The Dread Halls of Phema the Elemental 01 (1)
The Dread Halls of Phema the Elemental 01 (1)
The Dread Halls of Phema the Elemental 01 (1)
Level 1
Monster 1 x Darkmantle
Room #3 West Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
→ Leads to room #4, inhabited by 1 x Rat
Swarm
Room #4 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West Entry Archway
→ Leads to room #17
East Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
→ Leads to room #3
South Entry Archway
→ Leads to room #9, inhabited by 3 x Orc
Room Features Someone has scrawled a basic map of the
dungeon on the south wall, and a charred
wooden shield lies in the north side of the room
Monster 1 x Rat Swarm
Room #7 North Entry Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓣ Symbol of Hypnosis: CR 1; magic;
Perception DC 20; Disable Device DC 22;
Trigger proximity (alarm); Reset none; Effect
hypnosis (dazed for 1d4 rounds, DC 10 Will
save negates); multiple targets (all targets in a
10 ft. radius burst)
→ Leads to room #14
Room Features Part of the ceiling has collapsed into the room,
and several empty bottles are scattered
throughout the room
Room #8 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North Entry #2 Secret (Search DC 20) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
Monster 1 x Troglodyte
Monster 3 x Orc
Room #11 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Room #13 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #17
Empty
Room #14 South Entry Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓣ Symbol of Hypnosis: CR 1; magic;
Perception DC 20; Disable Device DC 22;
Trigger proximity (alarm); Reset none; Effect
hypnosis (dazed for 1d4 rounds, DC 10 Will
save negates); multiple targets (all targets in a
10 ft. radius burst)
→ Leads to room #7
Empty
Room #15 West Entry Trapped and Locked Good Wooden Door (Open
Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓣ Poisoned Dart Trap: CR 1; mechanical;
Perception DC 20; Disable Device DC 20;
Trigger touch; Reset none; Effect Atk +10
ranged (1d3 plus greenblood oil [injury, Fort DC
13, 1/rd. for 4 rds., 1 Con, 1 save])
Empty
Room #16 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Ⓣ Pit Trap: CR 1; mechanical; Perception DC
20; Disable Device DC 20; Trigger location;
Reset manual; Effect 20 ft. deep pit (2d6 falling
damage); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
→ Leads to room #1, inhabited by 1 x
Darkmantle
Room #17 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)