TEXT: By Jason Bulmahn
  Level One: The Silent Grave
  Ruins of Bonekeep
                PATHFINDER SOCIETY SPECIAL 
  TIER 3–7
  
  Ruins of Bonekeep
  LeveL One: The SiLenT Grave
  Author • Jason Bulmahn
  Cartographer • Jason Bulmahn
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • Adam Daigle, Rob McCreary, Mark 
  Moreland, and Patrick Renie
  Editorial Team • Judy Bauer, Logan Bonner, Christopher 
  Carey, and Ryan Macklin
  Lead Designer • Jason Bulmahn
  Design Team •  Stephen Radney-MacFarland and Sean K 
  Reynolds
  Senior Art Director • Sarah E. Robinson
  Graphic Designers • Sonja Morris and Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz 
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  Warehouse Team • Will Chase, Michael Kenway, Matt 
  Renton, Jeff Strand, and Kevin Underwood
  Customer Service Team • Cosmo Eisele, Erik Keith, and 
  Sara Marie Teter
  Ruins of Bonekeep, Level One: The Silent Grave is a Pathfinder Society Special 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 Pathfinder RPG Core Rulebook, the Pathfinder RPG Bestiary, the Pathfinder RPG Bestiary 2, 
  the Pathfinder RPG Bestiary 3, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Equipment, and Pathfinder 
  RPG Ultimate Magic. 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.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
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  paizo.com/pathfindersociety
  Ruins of Bonekeep, Level One: The Silent Grave © 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 Path, Pathfinder Campaign Setting, Pathfinder Cards, 
  Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales 
  
  3
  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 1: The Silent Grave” is the first 
  event of the series, with more scheduled to be released in 
  the coming year. This event is designed for six characters 
  from 3rd to 7th level.
  Unlike other Pathfinder Society events, this game has a 
  higher level of danger and reward than most, 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 that are at negative hit points or near death. Before 
  proceeding with the adventure, YOU MUST read aloud the 
  boxed text before the Getting Started section on page 4 so 
  that all players can 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 does not know what to 
  expect from within the dungeon and the heads of the 
  factions do not have any special missions for the PCs. PCs 
  who survive the event earn 2 Prestige Points (those using 
  the slow advancement track earn 1 Prestige Point instead).
  the dungeon remains. Always eager for more knowledge, 
  the Decemvirate has decided to send some of its 
  smartest and most capable Pathfinders into the ruins 
  to plumb its depths and uncover what secrets it might 
  hold. Unbeknownst to the Pathfinders, another group 
  moved into the dungeons a few months ago. Digging 
  up from the Darklands below, this tribe of ratfolk was 
  drawn by the foul power that still resides in the lowest 
  levels of the dungeon.  
  T
  he ruins of Bonekeep have stood outside Absalom 
  for hundreds of years. The crumbling ruin 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 ruins, finding only a trinket or two for their troubles. 
  What no one 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 
  Geb, the necromancer stole a number of dread secrets 
  from that dead land when he left. 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 with wave after wave of undead minions, 
  all the while preparing his master plan deep beneath his 
  keep. Had he succeeded, a portal to the Negative Energy 
  Plane would have opened, and Volzaras would have ben 
  able to channel that negative energy to cause all of the 
  dead within miles of his keep to rise under his command.
  Fortunately, Absalom took action before the plan 
  could come to fruition. The armies razed the keep and 
  in the ruins, they fought and destroyed Volzaras. Despite 
  tearing down the keep, the crusaders never discovered 
  the dungeons underneath, or 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.
  ADVENTURE SYNOPSIS
  Through recent exploits, the Pathfinder Society came to 
  learn about the dungeons beneath Bonekeep, dungeons 
  that have never been explored. Although the plans to use 
  the dungeon as a base by another villain were thwarted 
  before they could even begin, the mystery surrounding 
  Ruins of Bonekeep
  LeveL one: The siLenT GRave
  By JaSOn BuLmahn
  
  APPENDIX GUIDE
  This adventure includes several appendices of useful tools 
  to aid you in running the event. Appendix One (page 19) 
  features a pair of new monsters designed specifically for 
  this event. Appendix Two (page 21) features two worksheets 
  and a reference guide that we recommend using to track 
  ongoing effects and treasure for the party without slowing 
  the game down. These resources are as follows:
  Disease Worksheet: There are a number of creatures 
  that can cause disease in this adventure, and tracking 
  this information is important. This worksheet lists all the 
  diseases and their effects, and gives you a simple way to 
  keep track of which PC has contracted which, as this will be 
  important when completing each player’s Chronicle sheet 
  at the end of the session.
  Item Rules Reference: There are a few creatures and 
  encounters in this dungeon that can damage a character’s 
  equipment. This reference sheet contains the common 
  hardness and hit points for most objects that might be 
  damaged during play.
  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.
  PATHFINDER SOCIETY SCENARIO
  4
  While the dungeons directly below the keep were 
  completely ruined by the destruction of the fortress above, 
  the levels below are relatively intact. The first intact level 
  was home to the laboratories of Volzaras’ apprentice, who 
  died at his master’s side during the attack on Bonekeep. 
  In the years since, many of the wards and protections 
  on this level have faltered, but since there is little of 
  true power on this level, the ratfolk have mostly ignored 
  it. One of the group has moved here though, using the 
  laboratories for her personal alchemical experiments. 
  Over the past months, Korsan has taken over most of the 
  first level of the dungeon, unlocking the long lost secrets 
  and using them for her own foul goals.
  During the adventure, the PCs are tasked by the 
  Decemvirate to explore the ruins of Bonekeep and 
  uncover whatever they can about the forgotten dungeon. 
  Upon arriving, the PCs run into a variety of ancient 
  threats that are still all too deadly. Upon reaching the 
  end of the first level, they find that not all within the 
  dungeon is as it seems, and Korsan means to ensure that 
  they never return to Absalom to report on the terrible 
  things happening beneath Bonekeep.
  Welcome to the Ruins of Bonekeep. This is the first of a series 
  of special events designed to test your character to its limits 
  and beyond. The threat of character death is very real in this 
  event, but the potential rewards are greater as a result. You 
  will be able to, as a table, decide to leave the event at any time 
  should it become too deadly for you, except when engaged 
  in combat. If this is not the type of event for you, now is the 
  time to back out.
  GETTING STARTED
  The adventure begins with the PCs standing just outside 
  the ruins of Bonekeep. They were asked to investigate the 
  ruins to determine if they pose any threat to the city and 
  to uncover any secrets that might still reside beneath the 
  old, crumbling ruins. When you are ready to begin, read 
  or paraphrase the following to the players.
  The crumbling columns made from jagged pieces of bone-
  white stone rise out of the hillside like broken teeth. Most 
  believe that this ruined edifice is all that remains of the ruins 
  of Bonekeep, a siege castle just twelve miles from the walls 
  of Absalom, but the intrepid agents of the Pathfinder Society 
  know better.
  Two days ago, Venture-Captain Ambrus Valsin sent word 
  from the Grand Lodge of a private meeting of he and his 
  best agents. The missive explained little, other than strongly 
  suggesting all recipients come urgently and to speak to no one 
  of their errand. As Valsin entered his office, cramped as it was 
  with eager Pathfinders, he unfurled a map of the area around 
  Absalom and laid it out on his desk, marking the location of 
  all of the ruined siege castles around the metropolis. Built by 
  would-be conquerors and petty tyrants, these ruined castles 
  are a testament to the strength of Absalom, a reminder to the 
  next invader of the fate of those that lay siege to the City at the 
  Center of the World.
  “This is the ruin of Bonekeep”, Valsin began, pointing at a 
  newly marked spot on the map. “All too recently we learned 
  of Tancred Desimire’s plan to use these ruins as a base for his 
  nefarious plans. Fortunately, those plans have been ruined, but 
  the greater question remains. Why would he select Bonekeep? 
  The place is a total ruin, with little left standing aside from a few 
  crumbling walls, or at least, that is what we thought. One week 
  ago, I sent a pair of scouts, Wenton and Theodana, to investigate 
  the ruins. Only poor Theodana returned. She says that they 
  found a hidden staircase in the bottom of the ruins, the door to 
  which looked like it had been opened only recently. Venturing 
  into the darkness, they found some sort of vault deep beneath 
  the ground, left untouched since the keep’s destruction over 
  two centuries ago. That is unfortunately where things went 
  terribly wrong. In just the first chamber, they sprung some 
  sort of trap that took Wenton’s off head. Theodana fled before 
  anything else could happen, returning to me to tell her tale.”
  Pausing to look over the assembled Pathfinders, the 
  venture-captain continues. “This is where you come in. The 
  
  Bonekeep
  1 square = 5 feet
  A1
  A2
  A3
  A4
  A5
  A8
  A9
  A7
  A6
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  5
  
  PATHFINDER SOCIETY SCENARIO
  6
  dangers beneath Bonekeep. In Subtier 3–4, each PC 
  receives a potion of cure moderate wounds; in Subtier 6–7, 
  each PC receives a potion of cure serious wounds.
  A1. Ancient Guardians (CR 5 or CR 8)
  The crumbling stairs lead to a large square chamber, in the 
  center of which stand four stone columns, carved to look like 
  beautiful maidens. Their beauty is marred, however, by the 
  fact that their faces are carved to resemble grinning skulls. 
  Between them, resting in the middle of a rust-colored stain, 
  is a rotting head, the body of which is nowhere to be seen.
  This is the chamber that Wenton and Theodana found 
  just over a week ago, and where Wenton met his untimely 
  end. The head in the center of the room is that of poor 
  Wenton, but his body was taken to be an incubator by 
  Korsan, and can be found in area A7.
  Two passages lead out of the room, one on each of the 
  eastern and western walls (leading to areas A2 and A3, 
  respectively). The east is blocked by an iron portcullis 
  (hardness 10, hp 60, Break DC 25) that can be opened by 
  activating the switch beneath the southwest column (see 
  Development below).
  Creatures: Although Theodana thought it was a trap 
  that killed Wenton, she was in fact mistaken. There are 
  a number of special constructs in this room, known as 
  caryatid columns that remain perfectly still until a PC 
  approaches to within 5 feet or they are attacked. The PCs 
  will undoubtedly be expecting trouble here, so there is no 
  surprise round, but if the caryatid columns attack first, 
  remember their +6 bonus on their initiative checks when 
  disguised as statues.
  Since the PCs do not know the command to get the 
  statues to remain in place, the statues attack until 
  destroyed. The columns were originally placed here by 
  Volzaras. While Korsan has discovered how to deactivate 
  them, she has yet to learn the secrets of controlling them.
  Subtier 3–4 (CR 5)
  Caryatid Columns (2) 
  CR 3
  Pathfinder RPG Bestiary 3 46
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
  hp 36 each (3d10+20)
  Fort +1; Ref +0, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune 
  construct traits, magic
  OFFENSE
  Decemvirate is very concerned about this matter. Siege castles 
  are dangerous places and this one is no different. Built by a 
  necromancer named Volzaras, there could be some terrible 
  things lurking down there, things waiting to get loose. We 
  want you to go to the ruins of Bonekeep, have a look around 
  to determine what sort of threat it poses, and to report back. 
  Anything you find is yours to keep, as long as we get a look at 
  it first. Good luck!”
  That was two days ago. It took nearly an hour of scrambling 
  through the ruins to find the staircase leading down into the 
  silent grave. The dungeon waits.
  Give the players a chance to introduce themselves to 
  one another at this point. Despite the adventure starting 
  at the entrance to the dungeon, the PCs have had two days 
  to prepare for this adventure. During this time, they can 
  make purchases and make any other preparations as they 
  see fit. 
  There is little that can be learned about the ruins 
  of Bonekeep before the adventure. A successful DC 20 
  Knowledge (local) skill check uncovers that the keep 
  was razed to its foundation over 200 years ago and that 
  a necromancer who intended to convert the people of 
  Abaslom into his undead thralls built it. A successful 
  DC 15 Diplomacy skill check made to gather information 
  about the keep reveals that it has been explored a number 
  of times in the past 200 years, but no one has reported 
  anything dangerous or come back with any significant 
  treasure. Beating this check by 5 or more also uncovers 
  that there are no rumors about any dungeons underneath 
  the keep. In fact, most who have explored the place 
  confirm that, aside from a ruined cellar, there does not 
  appear to be anything under the keep.
  The PCs can speak with Theodana, but she has little 
  else to offer. Wenton died just inside the first chamber, 
  but there were corridors leading off into darkness. If 
  asked about the manner of Wenton’s death, Theodana 
  explains that there was a trap that caused one of the 
  statues in this room to suddenly swing its sword, which 
  took off poor Wenton’s head in one clean swipe. Theodana 
  does not remember much else as she fled right after the 
  trap went off, fearing there would be others. After telling 
  this somber tale, Theodana returns to her ale, apparently 
  in the hopes of drinking away the terror of what she 
  witnessed.
  This is also the time that you should inform the PCs of 
  the strict time limit on this event and that any time spent 
  now counts against their total amount of time for this 
  adventure. When the PCs are ready to enter the dungeon, 
  proceed to area A1.
  Treasure: In addition to any gear they may wish to buy 
  for themselves, Venture-Captain Valsin provides each 
  PC with a healing potion to help them face the unknown 
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  7
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+4/19–20)
  STATISTICS
  Str 18, Dex 9, Con —; Int —; Wis 11; Cha 1
  Base Atk +3, CMB +7; CMD 16 (can’t be disarmed)
  SQ statue
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A caryatid column is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below. A transmute rock to 
  mud spell deals 1d6 points of damage per caster level to 
  a caryatid column, with no saving throw. Transmute mud 
  to rock immediately heals any and all damage currently 
  suffered by a caryatid column. A stone to flesh spell does 
  not actually change the column’s structure but negates its 
  damage reduction and immunity to magic for 1 round.
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 3d6 points of damage. Apply the weapon’s hardness 
  normally. Weapons that take any amount of damage in 
  excess of their hardness gain the broken condition.
  Statue (Ex) A caryatid column can stand perfectly still, 
  emulating a statue (usually one that is holding up the 
  ceiling, like a carved column). An observer must succeed at 
  a DC 20 Perception check to notice the caryatid column is 
  alive. If a caryatid column initiates combat from this pose, it 
  gains a +6 bonus on its initiative check.
  Subtier 6–7 (CR 8)
  Advanced Caryatid Columns (4) 
  CR 4
  Pathfinder RPG Bestiary 3 46, 290
  N Medium construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 36 each (3d10+20)
  Fort +1; Ref +2, Will +3
  Defensive Abilities shatter weapons; DR 5/—; Immune 
  construct traits, magic
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +10 (1d8+6/19–20)
  STATISTICS
  Str 22, Dex 13, Con —; Int —; Wis 15; Cha 5
  Base Atk +3, CMB +9; CMD 20 (can’t be disarmed)
  SQ statue
  SPECIAL ABILITIES
  See Subtier 3–4.
  Development: After the caryatid columns are defeated, 
  the PCs can freely explore the chamber. The bloodstain 
  in the center of the chamber is quite dry. There is a smear 
  around it that makes it clear that the body was dragged 
  away, but this appears to have occurred after the blood 
  had dried, so it did not leave a trail. A successful DC 
  20 Survival skill check uncovers that there have been 
  a number of creatures in this chamber—small ones 
  wearing boots. All the footprints lead to and from the 
  west, but they are very faint.
  In addition, a successful DC 20 Perception check made 
  beneath where the column in the southwest corner was 
  standing reveals an odd seal around the edge of a stone. 
  Using a dagger or other sharp blade, the stone can be 
  removed, revealing a small hollow containing an old 
  black velvet bag in which is one of three nexus stones (see 
  area A6) that can be found on this level of the dungeon 
  and a handful of old platinum coins. The stone is not 
  valuable, but it does radiate moderate abjuration magic 
  if checked. Finally, there is also a switch beneath the 
  bag. Triggering this switch causes the ancient portcullis 
  blocking the way to the east to open, granting ingress to 
  area A2.
  Treasure: In Subtier 3–4, the black velvet bag is a bag of 
  holding, type I; in Subtier 6–7 it is a bag of holding, type II. 
  In both subtiers the bag contains 30 pp.
  Rewards: If the PCs discover the bag beneath the 
  column, award each subtier thus:
  Subtier 3–4: Give each PC 258 gp.
  Subtier 6–7: Give each PC 466 gp.
  A2. Icy Crypt (CR 6 or CR 9)
  The air in this chamber is deathly cold, turning breath into 
  visible plumes of steam. In one corner of the chamber 
  stands a tall statue made of black ice, fashioned to look like 
  a skeleton wearing heavy robes, wielding a scythe. The rest 
  of the chamber contains a number of niches, each one of 
  which contains a bier made of the same black ice. Ancient, ice 
  covered bodies rest on some of these short platforms.
  This chamber was used by Volzaras to store bodies he 
  planned to animate into special undead lieutenants. At 
  the time of his destruction, three such bodies remained 
  here, kept ready by the unnatural cold generated by 
  the icy statue of death in the southeast corner. In the 
  years since, the foul necromantic energies of this place 
  have animated the corpses as a special kind of skeletal 
  champion, covered in ice and radiating a deadly cold. 
  Korsan has been unable to enter this chamber, due to the 
  frozen northern door from area A6 and the portcullis 
  blocking the western entrance from area A1. Opening 
  the northern door requires a successful DC 25 Strength 
  check to shatter the ice. Alternatively, if 20 points of fire 
  damage is dealt to the door in one turn, it can be opened 
  
  PATHFINDER SOCIETY SCENARIO
  8
  freely. Dealing less than this amount does not make it any 
  easier to open, and the ice reforms with a supernatural 
  quickness the following round.
  Hazards: This chamber is quite dangerous. In addition 
  to the undead that inhabit it, the floor is covered in a 
  sheet of thick ice. The entire area is difficult terrain and 
  the DC of any Acrobatics check made here is increased 
  by 5. Running or charging in this room requires a DC 
  10 Acrobatics check to avoid falling prone at the start of 
  such movement. The undead are not affected by these 
  conditions.
  In addition, anyone approaching to within 10 feet of 
  the black ice statues takes 1d6 points of cold damage per 
  round (2d6 in Subtier 6–7). The statue itself has a hardness 
  of 0 and 72 hit points. Anyone striking the statue with a 
  melee attack takes 4d6 points of cold damage as waves of 
  cold emanate from it each time it is struck.
  Creatures: Three of the biers contain skeletal bodies 
  coated in ice. One round after the PCs enter the chamber, 
  these icy tombs crack and the skeletons rise to attack. 
  They hate all living things and attack until slain. At the 
  start of their turn, if a skeleton is within 10 feet of the 
  black ice statue, it heals 1d6 points of damage (2d6 in 
  Subtier 6–7).
  Subtier 3–4 (CR 6)
  Icy Skeletal Champions (3) 
  CR 3
  Human skeletal champion warrior 1 (Pathfinder RPG Bestiary 252)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  Aura cold (1d6, DC 12)
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, 
  +2 shield)
  hp 20 (3 HD; 2d8+1d10+6)
  Fort +3; Ref +1, Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  Weakness vulnerability to fire
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +7 (1d8+3/19–20 plus 1d6 cold)
  STATISTICS
  Str 17, Dex 13, Con —; Int 9; Wis 10; Cha 12
  Base Atk +2, CMB +5; CMD 16
  Feats Improved InitiativeB, Power Attack, Toughness, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  SQ frozen death (1d6 cold, DC 12)
  Gear breastplate, heavy steel shield, mwk longsword
  SPECIAL ABILTIIES
  Cold Aura (Ex) Creatures adjacent to an icy skeleton take 
  1d6 points of cold damage at the start of their turn. A 
  successful Fortitude save halves this damage. Anyone 
  striking an icy skeleton with an unarmed strike or natural 
  attack takes 1d6 points of cold damage, no save. Save DCs 
  are Charisma-based.
  Frozen Death (Su) An icy skeleton shatters in a burst of frozen 
  bone when it dies. Anyone adjacent to the skeleton when it 
  is destroyed takes 1d6 points of cold damage per 2 Hit Dice 
  the skeleton possessed (minimum 1d6). A successful Reflex 
  save halves this damage. Save DCs are Charisma-based.
  Subtier 6–7 (CR 9)
  Icy Skeletal Lords (3) 
  CR 6
  Human skeletal champion warrior 6 (Pathfinder RPG Bestiary 252)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +7
  Aura cold (1d6, DC 15)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+7 armor, +1 Dex, +2 natural, 
  +3 shield)
  hp 64 (8 HD; 2d8+6d10+22)
  Fort +6, Ref +3, Will +5; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +13/+8 (1d8+5/19–20 plus 1d6 cold)
  STATISTICS
  Str 18, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +7; CMB +11; CMD 22
  Feats Improved InitiativeB, Power Attack, Shield Focus, 
  Toughness, Vital Strike, Weapon Focus (longsword)
  Skills Intimidate +8, Perception +7, Stealth +0
  SQ frozen death (4d6 cold, DC 15)
  Gear banded mail, heavy steel shield, +1 longsword, crown of 
  swordsUE (only on one of the skeletons)
  SPECIAL ABILTIIES
  See Subtier 3–4.
  Treasure: In Subtier 3–4, the skeletons are adorned in 
  simple platinum jewelry worth 600 gp in total. In Subtier 
  6–7, instead of jewelry, one of the skeletons wears a crown 
  of swords (Ultimate Equipment 242). In addition, inside the 
  center of the black ice statue is another of nexus stone 
  (see area A6). Since the stone itself is black, it is almost 
  impossible to spot inside the statue, but a PC can see that 
  there is something at the heart of the ice with a successful 
  DC 25 Perception skill check (although this check can 
  only be made when adjacent to the statue).
  Rewards: If the PCs defeat the skeletal champions in 
  this area and loot their bodies, award each subtier thus.
  Subtier 3–4: Give each PC 183 gp.
  Subtier 6–7: Give each PC 1,083 gp.
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  9
  A3. Alchemical Refuse (CR 7 or CR 10)
  An overwhelming, acrid stench hangs in this room, much of 
  which appears to be collapsed. It seems that the destruction 
  above caused a corner of this room to fall into ruin. In the 
  center of the chamber, nearly choked with debris is some sort 
  of well, leading down into darkness.
  When Bonekeep was destroyed, part of this chamber, 
  and a few others nearby, collapsed as well. This chamber 
  held a well, one of the few sources of water in the 
  dungeon. Since Korsan and her minions moved in, this 
  chamber has been used as a dumping ground for all of 
  her alchemical waste.
  Hazard: The terrible stench in this chamber is quite 
  hazardous. Living creatures in this room (aside from 
  the oozes) as sickened by the stench for as long as they 
  remain within the room and for 1d4 rounds after leaving. 
  A successful DC 16 Fortitude save negates this effect, and 
  a creature that saves against the stench is immune to its 
  effects for 24 hours.
  Creatures: A trio of oozes has been drawn to the 
  strange chemicals being dumped down the well in this 
  room. They are all adjacent to it when the PCs enter. 
  They do not move from this location unless attacked or 
  a PC walks into one of them. PCs approaching the well 
  receive a single Perception check to notice an ooze before 
  stepping into it.
  Subtier 3–4 (CR 7)
  Grey Oozes (3) 
  CR 4
  Pathfinder RPG Bestiary 166
  N Medium ooze 
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 50 each (4d8+32)
  Fort +9; Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid plus grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  STATISTICS
  Str 16, Dex 1, Con 26; Int —; Wis 1; Cha 1
  Base Atk +3, CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
  SQ transparent
  SPECIAL ABILTIIES
  Acid (Ex) The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and 
  constrict attack deals 1d6 additional acid damage. Armor 
  and clothing worn by a creature grappled by a gray ooze 
  takes the same amount of acid damage unless the wearer 
  succeeds on a DC 20 Reflex saving throw. A wooden or 
  metal weapon that strikes a gray ooze takes 1d6 acid 
  damage unless the weapon’s wielder succeeds on a DC 20 
  Reflex save. The ooze’s touch deals 12 points of acid damage 
  per round to wooden or metal objects, but the ooze must 
  remain in contact with the material for 1 full round in order 
  to deal this damage. The save DCs are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, a gray 
  ooze is difficult to discern from its surrounding in most 
  environments. A DC 15 Perception check is required to 
  notice the gray ooze. Any creature that fails to notice a gray 
  ooze and walks into it automatically suffers damage as if 
  struck by the ooze’s slam attack and is immediately subject 
  to a grab attempt by the ooze.
  Subtier 6–7 (CR 10)
  Brilliant Id Oozes (3) 
  CR 7
  Advanced variant gray ooze (Pathfinder RPG Bestiary 166)
  N Medium ooze
  Init +1; Senses blindsight 60 ft.; Perception –3
  DEFENSE
  AC 9, touch 7, flat-footed 9 (–3 Dex, +2 natural)
  hp 62 each (4d8+44)
  Fort +11; Ref –2, Will –2
  Defensive Abilities blur, ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +8 (1d6+7 plus 1d6 acid plus grab)
  Special Attacks acid, constrict (1d6+2 plus 1d6 acid), mental blast
  Spell-like Abilities (CL 8th)
  Constant—blur
  1/day—phantasmal killer (DC 16)
  At will—lesser confusion (DC 13)
  STATISTICS
  Str 20, Dex 5, Con 30; Int 2; Wis 5; Cha 14
  Base Atk +3, CMB +8 (+12 grapple); CMD 15 (can’t be tripped)
  Feats Improved Initiative, Toughness
  Skills Stealth +1
  SQ transparent
  SPECIAL ABILTIIES
  Acid (Ex) The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and 
  constrict attack deals 1d6 additional acid damage. Armor 
  and clothing worn by a creature grappled by a gray ooze 
  takes the same amount of acid damage unless the wearer 
  succeeds on a DC 20 Reflex saving throw. A wooden or 
  metal weapon that strikes a gray ooze takes 1d6 acid 
  damage unless the weapon’s wielder succeeds on a DC 20 
  Reflex save. The ooze’s touch deals 12 points of acid damage 
  per round to wooden or metal objects, but the ooze must 
  remain in contact with the material for 1 full round in order 
  
  PATHFINDER SOCIETY SCENARIO
  10
  weight above 50 pounds is placed onto the dais, the trap is 
  armed. It is sprung the moment that weight is removed. 
  In this way, the PCs might arm this trap, go on to locate 
  and disarm the trap on the chest, and not set off this trap 
  until attempting to get off the dais. 
  Subtier 3–4 (CR 6)
  Chest Trap 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch (opening the chest); Reset none
  Effect cloud of acid (4d6 acid damage, DC 15 Reflex save for 
  half damage); multiple targets (all targets in a 10-foot radius 
  of the chest)
  Floor Trap 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger location; Reset none
  Effect spell effect (fireball, 8d6 fire damage, DC 14 Reflex save 
  for half damage); multiple targets (all targets in a 20-foot 
  radius burst, centered on the chest)
  Subtier 6–7 (CR 9)
  Chest Trap 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch (opening the chest); Reset none
  Effect cloud of acid (4d6 acid damage, DC 15 Reflex save for 
  half damage); multiple targets (all targets in a 10-foot radius 
  of the chest)
  Floor Trap 
  CR 9
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger location; Reset none
  Effect spell effects (crushing despair, all creatures in the room, 
  Will DC 16 negates; followed by chain lightning, 12d6 
  electricity damage, DC 19 Reflex save for half damage [DC 
  17 for secondary targets]); multiple targets (primary target 
  is the character stepping off the dais, up to 11 secondary 
  targets within 30 feet of the primary)
  Treasure: Inside the chest is a small, black velvet bag 
  containing one of the three nexus stones (see area A6). In 
  addition, there is a lesser metamagic rod of extend, and in 
  Subtier 6–7, there is also a dagger of venom.
  Reward: If the PCs recover the treasure from the chest, 
  award each subtier thus.
  Subtier 3–4: Give each PC 250 gp.
  Subtier 6–7: give each PC 941 gp.
  to deal this damage. The save DCs are Constitution-based.
  Mental Blast (Su) A brilliant id ooze can blast the minds of 
  its foes. Once per round as a free action, the ooze can 
  target any one creature within 60 feet. That creature 
  takes 4d6 points of damage and 1d4 points Intelligence 
  damage. A successful DC 16 Will saving throw halves 
  the damage and negates the Intelligence damage. The 
  ooze can only use this ability once every 1d4 rounds. 
  The saving throw is Charisma-based and it includes a +2 
  racial bonus.
  Transparent (Ex) Due to its lack of vivid coloration, a gray 
  ooze is difficult to discern from its surrounding in most 
  environments. A DC 15 Perception check is required to 
  notice the gray ooze. Any creature that fails to notice a gray 
  ooze and walks into it automatically suffers damage as if 
  struck by the ooze’s slam attack and is immediately subject 
  to a grab attempt by the ooze.
  Treasure: After defeating the oozes, the PCs can 
  investigate the well. Down at the bottom, 20 feet below 
  the surface of the room, there is a 5-foot-deep pool of 
  stagnant water and chemicals. At the bottom of this pool 
  is a slender crystal wand, long forgotten. In Subtier 3–4, 
  this is a wand of sound burst; in Subtier 6–7, it is a wand of 
  searing light. 
  Rewards: If the PCs locate the wand at the bottom of 
  the well, reward each subtier thus.
  Subtier 3–4: Give each PC 375 gp.
  Subtier 6–7: Give each PC 937 gp.
  A4. Deadly Traps (CR 6 or CR 9)
  Parts of this chamber have fallen into ruin, as rock and 
  broken pieces of masonry have collapsed the ceiling in 
  places. On the north side of the room, untouched by the 
  debris, is a short dais, atop which rests an iron chest. A pale 
  golden light emanates from the ceiling above, illuminating 
  the room. 
  This chamber contains a deadly trap to guard valuable 
  objects contained within the chest. Knowing that thieves 
  might attempt to plunder the chest, Volzaras cleverly 
  placed two traps on the chest, one that was quite simple 
  to find, while the other far more dangerous trap is more 
  difficult to detect.
  Traps: The first, simple trap is located on the chest 
  itself. While the chest is locked, it can be opened with a 
  successful DC 25 Disable Device skill check. The trap is 
  located on the hinge of the chest, and it activates when 
  the chest is opened unless disabled (which happens 
  automatically with the key, but that has been long lost).
  The second trap is actually centered on the dais itself. 
  The entire platform rests atop a pressure plate. When any 
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  11
  A5. Elemental Storage (CR 7 or CR 10)
  A cacophonous noise of rushing air, rumbling stone, 
  crackling flame, and crashing waves assaults you as the door 
  swings open to reveal a large chamber lit by flicking light. 
  In each corner of the room is a column of energy, each one 
  corresponding to one of the four elements; air, earth, fire, and 
  water. Set into the northern wall is a pair of iron doors atop 
  a short dais.
  Volzaras called upon elemental forces during some of 
  his work, using the magic to imbue elemental powers to 
  some of his undead minions. This chamber was used to 
  store raw elemental energy for use in such experiments. 
  In the years since, the magic here has broken down 
  somewhat and untamed elementals sometimes pour 
  forth from these columns of energy.
  Creatures: Korsan and her minions avoid this 
  chamber when possible due to the unstable nature of 
  the elementals that sometimes dwell here. Try as he 
  might, he has yet to tame them. When the PCs enter 
  this chamber, four golden spheres of raw elemental 
  energy emerge, one from each column. These are 
  shifting elementals, creatures of all four elemental 
  types melded into one creature. Upon emerging, they 
  ask (one in each of the elemental languages) if the PCs 
  are the servants of Volzaras. If the PCs respond in the 
  affirmative, the elementals demand to be released from 
  their servitude, having been here far longer than was 
  originally arranged. If the PCs are capable of banishing 
  the elementals (using banishment or similar magic; dispel 
  magic will not suffice), they can defeat this encounter 
  without combat. If they refuse, or simply do not answer, 
  the elementals fly into a rage and attack.
  To keep things simple, all four elementals shift to the 
  same form each turn, shifting again, in unison on their 
  next turn, and so on.
  Subtier 3–4 (CR 7)
  Medium Shifting Elementals (4) 
  CR 3
  N Medium outsider (air, earth, elemental, extraplanar, fire, 
  water)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 30 each (4d10+8)
  Fort +6, Ref +9, Will +1
  Immune acid, cold, electricity, elemental traits, fire
  OFFENSE
  Speed 30 ft.
  Melee slam +7 (1d6+4)
  Special Attacks elemental shift
  STATISTICS
  Str 16, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 20
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +10, Fly +10, Swim +10
  Languages Auran, Aquan, Ignan, Terran
  SPECIAL ABILITIES
  Elemental Shift (Su) Each round at the start of its turn, the 
  shifting elemental changes to one of the following four 
  elements. It does not follow a pattern when shifting, but it 
  must change to a new type each turn. Its type determines 
  its abilities, as noted below.
  Air: 20% concealment, fly speed 60 feet (perfect), Flyby 
  Attack as a bonus feat. Loses immunity to acid.
  Earth: +2 natural armor bonus, burrow speed of 20 feet, 
  Power Attack as a bonus feat. Loses immunity to 
  electricity.
  Fire: +1 dodge bonus to AC, base speed increased to 
  50 feet, melee attacks gain burn (1d6, DC 14). Loses 
  immunity to cold.
  Water: +2 natural armor bonus, swim speed of 60 feet, 
  melee attacks gain push (slam, 10 feet). Loses immunity 
  to fire.
  Subtier 6–7 (CR 10)
  Advanced Large Shifting Elementals (4) 
  CR 6
  N Large outsider (air, earth, elemental, extraplanar, fire, water)
  Init +10; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 16 (+6 Dex, +7 natural, –1 size)
  hp 84 each (8d10+40)
  Fort +13, Ref +14, Will +4
  DR 5/—; Immune acid, cold, electricity, elemental traits, fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (1d8+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks elemental shift
  STATISTICS
  Str 24, Dex 23, Con 20, Int 10, Wis 15, Cha 15
  Base Atk +8; CMB +16; CMD 32
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (slams)
  Skills Acrobatics +17, Climb +18, Fly +15, Swim +18 
  Languages Auran, Aquan, Ignan, Terran
  SPECIAL ABILITIES
  Elemental Shift (Su) Each round at the start of its turn, the 
  shifting elemental changes to one of the following four 
  elements. It does not follow a pattern when shifting, but it 
  must change to a new type each turn. Its type determines 
  its abilities, as noted below.
  Air: 20% concealment, fly speed 60 feet (perfect), Flyby 
  
  PATHFINDER SOCIETY SCENARIO
  12
  trio of nexus stones. In the wall behind the crystal is a trio 
  of indentations, one for each stone. If all three stones are 
  put into place, the wards are dispelled, and the crystal 
  and mirror lose their protections.
  Anyone touching the energy bolts takes 6d6 points 
  of negative energy damage, unless that creature is an 
  undead, in which case it is healed for the same amount. 
  Anyone passing through the energy stream takes 20d6 
  negative energy damage. In either case, a DC 20 Will save 
  halves the damage.
  Creatures: The niche in the southeast corner of the 
  room contains another danger. Here there are guardians 
  placed to watch over the room. Anyone who investigates 
  the shadowy corner discovers that they can just barely 
  make out the form of one or more shadow creatures 
  lurking in the darkness, but the beast are not substantial. 
  They cannot be harmed by anything on this plane.
  The moment that the wards are brought down, or any 
  amount of damage is dealt to the crystal or mirror, the 
  shadow mastiff materializes and attacks (two in the higher 
  subtier). They fight until slain. In Subtier 6–7, releasing 
  the beasts has an additional effect. The moment the 
  beasts materialize, the negative energy arcing through 
  the chamber becomes very unstable. Each round, an arc 
  of energy lashes out at one of the PCs (chosen randomly), 
  dealing 6d6 point negative energy damage. A DC 20 Will 
  save halves this damage.
  Subtier 3–4 (CR 6)
  Advanced Shadow Mastiff 
  CR 6
  Pathfinder RPG Bestiary 3 241, 290
  NE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 63 (6d10+30)
  Fort +10, Ref +9, Will +7
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +12 (1d8+9 plus trip)
  Special Attacks bay
  STATISTICS
  Str 23, Dex 19, Con 21, Int 8, Wis 16, Cha 17
  Base Atk +6; CMB +12; CMD 26 (30 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +12, Stealth +13, Survival +12 
  Languages Common (can’t speak)
  SPECIAL ABILTIIES
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  within a 300-foot spread except evil outsiders must succeed 
  at a DC 18 Will save or become panicked for 1d4 rounds. 
  Attack as a bonus feat. Loses immunity to acid.
  Earth: +2 natural armor bonus, burrow speed of 20 feet, 
  Power Attack as a bonus feat. Loses immunity to 
  electricity.
  Fire: +1 dodge bonus to AC, base speed increased to 
  50 feet, melee attacks gain burn (1d8, DC 19). Loses 
  immunity to cold.
  Water: +2 natural armor bonus, swim speed of 60 feet, 
  melee attacks gain push (slam, 15 feet). Loses immunity 
  to fire.
  Treasure: After defeating the elementals, the PCs find 
  an elemental gem left behind where one of the elementals 
  died. This grants the PCs access to all four types of gems 
  on their Chronicle sheet, but is only a single elemental 
  gem, and thus only grants the powers associated with 
  the element the creature took the form at the time of 
  its death. In Subtier 6–7, there are three such gems, 
  and each may be attuned to a different energy type, 
  depending on what form the dying elementals took 
  throughout the battle.
  Rewards: If the PCs recover the elemental gem(s), 
  reward each subtier thus.
  Subtier 3–4: Give each PC 187 gp.
  Subtier 6–7: Give each PC 562 gp.
  A6. Guardian Node (CR 6 or CR 9)
  The far corner of this gloomy chamber is dominated by a large 
  black crystal, almost ten feet tall, floating above the ground, 
  held aloft by ribbons of black lightning that flow across the 
  chamber, to an odd silver mirror set into the floor on the 
  opposite side. Another corner contains a niche of some sort, 
  cloaked in shadows.
  Volzaras created this chamber to be one of the focal 
  points for the energy he was harnessing for his foul 
  experiments. The crystal harnesses negative energy from 
  the Negative Energy Plane and then focuses it through 
  the mirror to a chamber much further in the dungeon 
  (outside the scope of this adventure).
  The crystal and mirror are both protected by powerful 
  wards and enchantments that give both of them a 
  hardness of 30 and spell resistance 30. In addition, the 
  wards grant both objects an added protection. If any 
  form of damage does penetrate their defenses, they can 
  withstand 50 points of damage per round without taking 
  any actual damage. Damage in excess of 50 harms the 
  objects as normal. The mirror has 20 hit points, and the 
  crystal has 150.
  Volzaras created a way to temporarily suppress these 
  wards so that he could modify his work. Scattered 
  throughout the dungeon (in areas A1, A2, and A4) are a 
  
  NEW MAGIC ITEM
  Nexus Crystal (Minor Artifact)
  Aura moderate necromancy; CL 12th
  Slot none; Weight 1/2 lb.
  DESCRIPTION
  This black crystal always feels cold to the touch. Simply 
  carrying this crystal provides protection against negative 
  energy. Whenever the wielder takes damage from negative 
  energy, such as channel energy or an inflict spell, she takes 
  10 less points of damage. This reduction is applied after 
  any saving throw is made. The crystal may possess other 
  powers, but they are not known at this time.
  DESTRUCTION
  The means of destroying this crystal are unknown.
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  13
  This is a sonic, mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same mastiff’s 
  bay for 24 hours. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Shadow Blend (Su) In any condition of illumination other 
  than full daylight, a shadow mastiff disappears into the 
  shadows, giving it concealment (50% miss chance). 
  Artificial illumination, even a light or continual flame spell, 
  does not negate this ability; a daylight spell, however, 
  does. A shadow mastiff can suspend or resume this ability 
  as a free action.
  Subtier 6–7 (CR 9)
  Advanced Shadow Mastiffs (2) 
  CR 6
  hp 63 each (use the stats from Subtier 3–4)
  Development: If the PCs manage to destroy the mirror 
  or the crystal, the entire room is blasted with a powerful 
  storm of negative energy, dealing 4d6 points of damage 
  to all creatures inside. This damage is negative energy, 
  and thus it heals any undead that might be in the room 
  instead of harming them. The large crystal melts away in 
  a span of seconds, leaving behind the nexus crystal.
  A7. Warrens (CR 7 or CR 10)
  The western half of this chamber is made into a pair of large 
  cells with rusted iron bars, their doorway long ago having 
  rusted off their hinges. Strewn throughout are piles of 
  moldering straw, cloth, and other bits of garbage, piled up to 
  form giant nests. Across from them, an ancient wooden table 
  stands in the center of the room, covered in rotting flesh and 
  fungus, surrounded by a swarm of flies.
  Back in the time of Volzaras, this chamber was used to 
  keep live prisoners for his twisted experiments. Now, Korsan 
  uses it to house some of her pets and to cultivate diseases.
  The table contains the body of Wenton, chopped up into 
  pieces and allowed to rot. Mixed with some of Korsan’s 
  own concoctions, the table has become a breeding ground 
  for disease and fungus. Anyone touching this foul heap 
  must make a DC 13 Fortitude saving throw or contract 
  filth fever. In addition, the rotting flesh is particularly 
  flammable. If exposed to any flame, the heap releases a 
  noxious fume that causes all living creatures within 10 
  feet of the flame to become nauseated for 1d4 rounds and 
  sickened for 1 hour afterwards. A DC 20 Fortitude save 
  negates this effect. 
  Creatures: Korsan is breeding a group of particularly 
  aggressive dire rats in the nests contained in the cells. 
  Overseen by one of Korsan’s rat demon minions, these 
  dire rats are more dangerous than their other kin. The 
  dire rats and the rat demons hide in the filth until 
  a PC enters one of the cells, then they swarm out to 
  attack. While hiding in this way, the creatures gain a 
  +8 circumstance bonus on Stealth checks. There are a 
  multitude of ordinary rats in this chamber as well, but 
  they do not pose a threat unless the rat demons use their 
  summon swarm ability, in which case the rats form a 
  gigantic mass.
  If the rat demons use their cloud of disease ability, they 
  do so to give the PCs red ache. 
  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.
  Subtier 3–4 (CR 7)
  Advanced Dire Rats (6) 
  CR 1/2
  Pathfinder RPG Bestiary 232, 294
  N Small Animal
  Init +5; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
  hp 7 each (1d8+3)
  Fort +5, Ref +7, Will +1
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +3 (1d4+2 plus disease)
  Special Attacks disease
  STATISTICS
  Str 14, Dex 21, Con 17, Int 2, Wis 17, Cha 8
  Base Atk +0; CMB +1; CMD 14 (18 vs trip)
  Feats Skill Focus (Perception)
  Skills Climb +13, Perception +6, Stealth +13, Swim +13; Racial 
  Modifiers uses Dex to modify Climb and Swim
  
  PATHFINDER SOCIETY SCENARIO
  14
  effect, but a new save must be made each round a creature 
  is exposed to the cloud. The cloud lasts for 1 minute. The 
  save DC is Constitution-based.
  Disease (Ex) flesh rot: Bite—injury; save Fort DC 17; onset 
  immediate (failing the first save causes the effect); frequency 
  1/day; effect 1d3 Con damage and 1d3 Cha damage; cure 2 
  consecutive saves. Creatures that take damage from this 
  disease develop a hazy film over their eyes and take a –4 
  penalty on Perception skill checks as long as the damage 
  remains. The save DC is Constitution-based.
  Keen Attacks (Ex) The bite and claw attacks from a rat demon 
  are very deadly and threaten a critical hit on a roll of 19–20.
  Subtier 6–7 (CR 10)
  Advanced Dire Rats (6) 
  CR 1/2
  hp 7 each (use the stats from Subtier 3–4)
  Advanced Rat Demons (3) 
  CR 7
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +14
  Aura sickness (10 feet, –2 on all Fortitude saves)
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
  hp 80 each (7d10+42)
  Fort +11, Ref +13, Will +6
  DR 10/cold iron or good; Immune disease, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +13 (1d8+5/19–20 plus disease), 2 claws +12 
  (1d6+5/19–20)
  Special Attacks accelerate plague, cloud of disease, keen 
  attacks, pounce
  Spell-Like Abilities (CL 7th; concentration +9)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  summon swarm (rats only)
  1/day—summon (level 3, 1d4 advanced dire rats 60%)
  STATISTICS
  Str 21, Dex 22, Con 22, Int 13, Wis 18, Cha 15
  Base Atk +7; CMB +12; CMD 28
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Acrobatics +16 (+20 when jumping), Climb +20, 
  Intimidate +12, Perception +14, Stealth +19, Swim +19 
  Languages Abyssal, Celestial, Draconic; telepathy 120 ft.
  SPECIAL ABILITIES
  Accelerate Plague (Su) Anyone bitten by a rat demon must 
  immediately make saving throws against any disease it is 
  currently inflicted with, as if one day had past. If the disease 
  is still during its onset, the bite of the rat demon causes it 
  to skip the rest of the onset period, causing the creature to 
  save or suffer the effects. Saves made due to this ability do 
  SPECIAL ABILITIES
  Disease (Ex) 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. The save DC is 
  Constitution-based.
  Rat Demon 
  CR 6
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  Aura sickness (10 feet, –2 on all Fortitude saves)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 66 (7d10+28)
  Fort +9, Ref +11, Will +4
  DR 10/cold iron or good; Immune disease, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +11 (1d8+3/19–20 plus accelerate plague and 
  disease), 2 claws +10 (1d6+3/19–20)
  Special Attacks accelerate plague, cloud of disease, keen 
  attacks, pounce
  Spell-Like Abilities (CL 7th; concentration +7)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  summon swarm (rats only)
  1/day—summon (level 3, 1d4 advanced dire rats at 60%)
  STATISTICS
  Str 17, Dex 18, Con 18, Int 9, Wis 14, Cha 11
  Base Atk +7; CMB +10; CMD 24
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Acrobatics +14 (+18 when jumping), Climb +18, 
  Intimidate +10, Perception +12, Stealth +17, Swim +17
  Languages Abyssal, Celestial, Draconic; telepathy 120 ft.
  SPECIAL ABILITIES
  Accelerate Plague (Su) Anyone bitten by a rat demon must 
  immediately make saving throws against any disease it is 
  currently inflicted with, as if one day had past. If the disease 
  is still during its onset, the bite of the rat demon causes it 
  to skip the rest of the onset period, causing the creature to 
  save or suffer the effects. Saves made due to this ability do 
  not count toward curing the disease, nor do failures count 
  when determining consecutive saves.
  Aura of Sickness (Ex) All creatures, except rats, demons, and 
  similar creatures, within 10 feet of a rat demon take a  –2 
  penalty on Fortitude saving throws. This penalty is not 
  included in the save DCs of the rat demon’s abilities.
  Cloud of Disease (Su) Once per day, a rat demon can call forth 
  a cloud of disease. This acts as a fog cloud, but any creature 
  in the cloud, must save once per turn or be affected by 
  contagion, gaining a disease of the rat demon’s choice (this 
  choice is made only once, it is the same disease for all the 
  creatures in the cloud). A DC 17 Fortitude save negates this 
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  15
  not count toward curing the disease, nor do failures count 
  when determining consecutive saves.
  Aura of Sickness (Ex) All creatures, except rats, demons, and 
  similar creatures, within 10 feet of a rat demon take a –2 
  penalty on Fortitude saving throws. This penalty is not 
  included in the save DCs of the rat demon’s abilities.
  Cloud of Disease (Su) Once per day, a rat demon can call forth 
  a cloud of disease. This acts as a fog cloud, but any creature 
  in the cloud, must save once per turn or be affected by 
  contagion, gaining a disease of the rat demon’s choice (this 
  choice is made only once, it is the same disease for all the 
  creatures in the cloud). A DC 19 Fortitude save negates this 
  effect, but a new save must be made each round a creature 
  is exposed to the cloud. The cloud lasts for 1 minute. The 
  save DC is Constitution-based.
  Disease (Ex) flesh rot: Bite—injury; save Fort DC 19; onset 
  immediate (failing the first save causes the effect); frequency 
  1/day; effect 1d3 Con damage and 1d3 Cha damage; cure 2 
  consecutive saves. Creatures that take damage from this 
  disease develop a hazy film over their eyes and take a –4 
  penalty on Perception skill checks as long as the damage 
  remains. The save DC is Constitution-based.
  Keen Attacks (Ex) The bite and claw attacks from a rat demon 
  are very deadly and threaten a critical hit on a roll of 19–20.
  Treasure: Hidden by the filth, on one of Wenton’s 
  hands, is a magic ring. It can be found with a successful 
  DC 20 Perception skill check, but this requires the PCs to 
  dig through the filth. In Subtier 3–4, this is a ring of feather 
  falling; in Subtier 6–7 it is a ring of the ram.
  Rewards: If the PCs recover Wenton’s ring, award each 
  subtier thus.
  Subtier 3–4: Give each PC 183 gp.
  Subtier 6–7: Give each PC 716 gp.
  A8. Disease Alchemy (CR 7 or CR 10)
  This vast chamber contains a number of tables, shelves, and 
  crates covered in alchemical equipment, much of which 
  appears to be in use. Flasks bubble and boil, emitting strange 
  smoke, while other bits of strange glassware contain liquids 
  that seem to shift color at random intervals. In the center of 
  it all is a tall statue made of steel, bedecked with odd crystal 
  vials, tubes, and jars, bubbling with glowing green liquid.
  This large chamber is actually divided in half by 
  a set of stairs rising up to a private workspace above. 
  This chamber is the primary laboratory and residence 
  of Korsan. She uses this area to perform many of her 
  experiments, trying to combine disease with various 
  forms of alchemical weapons.
  The alchemical experiments on the tables are very 
  delicate. Violently disturbing any of the tables causes 
  them to explode, dealing 2d6 points of energy damage 
  (acid, cold, electricity, or fire, determined at random) to 
  all creatures adjacent to the table and exposes them to 
  filth fever. A DC 15 Reflex save halves the damage, but not 
  the exposure to filth fever. A DC 13 Fortitude save avoids 
  contracting filth fever. In Subtier 6–7, the damage is 
  increased to 4d6 points of damage.
  Creature: The statue is actually a guardian, placed 
  here by Korsan to watch over her laboratory. In Subtier 
  3–4, this is a simple animated object, with an added 
  ability that allows it to inject its victims with filth fever. 
  In Subtier 6–7, however, this construct is an alchemical 
  golem with a similar disease ability. In either case, the 
  construct is under strict orders to destroy anyone that 
  dares to enter this laboratory.
  Note that Korsan herself can observe this battle 
  from above in area A9. She does not interfere, however, 
  preferring instead to study the PCs and prepare herself 
  for battle by drinking a large number of extracts (see 
  area A9 for more information). If any PC climbs up 
  the stairs to A9, Korsan joins the battle immediately. 
  Korsan can be spotted moving around up above with 
  a Perception check, opposed by her Stealth. Note that 
  Korsan receives a +4 circumstance bonus due to her 
  location on this check.
  Subtier 3–4 (CR 7)
  Advanced Animated Object 
  CR 7
  N Large construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –3
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1, Ref +2, Will –2
  Defensive Abilities hardness 10; Immune construct traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +9 (1d8+6 plus disease)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 12, Con —, Int —, Wis 5, Cha 5
  Base Atk +4; CMB +11; CMD 22
  SQ construction points (additional attack, disease injectors, 
  faster, metal)
  SPECIAL ABILTIIES
  Disease Injectors (Ex) Whenever the animated object hits with 
  a slam attack, one of its fingers injects the target with a 
  virulent disease.
  Filth Fever—slam; save Fort DC 17 (to avoid contracting 
  the disease)/13 (all subsequent saves); onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The disease is 
  
  PATHFINDER SOCIETY SCENARIO
  16
  extracted from the nearby advanced dire rats, which set 
  the DC. The DC to avoid contracting the disease receives 
  a +4 bonus for being injected.
  Subtier 6–7 (CR 10)
  Advanced Alchemical Golem 
  CR 10
  Pathfinder RPG Bestiary 2 135, 292
  N Large construct 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 27, touch 15, flat-footed 21 (+6 Dex, +12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +10, Will +6
  DR 10/adamantine or bludgeoning; Immune construct 
  traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +21 (2d8+10 plus alchemy and disease)
  Ranged bomb +17 (8d6 energy damage)
  Space 10 ft.; Reach 10 ft.
  Special Attacks alchemy, bombs, disease injectors, splash
  STATISTICS
  Str 31, Dex 22, Con —, Int —, Wis 15, Cha 5
  Base Atk +12; CMB +23; CMD 39
  SPECIAL ABILTIIES
  Alchemy (Ex) When an alchemical golem strikes a foe, the 
  attack has an additional random effect, chosen from the 
  options below. The attack can deal 1d6 points of acid, cold, 
  electricity, or fire damage, or cause the target to become 
  sickened for 1d4 rounds (Fort DC 16 negates), or cause the 
  target to become entangled for 1d4 rounds (Reflex DC 16 
  negates). These save DCs are Constitution-based.
  Bombs (Ex) As a standard action, an alchemical golem can throw 
  a bomb as a ranged touch attack to a distance of 60 feet (no 
  range increment). If the attack misses, treat it as a thrown 
  splash weapon to determine where it lands. Anyone struck by 
  an alchemical golem’s bomb takes 8d6 points of acid, cold, 
  electricity, or fire damage (determine type randomly). All 
  creatures adjacent to the location where the bomb hits take 
  1d6 points of energy damage of the same type.
  Disease Injectors (Ex) In addition to the alchemy, this 
  golem also infects creatures it hits with its slam attack 
  with a disease.
  Filth Fever—slam; save Fort DC 17 (to avoid contracting 
  the disease)/13 (all subsequent saves); onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The disease is 
  extracted from the nearby advanced dire rats, which set 
  the DC. The DC to avoid contracting the disease receives 
  a +4 bonus for being injected.
  Immunity to Magic (Ex) An alchemical golem is immune to 
  spells or spell-like abilities that allow spell resistance, save 
  for spells with the sonic descriptor. Shatter damages an 
  alchemical golem as if it were a crystalline creature.
  Splash (Ex) Any strike on an alchemical golem with a non-
  reach melee weapon deals 1 point of acid, cold, electricity, 
  or fire damage (determine type randomly) to the attacker. 
  This amount increases to 1d6 points of damage if the attack 
  is a critical hit.
  Treasure: Scattered around this room is a variety of 
  alchemical items and magic items. They are the same for 
  both subtiers. Each item can be found with a successful 
  DC 15 Perception skill check, although a detect magic 
  spell locates all of the magic items instantly. In this 
  room there is an elixir of fire breath, an elixir of hiding, 
  a hybridization funnel (Ultimate Equipment 304), a vial of 
  nightdrops (Ultimate Equipment 312), a vial of silversheen, 5 
  flasks of acid, 10 flasks of alchemists fire, 3 antitoxin, 2 
  smokesticks, 2 tanglefoot bags, and two thunderstones.
  Rewards: If the PCs recover all the alchemical and 
  magical gear from the laboratory, give each PC 226 gp.
  A9. Mistress of Filth (CR 8 or CR 11)
  A wide chamber overlooks the laboratory below. There are 
  a number of nests scattered around this area, made up of 
  scraps of cloth, broken bits of wood, and other filth. One such 
  nest is larger than the other two, and in the center of it is an 
  ancient gilded chair, cracked and ruined, but held together 
  with lengths of rope and nails. 
  This area is the dwelling of Korsan, the ratfolk 
  alchemist who rules this level of the dungeon. From 
  here, she has plotted and schemed, performing all 
  manner of vile experiments at the behest of her masters 
  that lurk below. Above all else, her primary job here is 
  to prevent anyone from discovering the foul plan that is 
  already well underway in the dungeon, and she has no 
  intention of allowing anyone who has made it this far to 
  escape and spread news of the dangers that lurk under 
  Bonekeep.
  The nests in this area are where Korsan and her various 
  rat minions lurk. The largest nest belongs to Korsan, 
  while the two smaller nests are used by some of her pet 
  dire rats, while the other is used by the rat demons that 
  aid Korsan in her foul research.
  Creatures: Korsan is well aware of the PCs intrusion 
  into her lair, due to the fight with his construct in area 
  A8. She prefers to stay out of this fight, giving herself 
  plenty of time to drink a number of extracts to prepare 
  herself for the coming battle. If 9 rounds pass, and the 
  combat below is still ongoing, she summons her rat 
  minions and leads them into the fight on the 10th round 
  of combat.
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  17
  Subtier 3–4 (CR 8)
  Advanced Dire Rats (4) 
  CR 1/2
  hp 7 each (use the Subtier 3–4 stats from area A7; see page 13)
  Rat Demon 
  CR 6
  hp 66 (use the Subtier 3–4 stats from area A7; see page 14)
  Korsan 
  CR 6
  Female ratfolk alchemist 7 (Advanced Player’s Guide 26, 
  Pathfinder RPG Bestiary 3 231)
  CE Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+5 armor, +4 Dex, +1 dodge, +3 
  natural, +1 size)
  hp 70 (7d8+35)
  Fort +9, Ref +12, Will +8; +4 vs. poison, 
  Resist fire 20
  OFFENSE
  Speed 20 ft., fly 60 ft.
  Melee mwk dagger +8 (1d3–1/19–20)
  Ranged bomb +13 (4d6+3 fire)
  Special Attacks bomb 10/day (4d6+3 fire and catch fire, DC 16, 
  10 ft. radius), swarming
  Alchemist Extracts Known (CL 7th)
  3rd—fly, heroism
  2nd—barkskin, false life, resist energy, see invisibility
  1st—cure light wounds (2), shield, true strike (2)
  TACTICS
  Before Combat Before combat begins, Korsan consumes her 
  extracts of false life, heroism, resist energy, barkskin, and fly 
  in that order.
  During Combat Korsan uses her bombs to devastating 
  effect against the PCs. If they are still in the laboratory 
  below, she does not hesitate to blow up some of her own 
  experiments if she thinks it will harm the PCs. Once she has 
  been reduced to fewer than half her starting hit points, she 
  consumes her extract of shield, further raising her AC by 4. 
  Morale Korsan fears her masters far more than death, and 
  fights to the bitter end.
  Base Statistics Without barskin, false life, fly, heroism, and 
  resist energy, Korsan’s statistics are as follows: AC 21, flat-
  footed 16; hp 56; Fort +7, Ref +10, Will +6; Resist —; Speed 
  20 ft.; Melee mwk dagger +6 (1d3–1/19–20); Ranged bomb 
  +11 (4d6+3 fire); CMB +3; Skills Craft (alchemy) +15, Handle 
  Animal +3 (+7 with rodents), Heal +11, Knowledge (arcana) 
  +13, Knowledge (planes) +6, Perception +13, Spellcraft +10, 
  Stealth +14, Use Magic Device +7
  STATISTICS
  Str 8, Dex 18, Con 13, Int 16, Wis 12, Cha 8
  Base Atk +5; CMB +5; CMD 19
  Feats Brew Potion, Dodge, Improved Initiative, Iron Will, 
  Throw Anything, Toughness
  Skills Craft (alchemy) +17, Handle Animal +5 (+9 with rodents), 
  Heal +13, Knowledge (arcana) +15, Knowledge (planes) 
  +8, Perception +15, Spellcraft +12, Stealth +16, Use Magic 
  Device +9; Racial Modifiers +2 Craft (alchemy), +4 Handle 
  Animal with rodents, +2 Perception, +2 Use Magic Device
  Languages Aklo, Common, Dwarven, Undercommon
  SQ alchemy (alchemy crafting +7, identify potions), mutagen 
  (+4/–2, +2 natural, 70 minutes), discoveries (explosive 
  bomb, precise bombs [3 squares], spontaneous healingUM 
  [15 hit points per day, 5 per round as a free action, triggers 
  automatically if below 0 hit points]), poison use, swift 
  alchemy, swift poisoning
  Combat Gear potion of cure serious wounds, potion of 
  invisibility; Other Gear +1 chain shirt, mwk dagger, cloak of 
  resistance +1, ratskull
  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 11)
  Advanced Dire Rats (2) 
  CR 1/2
  hp 7 each (use the Subtier 3–4 stats from area A7; see page 13)
  Rat Demons (2) 
  CR 6
  hp 66 each (use the Subtier 3–4 stats from area A7; see page 
  14)
  Korsan 
  CR 10
  Female ratfolk alchemist 11 (Advanced Player’s Guide 26, 
  Pathfinder RPG Bestiary 3 231)
  CE Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 31, touch 17, flat-footed 26 (+6 armor, +1 deflection, +4 Dex, 
  +1 dodge, +4 natural, +4 shield, +1 size)
  hp 112 (11d8+59)
  Fort +13, Ref +17, Will +10
  DR 10/— (110 points from stonekin); Immune freedom of 
  movement; poison; Resist electricity 30, fire 30
  OFFENSE
  Speed 20 ft., fly 60 ft.
  Melee mwk dagger +11/+6 (1d3–1/19–20)
  Ranged bomb +16/+11 (6d6+3 fire)
  Special Attacks bomb 16/day (6d6+3 fire and catch fire, DC 18, 
  10 ft. radius), swarming
  Alchemist Extracts Known (CL 11th)
  4th—freedom of movement, stoneskin
  
  NEW MAGIC ITEM
  Ratskull
  Aura moderate necromancy; CL 5th
  Slot neck; Price 7,200 gp; Weight 1/2 lb.
  DESCRIPTION
  This gnarled black rat skull is carved with intricate 
  necromantic runes and hangs from a worn leather strap. 
  Three times per day, the wearer of the ratskull can call 
  upon its power as a full-round action to summon a 
  swarm of undead rats. This functions as summon swarm, 
  using the exact same statistics as a rat swarm except that 
  they are also undead. The rat swarm obeys the wearer’s 
  commands for 5 rounds before crumbling to dust.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate dead, 
  summon swarm; Cost 3,600 gp
  PATHFINDER SOCIETY SCENARIO
  18
  3rd—cure serious wounds (2), displacement, fly, heroism
  2nd—barkskin, false life, resist energy (2), see invisibility
  1st—cure light wounds (3), shield, true strike (2)
  TACTICS
  Before Combat Before combat begins, Korsan consumes 
  her extracts of false life, heroism, resist energy, barkskin, 
  stoneskin, fly, freedom of movement, and shield in that order.
  During Combat Korsan uses her bombs to devastating 
  effect against the PCs. If they are still in the laboratory 
  below, she does not hesitate to blow up some of her 
  own experiments if she thinks it will harm the PCs. Once 
  she has been reduced to fewer than half her starting hit 
  points, she consumes her extract of displacement, granting 
  her 50% concealment. 
  Morale Korsan fears her masters far more than death, and 
  fights to the bitter end.
  Base Statistics Without barskin, false life, fly, heroism, resist 
  energy, shield, and stoneskin, Korsan’s statistics are as 
  follows: AC 23, flat-footed 18; hp 97; Fort +11, Ref +15, Will 
  +8; DR —; Resist —; Speed 20 ft.; Melee mwk dagger 
  +9/+4 (1d3–1/19–20); Ranged bomb +14/+9 (6d6+3 fire); 
  CMB +6; Skills Craft (alchemy) +19, Handle Animal +5 (+9 
  with rodents), Heal +15, Knowledge (arcana) +17, Knowledge 
  (planes) +8, Perception +17, Spellcraft +12, Stealth +18, Use 
  Magic Device +9
  STATISTICS
  Str 8, Dex 18, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +8; CMB +9; CMD 22
  Feats Brew Potion, Dodge, Extra Bombs, Improved Initiative, 
  Iron Will, Lightning Reflexes, Throw Anything, Toughness
  Skills Craft (alchemy) +21, Handle Animal +7 (+11 with rodents), 
  Heal +17, Knowledge (arcana) +19, Knowledge (planes) +10, 
  Perception +19, Spellcraft +14, Stealth +20, Use Magic 
  Device +11; Racial Modifiers +2 Craft (alchemy), +4 Handle 
  Animal with rodents, +2 Perception, +2 Use Magic Device
  Languages Aklo, Common, Dwarven, Undercommon
  SQ alchemy (alchemy crafting +11, identify potions), mutagen 
  (+4/–2, +2 natural, 110 minutes), discoveries (acid bomb, 
  explosive bomb, fast bombs, precise bombs [3 squares], 
  spontaneous healing [25 hit points per day, 5 per round as 
  a free action, triggers automatically if below 0 hit points]), 
  poison use, swift alchemy, swift poisoning
  Combat Gear potion of cure serious wounds, potion of 
  invisibility; Other Gear +2 chain shirt, mwk dagger, ring of 
  protection +1, cloak of resistance +2, ratskull
  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.
  Development: After defeating Korsan, the PCs can 
  discover a staircase in the back of this chamber, leading 
  down. Any attempt to go down these stairs is met by an 
  endless tide of gnawing and biting rats at this time. The 
  way might become clear later, but for now, it is impassable.
  Reward: If the PCs defeat Korsan and her minions, 
  award each subtier thus.
  Subtier 3–4: Give each PC 899 gp.
  Subtier 6–7: Give each PC 1,565 gp. 
  Concluding the Adventure
  Once the PCs decide to leave, or once they have defeated 
  Korsan, they can return to Absalom without incident. 
  The society is eager to hear their report, and is gravely 
  concerned about their findings. The PCs learn that 
  another expedition is being planned to investigate 
  lower levels of Bonekeep and that they should keep 
  themselves ready.
  Any disease that the PCs might have contracted while 
  in the dungeon mysteriously fades the moment they leave. 
  These diseases cannot be cured outside the dungeon 
  and any affliction affecting them should be recorded in 
  the Bonekeep Malady section of their Chronicle sheets. 
  Despite the diseases’ mysterious disappearances outside 
  the dungeon, any ability score penalties or other effects 
  of the maladies remain and must be dealt with by the end 
  of the session as normal.
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  19
  APPENDIX ONE: NEW 
  MONSTERS
  Rat Demon
  This monstrous, rat-like creature is covered in patches of 
  diseased fur and sickly boils, down to its bony, hairless tail. A 
  foul vapor wafts from its fanged maw, but its glowing green 
  eyes can be seen through the haze.
  Rat Demon 
  CR 6
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  Aura sickness (10 feet, –2 on all Fortitude saves)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 66 (7d10+28)
  Fort +9, Ref +11, Will +4
  DR 10/cold iron or good; Immune disease, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +11 (1d8+3/19–20 plus accelerate plague and 
  disease), 2 claws +10 (1d6+3/19–20)
  Special Attacks accelerate plague, cloud of disease, keen 
  attacks, pounce
  Spell-Like Abilities (CL 7th; concentration +7)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  summon swarm (rats only)
  1/day—summon (level 3, 1d4 advanced dire rats at 60%)
  STATISTICS
  Str 17, Dex 18, Con 18, Int 9, Wis 14, Cha 11
  Base Atk +7; CMB +10; CMD 24
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Acrobatics +14 (+18 when jumping), Climb +18, 
  Intimidate +10, Perception +12, Stealth +17, Swim +17
  Languages Abyssal, Celestial, Draconic; telepathy 120 ft.
  SPECIAL ABILITIES
  Accelerate Plague (Su) Anyone bitten by a rat demon must 
  immediately make saving throws against any disease it is 
  currently inflicted with, as if one day had past. If the disease 
  is still during its onset, the bite of the rat demon causes it 
  to skip the rest of the onset period, causing the creature to 
  save or suffer the effects. Saves made due to this ability do 
  not count toward curing the disease, nor do failures count 
  when determining consecutive saves.
  Aura of Sickness (Ex) All creatures, except rats, demons, and 
  similar creatures, within 10 feet of a rat demon take a –2 
  penalty on Fortitude saving throws. This penalty is not 
  included in the save DCs of the rat demon’s abilities.
  Cloud of Disease (Su) Once per day, a rat demon can call forth 
  a cloud of disease. This acts as a fog cloud, but any creature 
  in the cloud, must save once per turn or be affected by 
  contagion, gaining a disease of the rat demon’s choice (this 
  choice is made only once, it is the same disease for all the 
  creatures in the cloud). A DC 17 Fortitude save negates this 
  effect, but a new save must be made each round a creature 
  is exposed to the cloud. The cloud lasts for 1 minute. The 
  save DC is Constitution-based.
  Disease (Ex) flesh rot: Bite—injury; save Fort DC 17; onset 
  immediate (failing the first save causes the effect); frequency 
  1/day; effect 1d3 Con damage and 1d3 Cha damage; cure 2 
  consecutive saves. Creatures that take damage from this 
  disease develop a hazy film over their eyes and take a –4 
  penalty on Perception skill checks as long as the damage 
  remains. The save DC is Constitution-based.
  Keen Attacks (Ex) The bite and claw attacks from a rat demon 
  are very deadly and threaten a critical hit on a roll of 19–20.
  Filled with disease, the rat demon is a harbinger of 
  pestilence and plague. Often unleashed in packs, these 
  foul fiends spread out into a community unseen, creating 
  sickness wherever they go. Not surprisingly, they are 
  often accompanied by hordes of rats, dire rats, and rat 
  swarms. 
  
  PATHFINDER SOCIETY SCENARIO
  20
  Shifting Elemental
  The body of this creature seems to be in a constant state of 
  flux, one moment its vaguely humanoid shape is on fire, the 
  next it is quenched by waves. A moment later, it hardens to 
  rock, only to dissolve into a dust-filled windstorm.
  Medium Shifting Elemental 
  CR 3
  N Medium outsider (air, earth, elemental, extraplanar, fire, 
  water)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +9, Will +1
  Immune acid, cold, electricity, elemental traits, fire
  OFFENSE
  Speed 30 ft.
  Melee slam +7 (1d6+4)
  Special Attacks elemental shift
  STATISTICS
  Str 16, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 20
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +10, Fly +10, Swim +10
  Languages Auran, Aquan, Ignan, Terran
  SPECIAL ABILITIES
  Elemental Shift (Su) Each round at the start of its turn, the 
  shifting elemental changes to one of the following four 
  elements. It does not follow a pattern when shifting, but it 
  must change to a new type each turn. Its type determines 
  its abilities, as noted below.
  Air: 20% concealment, fly speed 60 feet (perfect), Flyby 
  Attack as a bonus feat. Loses immunity to acid.
  Earth: +2 natural armor bonus, burrow speed of 20 feet, 
  Power Attack as a bonus feat. Loses immunity to 
  electricity.
  Fire: +1 dodge bonus to AC, base speed increased to 50 feet, 
  melee attacks gain burn (1d6, DC 14). Loses immunity to 
  cold.
  Water: +2 natural armor bonus, swim speed of 60 feet, 
  melee attacks gain push (slam, 10 feet). Loses immunity 
  to fire.
  Shifting elementals are thought by some scholars to be a 
  form of proto-elemental, being spun from pure elemental 
  energy before settling into one form. Rarely seen outside 
  the elemental planes, these beings are usually found with 
  others of their kind, as the other elementals view them 
  as too unstable.
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  21
  APPENDIX TWO: DISEASE WORKSHEET
   
   
   Fort DC 
  Disease 
  Source 
  Init 
   
  Sec 
  Onset 
  Frequency 
  Effect 
  Cure
  Filth Fever 
  Dire Rat 
  13 
   
  13 
  1d3 days 
  1/day 
  1d3 Dex, 1d3 Con 
  2 Consecutive
  Flesh Rot 
  Rat Demon 
  17/19 
   17/19 
  Immediate 
  1/day 
  1d3 Con, 1d3 Cha 
  2 Consecutive
  Red Ache 
  Rat Demon 
  17/19 
   
  15 
  1d3 days 
  1/day 
  1d6 Str 
  2 Consecutive
  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 high tier); onset immediate (failing the first save causes the effect); 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 high tier) to avoid contracting, Fort DC 15 ongoing; onset 
  1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves.
  Character Name 
  Infected? 
   
  Consecutive Saves
   
  Filth Fever  f 
   
  Flesh Rot 
  f  
   
  Red Ache 
  f  
   
  Filth Fever  f  
   
  Flesh Rot 
  f  
   
  Red Ache 
  f  
   
  Filth Fever  f  
   
  Flesh Rot 
  f  
   
  Red Ache 
  f   
   
  Filth Fever  f  
   
  Flesh Rot 
  f   
   
  Red Ache 
  f   
   
  Filth Fever  f  
   
  Flesh Rot 
  f  
   
  Red Ache 
  f  
   
  Filth Fever  f  
   
  Flesh Rot 
  f   
   
  Red Ache 
  f  
   
  Filth Fever  f  
   
  Flesh Rot 
  f   
   
  Red Ache 
  f  
   
  Filth Fever  f  
   
  Flesh Rot 
  f  
   
  Red Ache 
  f   
  
  PATHFINDER SOCIETY SCENARIO
  22
  Common Armor, Weapon, and 
  Sheild Hardness and Hit Points
  Weapon or Shield 
  Hardness1 Hit Points2,3
  Light blade 
  10 
  2
  One-handed blade 
  10 
  5
  Two-handed blade 
  10 
  10
  Light metal-hafted weapon 
  10 
  10
  One-handed metal-hafted weapon 
  10 
  20
  Light hafted weapon 
  5 
  2
  One-handed hafted weapon 
  5 
  5
  Two-handed hafted weapon 
  5 
  10
  Projectile weapon 
  5 
  5
  Armor 
  special4 
  armor  
   
   
   
  bonus ×5
  Buckler 
  10 
  5
  Light wooden shield 
  5 
  7
  Heavy wooden shield 
  5 
  15
  Light steel shield 
  10 
  10
  Heavy steel shield 
  10 
  20
  Tower shield 
  5 
  20
  1 Add +2 for each +1 enhancement bonus of magic items.
  2 The hp value given is for Medium armor, weapons, 
  and shields. Divide by 2 for each size category of the 
  item smaller than Medium, or multiply it by 2 for 
  each size category larger than Medium.
  3 Add 10 hp for each +1 enhancement bonus of magic 
  items.
  4 Varies by material; leather/hide: 2, wood:5, iron/steel 
  10, mithral: 15, adamantine: 20.
  Sunder
  (Reprinted from the Pathfinder RPG Core Rulebook 201)
  You can attempt to sunder an item held or worn by your 
  opponent as part of an attack action in place of a melee 
  attack. If you do not have the Improved Sunder feat, or a 
  similar ability, attempting to sunder an item provokes an 
  attack of opportunity from the target of your maneuver. 
  If your attack is successful, you deal damage to the item 
  normally. Damage that exceeds the object’s Hardness is 
  subtracted from its hit points. If an object has equal to or 
  less than half its total hit points remaining, it gains the 
  broken condition (see Appendix 2). If the damage you deal 
  would reduce the object to less than 0 hit points, you can 
  choose to destroy it. If you do not choose to destroy it, the 
  object is left with only 1 hit point and the broken condition.
  Notes
  APPENDIX TWO: ITEM RULES REFERENCE
  
  RUINS OF BONEKEEP,  
  LEVEL ONE: THE SILENT GRAVE
  23
  Use this worksheet to quickly track what treasure the 
  PCs recover during this adventure. Since there are more 
  encounters present in the dungeon than most parties 
  will have time to complete in 4–5 hours, it is important 
  to note their running gp earned value as well as specific 
  equipment that should be made available on their 
  Chronicle sheets. 
  Any items with unchecked Found boxes should be 
  crossed off the Chronicle sheet. If the PCs met the 
  conditions of the Rewards section of a given encounter 
  area, add the listed gp total to each PC’s gp earned value 
  at the end of the scenario.
  Notes
   
   
  Subtier 3–4 
  Subtier 6–7 
  Area A1 
  Found? 
  Found? 
  Bag of holding, type I 
  ☐ 
  —
  Bag of holding, type II 
  — 
  ☐ 
  gp total 
  258 gp 
  466 gp
  Area A2 
  Found? 
  Found?
  Crown of swords 
  — 
  ☐
  gp total 
  183 gp 
  1,083 gp
  Area A3 
  Found? 
  Found?
  Wand of sound burst 
  ☐ 
  —
  Wand of searing light 
  — 
  ☐
  gp total 
  375 gp 
  937 gp
  Area A4 
  Found? 
  Found?
  Dagger of venom 
  — 
  ☐
  Metamagic rod of lesser extend 
  ☐ 
  ☐
  gp total 
  250 gp 
  691 gp
  Area A5 
  Found? 
  Found?
  Elemental gem (any type) 
  ☐ 
  (�3)  ☐
  gp total 
  187 gp 
  562 gp
  Area A6 
  Found? 
  Found?
  nexus crystal 
  ☐ 
  ☐
  gp total 
  0 gp 
  0 gp
  Area A7 
  Found? 
  Found?
  Ring of feather falling 
  ☐ 
  —
  Ring of the ram 
  — 
  ☐
  gp total 
  183 gp 
  716 gp
  Area A8 
  Found? 
  Found?
  Elixir of fire breath 
  ☐ 
  ☐
  Elixir of hiding 
  ☐ 
  ☐
  Hybridization funnel 
  ☐ 
  ☐
  Nightdrops 
  ☐ 
  ☐
  Silversheen 
  ☐ 
  ☐
  gp total 
  226 gp 
  226 gp
  Area A9 
  Found? 
  Found?
  +2 chain shirt 
  — 
  ☐
  cloak of resistance +1 
  ☐ 
  —
  cloak of resistance +2 
  — 
  ☐
  potion of cure serious wounds 
  ☐ 
  ☐
  potion of invisibility 
  ☐ 
  ☐
  ratskull 
  ☐  
  ☐
  ring of protection +1 
  — 
  ☐
  gp total 
  899 gp  
  1,565 gp
  APPENDIX TWO: TREASURE WORKSHEET
  
  PATHFINDER SOCIETY SCENARIO
  24
  OPEN GAME LICENSE Version 1.0a
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  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 One: The Silent Grave © 2013, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Pathfinder Society Special 
  Ruins of Bonekeep,  
  Level One: The Silent Grave
  
  Available April 2013
  Honor, romance, conquest, and everytHing in between!
  ultimate campaign unlocks tHe world beyond tHe dungeon  
  for all your patHfinder campaigns.
  of your game!
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  of your game!
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  paizo.com
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC.
  Lord Over Your Hoard
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  Ultimate
  eqUipmeNt
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  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  3–4
  1,280
  3,248
  6–7
  2,561
  6,496
  Normal
  Slow
  Bonekeep Malady: You suffer from a lingering malady after your exploration of Bonekeep. 
  While any diseases you contracted there (noted below) seem to have faded upon leaving the 
  dungeon, you still seem to suffer from sporadic coughing fits and fevers. You take a –2 
  penalty on any Fortitude saving throws made against a disease.
  Diseases Contracted:  
  Filth Fever  ☐ 
  Flesh Rot  ☐ 
  Red Ache  ☐
  Nexus Crystal: You discovered a mysterious crystal within the dungeons below Bonekeep. Aside 
  from its obvious power, however, the extent of its abilities and its true purpose are unclear. 
  bag of holding, type I (2,500 gp)
  cloak of resistance +1 (1,000 gp)
  elemental gem (any type)(2,250 gp)
  elixir of fire breath (1,100 gp)
  elixir of hiding (250 gp)
  hybridization funnel (200 gp; Ultimate Equipment 304)
  metamagic rod of lesser extend (3,000 gp)
  +2 chain shirt (4,250 gp)
  bag of holding, type II (5,000 gp) 
  cloak of resistance +2 (4,000 gp)
  crown of swords (6,000 gp; Ultimate Equipment 242)
  3–4
  6–7
  SUBTIER
  SUBTIER
  Pathfinder Society Special: 
  Ruins of Bonekeep,  
  Level One: The Silent Grave
  nightdrops (250 gp; Ultimate Equipment 312)
  potion of cure serious wounds (750 gp)
  potion of invisibility (300 gp)
  ratskull (7,200 gp; limit 1)
  ring of feather falling (2,200 gp)
  silversheen (250 gp)
  wand of sound burst (4,500 gp)
  dagger of venom (8,302 gp)
  ring of protection +1 (2,000 gp)
  ring of the ram (8,600 gp)
  wand of searing light (11,250 gp)
  Ratskull
  Aura moderate necromancy; CL 5th
  Slot neck; Price 7,200 gp; Weight 1/2 lb.
  DESCRIPTION
  This gnarled black rat skull is carved with intricate 
  necromantic runes and hangs on a ragged leather 
  strap. Three times per day, the wearer of the ratskull 
  can call upon its power as a full-round action to 
  summon a swarm of undead rats. This functions as 
  summon swarm, using the exact same statistics as a 
  rat swarm except that they are also undead. The rat 
  swarm obeys the wearer’s commands for 5 rounds 
  before crumbling to dust.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate dead, 
  summon swarm; Cost 3,600 gp
  Nexus Crystal (Minor Artifact)
  Aura moderate necromancy; CL 12th
  Slot none; Weight 1/2 lb.
  DESCRIPTION
  This black crystal feels cold to the touch. Simply 
  carrying this crystal provides protection against 
  negative energy. Whenever the bearer takes damage 
  from negative energy, such as channel energy or an 
  inflict spell, she takes 10 less points of damage. This 
  reduction is applied after any saving throw is made. 
  The crystal may possess other powers, but they are 
  unknown at this time.
  DESTRUCTION
  The means of destroying this crystal are unknown.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 4/S04 Special - Ruins of Bonekeep, lvl 1 - The Silent Grave.pdf .pdf