MSOLO1 Blizzard Pass text entries                                          Home Up

The hidden text from MSOLO1 Blizzard Pass.  These entries are normally only viewable by using the included "magic pen" (which dries out easily) or by viewing the entries under an ultraviolet light.  Many thanks to Benedict Lnu for this painstaking transcription!
 

ENTRY 2: 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.

ENTRY 3: 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.

ENTRY 5: 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.

ENTRY 6: 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.

ENTRY 7: 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.

ENTRY 11: 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.

ENTRY 13: 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.

ENTRY 16: 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).

ENTRY 17: 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.

ENTRY 18: Column 1: 100, 60, 35, 80, 24; column 2: 50, 90, 10, 45, 75; column 3: 30, 15, 70, 5, 55; column 4: 40, 85, 65, 20, 95

ENTRY 21: 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.

ENTRY 24: 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.

ENTRY 25: 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.

ENTRY 27: 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.

ENTRY 28: 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.

ENTRY 31: 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.

ENTRY 38: You step into the room carefully. "BYARRHZAG!" screams one of the little creatures. You freeze, fearing they have seen you. Go to 39.

ENTRY 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)?

ENTRY 40: Column 1: 20, 87; column 2: 15, 42; column 3: 81, 66; column 4: 39, 12

ENTRY 42: 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)?

ENTRY 52: "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)?

ENTRY 53: 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.

ENTRY 55: 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.

ENTRY 56: 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.

ENTRY 62: "I'm in no hurry to die," Teromil says. Who will investigate, Salamdros (63), Roderick (64), or yourself (65)?

ENTRY 66: 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)?

ENTRY 67: 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)?

ENTRY 69: 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.

ENTRY 71: 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.

ENTRY 80: Column 1: 84, 53, 39; column 2: 06, 49, 68; column 3: 73, 22, 78; column 4: 39, 16

ENTRY 81: 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)?

ENTRY 82: 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.

ENTRY 84: Column 1: 57, 31; column 2: 43, 48; column 3: 05, 98; column 4: 34, 68

ENTRY 85: 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)?

ENTRY 88: 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.

ENTRY 91: 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.

ENTRY 92: 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.

ENTRY 93: 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.

ENTRY 95: 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)?

ENTRY 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.

ENTRY 102: 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)?

ENTRY 103: Column 1: 58, 27, 01; column 2: 67, 58, 83; column 3: 94, 22, 85; column 4: 17

ENTRY 105: 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.

ENTRY 111: 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.

ENTRY 112: Column 1: 48, 09, 27, 69, 85; column 2: 68, 12, 34, 24, 07; column 3: 49, 95, 20, 27, 30; column 4: 17, 55, 10, 11, 21

ENTRY 113: 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.

ENTRY 114: 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.

ENTRY 116: 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)?

ENTRY 117: 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.

ENTRY 118: Column 1: 18, 45, 04; column 2: 27, 22, 14; column 3: 97, 07, 46; column 4: 06

ENTRY 119: 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).

ENTRY 120: 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.

ENTRY 121: 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).

ENTRY 123: 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.

ENTRY 126: Column 1: 94, 18, 00, 49, 48; column 2: 65, 17, 33, 29, 48; column 3: 28, 41, 01, 39, 32; column 4: 09, 88, 16, 85, 14

ENTRY 129: Column 1: 74, 23, 56; column 2: 31, 88, 37; column 3: 99, 55, 42; column 4: 17

ENTRY 133: 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.

ENTRY 134: 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.

ENTRY 135: Column 1: 65, 99; column 2: 43, 73; column 3: 45, 12; column 4: 69, 90

ENTRY 137: 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.

ENTRY 140: 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.

ENTRY 141: 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.

ENTRY 142: 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.

ENTRY 143: 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.

ENTRY 144: 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)?

ENTRY 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.

ENTRY 149: 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.

ENTRY 150: 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.

ENTRY 155: 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.

ENTRY 156: 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.

ENTRY 158: 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.

ENTRY 159: 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.

ENTRY 161: 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.

ENTRY 165: 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.

ENTRY 167: 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.

ENTRY 168: 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.

ENTRY 173: 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.

ENTRY 174: 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.

ENTRY 175: 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.

ENTRY 177: 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.

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.

ENTRY 183: 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.

ENTRY 185: 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.

ENTRY 187: 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.

ENTRY 188: 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.

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.

ENTRY 191: 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.

ENTRY 192: 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.

ENTRY 193: 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.

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.

ENTRY 195: Column 1: 98, 03, 29; column 2: 40, 56, 35; column 3: 84, 76, 33; column 4: 23

ENTRY 196: 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.

ENTRY 198: 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)?

ENTRY 200: 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.

ENTRY 202: 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.

ENTRY 204: 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.

ENTRY 206: 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)?

ENTRY 210: 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)?

ENTRY 212: 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.

ENTRY 214: 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)?

ENTRY 219: 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)?

ENTRY 221: 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.

ENTRY 222: 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.

ENTRY 224: 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.

ENTRY 225: He is in no mood to listen or reason. Go to entry 226.

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.

ENTRY 231: 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.

ENTRY 232: 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)?

ENTRY 235: 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)?

ENTRY 239: 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).

ENTRY 240: 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)?

ENTRY 243: 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)?

ENTRY 244: 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.

ENTRY 245: You quickly discover the walls are too slick to climb. Will you fight (256), or dive between its legs (244)?

ENTRY 247: Column 1: 83, 54, 21; column 2: 99, 44, 75; column 3: 02, 72, 59; column 4: 30, 69, 82

ENTRY 250: 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)?

ENTRY 252: 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)?

ENTRY 257: 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.

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.

ENTRY 260: 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.

ENTRY 265: Column 1: 01, 18, 05, 01, 04. Column 2: 11, 17, 03, 07, 16. Column 3: 06, 00, 09, 14, 10. Column 4: 02, 12, 15, 18, 08.

ENTRY 266: 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)?

ENTRY 275: 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.

ENTRY 277: 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.

ENTRY 279: 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.

ENTRY 280: 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)?

ENTRY 281: It looks at its feet and yells, "You think me dumb? Me not dumb, me smash!" Go to entry 279.

ENTRY 282: 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.

ENTRY 283: The monster steps aside to let you pass. Go to entry 258.

ENTRY 284: The beast says, "Me smart! Me just smash you get gold, make Master happy!" Go to entry 279.

ENTRY 285: 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.

ENTRY 290: 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.

ENTRY 294: 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.

ENTRY 298: 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)?

ENTRY 299: 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)?

ENTRY 302: The beast crashes to the ground in front of you. You may now escape (258).

ENTRY 303: 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.

ENTRY 306: 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.

ENTRY 307: 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.

ENTRY 308: 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!

ENTRY 309: 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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