TEXT: 1
  
  2
  Credits
  Authors: Alex Riggs
  Artist: Tyler Clark, Matthew Manghi,                 
  and Marku Radulovic
  Editing and Development: Jason Nelson
  Cartography: Jason Juta
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. 
  Boomer, Robert Brookes, Benjamin Bruck, Matthew 
  Goodall, Jim Groves, Steve Helt, Thurston Hillman, 
  Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, 
  Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, 
  Jason Nelson, Jen Page, Richard Pett, Tom Phillips, 
  Alistair Rigg, Alex Riggs, Amber Scott, Mark Seifter, 
  Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ 
  Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-
  Palmer, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James 
  Jacobs, Jason Bulmahn, and the Paizo staff for 
  their excellent Mummy’s Mask Adventure Path. 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as 
  Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as 
  defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well 
  all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
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  and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Treasury of the Pharaohs, as well as all 
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  About LegendAry gAmes
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  Serpents 
   
  Serpents 
  Shrine of Serpents © 2016, Legendary 
  Games; Author Alex Riggs
  First printing January 2016.
  Printed in USA. 
  
  3
  Welcome to 
  Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you 
  can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-star team of design-
  ers here at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for 
  your Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, 
  designers and layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-
  legal and well-designed content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path 
  campaign, they are designed to be easily incorporated into your home game regardless of what campaign you may be running. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Egyptian Adventure Path” instead of the title of the 14th adventure path published by 
  Paizo Inc, covering issues #79 to 84. Or, you may see us use names such as the “Risen Pharaoh,” the “Tomb City,” the “Pharaoh 
  Kingdom,” or the “Goddess of the Dead” instead of the proper names of specific characters or places from those adventures 
  or gods from the world setting. While we can create compatible products under the Open Game License, we still have to be 
  respectful of certain content Paizo owns. Because we want to be very respectful of their content and work in partnership 
  with them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those who may be 
  running a home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking about 
  and will have no problem making the required connection. So, enjoy these pregenerated characters for use in your “Egyptian 
  Adventure Path,” seeking your fortune in the “Tomb City” and beyond. See, that wasn’t so hard, was it?
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder Refer-
  ence Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. 
  The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially 
  those from newer books or that you may not have memorized.
  
  4
  Contents
  The Hidden Temple of Apep 
  6
  Adventure Background 
  6
  Beginning the Adventure 
  6
  The Hidden Temple 
  7
  A1. The Serpent’s Maw 
  8
  A2. Viper Nest (CR 10) 
  8
  A3. Feast Hall (CR 9) 
  9
  A4. Kitchen 
  11
  A5. Apep’s Chamber 
  11
  A6. Prison (CR 9) 
  12
  A7. Personal Quarters 
  13
  A8. High Priestess’s Quarters 
  13
  A9. Chamber of Reflection (CR 12) 
  14
  A10. Chamber of Darkness (CR 7) 
  16
  A11. Talavar’s Chamber 
  16
  Concluding the Adventure 
  17
  
  5
  What You Will Find Inside the        
  Shrine of Serpents
  The sinister serpent cult of Apep the Devourer has returned! Once hunted to near-extinction to quell their 
  insatiable hunger for living sacrifices to their scaled god, a new power has arisen claiming to be an avatar 
  of the dreaming serpent and has redoubled their rapacious campaign of terror with an inhuman cunning 
  and savagery. Content to lurk in the shadows no longer, the serpent cult must be stopped before it spreads 
  once more across the Pharaoh Kingdom and the sands again are stained with blood and venom while their 
  mysterious master laughs. 
  Shrine of Serpents is a 9th-level adventure for the Pathfinder Roleplaying Game that can be played on its own 
  or as a complement to the third or fourth volume (#81-82) of the Egyptian Adventure Path from Paizo, Inc. The 
  Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics, and 
  excellence in design that is second to none. This product is the latest in that tradition, and we hope you enjoy 
  using it as much as we enjoyed making it. Game on! 
   
  
  6
  The Hidden 
  Temple of 
  Apep
  Shrine of Serpents is an adventure suitable for characters 
  from 8th to 10th level. If you’re using this adventure in 
  conjunction with the official Egyptian Adventure Path by 
  Paizo Inc. (issues #79–84), this adventure can be inserted 
  somewhere in the latter half of the third adventure in the 
  series, between the third and fourth adventure, or in the 
  early parts of the fourth adventure. If used on its own, or 
  as part of a different ongoing campaign, the adventure 
  can begin simply by having the PCs be attacked as they 
  wander through the wilderness, or they may simply find a 
  mysterious clue in the middle of nowhere (see Beginning 
  the Adventure).
  Adventure bAckground
  Apep is an ancient god of serpents, darkness, evil, and 
  chaos, and even at the height of his popularity, when 
  his faith was its most widespread, his followers still 
  worshipped in secret, and were hated and feared by the 
  people. As a result, many of Apep’s old temples remain 
  largely intact even though his worship declined with many 
  of the other gods in his pantheon, simply because no one 
  knew where to find these temples. In a few places, small 
  cults devoted to Apep continue to operate, believing 
  that through their faith they can restore the serpent god 
  to power, and that if they do so, he will reward them by 
  punishing their enemies.
  One such cult has recently become a serious threat to 
  travelers passing near its hidden temple, as they actively 
  hunt for passersby that they can capture and use as live 
  sacrifices to a massive snake, who they hope to ritually im-
  bue with a fraction of Apep’s essence, and transform into 
  an avatar of their god. In recent months, dozens of travel-
  ers have been captured and fed to this snake, and, heaping 
  misery upon misery, this has caused many to avoid the 
  region entirely, causing nearby villages and towns to be 
  cut off, and face imminent ruin.
  But the cult itself is not without its own woes. A month 
  ago, a snake-headed rakshasa named Talavar, who fancies 
  himself something of a historian, came to the hidden 
  temple in search of rare ancient texts, and was surprised 
  to discover an active cult in what he thought would be an 
  abandoned temple. Claiming to be an avatar of Apep, he 
  took the cult as his own, and has been spurring the cultists 
  to hunt down even more sacrifices (including dragging 
  victims in nearby villages out of their beds in the middle 
  of the night), and he has increasingly been demanding 
  that these sacrifices be cooked and eaten by himself and 
  the cultists, in addition to those sacrifices destined for 
  the giant snake. Thankfully, Talavar has no real interest in 
  the cult except for the pleasure he takes in warping and 
  twisting them, and so despite his grand promises to the 
  cultists, he has no real intention of helping them rise to 
  true power in the region.
  beginning the Adventure
  There are several ways to begin the adventure. You 
  should consider your playgroup, and choose which one 
  is most likely to fit their play style, but if one hook fails to 
  work, you can always offer one of the others. 
  The simplest option is to have the players stumble 
  across a clue left behind by one of the cult’s most recent 
  captives. The merchant Ilfara (area A6) may have used her 
  coin purse to leave a trail of copper coins as she was taken 
  from the spot where she was captured to the cult’s hidden 
  temple. The PCs cross this trail (or find its starting point) 
  as they cross through the desert, and follow it back to 
  the hidden temple, exactly what the merchant intended. 
  GMs wishing to cut to the chase might simply have the PCs 
  pass directly by the cave mouth that houses the temple’s 
  entrance.
  Alternatively, the PCs themselves may be attacked by 
  the cultists as they travel through the desert. In this case, 
  the party should face a group of four cultists of Apep (see 
  area A2), who wait in position to ambush and flank them. 
  The cultists’ matching uniforms and strange holy symbols 
  may pique the party’s curiosity, and they may choose to 
  take prisoners, who could lead them back to the hidden 
  temple, they may follow a fleeing cultist, use Survival to 
  track the cultist’s footprints back to their lair, or they may 
  even be captured and taken directly to area A6 (note that 
  this effectively bypasses the dangers of areas A1 and A2).
  The party could also be hired by any number of frus-
  trated merchants unable to receive shipments, concerned 
  families of victims that have gone missing, or local leaders 
  worried about their settlement’s ability to trade or survive 
  
  7
  in the face of the cult’s predations, to seek out the source 
  of the disappearances and put a stop to it.
  the hidden tempLe
  The hidden temple of Apep is hidden not so much in 
  that it is hard for passersby to find, but rather that it looks 
  nothing like a temple from the outside. The structure is 
  entirely underground, and has been dug out of the side of 
  a small cliff, leaving only a rough cavern entrance visible 
  from the outside. Inside, though, the walls are smooth, 
  worked stone. Unless otherwise noted, the ceilings within 
  the hidden temple are 10 feet high, all doors are strong 
  wooden doors, and each room is illuminated with torches.
  
  8
  A1. the serpent’s mAw
  The rough, unworked stone of the cave entrance continues for 
  only a few feet before opening into a chamber made of smooth, 
  polished, and carefully worked stone. At the far end of the room 
  is a doorway, framed by a massive serpent’s mouth carved from 
  the stone, its jaws wide open as though to swallow those who 
  step through it. Beyond, a steep staircase can be seen, descend-
  ing into darkness.
  This antechamber serves to scare off most of those curi-
  ous enough to wander into the cave. Those whose curios-
  ity overcomes their apprehension typically fall victim to 
  the stairwell’s grim trap.
  Serpent’S Gullet trap  
                     Cr 4
  XP 1,200
  Type magic; Perception DC 25; Disable Device DC 25
  eFFeCtS
  Trigger location; Reset automatic (10 minutes)
  Effect The jaws of the stone snake head that form the en-
  trance to the stairwell between areas A1 and A2 snap shut, 
  inflicting 2d6 points of bludgeoning damage to each crea-
  ture on the first 10 feet of the stairwell. Then, the steps of 
  the stairs transform into a smooth, steep slope, and develop 
  a thick coating of greasy slime. Any creature on the stairs 
  must succeed on a Reflex save (DC 20) or fall prone and 
  slide to the bottom of the stairs, where they are deposited 
  into the 30-foot deep pit filled with two venomous snake 
  swarms in area A2. Each affected creature can attempt a 
  Climb check (DC 25) to catch themselves on the lip of the 
  pit, at the end of the greased chute. If a creature succeeds 
  on this check, he is climbing on the wall of the pit, and can 
  attempt to climb out on his turn. If he fails, he falls to the 
  bottom of the pit (suffering 3d6 points of fall damage). See 
  area A2 for more information about the venomous snake 
  swarms in the pit. The trap is only triggered by characters 
  entering the stairs from area A1. Characters moving into the 
  triggering location from area A2 do not trigger the trap.
  A2. viper nest (cr 10)
  The bulk of this room is occupied by a 10-foot-square pit, 
  which extends some 30 feet down below, to a roiling nest of 
  colorful serpents, which slither over one another like a giant knot 
  of reptilian flesh. Other than the walls, which are covered in nu-
  merous paintings and tile murals depicting rampaging snakes, 
  the room’s only other feature is an open doorway that leads to 
  hallway extending South.
  This room serves as the temple’s primary defense 
  against intruders, both because of the snake pit that oc-
  cupies the majority of the room, and because of the fact 
  that cultists are stationed here to serve as guards at any 
  given time of day.
  The walls are covered with depictions of snakes. 
  Unlike in the first chamber, these depictions all seem 
  to show large groups of snakes causing havoc in vari-
  ous ways. One large mural shows serpents raining from 
  the sky on fields full of hapless and terrified farmers. 
  Another shows a man or woman who has been almost 
  entirely wrapped in snakes, so that only the figure’s head 
  is visible from the otherwise humanoid-shaped serpent 
  form. Yet another shows an image of a riverbed overflow-
  ing with snakes, which are biting fleeing humanoids and 
  livestock, and whose fangs visibly drip with green liquid.
  Creatures: The pit that occupies the majority of the 
  room contains two venomous snake swarms. These 
  swarms are actually a single, giant swarm, and the snakes 
  that make up the swarms freely move from one swarm 
  to the other. As a result, neither swarm deals its swarm 
  damage to the other, even if they occupy the same space. 
  If the two swarms are occupying the same space, and are 
  the target of an attack, there is a 50% chance that either 
  individual swarm is hit (spells or abilities with an area of 
  effect affect both swarms).
  Additionally, at any given time, the room contains 2 
  low-ranking cultists, who guard the room against intrud-
  ers. Long ago, a ritual question-and-answer password 
  system allowed the cultists on guard duty to admit 
  returning members, but the cult has grown so small in 
  recent times that the cultists simply recognize one an-
  other, and attack anyone they don’t recognize on sight. 
  Characters disguised in the cult’s ritual garb, and bearing 
  holy symbols of Apep, cause the cultists to pause at least 
  long enough for a conversation, but any attempts to con-
  vince the guards that they are members of the temple or 
  otherwise belong there are considered to be far-fetched 
  (imposing a –10 penalty on the check). The cultists take 
  pot-shots at intruders that fall in the pit, but are mostly 
  there to defend against intruders who manage to bypass 
  the trap in area A1, and thereby the pit. They fire at such 
  creatures as they descend the stairs, and switch to melee 
  once the intruders make it around the pit.
  
  9
  VenomouS Snake SwarmS (2)  
          Cr 4
  XP 1,200 each
  hp 37 each (Pathfinder Roleplaying Game Bestiary 3) 
  CultiStS oF apep (2) 
  Cr 7
  XP 3,200 each
  Human ranger 8
  CE Medium humanoid (human)
  Init +3; Senses Perception +12
  DeFenSe
  AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, 
  +1 shield)
  hp 72 (8d10+24) each
  Fort +9, Ref +10, Will +4
  oFFenSe
  Speed 30 ft. (20 ft. in armor)
  Melee mwk short sword +10/+5 (1d6+3/19–20), 
  mwk short sword +10/+5 (1d6+3/19–20)
  Ranged mwk composite shortbow +12/+7 (1d6+3/
  x3)
  Special Attacks combat style (two-weapon combat), 
  favored enemies (elves +2, humans +4)
  Ranger Spells Prepared (CL 5th; concentration +6)
  2nd—barkskin
  1st—endure elements, resist energy
  taCtiCS
  Before Combat The cultists cast endure elements on 
  themselves at the beginning of each day. As soon 
  as they suspect there is a likelihood of combat, 
  they cast barkskin on themselves, but they do not 
  cast resist energy unless they have seen evidence of 
  a particular energy type being used.
  During Combat The cultists attack with their short-
  bows if possible, switching to fighting with two 
  short swords if they are engaged in melee. If they 
  are having trouble hitting opponents, they switch 
  to a single short sword, but if hey hit regularly, 
  they begin using Power Attack.
  Morale Spurred by religious dogma, the cultists gen-
  erally fight to the death. A cultist reduced to less 
  than 20 hit points can be persuaded to surrender 
  with a successful DC 29 Diplomacy check.
  StatiStiCS
  Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +11; CMD 25
  Feats Double Slice, Endurance, Improved Two-
  Weapon Fighting, Point- Blank Shot, Power Attack, 
  Precise Shot, Two-Weapon Defense, Two-Weapon 
  Fighting
  Skills Acrobatics +0 (–4 to jump), Climb +11, 
  Intimidate +10, Knowledge (local) +8, Knowl-
  edge (religion) +8, Perception +12, Stealth +11, 
  Survival +12
  Languages Common
  SQ favored terrains (desert +4, underground +2), 
  hunter’s bond (companions), swift tracker, track 
  +4, wild empathy +7, woodland stride
  Other Gear +1 breastplate, arrows (40), mwk com-
  posite shortbow (+3 Str), two mwk short swords, 
  cloak of resistance +1, 218 gp
  A3. FeAst hALL (cr 9)
  Black curtains are draped over the walls of this expansive 
  room, and several small brass braziers hang from various points 
  on the walls, all of which burn with emerald-green flames, which 
  cause the room to seem to dance with supernatural shadows. A 
  large, long wooden table occupies the majority of the northern 
  section of the room, which seems set for a large group of diners. 
  Three glossy obsidian statues of humanoids with serpentine 
  heads are positioned in various places throughout the room. The 
  southern section of the room is perhaps 20 feet lower than the 
  rest of the room, and lined with sand.
  This room is used for dining, a daily ritual that takes 
  on great religious significance within the cult, who hold 
  elaborate and ritualized meals each evening, at dusk, in 
  a symbolic re-enactment of Apep devouring the sun. The 
  northern half of the chamber is for the cultists themselves 
  to eat, while the southern half of the chamber is where 
  they deliver food, in the form of live human sacrifices, to 
  the giant snake in area A5, who they regard as an incarna-
  tion of Apep.
  There is no kind of protective railing or any other safe-
  guard separating the northern, upper half of the room, 
  and the southern, lower portion, simply a sheer 20-foot 
  drop. The thin layer of sand on the southern portion of the 
  room breaks the fall of anyone who lands on it, turning 
  any fall damage from this drop to nonlethal damage. This 
  lower portion actually extends all the way into area A5, 
  and the snake there is able to come and go between the 
  rooms as it pleases, though it generally only comes here 
  when it hears the sound of food.
  Creatures: Three mythic graven guardians are stationed 
  in this room. One stands against the North wall, in the 
  middle, with another on each of the East and West walls. 
  They will not attack anyone displaying a holy symbol of 
  Apep, or anyone accompanied by such a creature, nor will 
  
  10
  they attack snakes, but otherwise they attack 
  any creature that enters this room. At dusk, the 
  entire cult gathers here for one hour to perform 
  an elaborate feast, meaning that all of the cultists 
  from the other rooms in the temple can be found here, 
  as well, including High Priestess Ismeni, and, for the first 
  few minutes, at least, Talavar (area A11). In this case, the 
  feasting is quite loud, however, and can be heard as far 
  away as area A2 with a DC 0 Perception check.
  mythiC GraVen GuarDian (SCalykinD)     Cr 6/mr 3
  XP 2,400
  Pathfinder Roleplaying Game Bestiary 3
  N Medium construct (mythic)
  Init +2; Senses darkvision 60 ft., low-light vi-
  sion; Perception +1
  DeFenSe
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 83 (6d10+50); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine and epic; Immune construct traits; 
  SR 19
  Weaknesses faith bound
  oFFenSe
  Speed 40 ft.
  Melee +1 keen dagger +12/+7 (1d4+5/17-20 plus 
  bleed) or slam +10 (1d6+6)
  Ranged +1 returning dagger +11 (1d4+5/19-20 plus 
  bleed)
  Special Attacks bleed 2, channel negative energyMMA 
  (DC 14, 3d6), fervor, magic weapon, mythic power 
  (3/day, surge +1d6), rest eternal, slumberMMA (DC 
  14)
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  StatiStiCS
  Str 18, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  Feats Power AttackMF, Weapon Focus (scimitar)MF
  SQ guardian domains (Death, Repose)
  eColoGy
  Environment any land
  Organization solitary, band (2-4), or assembly (3 
  mythic graven guardians, plus 3-12 non-mythic 
  graven guardians
  Treasure incidental (masterwork scimitar, other 
  treasure)
  SpeCial aBilitieS
  Faith Bound (Su) A mythic graven guard-
  ian cannot attack any creature that openly 
  wears or displays the holy or unholy symbol 
  of the deity to which the mythic graven guardian 
  is dedicated unless that creature first attacks the 
  mythic graven guardian.
  Fervor (Su) A mythic graven guardian gains a +2 
  bonus on attack and damage rolls made against 
  creatures whose alignment is opposed to the 
  alignment of its deity on one or both align-
  ment axes (chaos vs. law, or evil vs. good), 
  as well as against creatures who are fol-
  lowers of a deity that is an enemy of the 
  mythic graven guardian’s deity.
  Hypnotic Gaze (Su) As a standard action, 
  a mythic graven guardian can expend 
  one use of mythic power to cause its eyes 
  to glow hypnotically. All creatures within 30 feet 
  become fascinated by the graven guardian for as 
  long as it maintains concentration (requiring a 
  standard action each round) and for 1d4 rounds 
  thereafter (DC 14 Will negates). The save DC is 
  Wisdom-based. 
  Magic Weapon (Su) A mythic graven guardian that 
  carries its deity’s favored weapon treats that weap-
  on as a +1 weapon as long as it is wielded by the 
  guardian. If the weapon is a melee weapon, it gains 
  the keen weapon special ability (even if the weapon 
  is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability, and 
  generates new ammunition with each attack (this 
  ammunition is destroyed whether or not it hits).
  Mindless Warrior (Ex) A mythic graven guardian 
  gains Power Attack and Weapon Focus as bonus 
  feats, even though it is mindless. For Weapon Fo-
  cus, it chooses the favored weapon of the deity it 
  is associated with. Because it is mindless, it always 
  uses its Power Attack feat.
  Venomous Weapon (Su) As a swift action, once per 
  day, a graven guardian can coat a single weapon it 
  is wielding with a form of black adder venom. Non-
  mythic creatures take a -3 penalty on their saving 
  throw against this poison and must successfully 
  save twice to cure the poison. Venom-injury; save 
  Fortitude DC 14; frequency 1/round for 6 rounds; 
  effect 1d2 Con damage; cure 1 save (2 consecutive 
  saves for non-mythic creatures). 
  Treasure:  The table is set with plates, silverware, and 
  goblets for 14 individuals, though there is no food laid 
  
  11
  out at the moment. The plates are gold-plated, the chal-
  ices pure gold, and the utensils are silver. All are expertly 
  engraved with a snake motif. In total, the set is worth 
  2,500 gp.
  A4. kitchen
  This cramped stone chamber is dominated by a large adobe 
  oven, which has been carved to resemble the gaping maw of a 
  hungry serpent. Dozens of pots and pans hang from hooks on 
  the walls and ceiling, and a large counter occupies the middle 
  of the room.
  This small kitchen is where the cultists’ grand feasts 
  are cooked. 
  Creatures: Previously, the cultists took turns preparing 
  their meals, but a few months previous, they happened to 
  capture a professional cook on one of their raids to gather 
  sacrifices, and they ultimately decided to put him to work 
  in their kitchen, rather than use him as a ritual sacrifice. 
  This cook, a man by the name of Lloyd Ulmann, spends his 
  days in here, and his nights in the prison cells in area A6. 
  He is unable to cross area A3 without being attacked by 
  the graven guardians there, and so he is left here without 
  supervision all day, most of which he spends preparing the 
  evening’s feast, as well as a few snacks for the cultists, on 
  demand, throughout the day. Lloyd stays in the kitchen 
  during the feasts, and for a couple of hours afterwards to 
  clean the dishes. He is escorted back to his cell every night 
  around 3 hours after dusk, and is not here overnight.
  Development: Lloyd is overjoyed to see the PCs, as he 
  long ago determined that he was doomed to be sacrificed 
  as soon as he ceased to be useful. He can tell the party 
  about areas A3, A4, and A6, but he hasn’t been in any of 
  the other rooms of the temple (except when he was briefly 
  taken through areas A1 and A2, and he does not remem-
  ber how the trap in area A1 was bypassed). He can relate 
  his own tale of woe, including the fact that in the months 
  that he has been here, he has seen over a dozen people be 
  sacrificed to “that damned snake” (in area A5). 
  He is quick to tell them about the nightly feasts that 
  take place in area A3, which he sometimes watches with 
  the kitchen door ajar, and he can even tell them about the 
  cult’s leader, Talavar, who he describes as “half man, half 
  snake,” and how he makes the rest of the cultists wait and 
  watch as he eats first, with the entire room silent except 
  for the sound of his chewing and the smacking of his lips. 
  Then, he has the High Priestess Ismeni perform a quick 
  prayer, and leaves, allowing the others to eat. He can go 
  on to explain that Talavar seems to be new to the cult; 
  Lloyd first saw him about a month ago, though he doesn’t 
  know where he came from or how he became the leader of 
  the cult.
  Lloyd also comments that he’s relieved not to have to 
  cook those terrible dinners anymore, but doesn’t elabo-
  rate, and becomes evasive if the PCs question him further. 
  A DC 20 Sense Motive check reveals that it is a source of 
  shame and revulsion for him, and a DC 25 Diplomacy or 
  Intimidate check is required to make him explain that, 
  ever since Talavar arrived, sometimes the cultists would 
  provide him with strange, unknown meat to cook, and 
  that he quickly realized that they only ever did so shortly 
  after one of the prisoners went missing. He breaks down 
  sobbing as he admits that the cult has forced him to cook 
  and serve the flesh of his fellow prisoners.
  A5. Apep’s chAmber
  This large stone chamber has a thin layer of sand covering 
  the floor. The far wall features a large painting, depicting an 
  enormous snake wrapped around the world, its mouth open 
  freakishly wide as it attempts to swallow the entire globe.
  The door to this chamber is locked (Disable Device DC 
  25), and trapped. High Priestess Ismeni carries the key, 
  but the room is very rarely accessed, with the cultists 
  preferring to feed the snake in area A3, instead. 
  poiSoneD Quill trap  
  Cr 8
  XP 4,800
  Type mechanical; Perception DC 30; Disable Device 
  DC 23
  eFFeCtS
  Trigger touch; Reset repair
  Effect Atk +15 melee (2d4+2 hp plus blue whinnis poison)
  Blue whinniS poiSon
  Type poison, injury; Save Fortitude DC 14
  Frequency 1/round for 2 rounds
  Initial Effect 1 Con damage; Secondary Effect uncon-
  sciousness for 1d3 hours; Cure 1 save
  The western end of this chamber opens into a short 
  tunnel that leads to the sunken, Southern portion of area 
  A3, where the cultists deliver meals to the snake, typically 
  once per week, in the middle of their feasting ceremony. 
  
  12
  Creatures: This room houses Apep, a giant anaconda of 
  great religious significance to the cult. The cultists believe 
  that, by giving the snake live human sacrifices, and perform-
  ing special rituals that have been handed down by the cult 
  since the time when Apep’s faith was popular and wide-
  spread, they can imbue the massive serpent with some frag-
  ment of their god’s divine essence, allowing it to transform 
  into an avatar or manifestation of Apep himself, who can 
  then lead the cult to victory over its foes, and restore the 
  old glory days, spreading their faith far and wide. For the 
  time being, however, Apep is simply a very large snake with 
  a very grandiose name. 
  Giant anaConDa 
  Cr 10
  XP 9,600
  hp 126 (Pathfinder Roleplaying Game Bestiary 2) 
  Treasure With a successful DC 20 Perception check, 
  a small quiver, the belonging of one of Apep’s previous 
  victims, which fell off during its owner’s brief struggles, can 
  be found upended and half-buried in one corner. It con-
  tains four +1 holy arrows. A character that takes the time to 
  search the surrounding sand and succeeds on a DC 25 Per-
  ception check finds four more such arrows scattered about.
  A6. prison (cr 9)
  This dismal chamber contains two rows of cells, with a single 
  aisle in between. The cell walls are simple metal bars on all 
  sides, allowing the inhabitants of all of the cells to be observed 
  at a glance. Several dirty and haggard figures languish within 
  the cells.
  This room serves as a holding pen for the cult’s victims, 
  where they are kept until the cultists are ready to feed 
  use them as ritual sacrifices. The prisoners receive only 
  barely enough food and water to keep them alive, and may 
  be kept her for as long as a month or so before they are 
  finally sacrificed, watching their cell mates disappear one 
  by one, only to be replaced by newcomers, until finally it is 
  their turn.
  The doors to the cells are locked (Disable Device DC 
  25). There are two keys, each of which can be used to 
  open all of the cells. One of the keys is in the possession 
  of High Priestess Ismeni, while the other is passed around 
  amongst the cultists, and is always in the possession of 
  one of the cultists currently on duty.
  Creatures: At any given time, there are two cultists serv-
  ing guard duty here (except during the feast hour, when 
  the room is unguarded). As with the cultists in area A2, 
  
  13
  they recognize one another by sight, and so are difficult 
  to fool. They attack any intruders. If the party surrenders, 
  they will lock them up with the other prisoners, but oth-
  erwise, they fight to the death. There are three prisoners 
  in the room, or four, at night, when Lloyd Ulmann is here, 
  instead of in the kitchen.
  CultiSt oF apep (2) 
  Cr 7
  XP 3,200 each
  hp 72 each (see page 9)  
  Development: If the PCs can free the prisoners, they 
  are very grateful, but unfortunately can provide very little 
  information of any value. All can relate being captured by 
  cultists as they travelled through the nearby desert. The 
  most recent prisoner, Joran (male human ranger 2) was 
  travelling alone, in search of his sister Mala, who van-
  ished in the desert some weeks ago. The other two, Ilfara  
  (female human expert 3) and Koriq (male human warrior 
  3), are a merchant and her last remaining bodyguard, 
  respectively, their group of five having been captured by 
  the cultists a month and a half ago; the other three have 
  all been fed as ritual sacrifices to either Apep or Talavar. 
  None of the prisoners know exactly what is happening to 
  the ones that are taken away (except Lloyd, when he is 
  here, but he simply doesn’t have the heart to tell them), 
  but they know that whatever it is, it isn’t good. If asked, 
  the prisoners can relate that they have heard the guards 
  talk about a creature called Talavar, referring to him as an 
  avatar of Apep, but that they also seemed unsure of him. 
  They can also relate that they heard talk of an upcoming 
  ritual, but they do not know any details about it. None of 
  the prisoners has any fight left in them, and will not ac-
  company the PCs deeper into the temple unless forced to 
  do so, preferring instead to flee.
  A7. personAL QuArters
  This simple corridor is lined with plain, unmarked doors on 
  both sides.
  This hall houses the personal quarters of the cultists 
  that live here. They are plain affairs, windowless chambers 
  carved from sandstone, with a single bed, a table, an oil 
  lamp, and a chest for their personal possessions. 
  Creatures At night, most of the cultists can be found 
  sleeping here, minus the ones stationed as guards else-
  where in the temple. During the day, there is a 50% chance 
  that 2–4 cultists can be found sleeping in their individual 
  beds here during the day.
  Treasure The cultists have little in the way of personal 
  possessions, and were forced to give much of what they 
  did have to Talavar as tribute when he arrived one month 
  ago. However, a thorough search of all of the rooms 
  reveals a noble’s outfit (worth 75 gp), three tiger’s eye ag-
  ates (worth 50 gp each), two gold necklaces (worth 100 gp 
  each), one platinum necklace (worth 150 gp), a potion of see 
  invisibility, 125 gp, 350 sp, and 926 cp.
  A8. high priestess’s QuArters
  This bedroom is substantially larger and better furnished 
  than the others nearby. A desk sits in one corner of the room, 
  and a small stone altar sits opposite it. The bed is twice the size 
  of that of the other bedrooms, and looks at least three times as 
  comfortable.
  The door to this room is locked (DC 30) and trapped.
  eleCtriFieD Door trap  
  Cr 9
  XP 6,400
  Type magic; Perception DC 30; Disable Device DC 26
  eFFeCtS
  Trigger touch; Duration 1d6 rounds; Reset none
  Effect spell effect (shocking grasp, Atk +9 melee touch 
  [5d6 electricity damage]; additionally, each time 
  the target suffers damage in this way, he must suc-
  ceed on a Fortitude save [DC 20] or be paralyzed 
  in place for 1 round, unable to let go of the door’s 
  handle. In this case, he is subject to the trap again 
  on the following round [and must make a new save 
  to avoid being paralyzed again], until the trap’s 
  duration expires).
  This room serves as the private chambers of High Priest-
  ess Ismeni, and is where she sleeps, performs her private 
  prayers to Apep, and handles the affairs of the cult. 
  Creatures: At night, High Priestess Ismeni can be found 
  sleeping here. Her constrictor snake animal companion, 
  Sofia, stands guard beneath her bed, and warns her if any-
  one enters the room by hissing loudly and attacking.
  Treasure: In addition to some candles and incense, the 
  altar contains an obsidian idol of Apep, which functions as 
  an unholy symbol of Apep, and is also worth 500 gp as an 
  art object. There are several papers strewn about the desk 
  
  14
  haphazardly. The top drawer of the desk is locked (DC 25) 
  and contains a small leather pouch containing 97 gp, 45 
  sp, and 395 cp; funds set aside so that cultists can buy sup-
  plies, or for other emergencies. The second drawer of the 
  desk contains a small, black leather book.
  Development: The papers on the desk are a mix of 
  different things, including some half-written treatises 
  and meditations on the nature of Apep that Ismeni has 
  been writing, correspondence with the leader of a nearby 
  bandit camp, discussing their division of local territory 
  and those travelling through it, as well as a torrid and pas-
  sionate love affair between them, and some basic account-
  ing and inventory for the cult. The black leather book 
  found in the desk’s second drawer is Ismeni’s journal, 
  which describes much of the day-to-day events of the cult. 
  Particularly noteworthy entries include one from a month 
  ago, in which she elatedly reports that an avatar of Apep 
  has come to visit them, describing a humanoid man with 
  the head of a snake, and how he emerged triumphantly 
  from what she refers to as “the room of forbidden night,” 
  (area A10), and some more recent entries, in which she be-
  comes slowly disillusioned with this visitor, who seems to 
  know little of Apep, spends nearly all of his time secluded, 
  and has done little for the cult’s cause since arriving.
  A9. chAmber oF reFLection (cr 12)
  This massive chamber is lit by four brass braziers, which oc-
  cupy the room’s corners. At the North end of the room is a statue 
  of a massive, coiled serpent. The walls of the room are carved 
  with a complex series of images involving snakes. In the center of 
  the room, a circle of candles has been placed around an image of 
  a snake devouring its own tail has been painted in what appears 
  to be blood. On the West wall, opposite the entrance, is a pair of 
  double doors painted with black circles.
  This grand chamber was once the place where great 
  magical rituals would be performed, and where the cult’s 
  leader would address the assembled throng of the cultists. 
  In more recent years, with the cult’s numbers in decline, 
  it has seen relatively little use, except as a location for in-
  dividual prayer to Apep. In the last few months, however, 
  as High Priestess Ismeni has been preparing to attempt 
  the Rite of Rebirth to transform the giant anaconda in 
  area A5 into a true incarnation of the god Apep, the area 
  has increasingly been used for that purpose. The ritual is 
  incredibly long, requiring an entire month to perform, and 
  at the time the PCs arrive at the temple, Ismeni still has 
  over a week left. Worse still for her plans, if she interrupts 
  the ritual for combat, she will need to start over from the 
  beginning.
  The images on the walls depict Apep’s continuous cycle 
  of death and rebirth. On the North wall, it shows a power-
  ful Apep attacking Ra on his barge, and being wounded 
  by set. On the East wall, it shows Apep being cut up into 
  pieces, with each piece transforming into a snake and 
  slithering off, until only the head remains. On the South 
  wall, it shows Apep’s severed head being burned, and on 
  the West wall, it shows Apep in a black and empty void, 
  as the flames on its head expand to take the form of a 
  serpentine body, and then solidify into scales, leaving him 
  powerful and vengeful, and ready to attack Ra once more.
  Creatures: Most of the day, Ismeni and four cultists 
  can be found here performing ritual prayers to Apep and 
  recounting legends of his rebirth in the Abyss after each 
  defeat, allowing him to return stronger from each and 
  every setback. The four cultists can cease performing 
  the ritual without disturbing it, but Ismeni cannot, and 
  so as soon as the PCs enter, the four cultists break off to 
  attempt to prevent them from interfering with the ritual, 
  while Ismeni continues to pray until the fight begins to 
  turn against the cultists, she is the target of an attack or 
  spell, or for 3 rounds, whichever comes first.
  iSmeni, hiGh prieSteSS 
  Cr 9
  XP 6,400
  Female human cleric of Apep 10
  CE Medium humanoid (human)
  Init +1; Senses Perception +13
  Aura destructive aura (30 ft., +5, 10 rounds/day)
  DeFenSe
  AC 24, touch 12, flat-footed 23 (+8 armor, +1 deflec-
  tion, +1 Dex, +1 natural, +3 shield)
  hp 88 (10d8+40)
  Fort +9, Ref +6, Will +10
  oFFenSe
  Speed 30 ft. (20 ft. in armor)
  Melee +1 morningstar +11/+6 (1d8+4)
  Special Attacks channel negative energy 2/day (DC 
  16, 5d6), destructive smite (+5, 6/day)
  Domain Spell-Like Abilities (CL 10th; concentration 
  +13)
  6/day—venomous stare (1d6+5 nonlethal damage)
  Cleric Spells Prepared (CL 10th; concentration +13)
  5th—animal growth (reptiles only)D (DC 18), slay liv-
  ing (DC 18), summon monster V
  4th—air walk, cure critical wounds, greater magic 
  
  15
  weapon, poisonD (DC 17)
  3rd—blindness/deafness (DC 16), cure serious wounds, 
  deeper darkness, dispel magic, rageD
  2nd—bear’s endurance, bull’s strength, hold person (DC 
  15), resist energy, shatterD (DC 15), spiritual weapon
  1st—bless, murderous commandUM (DC 14), obscuring mist, 
  protection from good, sanctuary (DC 14), true strikeD
  0 (at will)—bleed (DC 13), detect magic, light, mending
  D Domain spell; Domains Destruction, Scalykind
  taCtiCS
  Before Combat Ismeni casts greater magic weapon 
  each morning. If she is encountered while not 
  performing her ritual, and she knows that combat 
  is coming, she casts bear’s endurance, bull’s strength, 
  protection from good, and, unless she is separated 
  from Sofia, her animal companion, she casts animal 
  growth on her, as well.
  During Combat If encountered while performing her 
  ritual, she attempts to avoid combat and continue 
  the ritual. She does the for 3 rounds, until she be-
  comes targeted by an attack or hostile spell, or un-
  til it becomes clear that her cultists are losing the 
  fight, though she directs Sofia to attack right away. 
  If the fight does not seem particularly urgent, she 
  casts the spells listed in her before combat section, 
  above. Otherwise, she opens with summon monster 
  V to summon a fiendish emperor cobra (Pathfinder 
  Roleplaying Game Bestiary 2), followed by slay living.
  Morale A true believer in her faith, and that if she dies 
  in the service of Apep she will be reborn to reap 
  bloody vengeance, Ismeni fights to the death.
  StatiStiCS
  Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
  Base Atk +7; CMB +10; CMD 22
  Feats Combat Casting, Extra Channel, Improved 
  Channel, Lightning Reflexes, Power Attack, Tough-
  ness
  Skills Acrobatics –3 (–7 to jump), Intimidate +9, 
  Perception +13, Spellcraft +13
  Languages Common
  SQ animal companion (Sofia; constrictor snake)
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, potion of lesser restoration; Other Gear +2 
  breastplate, +1 heavy steel shield, +1 morningstar, amu-
  let of natural armor +1, ring of protection +1, 22 gp
  SoFia
  Female constrictor snake animal companion
  N Large animal
  Init +7; Senses low-light vision, scent; Perception 
  +11
  DeFenSe
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, 
  +8 natural, –1 size)
  hp 52 (7d8+21)
  Fort +8, Ref +8, Will +3 (+4 morale bonus vs. 
  Enchantment spells and effects)
  Defensive Abilities evasion
  oFFenSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +12 (1d4+12 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+8)
  StatiStiCS
  Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +5; CMB +14 (+18 grapple); CMD 28 (can’t 
  be tripped)
  Feats Dodge, Improved Initiative, Improved Natural 
  Armor, Power Attack
  
  16
  Tricks Attack, Come, Defend, Down, Guard, Track
  Skills Acrobatics +3 (–1 to jump), Climb +16, Per-
  ception +11, Swim +16
  CultiSt oF apep (4) 
  Cr 7
  XP 3,200 each
  hp 72 each (see page 9)  
  A10. chAmber oF dArkness (cr 7)
  The room beyond this doorway appears to be nothing more 
  than an inky black void, and no light seems able to cross the bar-
  rier into this room.
  This room serves as protection for the cult’s vault, which 
  lies beyond. Apep, as the enemy of Ra, was a god of dark-
  ness, and when his faith was prominent, he granted his 
  most loyal followers the ability to see in magical darkness, 
  making traversing this room fairly easy. It has been cen-
  turies since any member of this cult could safely cross the 
  chamber, however, and so the only person who has been in 
  areas A10 or A11 in the last hundred years is Talavar.
  The room is cloaked in a permanent deeper darkness effect, 
  which renders its interior constantly supernaturally dark, 
  no matter what light sources are brought inside. The effect 
  can be suppressed temporarily with a light spell of 3rd level 
  or higher, but returns after 10 minutes.
  Immediately on the other side of the doorway from area 
  A9, a set of stairs leads down into the room proper. Anyone 
  who doesn’t expressly enter the room cautiously (or who 
  can somehow see in the deeper darkness effect) must succeed 
  on a Reflex save (DC 12) or fall down the stairs, suffering 
  1d6 points of damage and landing prone at the bottom of 
  the stairs.
  Creatures: Three aghash divs were summoned and bound 
  to this chamber as guardians ages ago, and they attack anyone 
  who enters the chamber, unless that person looks directly 
  at them and makes a special hand signal, the knowledge of 
  which was lost centuries past. The aghashes’ claws are unable 
  to harm Talavar, and their spells have yet to pierce his spell 
  resistance, so he simply ignores them whenever he passes 
  through. The aghashes fight to the death, but will not leave 
  the room. They are able to use their cursed gaze only against 
  creatures that are able to see them.
  aGhaSh DiVS (3) 
  Cr 4
  XP 1,200 each
  hp 42 each (Pathfinder Roleplaying Game Bestiary 3) 
  Development: Once the aghashes are defeated, it is 
  simply a matter of time before the doors to area A11 are 
  found by groping. Any character that keeps his or her hand 
  to the wall as he navigates the room will automatically find 
  the door as his hand passes over it.
  A11. tALAvAr’s chAmber
  The walls of this room gleam golden in the light of the torches 
  that hang on silver sconces in the walls. A pile of velvet cushions 
  sits in one corner of the room, and a large scroll rack hangs from 
  one wall, but mounds of coins and trinkets occupy much of the 
  rest of the room.
  This room was previously the cult’s vault, but it was 
  claimed by Talavar as his bedchamber when he took over 
  the cult one month ago. 
  Creatures: Talavar spends much of his time here, plot-
  ting, scheming, and studying the ancient texts, searching 
  for the information that originally led him to this place. 
  Paranoid to a fault, he will not allow the PCs to leave once 
  they have discovered him.
  talaVar 
   
  Cr 11
  XP 12,800
  Unique variant rakshasa
  LE Medium outsider (native, shapechanger)
  Init +9; Senses darkvision 60 ft.; Perception +14
  DeFenSe
  AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
  hp 115 (10d10+60)
  Fort +9, Ref +12, Will +8
  DR 15/good and piercing; SR 26
  oFFenSe
  Speed 40 ft.
  Melee +1 kukri +14/+14/+9/+9 (1d4+4/15–20), 
  bite +8 (1d8+1 plus poison)
  Special Attacks detect thoughts
  Spells Known (CL 7th; concentration +10)
       3rd (5/day)– suggestion (DC 16), vampiric touch
       2nd (7/day)–acid arrow, cat’s grace, invisibility
       1st (7/day)–charm person (DC 14), mage armor, magic 
  missile, shield, silent image
       0 (at will)–dancing lights, detect magic, ghost sound (DC 
  13), mage hand, mending, message, prestidigitation
  taCtiCS
  Before Combat If Talavar detects the party’s ap-
  proach, he casts mage armor, cat’s grace, and shield 
  on himself, waiting until the sound of combat 
  stops before casting the last spell. 
  During Combat If Talavar was ready for the PCs, he 
  wades into combat, trusting to his natural de-
  
  17
  fenses and his supplemental magic to keep him 
  safe as he slices up his foes. If the PCs reveal that 
  they have a means of bypassing his DR, he uses 
  suggestion on that creature to have them hand over 
  the weapon in question, or otherwise leave the 
  fight, and if injured, he uses vampiric touch to heal 
  himself. If the PCs catch him by surprise, he casts 
  invisibility first, instead, and then casts his pre-com-
  bat spells before beginning his assault.
  Morale If reduced to less than 35 hit points, Talavar 
  asks to parley with the PCs, explaining that he 
  cares nothing for this cult, and was only here to 
  look for information. He offers to gather his things 
  and leave in peace, leaving the party to do what 
  they will with the cultists and the remaining trea-
  sure. If reduced to less than 20 hit points, Talavar 
  attempts to flee (usually after casting invisibility).
  StatiStiCS
  Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17
  Base Atk +10; CMB +13; CMD 29
  Feats Improved Critical (kukri), Improved Intiative, 
  Improved Two-Weapon Fighting, Two-Weapon 
  Fighting, Weapon Finesse
  Skills Bluff +20, Diplomacy +16, Disguise +24, 
  Knowledge (history) +14, Perception +14, Sense 
  Motive +14, Stealth +18; Racial Modifiers +4 
  Bluff, +4 Disguise
  Languages Common, Infernal, Undercommon
  SQ change shape (any humanoid, alter self)
  Gear two +1 kukris
  SpeCial aBilitieS
  Detect Thoughts (Su) A rakshasa can 
  detect thoughts as per the spell of 
  the same name (CL 18th). It can 
  suppress or resume this ability 
  as a free action. When a raksha-
  sa uses this ability, it always 
  functions as if it had spent 
  three rounds concentrating, 
  and thus gains the maximum 
  amount of information pos-
  sible. A creature can resist 
  this effect with a DC 18 Will 
  save. The save DC is Charis-
  ma-based.
  Poison (Ex) Bite—injury; save 
  Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Con; 
  cure 2 consecutive saves. 
  The save DC is Constitution-
  based.
  Treasure This room 
  contains 33,820 cp, 
  9,775 sp, 2,682 gp, and 78 pp, strewn about in large piles 
  on the floor. The scroll rack contains various ancient texts 
  of historical significance, worth a total of 4,000 gp to 
  the right collector. The room also contains a set of eight 
  jeweled and gilded daggers (worth 200 gp each), a golden 
  snake statue (600 gp), three different gold rods, each 
  studded with rubies or emeralds (350 gp each), and several 
  ornate carpets (worth a total of 1,000 gp).
  concLuding the Adventure
  Once the cultists have been dealt with, little remains but 
  to help escort the remaining prisoners to safety. It is pos-
  sible that the party may never discover area A11, and may 
  not encounter Talavar. If this is the case, then the rakshasa’s 
  pride and indignation over losing its playthings—the cult-
  ists—will ensure that it tracks the PCs down to claim its 
  revenge, his cunning and deceptive nature ensuring that he 
  strikes when they are least prepared for him. By contrast, if 
  the PCs do slay Talavar, he may have rakshasa kin who inves-
  tigate his disappearance and wind up seeking vengeance on 
  the party all the same.
  Perhaps more dangerous than the rakshasa is the threat 
  of reprisal from other cultists of Apep: while this particular 
  cult was acting alone, and was not directly in connection 
  with any other cultist cells, there are still other bastions 
  of Apep’s faith in isolated places scattered throughout the 
  desert. The leader of one of these cults may have been us-
  ing magical means to observe the progress of other cults, or 
  perhaps the slaughter of an entire temple may be 
  enough to stir Apep into sending a vision to 
  one such cult leaders.
  Regardless of whatever enemies the 
  party may make as a result of this ad-
  venture, they’re sure to make some 
  friends, as well. The cook, Lloyd 
  Ulmann, is happy to join on with 
  the party as their official chef 
  (provided they promise not to 
  make him cook any unidenti-
  fied meat). The merchant Ilfara 
  offers generous discounts on 
  her wares, adding that there 
  will always be room for the PCs 
  on any of her caravans, should 
  they ask. If they reveal their 
  actions to the nearby villages 
  and towns, the PCs are lauded 
  as heroes, and the loved ones 
  of those lost to the cult gather 
  round to give thanks for provid-
  ing closure and justice for 
  those that were taken..
  
  18
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  or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
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  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
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  4. Grant and Consideration: In consideration for agreeing to use this License, 
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  5. Representation of Authority to Contribute: If You are contributing original 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  must add the title, the copyright date, and the copyright holder’s name to the 
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  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Shrine of Serpents © 2016, Legendary Games; Author Alex Riggs.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: 
  Matthew Sernett.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale 
  C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean 
  K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal 
  Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, 
  James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, 
  Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  Maclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, 
  Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Design Team: Stephen Radney-MacFarland and 
  Sean K Reynolds; Authors: Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese. 
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, 
  LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, 
  Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG 
  Superstar contributors. 
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Egyptian/Shrine of Serpents.pdf