Halls of Bolide - Level 1

1. A large statue sits in the middle of this room, and when it is approached it will slowly repeat the following numbers: 50, 60, 30, 30.

2. This is a 40 ft. deep pit in the middle of the corridor. Scratched into the stone at the bottom are the numbers: 30, 30, 120, 40.


3. Scrawled on the ceiling here are the numbers: 30, 100, 40, 50.


4. Under a loose stone in the floor at this point is a piece of paper upon which the following numbers are written: 50, 40.


5. In the middle of this corridor lies a Brown Mold. Beneath it is a small trapdoor, below which are the following magic items: a normal mace, a Ring of Magic Resistance (ST+4 vs magic), a Staff of Power (only 10 charges remain of each power), and a Sword +4 (INT: 11, EGO: 2, Neutral).


6. In the middle of the corridor is a 10 ft pit with steel spikes at the bottom (4 six-sided dice damage per character falling in). When looked at from above, the arrangement of the spikes spells out the number “50”.


7. In the very center of this room is a small, but deep pool of very clear water. There appear to be a few hundred platinum pieces (600 to be exact) at the bottom, about 30 ft. down. Every turn the party is within the cavern, there is a 10% chance (not cumulative) of an Umber Hulk (HP: 49) emerging from the south wall and proceeding to attack the party.


8. This is a noise corridor that emits such a great amount of noise that nothing can be detected beyond any of the doors; the noise drowns out all other sounds.


9. After passing this point, the party will see an Orc turn the corner up ahead and charge towards them. He has a glazed look in his eyes and appears to be on a ‘Kamikazi’ run, as he waves his sword above his head. He has only one hit point, and if he is hit, he will immediately explode, causing 5 six-sided dice damage to everything within 20 ft. of him. If, however, the party moves aside, the Orc will continue to run past the party, disappearing in the darkness behind the party.


10. This room is filled with Cloudkill gas (see spell of same name) that is released when the door is opened.


11. 2 Wyverns (HP: 29, 32). They have been turned invisible with the spell, and, as a result, they gain total surprise in the first round. Behind a loose stone in the east wall is an Axe +3.


12 – 20. Empty


21. Apparently empty, this room contains one Green Slime that is waiting for an unsuspecting meal on the ceiling (HP: 9).


22. 3 Mummies (HP: 29, 22, 33).


23. 8 Wights (HP: 16, 11, 12, 6, 17, 17, 11, 12).


24. 3 Hill Giants (HP: 49, 39, 50). They have had an illusion thrown upon them so as to make them appear as rather small and wimpy ogres until they are attacked.


25. 2 Fire Giants (HP: 37, 54). The larger’s helmet is actually a Helm of Reading Magic and Languages.


26. 1 Displacer Beast (HP: 27).


27. 3 Salamanders (HP: 41, 45, 22).


28. 1 Lurker Above (HP: 29).


29. 1 Hydra of 7 Heads (HP: 56). One huge chest containing 6900 SP and 6700 CP is in the back. In a secret compartment in the lid are 4 potions of Extra-Healing.


30. 3 Hell Hounds (HP: 13, 18, 13).


31. 5 Wraiths (HP: 25, 28, 30, 22, 25).


32. 17 Ghouls and 2 Ghasts (HP: 9, 11, 6, 10, 5, 15, 15, 16, 14, 9, 10, 7, 2, 9, 7, 10, 10) and (HP: 13, 17). There is one chest in the back containing 3200 EP and 1700 GP.


33. 3 Shadows (HP: 15, 16, 19). There is one chest in the back containing 8000 SP.


34. 2 Bombardier Beetles (HP: 23, 18). An invisible small coffer lies in the back containing 20 100 GP Gems.


35. 4 Carrion Crawlers (HP: 17, 9, 19, 17).


36. 7 Werewolves (HP: 20, 17, 22, 28, 21, 29, 25).


37. 1 Will o’ Wisp (HP: 40). Lying in the back are a Sword +3 (INT: 7, EGO: 3, C/G) and a potion of Etherealness. Behind a loose stone in the west wall is a Staff of WIthering with 52 charges left.