Halls of Bolide - Level 3

1-4. Each of these rooms contains 1 Spectre (HP: 42, 30, 45, 41) and a very valuable jewel-encrusted sword that is mounted on the back wall. If the door is broken open (treat as wizard-locked), it is one-way (in). It will not close, though, until the sword on the back wall is touched, at which time it flies shut and cannot be opened from the inside without the correct magical words (see 5). It can be opened from the outside again, but if the sword is being touched by anything foreign to it or if it is dismounted from its place on the wall, the door will not open under any circumstances.


5. Magic runes are set on all doors along this corridor. All are identical, and they are the words that, if read (va a Read Magic spell) and then spoken, will open the door to which they are directed. The words are “SuYala”.


6. 2 Basilisks (HP: 41, 25). They are guarding ten chests that each contain 3900 EP.


7. 2 Green Slimes (HP: 9, 7). They share the ceiling of this room that contains a rather large share of rubbish, among which a pair of normal boots and a normal cloak have been thrown.


8. At this point in the corridor, 3 Lawful Good Superheroes (HP: 42, 46, 54) are found fighting a purple worm (HP: 77).


9. 17 Giant Spiders (HP: 26, 22, 16, 27, 26, 25, 30, 17, 22, 24, 27, 13, 28, 19, 17, 18, 18). They have blocked the passage with their webs which are all over the ceilings and walls as well. As a result, the spiders will attempt to attack from all possible sides: dropping from above, moving around behind and attacking from the front. They possess no treasure.


10. 28 Skeletons (HP: 5, 6, 8, 7, 1, 7, 5, 1, 2, 1, 7, 8, 7, 2, 5, 2, 1, 8, 8, 6, 5, 3, 5, 4, 5, 6, 4, 4). They have but one Hit Die, yet they attack as if they were 10th level fighters, and they can fire their finger joints (5 at a time) as if they were +1 Arrows. There is an unlocked chest in the back of the room which contains a Longbow +2 and 30 +2 Arrows.


11. In the center of this room is a small fountain that is full of very diluted Extra-Healing potion. As a results, 6 ounces of the liquid must be consumed to regain 1-10 hit points. The only problems are: 1) too much of any liquid give a person cramps and slows them down physically; 2) in the fountain is one Water Wierd (HP: 23). The fountain recyles any liquid that it contains, and there are only 80 gallons of the dilluted potion, so there are only a total of 427 doses worth. Also, if the Water Wierd is killed at any time (via a Purify Water spell), it will reform again anyway, only it will be 2-12 hours later.


12. In this dust-filled corridor is a permanent whirlwind and, therefore, anyone passing through is temporarily blinded (4% chance of permanency). The blindness, though, only lasts for the time spent within and an additional 20-30 seconds afteward (if not permanent).


13. This huge cavern contain 1 old, average sized, Black Dragon (HP: 42) that, if not asleep, automatically gains the initiative the first round, since the characters are just leaving the dust storm (see 12). Its treasure consists of 650 PP, 4700 GP, 6700 EP, 8700 SP, 9800 CP, 4 3000 GP pieces of jewelry, and Gauntlets of Dexterity.


14. 1 Type 1 Demon (HP: 33). It has lost its ability to gate. On the wall is a huge painting of an eerie, empty cemetary. Starting on the 5th round after the room is first entered by the party, one wraith emerges from the painting. Every round after that, another wraith emerges, up to a total of 27. In a large blocked chest in the rear are a Sword +1 (INT: 8, Ego: 1, Neutral) and a Sword +3, Nine Steps Draining Ability (INT: 6, Chaotic Evil). The wraiths’ hit points are: 24, 16, 31, 23, 21, 25, 28, 17, 30, 14, 25, 23, 29, 28, 24, 24, 26, 25, 26, 30, 28, 25, 26, 18, 20, 21, 36.


15. 2 10th Level Liches (HP: 45, 43). They are guarding two very large, red sapphires that are resting upon a large pedestal in the back of the room. Each stone is valued at about 50000 GP, but they are also the eyes of the statue #1 in the Great Hall (Level 4). Each has 39 spell points and their spells are: #1) Dancing Lights, Magic Missile, Shocking Grasp, Charm Person, Invisibility, Mirror Image, Web, Ray of Enfeeblement, Slow, Fireball, Lightning Bolt, Fear, Confusion, Teleport, and Conjure Elemental; #2) Charm Person, Enlarge, Magic Missile, Dancing Lights, Invisibility, Detect Invisibility, Mirror Image, Pyrotechnics, Hold Person, Slow, Lightning Bolt, Fumble, Fear, Feeblemind, and Conjure Elemental. Their favorite tactic is to turn invisible, teleport out into the hallway behind the party, and then conjure up a mean elemental.


16. 10 Stag Beetles (HP: 27, 23, 35, 40, 31, 31, 38, 37, 40, 40). They are preparing to feast upon the dead bodies of 3 superheroes and 2 sorcerers. On the body of one of the fighters is a Ring of Three Wishes (only one remains), and next to the body of another lies a Spear +2. One of the sorcerers still clutches on to a Staff of Light which acts as a permanent torch that can be turned on or off at the owner’s will. It will act only in the hands of a magic-user or cleric.


17. 10 Blink Dogs (HP: 19, 19, 26, 14, 28, 13, 22, 21, 16, 31). They are eager to help any party that is predominantly lawful good, but will attack most anyone else.


18. The first 20 ft. in depth of this room is totally engulfed in a non-magical fog (visibility is only one foot). After the twenty feet the fog completely vanishes, leaving the rest of the room normal. Behind this fog curtain lurk 5 Spectres (HP: 39, 41, 37, 36, 43), and in the corner (x) is an illusionary pile of gold and gems, hiding a 40′ deep pit. At the bottom of the pit is a small coffer containing an Axe +3, a normal dagger, and 4 potions: polymorph self, ESP, longevity, and etherealness.


19. This appears to be an empty room, but behind a loose stone in the wall (x) is a small coffer. When opened, it releases one Ghost (HP: 45). The coffer also contains 3 potions of Super-Heroism.


20. An indestructible coffin stands upright at the end of this corridor. Within it is one Vampire (HP: 54) that, if killed, will reform again in 1-8 hours. The coffin possesses a removable back panel that, if removed, will reveal a set of stairs down to the next level. If not replaced by the party, the back panel will mysteriously return to its place within 30 minutes, reblocking the passage.


21. 12 Shriekers (HP: 20, 14, 18, 21, 15, 20, 17, 15, 13, 11, 13, 10) block the passage.


22. This Empty room is engulfed in fog (visibility 4 feet), but from the rear comes low growling sounds.


23. 1 Rust Monster (HP: 16).


24. A large statue rests in the center of this room that emits wierd sounds.


25. 3 Fire-Resistant Mummies (HP: 26, 40, 43).


26. 1 Wind Walker (HP: 22).


27. 4 Displacer Beasts (HP: 16, 25, 29, 17).


28. 2 Rakshasas (HP: 47, 46). On the table in the back is a small jewelry box that contains 37 500 GP gems.


29. 1 Lurker Above (HP: 43).


30. 3 Rhinoceros Beetles (HP: 53, 57, 55).


31. 1 Trapper (HP: 57).