29
Nabadjon of the Gargamax Level 14 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run) Temperature Cool

Nabadjon of the Gargamax 14

Embed Size (px)

DESCRIPTION

What could it be? Its the Nabadjon of Gargamax! A randomly generated dungeon for pathfinder Level 14.

Citation preview

Page 1: Nabadjon of the Gargamax 14

Nabadjon of the Gargamax

Level 14

General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)

Temperature Cool

Page 2: Nabadjon of the Gargamax 14

Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors a A sour odor fills the corridor

c A 15-foot wide chasm cuts across the corridor

e A toppled statue lies across the corridor

i A narrow shaft falls into the corridor from above

m Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch, 130damage, DC 19 Will save for half, cannot be reduced to less than 1 hitpoint)

n A stream of blood cuts across the corridor

r A fountain of water sits in an alcove here

s Ghostly music fills the corridor

u Teleporter Crystal: CR 14; magic; Perception DC 30; Disable Device DC28; Trigger touch; Reset none; Effect teleport (teleported one level down,DC 18 Will save negates)

v Poisoned Guillotine Blade: CR 15; mechanical; Perception DC 26; DisableDevice DC 30; Trigger location; Reset manual; Effect Atk +13 melee(14d6/19-20 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4Con, 2 saves])

w Animated Net Trap: CR 14; mechanical; Perception DC 30; Disable DeviceDC 30; Trigger location; Reset manual; Effect Atk +17 ranged (grappled,Escape Artist DC 30 to escape); multiple targets (all targets in a 10 ft.square area)

x Spiked Chain Flail: CR 16; mechanical; Perception DC 30; Disable DeviceDC 30; Trigger location; Reset repair; Effect Atk +16 melee (16d6/19-20 andknocked prone); multiple targets (all targets in a 10 ft. radius burst)

z Collapsing Ceiling: CR 13; mechanical; Perception DC 26; Disable DeviceDC 30; Trigger location; Reset none; Effect Atk +17 melee (14d6); multipletargets (all targets in a 40 ft. line)

WanderingMonsters

1 5 x Frost Giant, tracking the party

2 1 x Adult Silver Dragon, scouting from another part of the dungeon

3 3 x Devourer, returning to their lair with plunder

4 1 x Adult Red Dragon, lost and desperate

5 1 x Adult Red Dragon, trying to lure the party into an ambush

6 9 x Dire Bear (Cave Bear), scavenging for food and treasure

Room #1 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

→ Leads to room #19

Room Features An iron sarcophagus sits in the north-east corner of the room, Severalpieces of rotten bread are scattered throughout the room

Monster 13 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20; (-1Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Page 3: Nabadjon of the Gargamax 14

Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Room #2 East Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is located near the ceiling and concealed behind a tapestryof vile acts

East Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

→ Leads to room #22, inhabited by 14 x Succubus

Empty

Room #3 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

Monster 13 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Treasure: 240 pp, 1960 gp, 300 sp, 2200 cp; Carnelian (55 gp), Deep BlueSpinel (90 gp), Green Spinel (65 gp), Milky Quartz (50 gp), Opal (500 gp),Sardonyx (55 gp); Decorated gold plate (700 gp), Platinum flagon withreligious markings (1100 gp), Platinum idol with mysterious markings (5000gp), Platinum mask (900 gp); Masterwork Battleaxe (310 gp), MasterworkShortbow (330 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion ofShield of Faith (cr, 50 gp), Scroll of Detect Good (cr, 25 gp), Scroll of ReadMagic (cr, 12 gp 5 gp); hoard total 13679 gp

Room #4 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Rune of Confusion: CR 13; magic; Perception DC 30; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 16 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

→ Leads to room #56

Room Features The floor is covered in square tiles, alternating white and black, A brinyodor fills the north side of the room

Room #5 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

East Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ A section of wall makes a loud grinding noise as it pivots open

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

Page 4: Nabadjon of the Gargamax 14

Empty

Room #6 East Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

→ Leads to room #58

South Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ The door is concealed behind an area of slime

Room Features The south and east walls have been engraved with geometric patterns, Alarge demonic idol with ruby eyes sits in the north-west corner of the room

Monster 1 x Mature Adult Copper Dragon

Mature adult copper dragon: CR 16; Huge dragon (earth); HD 23d12+115;hp 264; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 30 (-2 size, +22 natural),touch 8, flat-footed 30; Base Atk +23; Grp +39; Atk +30 melee (2d8+8,bite); Full Atk +30 melee (2d8+8, bite) and +30 melee (2d6+4, 2 claws) and+29 melee (1d8+4, 2 wings) and +29 melee (2d6+12, tail slap);Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. coneof slow gas or 100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26),frightful presence (DC 25); SQ Blindsense 60 ft., damage reduction10/magic, darkvision 120 ft., immunity to acid, immunity to sleep andparalysis, keen senses, spell resistance 23, spells (caster level 9th), spiderclimb, stone shape; AL CG; SV Fort +18, Ref +13, Will +17; Str 27, Dex 10,Con 21, Int 18, Wis 19, Cha 18

Skills and Feats: Bluff +20, Concentration +21, Diplomacy +20, EscapeArtist +16, Hide +8, Intimidate +20, Jump +23, Knowledge (any 2) +30,Listen +32, Search +30, Sense Motive +20, Spot +32, Use Magic Device+20; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative,Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Treasure: 35 gp, 140 sp, 1000 cp; Alabaster (8 gp), Alabaster (10 gp), RedSpinel (65 gp), Sardonyx (40 gp), Shell (9 gp), Turquoise (9 gp); Silver combwith ornate handle (75 gp); hoard total 275 gp

Room #7 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

→ Leads to room #27

East Entry #1 Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open LockDC 25, break DC 18; hard 5, 15 hp)

Ⓢ The door is concealed within an upright sarcophagus

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #21, inhabited by 1 x Adult Red Dragon

East Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

Ⓢ The door is located above a small stone dais and concealed by anillusion

South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

Ⓣ Maximized Fireball Trap: CR 13; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

Room Features A narrow shaft descends from the room into a midden chamber below, Amural of legendary monsters covers the ceiling

Page 5: Nabadjon of the Gargamax 14

Room #8 West Entry #1 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed behind a pile of skulls

→ Leads to room #22, inhabited by 14 x Succubus

West Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

East Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

East Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed by an illusion

→ Leads to room #27

South Entry Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ A bookcase and section of wall pivots smoothly

Room Features A toppled statue lies in the east side of the room, An unidentifiable odorfills the north side of the room

Room #9 West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ One-way Door: CR 15; mechanical; Perception DC 26; Disable DeviceDC 26

→ Leads to room #28, inhabited by 13 x Succubus

East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #19

Empty

Room #10 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Guillotine Blade: CR 15; mechanical; Perception DC 30; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +15 melee(13d6/19-20)

West Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Ⓣ Maximized Fireball Trap: CR 13; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

→ Leads to room #20, inhabited by 1 x Adult Silver Dragon

East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

→ Leads to room #28, inhabited by 13 x Succubus

South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

Room Features A simple fireplace sits against the south wall, Jagged steel blades projectfrom cracks in the east and west walls

Room #11 North Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

Page 6: Nabadjon of the Gargamax 14

hp)

→ Leads to room #32

North Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +15 ranged (14d6/x3)

→ Leads to room #52

South Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

Monster 9 x Frost Giant

Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29

Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,Skill Focus (Stealth)

Treasure: 31 pp, 312 gp, 340 sp, 1500 cp; Ivory (50 gp), Ivory (55 gp), LapisLazuli (8 gp), 2 x Lapis Lazuli (9 gp), Rhodochrosite (13 gp), Shell (7 gp),Smoky Quartz (55 gp), Turquoise (13 gp); 2 x Masterwork Breastplate (350gp), Masterwork Chainmail (300 gp), Masterwork Greataxe (320 gp),Masterwork Longbow (375 gp), Masterwork Shortsword (310 gp); Oil ofAnimate Rope (cr, 50 gp), Potion of Eagle's Splendor (cr, 300 gp), Potion ofEndure Elements (cr, 50 gp), Potion of Enlarge Person (cr, 50 gp), Potion ofPass without Trace (cr, 50 gp), Potion of Protection from Cold (5th) (cr, 750gp), Potion of Protection from Evil (cr, 50 gp), Potion of Resist Fire (3rd) (cr,300 gp), Potion of Resist Sonic (3rd) (cr, 300 gp), Scroll of Hypnotism (cr,25 gp), Scroll of Produce Flame (cr, 25 gp), Scroll of Read Magic (cr, 12 gp5 gp), Scroll of Whispering Wind (cr, 150 gp), Wand of Command (cr, 750gp), Wand of Create Food and Water (cr, 11250 gp), Wand of Magic Fang(cr, 750 gp), Wand of Water Breathing (cr, 11250 gp) (inscription providesclue to function); hoard total 29007 gp

Room #12 North Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is concealed behind an area of slime

→ Leads to room #51

North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ Rune of Fear: CR 14; magic; Perception DC 26; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4rounds, DC 16 Will save negates); multiple targets (all targets in a 10ft. radius burst)

South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Maximized Fireball Trap: CR 13; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

Trap Magic Missle Turret: CR 13; magic; Perception DC 26; Disable Device DC30; Trigger visual (true seeing); Duration 5 rounds; Reset none; Effect

Page 7: Nabadjon of the Gargamax 14

30; Trigger visual (true seeing); Duration 5 rounds; Reset none; Effectmagic missile (10d6 force damage); never miss

Room #13 North Entry #1 Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40,break DC 25; hard 5, 20 hp)

Ⓢ A bookcase and concealed door pivots smoothly

North Entry #2 Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)

Ⓢ The door is located several feet above the floor and concealed behinda tapestry of a goddess of trickery

South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Contact Poison: CR 15; mechanical; Perception DC 30; Disable DeviceDC 26; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #30, inhabited by 3 x Stone Golem

Monster 10 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20; (-1Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Room #14 South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #53

South Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2to break DC)

Ⓣ Acid Spray: CR 15; magic; Perception DC 28; Disable Device DC 26;Trigger proximity (alarm); Reset none; Effect acid spray (13d6 aciddamage, DC 20 Reflex save for half damage)

South Entry #3 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp) (slides to one side, +1 to break DC)

Ⓣ Contact Poison: CR 14; mechanical; Perception DC 26; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #29, inhabited by 1 x Adult Silver Dragon

Empty

Room #15 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Thunderstone Mine: CR 13; magic; Perception DC 28; Disable DeviceDC 28; Trigger location; Reset none; Effect thunder blast (14d6 sonicdamage, DC 16 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

Ⓣ One-way Door: CR 14; mechanical; Perception DC 28; Disable DeviceDC 28

→ Leads to room #38, inhabited by 5 x Black Pudding

South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

Page 8: Nabadjon of the Gargamax 14

Ⓣ Thunderstone Mine: CR 14; magic; Perception DC 26; Disable DeviceDC 28; Trigger location; Reset none; Effect thunder blast (15d6 sonicdamage, DC 20 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

→ Leads to room #36

Room Features Spirals of black stones cover the floor, A fountain decorated withscreaming faces sits in the north side of the room

Monster 9 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 274 pp, 1475 gp, 140 sp; Agate (8 gp), Black Pearl (650 gp),Jasper (50 gp), Jet (110 gp), Moonstone (55 gp), Rock Quartz (8 gp), RoseQuartz (60 gp), Sardonyx (60 gp), Smoky Quartz (50 gp), Topaz (450 gp),Tourmaline (100 gp); Bronze flagon with warrior images (50 gp);Masterwork Chainmail (300 gp), Masterwork Lance (310 gp); Potion ofBurrow (um, 750 gp), Potion of Hide from Undead (cr, 50 gp), Potion ofProtection from Cold (5th) (cr, 750 gp), Potion of Protection from Evil (cr, 50gp), Scroll of Light (cr, 12 gp 5 gp), Scroll of Mage Hand (cr, 12 gp 5 gp),Scroll of Major Creation (cr, 1125 gp), Scroll of Shield (cr, 25 gp), Wand ofLightning Bolt (cr, 11250 gp) (inscription provides clue to function), Wandof Rage (cr, 11250 gp), Wand of Read Magic (cr, 375 gp); hoard total 32139gp

Room #16 North Entry #1 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is located above a small stone dais and concealed within amosaic of a legendary battle

North Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

→ Leads to room #27

East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #38, inhabited by 5 x Black Pudding

South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Acid Spray: CR 16; magic; Perception DC 28; Disable Device DC 30;Trigger visual (arcane eye); Reset none; Effect acid spray (17d6 aciddamage, DC 20 Reflex save for half damage)

→ Leads to room #35

Empty

Room #17 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (slides to one side, +1 to break DC)

Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #34

West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit

Page 9: Nabadjon of the Gargamax 14

Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

→ Leads to room #37, inhabited by 12 x Succubus

South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

Room Features A fountain decorated with five water-breathing dragon heads sits in thecenter of the room, A rattling noise can be faintly heard near the east wall

Room #18 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Contact Poison: CR 15; mechanical; Perception DC 28; Disable DeviceDC 30; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #33, inhabited by 4 x Hill Giant

West Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ The door is located above a small stone dais and designed to makenoise when opened

Room Features Various torture devices are scattered throughout the room, Someone hasscrawled "Praise the Vampire Warlord" in draconic script on the west wall

Room #19 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #9

East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

→ Leads to room #1, inhabited by 13 x Flesh Golem

South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

Room Features Ghostly music can be heard in the north side of the room, Several ironspikes are scattered throughout the room

Room #20 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)

Ⓣ Earthmaw Trap: CR 15; magic; Perception DC 26; Disable Device DC28; Trigger location; Reset none; Effect earthmaw (15d6 damage, DC18 Reflex save for half damage)

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Ⓣ Maximized Fireball Trap: CR 13; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);

Page 10: Nabadjon of the Gargamax 14

effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

→ Leads to room #10

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

Monster 1 x Adult Silver Dragon

Adult Silver Dragon: CR 14, XP 38400; LG Huge Dragon (cold); Init +4;Senses dragon senses, fog vision; Perception +25; Aura frightful presence(180 ft., DC 23); AC 29, touch 8, flat-footed 29 (+21 natural, -2 size); hp195 (17d12+85); Fort +15, Ref +12, Will +17; DR 5/magic; Immune acid,cold, paralysis, sleep; SR 25; Weak vulnerability to fire; Speed 40 ft., fly200 ft. (average); cloudwalking, graceful flight; Melee bite +24 (2d8+12), 2claws +23 (2d6+8), 2 wings +21 (1d8+4), tail slap +21 (2d6+12); Space 15ft.; Reach 10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 23,12d8 cold), crush, paralyzing breath, spell-like abilities CL 17th; Spells CL7th; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20; Base Atk +17, CMB+27, CMD 37 (41 vs. trip); SQ change shape

Skills and Feats: Acrobatics +17, Diplomacy +25, Fly +16, Heal +25,Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25,Sense Motive +25, Spellcraft +25; Flyby Attack, Hover, Improved Initiative,Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike,Weapon Focus (bite)

Treasure: 1067 pp, 4930 gp; Bloodstone (55 gp), Deep Blue Spinel (110 gp),Garnet (70 gp), Green Spinel (40 gp), Jade (100 gp), Milky Quartz (45 gp),Milky Quartz (50 gp), Saltwater Pearl (80 gp), Topaz (500 gp), Topaz (600gp); Bejeweled sword of state (6000 gp), Gold cup with royal crest (550gp), Holy text penned by a saint (5000 gp), Marble idol (300 gp), Paintingof a queen by a master (1500 gp), Platinum bowl with arcane engravings(800 gp), Platinum mask (900 gp), Platinum scepter with gold inlay (1200gp); Masterwork Silver Dagger (322 gp) (inscription provides clue tofunction), Masterwork Spear (302 gp); Oil of Daylight (cr, 750 gp), Potionof Acute Senses (um, 300 gp), Potion of Resist Electricity (3rd) (cr, 300 gp),Ring of Sustenance (2500 gp), Robe of Bones (2400 gp), Scroll of VolcanicStorm (um, 700 gp), Wand of Expeditious Retreat (cr, 750 gp), Wand ofJump (cr, 750 gp); hoard total 42574 gp

Trap Poisoned Scythe Blade: CR 12; mechanical; Perception DC 28; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +12 melee(10d6/19-20 plus purple worm poison [injury, Fort DC 24, 1/rd. for 6 rds.,1d3 Str, 2 saves]); multiple targets (all targets in a 5 ft. radius arc)

Room #21 West Entry Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open LockDC 25, break DC 18; hard 5, 15 hp)

Ⓢ The door is concealed within an upright sarcophagus

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #7

South Entry #1 Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)(slides up, +2 to break DC)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

South Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Monster 1 x Adult Red Dragon

Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Sensesdragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach

Page 11: Nabadjon of the Gargamax 14

(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)

Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike

Treasure: 50 pp, 1150 gp, 3900 sp, 21000 cp; Amber (80 gp), Amber (90 gp),Amber (120 gp), Amber (130 gp), Amethyst (90 gp), Aquamarine (450 gp),Chrysoberyl (90 gp), Coral (100 gp), Deep Blue Spinel (80 gp), 2 x DeepBlue Spinel (100 gp), Garnet (80 gp), Garnet (120 gp), Jade (90 gp), MilkyQuartz (40 gp), Rose Quartz (55 gp); Bejeweled sword of state (6000 gp),Engraved platinum scarab (700 gp), Gold and mithral chess set (1000 gp),Gold cauldron with alchemical symbols (750 gp), Gold chalice with griffoncarvings (600 gp), Gold decanter with grape vine patterns (850 gp), Goldmask (450 gp), 2 x Painting of a beloved queen by a master (5000 gp), 2 xPainting of a queen (750 gp), Painting of a queen by a master (1500 gp),Platinum flagon with religious markings (1100 gp), Platinum mask (900 gp);Buckler (+1 shield) (1155 gp), Full Plate (+1 armor) (2650 gp), Miser's Mask(3000 gp) (inscription provides clue to function), Potion of Displacement(cr, 750 gp), Potion of Heroism (cr, 750 gp), Sai (+1 weapon) (2301 gp),Wand of Bane (cr, 750 gp), Wand of Enlarge Person (cr, 750 gp) (inscriptionprovides clue to function), Wand of Magic Weapon (cr, 750 gp) (inscriptionprovides clue to function); hoard total 42271 gp

Trap Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable DeviceDC 31; Trigger proximity (alarm); Reset none; Effect spell effect (fireball,60 fire damage, DC 14 Reflex save for half damage); multiple targets (alltargets in a 20 ft. radius burst)

Room #22 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

→ Leads to room #2

East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed behind a pile of skulls

→ Leads to room #8

South Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is located above a small stone dais and concealed behind anarea of slime

Room Features A magical altar in the west side of the room conjures a lit candle forwhomever offers a prayer to a god of light (but only once), A rope ascendsto a catwalk hanging between the east and west walls

Monster 14 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 391 pp, 2353 gp, 110 sp, 1400 cp; Carnelian (50 gp), Chrysoberyl(100 gp), Coral (80 gp), Deep Blue Spinel (80 gp), Jet (130 gp),Rhodochrosite (9 gp), Rose Quartz (45 gp), Turquoise (10 gp); Copperscepter with gold inlay (50 gp), Crystal skull (80 gp), Decorated silverplate (60 gp), Gold and silver hand mirror (120 gp); Masterwork Spear (302gp), Masterwork Trident (315 gp), Masterwork darkwood lute (300 gp),Masterwork lyre (100 gp); Dowsing Syrup (1000 gp), Goblin Fire Drum(normal) (2000 gp), Light Mace (+1 weapon) (2305 gp), Oil of Align

Page 12: Nabadjon of the Gargamax 14

(normal) (2000 gp), Light Mace (+1 weapon) (2305 gp), Oil of AlignWeapon (cr, 300 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion ofCure Moderate Wounds (cr, 300 gp), Potion of Protection from Good (cr, 50gp), Potion of Rage (cr, 750 gp), Potion of Remove Sickness (um, 50 gp),Potion of Water Breathing (cr, 750 gp), Sai (+1 weapon) (sheds light) (2301gp), Scroll of Sleep (cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Wand ofDaylight (cr, 11250 gp) (design provides clue to function), Wand of MageArmor (cr, 750 gp) (inscription provides clue to function), Wand of MirrorImage (cr, 4500 gp) (design provides clue to function); hoard total 34512 gp5 sp

Room #23 North Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed by an illusion

West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

→ Leads to room #48

East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

Monster 1 x Adult Red Dragon

Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Sensesdragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)

Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike

Treasure: 37 pp, 740 gp, 2640 sp, 11000 cp; Chrysoberyl (80 gp), Coral (70gp), Coral (80 gp), Coral (100 gp), Deep Blue Spinel (90 gp), Garnet (80gp), Garnet (130 gp), Rose Quartz (50 gp); Copper scepter with gold inlay(50 gp), Crystal skull (80 gp), Decorated gold plate (700 gp), Elaboratecopper wind chimes (20 gp), Gilded demon skull (300 gp), Gold and mithralchess set (1000 gp), 2 x Gold and platinum statuette of a deity (750 gp), 2x Gold decanter with grape vine patterns (850 gp), Gold flute (1000 gp), 2x Gold holy symbol (100 gp), Ivory drinking horn with silver ends (110 gp),Mithral hourglass with diamond dust (4000 gp), 2 x Painting of a belovedqueen by a master (5000 gp), 2 x Platinum bowl with arcane engravings(800 gp), Platinum chalice blessed by a saint (6000 gp), Platinum holysymbol (500 gp), 2 x Platinum mask (900 gp), Set of six ivory dice (30 gp),Silver brazier with religious markings (80 gp), Silver candelabra with holysymbol (75 gp), Silver noble family seal (60 gp), Silver statue of a dragon(65 gp); Masterwork Gauntlet (302 gp), 2 x Masterwork darkwood lute (300gp); Dowsing Syrup (1000 gp), Living Steel Heavy Shield (120 gp),Nunchaku (+1 weapon) (2302 gp), Oil of Light (cr, 25 gp), Oil of MagicVestment (cr, 750 gp), Potion of Fly (cr, 750 gp), Scroll of Read Magic (cr,12 gp 5 gp), Wand of Flame Blade (cr, 4500 gp), Wand of Magic Missile(cr, 750 gp) (inscription provides clue to function); hoard total 44145 gp

Room #24 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,+1 to break DC)

Ⓣ Acid Spray: CR 15; magic; Perception DC 30; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect acid spray (13d6 aciddamage, DC 20 Reflex save for half damage)

West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable

Page 13: Nabadjon of the Gargamax 14

Device DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

East Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

Ⓢ The door is located several feet above the floor and concealed behinda pile of skulls

→ Leads to room #47

Monster 1 x Adult Red Dragon

Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Sensesdragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)

Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike

Treasure: 705 pp, 3960 gp, 160 sp, 1100 cp; Aquamarine (350 gp), Citrine(50 gp), Coral (130 gp), Deep Blue Spinel (100 gp), Garnet (80 gp), Jade(110 gp), 2 x Red Spinel (50 gp), 2 x Saltwater Pearl (90 gp), Tourmaline(100 gp); Copper scepter with gold inlay (50 gp), Decorated gold plate (700gp), Electrum censer with silver filigree (70 gp), Engraved gold scarab (75gp), 2 x Gold candelabra with holy symbol (200 gp), Gold chalice withgriffon carvings (600 gp), Gold flagon with religious markings (500 gp),Gold flute (1000 gp), Jeweled egg with epic sorcerer's blood (4500 gp),Platinum chalice with angel carvings (1250 gp), Set of six ivory dice (30gp), Silver and glass decanter (75 gp), 3 x Silver statue of a dragon (65 gp);Masterwork Composite Shortbow (+2 Str bonus) (525 gp); Bead of NewtPrevention (1000 gp), Cloak of Resistance +1 (1000 gp), Cold IronMasterwork Longsword (330 gp), Composite Shortbow (+1 Str bonus) (+1weapon) (2450 gp), Greater Hushing Arrow (1047 gp), Oil of Gentle Repose(cr, 300 gp), Potion of Countless Eyes (um, 750 gp), Potion of Cure SeriousWounds (cr, 750 gp), Potion of Heroism (cr, 750 gp), Potion of Invigorate(apg, 50 gp), Potion of Owl's Wisdom (cr, 300 gp), Potion of Pass withoutTrace (cr, 50 gp), Robe of Bones (2400 gp), Scroll of Detect Secret Doors(cr, 25 gp), Wand of Lesser Restoration (cr, 4500 gp), Wand of Remove Fear(cr, 750 gp), Wand of Undetectable Alignment (cr, 750 gp); hoard total39409 gp

Room #25 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

→ Leads to room #30, inhabited by 3 x Stone Golem

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

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

Page 14: Nabadjon of the Gargamax 14

Empty

Room #26 East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Acid Spray: CR 15; magic; Perception DC 26; Disable Device DC 28;Trigger visual (true seeing); Reset none; Effect acid spray (15d6 aciddamage, DC 18 Reflex save for half damage)

→ Leads to room #49, inhabited by 10 x Ghost

South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

Ⓣ Falling Block: CR 15; mechanical; Perception DC 28; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);multiple targets (all targets in a 10 ft. square area)

South Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Room Features Spirals of green stones cover the floor, A swarm of crawling insects coversthe floor

Monster 8 x Frost Giant

Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29

Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,Skill Focus (Stealth)

Treasure: 29 pp, 375 gp, 50 sp; Citrine (45 gp), Green Spinel (50 gp), Opal(400 gp), Tourmaline (100 gp); Masterwork Dagger (302 gp), MasterworkDwarven Waraxe (330 gp); Breastplate (+2 armor) (4350 gp), Light Flail (+2weapon) (8308 gp), Oil of Light (cr, 25 gp), Potion of Cure Light Wounds(cr, 50 gp), Potion of Draconic Reservoir (apg, 750 gp), Potion of EndureElements (cr, 50 gp), Scroll of Beast Shape (cr, 375 gp), Scroll of MagicMissile (cr, 25 gp), Wand of Divine Favor (cr, 750 gp), Wand of ElementalTouch (apg, 4500 gp) (design provides clue to function); hoard total 21080gp

Room #27 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed by an illusion

→ Leads to room #8

East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

→ Leads to room #7

South Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

→ Leads to room #16

South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

→ Leads to room #38, inhabited by 5 x Black Pudding

Room Features A stone dais sits in the north-east corner of the room, Someone hasscrawled "The Azure Fellowship killed a red dragon here" in goblin runeson the east wall

Room #28 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15

Page 15: Nabadjon of the Gargamax 14

Room #28 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

→ Leads to room #37, inhabited by 12 x Succubus

West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Falling Block: CR 15; mechanical; Perception DC 30; Disable DeviceDC 30; Trigger location; Reset none; Effect Atk +15 melee (14d6);multiple targets (all targets in a 10 ft. square area)

West Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

→ Leads to room #10

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ One-way Door: CR 15; mechanical; Perception DC 26; Disable DeviceDC 26

→ Leads to room #9

Room Features Someone has scrawled "Death comes on silent wings" on the north wall, Asour odor fills the south-east corner of the room

Monster 13 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 757 pp, 2445 gp; Black Pearl (500 gp), Black Pearl (550 gp), Jade(130 gp), Onyx (40 gp), Rose Quartz (50 gp), Tourmaline (130 gp), Zircon(50 gp), Zircon (65 gp); Darkwood and platinum music box (4000 gp), Golddecanter with grape vine patterns (850 gp), Painting of a queen (750 gp),Platinum bowl with arcane engravings (800 gp); Masterwork CompositeLongbow (+1 Str bonus) (500 gp), Masterwork Scythe (318 gp); Light Flail(+1 weapon) (2308 gp), Light Steel Shield (+1 shield) (1159 gp), Scroll ofMagic Fang (cr, 25 gp), Wand of Shield (cr, 750 gp); hoard total 22990 gp

Room #29 North Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp) (slides to one side, +1 to break DC)

Ⓣ Contact Poison: CR 14; mechanical; Perception DC 26; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #14

North Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

North Entry #3 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp) (slides down,+1 to break DC)

Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ Earthmaw Trap: CR 13; magic; Perception DC 26; Disable Device DC30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC

Page 16: Nabadjon of the Gargamax 14

30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC20 Reflex save for half damage)

→ Leads to room #43, inhabited by 3 x Frost Giant

West Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)

Ⓢ The door is concealed behind a statue of a fearsome dragon, andopened by reaching into its mouth

Monster 1 x Adult Silver Dragon

Adult Silver Dragon: CR 14, XP 38400; LG Huge Dragon (cold); Init +4;Senses dragon senses, fog vision; Perception +25; Aura frightful presence(180 ft., DC 23); AC 29, touch 8, flat-footed 29 (+21 natural, -2 size); hp195 (17d12+85); Fort +15, Ref +12, Will +17; DR 5/magic; Immune acid,cold, paralysis, sleep; SR 25; Weak vulnerability to fire; Speed 40 ft., fly200 ft. (average); cloudwalking, graceful flight; Melee bite +24 (2d8+12), 2claws +23 (2d6+8), 2 wings +21 (1d8+4), tail slap +21 (2d6+12); Space 15ft.; Reach 10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 23,12d8 cold), crush, paralyzing breath, spell-like abilities CL 17th; Spells CL7th; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20; Base Atk +17, CMB+27, CMD 37 (41 vs. trip); SQ change shape

Skills and Feats: Acrobatics +17, Diplomacy +25, Fly +16, Heal +25,Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25,Sense Motive +25, Spellcraft +25; Flyby Attack, Hover, Improved Initiative,Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike,Weapon Focus (bite)

Treasure: 681 pp, 4410 gp, 280 sp, 2700 cp; 2 x Amber (100 gp),Aquamarine (550 gp), Carnelian (40 gp), Chrysoberyl (80 gp), Chrysoberyl(110 gp), Green Spinel (50 gp), Milky Quartz (50 gp), Moonstone (45 gp),Onyx (35 gp), Opal (650 gp), Zircon (55 gp); Engraved platinum scarab (700gp), Gold and mithral chess set (1000 gp), Gold and platinum statuette of adeity (750 gp), Gold chalice with griffon carvings (600 gp), Jeweled eggwith epic sorcerer's blood (4500 gp), Mithral hourglass with diamond dust(4000 gp), 2 x Platinum bowl with arcane engravings (800 gp), Platinumcauldron with odd symbols (1100 gp), Platinum chalice blessed by a saint(6000 gp), Platinum flagon with religious markings (1100 gp); 2 xMasterwork Heavy Crossbow (350 gp), Masterwork darkwood lute (300 gp);Chime of Opening (3000 gp), Oil of Arcane Mark (cr, 25 gp), Potion ofDraconic Reservoir (apg, 750 gp), 2 x Potion of Shield of Faith (cr, 50 gp),Scroll of Goodberry (cr, 25 gp), Scroll of Vanish (apg, 25 gp), Tracer Bullet(100 gp) (inscription provides clue to function), Wand of Reduce Person (cr,750 gp); hoard total 40265 gp

Room #30 North Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

→ Leads to room #44, inhabited by 15 x Dracolisk

North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

North Entry #3 Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Contact Poison: CR 15; mechanical; Perception DC 30; Disable DeviceDC 26; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #13, inhabited by 10 x Flesh Golem

West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

→ Leads to room #50, inhabited by 3 x Devourer

East Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is concealed within a mosaic of arcane patterns

South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.

Page 17: Nabadjon of the Gargamax 14

for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

→ Leads to room #25

Room Features A stream of quicksilver flows along a channel in the floor, A sundered helmlies in the west side of the room

Monster 3 x Stone Golem

Stone Golem: CR 11, XP 12800; N Large Construct; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0; AC 26, touch 8, flat-footed 26 (-1 Dex, +18 natural, -1 size); hp 107 (14d10+30); Fort +4, Ref +3,Will +4; DR 10/adamantine; Immune construct traits, magic; Speed 20 ft.;Melee 2 slams +22 (2d10+9); Space 10 ft.; Reach 10 ft.; SA slow; Str 28,Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +14, CMB +24, CMD 33

Room #31 West Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ The door is located several feet above the floor and concealed behindan area of slime

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;hard 5, 10 hp)

Ⓣ Magic Missle Trap: CR 15; magic; Perception DC 30; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect magic missile(12d6 force damage); never miss

→ Leads to room #47

South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

→ Leads to room #45, inhabited by 12 x Dracolisk

Monster 12 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 75 pp, 740 gp, 1600 sp, 9000 cp; Amber (110 gp), Amethyst (70gp), Coral (120 gp), Garnet (70 gp), 2 x Jade (100 gp), Jet (80 gp); 2 xBronze flagon with warrior images (50 gp), Copper brazier with religiousmarkings (50 gp), Gold and silver hand mirror (120 gp), Gold chess set (500gp), Gold mask (450 gp), Silver cauldron with animal symbols (120 gp);Masterwork Lance (310 gp), Masterwork Morningstar (308 gp); AdamantineChainmail (10150 gp), Gloves of Larceny (2500 gp), Lance (+1 weapon)(design provides clue to function) (2310 gp), Oil of Ablative Barrier (uc,300 gp), Oil of Magic Weapon (cr, 50 gp), Potion of Endure Elements (cr,50 gp), Potion of Fly (cr, 750 gp), Potion of Greater Magic Fang (cr, 750gp), Potion of Protection from Electricity (5th) (cr, 750 gp), Scroll of DetectPoison (cr, 12 gp 5 sp), Scroll of Mass Bear's Endurance (cr, 1650 gp),Scroll of Undead Anatomy I (um, 375 gp), Wand of Helping Hand (cr,11250 gp), Wand of Magic Stone (cr, 750 gp), Wand of Silence (cr, 4500gp), Wand of Web (cr, 4500 gp); hoard total 44995 gp 5 sp

Room #32 West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,

Page 18: Nabadjon of the Gargamax 14

Room #32 West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,break DC 15; hard 5, 10 hp)

Ⓢ The door is located above a small stone dais and concealed behind anarea of slime

→ Leads to room #48

East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

South Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is concealed behind an area of mold

→ Leads to room #46, inhabited by 9 x Ghost

South Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

→ Leads to room #11, inhabited by 9 x Frost Giant

Empty

Room #33 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

→ Leads to room #49, inhabited by 10 x Ghost

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Falling Block: CR 15; mechanical; Perception DC 30; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #34

South Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Contact Poison: CR 15; mechanical; Perception DC 28; Disable DeviceDC 30; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

→ Leads to room #18

South Entry #3 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

Ⓢ The door is located above a small stone dais and concealed by anillusion

Monster 4 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4 armor, -1Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2, Will +3; DArock catching; Speed 40 ft. (30 ft. in armor); Melee greatclub +14/+9(2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6 (1d8+10); Space 10 ft.;Reach 10 ft.; SA rock throwing (120 ft.); Str 25, Dex 8, Con 19, Int 6, Wis10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,Intimidating Prowess, Martial Weapon Proficiency (greatclub), PowerAttack, Weapon Focus (greatclub)

Treasure: 106 pp, 875 gp; Aquamarine (450 gp), Black Pearl (500 gp), Coral(130 gp), Green Spinel (50 gp), Ivory (45 gp), Peridot (60 gp), Rose Quartz(50 gp), Tourmaline (110 gp); Masterwork Composite Longbow (+3 Strbonus) (700 gp); Oil of Mage Armor (cr, 50 gp), Potion of CorruptionResistance (apg, 300 gp), Scroll of Delay Poison (cr, 150 gp), Scroll ofShield Other (cr, 150 gp), Wand of Light (cr, 375 gp), Wand of Lullaby (cr,375 gp), Wand of Ray of Enfeeblement (cr, 750 gp), Wand of Remove Fear(cr, 750 gp) (design provides clue to function); hoard total 6930 gp

Page 19: Nabadjon of the Gargamax 14

Room #34 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Falling Block: CR 15; mechanical; Perception DC 30; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #33, inhabited by 4 x Hill Giant

East Entry Secret (Search DC 25) Trapped and Locked Simple Wooden Door (OpenLock DC 25, break DC 15; hard 5, 10 hp)

Ⓢ The door is concealed behind a statue of an ancient lich, and openedby pressing runes on his staff

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #50, inhabited by 3 x Devourer

South Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to oneside, +1 to break DC)

Ⓣ Contact Poison: CR 15; mechanical; Perception DC 30; Disable DeviceDC 30; Trigger touch; Reset none; Effect contact poison (terinav root[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

South Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (slides to one side, +1 to break DC)

Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #17

South Entry #3 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ A bookcase and concealed door pivots smoothly

Empty

Room #35 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Magic Missle Trap: CR 15; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect magic missile(10d6 force damage); never miss

North Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Acid Spray: CR 16; magic; Perception DC 28; Disable Device DC 30;Trigger visual (arcane eye); Reset none; Effect acid spray (17d6 aciddamage, DC 20 Reflex save for half damage)

→ Leads to room #16

North Entry #3 Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20,break DC 15; hard 5, 10 hp)

Ⓢ The door is located several feet above the floor and concealed withina mosaic of ancient mythology

North Entry #4 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

West Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp) (slides up, +2 to break DC)

Ⓣ Guillotine Blade: CR 13; mechanical; Perception DC 26; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +17 melee(15d6/19-20)

→ Leads to room #47

Page 20: Nabadjon of the Gargamax 14

→ Leads to room #47

Room Features A chute descends from the room into a natural cavern below, Someone hasscrawled "When sea becomes sky and the Seal of Thunder fails, the Ring ofQuests shall be lost" on the east wall

Room #36 North Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

North Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

North Entry #3 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Thunderstone Mine: CR 14; magic; Perception DC 26; Disable DeviceDC 28; Trigger location; Reset none; Effect thunder blast (15d6 sonicdamage, DC 20 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

→ Leads to room #15, inhabited by 9 x Succubus

North Entry #4 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Empty

Room #37 North Entry #1 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back

North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Falling Block: CR 15; mechanical; Perception DC 28; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +15 melee (13d6);multiple targets (all targets in a 10 ft. square area)

North Entry #3 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;hard 5, 10 hp)

Ⓣ Falling Block: CR 13; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +15 melee (14d6);multiple targets (all targets in a 10 ft. square area)

North Entry #4 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

East Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

→ Leads to room #17

South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

→ Leads to room #28, inhabited by 13 x Succubus

Room Features A rope ascends to a balcony hanging from the west wall, A circle of tallstones stands in the center of the room

Monster 12 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,

Page 21: Nabadjon of the Gargamax 14

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

Treasure: 90 pp, 566 gp, 2320 sp, 9000 cp; Amber (120 gp), Coral (110 gp),Coral (130 gp), Deep Blue Spinel (110 gp), Garnet (130 gp), Jade (90 gp),Jet (90 gp), Jet (100 gp), Tourmaline (80 gp); Electrum censer with silverfiligree (70 gp), Gilded demon skull (300 gp), Gold censer with silverfiligree (90 gp), Gold mask (450 gp), Silver cauldron with animal symbols(120 gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp); MasterworkSpear (302 gp); Belt of Tumbling (800 gp), Endless Bandolier (1500 gp),Longsword (+1 weapon) (sheds light) (2315 gp), Mithral Shirt (1100 gp),Potion of Barkskin (cr, 300 gp), Potion of Bullet Shield (uc, 300 gp), Potionof Cat's Grace (cr, 300 gp), Potion of Disguise Other (um, 300 gp), Potionof Haste (cr, 750 gp), Potion of Hide from Animals (cr, 50 gp), Potion ofReduce Person (cr, 50 gp), Potion of Tongues (cr, 750 gp), Scroll ofComprehend Languages (cr, 25 gp), Wand of Delay Poison (cr, 4500 gp)(design provides clue to function), Wand of Detect Undead (cr, 750 gp),Wand of Jump (cr, 750 gp) (inscription provides clue to function), Wand ofMagic Weapon (cr, 750 gp), Wand of Spectral Hand (cr, 4500 gp),Warhammer (+1 weapon) (sheds light) (2312 gp); hoard total 26282 gp

Room #38 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

→ Leads to room #27

West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

→ Leads to room #16

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

Ⓣ One-way Door: CR 14; mechanical; Perception DC 28; Disable DeviceDC 28

→ Leads to room #15, inhabited by 9 x Succubus

South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Guillotine Blade: CR 12; mechanical; Perception DC 24; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +14 melee(10d6/19-20)

Monster 5 x Black Pudding

Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight 60ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp 105(10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20 ft., climb20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space 15 ft.; Reach10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str 16, Dex 1, Con 22,Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16 grapple), CMD 17 (27 vs.bull rush, can't be tripped); SQ ooze traits, suction

Skills: Climb +11

Room #39 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

South Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

Page 22: Nabadjon of the Gargamax 14

South Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

South Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Room Features A magical mural on the south wall depicts the gruesome death of whomeverviews it, A rope ascends to a balcony hanging from the east wall

Trap Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch, 130damage, DC 19 Will save for half, cannot be reduced to less than 1 hitpoint)

Room #40 West Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

Ⓣ Guillotine Blade: CR 16; mechanical; Perception DC 32; DisableDevice DC 30; Trigger location; Reset manual; Effect Atk +14 melee(16d6/19-20)

West Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Guillotine Blade: CR 16; mechanical; Perception DC 32; DisableDevice DC 32; Trigger location; Reset manual; Effect Atk +18 melee(16d6/19-20)

South Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

Ⓣ Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

Room Features A magical statue in the south side of the room answers questions withinsults, A grinding noise fills the room

Monster 11 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 357 pp, 2375 gp, 100 sp; Amber (100 gp), Black Pearl (400 gp),Bloodstone (45 gp), Carnelian (45 gp), Citrine (65 gp), Deep Blue Spinel(100 gp), Garnet (100 gp), Jasper (35 gp), Milky Quartz (45 gp), MilkyQuartz (55 gp), Opal (400 gp), Opal (550 gp), Pyrite (10 gp), Rhodochrosite(12 gp), Saltwater Pearl (110 gp), Sard (60 gp), Smoky Quartz (35 gp),Smoky Quartz (45 gp), Smoky Quartz (55 gp), Topaz (550 gp), 2 x Turquoise(11 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Guidance (cr, 25 gp),Scroll of Alter Self (cr, 150 gp), Scroll of Scorching Ray (cr, 150 gp), Scrollof See Invisibility (cr, 150 gp), Wand of Prestidigitation (cr, 375 gp) (designprovides clue to function), Wand of Purify Food and Drink (cr, 375 gp),Wand of Summon Nature's Ally I (cr, 750 gp) (inscription provides clue tofunction); hoard total 10794 gp

Room #41 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(slides to one side, +1 to break DC)

Ⓣ Teleporter Crystal: CR 15; magic; Perception DC 28; Disable DeviceDC 26; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 16 Will save negates)

Page 23: Nabadjon of the Gargamax 14

East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)

Empty

Room #42 North Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)

Ⓢ The door is concealed within a horrific torture device

West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;hard 5, 10 hp)

Ⓣ Guillotine Blade: CR 14; mechanical; Perception DC 28; DisableDevice DC 30; Trigger location; Reset manual; Effect Atk +13 melee(14d6/19-20)

West Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Ⓣ Falling Block: CR 13; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +13 melee (13d6);multiple targets (all targets in a 10 ft. square area)

Room Features A faded and torn tapestry hangs from the south wall, Someone has scrawled"It's a trap" on the north wall

Monster 9 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4 armor, -1Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2, Will +3; DArock catching; Speed 40 ft. (30 ft. in armor); Melee greatclub +14/+9(2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6 (1d8+10); Space 10 ft.;Reach 10 ft.; SA rock throwing (120 ft.); Str 25, Dex 8, Con 19, Int 6, Wis10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,Intimidating Prowess, Martial Weapon Proficiency (greatclub), PowerAttack, Weapon Focus (greatclub)

Treasure: 29 pp, 280 gp; Amethyst (80 gp), Bloodstone (35 gp), Jade (80 gp),Jasper (50 gp), Onyx (55 gp), Opal (550 gp), Red Spinel (45 gp), Topaz (500gp); Masterwork Heavy Wooden Shield (157 gp), Masterwork Warhammer(312 gp); Banded Mail (+1 armor, Defiant) (4400 gp), Dagger (+1 weapon)(sheds light) (2302 gp), Potion of Invigorate (apg, 50 gp), Potion of ResistElectricity (3rd) (cr, 300 gp), Ring of Sustenance (2500 gp) (design providesclue to function), Wand of Charm Person (cr, 750 gp) (design provides clueto function), Wand of Endure Elements (cr, 750 gp); hoard total 13486 gp

Room #43 West Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1to break DC)

Ⓣ One-way Door: CR 16; mechanical; Perception DC 28; Disable DeviceDC 28

West Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

South Entry Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp) (slides down,+1 to break DC)

Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ Earthmaw Trap: CR 13; magic; Perception DC 26; Disable Device DC30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC20 Reflex save for half damage)

→ Leads to room #29, inhabited by 1 x Adult Silver Dragon

Room Features A magical statue in the north side of the room speaks riddles and crypticprophecies, A bloody journal lies in the south-east corner of the room

Monster 3 x Frost Giant

Page 24: Nabadjon of the Gargamax 14

Monster 3 x Frost Giant

Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29

Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,Skill Focus (Stealth)

Treasure: 34 pp, 200 gp; Masterwork Chain Shirt (250 gp); Heavy WoodenShield (+2 shield) (4157 gp), Potion of Undetectable Alignment (cr, 300 gp),Ring of Ferocious Action (3000 gp), Scythe (+1 weapon) (2318 gp), Wand ofCorrosive Touch (um, 750 gp); hoard total 11315 gp

Room #44 West Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

→ Leads to room #30, inhabited by 3 x Stone Golem

Monster 15 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Treasure: 13 pp, 240 gp, 110 sp, 1200 cp; Amethyst (110 gp), Aquamarine(450 gp), Bloodstone (45 gp), Bloodstone (55 gp), Ivory (55 gp), Jet (100 gp),Sard (45 gp), Topaz (650 gp), Zircon (45 gp); Darkwood and platinum musicbox (4000 gp), Gold and platinum statuette of a deity (750 gp), Platinumflagon with religious markings (1100 gp), Platinum statuette of a deity(1300 gp); Masterwork Heavy Crossbow (350 gp), Masterwork Shortbow(330 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Cure Serious Wounds(cr, 750 gp), Ring of Feather Falling (2200 gp) (design provides clue tofunction), Scroll of Obscuring Mist (cr, 25 gp), Scroll of Summon Monster III(cr, 375 gp), Wand of Web (cr, 4500 gp) (inscription provides clue tofunction); hoard total 17678 gp

Room #45 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

→ Leads to room #31, inhabited by 12 x Succubus

East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

Ⓣ One-way Door: CR 13; mechanical; Perception DC 28; Disable DeviceDC 26

East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

Page 25: Nabadjon of the Gargamax 14

Room Features Someone has scrawled "In the Year of Dweomers, the line of Virtue shallend" on the south wall, Several candles are scattered throughout the room

Monster 12 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Treasure: 407 pp, 1620 gp; Black Pearl (400 gp), Chrysoprase (55 gp),Garnet (100 gp), 2 x Ivory (50 gp), Jasper (40 gp), Jet (100 gp), Opal (600gp); Copper scepter with gold inlay (50 gp), Painting of a beloved queen bya master (5000 gp), Painting of a queen by a master (1500 gp), Platinumbowl with arcane engravings (800 gp), Platinum holy symbol (500 gp);hoard total 14935 gp

Room #46 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is concealed behind an area of mold

→ Leads to room #32

East Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ The door is opened by twisting an iron sconce

Monster 9 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 53 pp, 472 gp, 128 sp, 60 cp; Alabaster (10 gp), Black Pearl (550gp), Citrine (45 gp), Deep Blue Spinel (100 gp), Hematite (11 gp), MilkyQuartz (40 gp); Light Wooden Shield (+2 shield) (4153 gp), Morningstar (+1weapon, Mighty Cleaving) (sheds light) (8308 gp), Potion of Protection fromChaos (cr, 50 gp), Scroll of Grease (cr, 25 gp), Wand of Bleed (cr, 375 gp)(inscription provides clue to function); hoard total 14682 gp 4 sp

Room #47 North Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)

Ⓣ Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +17 ranged (15d6/x3)

North Entry #2 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone

West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

Ⓢ The door is located several feet above the floor and concealed behinda pile of skulls

→ Leads to room #24, inhabited by 1 x Adult Red Dragon

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;

Page 26: Nabadjon of the Gargamax 14

West Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;hard 5, 10 hp)

Ⓣ Magic Missle Trap: CR 15; magic; Perception DC 30; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect magic missile(12d6 force damage); never miss

→ Leads to room #31, inhabited by 12 x Succubus

East Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp) (slides up, +2 to break DC)

Ⓣ Guillotine Blade: CR 13; mechanical; Perception DC 26; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +17 melee(15d6/19-20)

→ Leads to room #35

South Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ The door is concealed behind a pile of broken stone

Room Features A group of draconic faces have been carved into the west wall, Skeletonshang from chains and manacles against the east wall

Room #48 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp) (slides up, +2 to break DC)

East Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

→ Leads to room #23, inhabited by 1 x Adult Red Dragon

East Entry #2 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,break DC 15; hard 5, 10 hp)

Ⓢ The door is located above a small stone dais and concealed behind anarea of slime

→ Leads to room #32

South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

Room Features Spirals of yellow stones cover the floor, A clicking noise fills the room

Room #49 North Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ The door is concealed within an upright sarcophagus

West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Acid Spray: CR 15; magic; Perception DC 26; Disable Device DC 28;Trigger visual (true seeing); Reset none; Effect acid spray (15d6 aciddamage, DC 18 Reflex save for half damage)

→ Leads to room #26, inhabited by 8 x Frost Giant

East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

→ Leads to room #33, inhabited by 4 x Hill Giant

South Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

South Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room Features A mural of legendary monsters covers the ceiling, Various torture devicesare scattered throughout the room

Monster 10 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch

Page 27: Nabadjon of the Gargamax 14

17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 853 pp, 4826 gp, 110 sp, 110 cp; Hematite (8 gp), Lapis Lazuli(11 gp), Lapis Lazuli (12 gp), Malachite (12 gp), Moonstone (65 gp),Obsidian (10 gp), Onyx (40 gp), Peridot (50 gp), Tigereye (9 gp), Turquoise(12 gp); Masterwork Scythe (318 gp); hoard total 13915 gp 1 sp

Room #50 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

West Entry Secret (Search DC 25) Trapped and Locked Simple Wooden Door (OpenLock DC 25, break DC 15; hard 5, 10 hp)

Ⓢ The door is concealed behind a statue of an ancient lich, and openedby pressing runes on his staff

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #34

East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

→ Leads to room #30, inhabited by 3 x Stone Golem

South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry #2 Secret (Search DC 20) Trapped and Locked Simple Wooden Door (OpenLock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)

Ⓢ The door is located several feet above the floor and concealed by anillusion

Ⓣ Falling Block: CR 16; mechanical; Perception DC 28; Disable DeviceDC 32; Trigger location; Reset none; Effect Atk +14 melee (17d6);multiple targets (all targets in a 10 ft. square area)

Room Features A stair ascends to a balcony hanging from the south wall, Various torturedevices are scattered throughout the room

Monster 3 x Devourer

Devourer: CR 11, XP 12800; NE Large Undead (extraplanar); Init +7; Sensesdarkvision 60 ft.; Perception +20; AC 25, touch 12, flat-footed 22 (+3 Dex,+13 natural, -1 size); hp 133 (14d8+70); Fort +9, Ref +7, Will +12; DA spelldeflection, undead traits; SR 22; Speed 30 ft., fly 20 ft. (perfect); Melee 2claws +18 (1d8+9 plus energy drain); Space 10 ft.; Reach 10 ft.; SA devoursoul, energy drain (1 level, DC 20), spell-like abilities CL 18th; Str 28, Dex16, Con -, Int 19, Wis 16, Cha 21; Base Atk +10, CMB +20, CMD 33

Skills and Feats: Bluff +19, Diplomacy +14, Fly +19, Intimidate +19,Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, SenseMotive +17, Spellcraft +21, Stealth +6; Blind-Fight, Cleave, CombatCasting, Combat Expertise, Improved Initiative, Improved Sunder, PowerAttack

Treasure: 695 pp, 3376 gp, 190 sp, 900 cp; Alabaster (7 gp), Alabaster (8gp), Amethyst (70 gp), Bloodstone (45 gp), Chrysoberyl (90 gp), Chrysoprase(50 gp), Jasper (50 gp), Milky Quartz (60 gp), Obsidian (11 gp), Opal (450gp), Pyrite (8 gp), Rhodochrosite (10 gp), Rhodochrosite (12 gp), Rose

Page 28: Nabadjon of the Gargamax 14

gp), Pyrite (8 gp), Rhodochrosite (10 gp), Rhodochrosite (12 gp), RoseQuartz (35 gp), Rose Quartz (60 gp), Smoky Quartz (65 gp), Topaz (500 gp);Masterwork Longsword (315 gp); Scroll of Create Water (cr, 12 gp 5 sp),Scroll of Flaming Sphere (cr, 150 gp), Scroll of Summon Monster II (cr, 150gp), Wand of Bless (cr, 750 gp), Wand of Burning Hands (cr, 750 gp), Wandof Identify (cr, 750 gp); hoard total 14762 gp 5 sp

Room #51 South Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is concealed behind an area of slime

→ Leads to room #12

Empty

Room #52 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓣ Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;Disable Device DC 33; Trigger sight (true seeing); Reset none; Effectspell effect (empowered disintegrate, +9 ranged touch, 30d6 damageplus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +15 ranged (14d6/x3)

→ Leads to room #11, inhabited by 9 x Frost Giant

Empty

Room #53 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ⓣ Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

→ Leads to room #14

South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Guillotine Blade: CR 14; mechanical; Perception DC 26; DisableDevice DC 28; Trigger location; Reset manual; Effect Atk +13 melee(13d6/19-20)

Room Features Numerous pillars line the north wall, A stone dais and throne sits in thenorth side of the room

Room #54 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Guillotine Blade: CR 12; mechanical; Perception DC 28; DisableDevice DC 24; Trigger location; Reset manual; Effect Atk +16 melee(11d6/19-20)

Room Features A sloped pit lined with iron spikes lies in the center of the room, Ashattered sword lies in the west side of the room

Monster 7 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision 60ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1 Dex,+12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune acid,sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14 (1d8+7),2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid, 7d6 aciddamage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24, Dex 8, Con21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great

Page 29: Nabadjon of the Gargamax 14

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, GreatFortitude, Iron Will, Skill Focus (Perception)

Treasure: 14 pp, 340 gp, 1800 sp, 13000 cp; Chrysoberyl (80 gp), Garnet(120 gp), Jet (90 gp), Jet (100 gp), 2 x Jet (120 gp), Opal (450 gp), RedSpinel (40 gp), Rose Quartz (45 gp); Gold and platinum statuette of a deity(750 gp); Scale Mail (+1 armor) (1200 gp), Wand of Bless (cr, 750 gp);hoard total 4655 gp

Room #55 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

Room Features A narrow ledge runs along the north and west walls, Someone has scrawleda diagram of a mechanical trap on the south wall

Room #56 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Ⓣ Rune of Confusion: CR 13; magic; Perception DC 30; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 16 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

→ Leads to room #4

South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

Room Features A large table and several crates sit in the west side of the room, The flooris covered with claw marks

Room #57 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp) (slides up, +2 to break DC)

East Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

Ⓢ A bookcase and concealed door pivots smoothly

Room Features A set of demonic war masks hangs on the east wall, Someone has scrawled"straight, right, left, right" in draconic script on the west wall

Room #58 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

→ Leads to room #6, inhabited by 1 x Mature Adult Copper Dragon

Empty

Nabadjon of the Gargamax http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License