The Dread Halls of Phema The Elemental 01
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.)
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)
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
Room #4 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
West Entry Archway
→ Leads to room #3
Empty
Room #7 West Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #6
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)
Monster 4 x Orc
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)
Room #12 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
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)
Room #15 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Monster 1 x Darkmantle
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)
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
Room #20 North Entry Stuck Iron Door (break DC 28; hard 10, 60
hp)
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 #23 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
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