseating smell fades away immediately. Roderick turns to Salamdros,
who lies dead on the floor, and utters several solemn words. He then motions
toward the hole in the ceiling and says, "We must leave this place. Let
us go." You scramble through the hole into a small, empty chamber (use map
HH). You see only one exit. Go to entry 180.
You sneak carefully down the passage,
trying to move as quietly as possible. As you round the corner, a chill
breeze strikes your face. There is a light ahead! Roderick breaks into a
run and you follow. Soon, you stumble out of the cave into a deep snowdrift.
You have escaped the lair of your evil captors! Roderick drops to his knees
and utters a prayer of thanks. This seems like a good time to be thankful,
so you join him. As you kneel in the snow, it suddenly occurs to you that
you will both freeze to death unless you find shelter. You wear only light,
ragged clothing that will not protect you from the bitter cold for long.
Rousing Roderick from his prayers, you search the area. You have emerged
high on the mountainside, several thousand feet above the pass. There are
numerous cliffs around you, and it looks as if it would take several hours
to travel even a few miles in this terrain. Though there are several caves
in the area, neither of you are anxious to enter one. Roderick suddenly
points down the pass and says, "Look! Perhaps our salvation lies there!"
When you look down the pass, you see several oxen struggling to pull the
first sledge of a long caravan to the top of the steep pass. Without hesitation,
you start down the mountainside. For many hours you stumble through the
deep snow or slip and slide down the steep slope. Your feet and hands grow
numb with cold. The metal of your weapon sticks to your bare skin. Finally,
nearly frost bitten and dead, you stumble onto the caravan track. Within
minutes the sledge drivers have taken you to their camp and poured hot drinks.
They listen with interest and concern to your story. In the morning, they
take you over the pass into the next town. This is the end of this adventure.
Your character has earned 500 experience points.
You refuse to join the Master's band
of villains. The Master sighs and waves his hand to Morgan. Before you react,
Morgan presses a knife to your throat and forces you into the cage. The
frog creatures leap on you immediately, attacking with long, sharp teeth.
You are dead in a matter of seconds. Roll a new character and begin the
module again.
You lunge at the Master, swinging your
sword with all your might. The sword cuts through air where the master should
have been standing. The room becomes a blur of colors whirling about your
head. You fall to the floor, disoriented. Go to entry 190.
You strike Roderick, and he staggers
back, breathing sluggishly. His skin is pale, and he looks dead! The Master
barks a command, and Roderick and Salamdros back away. Go to entry 189.
Your swing just misses Salamdros, but
he reacts sluggishly. His skin is so pale he appears to be dead. Suddenly
the Master barks a command, and Roderick and Salamdros step back and stand
motionless. Go to entry 189.
You turn around and see the Master smiling.
"Congratulations!" he says, "you have passed the test. If you had
attacked us, we would have killed you in an instant. But now, you are one of
us!" Your character is now an evil member of a dangerous outlaw band, and,
as such, a NPC. He cannot be used in any other game as a player character.
If you want to use a thief in another game, you must roll a new character.
As the whirlwind settles, you see a
cloak and a pair of boots. After inspecting the craftsmanship, you know
both the cloak and boots are of elven workmanship. Go to entry 194.
As the whirlwind settles, you see a
coil of rope. The hollow voice says, "Use this rope of climbing with care
and nobility of purpose." Go to entry 194.
The glint of metal sparkles through
the whirlwind. As the dust settles, you see a sword thrust into the ground.
"Use this magic sword (+1) with wisdom and justice. Do not falter from the
demands of law, and you shall always prosper." Go to entry 194.
A chill breeze suddenly fills the room.
The air is soon filled with the scent of mountain air. You take your reward
and walk into the breeze. Before long, you stand on a sunlit mountain slope
in the cold, crisp air. Far below, a caravan struggles along the pass. This
is the end of your adventure. Your character has earned 300 experience points.
After a short pause, Salamdros says,
"I think it best to attack now." He quickly turns and runs toward the
opening. You and Roderick follow. Go to entry 197.
You slip across the room unnoticed except
for a few small rats watching you from the corner of the room. Near the
pit you find a small bag lying on the floor. Carefully, you open it and
look inside. Finding 3 small gems (100 gp each), and a ring. Will you put
the ring on (202), or save it for later (203)?
You strike a solid blow, and the creature
tumbles to the floor. The other monster swings its club at you, but misses.
You may strike again (AC 6). If you hit, go to entry 207. If you miss, go
to entry 208.
You slip the ring onto your finger.
Nothing noticeable happens until a rat scurries out of the shadows toward
the exit. One of the small, ugly man-things turns its head toward the sound.
You think, "I wish you wouldn't do that, rat," and it stops, then
returns to the shadows. The man-thing shrugs its shoulders and turns back to the
table. You mentally order the rat to come sit at your foot. It sneaks toward
you, then jumps onto your boot. The rat stays there as long as you concentrate
on it. You order the rats to attack the enemy in the center of the room.
Immediately, six rats scurry out of the darkness, rushing toward the man
and the creatures. They rush past the brazier, and overturn it, spilling
hot coals across the lap of one of the man-things. It jumps to its feet,
screaming and howling. The rats continue to attack, nipping ankles and toes.
The man slashes at them with his sword, and the little man-things scramble
on their hands and knees trying to catch the rats. Salamdros dashes through
the shadows, and slips down the ladder. You keep your attention focused
on the rats. Next, Roderick lumbers across the room and starts down the
ladder. You edge toward the pit, and find that your concentration is slipping
as you move. Finally, you scramble down the ladder. Go to entry 227.
You slip the ring onto your finger. About
the same time, you notice a rat hiding in the shadows, watching you expectantly.
"Get lost, rat," you think. The rat scurries into the shadows. You
quickly think, "Wait, come back and sit at my feet." The rat does so
immediately. Go back to the previous entry and continue play.
The little creature runs past you, apparently
not even seeing you. It dives on a rat scuttling around in a corner. After
a short struggle, it runs back to the brazier and lays the rat on the coals.
You carefully sneak the rest of the way to the ladder, where you find a
small bag lying on the floor. You open the pouch and find 3 gems (100 gp
each) and a ring. Will you put the ring on your finger (202) or keep it
for later (203)?
Halfway down the ladder, the quiet above
is broken by screaming and the clang of metal on metal. Will you leave your
friends behind (219) or climb back up and help them (220)?
The little creature falls dead, but
the man leaps up and points at you, shouting. The little creatures turn
to attack. At the same time, Salamdros pulls the curtain aside and charges
into the room. Roderick is close behind. One little creature charges you.
You may swing at it (AC 6). If you hit, go to entry 207. If you miss, go
to entry 208.
Your sword bites into the man's shoulder.
He wheels around and slashes. You block the wild swing with your weapon
and duck. But the force of his blow knocks the sword out of your hand! He
grins and steps closer to you, ignoring Roderick. Will you scramble away
(221), or fight with hand-to-hand combat (222)?
You now stand at the bottom of the ladder
in a passage that curves to the left and runs out of sight (use map DD).
Smoldering torches line the walls. You creep down the passage slowly, listening
to the noises of battle above. Suddenly a voice says, "Stop, traitor!" You
wheel about and slip on a patch of loose sand, sprawling on the floor. Salamdros
is climbing down the ladder and Roderick stands above him, holding off their
enemies. Salamdros raises his hands and utters a spell. A brilliant point
of light flashes from his fingers and strikes you (take 7 points damage).
Before you recover, Salamdros leaps on you, his weapon swinging. Though
you try to protect yourself, his blow strikes true (take 11 points damage).
(If you have taken more damage than you can withstand, your character is
now dead.) You barely manage to stand. Will you flee (224), reason with
him (225), or fight (226)?
As you step back, you stumble over the
body of a little man-thing and crash to the floor. The man raises his sword
and strikes (take 4 points damage). Before he can raise his sword again,
Roderick cracks his mace across the back of the man's head. Your attacker
staggers and falls across your chest, knocking the wind out of your lungs.
Salamdros quickly runs up and pulls the body away. After resting briefly,
you search the room and find 50 gp in the man's belt pouch, then descend
the ladder to the pit. Go to entry 227.
You leap at the fighter and grab his
neck, preventing him from swinging at you. He viciously smashes his elbow
into your chest (take 1 point damage) and throws you aside. He raises his
sword to finish you off, but suddenly staggers and drops to his knees. Roderick
stands behind him, cradling a mace. You quickly roll away and stand before
the fighter finally falls face-first to the floor. After resting briefly,
you all search the room. Salamdros finds 50 gp hidden in the corner, but
there is nothing else of value in the room. The three of you climb down
the ladder. Go to entry 227.
Salamdros hits you again as you turn
to run. You have now taken 27 points damage in the last two entries, which
is more than a third level thief can withstand. You are dead. Roll a new
character and start the module again.
He is in no mood to listen or reason.
Go to entry 226.
Reluctantly, you turn to fight. Salamdros
is prepared and strikes first, hitting you. You have now taken 25 points
damage in the last two entries, which is more than a third level thief can
withstand. You are dead. Roll a new character and start the module again.
You run through the curtained doorway,
and a blast of cold air sweeps over you. You stand in a small chamber (Use
map KK) with an ice covered floor. Daylight shines through a small, snow-filled
opening ahead. You dash across the chamber, shouting, "We found the exit,
we've escaped!" Roll 1d6. If you roll a 1-2, go to entry 235. If you
roll a 3-6, go to entry 236.
You pull the curtain aside and rush
into the next room (use map BB) You now stand in a small, dim room lit only
by two flickering lamps on a small table. A man dressed in a black robe
sits behind the table. As soon as he sees you enter the room, he leaps up
and reaches for one of the levers set in the wall behind him. Will you dive
over the table and grab his arm (237), circle around to him warily, watching
for traps (238), leave this room (239), or try to trick him into believing
you are a powerful wizard, and will blast him if he pulls the lever (240)?
You dash to the exit. Suddenly, the
snow bank ahead stirs. A huge, warty man-like creature rises out of the snow!
You skid to a stop in front of it. It shakes the snow off its furs and croaks,
"Who are you?" The huge beast hefts a tree branch to its shoulder.
"I kill little man!" Will you fight (243), run between its legs (244),
climb a wall to get out of its reach (245), or try to trick it (246)?
You quickly turn and dash into the room
you just left. Roderick fights a man whose back is to you. Salamdros fights
another, and a third man trying to open the wolf cage. You may run out the
other exit (only if this entry was invisible when you turned to it). Go
to entry 231. You may also backstab the man Roderick fights (241) or attack
the man trying to open the cage (242).
You raise your hand menacingly and try to
look powerful. "Stop!" you shout, "or I shall turn you into a pile
of cinders!" The robed man pauses for a moment, then laughs loudly. "Ho!
you are the little fellow my goblins captured! A good jest, but I must bid you
farewell." He quickly pulls both levers, and a trap door opens in the floor
beside him. You dash forward to stop him, but are too late. He leaps into
the pit and the door closes. His evil chuckle echoes throughout the room
and he is gone. Then the curtain parts and a large, white baboon-like creature
steps into the room. It holds a large bone in its paw. Will you fight (251),
run back into the other room (239), or try to move to the lever that opens
the trap door (266)?
As you swing, you lose your footing
on the ice and fall! The beast hits you (take 8 points damage. If this is
more damage than you can withstand, your character is dead.) Will you scramble
past the creature (244), or continue to fight (256)?
Throwing caution to the wind, you dive
between the monster's legs. As you scramble past the creature, it hits you
once (take 6 points damage). You now stand outside. Go to entry 258.
You quickly discover the walls are too
slick to climb. Will you fight (256), or dive between its legs (244)?
He pulls the first lever, and a trap
door opens in the floor beside him! He jerks the second lever down, and
says, "Farewell, peasant!" He leaps into the pit, and you hear the grating
of metal on stone. The curtain parts, revealing a white, baboon-like creature
carrying a large bone club in one hand. The trap door slams shut. You are
alone with the creature! Will you fight (251), try to open the trap door
and escape (266), or flee into the other room (239)?
You strike, and the man falls to the
ground, dead. From the corner of your eye, you see the wolf bound out of
its cage. Will you fight the wolf (269), help Salamdros (270), or fight
the man who freed the wolf (271)?
The huge beast stops and looks at you
blankly. "Move aside!" you order. "The Master will be displeased."
Finally, it scratches its head and steps to one side. Your trick worked! You are
free! Go to entry 258.
You have escaped! Now, you must survive.
You blunder through the snow toward the pass, your hands and feet growing
numb with cold. Finally, you look down the mountainside and see a narrow
line of men pushing through the snow. You struggle through the snow at your
best pace, hoping the men are friendly. Finally, you come close enough to
recognize two of them--Daras the guide, and Black-Beard, the caravan guard.
You scream and holler to attract their attention, and they soon ride their
mounts to you. You tell them your tale, taking care to emphasize the hazard
the village will soon face. When you finish, Daras says, "We can do nothing
for the caravan now; it was lost in the storm. We must go back to the village
and warn them." you return to the village and warn the elders of the doom
they face. They quickly order the guard to prepare for the attack, and then
proclaim you a hero. The adventure is over, you have done very well. Your
character has earned 600 experience points.
You look at the creature's feet, and
see you said the wrong thing, since the creature doesn't wear any shoes.
Go to entry 281.
As you pull the lever, the creature
bites you (take 1 point damage). The trap door opens, and you jump in without
hesitation. You fall 10 feet, but take no damage because you were prepared.
The door closes above, and the area falls totally dark. Will you sit and
wait (307), or search the area by torch (290)?
You do not hit the man, but Salamdros
quickly comes to your aid. In a few moments, the man lies motionless on
the floor. Go to entry 308.
The man swings and hits you (take 3
points damage). Salamdros steps between you and your attacker (his foe already
lies dead on the floor). Roderick grabs your arm and pulls you away from
the action. "You need healing" he shouts. If you have not asked Roderick
to heal you, he will cast a spell on you now. Otherwise, go to entry 295.
It smashes you with its club (take 6
points damage)! If you are still alive, you realize you cannot win by fighting
it. You may try to run past it. Go to entry 244.
The trick works! The giant stomps past
you to help the Master. Will you strike it from behind (285), or escape
while you can (258)?
It looks at its feet and yells, "You
think me dumb? Me not dumb, me smash!" Go to entry 279.
You have 50 gp, give them to the creature
and go to entry 283. If you do not have the gold, tell the giant Man-thing
and go to entry 279.
The monster steps aside to let you pass.
Go to entry 258.
The beast says, "Me smart! Me just smash
you get gold, make Master happy!" Go to entry 279.
The creature is so large and surprised,
you cannot miss. You automatically hit. It staggers a bit, then turns around.
You may swing again (AC 5) before it attacks. If you hit, go to entry 296.
If you miss, go to entry 297.
You carefully search the dark area by
touch. You are in a small, straight-sided pit. After an hour of searching,
you touch a loose stone and pull on it. The sound of rock scraping on rock
echoes beside you. You feel around carefully, and discover an opening. As
you crawl through, you touch a torch and piece of flint. You use the flint
and your steel sword to create a spark over the torch, and soon you have
light. Now you can see that the tunnel extends ahead of you as far as the
light shines. You crawl through the endless tunnel for hours. Finally, a
dim light shines ahead. You quickly scramble along the last section of the
tunnel and break out into the chill, moonlit air. After a short rest, you
begin the long trek down the mountain. Throughout the rest of the night
and the next day, you wade through the deep snow. Often, you must hide in
shallow caves or in semi-frozen streams as strange creatures approach. Finally,
hungry, tired, and nearly frozen, you see a town ahead. Using the last of
your strength, you stumble to the main gate. Your pitiful condition convinces
the guards to open the gate. As they drag you inside, you realize this is
the same town you recently fled. It does not matter, however, for it can't
be any worse than the caves you have just escaped. Half deliriously you
babble your tale, taking care to emphasize the hazard the town faces. As
you finish, the last of your strength ebbs away and you pass out. When you
finally return to consciousness, you are lying on a bed in a richly decorated
room. A young serving girl sits at your side. As soon as she sees you are
awake, she leaves to summon the mayor. In a matter of minutes, a portly,
well-dressed man enters your chamber and informs you that your warning saved
the town. He places 100 gp in your hand as a reward. Due to the hardship
of your escape from Blizzard Pass, your character has permanently lost 1
point of constitution. This adventure is now over. Your character has earned
500 experience points.
Roderick quickly places his hands on
your wounds and prays. Gradually, your wounds close, you are healed (6 hit
points). If this increases your total hit points to more than you started
the game with, you now have the number you started with. While Roderick
heals you, Salamdros dispatches the remaining opponent. Go to entry 308.
The trap door opens and you look into
a pit. It is empty. Will you leap in to investigate (304), or go back to
help your companions (239)?
The sound of metal grating on stone
fills the air. The curtain parts and a white, baboon-like creature steps
into the room. It carries a club in one hand. Will you fight (251), or return
to your companions (239)?
The beast crashes to the ground in front
of you. You may now escape (258).
The ugly creature hits you again (take
6 points damage). It definitely looks like this was a bad idea. Will you
try to run past it (244), or fight? If you fight, roll to hit (AC 5). If
you hit, go to entry 302. If you miss, go to entry 305.
The monster smashes you again, killing
you. You have taken more damage than a 3rd level thief can possibly withstand.
Roll a new character and begin the module again.
After several minutes of waiting, the
trap door opens overhead. The light blinds you momentarily as you, but you
soon realize that the men who opened the door are not your friends. You
recognize one of the figures as the robed man you met when you first entered
the room. He says, "So you thought you could escape us. I am sorry to
disappoint you." He turns away from the pit and signals to one of the
other men who knocks an arrow in his bow. He fires arrow after arrow at you.
Since there is no place to hide you are quickly slain. The adventure is now
over. Roll a new character and begin the module again.
After allowing yourselves a brief rest,
you pull side the curtain on the left. You see an empty room (use map BB)
lit by two candles on a table. A dark curtain drops to the floor behind
the table, and you can see two levers poking through a hole in the curtain.
The three of you search the room. Salamdros finds a cell holding a white,
baboon-like creature behind the curtain. Upon examining the levers, you
discover one of them opens the cage, and the other opens a trap door in
the floor. Roderick finds a small chest, and you carefully open it. Inside,
you find the Master's plan for attacking the village and five gems (200
gp each). There is nothing else in the room. As you examine the plans, Roderick
says, "We must warn the towns. Let us go to the other exit and try our luck
there." The three of you quickly go to the other doorway (use map KK). It
opens into a small tunnel-like cave. The air is very cold, and ice and snow
cover the floor. There is an exit on the other side of the room, partially
blocked by a large snowdrift. As you near the drift, you see that it has
been disturbed by a large creature recently, but the creature is gone now.
You walk through the exit and stand outside! The three of you trudge down
the pass in brilliant sunshine for the rest of the day. Finally, near nightfall,
you see the lights of a small village and soon stumble exhausted into a
small inn on its outskirts. You quickly tell your story, and the innkeeper
spreads the alarm. You are given rooms and treated like heroes. Though you
are not present at the battle with the Master's evil forces, the inn-keeper
tells you that the villagers were able to win the battle easily, thanks
to your warning. You are given rooms and board for many days to come, until
you recover your strength (and hit points). Finally, you are well and ready
to leave. The villagers give each of you 20 gp and wish you a pleasant journey.
Your character has earned 800 experience points. This ends your adventure,
but beware the Master may return for you!
The two of you carefully peer behind
the curtain and find a small tunnel-like chamber. Daylight shines through
a small hole in the far end. You slowly walk across the icy floor, taking
care not to fall. As you near the exit, you see the tracks of a large beast.
Though you probe the snow drifts inside the doorway and search the entire
room, you see no other signs of any creature. When you are certain this
is not a trap, you leave the chamber and step outside. After escaping the
caverns, you trudge down the mountainside. As you approach the pass, you
see a narrow line of pack animals. and men struggling through the snow:
a caravan! Both of you rush down the few remaining yards, stumbling and
tripping as you go. Finally, you reach the sledges. The merchants quickly
wrap you in thick furs and listen to your story. Even before you have finished,
they send messengers to the valley towns and prepare themselves for battle.
This adventure has ended for you. Your character has earned 600 experience
points.
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