0% found this document useful (0 votes)
19 views11 pages

The Dread Halls of Phema The Elemental 01

Uploaded by

steinlouis79
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views11 pages

The Dread Halls of Phema The Elemental 01

Uploaded by

steinlouis79
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

The Dread Halls of Phema the Elemental 01

Level 1
General Size Medium (51 x 65)
Walls Hewn Stone (Climb DC 25)
Floor Smooth Stone
Temperature Cold (unprotected creatures must succeed on a
Fortitude saving throw every hour (DC 15, +1
per previous check) or take 1d6 points of non-
lethal damage; a creature that takes any non-
lethal damage from cold exposure suffers from
hypothermia and is fatigued)
Illumination Shadowy (phosphorescent fungus or candles
every 20 ft.)

Corridor Features a A briny odor fills the corridor


c 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])
e Acid Spray: CR 1; magic; Perception DC 22;
Disable Device DC 22; Trigger visual (arcane
eye); Reset none; Effect acid spray (1d6 acid
damage, DC 12 Reflex save for half damage)
i The scent of ozone fills the corridor
m Magic Missle Trap: CR 1; magic; Perception DC
22; Disable Device DC 22; Trigger visual (true
seeing); Reset none; Effect magic missile (1d6
force damage); never miss

n A shallow pool of blood covers the floor


r Falling Block: CR 2; mechanical; Perception DC
20; Disable Device DC 22; Trigger location;
Reset none; Effect Atk +12 melee (1d6);
multiple targets (all targets in a 10 ft. square
area)
s A jingling sound fills the corridor
u Several alcoves are cut into the walls here
v Withered corpses are nailed to the corridor walls
w Swinging Axe Trap: CR 1; mechanical;
Perception DC 20; Disable Device DC 20;
Trigger location; Reset manual; Effect Atk +10
melee (1d8+1/x3); multiple targets (all targets in
a 10 ft. line)
x Rune of Dread: CR 1; magic; Perception DC 20;
Disable Device DC 22; Trigger proximity
(alarm); Reset none; Effect fear (frightened for
1d4 rounds, DC 12 Will save negates); multiple
targets (all targets in a 10 ft. radius burst)
z A tile labyrinth covers the floor
Wandering Monsters 1 2 x Drow; bloodied and fleeing a more powerful
enemy
2 1 x Spider Swarm; wandering senselessly
3 1 x Svirfneblin; patrolling their territory
4 1 x Giant Spider; gathered around an evil shrine
5 1 x Troglodyte; pulling a small cart of dried
mushrooms and other trade goods
6 5 x Duergar; patrolling their territory

Room #1 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #2, inhabited by 1 x
Troglodyte
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #3
North Entry #3 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #4
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #17, inhabited by 1 x
Svirfneblin
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)

South Entry #1 Archway


→ Leads to room #5

South Entry #2 Archway


→ Leads to room #6
Empty
Room #2 North Entry Archway

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #3

South Entry Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #1

Room Features The room has a high domed ceiling, and a pile
of rotten leather lies in the south-west corner of
the room
Monster 1 x Troglodyte

Troglodyte: CR 1, XP 400; CE Medium


Humanoid (reptilian); Init -1; Senses darkvision
90 ft.; Perception +0; Aura stench (30 ft., DC 13,
10 rounds); AC 15, touch 9, flat-footed 15 (-1
Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref -1,
Will +0; Speed 30 ft.; Melee club +2 (1d6+1),
claw -3 (1d4), bite -3 (1d4) or2 claws +2
(1d4+1), bite +2 (1d4+1); Ranged javelin +0
(1d6); Str 12, Dex 9, Con 14, Int 8, Wis 11, Cha
11; Base Atk +1, CMB +2, CMD 11
Skills and Feats: Stealth +5 (+9 in rocky areas);
Great Fortitude
Treasure: 6 gp, 50 sp; 2 x Agate (10 gp),
Carnelian (55 gp), Hematite (11 gp), Pyrite (11
gp), Smoky Quartz (35 gp); hoard total 143 gp

Room #3 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #2, inhabited by 1 x
Troglodyte
East Entry Archway
→ Leads to room #4
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #1
Empty

Room #4 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
West Entry Archway
→ Leads to room #3

South Entry Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
→ Leads to room #1
Room Features A magical mirror on the east wall answers
questions with insults, and a wooden platform
hangs over a deep pit in the north side of the
room
Room #5 North Entry Archway
→ Leads to room #1
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #6
Room Features A set of demonic war masks hangs on the west
wall, and several corroded iron spikes are
scattered throughout the room

Room #6 North Entry Archway


→ Leads to room #1

West Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #5

East Entry Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #7

South Entry #1 Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp)

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp) (slides down, +1 to break DC)

Empty

Room #7 West Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #6

East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)


East Entry #2 Archway

South Entry #1 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)

South Entry #2 Unlocked Stone Door (hard 8, 60 hp)


Room Features A magical idol in the north-east corner of the
room grants greater dexterity (for one hour) to
whomever offers a prayer, and a pile of spoiled
meat lies in the north-east corner of the room

Room #8 North Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 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])
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #12, inhabited by 3 x Goblin
Empty
Room #9 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

Room Features A ladder ascends to a wooden platform in the


east side of the room, and a set of demonic war
masks hangs on the north wall

Monster 4 x Orc

Orc: CR 1/3, XP 135; CE Medium Humanoid;


Init +0; Senses darkvision 60 ft.; Perception -1;
AC 13, touch 10, flat-footed 13 (+3 armor); hp 6
(1d10+1); Fort +3, Ref +0, Will -1; DA ferocity;
Weak light sensitivity; Speed 30 ft.; Melee
falchion +5 (2d4+4/18-20); Ranged javelin +1
(1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8,
Cha 6; Base Atk +1, CMB +4, CMD 14; SQ
weapon familiarity
Skills and Feats: Intimidate +2; Weapon Focus
(falchion)
Treasure: 69 gp, 394 sp, 1900 cp; Agate (10
gp), Citrine (40 gp), Lapis Lazuli (9 gp),
Malachite (12 gp), Turquoise (10 gp); Potion of
Stabilize (cr, 25 gp); hoard total 233 gp 4 sp

Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked


Strong Wooden Chest (hard 5, 20 hp)
Acid Arrow Trap: CR 3; magic; Perception DC
27; Disable Device DC 27; Trigger proximity
(alarm); Reset none; Effect spell effect (acid
arrow, Atk +2 ranged touch, 2d4 acid damage
for 4 rounds)

49 gp, 360 sp, 2100 cp; Ivory bowl with animal


carvings (40 gp), Polished darkwood chalice (50
gp); Potion of Magic Fang (cr, 50 gp); hoard
total 246 gp
Room #10 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Trap Camouflaged Pit Trap: CR 3; mechanical;
Perception DC 25; Disable Device DC 20;
Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft.
square area)
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden
Chest (Open Lock DC 20, break DC 18; hard 5,
15 hp)

21 gp, 160 sp; Shell (8 gp), Turquoise (9 gp),


Turquoise (12 gp); Carved ivory scroll case (60
gp), Carved stone idol (30 gp); Potion of
Resistance (cr, 25 gp), Scroll of Illusion of Calm
(uc, 25 gp); hoard total 206 gp

Room #11 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Hidden Treasure Hidden (Search DC 30) Unlocked Strong
Wooden Chest (hard 5, 20 hp)

58 gp, 240 sp, 2100 cp; Moonstone (65 gp),


Obsidian (13 gp), Shell (9 gp); Decorated silver
plate (60 gp); hoard total 250 gp

Room #12 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)

West Entry Archway


East Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #8
Room Features Numerous pillars line the east and west walls,
and a tile labyrinth covers the floor
Monster 3 x Goblin

Goblin: CR 1/3, XP 135; NE Small Humanoid


(goblinoid); Init +6; Senses darkvision 60 ft.;
Perception -1; AC 16, touch 13, flat-footed 14
(+2 armor, +2 Dex, +1 shield, +1 size); hp 6
(1d10+1); Fort +3, Ref +2, Will -1; Speed 30 ft.;
Melee short sword +2 (1d4/19-20); Ranged
short bow +4 (1d4/x3); Str 11, Dex 15, Con 12,
Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0,
CMD 12
Skills and Feats: Ride +10, Stealth +10, Swim
+4; Improved Initiative
Treasure: 46 gp, 340 sp, 1400 cp; Oil of Light
(cr, 25 gp), Potion of Guidance (cr, 25 gp),
Scroll of Bleed (cr, 12 gp 5 sp), Scroll of
Protection from Good (cr, 25 gp); hoard total
181 gp 5 sp

Room #13 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features The floor is covered in square tiles, alternating
white and black, and the floor is covered with
mould
Room #14 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)

West Entry Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
Room Features The room has a high domed ceiling, and a foul
odor fills the west side of the room

Room #15 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp) (slides down, +1 to break DC)
Room Features A magical mural on the north wall depicts the
betrayal of whomever views it, and a large
demonic idol with ruby eyes sits in the east side
of the room

Monster 1 x Darkmantle

Darkmantle: CR 1, XP 400; N Small Magical


Beast; Init +6; Senses blindsight 90 ft.,
darkvision 60 ft., low-light vision; Perception +4;
AC 15, touch 13, flat-footed 13 (+2 Dex, +2
natural, +1 size); hp 15 (2d10+4); Fort +5, Ref
+3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee
slam +3 (1d4 plus grab); SA constrict (1d4+4),
grab (any size), spell-like abilities CL 5th; Str
11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base
Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be
tripped)
Skills and Feats: Fly +5, Perception +4, Stealth
+10; Improved Initiative

Room #16 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West Entry Archway
Room Features A forge and anvil sit in the west side of the
room, and a rusted gauntlet lies in the north-
west corner of the room
Room #17 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)

East Entry Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
→ Leads to room #1

Room Features A narrow pit covered by iron bars lies in the


south-west corner of the room, and a crushed
helm lies in the north-west corner of the room
Monster 1 x Svirfneblin

Svirfneblin: CR 1, XP 400; N Small Humanoid


(gnome); Init +2; Senses darkvision 120 ft., low-
light vision; Perception +6; AC 15, touch 15, flat-
footed 11 (+2 Dex, +2 dodge, +1 size); hp 15
(1d10+5); Fort +6, Ref +6, Will +2; SR 12;
Speed 20 ft. (15 ft. in armor); Melee heavy pick
+3 (1d4+1/x4); Ranged light crossbow +4
(1d6/19-20); SA favored enemy (dwarf +2), +1
to attack vs. dwarven and reptilian humanoids,
spell-like abilities CL 1st; Str 13, Dex 15, Con
14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB
+1, CMD 15; SQ stonecunning, track, wild
empathy +0
Skills and Feats: Craft (alchemy) +6, Heal +4,
Knowledge (dungeoneering) +4, Perception +6,
Stealth +12 (+14 underground), Survival +4 (+5
tracking); Toughness
Treasure: Masterwork Tower Shield (180 gp);
hoard total 180 gp

Room #18 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
East Entry Archway

Room Features Several square holes are cut into the south wall,
and lit candles are scattered across the floor
Room #19 South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp) (magically reinforced, +10 to
break DC)
Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init


+2; Senses darkvision 60 ft.; Perception +7; AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural);
hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA
channel resistance +2; Speed 30 ft.; Melee bite
+3 (1d6+1 plus disease and paralysis) and 2
claws +3 (1d6+1 plus paralysis); SA paralysis
(1d4+1 rounds, DC 13, elves are immune to this
effect); Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 14; Base Atk +1, CMB +2, CMD 14
Skills and Feats: Acrobatics +4, Climb +6,
Perception +7, Stealth +7, Swim +3; Weapon
Finesse
Treasure: 105 gp, 651 sp, 3840 cp; Potion of
Shield of Faith (cr, 50 gp); hoard total 258 gp 5
sp

Room #20 North Entry Stuck Iron Door (break DC 28; hard 10, 60
hp)

East Entry Archway


South Entry Archway
Empty

Room #21 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A magical mosaic on the north wall depicts the
gruesome death of whomever views it, and a
grinding noise fills the room
Room #22 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

Room Features A set of demonic war masks hangs on the west


wall, and a large demonic idol with ruby eyes
sits in the north-west corner of the room
Monster 1 x Skum (Ulat-Kini)

Skum (Ulat-Kini): CR 2, XP 600; LE Medium


Monstrous Humanoid (aquatic); Init +1; Senses
darkvision 60 ft.; Perception +5; AC 13, touch
11, flat-footed 12 (+1 Dex, +2 natural); hp 20
(2d10+9); Fort +3, Ref +4, Will +3; Resist cold
10; Speed 20 ft., swim 40 ft.; Melee trident +4
(1d8+2), claw +2 (1d4+1), bite +2 (1d6+1);
Ranged trident +3 (1d8+2); Str 15, Dex 13, Con
17, Int 10, Wis 10, Cha 6; Base Atk +2, CMB
+4, CMD 15; SQ amphibious
Skills and Feats: Intimidate +3, Perception +5
(+9 underwater), Stealth +6 (+10 underwater),
Swim +15; Multiattack, Toughness
Treasure: 3 gp, 19 sp, 40 cp; Gold puzzle box
(500 gp); hoard total 505 gp 3 sp

Room #23 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

North Entry #2 Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room Features A balcony hangs from the east wall, and
someone has scrawled "In the Realm of Tomes,
when the White Hare is chained and sea
becomes sky, the Daughter of Candles shall
escape her chains" on the north wall

Room #24 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features The north and east walls have been engraved
with alien runes, and various torture devices are
scattered throughout the room

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy