THE FELL PASS
by Karl Merris
 
Map Lejend and Introduction General Notes Pass Key The West End (Map 1)
The Lower Caverns (Map 2) Pyschopathia Gargoyalis East End (Map 3) About the Author -
Advanced Dungeons & Dragons Dragon magazine - Adventures The Dragon #32




 
01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 - - - -

Lejend and Introduction
Along the caravan routes that tie the
Cities of the West to the Kingdoms of the
East, many tales are told of the mountains
called the Towers of the Sun. One of these
legends concerns a dark road said to be hidden
among the twisty trails that spiderweb
the mountains. Into the earth the road leads,
into and through a series of vast caverns filled
with treacherous traps and cunning monsters.
Yet dangerous though the path is,
many a party of adventurers have been
tempted to walk it, for the stories say that the
loot of a hundred lost caravans lies concealed
along that evil way.

The dark road is called the FELL PASS.

Tread it carefully, friend.

<3, 3, 5, 3, 4, 3, 4, 4, 6, 5, 2, 2, 6 | 50 / 13 = 4>
<4, 5, 6, 4, 3, 4, 4, 3, 6, 4, 2  | 45 / 12 = 4>
<3, 7, 6, 4, 6, 7 | 33 / 6 = 6>
<14 / 3 = 5>
<levels 4 to 6?>
<levels 5 to 7?>

General Notes
The location of the Fell Pass has been left
vague so that the prospective Dungeon
Master will have no trouble slipping it into his
or her campaign. The legend assumes that it
lies somewhere near established trade
routes, so misleading or enticing players into
the Pass should prove no problem. Indeed, it
is perfectly possible for a party of characters
to enter the Pass without realizing they have
entered a “dungeon.” In fairness, the Dungeon
Master should “remind” the players of
the legend of the Pass if they should come
upon it, so that they will have some idea of
what they are getting themselves into. Most
parties will want to enter the Pass despite, or
even because of, such warnings. (Heh, heh,
heh!)

Although the Fell Pass is described here
in the manner of a dungeon, technically it
may be considered a wilderness area. Thus
Druidic abilities, specifically the useful Detect
Snares and Pits spell, should operate inside
the Pass except in the area of the Dwarf
Diggings, which are not a work of Nature.

The DM should become
completely familiar with the contents of the
Fell Pass before conducting an adventure
through it. Much detail is given in the Pass
Key below, and the DM is reminded
not to reveal more to the players
than their characters can reasonably perceive
for themselves. Divining the rationale
behind bizarre events is a major part of the
challenge of a good dungeon.

PASS KEY

Start: As there are two ends to the Fell Pass,
a journey through the Pass may begin at
either the West or the East End. For simplicity’s
sake, the Pass will be described here
West to East.
___________________________________
On the north wall there is scratched a message in
dwarvish letters <runes>. It reads, “For the love of your ancestors,
TURN BACK!”
__________________________________

The West End (Map 1)
General: The Fell Pass is a system of geothermal
caverns, a fact which will be readily
discernible by dwarves, gnomes or other
characters with a special knowledge of geology.
There are no stalactites or stalagmites
here as in a limestone cavern. Unless otherwise
indicated, floor, walls and ceiling are of
fairly smooth, grayish-brown stone. Most of
the galleries are wide enough and smooth
enough to allow passage for horses or pack
animals, although not carts or wagons. Ceiling
height varies from 12 to 20 feet.

As might be expected in a geothermal
cavern, it is warm and humid inside the Pass.
The West End has the highest altitude of the
three parts of the Pass, so the temperature is
a comfortable, though moist, 72° F.

01: THE PIT OF BONES: This pit is four
feet deep and nearly filled with a variety of
weathered bones. A more than casual examination
of these remains will reveal that half
of the bones are those of horses and pack

animals, while the other half is a mixture of
human, dwarf, orc and centaur bones.

The bones are just bones, and there is
nothing dangerous or valuable in the pit. The
pit was dug and filled by an earlier band of
adventurers as a warning to travelers entering
the Pass. So far, the warning has fallen on
blind eyes.

THE DWARF DIGGINGS: Items #02
through #15 comprise the Dwarf Diggings,
all that remains of an outpost pioneered by
Prince Huruch the Proud, the noble son of a
powerful southern king. After establishing
this stronghold in the Towers of the Sun,
Prince Huruch had planned to clear the Pass
of its foul denizens so that the good peoples
of the world could travel the mountains in
safety. And, incidentally, this brave act would
also enable the Prince to claim the mountains
as his own territory. This is in accordance
with the dwarf ethic of doing well while doing
good.

Prince Huruch, however, did not do well.
His attempt to purge the Fell Pass failed.
After a few early victories, word was sent
from the Pass of a new and terrible power
that had entered the West End. Shortly
thereafter, all communication with the Prince
and his party failed. From that time since,
neither the Prince nor any of his followers
has been seen or heard from.

The new power in the West End is Vlog,
self-proclaimed Lord of Ogres, who has
claimed the Diggings as his lair (see item
#13)

02: FALLEN ROCK: This entrance to
the Dwarf Diggings is blocked by loose
rubble. Clearing this rock to allow passage
will take 6 turns.

The sound of the passage being cleared
is certain to alert the dwellers in the chamber
beyond. These are eight giant bats. The bats
are not terribly bright and will attack any
intruders.

For game purposes, the giant bats may
be treated as giant rats with wings. Note,
however, that bats rely on their keen hearing
and acute sense of smell rather than their
eyesight, and thus can easily overcome spells
of Darkness, Illusion and Invisibility.

8 Giant Bats—AC 7; HD ½; Move
12”/18”; D/A 1-3; HP—1, 3, 3, 3, 1, 2, 4, 4.
ML I (Monster Level I).

The chamber beyond the fallen rock is
empty. On the north wall there is scratched a
message in dwarvish letters <runes>. It reads, “For
the love of your ancestors, TURN BACK!”

03: SECRET PORTALS: These 3
camouflaged entrances to the Diggings
appear to be made of natural stone, but in
fact are of a substance similar to self-sealing
rubber. A character can, by firmly pressing
against the surface of the portal, push
through the wall to the other side. The hole
made by the character’s passage will “heal”
instantly, as will attempts to cut or chop
through the portal.

Horses and pack animals will not
voluntarily pass through these seemingly
solid walls.

04: GUARD ROOM A dwarf-sized table
and three chairs occupy the center of this 
room. Shield-sized clay disks, glazed to depict
dwarf hunting scenes, hang on the northwest
and southeast walls.

05: GUARD ROOM: 2 ogre lookouts
sit with their backs to the secret portal, listening
for intruders passing through the galley <gallery?>
outside. They will detect a party of a chance
of 1-4 (d6) or a 100% chance if the party
stops to examine or search for the secret
portal.

If the ogres detect a party, they will not
attack it, but will instead run to chamber #13
and inform Vlog, their leader. Vlog will then
organize an ambush which will jump the
party in the galley outside of chamber #4 or
#14, depending on the direction the party is
traveling. Because the ambushers will be
leaping out of a secret portal, the ogres will
almost certainly (1-5, d6) have the advantage
of surprise over the party.

Since the ogre lookouts are listening for
movement in the galley outside, they can be
easily surprised (double normal chance) by a
party entering through the northeast door of
the guard room.

Each of the 2 ogre lookouts has a bag
with him containing stale bread, some meat
of doubtful origin, 2-12 s.p. and 1-6 low
value (10 g.p.) gems.
<9 sp, 9 sp>
<6 gems: turquoise (10), banded agate (20), greenstone (5), oolite (20), frost agate (10), wonderstone (10)>
<6 gems: thuparlial (9), sharpstone (9), greenstone (20), lynx eye (65 sp), saganite (10), disthene (10)>
<total value: 75 gp + 64 gp + 5 sp = 139 gp + 5 sp>

2 Ogres—AC 5; HD 4+1; Move 9”; D/A
1-10; HP—14,29.
ML III.

06: DEMENTED GOBLINS: This chamber
is littered with smashed crates, broken
barrels and miscellaneous rubbish. In a circle
in the center of the room squat eight heavily
armed goblins, staring at one another.

The goblins are in a cataleptic trance. If
anyone attempts to eavesdrop on their
thoughts (by ESP, a Helm of Telepathy or
whatever), he or she must save vs. magic or
fall into a similar insane state for 2-8 game
hours. Upon recovery, the eavesdropper will
only recall a terrifying vision of a burning
darkness in which drift many bright yellow
eyes.

If a party charges into the room, the goblins
will turn to look but will not otherwise
react. If attacked, the goblins will merely
blink their big, red eyes and whimper pitifully.
If interrogated in the goblin tongue,
they will only gibber and whisper something
about, “Eyes! Eyes! Awful, yellow eyes!

(These goblins have obviously met up
with Xorddanx the Eye Tyrant, master of the
Lower Caverns. See Map 2.) <make link>

Each of the goblins wears a goblin-bag
on his belt. Between the eight of them, the
goblins have 32 c.p., 8 g.p. and a brass ring.

07: STORE ROOM: This room is empty,
even of dust.

08: SPIDERSILK SNARE: The floor,
ceiling and walls of this room are festooned
with streamers of spidersilk. In the northeast
corner are seven man-sized bundles, also
covered with silk.

Concealed on the floor under the silk is a 
net (position marked by “X” on the map). If
stepped into, the net will snap up, suspending
1-2 characters from the ceiling, about 12
feet above the floor. At the same time, a loud
gong will sound 3 times.

The gong is an alarm, obviously. The
2nd turn after the trap is sprung, 4
ogres bearing <bats> will come charging in. An
additional ogre will arrive every turn thereafter
for 6 more turns.

Extricating the character or characters
caught in the net will require 3 turns of
cutting with a dagger or sword. A character in
the net may attempt to free him or herself if
the character has a dagger handy. No other
weapon can be brought to bear by a character
entangled in the tough, silken strands.

Applying fire to the net will free the
trapped player or players immediately, but
will also ignite the rest of the silk in the room.
All persons in the burning room will take 1-8
points of damage every turn that they remain
inside.

The silk-wrapped bundles in the corner
are bundles of silk. Genuine wild spidersilk is
rare and valuable and these seven bundles,
each weighing 12 pounds, are worth 300
g.p. apiece.

10 Ogres—AC 5; HD 4+1; Move 9”;
D/A 1-10; HP—23, 26, 17, 15, 18, 15, 18,
12, 14, 28.
ML III.

09: MEETING HALL: Against the west
wall of this room is a semi-circular table and
behind it are 5 high-backed chairs. Before
the table are three rows of benches. All of
these furnishings are dwarf-sized.

The walls of the room are “decorated”
with ogre obscenities, scrawled in <shut>.

Otherwise, the room is empty.

10: BARRACKS: This room is littered
with broken beds, tables and chairs. Small,
harmless spiders scurry amidst the decay.
The ancient aroma of death hangs in the air.

Hidden under the junk in the southwest
comer is the carcass of an ogre. The right side
of his head is caved in and a truncheon 
stained with dried blood and brains lies
beside him.

A search of the body will discover
nothing, but under the body is a concealed
trapdoor, 1 foot square. Beneath the door
is a compartment that holds a locked iron
chest. In the chest are 12 bottles of amber
liquid. The liquid has a very sour taste, but
otherwise appears harmless.

The liquid is spoiled beer. A dwarf kept
his private stash here.
_____________________________________
The western pit is exactly what it appears to be: A
character dropped into the pit will not return.
_____________________________________
11: CAVE BEAR'S LAIR: The ogres
have a pet, a very large (14-foot) white bear.
The ogres wrestle with the bear for sport.
Presently it is asleep against the east wall.
Around it are the half-eaten remains of three 
goblins. Goblin-bags are visible on the belts
of the goblins. The rank smell of the bear and
its victims is easily discernible outside the
door to this chamber.

The bear will awaken at any sound louder
than a fingersnap. And even if a party entering
this room is quiet, there is a 1 in 10
chance per turn that the bear will awaken
anyway. Cave bears are notoriously territorial,
so the bear is sure to attack any group of
intruders, defending its lair to the death. If the
players choose to jump the bear while it
sleeps, they will get 1 free melee round and a
+4 to hit in that round.

A search of the goblin-bags will reveal
that one is empty, another contains 80 g.p.
and the 3rd contains a vial of dark brown
liquid that tastes like bad whiskey.

The liquid is in fact a Potion of Fire Resistance.

1 Cave Bear—AC 6; HD 6+6; Move
12”; D/A 1-8/1-8/1-12 (hug on 18+ for
2-16); HP 46.
ML V.

12: WATER HOLES: By the south wall
of this chamber are 2 open pits, each 3 feet
in diameter. A lone ogre squats over the
western pit. He is (ahem) making use of the
facilities.

A party bursting into this room has a
double chance of catching the ogre with his
pants down. The ogre has no items of value
on him.

The western pit is exactly what it appears
to be: a bottomless pit. A stone dropped into
it will not return an echo. A character
dropped into the pit will not return, either.

Warm, humid air rises from the eastern pit.
32 feet down there is a 3-foot-deep pool of
very hot (210° F.) water. Characters not
resistant to heat will suffer 1-4 points of
damage every round that they are in contact
with the water.

At the bottom of the pool is a finely
wrought gold chain, worth 60 g.p.

1 Ogre—AC 5; HD 4+1; Move 9”; D/A
1-10; HP 22.
ML III.

13: VLOG: This is the hall of Vlog,
would-be Ogre Lord. In the center of the
room is a roaring, snapping fire. Around the
fire are 12 ogres and ogresses, laughing,
scratching and carrying on. Anyone standing
outside either of the two entrances to this
chamber are certain to hear the ruckus the
ogres make.

Slabs of meat are being roasted on spits
over the fire. One ogre can be heard to exclaim,
“I sure hope this bastard tastes better
than he fought!” There is a wineskin in every
hand, except the hand of Vlog.

Slouched in a massive stone chair against
the south wall is Vlog, an enormous ogre
clad in a white bearskin. Gold and jewels
fairly drip from him. He cradles a peculiar 
looking two-handed warhammer in his
arms. He does not carouse or laugh as his
followers do. He simply sits and stares into
the fire, apparently fascinated.



Anyone who attempts to eavesdrop on
the Lord of Ogres’ thoughts will discover an
odd thing: Nobody’s home! The only
thoughts that stir sluggishly through the mire
of Vlog’s mind are simple reflections of the
ratiocinations of a far more powerful entity.

This entity is Casrac the Mountain-
Splitter, the great warhammer which Vlog
possesses. Casrac is the legendary hellhammer
that sundered the ensorceled portals
of the Fortress of Wizardry and slew the noble
gold dragon, Tlactorilliac. It is intelligent,
aware and thoroughly Chaotic Evil.

For Game purposes, Casrac may be
treated in the same manner as an egoistic
magick sword. Its intelligence is 12, its egoism
18. It will always attempt to control its bearer,
even if the bearer is of the same alignment. It
has a +2 hit probability and does 2-16 points
of damage when it strikes. It also has 2
extraordinary abilities. The first is a magic
resistance of 25%, and it passes this resistance
along to its bearer. The second is the
ability to shatter any normal door with a
single blow and a 25% chance per attempt of
bursting any magically sealed or held door.
<XP for Casrac = ?> 

Make no mistake, Casrac rules here. The
DM is strongly urged to play this
role forcefully. There is something very
unusual about an ogre who covers himself
with treasure in a room full of thieves. Players
who ignore this clue, who ignore Vlog’s great
size and obvious strength and who ignore
the odd weapon he carries deserve no mercy.
Vlog will drink their blood.

A party that breaks into this chamber is
certain to be attacked. The followers of Vlog
have great confidence in their puppet-leader
and will NOT check morale as long as Vlog
lives. Conversely, if Vlog is overcome, the
ogres will immediately check morale and
those who fail the check will bolt.

Casrac has a deep antipathy towards
<wizards> which will force Vlog to attack
<wizards> before any other target. If the
encounter goes against Vlog, Casrac may
attempt to bargain with the opposing party.
But note that a part of any such bargain will
be the “surrender” of Casrac to the party’s
leading fighter! Casrac will, of course,
immediately attempt to seize control of this
fighter, thus re-establishing itself in a position
of power. Clever Casrac!

Each of the lesser ogres carries a small
sack containing 4-40 g.p. 
<30 + 18 + 16  + 23 + 16 + 24 + 14 + 28 + 12 + 14 + 29 + 21 = 245 gp total>

Vlog himself wears
a jeweled collar and belt, gem-studded
bracers and a gold earring, altogether worth
5,300 g.p.

Vlog—AC 4; HD 7 (+2 to hit, 25%
magic resistance); Move 9”; D/A 2-16, HP
33

12 Ogres—AC 5; HD 4+1; Move 9”;
D/A 1-10; HP—24, 21, 15, 18, 13, 19, 16,
19, 14, 22, 17, 18.
ML III.

____________________________________
Players who ignore Vlog deserve no mercy . . .
Vlog shall drink their
blood.
____________________________________

14: GUARD ROOM: This room is empty
save for 2 shield-sized clay disks mounted 
on the east and west walls. These disks are
painted to represent dwarf battle scenes.

15: THE CRACK: This open shaft drops
40 feet, then turns to become a sloping
passage that leads to the Lower Caverns
(Map 2, #l). <link>

16: SIGN OF BATTLE: Arrowheads,
sword shards, rivets lost from armor and
shields and other telltale signs mark this as a
place of battle. Yet there are no bodies.
Moreover, there are no indications of
obvious enemies or treasures.

The area appears empty because it is
empty. This should serve to put players on
their guard if the Pit of Bones did not.

17: THE KILLING GROUND: This cave
is marked with battlesigns similar to those in
#16, above. But when a party enters this
area, each member will experience a sudden
20° F. drop in temperature.

Detect Evil, Detect Good and Detect
Magic spells will all register positive in this
area. If the party is carrying a good light
source, there is a 10% chance that someone
in the party will realize that there are some
shadows on the walls that do not correspond
to anyone in the party.

The strange shadows are Shadows.
There are seven of them altogether. If left
undisturbed they will not attack and they will
not leave the Killing Ground. If questioned
(via Speak with Monsters or similar means),
the Shadows will merely say that this is a
place of ill omen and that the party would be
well advised to leave. The Shadows will certainly
fight if attacked.

These Shadows are the negative material
after-images of several men, good, evil and
otherwise, who were massacred on this spot
by the ogres of the Diggings. In this weird
afterlife they exist only to avenge themselves
upon their slayers. If the ogres stage an ambush
here (see item #05 to determine this),
the Shadows will leap to the defense of the
party. <cf. phantom>

The darkling protectors do not require or
expect any gratitude from those whom they
aid, but a word of thanks from the party
would show some class.

7 Shadows—AC 7 (+1 or better to hit);
HD 3+3; Move 12”; D/A 2-5 plus 1 point
strength drain; HP 22, 15, 14, 18, 13, 26,
11.
ML IV.

18: THE HOLE: Here there is an opening
to a down-sloping galley that leads to the
Lower Caverns (Map 2, #4). <link>

19: ROCK OF PHAGES: Here is a
boulder-sized object surrounded by a nimbus
of bluish-white light. A sickly-sweet smell
pervades the alcove the object rests in.

This a trap. The object is a boulder
covered with bioluminescent Gray Ooze. It
will engulf and attempt to devour the first
person who touches it. If someone prods the
Ooze with a pole or something first, he or she
will discover that the thing has a soft texture,
but this action will not goad the creature into
attacking. Only contact with living flesh will
attract it.

1 Gray Ooze—AC 8; HD 3+3; Move
1”; D/A 2-16; HP 22.
ML IV. 

20: MANTICORE DEN: The floor of this
cave is covered with fine black sand. A musky
animal odor hangs in the air. Otherwise, the
room is featureless.

Under the sand on the north side of the
cave is a deep depression. If the party sifts
through the sand in this depression, they will
immediately uncover 12 strings of cheap
costume jewelry, worth 5 c.p. apiece. After
an additional turn of sifting, the party will find
8 cats-eye gems of fair quality, each worth 35
gp. After 3 more turns of digging, the
party will discover a hoard of electrum
pieces, 1,070 in number. Further SEARCHING
will uncover nothing of value.

While all of this is going on, there is a 1 in
6 chance per turn of a pair of Manticores
returning to the cave. Since the cave is the
manticores’ den, the beasts will not be
friendly.

2 Manticores—AC 4; HD 6+3; Move
12”/18”; D/A 1-3/1-3/1-8 plus 6 volleys of 6
missiles, 1-6 per hit; HP 22, 19.
ML VI.

21: GRIFFON PERCH: As the party
approaches this point, any horses or pack
animals with the party will begin to display
signs of nervousness. There is, however, no
obvious sign of danger.

30 feet above the point, concealed above
a projecting ledge, are 3 Griffons. If a
party with animals passes beneath them, the
Griffons will pounce upon them and attempt
to carry away one or more of the beasts.

If the Griffons have the advantage of surprise,
their attack is automatically successful;
1-3 horses are lost along with any baggage
they bear.

Lacking surprise, the Griffons will attack
the nearest animals with their claws while
defending with their beaks. If, in a single
melee round, a Griffon is able to hit with both
claws while sustaining no damage itself, then
the Griffon will be assumed to have made it
back into the air with its prize.

The Griffons will fight until 2 are dead
or 2 get away with food. The other one will
then withdraw if possible.

The Griffons will not pursue a party into
the Pass.

3 Griffons—AC 3; HD 7; Move 12”/30”;
D/A 1-4/1-4/2-16; HP—36, 32, 28.
ML V.



22: ILLUSORY ROCK: To the unaided
eye, the east wall of this cave is a featureless
blank. But, in fact, the eastern wall is an
illusion. This illusion cannot be dispelled but
likewise it offers no resistance. It can be detected
in the same fashion as a secret door.

23: THE HAND OF EDURLAG: Beyond
the Illusory Rock is a passage which leads to
this chamber. The dominating feature of the
chamber is an enormous brown hand, 16
feet across the palm, which thrusts up
through the floor.

The hand will be motionless until a character
approaches within 10 feet of it. Then
the fingers of the hand will begin to writhe
and reach imploringly toward the player.

If anyone has the guts to climb up into
the palm of the hand, a soft glow like starlight
will suddenly suffuse the chamber and a
sweet, feminine voice will speak from the air,
saying, in Common,

    Know then that this was the fate of
    Edurlag, heroic Storm Giant of the
    Great North, who dared the terrors of
    the Demondance, battled the Legions
    of the Abyss and rescued Ningillan the
    White, Queen of Elves. Magnified to
    this wondrous size and imprisoned in
    the living rock of the Towers of the
    Sun, shackled by the awful power of
    She Who Died, Edurlag yet lives and is
    counted blessed by the Elvish people.
 
    Know then that Edurlag shall walk
    again. Followers of Evil, beware!

At the conclusion of this speech, any
characters of good alignment in the palm of
the hand will receive the benefits of a Heal
spell. Neutral characters will be unaffected.
Evil players will be mercilessly crushed by the
giant fingers, each receiving 6-36 points of
damage.

The hand will only perform in this manner
once per day.

24: PIT VIPERS: Several holes, each
about 1 foot in diameter, are visible in the
north wall of the galley <gallery?> here.

There is a 5 in 6 chance that 12 venomous
Pit Vipers will flow from these holes as
the party passes. Each snake is mottled
brown in color and about 4 feet long. Recall
that all Pit Vipers possess natural infravision.

A careful search of the snakeholes will be
rewarded with the discover of an ancient
leather bag. This bag contains 800 s.p., a
Potion of Cloud Giant Strength and 3
baby Vipers that will bite the first person to
reach into the bag.

12 Pit Vipers—AC 5; HD 1+1; Move
12”; D/A 1-2 plus poison; HP 7, 8, 9, 6, 8, 3,
3, 4, 6, 8, 7, 9.

3 Baby Pit Vipers—AC 6; HD ½; Move
6”; D/A poison only; HP 1, 1, 2.

25: MURDERERS MOST FOUL: The
terrible stench issuing from this cave
announces the PRESENCE of 3 Trolls who lurk
here and prey upon luckless passersby. The
Trolls are not particularly alert, so a quiet,
cautious party should be able to sneak by
without arousing the monsters.

The Trolls’ cave contains, in addition to
the Trolls themselves, a great litter of skins
and bones, all covered with a deep blanket of
white mold. If the trolls are disposed of and a
careful search is made of the cave, nothing of
any value will be found.

3 Trolls—AC 4; HD 6+6; Move 12”;
D/A 2-5/2-5/2-8; HP 26, 34, 31.
ML VI.

26: THE BREEZEWAY: Warm, wet air
blows through this opening. Here the galley <gallery?>
slopes downward and leads to the Lower
Caverns (Map 2, #5). <link>

Just inside the opening is a large, flat rock
set nearly flush with the floor. Beneath this is
the secret cache of the robbing Trolls from
#25, above. If the passing party detects this,
it will require a combined strength of 54 to lift
the stone. (If the trolls have not yet been
dealt with, the sound of this activity is certain
to bring them running.)

Under the stone is a hollow space filled
with pretty rocks. Rummaging through the
rocks will uncover nothing of value, but if a
party goes to the trouble of clearing the
pebbles out of the hollow space, the party
will find a crack in the floor which is lit with an
eerie glow. In the crack is an oaken chest, a
sheathed dagger and a gleaming, golden
shortsword.

The lock on the oaken chest is covered
by a Leomund’s Trap spell. Inside the chest
is a gem-encrusted goblet of obvious value,
worth about 5,600 g.p. What is not obvious
is that the goblet is an Item of Commanding
Water Elementals. Pure water must be
poured into the goblet to make it perform this
function.

The sheathed dagger is just a common
dagger, but the golden sword is obviously of
a magical nature. It is a Sword +1, +2 vs
<wizards> and enchanted monsters. It is
Lawful in alignment and is not intelligent. 



The Lower Caverns (Map 2) <link>
GENERAL: The Lower Caverns are the
deepest and gloomiest parts of the Fell Pass.
The temperature is a muggy 96°F. A steamy
mist reduces visibility, even infravision, by
half. Throughout the caverns there is an incessant
cracking-popping sound, as if the
stones themselves are restless and uneasy.

201: THE CRACK: The passage down
from the West End (Map 1, #15) empties out
here.

202: GRAY FUNGUS GLADE: Parasol-shaped
fungi, varying in height from 1 inch
to 15 feet, pack this chamber. The fungi have
a sharp, sweet odor.

If a party enters the fungus glade, it is
certain that one of the giant growths will
dump a load of spores upon them. The
spores have no immediate, obvious effect.

In fact, the spores are completely harmless
to living creatures. They will, however,
infest and spoil any bread, meat or cheese
that the party is carrying. Further, if the party
has with it the body of a fallen comrade
(keeping it with the intention of resurrecting
the character later), the spores will completely
and thoroughly poison the body, thus
eliminating the possibility of a successful revival
(except by a wish, of course).

These mushrooms are themselves, incidentally,
quite edible.

203: CHAMBER OF CHAINS: Firmly
anchored in the ceiling and walls of this cave
are many sets of manacles, forged of stainless
steel. The skeletons of several men,
dwarves and elves dangle from them. While
no shreds of flesh remain on the bones, the
marks and breaks in the skeletons suggest
that the victims were severely beaten and
tortured before they were killed.
______________________________________
While no shreds of flesh remain on the bones, the
marks and breaks in the skeletons suggest that the
victims were severely beaten and tortured.
______________________________________

204: THE HOLE: Here is the opening of
a passage which leads down from the West
End (Map 1, #18)

205: THE BREEZEWAY: A steady
breeze blows into this tunnel which leads up
to the West End (Map 1, #26).. <cf. zephyr>
206: RED FUNGUS GLADE: Globular,
red-and-white stippled fungi, 1 to 8 feet in 
diameter, populate this chamber. In the center

of the room is a cairn of boxes, crates and
chests. <what kinds of chests?>

The fungi are harmless. Searching

through the stacked crates and chests will
take a considerable amount of time (20
turns, if the party applies itself) and for the
most part the search will only reveal decayed
goods and sundries cast off by merchant
caravans lost long ago: bolts of mildewed
cloth, rotted silks, moldy herbs and spices, a
child’s coffin (mercifully, unoccupied), a
case of wine that went to vinegar years ago,
and many other such things.

There are 2 items of special interest.
One is a jewelry case, locked and trapped
with a poisoned barb.

The poison on the barb is old and has
long since lost its virtue. A character stung
with it will not be harmed, but the wound will
hurt like mad for the rest of the game day.

Inside the case are 6 fine gold chains,
each worth about 75 g.p. Note, however,
that these chains radiate a faint aura of magick,
giving away the fact that these chains are
of Fairy Gold, which, as everyone knows,
disappears when exposed to direct sunlight.
Until this happens, though, it is indistinguishable
from real gold, even to a dwarf.

The other item of interest is a locked
strongbox which contains 8 tubes, each 1
foot long and 2 inches in diameter, made of
waxy black paper. One end of each tube is
marked with a red stripe.

The tubes are fireworks similar to Roman
candles. When the end marked with the
stripe is lit, a tube will spew forth a 15-foot
stream of multicolored flecks of fire. This
pyrotechnic display is harmless, but is impressive
enough to frighten most unintelligent
monsters and to cause creatures of low
or semi intelligence to check morale. One
tube will bum for 1 full turn.

207: TREMBLING ROCK: In the center
of this galley <gallery?> is a circular area, 20 feet wide,
which is more darkly colored than the surrounding
stone and streaked with white
mold. Many tiny plumes of steam vent from
cracks in the floor within the area. A player
who steps into this sinister circle will sense a
thrumming vibration beneath his or her feet.
No, this is not a trap. It is merely an
interesting phenomenon of the Lower Cav
erns. The DM is encouraged,
however, to allow the players to think it is a
trap. Make them fear what they do not understand
(a safe, though ignoble, philosophy).

PSYCHOPATHIA GARGOYALIS:
There are a number of groups of Gargoyles
stationed at various points in the Lower Caverns,
so, to avoid unnecessary duplication,
herewith are a few notes of description and
explanation.

As is true of Gargoyles everywhere, these
denizens of the Fell Pass are winged monsters,
reptilian in aspect and chalk-white in
color. They are neither clever nor friendly.
Torturing the weak and the helpless is their
favorite pastime.

Each of the Gargoyles of the Lower Caverns,
however, carries a special mark. Each
wears a leather thong about its neck from
which hangs an irregular yellow crystal.
These pendants brand the Gargoyles as the
slaves of Xorddanx, Eye Tyrant and undis-
puted master of the Lower Caverns (see item <link>
#13). All of the Gargoyles here are very loyal
to Xorddanx and none would voluntarily act
against its master. Presently, the Gargoyles
are under orders from Xorddanx to capture
any intruders they see, if possible, or slay
them if necessary. Characters taken prisoner
will be brought before Xorddanx for
questioning.

_________________________________
There are a number of groups of Gargoyles
stationed at various points in the Lower Caverns. . .
Torturing the weak and helpless is their favorite
pastime.
______________________________________

208: GARGOYLE GUARDS: 3 Gargoyles
squat near the opening of this chamber.
They are alert and ready to confront any
party that comes within sighting distance.

3 Gargoyles — AC 4 (+1 or better to hit);
HD 4; Move 9”/15”; D/A 1-3/1-3/1-6/1-4,
HP 24, 23, 21.
ML IV.

_________________________________________
Xorddanx the Beholder is old and evil, and it did not
live to be old by being stupid. . .
_________________________________________

209: MIST OF MISDETECTION: This
chamber is filled with a strange purple vapor.
However, a party passing through this fog
will suffer no obvious ill effects.

The vapor will cause WARNING and detection
spells and devices to fail. This effect lasts
for 1 game day. Spell-casting characters are
allowed a saving throw vs. magick, but magical
items always fall under the vapor’s influence.
 

210: STRANGE SNARES: There are five
1-foot-diameter holes in the north wall of this
galley.

If a party approaches or attempts to pass
by these holes, 5 Giant Snakes will emerge
and attack. The snakes are venomous but
their venom is peculiar; a character who is
bitten and fails to make a saving throw vs.
poison does not die, but instead becomes
noncorporeal! The snakes’ venom acts in the
same manner as a Potion of Gaseous Form,
rendering the affected player completely insubstantial
for 10 turns. A character in this
form is naturally immune to normal physical
attacks, but is also unable to handle normal
material objects. The character’s clothing,
arms and armor will all fall to the floor. The
player will have to drift around naked until
the effect wears off.

In this connection, note item<area> #211
(below).

5 Giant Snakes — AC 5; HD 4+2; Move
15”; D/A 1-3 plus poison; HP 17, 20, 18, 19,
10. ML V.

211: THE WAY OF THE JACKAL: 4
Jackalweres are concealed within this cave.
They have staked out the adjacent passage
with the intention of robbing and eating hapless
travelers.

The Jackalweres know about the
Strange Snakes (#210). If they hear a party
fighting the snakes (90% likely), they will
wait until the battle is over and then confront
what remains of the party. If the Jackalweres
are not too badly outnumbered, they will
attempt to slay the characters who are still
material, thumb their noses at the rest, and
make off with all the loot they can carry.

Otherwise, being intelligent creatures,
the Jackalweres will only challenge a party if
the party is not obviously overwhelmingly
powerful.

4 Jackalweres — AC 4 (iron or +1 weapons
to hit); HD 4; Move 12”; D/A 2-8; HP
18, 14, 14, 25.
ML VI.

212: JACKAL’S MEAL: At the very end 
of this corridor are the dismembered bodies
of 3 elves. Portions of the bodies are
missing; those parts that remain have obviously
been chewed.

There is a secret door in the wall behind
the bodies. This is in the form of a large stone
that will require a combined strength rating
of 36 to move aside. When this has been
done, a cloud of poisoned darts will fly from
the opening behind the stone, dealing 1-4
hits to each player involved in shifting the
rock. The hits will do no damage but each
will require a saving throw vs. poison.

If the Jackalweres in chamber #211 have
not yet been dealt with, they are 90% likely
to hear the stone being moved. They are
certain to investigate this, since their looted
treasure is behind the stone. And, being possessive
by nature, they are certain to fight to
keep it.

In the space behind the stone are a multitude
of sacks, purses, bags and wallets. Altogether,
these items contain some 44,500
c.p., 1,600 s.p., 460 g.p., a modest sapphire
worth 50 g.p., a finely crafted jeweled dagger
worth 950 g.p., a vial of colorless liquid and a
locked, brass-bound book.

The liquid in the vial is a Polymorph
Potion that will transform the imbiber into a
Gargoyle for 6 plus 1-6 turns.

If the brass-bound book is opened, it will
be found to be an accounts ledger. But, concealed
in the inner lining of the binding is a
Scroll of Protection From Magic.

213: THE CHAMBER OF XORDDANX:
At the center of this cavern is a bright pink
pool of molten metal. Its heat is fierce; the
temperature in the chamber is 130°F. The
ruddy light of the molten pool etches intense
shadows on the rough-hewn walls and
ceiling.

Opposite the entrance to the chamber, 5
feet above the uneven floor, there is a wide
shelf of rock. Upon this squat 8 very large
Gargoyles, Xorddanx’s elite guard. They are
quiet and controlled, confident in their power
and the power of their master.

As the party enters or is dragged into the
chamber, Xorddanx itself will appear, floating
slowly from its place of concealment in
the cavern ceiling. It will examine the party
with its analytical, unpitying gaze.

Xorddanx the Beholder is old and evil,
and it did not live to be old by being stupid. It
will not hesitate to negotiate with a party,
even a lawful one, if the party is strong
enough to seriously threaten its safety. But it
is a stern and hungry bargainer and is possessed
of a tremendous will, strong enough
to dominate and organize the normally intractable
Gargoyles of the Fell Pass. It will
only accept a deal that accrues it some benefit.
Most agreements with Xorddanx will require
the party to sacrifice one or more of its
members.



If a party decides to do battle with Xorddanx,
the Eye Tyrant will withdraw to a point
above the molten pool where it can use its
magic while remaining out of reach of weapons.
It will usually employ its eye of Sleep to
take out low-level types, while concentrating
its eyes of Death, Disintegration and Antimagic
on the high-level characters. It will
leave physical combat to its guards.

The handling of Xorddanx must be left
mainly in the hands of the DM,
but it is intended that Xorddanx be a very
dangerous character, so the referee is encouraged
to SHOW NO MERCY. A low-level
party has no business thinking it can take on
a menace as obviously great as Xorddanx.
High-level parties often need to be taken
down a peg. Be strong!

Xorddanx keeps its treasure <hoard> in its
hiding place in the ceiling. Access is through
a Beholder-sized hole which leads up to a
spherical chamber. In the chamber are 4
locked and trapped strongboxes.

The first box, bound in iron, will release a
30-foot-diameter cloud of poison gas when
opened. Inside are 50 gold ingots, each of
150 g.p. weight.

The second box, bound in brass, will
launch a volley of six Magic Missiles at the
player who opens it. Inside are three vials of
liquid. These are Potions of Dragon Control,
one each for red, white and blue dragons.

The third box, bound in copper, will do
3-18 hp of electrical damage to whoever
touches it. Within are 2 tubes. The first
contains a scroll bearing the spell of Bigby’s
Interposing Hand. The second contains a
scroll with Bigby’s Clenched Fist written
thereon.

The fourth box, bound in steel, is coated
with an invisible contact poison. This will
affect all who touch it barehanded. Inside is a
Ring of Regeneration. Wear it in good
health.

Xorddanx, Beholder — AC 0/2/7; HD 13
(approx.); Move 3”; D/A 2-8; HP 63.
ML X.

8 Gargoyles — AC 5 (+1 or better to hit);
HD 4; Move 9”/15”; D/A 1-3/1-3/1-6/1-4;
HP 31, 27, 30, 26, 32, 29, 31, 32.
ML IV.

14: THE LOCKUP: This chamber has
been sealed with an iron wall. In the wall is a
heavy door, locked and barred on the outside.

Imprisoned within are 6 Centaurs, who
are being held here for the later amusement
of the Gargoyles. As might be imagined, they
are nearly mad with anxiety and are likely to
trample whomever opens the door of their
prison unless that person is quick to declare
himself |or| herself a friend.

The Centaurs will offer to join a party that
will agree to take them out of the Pass. While
none of the Centaurs is armed, they can all
kick like mules (so to speak).

6 Centaurs — AC 5; HD 4; Move 18”; D/A
1-6/1-6; HP 22, 15, 25, 14, 19, 16.
ML III. 

215: GARGOYLES AT PLAY: A party
approaching this chamber is sure to hear the
loud arguing and sound of fists hitting flesh
coming from inside. The voices are recognizably
those of Gargoyles.

There are 7 of the creatures here, watching
2 more slug it out for possession of a
sizable blue diamond worth about 1,400 g.p.
Since they are all preoccupied, the chances
of a party gaining the advantage of surprise
are doubled.

9 Gargoyles — AC 5 (+1 or better to hit);
HD 4; Move 9”/15”; D/A 1-3/1-3/1-6/1-4;
HP 22, 26, 15, 10, 24, 15, 19, 12, 9.
ML IV.

216: TANGLED WEBS: This galley is
clotted with 55 feet of spiderwebs. Visible in
the midst of this mass of silk are several mansized
bundles wrapped in silk.

The spiders that spun these webs are
long gone. The danger here lies in the bundles.
In this hot, damp environment, the
bodies wrapped inside the bundles have
reached an advanced state of decay and are
ripe with deadly bacteria. If the bundles are
poked or prodded in any way, they will
burst, releasing a noxious cloud of germladen
vapors that will fill the web-enclosed
section of the galley. Fire applied to the
bundles will destroy them safely.

The players exposed to the bacterial
cloud must save vs. poison or suffer the effects
of a Cause Disease spell. Naturally, a
Cure Disease spell will instantly reverse the
progress of the illness.

217. THE BREEDING GROUND: A peculiar
squawking, chittering sound can be
heard by a party approaching this cave.
Within the cave are 11 Gargoyles who are
keeping close watch over a dozen Gargoyle
eggs.

The Gargoyle eggs rest in a pit on the
south side of the chamber. The pit appears to
be nearly filled with golden sand. In fact, the
“golden sand” is actual gold dust, 4,000 g.p.
worth.

Naturally, the Gargoyles are not going to
let anyone get near the pit of eggs. They will
defend their “nest” to the death.

11 Gargoyles — AC 5 (+1 or better to hit);
HD 4; Move 9”/15”; D/A 1-3/1-3/1-6/1-4;
HP 22, 15, 12, 20, 26, 19, 17, 16, 26, 19,
22. ML IV.

218: THE RACK: In this chamber is a
heavy wooden table equipped with iron
chains and manacles. The table is covered
with dark stains.

This is the gargoyles’ “playroom,” where
the monsters break the bodies and spirits of
those unfortunate enough to fall into their
clutches.
_____________________________________
Well concealed in the northwest end of the chamber
are the bones of a party of adventurers that did not
make it . . .
________________________________________

219. WHITE FUNGUS GLADE:
Towering, pale toadstools crowd this chamber. Between
the giant fungi hang sheets of dense
spidersilk, and many Large Spiders can be
seen scuttling about in the shadows.

There is an opening in the east wall of the
chamber. The tunnel beyond the opening is
a smooth tube that corkscrews upwards and
leads to the East End (Map 3, #l). <link>

The spiders will not bother the party if it
moves quickly through the chamber. But if it
lingers, then beginning in the turn after the
party entered, the spiders will begin to attack
at the rate of 1-4 per turn. There are 20 large
spiders altogether.

Well concealed in the Northwest end of
the chamber are the bones of a party of
adventurers that did not make it. Their skeletons
are seen to be clutching a large canvas
bag.

In the bag are 2,600 s.p. and a beautifully
wrought silver web belt worth 1,960 g.p.

20 Large Spiders — AC 8; HD 1+1; Move
15”; D/A 1 plus poison (saving throw +2);
HP 3, 3, 6, 2, 6, 2, 3, 2, 7, 7, 9, 3, 5, 6, 6, 4, 8, 7, 5, 9.
ML III.

220: GEYSER DJINN: There is a low rise
in the middle of this galley. From the peak of
this rise vents a plume of steam shot through
with scintillating white lights.

If a character climbs the rise or if the
plume of steam is disturbed in any way, a
mighty Djinni will suddenly materialize out of
the plume. Brandishing a shining, silvery
scimitar, the Djinn will bellow in a terrible
voice, “MORTAL FOOL! KNOW YOU
WHAT COMES AT THE END OF LIFE?”

The correct response to this is, of course,
Death comes at the end of life.” To this the
Djinn will reply, “EVEN SO! NOW TAKE
THIS BONE, YAPPING DOGS, AND DISTURB
ME NO MORE!” So saying, the Djinn
will hurl a small bag at the party, become
gaseous and vanish into the geyser plume
once again. The bag contains 30 pieces of
silver.

Smart-aleck players may answer the
Djinn’s challenge by saying, “The letter ‘e’
comes at the end of life.” This flippant answer
will enrage the Djinn. “MISERABLE
JESTER!” the Djinn will shout, “LOOK TO
YOUR HEAD!” The Djinn will then fly at the
offending player, scimitar swinging. If, as is
likely, the Djinn slays the wisemouth, the
Djinn will indeed take the character’s head,
thus preventing any normal attempt to resurrect
the player. Head in hand, the Djinn will
then disappear into the geyser.

Further attempts to rouse the Djinn will
result in the geyser erupting, delivering 6-36
points of damage to all within a 20-foot radius
of the geyser (saving throw allowed).

If the Djinn is defeated in combat, the
Djinn’s body will vanish but his sword will
remain behind. This is a +3, Chaotic Good
scimitar.

1 Djinn — AC 4; HD 7+3 (+3 to hit
probability); Move 9”/24”; D/A 2-16; HP
34.
ML VI.

221: GARGOYLE GUARDS: In this
chamber are 3 more members of Xorddanx’s
Gargoyle army. They lurk in the
shadows behind the entrance, ready to
pounce on any intruders who enter or pass
by.

3 Gargoyles — AC 5 (+1 or better to hit);
HD 4; Move 9”/15”; D/A 1-3/1-3/1-6/1-4;
HP 16, 21, 17.

222. THE STRANGLING POOL: On top
of this scummy stagnant pool floats a mass of
mottled green-and-brown weeds.

If a character approaches within 5 feet of
the pool, 5 Strangle Weed fronds will rise up
out of the pool and attempt to grab the character.
If the character is caught and crushed
(as per the Strangled Weed description given
in the Monster Manual), the body will be
dragged into the pool.

If the pool is carefully dredged (and it will
take at least 12 turns to do a thorough job),
the party will uncover the remains of many
former victims of the weed, as well as 12 c.p.,
14 s.p., 15 g.p., a +1 <medium> shield and 12 +1
magic arrows.

5 Strangle Weeds — AC 6; HD 4; Move
0”; D/A special; HP 16, 16, 14, 22, 20.
ML II.

223: FOG OF FORGETFULNESS: A
curtain of shimmering chartreuse mist hangs
across this passage. Characters passing
through this curtain will feel no immediate ill
effects.

The chamber beyond the curtain of fog is
apparently empty. But if one of the characters
who entered the chamber is a <wizard>
or <priest>, and if this character comes
within 3 feet of the northeast wall, bright
letters of Illusionary Script will suddenly ap 
pear on the wall. The message of the script is
in Common, and reads,

    “Woe to you, brother magicker! For
    know you now that the emerald mist
    which closes this place is a product of
    awful conjury, and shouldst thou
    again penetrate yon sinister barrier,
    you shalt surely become bereft of
    thine eldritch arts and skills, diminish
    and become as mortal man. Know
    you this and weep, for it is true. So
    writes Tygard tiJulian, the oncewizard.”

In actual fact, this is not true. Tygard
tiJulian was a senile old man who blamed
“terrible, unseen enemies” for his deteriorating
magickal abilities. The green mist is completely
harmless. However, there is no way
that the spellworking character can know
this. The spellworker might ask him or herself,
though, how tiJulian, who apparently
fell victim to this “curse,” was able to etch his
Illusionary Script if he had lost his “eldritch
arts and skills.”

224: THY NAME IS MUD: This chamber
appears normal, except that the floor of the
cave is perfectly level and smooth. In the
center of the floor are several cloaks, coats
and small sacks, tossed together in a heap.

Some years ago, a passing druid used a
Transmute Rock to Mud spell on the floor of
this chamber, and in so doing was able to
eliminate the monster that once dwelt here.
But, due to the unusual heat and humidity of
the Lower Caverns, the mud never entirely
dried. So, should a player enter this chamber,
the floor will give way under the player’s
weight and the player will be hip-deep in
hungry brown ooze. The player will sink and
suffocate in 1 turn unless he or she can fly or
levitate, or someone outside of the chamber
throws the player a rope.

The heap of cloaks, coats and sacks contain <1 small sack, 3 large sacks>
nothing of value. They are just the visible
remains of an earlier party of adventurers
who were trapped by the mud.

225: THE LOW ROAD: Beyond this
opening is a gallery which climbs upwards to
the caverns of the East End (Map 3, #2). 
<link>

26-27: THE LOOP: Due to a peculiar
space-distortion effect, the tunnel that connects
these openings seems to slope upward
regardless of the direction of travel. A party
passing through the Loop will think it has
climbed 50 or 60 feet, when in fact it has
remained on the level of the Lower Caverns.

The East End (Map 3)
GENERAL: The mean temperature of
the East End is 85°F. and it is uncomfortably
humid. The floors, walls and ceilings of all of
the corridors and chambers of the East End
are slick with condensation and fuzzy with
grayish-green moss.

THE TREADMILL: On the map there is
marked with stars an elliptical route. This is
the Treadmill. If a party crosses or travels
along this route for any distance, roll for a
wandering monster encounter. The 1st such <link>
encounter indicated will be a meeting with
Sister Felicity Grace, High Priestess of the
Church Militant of Uldra and prisoner of the
Treadmill.

Sister Felicity is a charming, fortyish
woman, wise in clerical magic and strong in
battle. She is Neutrally aligned. As she will
freely explain to any party she meets, she is
on a pilgrimage for her goddess, and while
seeking a safe route through the Towers of
the Sun she accidentally wandered into the
Fell Pass. She is eager to find a way out and
would be glad to join a party with a similar
interest.

Given her alignment, her high charisma
and her useful clerical skills, the Dungeon
Master should consider it likely that the party
will accept Sister Felicity as a traveling companion,
even if this is against the party’s usual
practice. If she has to, she can even offer a
bribe of diamonds (up to 12, each worth 500
g.p.) to the party, although she will only do
this as the very last resort.

Sister Felicity has an excellent reason to
want out of the Pass. She is, to borrow Fritz
Leiber’s elegant phrase, “under the thumbs
of the gods.” For 10 years now she has been
doomed to circle around and around the
path of the Treadmill, unable to leave it because
of a curse that prevents her from
seeing the true path. She hopes to escape
this fate by following a party that can see the
way out, not realizing that by joining this
party, she extends her curse to them.

What this means is that as long as Sister
Felicity accompanies the party, the party can
only follow the starred route of the Treadmill.
Furthermore, the illusion/confusion component
of the curse will prevent the players
from realizing that they are traveling in circles.
They will instead think themselves lost
in an infinite, subterranean labyrinth.

The only way to escape this trap is to
abandon, drive off or kill Sister Felicity. Only
after this has been done will the party be able
to see the way off the Treadmill. All other
methods of escape must fail.

(And this, you see, is the true nature of
Sister Felicity’s curse. She is condemned for
life to be cast out or attacked by those she
befriends. Perhaps one day whatever gods
there be will take pity on her and free her.
But do not stand on one foot waiting for this
to happen.)

Sister Felicity wears +3 enchanted
chainmail and carries 12 500 g.p. gems in
her belt (as mentioned above).

Sister Felicity Grace, High Priestess — AC
2 (+3 chainmail); HD 9+2 (10th level);
Move 12; D/A 2-7 (mace); Str 14; Int 13; Wis
15; Con 12; Dex 12; Cha 18; HP 44. She will
hold these spells when encountered: Cure
Light Wounds (2), Command, Protection
from Evil, Hold Person (2), Speak with Animals,
Silence, Continual Light, Cure Disease,
Dispel Magic, Cure Serious Wounds
(2), Neutralize Poison, Flame Strike (2).
<holy water, iron nails, sulphur>



301: THE TUBE: Through this opening is a
smooth, round tunnel that spirals down to
the Lower Caverns (Map 2, #219).

302: THE LOW ROAD: This gallery
leads down to the Lower Caverns (Map 2,
#225). As the party passes through the opening,
the sound of ringing, maniacal laughter
will reverberate throughout the chamber. It
will seem to come from every direction and
has no apparent source.

303: THE INVADERS: An orc raiding
party is bivouaced in this cave, preparing
itself for a sortie into the Lower Caverns.
Guards, alert, armed and ready, flank the
entrance. There is no possibility of surprising
these guards unless some form of invisibility
is used.

The leader of this troop is Thurast Dwarfslayer,
a cunning orc who is far more dangerous
than he appears. Thurast keeps four
large Dire Wolves at his side at all times, and
he controls these brutes with his Ring of
Animal Control, which he keeps hidden beneath <new magick item>
his right gauntlet. His armor +1 plate <mail>
and he carries a +2 scimitar.<sabre>. These extraordinary
aids have made Thurast mighty in
battle, and thus his followers are exceptionally
loyal (for orcs).

The followers of Thurast wear chainmail
and bear normal scimitars.

Each of the orc regulars has 2-12 g.p.
stashed in his field pack. Thurast himself has
190 g.p.
<7, 5, 5, 6, 12, 7, 4, 10 = 56>
<7, 6, 11, 5, 4, 9, 9, 11 = 62>
<190>
<total: 308 gp>

Thurast Dwarfslayer — AC 1; HD 2 (+2 to
hit); Move 9”; D/A 1-8; HP 16.
ML I.

4 Dire Wolves — AC 6; HD 4+4; Move
18”; D/A 2-8; HP 26, 27, 28, 25.
ML III.

16 Orcs —AC 5; HD 1; Move 9”; D/A 1-8;
HP —3, 5, 1, 2, 5, 7, 5, 2, 7, 8, 5, 6, 2, 6, 6, 3.
ML I.

304: THE SWORD IN THE STONE: A
broadsword is sunk to the hilt in the northwest
wall of this alcove. Strange runes and
glyphs are visible on the swords grip. The
sword radiates a clear aura of magick.
-
If a fighter of level 4 or greater grasps the
sword, both the fighter and the sword will
abruptly vanish, teleporting to the Circle of
Skulls (#305A, below). If any other type of
character or more than one character grasps
the sword, the offending player or players
will receive 2-12 points of electrical damage
(½ saving throw allowed).

305A: THE CIRCLE OF SKULLS: The
fighter will find himself or herself deposited
here, sword still in hand, in a dimly lit chamber
whose walls are lined with the skulls of
creatures of a dozen human and inhuman
races. The skulls are all whispering to each
other, and chanting aloud, “No escape but
death . . .no escape but death . . . no escape
but death . . . .”

Through a low archway in the northeast
wall can be seen a short passageway leading
to a brightly illuminated room.

305B: THE CIRCLE OF CONFLICT: A
raised dais 10 feet in diameter is the only
object in this room. The dais is seemingly
made of fine, white marble, yet it shines with
a brilliant white light.

When the fighter steps onto the dais,
3 things will occur simultaneously:

The fighter and the Sword from the
Stone will instantly shrink until the fighter is
but 6 inches tall. From the fighter’s frame of
reference, it will appear that the dais suddenly
expanded into an arena 120 feet in diameter.
The fighter’s clothes and regular
equipment will likewise seem to grow to outlandish
size. On this scale, only the Sword
from the Stone will be usable as a weapon.

Secondly, a dome of the same material
as the dais will clamp down over the arena,
thus preventing the fighter from leaving the
area.

And finally, a Flesh Golem bearing a
sword identical to that of the fighter will appear
in the arena. Wordlessly, the monster
will advance on the fighter and engage
combat.

This fight has been rigged. The fighter’s
sword, though magical, will not be able to
harm the Golem. Nor can the Golem be hurt
by its own sword. The only possible outcome
of this combat is the death of the fighter,
hacked to pieces by a monster against which
the fighter is helpless.
___________________________________
The only possible outcome of this combat is the
death of the fighter, hacked to pieces by a monster
against which the fighter is helpless . . . 
_____________________________________

But this death is NOT final. The death is
real, yes, but the power that built this trap can
also raise the dead. After his or her defeat in
the arena, the fighter will reappear back at
the alcove of the Sword in the Stone (#304),
physically fit but mentally in shock. There is a
50% chance that the terrible “death experience”
that the fighter just endured will so
unnerve the fighter that he or she will renounce
the profession forever and take up
some other class. Modify this probability
downward 5% for every level the fighter has
achieved above the 4th. Subtract 10% for
every time the fighter has been previously
resurrected</raised>.

(The trap of the Sword in the Stone was
constructed ages ago by a mighty wizard
who despised fighters. The rationale is that,
having experienced the terror of falling before
a warrior’s blade, the fighter will be unable
to inflict the same terror upon others. Of
course, long experience in battle will make a
fighter less susceptible to this sort of conditioning.)

Flesh Golem — AC invulnerable; HD 9;
Move 8”; D/A 2-8 (by sword only); HP effectively
infinite.
ML VII.

306: THE POOL OF SOULS: A slow but
steady tink-tink-tink of dripping water
echoes through this chamber. A pool of
black liquid covers the northeast half of the
cave. Wisps of steam dance across the surface
of the pool.

If the pool is disturbed in any way, 4
Wraiths will rise from the pool and attack the
party. Characters that become Wraiths will
be spiritually bound to the pool, as their new
“masters” are.


Incorporeal wraiths lunge toward an adventurer

The inky liquid of the pool is completely
opaque, but if players grope around in the
pool for two turns, they will discover 13 +1
magic arrows, a dagger +2 vs man-sized
opponents, +3 vs orcs, goblins and kobolds,
750 g.p., 460 s.p., and 2 Scarabs of Death.

4 Wraiths — AC 4 (silver or magic weapons
to hit); HD 5+3; Move 12”/24”; D/A
1-6 plus drain 1 life energy level; HP 22, 24,
30, 27.
ML VI

307: BLACK FOG: This area is choked
by an oily black mist. Characters passing
through this noisome fog will experience
coughing fits, dizziness and nausea.

Aside from the effects described above,
the black fog is harmless. Note, however,
that this unpleasant and sinister encounter is
sure to weaken the morale of the NPCs 
accompanying the party (-2 on

all morale checks for the next 20 turns)

308: PUDDLE OF SLIPPERINESS: This
passage slopes sharply down and then up
again, creating a basin which is filled with a
viscous, brown liquid.

The liquid is identical to Oil of Slipperi-
ness. Characters who step into the puddle
will not be able to keep their footing unless
they are equipped with crampons, spiked
boots or similar footgear. Without such
equipment, the puddle can only be crossed
at a slow crawl, 3" per turn.

When the character at last emerges from
the puddle, his or her footgear will naturally
be coated with the slippery slime. The slime
will have to be removed from the player’s
boots, or else the player will slide and fall with
every step. Wine, or any other alcoholic liquid,
will serve as a proper cleaning agent.

309: THE STAIRWAY TO ELSEWHERE:
A series of hand- and foot-holds
are cut into the southeast wall of this chamber.
They lead up to the ceiling and stop,
apparently going nowhere.

If a character climbs this ladder to the top,
he |or| she will abruptly vanish. The effect is
very similar to a rope trick, for there is an
invisible extra-dimensional space at the top
of the ladder. Characters can move from the
space to the ladder and back at will.

The space at the top of the ladder is a
circular room, 30 feet in diameter, with
greenish, glowing walls. Hovering in the center
of the room is a crystalline sphere, 4 feet
in diameter, which contains the wizened
body of a very, very old woman. <ancient?>

If a character comes within touching distance
of the sphere, the old woman’s eyes
will open. “Ah, my pretty,” she will say in a
voice dripping with ancient evil, “have ye
come to give old Gran’ a present? What is it,
now? What will you give me?” A sly, hungry
look will cross her time-ravaged face. “For
the gift of a life, old Gran’ can tell ye a
secret.”

For a blood sacrifice, the woman in the
sphere will answer one question. Accuracy
and completeness of the answer will be near
total. (Human sacrifice is not necessary; an
animal will do.) The woman in the sphere
will also accept sacrifices of valuables or
magic items, but in this case her response will
only be a convincing lie.

The sphere that holds the old woman is
completely resistant to physical and magickal
attack. The old woman cannot be threatened
or harmed, but neither can she harm the
players, except through her lies and deceit.

310: EYES OF DARKNESS: Hidden in
this chamber, concealed among the cracks
and irregularities of the ceiling, are many tiny
Bats. They are timid creatures but are attracted
by any sort of fire. If a character bearing a
torch, lantern or the like enters this chamber,
the bats will immediately swarm around the
character. The little creatures will not attack,
but they will flap about and obscure the
player’s vision, and they will follow the player
until they are killed or driven off.

30 Bats — AC 7; HD ¼; Move 3”/18”;
D/A 0; HP (any hit will kill).
ML I.

311: THE HOWLERS: 12 skinny adolescents
lounge around a small fire in the middle
of this cave. They all carry swords but <broadswords?>
wear no armor.

If approached by a party, the teenagers
will prove to be arrogant and nasty. They will
refuse to answer any questions about themselves
or about the Pass, and will rudely
advise the party to “<fuck> off, or else!”

If attacked or threatened, the adolescents
will revert to their true Werewolf forms. Being
young and stupid, they will attempt to take
on any party, regardless of its size and
strength, but they will retreat if they sustain
more than 25% casualties.

Each of the Werewolves has 2-20 g.p.
stashed away in his or her backpack.
<10, 13, 12, 14, 10, 12>
<9, 14, 10, 10, 14, 15>
<110 + 24 = 134 gp>

12 Werewolves — AC 5 (silver or +1 or
better to hit); HD 4+3; Move 15”; D/A 2-8;
HP 17, 18, 22, 30, 12, 20, 25, 26, 20, 21, 22, 20. 
ML IV.

312: THE TERRACE: This area is outside
of the Fell Pass, but there is no way down
from here except by flight or a hazardous
climb down a 600-foot, sheer cliff face. Non-thieves
and non-monks will very probably
die if they attempt the climb; DM discretion is advised.

313. CURRENT EVENT: At the rear of
this cavern is a dull, black monolith. Close
examination will reveal that the block is of
iron and that it is completely unmarked and
featureless.

This is a trap. The monolith is electrically
charged, and a player who touches it will
receive 1-4 points of damage per turn that he <item saves?>
or she is in contact with it. Note that the
electrical current will cause the character’s
muscles to lock, paralyzing the character. A
2nd character touching the 1st will also
be paralyzed, as will a 3rd, a 4th, and so
on. These trapped characters can only be
freed by someone using a non-conductor
(like a pole or a rope) to push or pull the
characters out of contact with the block.

314: WYVERN LAIR: A mated pair of
Wyverns guard the opening in the northeast
wall of this cavern. As one of the beasts is
always awake at any time, they are difficult to
surprise. In a circle around them are the skins
and bones of many earlier kills, as well as
several large bags and chests. <iron or wood?> 

Wyvern (Ral Partha)

3 of the bags contain gold dust, each
500 s.p. worth. One of the chests contains
what appears to be a collection of rare silver
coins, worth some 5,000 g.p. to a collector.
In fact, these coins are inexpensive replicas
of the actual coins, and are really silver-plated
copper, altogether worth 50 s.p. Only a
dwarf or an expert numismatist will recognize
the coins as fakes (as will any collector that
the players try to pawn the coins off on).

2 Wyverns — AC 3; HD 7+7; Move 6”-
/24”; D/A 2-16/1-6 plus poison; HP 28, 26.
ML VI.

315: THE LONG STEP: The tunnel
down from the wyvern’s lair ends suddenly
with a sheer, 600-foot drop into a rocky,
pine-strewn wilderness. Flight is the only safe
means of descent from here. Only thieves
and monks have any chance at all of surviving
a climb down from this height.

316: RAT HOLES: Several ominous-looking
holes, each 1 foot in diameter, are
dug into the west wall here. From within the
holes peep dozens of tiny, red eyes.

The eyes belong to a pack of normal wild
Rats. The rats are not a threat and will retreat
into the depths of their lair if approached.

317: ROCKY HORROR: There are piles
of rocks collected in the north and south
ends of this area. Concealed behind each of
the 2 rockpiles is a young, prankish Hill
Giant. As the party passes between them, the
giants will leap out of hiding and begin raining
stones upon the party. This is a Hill
Giant’s idea of fun.
_____________________________
As the party passes between them, the giants will
leap out of hiding and begin raining stones upon the
party. This is a Hill Giant’s idea of fun. . .
_____________________________________

The giants are not serious enemies, and
will retreat from a forceful attack. They will
NOT pursue a fleeing party. They will, however,
laugh uproariously and shout obscenities
at the retreating adventurers.

2 Hill Giants —AC 4; HD 8+1; Move 12”;
D/A 2-16, also hurl rocks for 2-16 hp; HP 20,
24.
ML base VII.

318: EXIT: Here the Fell Pass opens. The
trail proceeds south down the mountainside.

19: LAST WORDS: Carved here in the
letters of the Common tongue are the words,
“I’D TURN BACK IF I WERE YOU!”

A trail of dried blood leads from this inscription
to the edge of the cliff.

ABOUT THE AUTHOR
-

-
The author is one of those rare birds,
a native Californian, born, raised and
happily residing in San Diego. He became
enamoured of fantasy and science
fiction at an early age; the first books he
checked out of a public library were
Eager’s Half Magic and Heinlein’s The
Rolling Stones.

He was initiated into the mysteries of
Dungeons & Dragons in college. Glancing
through a friend's notebook, he innocently
inquired as to what a “Ring of
Regeneration” could possibly be. The
answer astounded him. In the years
since he has done his best to remain astounded and to spread his astonishment to others.

He prefers refereeing to adventuring. This, he explains, is because he enjoys devoting hours to designing
maps, traps and monsters even if his players smash them to pieces in a few minutes. He denies that his
preference is due to the absurdly high mortality rate among his own PCs. (He had a character
that reached the eighth level once.)

When not weaving the destiny of his private cosmos, the author is a systems programmer for a computer
consulting firm.

He sincerely hopes that everyone enjoys fighting for his life in the Fell Pass.



 
 
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