After allowing yourselves a brief rest, you pull side the curtain on the left. You see an empty room 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. 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!