TEXT: By Jason Bulmahn
  Level Two: Maze of the Mind Slave
  Ruins of Bonekeep
                PATHFINDER SOCIETY SPECIAL 
  TIER 3–7
  
  Ruins of Bonekeep
  LeveL Two: Maze of The Mind SLave
  Author • Jason Bulmahn
  Artist • Vincent Dutrait
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • John Compton
  Development Team • Logan Bonner, John Compton,  
  Adam Daigle, Rob McCreary, Mark Moreland, and  
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Editorial Intern • Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designers • Emily Crowell and Sonja Morris
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, and 
  Sara Marie Teter
  Warehouse Team • Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts,  
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Ruins of Bonekeep, Level Two: Maze of the Mind Slave is a Pathfinder Society Scenario designed for 3rd- to 7th-level characters 
  (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  This product makes use of the following Pathfinder Roleplaying Game products: the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Bestiary, Pathfinder Bestiary 3, Pathfinder RPG Advanced Player’s Guide, and Pathfinder RPG Ultimate 
  Equipment. These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document 
  at paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). 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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  Ruins of Bonekeep, Level Two: Maze of the Mind Slave © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, 
  Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder 
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  3
  leader, a ratfolk scientist whose experiments seemed to 
  be focused on disease and a powerful crystal found in one 
  chamber of the dungeon. Those that explored the first 
  level of Bonekeep have an ongoing malady that seems 
  to return at full strength whenever they draw near the 
  ruins. They might have even managed to destroy the 
  T
  he ruins of Bonekeep have stood outside Absalom 
  for hundreds of years. The crumbling keep is 
  just one of many testaments to the foolhardy 
  conquerors who tried—and failed—to lay claim to the 
  City at the Center of the World. Records state that it was 
  home to a necromancer who tried to animate the city’s 
  dead, but the armies of Absalom razed the keep to its 
  foundation before he could complete his mighty spell. 
  In the years since, few adventurers have bothered to 
  explore the site, finding only a trinket or two for their 
  troubles. What none of them ever discovered was the 
  series of dungeons beneath the ruin, which have lain 
  undisturbed until now.
  ADVENTURE BACKGROUND
  Just over 200 years ago, a necromancer named Volzaras 
  set his eyes upon the city of Absalom with dreams of 
  turning it into the seat of his empire of the dead. An 
  exile from the dead land of Geb, the necromancer stole 
  with him a number of its dread secrets when he fled. 
  Using his stolen power, he raised a fortress of bone-white 
  stone out of the ground not far from the city. Over the 
  following weeks he laid siege to Absalom, sending wave 
  after wave of undead minions, all the while preparing his 
  master plan deep beneath his keep: creating a portal to 
  the Negative Energy Plane, which would allow Volzaras 
  to channel that negative energy to cause all of the dead 
  within miles to rise under his command.
  Fortunately, 
  Absalom 
  took 
  action 
  before 
  the 
  necromancer’s plan could come to fruition. The armies 
  razed the keep, and inside they fought and destroyed 
  Volzaras. Despite tearing down the keep, the crusaders 
  neither discovered the dungeons underneath nor 
  deciphered the plans that were so close to completion. 
  In the years since, many monsters have moved into the 
  dungeon, but none has ever become a serious threat to 
  the countryside, until now.
  A group of foul ratfolk have come up from the depths 
  of the darklands to inhabit this dungeon, turning it to 
  their own foul ends. In the first part of this series, the 
  PCs explored the uppermost level of the dungeon—where 
  they encountered a number of terrifying foes and their 
  Ruins of Bonekeep
  LeveL Two: Maze of The Mind sLave
  By JaSon BuLMahn
  RUINS OF BONEKEEP
  Ruins of Bonekeep is a series of special events for the 
  Pathfinder Society Organized Play campaign designed 
  by Jason Bulmahn, Lead Designer of the Pathfinder 
  Roleplaying Game. “Level Two: Maze of the Mind Slave” 
  is the second event in the series, with more scheduled to 
  be released over the coming year. This event is designed 
  for six characters from 3rd to 7th level.
  This event has a higher level of danger and reward 
  than most Pathfinder Society events, and is designed to 
  test characters to their limits. In addition, this event has 
  a large number of possible encounters, and the players 
  are unlikely to complete them all in 5 hours. This is 
  intentional—the event should not be extended beyond 
  the 5-hour limit. If time expires, the game ends and the 
  PCs escape, even those who are at negative hit points 
  or near death. Before proceeding with the adventure, 
  you must read aloud the boxed text in the A Warning 
  section on page 4, and make sure that all players hear 
  and understand you.
  Assuming all the players remain after the warning, 
  proceed with the adventure. If any player decides to 
  leave, speak with your event coordinator about locating 
  a replacement and, if possible, finding the player another 
  Pathfinder Society event to join.
  Faction Missions: This event does not have any 
  faction missions. The Pathfinder Society doesn’t know 
  what to expect from within the dungeon and the heads 
  of the factions don’t have any special missions for the 
  PCs. Those who survive the event earn 2 Prestige Points 
  (those using the slow advancement track instead earn 1 
  Prestige Point).
  
  PATHFINDER SOCIETY SCENARIO
  4
  crystal, and are carrying a piece of the necromantic stone 
  with them.
  In fact, the PCs entered the ruins to explore the second 
  level a few days ago, they returned recently with absolutely 
  no memory of ever exploring the site, much less leaving 
  the Grand Lodge. They do not remember successfully 
  battling their way past several of the level’s challenges 
  before being subdued and subjected to a ratfolk wizard’s 
  experiments; however, before the ratfolk was able to 
  completely wipe the PCs’ minds, they escaped and 
  managed to stumble back to the city of Absalom. Having 
  survived the PCs’ tactics once, the resident ratfolk have 
  adapted their strategies to combat the escapees when they 
  inevitably storm the halls once more.
  ADVENTURE SYNOPSIS
  A few months ago, the Pathfinder society sent a number 
  of their operatives into the dungeons beneath the Ruins 
  of Bonekeep, searching for a member that went missing. 
  Those operatives discovered a dungeon teeming with 
  foes, led by a foul ratfolk alchemist who seemed to be 
  utilizing some ancient experiments to its own foul ends. 
  They defeated the ratfolk and its minions, but upon 
  discovering that there was yet more to explore, they 
  elected to return to Absalom to report their findings.
  One week ago, the Pathfinders decided to send another 
  group into the dungeon to plumb the depths of this 
  second layer. After a few days, the group returned, but 
  they were wounded and had absolutely no memory of 
  having ever gone to Bonekeep. The PCs are those heroes. 
  At the start of this adventure, they have been healed of 
  their wounds and meet with Kreighton Shaine, who 
  intends to send them back to the dungeon to uncover 
  the ruins’ secrets. He also offers them protection from 
  such mind-altering magic, so that they might be able to 
  actually report their findings.
  Upon returning to the dungeon, they are able to bypass 
  the first level (even if the characters themselves have not 
  yet explored it) and make their way to the second level 
  of the dungeon. Once there, they discover signs that 
  they have been there before. They must fight their way 
  through cunning mazes, mind traps, and evil foes as they 
  make their way through mysterious portals to the end of 
  the dungeon, where a powerful ratfolk enchanter awaits 
  them, guarding another powerful crystal. Similar to the 
  crystal on the first level, this one seems to be focused on 
  magic of the mind. With luck and skill, they can return 
  once again to Absalom to finally recount what they 
  found—including another staircase leading yet deeper 
  into the dungeon!
  A WARNING
  Because of the nature of this adventure, the players needs 
  to be aware of the danger it poses to their characters. 
  Before diving in, read (do not paraphrase) the following 
  to the players. Give anyone interested a chance to leave, as 
  per the sidebar on page 3.
  Welcome to Level Two of the Ruins of Bonekeep. This is the 
  second of a series of special events designed to test your 
  characters to their limits and beyond. While it would be 
  helpful to have played the first event before this one, it’s not 
  strictly required. Please note that the threat of character death 
  is very real in this event, and the potential rewards are greater 
  as a result. You will be able to, as a group, decide to leave the 
  event should it become too deadly, at any time except while 
  engaged in combat. If this is not the type of event for you, we 
  recommend you instead find an event more suited to what 
  you want to play.
  GETTING STARTED
  The adventure begins with the PCs sitting in the office 
  of the Master of Scrolls, Kreighton Shaine. They have 
  no idea why they’re here, and in fact, have no memory 
  of being summoned or traveling to meet with Kreighton 
  Shaine. When you are ready to begin, read or paraphrase 
  the following.
  “Ah, I can see that your faculties have returned,” exclaims the 
  Master of Scrolls, Kreighton Shaine, as he unceremoniously 
  tosses a blank scroll over his shoulder onto a haphazardly 
  heaped mound of discarded, blank parchment. “I can tell 
  these things from the confused look on your faces, and these 
  are faces I know well despite having worn them myself at the 
  time—not all at once, of course,” he continues while turning 
  APPENDIX GUIDE
  This adventure includes an appendix (page 20) that 
  features two worksheets that GMs should use to track 
  ongoing effects and treasure for the party without slowing 
  the game down. These resources are as follows.
  Mental Damage Tracker: There are a number of 
  creatures and effects that can impose long-term penalties 
  to the PCs’ Will saves or deal Intelligence damage, and 
  tracking this information is important. This reference 
  sheet lists the possible afflictions and gives you a simple 
  way to keep track of which PC has suffered what penalties.
  Treasure Worksheet: This worksheet is designed to 
  help you keep track of the treasure recovered by the PCs 
  during the game, organized by encounter, so that you 
  can quickly calculate their total wealth earned and item 
  access when filling out their Chronicle sheets at the end 
  of the session.
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  5
  BONEKEEP MALADY
  If any of the players of this round also played Ruins of 
  Bonekeep, Level One, you should ask to see their Chronicle 
  sheet for the event and note which diseases are checked 
  under Bonekeep Malady. Upon returning to the dungeon, 
  all of these disease return and the PCs must attempt 
  saving throws immediately upon entering the dungeon. 
  When they leave again, the symptoms fade (although any 
  damage they have taken remains). The diseases, and their 
  effects, are as follows. Note that since the PCs will be in 
  the dungeon no more than 1 day, they cannot be cured 
  of these diseases through nonmagical means—although 
  they can be cured with magic, this doesn’t remove them 
  from the Bonekeep Malady, they always seem to return 
  when the PCs enter this dungeon.
  Filth fever: Bite—injury; save Fort DC 13; onset 1d3 
  days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves.
  Flesh rot fever: Bite—injury; save Fort DC 17 (19 in 
  Subtier 6–7); onset immediate; frequency 1/day; effect 1d3 
  Con damage and 1d3 Cha damage; cure 2 consecutive 
  saves.
  Red ache: Cloud of Disease rat demon ability; save Fort 
  DC 17 (19 in Subtier 6–7) to avoid contracting, Fort DC 
  15 ongoing; onset 1d3 days; frequency 1/day; effect 1d6 Str 
  damage; cure 2 consecutive saves.
  and absentmindedly treading on the discarded scrolls as he 
  begins to meander about his office.
  “Almost a week ago, Ambrus Valsin sent you into the ruins 
  of Bonekeep, a long forgotten siege castle not far from the 
  walls of Absalom. We are unsure as to what happened in those 
  long-forgotten halls, but you returned days later, wounded 
  and without memory of what you had seen. In fact, it wasn’t 
  until just a moment ago that you seemed to have any sense 
  about you at all.” With that Kreighton Shaine pauses to 
  consider an unvoiced idea before quickly jotting it down on 
  the inside cover of the first book he can lay his hands on. 
  Slamming it shut, he places it back on the shelf. “Regardless, 
  everyone seemed to think I would be the best at helping you 
  recover your senses.
  “I can see that all of this comes as some surprise to 
  you—I understand, truly, for we are just as baffled as you 
  are. A few months ago, Valsin sent a number of Pathfinders 
  into this dungeon to investigate the schemes of Tancred 
  Desimire, who apparently wishes us ill. They returned, 
  speaking of terrible creatures and some mysterious group 
  that had set up its lair in the dark recesses of the forgotten 
  hold. They also found a staircase leading even deeper into the 
  earth, and that’s where we sent you.” He pauses as if waiting 
  for some sign of recognition before shrugging and adding, 
  “I would appreciate telling you more, but I’ve been unable 
  to divine much more of your exploits. You were wounded 
  and bore powerful enchantment magic that seemed to dull 
  your senses and memories. I have been able to mitigate the 
  effects with my own spells, and it seems you at least have 
  your core mental faculties.
  “With luck, these protections will continue to ward you 
  against such mind magic…for a time. If you are to acquire 
  a long-term remedy, the best medicine would be to return 
  to the ruins once more, uncover whatever has caused this 
  amnesia, and destroy, contain, or recover whatever that is.” 
  He spends dusts the undersides of his bookshelves for a 
  moment before lightheartedly adding as an aside, “Oh yes, I 
  nearly forgot—the wards that keep you thinking straight and 
  protect you from further mind assaulting will only last a few of 
  hours, so I wouldn’t waste any time laying about.”
  Give the players a chance to introduce themselves to 
  one another at this point. Despite having gone on an 
  adventure together just recently, they have absolutely no 
  memory of these events. There is no magic available to 
  them that will restore these lost memories. Kreighton 
  Shaine reiterates that their During this time, they can 
  make purchases and make any other preparations as 
  they see fit.
  Diplomacy or Knowledge (Local)
  The PCs might already know something of the Ruins 
  of Bonekeep. If the PCs themselves explored the first 
  level, they retain that knowledge (it was not wiped out 
  by the magic that recently erased their memories); 
  if not, they have no memory of the first level. In fact, 
  the GM should not give the PCs any information about 
  the first level of the dungeon to players that have not 
  explored it.
  15+ Bonekeep has been explored numerous times over 
  the past 200 years, but no one has reported anything 
  dangerous or come back with any significant treasure, 
  that is, until just a few months ago when the Pathfinders 
  found a den of creatures inhabiting the first level
  20+ Built to convert the people of Absalom into an army 
  of undead thralls, Bonekeep was razed to its foundation 
  200 years ago.
  This is also the time that you should inform the players 
  of the strict time limit for this event, and that any time 
  spent now does count against their total time for this 
  adventure. When the PCs are ready to enter the dungeon, 
  proceed to area 1.
  1. The Mind Veil (CR 5 or CR 8)
  After exploring the area around Bonekeep, the PCs 
  easily find a passageway leading into the depths of the 
  
  Ruins of Bonekeep, Level Two:
  Maze of the Mind Slave
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  PATHFINDER SOCIETY SCENARIO
  6
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  7
  dungeon. This adventure assumes that the PCs have 
  already explored the first level, and even if they have 
  not, they proceed directly to the second level without 
  danger. Upon descending the stairs, read or paraphrase 
  the following.
  Wandering the ruins of Bonekeep—it’s clear that the 
  Pathfinders did an admirable job by leaving it free of danger 
  and treasure—eventually leads to a staircase that descends 
  into the depths. Although the stairs seem familiar, you have no 
  specific memory of this place.
  The stairs come to an end in a broad chamber lit by an eerie 
  purple glow. Flanking the stairs in the front corners of the 
  room, a pair of fountains gush water into shimmering pools. 
  A raised area accessible by a short staircase occupies part of 
  the chamber, but a glowing cloud of purple vapor at the top of 
  the stairs blocks the rest of the room. The cloud seems to swirl 
  and broil, despite the calm, stale air within the room. Tiny wisps 
  of fog also rise up from the pools, flowing into the curtain in 
  unsteady streams of vapor.
  This entry chamber is the primary cause of the PCs’ 
  memory loss, but Kreighton Shaine’s ward protects them 
  from the worst of its effects this time. The water and vapor 
  curtain in this room both radiate powerful enchantment 
  magic. Passing through the curtain causes a creature to 
  lose all memories of the past 24 hours, unless it succeeds 
  at a DC 22 Will save. Fortunately, Shaine’s ward reduces 
  this to merely being confused for 1 round on a failed 
  save. Drinking the water has the same effect, but the 
  DC increases to 28 and overwhelms part of the ward’s 
  protection; if a warded PC drinks the water, he loses his 
  memories of the past hour. The curtain is maintained 
  by a field of magic and it cannot be dispersed by winds 
  or other such effects, although dispel magic (CL 16th) 
  suppresses the curtain for 1d4 rounds before it reforms 
  from the pools’ mist.
  On the far side of the curtain at the top of the stairs is 
  a small area with a large iron double door leading deeper 
  into the dungeon. The door bears strange swirling 
  symbols and a wandering, random pattern of glyphs 
  across its surface. A PC can identify these as symbols 
  of mental magic with a successful DC 20 Knowledge 
  (arcane) skill check. The doors are neither locked nor 
  trapped. Strewn on the floor next to the doors is the body 
  of a dead ratfolk, which has been stripped of most of its 
  gear—by the PCs in fact, but they later lost that loot. With 
  a successful DC 15 Heal skill check, a PC discovers that 
  the body has been here for almost a week and appears 
  as though it was killed by one of the weapons carried by 
  a PC (GM’s choice). The PC bearing that weapon might 
  even notice a trace of dried blood on it, confirming 
  the suspicion.
  Creatures: The curtain and waters are not the only 
  dangers in this room. Upon entering the chamber, 
  a number of water elementals rise up out of the pools to 
  attack. When they do so, there is a surge from the pools, 
  causing them to overflow into the room to a depth of about 
  1 foot. This does not cause any danger the PCs unless they 
  drink it, but it does allow the elementals to make use of 
  their water mastery ability. Those on the stairs leading 
  up the curtain can safely stay out of the water.
  These elementals are made out of the same magical 
  water as that found in the pools, and they have a few 
  special abilities that are drawn from this water. Please be 
  sure to note the penalty the PCs receive from the mind 
  fog aura, as it will have a continual effect on them as they 
  explore the dungeon.
  Subtier 3–4 (CR 5)
  Lethe-Water Elemental (2) 
  CR 3
  Variant medium water elemental (Pathfinder RPG Bestiary 126)
  N Medium outsider (elemental, extraplanar, water)
  Init +1; Senses darkvision 60 ft.; Perception +5
  Aura mind fog (10 ft., Will DC 14)
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +5, Will +1
  Immune elemental traits
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee slam +7 (1d8+4 plus mind wipe)
  Special Attacks drench, mind wipe (DC 14), water mastery
  STATISTICS
  Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 18
  Feats Cleave, Power Attack
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +16
  SPECIAL ABILITIES
  Drench (Ex) The elemental’s touch puts out nonmagical flames 
  of Large size or smaller. The creature can dispel magical fire 
  it touches as dispel magic (CL = elemental’s HD).
  Mind Fog (Su) These elementals are made from strange, 
  magical water that dulls the mind and senses. Anyone who 
  comes to within 10 feet of one of these elementals must 
  succeed at a DC 14 Will save or take a permanent –1 penalty 
  on Will saving throws and Wisdom-based skill checks. This 
  penalty is cumulative and only applies while creatures are 
  within the confines of the Ruins of Bonekeep. Creatures 
  must save each round they are within this aura (but only 
  once each round, even if within multiple auras). The penalty 
  can be reduced by 1 for each casting of remove curse, break 
  enchantment, or a similar effect during the course of the 
  
  PATHFINDER SOCIETY SCENARIO
  8
  adventure. The saving throw DC is Charisma-based and it 
  includes a +2 racial bonus.
  Mind Wipe (Su): Creature’s hit by these elemental’s slam 
  attack must succeed at a DC 14 Will save or have their 
  memory of the past day erased. In addition, creatures that 
  fail their save lose the ability to recall anything that happens 
  to them over the next day (although this loss does not occur 
  until the current day is over, then all the memories fade). 
  The spell that wards the PCs makes them mostly immune 
  to this effect. Instead of losing their memories, they 
  become confused for 1 round if they fail their saving throw. 
  The saving throw DC is Charisma-based and it includes a +2 
  racial bonus.
  Water Mastery (Ex) A water elemental gains a +1 bonus 
  on attack and damage rolls if both it and its opponent 
  are touching water. If the opponent or the elemental is 
  touching the ground, the elemental takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the elemental is initiating 
  or resisting these kinds of attacks.
  Subtier 6–7 (CR 8)
  Oblivion-Water Elemental (4) 
  CR 4
  Advanced variant medium water elemental (Pathfinder RPG 
  Bestiary 126)
  N Medium outsider (elemental, extraplanar, water)
  Init +3; Senses darkvision 60 ft.; Perception +7
  Aura mind fog (10 ft., Will DC 16)
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 38 (4d10+16)
  Fort +8, Ref +7, Will +3
  Immune elemental traits
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee slam +9 (1d8+7 plus mind wipe)
  Special Attacks drench, mind wipe (DC 16), water mastery
  STATISTICS
  Str 20, Dex 16, Con 19, Int 8, Wis 15, Cha 15
  Base Atk +4; CMB +9; CMD 22
  Feats Cleave, Power Attack
  Skills Acrobatics +10, Escape Artist +8, Intimidate +9, 
  Knowledge (planes) +4, Perception +7, Stealth +10, Swim +18
  SPECIAL ABILITIES
  Drench (Ex) The elemental’s touch puts out nonmagical flames 
  of Large size or smaller. The creature can dispel magical fire 
  it touches as dispel magic (CL = elemental’s HD).
  Mind Fog (Su) These elementals are made from strange, 
  magical water that dulls the mind and senses. Anyone who 
  comes to within 10 feet of one of these elementals must 
  succeed at a DC 16 Will save or take a permanent –1 penalty 
  on Will saving throws and Wisdom-based skill checks. This 
  penalty is cumulative and only applies while creatures are 
  within the confines of the Ruins of Bonekeep. Creatures 
  must save each round they are within this aura (but only 
  once each round, even if within multiple auras). The penalty 
  can be reduced by 1 for each casting of remove curse, break 
  enchantment, or a similar effect during the course of the 
  adventure. The saving throw DC is Charisma-based and it 
  includes a +2 racial bonus.
  Mind Wipe (Su): Creature’s hit by these elemental’s slam 
  attack must succeed at a DC 14 Will save or have their 
  memory of the past day erased. In addition, creatures that 
  fail their save lose the ability to recall anything that happens 
  to them over the next day (although this loss does not occur 
  until the current day is over, then all the memories fade). 
  The spell that wards the PCs makes them mostly immune 
  to this effect. Instead of losing their memories, they 
  become confused for 1 round if they fail their saving throw. 
  The saving throw DC is Charisma-based and it includes a +2 
  racial bonus.
  Water Mastery (Ex) A water elemental gains a +1 bonus 
  on attack and damage rolls if both it and its opponent 
  are touching water. If the opponent or the elemental is 
  touching the ground, the elemental takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the elemental is initiating 
  or resisting these kinds of attacks.
  Treasure: The dead ratfolk was hiding a wand up the 
  sleeve of its moth-eaten tunic, which the PCs missed on 
  HAVEN’T WE BEEN HERE BEFORE
  As mentioned in Adventure Background, the PCs have been 
  in this dungeon before and there should be signs of this 
  everywhere. For the most part, this is left up to the GM to 
  improvise, but the adventure contains a number of possible 
  signs and reminders. When running this event, draw on the 
  following ideas. Don’t incorporate any of these more than once.
  •	 An	 empty	 potion	 bottle	 or	 used	 scroll	 on	 the	 floor,	
  bearing the mark of one of the PCs.
  •	 Bent	lockpick,	burned-out	torch,	or	other	piece	of	mundane	
  gear that might have belonged to a PC (matching others 
  in their gear)
  •	 A	note	scrawled	in	chalk	on	one	of	the	walls	reading	“exit	
  this way?” with an arrow pointing toward a gateway, 
  clearly written in one of the PCs handwriting.
  •	 A	 damaged	 armor	 plate	 or	 cloth	 scrap	 next	 to	 some	
  dried blood. The damaged plate or cloth scrap matches 
  damage done to the armor worn by one of the PCs—a 
  cosmetic effect that does not affect game mechanics, 
  and that might correspond to a recently acquired scar.
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  9
  their first inspection of the body. In Subtier 3–4, this is 
  a wand of glitterdust with 25 charges. In Subtier 6–7, this 
  wand is fully charged.
  2. Mind Thieves (CR 6 or CR 9)
  Beyond the doors is a chamber the leads to a number of 
  places deeper in the dungeon. When the PCs open the 
  door, read or paraphrase the following to them.
  The iron doors swing open with a screech revealing a cross-
  shaped chamber. To the left and right are a pair of white, 
  marble archways filled with a swirling blue light. Directly 
  opposite the door is another archway, similar to the others, 
  but this one stands empty, the wall behind it clearly visible. A 
  short set of stairs leads up to each archway.
  This chamber is a crossroads of sorts, as it connects to 
  numerous other areas of the dungeon. When the PCs 
  enter, only the left and right archways are operational, and 
  each connects to a different location. The archway to the 
  right (portal A) connects to area 3, while the archway to 
  the left (portal B) connects to area 4. The central archway 
  only activates after the PCs retrieve the mind shards (see 
  page 10) from areas 3 and 4, and the crystals glow as well 
  in the portal’s presence. Once both shards are present, the 
  archway fills with a pale blue light and opens up a portal 
  (portal I) that leads to area 5. Those examining this empty 
  archway see no way to activate it, but if checked, it radiates 
  strong conjuration magic—as do all the archways.
  The glowing portals illuminate the entire area with 
  dim light.
  Creatures: When the PCs enter the chamber, two 
  ratfolk are hiding behind the empty archway, waiting 
  for intruders, while a third is on the stairs leading up 
  to the archway to the right. Upon spotting the PCs, this 
  last ratfolk shouts in Undercommon, “the intruders 
  have returned!”
  Subtier 3–4 (CR 6)
  Ratfolk Mindthief (3) 
  CR 3
  Ratfolk rogue 3/enchanter 1
  NE Small humanoid (ratfolk)
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size, 
  +1 dodge vs. traps)
  hp 31 (4 HD; 3d8+1d6+15)
  Fort +4, Ref +9 (+1 vs. traps), Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  Melee mwk rapier +7 (1d4–1/18–20), dagger +6 (1d3–1/19–20)
  Ranged dagger +8 (1d3–1/19–20)
  Special Attacks sneak attack +2d6, swarming
  Arcane School Spell-Like Abilities (CL 1st; concentration +4)
  6/day—dazing touch
  Enchanter Spells Prepared (CL 1st; concentration +4)
  1st—color spray (DC 14), mage armor, sleep (DC 14)
  0 (at will)—acid splash, daze (DC 13), bleed (DC 13)
  Opposition Schools divination, evocation
  TACTICS
  Before Combat All three ratfolk have cast mage armor before 
  combat begins.
  During Combat The two hiding ratfolk emerge from cover 
  using Stealth to sneak attack one target, while the third cast 
  sleep on the party. If the situation is favorable, they use color 
  spray to disable their foes, and they use swarming to the 
  best of their ability to flank the PCs.
  STATISTICS
  Str 9, Dex 20, Con 14, Int 16, Wis 8, Cha 8
  Base Atk +2; CMB +0; CMD 15
  Feats Scribe Scroll, Toughness, Two-Weapon Fighting, 
  Weapon Finesse
  Skills Acrobatics +12 (+8 when jumping), Bluff +6, Climb +6, 
  Craft (alchemy) +5, Disable Device +12, Escape Artist +12, 
  Knowledge (arcana) +10, Perception +8, Sense Motive +4, 
  Spellcraft +10, Stealth +16, Use Magic Device +1; Racial 
  Modifiers –4 Acrobatics when jumping, +2 Craft (alchemy), 
  +2 Perception, +2 Use Magic Device
  Languages Common, Giant, Goblin, Undercommon
  SQ arcane bond (dagger), enchanting smile, rogue talent 
  (finesse rogue), trap sense +1, trapfinding +1
  Other Gear cloak of resistance +1, mwk rapier, dagger
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe, as if they were in two opposite squares.
  Subtier 6–7 (CR 9)
  Ratfolk Mindthief (3) 
  CR 6
  Ratfolk rogue 4/enchanter 3
  NE Small humanoid (ratfolk)
  Init +9; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+4 armor, +5 Dex, +4 shield, 
  +1 size, +1 dodge vs. traps)
  hp 53 (7 HD; 4d8+3d6+25)
  Fort +5, Ref +11 (+1 vs. traps), Will +4
  Defensive Abilities evasion, uncanny dodge
  OFFENSE
  Speed 20 ft.
  
  PATHFINDER SOCIETY SCENARIO
  10
  emerge from that same portal, turning them around in 
  the process.
  When the PCs enter the room, read or paraphrase the 
  following to them.
  Stepping through the portal causes your ears to pop and 
  induces a brief moment of vertigo before the world returns to 
  normal. This chamber appears to be some sort of arena that is 
  oval in shape and has a sandy floor. Surrounding the floor is a 
  series of broad steps that could be used as seats. In the center 
  of the room is a simple white marble pedestal, atop which 
  rests a twinkling blue crystal.
  The crystal on the pedestal is one of the two mind 
  shards needed to open up the dormant portal in area 2. It 
  radiates strong conjuration magic, but otherwise has no 
  special powers.
  Creatures: The crystal is not without it defenders. 
  The ratfolk on this level of the dungeon have been 
  experimenting with mind magic in an attempt to 
  make the perfect thrall. Their first modestly successful 
  experiment involved a trio of ogres brought up from the 
  Darklands. These brutes have had their minds damaged 
  and altered to the point that they’re only capable of 
  performing guard duty. They fear the ratfolk, however, 
  and take no actions against them, but the PCs are another 
  matter entirely. When the PCs approach within 5 feet of 
  the crystal, panels in the ceiling open and drop the ogres, 
  who land awkwardly in the room; each ogre must succeed 
  at a DC 10 Acrobatics check or take 1d6 points of damage 
  and fall prone.
  Note that these ogres bear a number of old wounds that 
  you should describe to the PCs. These wounds look very 
  much like those that might be caused by weapons and 
  spells wielded by the PCs. In fact, four panels open, but 
  only three ogres drop out—the fourth was slain by the 
  PCs during their earlier exploits.
  One of these ogres wears a golden necklace that is 
  a necklace of fireballs type I (in Subtier 6–7, it’s instead 
  type V). The ogre has no idea how to use the item, but 
  if it is hit with a magical fire attack and fails it saving 
  throw—likely, considering its Reflex save bonus—it 
  could cause all of the remaining spheres to detonate 
  (dealing as much as 11d6 in Subtier 3–4 or 39d6 in 
  Subtier 6–7).
  Subtier 3–4 (CR 6)
  Mindslave Ogre (3) 
  CR 3
  CE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size) 
  Melee +1 rapier +9 (1d4/18–20), mwk dagger +9 (1d3–1/19–20)
  Ranged mwk dagger +11 (1d3–1/19–20)
  Special Attacks bleeding attack, sneak attack +2d6, swarming
  Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—dazing touch
  Enchanter Spells Prepared (CL 3rd; concentration +6)
  2nd—glitterdust (DC 15), hideous laughter (DC 16), invisibility
  1st—charm person (DC 15), mage armor, ray of enfeeblement 
  (DC 14), shield
  0 (at will)—acid splash, bleed (DC 13), ghost sound (DC 13), 
  touch of fatigue (DC 13)
  Opposition Schools divination, evocation
  TACTICS
  Before Combat All three ratfolk have cast mage armor before 
  combat begins. The two in hiding also cast invisibility.
  During Combat The two hiding ratfolk use invisibility to 
  sneak attack one target, while the third casts glitterdust on 
  the party. They use their spells to disable their foes when 
  possible, and they use swarming to the best of their ability 
  to flank the PCs.
  STATISTICS
  Str 9, Dex 20, Con 14, Int 16, Wis 8, Cha 8
  Base Atk +4; CMB +2; CMD 17
  Feats Improved Initiative, Scribe Scroll, Spell Focus 
  (enchantment), Toughness, Two-Weapon Fighting, 
  Weapon Finesse
  Skills Acrobatics +15 (+11 when jumping), Bluff +6, Climb +6, 
  Craft (alchemy) +5, Disable Device +15, Escape Artist +15, 
  Knowledge (arcana) +13, Perception +11, Sense Motive +4, 
  Spellcraft +13, Stealth +19, Use Magic Device +1; Racial 
  Modifiers –4 Acrobatics when jumping, +2 Craft (alchemy), 
  +2 Perception, +2 Use Magic Device
  Languages Common, Giant, Goblin, Undercommon
  SQ arcane bond (dagger), enchanting smile, rogue talents 
  (bleeding attack, finesse rogue) trap sense +1, trapfinding +2
  Other Gear cloak of resistance +1, +1 rapier, mwk dagger
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe, as if they were in two 
  opposite squares.
  3. Ogre Slaves (CR 6 or CR 9)
  The PCs can only enter this chamber through portal 
  A. If they travel through portal A in areas 2 or 3, they 
  emerge through portal A in this room. They can only 
  leave this room through portal B, which takes them 
  to area 4 if they have not yet explored it, or area 2 if 
  they have both mind shards from these two areas. 
  Attempting to go back through portal A causes them to 
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  11
  hp 30 (4d8+12)
  Fort +6, Ref +0, Will +3
  Defensive Abilities mind wipe
  OFFENSE
  Speed 30 ft. (40 ft. base)
  Melee greatclub +7 (2d8+7)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat The ogres savagely attack any unfamiliar 
  creature.
  Morale The ogres fight to the death.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness
  Skills Climb +7, Perception +5
  Languages Giant
  Other Gear hide armor, greatclub
  SPECIAL ABILITIES
  Mind Wipe (Ex) These ogres have undergone a procedure that 
  has left their minds nearly empty of thought and resilient to 
  mental magic. This makes them immune to mind-affecting 
  effects and illusions.
  Subtier 6–7 (CR 9)
  Mindslave Ogre (3) 
  CR 6
  Ogre barbarian 3
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 17, touch 7, flat-footed 17 (+5 armor, +5 natural, –2 rage, 
  –1 size)
  hp 95 (7 HD; 4d8+3d12+52)
  Fort +13, Ref +2 (+1 vs. traps), Will +5; +2 vs. magic
  Defensive Abilities mind wipe, uncanny dodge
  OFFENSE
  Speed 35 ft.
  Melee +1 greatclub +16/+11 (2d8+14)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (12 rounds/day), rage powers 
  (superstition +2)
  TACTICS
  During Combat The ogres savagely attack any unfamiliar creature.
  Morale The ogres fight to the death.
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 19, touch 9, flat-footed 19; hp 81; Fort +11, Will +3; Melee 
  +1 greatclub +14/+9 (2d8+11); Str 25, Con 18; CMB +14.
  STATISTICS
  Str 29, Dex 11, Con 22, Int 4, Wis 12, Cha 6
  Base Atk +6; CMB +16; CMD 24
  Feats Improved Initiative, Power Attack, Toughness, Weapon 
  Focus (greatclub)
  Skills Intimidate +4, Perception +8
  Languages Giant
  SQ fast movement, trap sense +1
  Other Gear +1 hide armor, +1 greatclub
  SPECIAL ABILITIES
  Mind Wipe (Ex) These ogres have undergone a procedure that 
  has left their minds nearly empty of thought and resilient to 
  mental magic. This makes them immune to mind-affecting 
  effects and illusions.
  4. The Maze (CR 6 or CR 9)
  This area of the dungeon is a confusing maze of twisting 
  corridors and strange portals. Getting to the center 
  requires more than just trying every possible route, and 
  dangerous guardians hide within.
  The PCs can get to this area in one of two ways, but both 
  of them lead to the same place. If the PCs pass through 
  portal B in either area 2 or area 3, they are deposited just 
  outside portal B in area 4 (see the map on page 6). They 
  can only leave this room through portal A, which takes 
  them to area 3 if they have not yet explored it, or area 
  2 if they have both mind shards from these two areas. 
  Attempting to go back through portal B causes them to 
  emerge from that same portal, turning them around in 
  the process.
  When the PCs enter this room, read or paraphrase the 
  following.
  As you step through the portal, for a moment there seems 
  to be no up or down as you float in a void of blue, swirling 
  light. With a sickening pop, you find yourself standing in 
  the end of a twisting corridor, its walls patterned with an 
  almost hypnotic series of repeating blue and gray stones. 
  Somewhere in the distance, you can hear an odd grinding 
  noise at random intervals.
  The maze itself is a series of corridors and portals 
  leading to various other parts of the maze. Each portal 
  (marked with a letter on the map) deposits the character 
  just outside the portal of the corresponding letter (with the 
  exception of portals A and B, which lead into and out of the 
  maze). The portals are one way only; attempting to go back 
  through a portal from which a character has just emerged 
  results in the character being sent back to the beginning of 
  the maze (portal B). Note that some of the portals lead the 
  characters around in one large loop, forcing them to find 
  their way through the correct portal to continue.
  In the center of the maze is a pedestal atop which rests 
  one of two mind shards necessary to open portal I in area 
  2 that leads deeper into the dungeon. The crystal radiates 
  strong conjuration magic.
  Creatures: In addition to the PCs, there are one or more 
  clockwork soldiers located within the maze. These start 
  
  PATHFINDER SOCIETY SCENARIO
  12
  Subtier 6–7 (CR 9)
  Clockwork Soldier (3) 
    
  CR 6
  hp 64 each (use the stats from Subtier 3–4) (Pathfinder RPG 
  Bestiary 3 57)
  5. The Brain (CR 7 or CR 10)
  Portal I begins to glow when both mind shards are in area 
  2, allowing the PCs to travel through portal I to area 5. This 
  portal is two-way, allowing the PCs to travel back and forth 
  between areas 2 and 5.
  When the PCs enter this chamber, read or paraphrase 
  the following.
  A gigantic brain floats in a large pool directly opposite the 
  portal, and arcane energy crackles across the cerebral surface. 
  A glowing portal stands in either side of the room, similar in 
  appearance to the portal used to reach this chamber.
  This chamber contains a minor artifact, the brain 
  lens, a gigantic stone brain that harnesses mental energy 
  and allows it to be used for a variety of arcane purposes. 
  Although the full array of these purposes is outside the 
  scope of this adventure, the ratfolk are still trying to 
  unravel its secrets, but they know it’s somehow connected 
  to the mind crystal in area 9, drawing mental energy 
  and focusing it to specific needs. Currently, that energy 
  is going to waste and merely infuses the water in the 
  pool, which drains back into area 2 through a series of 
  channels in the bottom of the pool.
  Hazard: The brain’s energy is quite unstable, but 
  a pair of brain spiders siphons off its excess energy, 
  preventing it from lashing out. If the brain spiders leave 
  the brain (such as to attack the PCs), the artifact quickly 
  overheats and lashes out. Every 1d4 rounds during 
  which the spiders do not attend the brain, it pulses with 
  energy, striking one PC at random; the brain spiders 
  are immune to this effect. The targeted PC begins 
  bleeding from the nose and ears and takes 1d4 points of 
  Intelligence damage unless she succeeds at a DC 16 Will 
  save (DC 20 in Subtier 6–7). Without Kreighton Shaine’s 
  ward, this would act as feeblemind, which is one reason 
  why the ratfolk avoid this chamber.
  Creatures: Crawling about on the giant brain are a 
  number of brain spiders. These extraordinarily intelligent 
  creatures feed off the energy of the brain to survive 
  and formulate increasingly esoteric mysteries of the 
  multiverse, but they crave the energy of living creatures 
  even more. When the PCs enter the room, the spiders 
  perch on the brain, but they quickly notice the PCs and 
  move to attack. Should one gain control of a PC, it uses its 
  host to attack the other characters. If no threats remain, it 
  forces the enslaved PC to approach the brain, where it can 
  in the areas marked with an “X” on the map (if there is 
  only one, it starts in the area adjacent to the mind shard 
  at the heart of the maze). The constructs do not leave 
  their respective areas of the maze, but they can make it 
  very difficult to navigate unless defeated. 
  Subtier 3–4 (CR 6)
  Clockwork Soldier 
  CR 6
  N Medium construct (clockwork) (Pathfinder RPG Bestiary 3 57)
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +18/+13 (1d10+13/×3)
  Special Attacks latch, teleport strike
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs. disarm)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ efficient winding, proficient, standby, swift reactions
  Other Gear +1 halberd
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork soldier can function for 2 
  days per Hit Die every time it is wound.
  Latch (Ex) Clockwork soldiers have specially designed 
  hands that easily grasp and lock onto weapons and 
  objects. A soldier can attempt to disarm or grapple 
  as a standard action without provoking an attack of 
  opportunity, and it receives a +2 bonus on disarm checks. 
  In addition, it receives a +2 bonus to CMD against 
  attempts to disarm it.
  Proficient (Ex) A clockwork soldier is proficient with all simple 
  and martial weapons.
  Standby (Ex) A clockwork soldier can place itself on standby 
  as a standard action. While on standby, a clockwork 
  soldier cannot move or take any actions. It remains aware 
  of its surroundings but takes a –4 penalty on Perception 
  checks. Time spent on standby does not count against the 
  soldier’s wind-down duration. A clockwork soldier can exit 
  standby as a swift action—if it does so to initiate combat, 
  it gains a +4 racial bonus on its initiative check.
  Teleport Strike (Su) If the clockwork soldier scores a critical 
  hit against a creature with its halberd, that creature takes 
  the additional damage and is immediately teleported to 
  the start of the maze (portal B). A successful DC 20 Will 
  save negates this effect.
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  13
  drain all of her intelligence, make her permanent puppet, 
  and lay eggs in the corpse’s gray matter.
  Subtier 3–4 (CR 7)
  Brain Spider (2) 
    
  CR 5
  N Small magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
  hp 52 (7d10+14)
  Fort +7, Ref +8, Will +6
  Immune acid; SR 16
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +11 (1d8+3 plus 1d6 acid and attach)
  Special Attacks head grapple, mind control
  Spell-Like Abilities (CL 12; concentration +12)
  Constant—detect thoughts (DC 12)
  1/day—phantasmal webAPG (DC 15)
  STATISTICS
  Str 14, Dex 17, Con 15, Int 20, Wis 14, Cha 11
  Base Atk +7; CMB +8 (+12 grapple); CMD 21 (33 vs. trip)
  Feats Combat Casting, Improved Initiative, Iron Will, Weapon 
  Focus (bite)
  Skills Bluff +6, Climb +20, Knowledge (arcana) +12, Knowledge 
  (planes) +12, Perception +12, Sense Motive +9, Stealth +17
  Languages Abyssal, Aklo, Common, Infernal, Undercommon; 
  telepathy 100 ft.
  SPECIAL ABILITIES
  Head Grapple (Ex) When a brain spider uses its attach ability, 
  it fixes itself on the head of its target. This causes the target 
  to be blinded and take a 20% chance to fail any spell that 
  it casts that has verbal components. In addition, the brain 
  spider can deal its bite damage to the target each round 
  it maintains the grapple, and it does not lose the grapple 
  if it fails its check (although it can still be removed by the 
  target succeeding its a successful check). While attached 
  to a creature, all damage dealt to the brain spider is split 
  between the spider and the creature it is grappling.
  Mind Control (Su) Each round a brain spider maintains 
  its head grapple, it can attempt to control the creature 
  it’s attached to. This functions as dominate monster. The 
  creature receives a DC 18 Will save each round, at the start 
  of its turn, to negate the control for that round. The save 
  DC is Intelligence-based.
  Subtier 6–7 (CR 10)
  Advanced Brain Spider (4) 
  CR 6
  N Small magical beast 
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+5 Dex, +8 natural, +1 size)
  hp 66 (7d10+28)
  Fort +9, Ref +10, Will +8
  Immune acid; SR 17
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +13 (1d8+6 plus 1d6 acid and attach)
  Special Attacks head grapple, mind control
  Spell-Like Abilities (CL 12; concentration +14)
  Constant—detect thoughts (DC 14)
  1/day—phantasmal webAPG (DC 17)
  STATISTICS
  Str 18, Dex 21, Con 19, Int 24, Wis 18, Cha 15
  Base Atk +7; CMB +10 (+14 grapple); CMD 25 (37 vs. trip)
  Feats Combat Casting, Improved Initiative, Iron Will, Weapon 
  Focus (bite)
  Skills Acrobatics +15 (+19 when jumping), Bluff +8, Climb +22, 
  Knowledge (arcana) +14, Knowledge (planes) +14, Perception 
  +14, Sense Motive +11, Spellcraft +14, Stealth +19
  Languages Abyssal, Aklo, Common, Draconic, Goblin, 
  Infernal, Undercommon; telepathy 100 ft.
  SPECIAL ABILITIES
  Head Grapple (Ex) When a brain spider uses its attach 
  ability, it fixes itself on the head of its target. This causes 
  the target to be blinded and have a 20% chance of failure 
  when casting any spell that has verbal components. In 
  addition, the brain spider can deal its bite damage to the 
  target each round it maintains the grapple, and it does 
  not lose the grapple if it fails its check (although it can 
  still be removed by the target if it succeeds at its check). 
  While attached to a creature, all damage dealt to the 
  brain spider is split between the spider and the creature 
  it is grappling.
  Mind Control (Su) Each round a brain spider maintains its 
  head grapple, it can attempt to control the creature it’s 
  attached to. This ability functions as dominate monster. 
  The creature can attempt a DC 20 Will save each round 
  at the start of its turn to negate the control for that 
  round. The save DC is Intelligence-based.
  Development: The ratfolk slaver in area 6 maintains an 
  alarm that covers the entire room, triggering the moment 
  a PC arrives in the room through portal I.
  Treasure: In the bottom of the pool is a tiny silver ring 
  attached to a withered hand, which a PC can spot with a 
  successful DC 20 Perception check. In Subtier 3–4, this is 
  a ring of ferocious actionUE. In Subtier 6–7, the ring is the 
  same, but the hand is a hand of glory.
  6. The Cages (CR 7 or CR 10)
  Stepping through portal J leads to the cages where the 
  ratfolk keep their prisoners. When the PCs step through 
  
  PATHFINDER SOCIETY SCENARIO
  14
  During Combat The slave uses inspire courage to bolster his 
  goblin slaves while assaulting the PCs with his spells.
  Base Statistics While not under the effects of inspire courage, 
  the slaver’s statistics are Melee mwk rapier +4 (1d4–1/18–20); 
  Ranged light crossbow +7 (1d6/19–20).
  STATISTICS
  Str 8, Dex 17, Con 14, Int 12, Wis 10, Cha 14
  Base Atk +3; CMB +1; CMD 15
  Feats Dodge, Improved Initiative, Toughness
  Skills Acrobatics +10 (+6 when jumping), Bluff +10, Craft 
  (alchemy) +3, Escape Artist +10, Perception +10, Perform 
  (wind) +10, Spellcraft +9, Stealth +14, Use Magic Device +4; 
  Racial Modifiers –4 Acrobatics when jumping, +2 Craft 
  (alchemy), +2 Perception, +2 Use Magic Device
  Languages Common, Goblin
  SQ bardic knowledge +2, lore master 1/day, versatile 
  performance (wind)
  Other Gear +1 chain shirt, mwk rapier, light crossbow with 
  20 bolts
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  Goblin Slave (4) 
  CR 2
  Goblin warrior 4 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
  hp 30 (4d10+8)
  Fort +5, Ref +5, Will +0; +2 vs. charm and fear
  OFFENSE
  Speed 30 ft.
  Melee longsword +9 (1d6+3/19–20)
  TACTICS
  During Combat The goblin slaves relentlessly attack the PCs 
  with their longswords.
  Base Statistics While not under the effects of inspire 
  courage, the goblins’ statistics are Melee longsword +7 
  (1d6+1/19–20).
  STATISTICS
  Str 12, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +4; CMB +4; CMD 16
  Feats Lightning Reflexes, Weapon Focus (longsword)
  Skills Intimidate +5, Perception +1, Ride +5, Stealth +11; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  Other Gear studded leather, longsword
  the portal and enter this room, read or paraphrase the 
  following to them.
  The room spins for a moment before settling into a strange 
  chamber filled with cages and a rancid—but strangely 
  familiar—stench. Cages line walls, the floor of each filled with 
  moldering hay and refuse.
  The ratfolk once held the PCs captive in this chamber, 
  following the PCs’ subdual by the ogres in area 3. The 
  cages themselves are made of iron bars with a complex 
  lock on each. While these locks can be picked with a DC 
  25 Disable Device skill check, there is a master switch 
  that unlocks all the cages set into the far wall.
  Creatures: There is only a single ratfolk slaver in 
  this room, positioned next to the master switch on the 
  far wall. When the first PC steps through the portal, he 
  immediately trips the switch and orders his goblin slaves 
  to attack the intruders. Like the ogres, these goblins have 
  had their minds almost completely wiped by the power of 
  this place, but they are still smart enough to obey their 
  ratfolk masters without fail.
  Subtier 3–4 (CR 7)
  Ratfolk Slaver 
  CR 4
  Ratfolk bard 5 (Pathfinder RPG Bestiary 3 231)
  NE Small humanoid (ratfolk)
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge, +1 size)
  hp 46 (5d8+20)
  Fort +3, Ref +7, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic, +2 vs. charm and fear
  OFFENSE
  Speed 20 ft.
  Melee mwk rapier +6 (1d4+1/18–20)
  Ranged light crossbow +9 (1d6+2/19–20)
  Special Attacks bardic performance 14 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +2), swarming
  Bard Spells Known (CL 5th; concentration +7)
  2nd (3/day)—glitterdust (DC 14), mirror image, sound burst 
  (DC 14)
  1st (5/day)—alarm, cure light wounds, hideous laughter (DC 13), 
  sleep (DC 13)
  0 (at will)—detect magic, ghost sound (DC 12), mage hand, 
  message, read magic, summon instrument
  TACTICS
  Before Combat The slaver is warned to the PCs approach by 
  a mental alarm spell cast just outside the gate in area 5, 
  allowing him to cast mirror image just before the characters 
  enter the room.
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  15
  Subtier 6–7 (CR 10)
  Ratfolk Slaver 
  CR 7
  Ratfolk bard 8 (Pathfinder RPG Bestiary 231)
  NE Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 23, touch 17, flat-footed 17 (+6 armor, +4 Dex, +2 dodge, 
  +1 size)
  hp 71 (8d8+32)
  Fort +4, Ref +11, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic, +2 vs. charm and fear
  OFFENSE
  Speed 40 ft.
  Melee mwk rapier +10/+10/+5 (1d4+1/18–20)
  Ranged light crossbow +14 (1d6+2/19–20)
  Special Attacks bardic performance 20 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, suggestion), swarming
  Bard Spells Known (CL 8th; concentration +10)
  3rd (2/day)—confusion (DC 16), haste, slow (DC 15)
  2nd (5/day)—glitterdust (DC 14), mirror image, silence (DC 14), 
  sound burst (DC 14)
  1st (5/day)—alarm, cure light wounds, grease, hideous 
  laughter (DC 14), silent image (DC 13)
  0 (at will)—detect magic, ghost sound (DC 12), mage hand, 
  message, read magic, summon instrument
  TACTICS
  Before Combat The slaver is warned to the PCs’ approach by 
  a mental alarm spell cast just outside the gate in area 5, 
  and he can sense from changes in the portal’s color when a 
  creature is about to step through the portal, allowing him to 
  cast mirror image and haste just before the characters enter 
  the room.
  During Combat The slave uses inspire courage to bolster his 
  goblin slaves while assaulting the PCs with his spells.
  Base Statistics While not under the effects of inspire courage 
  and haste, the slaver’s statistics are AC 22, touch 16; Ref +10; 
  Speed 20 ft.; Melee mwk rapier +7/+2 (1d4–1, 18–20); 
  Ranged light crossbow +11 (1d6/19–20).
  STATISTICS
  Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 14
  Base Atk +6; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, Spell Focus (enchantment), 
  Toughness
  Skills Acrobatics +14 (+10 when jumping), Bluff +13, Craft 
  (alchemy) +3, Escape Artist +14, Perception +13, Perform 
  (wind) +13, Spellcraft +12, Stealth +18, Use Magic Device +4; 
  Racial Modifiers –4 Acrobatics when jumping, +2 Craft 
  (alchemy), +2 Perception, +2 Use Magic Device Languages 
  Common, Goblin
  SQ bardic knowledge +4, lore master 1/day, versatile 
  performance (wind, oratory)
  Other Gear +2 chain shirt, light crossbow with 20 bolts, mwk 
  rapier, 3,195 gp
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  Goblin Slave (4) 
  CR 5
  Goblin warrior 7 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 52 (7d10+14)
  Fort +6, Ref +7, Will +1; +2 vs. charm and fear
  OFFENSE
  Speed 60 ft.
  Melee longsword +13/+13/+8 (1d6+3/19–20)
  TACTICS
  During Combat The goblin slaves relentlessly attack the PCs 
  with their longswords, using Vital Strike during any round 
  that they have to move.
  Base Statistics While not under the effects of inspire courage 
  and haste, the goblins’ statistics are AC 16, touch 13, flat-
  footed 14; Ref +6; Speed 30 ft.; Melee longsword +10/+5 
  (1d6+1/19–20).
  STATISTICS
  Str 12, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +7; CMB +7; CMD 19
  Feats Lightning Reflexes, Step Up, Vital Strike, Weapon Focus 
  (longsword)
  Skills Intimidate +8, Perception +3, Ride +5, Stealth +12; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  Other Gear studded leather, longsword
  7. Mind Games
  The ratfolk use this chamber to keep intruders from 
  disturbing Karnakin’s important research. As the PCs 
  enter the room, read or paraphrase the following.
  The portal deposits you in a gloomy chamber, lit only by a 
  globe of magical light, which appears to be failing. The 
  flickering light faintly illuminates a dust-covered stairway 
  to either side, each ascending to a pair of doors that bear 
  scriptlike markings. On the far end of the room stands a much 
  larger set of double doors shrouded in gloom.
  
  PATHFINDER SOCIETY SCENARIO
  16
  Dangerous illusions and conjuration magic fill this 
  chamber. The doors that lead into area 8 are warded 
  by deadly illusion magic that can only be overcome by 
  interacting with the symbols on each of the four doors 
  at the top of the stairs in this room. Anyone approaching 
  within 10 feet of the giant doors before triggering the 
  other four doors’ symbols is targeted by a phantasmal killer 
  spell (DC 16). The spell continues to target a character 
  each round she remains with 10 feet of the giant doors. 
  These doors are made of stone and require a successful 
  DC 25 Strength check to open, though every result above 
  15 reduces the DC of any future checks by 5; this represents 
  the doors being pushed open a bit further but not enough 
  to slip through.
  The four other doors in the room each unleash some 
  sort of terror or other challenge on the PCs. To open a 
  door, a creature only needs to touch it; this causes the 
  door to silently swing open and the symbol on its surface 
  to vanish. At the same time, the gloom at the end of the 
  hall seems to lighten a shade with each door opened, 
  vanishing entirely after the last door is opened.
  With the exception of door 7B, all of the effects in this 
  area are mind-affecting effects. As mindless creatures, 
  the vermin from that door are immune to all of the 
  effects of the other doors.
  Door 7A: A PC can decipher the symbol—a symbol 
  in Infernal script meaning “fire”—on this door with 
  a successful DC 15 Knowledge (arcana) check. When a 
  creature touches this door, it swings open, and a mass of 
  flame flows out like liquid and engulfs the landing and 
  the entire floor down below (the opposite landing is safe). 
  Anyone in the area must succeed at a DC 20 Will save to 
  realize that the flames are in part, an illusion. Those 
  that fail take 4d6 points of fire damage (6d6 in Subtier 
  6–7). Those who succeed are only lightly burned by the 
  quasi-real flames, taking 1d6 points of fire damage (2d6 
  in Subtier 6–7). The flames die away after only 1 round.
  Door 7B: A PC can decipher the symbol—a druidic trail 
  sign meaning “spiders”—on this door with a successful DC 
  15 Knowledge (nature) check. When a creature touches this 
  door, it swings open to reveal a room thick with spiderwebs. 
  At the same time, a pair of spider swarms rushes out of the 
  room to attack (in Subtier 6–7, they are accompanied by a 
  giant black widow that descends from the ceiling of the 
  main room). These are conjured creatures, not illusions 
  like those created by other chambers.
  Subtier 3–4 (CR 3)
  Spider Swarm (2) 
  CR 1
  N Diminutive vermin (swarm) (Pathfinder RPG Bestiary 258)
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 9 (2d8)
  Fort +3, Ref +3, Will +0
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  Weaknesses swarm traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee swarm (1d6 plus poison and distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11)
  STATISTICS
  Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
  Base Atk +1; CMB —; CMD —
  Skills Climb +11, Perception +4; Racial Modifiers +4 
  Perception; uses Dexterity for Climb checks
  SPECIAL ABILITIES
  Poison (Ex): Swarm—injury; save Fort DC 11; frequency 1/
  round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC 
  is Constitution-based.
  Subtier 6–7 (CR 6)
  Ogre Spider 
  CR 5
  N Huge vermin (Pathfinder RPG Bestiary 254)
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +5
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d8+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks web (+5 ranged, DC 16, 7 hp)
  STATISTICS
  Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
  Base Atk +5; CMB +12 CMD 24 (36 vs. trip)
  Skills Climb +29, Perception +5, Stealth –2; Racial Modifiers 
  +16 Climb, +4 Perception, +4 Stealth
  SQ compression
  SPECIAL ABILITIES
  Poison (Ex): Bite—injury; save Fort DC 18 (includes +2 racial 
  bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 
  1d4 Dex; cure 2 saves.
  Door 7C: A PC can decipher the symbol—a glyph in 
  Aklo script meaning “insanity”—on this door with a 
  successful DC 15 Knowledge (planes) check. When a 
  creature touches this door, it swings open, floods the 
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  17
  entire area with darkness, and targets each creature in the 
  area with a special form of confusion that lasts for 1d4+1 
  rounds; a successful DC 20 Will save reduces the duration 
  of the confusion to 1 round. Once no creatures in the area 
  are confused, the darkness dissipates.
  Door 7D: A PC can decipher the symbol—an 
  cartographer’s symbol for a crevasse—on this door 
  with a successful DC 15 Knowledge (geography) check. 
  When a creature touches this door, the entire floor—the 
  central area, stairs, and landing—vanishes, sending the 
  PCs plummeting into an illusory pit. A PC sees through 
  the illusion with a successful DC 15 Will save (DC 20 in 
  Subtier 6–7). Those who fail take 4d6 points of falling 
  damage (6d6 in Subtier 6–7) and are knocked prone. The 
  illusion lasts for only a moment.
  8. Laboratory (CR 8 or CR 11)
  After facing off against the deadly traps of the previous 
  room, the PCs can finally gain access to the inner sanctum, 
  where Karnakin, the leader of the ratfolk on this level of 
  the dungeon, performs all of his experiments. When the 
  PCs enter the room, read or paraphrase the following.
  A strange laboratory fills much of this rectangular room. A 
  stream of violet energy flows out from a breach in the far 
  wall to a set of four columns in the room’s center, where the 
  energy is then channeled to nearby tables that flicker with 
  purple sparks. 
  This chamber is the lair of Karnakin, the ratfolk 
  master of this level of the dungeon. Karnakin has 
  been experimenting with the mind crystal in area 9, 
  uncovering the secret of its power. Thus far, he has been 
  using the energy to destroy the minds of his subjects 
  (the ogres and the goblins), turning them into his loyal 
  thralls. He attempted to do the same to the PCs, but they 
  broke free before the process could be completed and fled 
  the dungeon.
  Hazard: When the PCs enter this room, the magic 
  that had nearly destroyed their minds days ago begins to 
  fade, allowing the PCs to recover their lost memories in 
  a disorienting rush of images and feelings. Each round, 
  the PCs must succeed at a DC 10 Will save or be dazed by 
  the rush of memories. The DC increases by 1 each round 
  until the PC fails the Will save, at which point the DC 
  resets to 10. A PC directly controlled by a brain spider is 
  immune to this hazard.
  The electricity presents another challenge. The violet 
  mental energies strike anyone who ends her turn adjacent 
  to one of the metal columns, dealing 2d6 points of 
  electricity damage and 1 point of Intelligence damage; a 
  successful DC 20 Reflex save halves the electricity damage 
  and negates the Intelligence damage. Lying down on one 
  of the tables negates the electricity damage but increases 
  the Intelligence damage to 1d4 points per round (no save).
  Creatures: Karnakin lurks in the rear of this chamber, 
  near the entrance that leads to the mind crystal. He 
  addresses the PCs in a thin, raspy voice, saying, “So, you 
  have returned as I expected. Perhaps now I shall be able 
  to complete the work we began.” In addition, there are 
  one or more brain spiders in the room. These creatures 
  feed off the electricity, and though they do not serve 
  Karnakin, they do not harm him either. These creatures 
  move to attack the PCs as soon as they enter the room. If 
  one gains control of a PC, it forces him to lie down on one 
  of the tables.
  Subtier 3–4 (CR 8)
  Karnakin 
  CR 7
  Ratfolk enchanter 8 (Pathfinder RPG Bestiary 3 231)
  NE Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 25, touch 17, flat-footed 20 (+4 armor, +1 deflection, +4 Dex, 
  +1 dodge, +4 shield, +1 size)
  hp 54 (8d6+24)
  Fort +3, Ref +6, Will +5
  DR 10/adamantine (80 points)
  OFFENSE
  Speed 20 ft.
  Melee dagger +5 (1d3/19–20)
  Ranged light crossbow +9 (1d6/19–20)
  Special Attacks aura of despair (8 rounds/day), swarming
  Arcane School Spell-Like Abilities (CL 8th; concentration +13)
  8/day—dazing touch
  Enchanter Spells Prepared (CL 8th; concentration +13)
  4th—charm monster (DC 20), dimension door, phantasmal 
  killer (DC 19), stoneskin
  3rd—deep slumber (DC 19), displacement, dispel magic, 
  fireball (DC 18), suggestion (DC 19)
  2nd—invisibility, resist energy, scorching ray, see invisibility, 
  touch of idiocy
  1st—charm person (DC 17), disguise self, mage armor, magic 
  missile (2), obscuring mist, shield
  0 (at will)—daze (DC 16), detect magic, ray of frost, read magic
  Opposition Schools necromancy, transmutation
  TACTICS
  Before Combat Karnakin is well aware of the PCs’ approach 
  by this time and he prepares for combat by casting mage 
  armor, stoneskin, resist energy, shield, and displacement. 
  As he is familiar with the PCs tactics (having faced them 
  before), his resist energy is against the type of energy 
  most often used by the party (up to this point) or the first 
  type of energy damage he takes (if the PCs have shown 
  no pattern).
  
  PATHFINDER SOCIETY SCENARIO
  18
  During Combat Karnakin does not underestimate the 
  PCs this time. He assaults them with his most powerful 
  spells, such as phantasmal killer, charm monster, fireball, 
  and deep slumber.
  Base Statistics Without mage armor and shield, Karnakin’s 
  statistics are AC 17, flat-footed 12.
  STATISTICS
  Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 8
  Base Atk +4; CMB +3; CMD 19
  Feats Dodge, Extend Spell, Improved Initiative, Scribe Scroll, 
  Spell Focus (enchantment), Toughness
  Skills Acrobatics +12 (+8 when jumping), Craft (alchemy) 
  +7, Escape Artist +12, Heal +7, Knowledge (arcana) +16, 
  Perception +9, Spellcraft +16, Stealth +16, Use Magic 
  Device +1; Racial Modifiers –4 Acrobatics when jumping, 
  +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
  Languages Aklo, Common, Draconic, Giant, Goblin, 
  Undercommon
  SQ arcane bond (amulet), enchanting smile
  Combat Gear metamagic rod of lesser empower; Other Gear 
  dagger, ring of counterspells (containing an arcane spell used 
  by the PCs), ring of protection +1, mind shard
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  Brain Spider 
  CR 5
  hp 52 (see page 13)
  Subtier 6–7 (CR 11)
  Karnakin 
  CR 10
  Ratfolk enchanter 11 (Pathfinder RPG Bestiary 3 231)
  NE Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 26, touch 18, flat-footed 21 (+4 armor, +2 deflection, +4 Dex, 
  +1 dodge, +4 shield, +1 size)
  hp 74 (11d6+33)
  Fort +4, Ref +7, Will +8
  OFFENSE
  Speed 20 ft.
  Melee dagger +6 (1d3/19–20)
  Ranged light crossbow +10 (1d6/19–20)
  Special Attacks aura of despair (11 rounds/day), swarming
  Arcane School Spell-Like Abilities (CL 11th; concentration +16)
  8/day—dazing touch
  Enchanter Spells Prepared (CL 11th; concentration +16)
  6th—chain lightning (DC 21), mass suggestion (DC 23)
  5th—cone of cold (DC 20), dominate person (DC 22), mind fog 
  (DC 22), wall of force
  4th—charm monster (DC 21), dimension door, greater 
  invisibility, phantasmal killer (DC 19), stoneskin
  3rd—deep slumber (DC 20), displacement, dispel magic (2), 
  fireball (DC 18), suggestion (DC 20)
  2nd—resist energy (2), scorching ray, see invisibility, touch of 
  idiocy (2)
  1st—charm person (DC 18), disguise self, mage armor, magic 
  missile (2), obscuring mist, shield
  0 (at will)—daze (DC 17), detect magic, ray of frost, read magic
  Opposition Schools necromancy, transmutation
  TACTICS
  Before Combat Karnakin is well aware of the PCs approach 
  by this time and he prepares for combat by casting mage 
  armor, stoneskin, resist energy twice, shield, and displacement. 
  As he is familiar with the PCs tactics (having faced them 
  before), his resist energy spells are against the types of 
  energy most often used by the party (up to this point) or 
  the first types of energy damage he takes (if the PCs have 
  shown no pattern).
  During Combat Karnakin does not underestimate the PCs 
  this time. He assaults them with his most powerful spells, 
  such as chain lightning, cone of cold, dominate person, and 
  mass suggestion.
  Base Statistics Without mage armor and shield, Karnakin’s 
  statistics are AC 18, flat-footed 13.
  STATISTICS
  Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 8
  Base Atk +5; CMB +4; CMD 21
  Feats Dodge, Empower Spell, Extend Spell, Greater Spell 
  Focus (enchantment), Improved Initiative, Iron Will, Scribe 
  Scroll, Spell Focus (enchantment), Toughness
  Skills Acrobatics +15 (+11 when jumping), Craft (alchemy) +7, 
  Escape Artist +15, Heal +10, Knowledge (arcana) +19, 
  Perception +12, Spellcraft +19, Stealth +19, Use Magic 
  Device +1; Racial Modifiers –4 Acrobatics when jumping, 
  +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
  Languages Aklo, Common, Draconic, Giant, Goblin, 
  Undercommon
  SQ arcane bond (amulet), enchanting smile
  Combat Gear metamagic rod of lesser maximize; Other Gear 
  ring of counterspells (containing an arcane spell used by the 
  PCs), ring of protection +2, mind shard
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their 
  own gain and their foes’ detriment. Up to two ratfolk 
  can share the same square at the same time. If two 
  ratfolk in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  19
  Advanced Brain Spider (2) 
  CR 6
  hp 66 (see page 13)
  9. Mind Crystal
  This final chamber contains the mind crystal, an artifact 
  that powers most of the mental magic on this level 
  of the dungeon. When the PCs enter this area, read or 
  paraphrase the following.
  Chunks of rock float on a cloud of purple vapor that makes 
  up the floor of this room. A tall, glowing crystal juts from 
  a stalagmite-like formation on the far side of the chamber, 
  and arcs of violet energy streams from its tip to travel to the 
  nearby laboratory.
  The crystalline formation is the mind crystal whose 
  energy Karnakin tapped to fuel his experiments. The 
  crystal has hardness 10 and 150 hit points; however, 
  magical wards provide it additional protection. These 
  defenses increase the hardness to 30, grant the crystal 
  Spell Resistance 30, and absorb the first 50 points of 
  damage it would take each round (after hardness). With a 
  successful DC 20 Perception check while adjacent to the 
  crystal, a PC spots a trio of small depressions set into the 
  floor. These are the exact same size as the mind shards 
  that the PCs discovered in various other rooms of the 
  dungeon. If all three shards are placed in the depressions, 
  the magic protecting the crystal dissipates, and it can be 
  harmed as normal.
  Hazard: The only real challenge here is finding 
  a way to reach the crystal. Lightning strikes anyone 
  who attempts to fly in this area, dealing 2d6 points 
  of electricity damage (4d6 in Subtier 6–7) and 1 point 
  of Intelligence damage per round; a successful DC 20 
  Reflex save halves the electricity damage and negates 
  the Intelligence damage. Jumping between platforms 
  is equally dangerous. Furthermore, the pooling mist 
  between the rocky islands is exceedingly dangerous to 
  fall into, and total immersion—by failing to leap from 
  one section to another, for example—deals 10d6 points 
  of electricity damage (15d6 in Subtier 6–7) before the 
  energies buffet the character back to the surface.
  Furthermore, eliminating the magical wards on the 
  crystal by using the mind shards causes the crystal’s 
  energies to become unstable. Each round, a blast of 
  blindingly white light erupts from the crystal, striking 
  a randomly determined quadrant of the room. Any PC 
  in this area takes 4d6 points of electricity damage and 
  1d3 Intelligence damage; a successful DC 20 Reflex save 
  halves both types of damage.
  Development: Once the PCs destroy the crystal, all 
  that remains are a number of mind crystal shards that the 
  PCs can claim as treasure (each PC receives one shard of 
  the crystal). A set of stairs leads deeper into Bonekeep, 
  but any attempt to descend at this time results in the PC 
  suffering an excruciating headache that makes moving 
  any further unbearable.
  CONCLUSION
  After the PCs leave the dungeon, they report back 
  to Kreighton Shaine about what they found in the 
  dungeon as well as anything they learned of their lost 
  memories. The Master of Scrolls expresses relief that 
  the Pathfinders were able to revisit the site and learn 
  something about their condition, and after further 
  study, he concludes that they are sufficiently cured and 
  fit to accept other missions. Nonetheless, he is concerned 
  that even greater evils might lie deeper in the ruins, and 
  he encourages the Pathfinders to remain vigilant as they 
  plan their next move against whatever foul forces reside 
  beneath Bonekeep.
  Failing to complete the dungeon by the end of the 
  slot results in Kreighton Shaine’s ward expiring, which 
  causes the PCs to black out. They awaken once more back 
  in the Grand Lodge without any memory of how they 
  escaped but remembering everything that happened up 
  until the ward failed.
  PCs that explore this dungeon receive the Bonekeep 
  Malady 2, as noted on their Chronicle sheet. Any 
  Intelligence damage dealt during the event heals over 
  time, but the Will save penalty caused in the first room 
  should be noted as it returns to the PCs the next time 
  they return to the dungeon (along with any diseases they 
  suffered from the first level).
  
  PATHFINDER SOCIETY SCENARIO
  20
  APPENDIX I: MENTAL DAMAGE TRACKER
  Character Name 
  Damage 
  Total
   
  Will Save Penalty
   
  Intelligence Damage
   
  Will Save Penalty
   
  Intelligence Damage
   
  Will Save Penalty
   
  Intelligence Damage
   
  Will Save Penalty
   
  Intelligence Damage
   
  Will Save Penalty
   
  Intelligence Damage
   
  Will Save Penalty
   
  Intelligence Damage
   
  APPENDIX 2: TREASURE WORKSHEET
  Area 1 
   
  Subtier 3–4 
  Subtier 6–7
  Subtier 3–4 (187 gp total)
  Wand of glitterdust, 25 charges 
  187 gp
  Subtier 6–7 (375 gp total)
  Wand of glitterdust, 50 charges 
  375 gp
  Area 2
  Subtier 3–4 (330 gp total)
  Ratfolk Gear 
  330 gp
  Subtier 6–7 (905 gp total)
  Ratfolk Gear 
  905 gp
  Area 3
  Subtier 3–4  (152 gp total)
  Ogre Gear 
  15 gp
  Necklace of fireballs, type I 
  137 gp
  Appendix One: Mental Damage Tracker
  Appendix One: Treasure Worksheet
  
  RUINS OF BONEKEEP,  
  LEVEL TWO: MAZE OF THE MIND SLAVE
  21
  Subtier 6–7  (1,354 gp total)
  Ogre Gear 
  867 gp
  Necklace of fireballs, type V 
  487 gp
  Area 4
  Subtier 3–4  (192 gp total)
  Clockwork Gear 
  192 gp
  Subtier 6–7  (905 gp total)
  Clockwork Gear 
  577 gp
  Area 5
  Subtier 3–4  (250 gp total)
  Ring of ferocious action 
  250 gp
  Subtier 6–7  (905 gp total)
  Ring of ferocious action 
  250 gp
  Hand of glory 
  666 gp
  Area 6
  Subtier 3–4  (143 gp total)
  Ratfolk Gear 
  133 gp
  Goblin Gear 
  10 gp
  Subtier 6–7  (398 gp total)
  Ratfolk Gear 
  388 gp
  Goblin Gear 
  10 gp
  Area 9
  Subtier 3–4  (1252 gp total)
  Lesser empower metamagic rod 
  750 gp
  Mind Master’s Gear 
  3 gp
  Ring of counterspells 
  333 gp
  Ring of protection +1 
  166 gp
  Subtier 6–7  (2,002 gp total)
  Lesser maximize metamagic rod 
  1,000 gp
  Mind Master’s Gear 
  3 gp
  Ring of counterspells 
  333 gp
  Ring of protection +2 
  666 gp
  
  PATHFINDER SOCIETY SCENARIO
  22
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Special 
  Ruins of Bonekeep,
  Level Two: Maze of the Mind Slave 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
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  edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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  You agree not to indicate compatibility or co-adaptability with any Trademark or 
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  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  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.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Ruins of Bonekeep, Level Two: Maze of the Mind Slave © 2013, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  
  Normal
  Slow
  SUBTIER
  	
  Player	Name		
  A.K.A.
  	
  Character	Name	
  Pathfinder	Society	#	
  Faction
  –
  	
  EVENT		
  EVENT	CODE		
  DATE	
  Game	Master’s	Signature	
  GM	Pathfinder	Society	#
  For	GM	Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Notes
  Starting	XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP	Gained	(GM	ONLY)
  Final	XP	Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial	Prestige
  Initial	Fame
  Prestige	Gained	(GM	ONLY)
  –
  –
  Prestige	Spent
  Current		
  Prestige
  Final	
  Fame
  Starting	GP
  GP	Gained	(GM	ONLY)
  Day	Job	(GM	ONLY)
  Gold	Spent
  Total
  GOLD
  MAX	GOLD
  Character	Chronicle	#
  3–4
  1,253
  2,506
  6–7
  3,263
  6,527
  Out of
  Subtier
  2,258
  4,516
  —
  —
  —
  Pathfinder Society Special 
  Ruins of Bonekeep
  Level Two: Maze of the Mind Slave
  Bonekeep Malady 2: You suffer from a lingering malady after your exploration in Bonekeep. While 
  the mental damage you suffered while inside the dungeon has faded, your mind is still quite fragile. 
  Whenever you take any Intelligence, Wisdom, or Charisma damage (or drain), you are also confused 
  for a number of rounds equal to the damage taken. In addition, any Will saving throw penalty you 
  accumulated in the dungeon fades upon leaving, but should be noted below.
  Will Save Penalty: 
  Mind Crystal (Minor Artifact)
  Aura moderate enchantment; CL 12th
  Slot none; Weight 1/2 lb.
  DESCRIPTION
  This pale blue crystal hums with hidden power. Simply carrying this crystal provides protection against 
  mental intrusions. Whenever you fail a saving throw against a compulsion effect, you can attempt a new 
  saving throw at the end of your turn (using the original DC). If you succeed at this saving throw, the effect 
  is negated or reduced (as per the compulsion effect). The crystal may have other powers, but they are not 
  known to you at this time.
  DESTRUCTION
  The means of destroying this crystal are unknown.
  All	Subtiers
  Subtier	8–9
  Cloak of resistance +1 (1,000 gp)
  Lesser empower metamagic rod (9,000 gp)
  Necklace of fireballs, type I (1,650 gp)
  Ring of counterspells (4,000 gp)
  Ring of ferocious action (3,000 gp; Pathfinder RPG 
  Ultimate Equipment 170)
  Ring of protection +1 (2,000 gp)
  Wand of glitterdust (25 charges; 2,250 gp, limit 1)
  +2 chain shirt (4,250 gp)
  Hand of glory (8,000 gp)
  Lesser maximize metamagic rod (14,000 gp)
  Necklace of fireballs, type V (5,850 gp)
  Ring of protection +2 (8,000 gp)
  Wand of glitterdust (4,500 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 4/S04 Special - Ruins of Bonekeep, lvl 2 - Maze of the Mind Slave.pdf