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I like this because it actually gives the PCs an interesting choice on how to proceed: surrender and bypass all the traps but face the boss with limited resources (i.e.
they have to hand over their weapons), fight their way to the boss, some combination of those two, etc...
For example they can decide to ally or not with a vulture-headed sphinx in its power struggle against a mythic level roc.
Ptemoneph, the ghost sorcerer who trapped himself in a psychic centipede jar, could also provide an interesting roleplaying opportunity.
Journeying to the Slave Trenches of Hakotep, the heroes must learn how to activate an ancient weapon to pull Hakotep’s tomb back to earth.
Isatemkhebet had the members of the Sekpatra family petrified, disfigured and put on display.
I also like the teleportation trap in the Guardian Vault that can lead to one of the party members being split from the rest of the group.
10) Great Ending: As the Slave Trenches are activated, the PCs have to battle hordes of giant skeletal creatures that rise up to stop them.
ISBN-13: 978-1-60125-592-1 The Slave Trenches of Hakotep is sanctioned for use in Pathfinder Society Organized Play.
The rules for running this Adventure Path and Chronicle sheet are available as a free download (595 KB zip/PDF).
) 9) And the award for the Best Trap of the AP goes to: Telekinetic Enucleation Trap.