Welcome again to Masters  and Minions, where I strive to give you interesting NPCs and encounters  that can be placed easily into your game. This week’s encounter takes the PCs  into a dangerous dungeon, full of traps and monsters, in search of an ancient  treasure. There are many rumors about what this treasure might be, but most  rumors say that it is a huge golem that can be worn like armor (The Behemoth  golem armor can be found in Into the Armory, available for free download).
      
            The dungeon is home to many kinds of subterranean creatures,  and the golem armor itself is rumored to be guarded by a fearsome neothelid,  which can be found in the Pathfinder  Bestiary. The dungeon has also become the home of an elder cavern kami,  which may grant the PCs its blessing if they befriend it (cavern kami can be  found in The Book of  Kami, another book available  for free download).
      
The dungeon is also filled with a myriad of traps, the three most dangerous of which are listed here. For other traps I recommend check out this article by Joshua Zaback.
Lava Pit Trap CR 18
            The lava pit trap is in a 5-foot-wide hallway and is one of  the first traps the PCs encounter.
      
Type mechanical; Perception DC 20; Disable  Device DC 20
          Trigger location; Reset automatic delayed  reset by 1d4 minutes
      Effect 50-foot-deep pit (5d6 falling damage); 10-foot-deep  lava pit (20d6 fire damage per round immersed plus an additional 10d6 fire  every round for 1d3 rounds after exposure ceases); DC 20 Reflex avoids
Maximized Xelar’s Inferno Trap CR 16
      
            The maximized Xelar’s  inferno trap is contained in a massive circular chamber with a 200-foot  diameter and 100-foot tall ceiling, with at least two entrances, and six large  stone statues depicting fearsome ruby-eyed dragons along the walls. The trap is  triggered when the PCs reach the center of the chamber. When the trap is  triggered, the entrances become sealed and the dragon statues begin to charge  up for the inferno. Each statue has a mechanism that must be disabled before  the trap can be stopped and the entrances be opened once again.
      
Type magic; Perception DC 31; Disable  Device DC 31 (must be made on each of the six dragon statues)
          Trigger proximity (alarm); Onset Delay 1d6  minutes; Reset automatic reset delayed by 1d6 minutes
      Effect spell effect (Xelar’s infernoAA,  80 fire damage, DC 16 Reflex save for half damage); multiple targets (all  targets in a 100-foot-radius burst)
Poison Dart Trap (Wanderer’s Luck) CR 15
            This trap is set inside an ornate iron door and is triggered  when the door is opened.
      
Type mechanical; Perception DC 30; Disable  Device DC 30
          Trigger touch; Reset automatic reset (only  five darts left)
          Effect Atk +20 ranged (1d3 plus wanderer’s luckItA)
      
Wanderer's Luck 
	      Type: Poison, Injury; Save: Will DC 17
	      Onset: -; Frequency: 1/minute for 1 hour
	      Effect: Random teleportation (see below); Cure: 1 save
	      This pseudo-magical poison is made from the distilled  essence of a greater teleport spell. On a failed save, it teleports the victim  to a random location on the same plane. If the victim is cured of the poison in  the first 10 minutes, he is immediately teleported to wherever he was before  the poison took effect.