TEXT: By Alex Riggs
  CORPSES IN KALSGARD
  PATHFINDER SOCIETY SCENARIO #10-19 
  TIER 5–9
  
  Pathfinder Society Scenario #10–19: Corpses 
  in Kalsgard is a Pathfinder Society Scenario 
  designed for 5th- through 9th-level characters 
  (Tier 5–9; Subtiers 5–6 and 8–9). This scenario 
  is designed for play in the Pathfinder Society 
  Roleplaying Guild campaign, but it can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how 
  to find games in your area, check out the 
  campaign’s home page at PathfinderSociety.
  club.
  HOW TO PLAY
  Author • Alex Riggs
  Development Lead • Michael Sayre
  Contributing Artists • Hannah Boving and Tom Ventre
  Cartographer • Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
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  Paizo Inc.
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  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 
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  Pathfinder Society Scenario #10–19: Corpses in Kalsgard © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
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  GM ResouRces
  Corpses in Kalsgard makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Advanced Class Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), and Pathfinder 
  RPG Bestiary. This adventure assumes the GM has access to these sourcebooks. Readers 
  interested in references to Pathfinder RPG hardcovers can find the complete rules of these 
  books available online at pfrd.info.
  Table of Contents
  Corpses In Kalsgard                                 3
  Maps                                               23
  Reporting Sheet                                   27
  Chronicle Sheet                                   28
  
  • Kalsgard
  Iceferry •
  Lands of the Linnorm Kings
  33
  By Alex Riggs
  CORPSES IN 
  KALSGARD
  CORPSES IN 
  KALSGARD
  Corpses in Kalsgard begins in the port town of Iceferry and 
  takes place primarily across the Rimeflow River in the city of 
  Kalsgard, the largest city in the frigid Lands of the Linnorm 
  Kings. For more information about both, see Pathfinder 
  Campaign Setting: Lands of the Linnorm Kings. For a detailed 
  gazetteer of Kalsgard, see Pathfinder Adventure Path #50: 
  Night of Frozen Shadows. 
  Where on Golarion?
  ADVENTURE BACKGROUND
  I
  n the cold northern settlement of Kalsgard, chaos reigns on 
  multiple fronts. Sveinn Blood-Eagle, whose mighty frame 
  now carries the weight of many years, has announced that 
  he is tired of waiting for a worthy heir to claim the title of 
  Linnorm King from him. He intends to set sail on one last 
  grand adventure to the legendary Ulfen colony of Vallenhall, 
  leaving as soon as both his ship is prepared and any Ulfen 
  who wish to accompany him have been given a fair chance to 
  make the journey to his side. Just after this announcement, 
  Sveinn’s score of children began to squabble over rulership 
  of his domain, with the exception of his daughter Thira Ash-
  Eyes, who is currently absent from the city. As the party to 
  celebrate the elderly warrior-king’s final departure begins, 
  his three eldest children, Uldren Orcsbane, Birgun Whale-
  Eater, and Yngvilda the Bold, have already started to rally their 
  various supporters and allies to make a bid for Sveinn’s throne. 
  Tensions rise among the residents of Kalsgard as friction 
  between these competing camps escalates.
  Amid the confusion created by Blood-Eagle’s succession, 
  some of Kalsgard’s smallest citizens have become the victims 
  of a cruel and insidious plot. Gnome residents have been 
  found dead all over the city, bearing no apparent wounds, and 
  skin and hair that have been drained of color. While many 
  residents of Kalsgard have attributed the deaths to sudden 
  onsets of the Bleaching—the lethal ennui suffered by some 
  gnomes who are unable to generate enough excitement in their 
  lives—Quil Tabberdash, a gnome Pathfinder and cleric of Nivi 
  Rhombodazzle, believes that some sinister force is preying on 
  the gnomes living within the settlement. Because the town 
  guards are too busy stopping the rivalries of Sveinn’s children 
  from spilling into open violence and bloodshed to conduct a 
  proper investigation, Quil has turned to the Pathfinder Society 
  for aid. Quil sent word to Venture-Captain Bjersig Torrsen at 
  the nearby Pathfinder lodge in the small town of Iceferry, and 
  requested a team to aid her in uncovering the truth behind the 
  strange phenomenon killing her people.
  In truth, the gnomes have been slain as part of a malevolent 
  scheme by Ellux Shost, a gnome necromancer obsessed with 
  the idea of establishing a gnome kingdom in the northern 
  lands. To accomplish this, he turned to agents of the 
  Whispering Way, who tutored him in the arts of necromancy 
  and provided him with funding and raw materials to create an 
  army of undead gnomes. While Ellux has been quietly building 
  his forces ever since, scavenging gnome bodies from the local 
  graveyards, his patrons are beginning to grow impatient with 
  his slow progress, and pressure is mounting for him to repay 
  his debts by marching his undead hordes in a few months’ time.
  Things seemed grim for Ellux, who could not hope to 
  scavenge as many bodies as were required of him by the 
  deadline. Just when he was about to consider compromising 
  his ideals and tainting his glorious army with the corpses of 
  humans, a local gnome by the name of Humush Mum died in a 
  tragic accident when a cart overturned in the street. Consumed 
  with worry about how well her family could survive without 
  her, Humush’s soul returned from death as a ghost, and 
  when Ellux discovered the wandering spirit, he recognized an 
  
  PATHFINDER SOCIETY SCENARIO
  44
  opportunity he could not afford to pass up. When his attempt 
  to magically compel Humush to serve him failed, Ellux preyed 
  upon her concern for her family, sending undead minions to 
  hold them hostage and force the ghost to commit murders 
  for him. Ellux reasoned correctly that the aging effects of the 
  ghost’s corrupting touch would be mistaken for the effects of 
  the Bleaching by other residents of Kalsgard, and devised a 
  plan to steal the corpses of those Humush dispatched after 
  they were buried.
  Since then, Ellux has kept the ghost on a tight leash, forcing 
  her to murder local gnomes as frequently as he dares while 
  avoiding suspicion, and threatening to kill the ghost’s family 
  if she does not comply. Humush has managed to learn where 
  her family is being kept, however, and while she dares not try 
  to free them herself, she has begun leaving hidden clues at the 
  location of each of her crimes, in the hopes that someone will 
  find them and free her family, so she can stop carrying out 
  the grim assassinations the necromancer has tasked her with.
  SUMMARY
  The PCs investigate the grisly deaths of several gnomes who 
  lived within Kalsgard, in the Lands of the Linnorm Kings. 
  Although there is evidence to the contrary, a superficial 
  resemblance to deaths caused by the Bleaching has caused 
  authorities to ignore the gnome’s plight. Instead, members 
  of law enforcement are focusing on the fallout from the news 
  that Linnorm King Sveinn Blood-Eagle’s throne will soon be 
  vacant and the political machinations of his children, none of 
  whom have yet to prove themselves to be worthy heirs. 
  A gnome Pathfinder who lives in the city, Quil Tabberdash, 
  offers to lead the PCs to the residences where several gnomes 
  have perished to search for evidence that will prove these 
  gnomes did not die as a result of the Bleaching. Here, the PCs 
  have the chance to discover clues left by the killer herself, the 
  ghost of Humush Mum, a local gnome. If the PCs are able 
  to identify these clues, they suggest that the ghost is being 
  coerced by a necromancer who is holding her still-living 
  family hostage, forcing her to kill for him. The PCs can then 
  dispatch the undead gnomes threatening Humush’s family, 
  allowing the ghost to join them when they confront the 
  necromancer and his horde of skeletal gnomes. Even if the 
  PCs don’t manage to find the well-hidden clues, a timely tip 
  (and the tragic death of Quil) leads them to the necromancer’s 
  cramped underground warren of twisting tunnels all the 
  same—but in this case, they must also contend with the 
  reluctant ghost.
  GETTING STARTED
  Read the following aloud to start the adventure.
  The air is crisp and cool as the boat arrives in Iceferry, a small 
  town just across the Rimeflow river from Kalsgard. Waiting on 
  the ice-crusted wharf is an enthusiastic gnome, who is bundled 
  in a number of exotic furs and brightly-colored scarves, waving 
  energetically with both hands. She bounds over and introduces 
  herself as Lirall, adding that the venture-captain is waiting. She 
  then volunteers to serve as a guide through the icy streets to the 
  local lodge.
  Although the journey through Iceferry is short, the warmth of the 
  lodge is initially invigorating. Before anyone can warm themselves 
  by the fireplace for too long, however, the gnome walks to a panel 
  of labeled and colorful pulleys near the entrance, looking them all 
  over closely before pulling one labeled “Library.” The cord, which runs 
  across the lodge’s ceiling before disappearing through a small opening 
  in one wall, goes taut. There is the sound of something flapping in 
  the air, almost immediately overwhelmed by the excited and friendly 
  barking of a large dog. A door opens, letting forth an energetic husky 
  that rushes out to greet the newcomers, before a deep voice echoes 
  from beyond the opening, offering gentle admonishment to the dog. 
  “Now, now, Mahki, you know better. Let our guests come in.”
  The owner of the voice proves to be Venture-Captain Bjersig 
  Torrsen, a dashing half-orc with a short black beard braided into 
  three points, and a long ponytail. He looks up from reading a book 
  on the history of the Linnorm Kings, and, after carefully marking 
  his page with an old brass key, places it atop a nearby book on 
  gnome physiology. “Thank you for coming. There have been a 
  series of unusual deaths lately in Kalsgard, just across the river.” 
  As he speaks, he makes a series of gestures with his hands, and 
  it soon becomes clear that he is speaking both aloud and in sign. 
  “Before we proceed, what do you know about what gnomes call 
  the Bleaching?”
  Allow the PCs an opportunity to answer the question. 
  No Knowledge check is required for gnome PCs; they 
  or any PCs who succeed at a DC 10 Knowledge (local) or 
  Knowledge (nature) check know the information detailed 
  in the boxed text below. If none of the PCs are familiar 
  with the Bleaching or if an incomplete answer is provided, 
  the venture-captain offers the following information.
  “The Bleaching is an unusual part of gnome physiology, supposedly 
  tied to their distant connection to the First World. Any gnome that 
  fails to find enough excitement in their life develops a sort of lethal 
  ennui, which slowly drains away their will to live, their ability to 
  experience emotions, and, ultimately, the very color from their 
  bodies. If a gnome is afflicted long enough, the condition can become 
  fatal. Unfortunately, it’s a bit more common here than some other 
  places. Likely due to the isolation caused by our climate, I suppose.”
  Once it’s established what the Bleaching is, Bjersig continues.
  “As I was saying, there have been several deaths lately in 
  Kalsgard. All who perished are gnomes whose hair and skin 
  have been turned completely white. At first glance, this looks 
  like just a few more cases of the Bleaching, but one of our 
  agents in Kalsgard, Quil Tabberdash, is a gnome who spends 
  
  Bjersig Torrsen
  CORPSES IN KALSGARD
  55
  her free time helping to combat the effects of the bleaching 
  in the local community, and she’s convinced it’s something 
  else. She’s tried working with the local authorities, but they’re 
  preoccupied with Sveinn Blood-Eagle’s recent announcement, 
  and all the chaos that’s caused, and simply aren’t interested. So, 
  you’re going to help Quil investigate what’s really going on, and, 
  if it turns out to be something sinister after all, put a stop to it.  
   
  Here’s the address of Quil’s church. Or perhaps gambling hall 
  would be a more apt description?” He hands over a folded piece 
  of paper with an address written on it. “Quil will meet you there 
  after you arrive in Kalsgard and show you to some of the places 
  where bodies have been found. Oh, and Pathfinders? Things are 
  unstable enough over there right now. Try to avoid stirring things 
  up more than absolutely necessary, and I’ll see to it that you’re 
  properly compensated for your troubles.”
  With that, the venture-captain makes a quick gesture with 
  his hand and nods to the PCs, giving them the opportunity 
  to ask what they will. Bjersig has been deaf his whole life, 
  but is a capable speaker and an excellent lip-reader. He can 
  understand the PCs’ spoken questions so long as they speak 
  in his sight. He’s most comfortable using a modified version 
  of the Pathfinder hand signals to supplement his words. 
  Note that some of the PCs’ rewards for this adventure (such 
  as the rewards for peacefully defeating the drunken brawlers 
  in area A) can appear in the form of payments from the 
  Society for preserving the peace (and the Society’s reputation) 
  in Kalsgard.
  We noticed the flags and handsigns? What are they for? 
  “I’ve been deaf since birth, but don’t worry, I can get by 
  reading lips just fine.” He can go on to explain, if needed, that 
  the flags serve as a way for lodge members to get his attention. 
  He politely declines any offers to “cure” him.
  What’s this about Sveinn Blood-Eagle and a recent 
  announcement? “Ah, no one’s told you yet? Sveinn Blood-
  Eagle is regarded by many as the greatest of the Linnorm 
  Kings, old now but still very formidable. He’s announced 
  that he’s tired of waiting for a worthy heir and is planning 
  to set sail on a final adventure to Valenhall, a legendary Ulfen 
  colony on the shores of Arcadia. No sooner did he announce 
  his intent to leave, his children started fighting over who 
  should take over his domain, though none of them have slain 
  a linnorm and secured their claim. Things have gotten pretty 
  tense lately, with violence occasionally breaking out in the 
  streets. Whatever you do while you’re in Kalsgard, try not to 
  get involved in that mess.”
  A. STREETS OF KALSGARD (CR 7 OR CR 10)
  The trip from Iceferry to Kalsgard is a short one, and, for the 
  most part, uneventful. The PCs should feel free to make stops 
  to purchase supplies or make other arrangements, if needed. 
  The streets buzz with excitement and whispered rumors 
  regarding King Sveinn’s proclamation and the various 
  political maneuvering of his offspring. For the most part, no 
  one pays much attention to the PCs.
  This event can occur at any time before the end of the PCs’ 
  investigation (see area B on page 9). GMs are encouraged 
  to use it to break up the information- and roleplay-heavy 
  beginning of the adventure, providing a brief distraction 
  and some quick combat. Once players start to show signs of 
  fatigue with the investigation, run this encounter on their 
  way to the next stop. It’s fine to run this encounter before the 
  PCs even meet their contact, Quil Tabberdash, but in this case 
  GMs should take care avoid giving the impression that every 
  visitor to the city is being accosted as soon as they arrive.
  Creatures: As they near their destination, the PCs 
  encounter a group of four locals staggering 
  out of a nearby tavern. One of the Ulfen 
  agitators points toward the PCs and 
  calls out, swaggering over to them and 
  declaring in an accusatory tone that 
  he’s never seen their faces before. He 
  adds, in a drunken slur, “You 
  must be working for that 
  witch, Yngvilda! I heard 
  she’d been bringing in 
  foreigners to try and 
  steal her father’s throne 
  away from Uldren, the 
  
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: City Streets
  N
  PC 
  Start
  B
  B
  B
  B
  A. Streets of Kalsgard
  PATHFINDER SOCIETY SCENARIO
  66
  
  CORPSES IN KALSGARD
  77
  rightful heir.” His companions add their own inebriated and 
  disgruntled murmurs of agreement.
  With a successful DC 17 Bluff, Intimidate, or Diplomacy 
  check (DC 20 for Subtier 8–9), the PCs can avoid a fight 
  with the Ulfen aggressors. Otherwise, the intoxicated 
  troublemakers break into active violence, eager for a 
  chance to vent their political frustrations on strangers.  
  These rabble-rousers are quite drunk, imposing the sickened 
  condition on them for the duration of the encounter, and 
  reducing their CR by 1.
  SUBTIER 5–6 (CR 7)
  DRUNKEN ULDREN SUPPORTERS (4) 
  CR 3
  Human barbarian 1/brawler 4 (Pathfinder RPG Advanced Class 
  Guide 23)
  CN Medium humanoid (human)
  Init +5; Senses Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+4 armor, +1 deflection, +1 Dex, 
  +1 dodge, –2 rage)
  hp 57 each (5 HD; 4d10+1d12+24)
  Fort +8, Ref +3, Will +1
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +10 (1d8+6) or  
  flurry of blows +8/+8 (1d8+6)
  Special Attacks brawler’s flurry, knockout 1/day (DC 16), 
  maneuver training (dirty trick +1), martial flexibility 5/day, rage 
  (6 rounds/day)
  TACTICS
  During Combat More interested in a brawl than a real life-or-
  death battle, the drunken Uldren supporters initially deal 
  nonlethal damage with their unarmed strikes. If lethal damage 
  is used against them, though, they respond in kind. They 
  gleefully use Power Attack with every swing, not worrying 
  much about accuracy, and attempt to maneuver themselves 
  into flanking positions.
  Morale The drunken Uldren supporters bow out of the fight if 
  reduced to less than 15 hit points, if more than two of their 
  number are defeated, or if the fight lasts long enough for their 
  rage to end (6 rounds).
  Base Statistics When not raging (but still drunk), the drunken 
  Uldren supporter’s statistics are AC 17, touch 13, flat-footed 15; 
  hp 47; Fort +6, Will –1; Melee unarmed strike +8 (1d8+4) or 
  flurry of blows +6/+6 (1d8+4); Str 18, Con 14; CMB +7.
  STATISTICS
  Str 22, Dex 13, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +5; CMB +9 (+10 dirty trick); CMD 22 (23 vs. dirty trick)
  Feats Combat Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Outflank  APG, Power Attack, Weapon Focus (unarmed strike)
  Skills Intimidate +7, Knowledge (local) +5, Perception +6, 
  Profession (fisherman) +6
  Languages Common
  SQ brawler’s cunning, fast movement, martial training
  Combat Gear potion of cure light wounds; Other Gear +1 studded 
  leather, ring of protection +1, 225 gp
  SUBTIER 8–9 (CR 10)
  DRUNKEN ULDREN SUPPORTERS (4) 
  CR 6
  Human barbarian (drunken brute) 4/brawler 4 (Pathfinder 
  RPG Advanced Class Guide 23, Pathfinder RPG Advanced 
  Player’s Guide 78)
  CN Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+5 armor, +1 deflection, +2 Dex, 
  +1 dodge, –2 rage)
  hp 88 (8 HD; 4d10+4d12+36)
  Fort +11, Ref +6, Will +3
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +13/+8 (1d8+6) or 
  unarmed strike flurry of blows +11/+11/+6 (1d8+6)
  Special Attacks brawler’s flurry, knockout 1/day (DC 16), maneuver 
  training (dirty trick +1), martial flexibility 5/day, rage (12 rounds/
  day), rage powers (roaring drunkAPG, staggering drunk APG)
  TACTICS
  During Combat More interested in a brawl than a real life-or-
  death battle, the drunken Uldren supporters initially deal 
  nonlethal damage with their unarmed strikes. If lethal damage 
  is used against them, though, they respond in kind. They 
  gleefully use Power Attack with every swing, attempting 
  to intimidate those they hit with their Enforcer feat, and 
  maneuvering themselves into flanking positions.
  Morale Same as Subtier 5–6, except their rage lasts 12 rounds.
  Base Statistics When not raging (but still drunk), the drunken 
  Uldren supporter’s statistics are AC 19, touch 14, flat-footed 16; 
  hp 72; Fort +9, Will +1; Melee unarmed strike +11/+6 (1d8+4) 
  or unarmed strike flurry of blows +9/+9/+4 (1d8+4); Str 18, 
  Con 14; CMB +10.
  STATISTICS
  Str 22, Dex 14, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +8; CMB +12 (+13 dirty trick); CMD 26 (27 vs. dirty trick)
  Feats Combat Reflexes, EnforcerAPG, Improved Initiative, Improved 
  Unarmed Strike, OutflankAPG, Power Attack, Weapon Focus 
  (unarmed strike)
  To accommodate a group of four PCs, remove one drunken 
  Uldren supporter from the encounter.
  Scaling Encounter A
  
  PATHFINDER SOCIETY SCENARIO
  88
  Skills Intimidate +10, Knowledge (local) +8, Perception +9, 
  Profession (fisherman) +9
  Languages Common
  SQ brawler’s cunning, martial training, raging drunk
  Combat Gear potion of cure moderate wounds (2); Other Gear 
  +2 studded leather, ring of protection +1, cloak of  
  resistance +1, 25 gp
  Development: Whether the PCs talk their way out of the 
  situation or are forced to fight off the drunken attackers, once 
  the situation is dealt with they are free to continue on to their 
  meeting with Quil Tabberdash, or with the remainder of their 
  investigation, depending on when this conflict occurs. Note 
  that Quil does not get involved in the conflict if she is with 
  the PCs when it occurs; she quietly slinks away, unnoticed 
  by the thugs, returning after the conflict with an apologetic 
  shrug and an explanation that things are hard enough on 
  the gnomes of Kalsgard without her turning any of the Ulfen 
  against them. As he way of apologizing if this happens, she 
  casts cure light wounds on up to four wounded PCs. None of 
  the other locals are particularly interested in getting involved 
  in the brawl one way or the other, and the PCs are free to walk 
  away from the scene of the fight once it is over.
  Rewards: If the PCs slay any of the intoxicated Ulfen, 
  reduce their gold earned by the following amounts.
  Subtier 5–6: Reduce each PC’s gold earned by 300 gp.
  Out of Subtier: Reduce each PC’s gold earned by 600 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 900 gp.
  THE HALL OF SEVEN WAGERS
  Ostensibly a church and gambling parlor, The Hall of Seven 
  Wagers serves more as a community center for Kalsgard’s 
  gnome population than anything else. Dedicated to Nivi 
  Rhombodazzle, the gnome deity of gambling, gems, and 
  community, The Hall of Seven Wagers is run by the Nivian cleric 
  Quil Tabberdash (N female gnome cleric of Nivi Rhombodazzle 
  6). The hall is not so much intended to make a profit as it is 
  to provide local gnomes with access to exciting, high-stakes 
  games in an effort to fight the effects of the Bleaching, which 
  is especially rampant in Kalsgard’s bleak white landscapes. Of 
  course, that doesn’t mean that Quil doesn’t make her patrons 
  pay up when they lose—doing so would remove the risk, and 
  thus the excitement, from the game. However, the majority of 
  the gaming den’s profits are put right back into the next pot, 
  making it even bigger than the last, or used to fund other 
  events designed to combat boredom and ennui.
  The address on the note belongs to a squat, stoutly built wooden 
  building with a weathered exterior that is meticulously decorated 
  with images of dice, cards, and gemstones. The words “The Hall 
  of Seven Wagers,” and an image of a dice with seven pips are 
  painted in bright blue against a red background over a door with 
  well-oiled brass hinges set under a snow-covered cloth awning.
  The gaming den is fairly quiet in the mid-afternoon, and 
  when the PCs arrive, they find Quil hanging brightly-colored 
  streamers and other decorations for the evening’s festivities. 
  The inside of the building is just as brightly colored as the 
  outside and features a variety of gaming tables and equipment 
  for just about any kind of gambling one could ask for. She 
  immediately guesses the PCs’ purpose as soon as she sees them.
  “Oh! Perfect! You’re here!” cries a gnome woman with gold-
  flecked, black hair. She stands atop a step-ladder, affixing bright 
  yellow streamers to the ceiling. She quickly sets the decorations 
  down and saunters up with a smile, extending a hand in greeting. 
  “I’m Quil Tabberdash. Thanks for coming on such short notice.”
  After shaking each PCs’ hand (politely moving past any 
  refusals without skipping a beat), she begins gathering her 
  outdoor clothes (a long gray overcoat with sapphire stitching 
  and sapphire buttons shaped like dice, as well as a matching 
  pair of sturdy gray mittens), talking as she puts them on.
  “Normally I’d invite you to stay for a game or two, but we should 
  probably jump right into things before there are any more deaths. 
  As I’m sure you’ve been told, gnomes have been turning up dead 
  across Kalsgard, and everyone thinks it’s due to the Bleaching. It’s 
  not.” She gives a resolute nod to emphasize that point. “For one 
  thing, the Bleaching is a long, slow process, and these gnomes 
  were all vibrant and full of life just days before. For another, most 
  of the victims have had looks of absolute horror on their faces, and 
  that doesn’t fit with Bleaching, either.” As she finishes pulling on 
  her mittens, she gestures towards the door. “Come on, I’ll show 
  you where some of the more recent bodies were found. You can 
  ask any questions on the way.”
  Quil answers questions from the PCs during the walk to 
  the first crime scene, although if the PCs suggest that they 
  suspect the Bleaching is the true cause of the deaths, she 
  quickly insists that can’t be the case. Some common questions 
  PCs might ask, and Quil’s answers, are included below:
  Is Bleaching common in Kalsgard? Quil sighs deeply and 
  nods. “It’s why I came here in the first place, actually. Deaths 
  by Bleaching are far more common here than in more… 
  colorful climates. But I’ve been working to bring excitement 
  and fun to the gnomes here, by hosting games at the temple 
  and doing whatever else I can to help. The last few years, 
  gnome deaths resulting from the Bleaching have occurred 
  much more rarely. But then these gnomes were found dead 
  recently, and folks immediately blamed the Bleaching.
  How many deaths have there been? “It’s hard to say for 
  certain—legitimate Bleachings do still happen—but my best 
  guess is around eight or nine deaths, over a span of three or 
  four weeks. I’ll take you to see the four most recent crime 
  scenes, although even then you’ll only be able to examine two 
  bodies. The others have already been buried.”
  
  Quil Tabberdash
  CORPSES IN KALSGARD
  99
  Make the following adjustments to accommodate 
  a group of four PCs.
  Both Subtiers: Reduce the DC of Perception 
  and Diplomacy checks by 3, to DC 12 in Subtier 
  5–6 and DC 15 in Subtier 8–9.
  Scaling Encounters B1–b4
  What do you think is killing these gnomes? “I honestly 
  don’t know. The fact that the symptoms seem to 
  resemble the Bleaching can’t be a coincidence, 
  though. Someone is definitely targeting 
  gnomes. I just can’t imagine why. The 
  Ulfen may have a tendency to overlook or 
  patronize us but I can’t imagine someone 
  hating gnomes enough to do something 
  like this.”
  B. CRIME SCENES
  The 
  following 
  section 
  presents 
  four 
  different crime scenes that the PCs are 
  directed to in order to search for clues 
  about the deaths of local gnomes. Many 
  of the clues at these crime scenes 
  provide overlapping information with 
  one another, effectively allowing the 
  PCs multiple opportunities to gain 
  the same information, although 
  certain pieces of information 
  can only be found at one of the 
  four locations. In order to ensure 
  that the scenario is finished in a 
  timely fashion, it is encouraged 
  to keep the speed of play brisk 
  during this section.
  At each of the four crime scenes, each PC can make a 
  Perception check to examine the crime scene, and a Diplomacy 
  (gather information) check to canvas the neighborhood in 
  search of witnesses. PCs that choose to focus their efforts and 
  make only a single one of these checks gain a +4 circumstance 
  bonus on that check. If a PC wants to use an appropriate spell, 
  class feature, or other ability to aid them in either endeavor, 
  it grants them a competence bonus equal to the spell’s level.
  Instead of having set DCs for each piece of information, 
  the PCs find one clue for every two successful checks the 
  group makes. The DC for these checks is 15 (or 18, for Subtier 
  8-9). Additionally, for every 5 points by which the result of a 
  PC’s check exceeds the DC, that PC discovers one additional 
  clue. The clues that can be revealed are presented in the order 
  they can be found. Once these checks have been made and 
  the clues revealed, allow the PCs to ask follow-up questions 
  (or make any follow-up checks called for in the clue’s 
  description), before having Quil encourage them to move on 
  to the next location.
  The final clue that can be found in each house is a message 
  written by Humush Mum herself, in ectoplasm on a wall or 
  object somewhere in the house. All but invisible to the eye, 
  these messages are intentionally hard to find. Unfortunately, 
  in each case, the message has been smudged, faded by time, 
  or was never finished in the first place. The PCs can only 
  piece together the full message if they find two or more of 
  these hidden messages. The full message 
  reads “Help me. I am the ghost of Humush 
  Mum. A necromancer is holding my 
  family hostage and forcing me to kill. 
  They are in the basement of 23 Marlin 
  Lane. Save them.”
  Development: 
  Once 
  the 
  investigation is complete, whether 
  the PCs find the location where 
  Humush Mum’s family is being 
  kept or not, Quil excuses 
  herself to go take care of a few 
  errands, informing the PCs 
  that she has set up rooms for 
  them at the Blushing Valkyrie, 
  one 
  of 
  Kalsgard’s 
  most 
  comfortable inns.
  B1. YUENOSH’S HOUSE
  The first crime scene is the home of Yuenosh Tevrilna, in 
  Kalsgard’s Amber Quarter. An elderly gnome, Yuenosh was an 
  inventor by trade, and still zestful and full of life. Humush 
  has been growing more desperate as her pleas have gone 
  unheeded, and so she risked writing her message in a more 
  obvious spot within the latest victim’s house. Unfortunately, 
  she was interrupted while writing the message, and had to 
  depart before finishing it.
  PERCEPTION RESULTS
  Clue 1: There are no signs of forced entry, and no signs of 
  a struggle.
  Clue 2: The body of an elderly gnome lies in the middle 
  of the living room with no obvious wounds, hair and skin 
  bleached unnaturally white. Her face is contorted in a 
  terrifying grimace, and her hands are raised feebly in the air, 
  as though to shield herself from something. A successful DC 
  15 Knowledge (local) or Knowledge (nature) check confirms 
  that bleaching is typically a slow and gradual process, and a 
  gnome under the effects of bleaching should not be able to 
  exhibit as much fear as this corpse does.
  Clue 3: A small workshop contains a half-dozen unfinished 
  contraptions, revealing that the resident had a passion for 
  tinkering and inventing. 
  Clue 4: A message has been scrawled on one wall of the 
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  house in a very faint, almost invisible substance. It reads, 
  “Help me. I am the ghost of Humush Mum. A necromancer 
  is holding my family hostage and forcing me to kill. They 
  are in—” 
  A DC 15 Knowledge (arcana), Knowledge (planes), or 
  Knowledge (religion) check confirms that the message is 
  written in ectoplasm.
  DIPLOMACY RESULTS
  Clue 1: A butcher across the street shrugs nonchalantly 
  when asked. “Sad to hear about what happened to Yuenosh. 
  Not sure why anyone would investigate it, though. I mean, 
  that’s just what gnomes do, isn’t it? It’s sad, but it happens all 
  the time around these parts. The ice and snow just doesn’t 
  agree with them.”
  Clue 2: An elderly man with a sour frown who lives just 
  down the street scoffs when asked about Yuenosh. “Can’t say 
  I’ll be sorry to miss that one. A degenerate, she was. Always 
  off gambling into the wee hours of the night with those 
  other gnomes in that cult run by her,” he gestures to Quil to 
  demonstrate who he means. “Probably racked up a big debt 
  and decided life wasn’t worth living anymore.”
  Clue 3: Yuenosh’s next-door neighbor is a human woman 
  who pulls herself away from her three young children to 
  answer the PCs’ questions. “I was the one who found her, 
  yes. It can’t have been more than a minute or two after it 
  happened. I heard a scream come from her house, but 
  before I rushed over, I first had to put Tabitha down.” She 
  gestures to one of the screaming children. “I ran over and 
  pounded on the door, but when there was no answer I 
  grabbed something heavy and broke it down. But there was 
  no one there. No sign of anyone else, even.”
  B2. DION WUGLIST’S HOUSE
  The second crime scene is the home of Dion Wuglist, in 
  Kalsgard’s Amber Quarter. Owner and proprietor of Wuglist’s 
  Whiskey, he spent much of his time brewing throatburn, a 
  style of gnome whiskey popular in Kalsgard. Humush Mum 
  encountered the gnome passed out drunk, and reluctantly 
  killed him before leaving her secret ectoplasmic message, 
  which she wrote on the floor this time. Unfortunately, 
  portions of the message were smudged by the first people to 
  discover Dion’s body.
  PERCEPTION RESULTS
  Clue 1: The body of a stout gnome lies on the floor, covered 
  respectfully with a white cloth. There are no obvious wounds, 
  and the corpse’s skin and hair seem unnaturally devoid of color. 
  His left hand still clutches an empty bottle of whiskey, labeled 
  “Linnorm’s Breath,” prominently featuring an illustration of a 
  two-headed, fire-breathing linnorm on the label.
  Clue 2: A thorough search of the house reveals no sign of 
  forced entry. The doors and windows are shut and locked.
  Clue 3: Dion’s nightstand contains a small mound of 
  brightly colored tickets, each bearing the symbol of a 
  sapphire die with seven pips, issued by the The Hall of 
  Seven Wagers. 
  Rather than consisting of numbers, the tickets contains 
  strings of geometric shapes in different colors. For example, 
  one line has a green triangle, followed by a red circle, yellow 
  triangle, and orange square. Quil explains that she runs 
  the lottery as one of many ways to combat the Bleaching, 
  and that the proceeds are all put back into the next pot, for 
  ever-increasing payouts. Examining the tickets, she shakes 
  her head sadly “If he’d lived just another couple of days 
  until the drawing, it looks like he could have won big, too.” 
  If the PCs inquire about redeeming the winning ticket, Quil 
  reveals that the tickets can only be redeemed by the owner 
  listed on them at the time the bet was placed. 
  Clue 4: Several large boxes tucked away in a closet 
  are stuffed full of bottles of various different kinds of 
  throatburn whiskey, including Linnorm’s Breath, Icebreaker, 
  and a honey-infused brew called Golden Flame. All of them 
  come from Wuglist’s Whiskeys, and it seems clear that Dion 
  enjoyed drinking his own supply, frequently and heavily, in 
  his off-time.
  Clue 5: A message has been scrawled on the floor of the 
  living room, a few feet from the body, in a very faint, almost 
  invisible substance, which reads “[Indecipherable smudge]
  cromancer is holding my family hostage and forcing me 
  to kill. They are in the basement of 23 Mar[indecipherable 
  smudge].” A DC 15 Knowledge (arcana), Knowledge (planes), 
  or Knowledge (religion) check confirms that the message is 
  written in ectoplasm.
  DIPLOMACY RESULTS
  Clue 1: A burly Ulfen man seated at a taproom across 
  the street from Dion’s home frowns faintly at the mention 
  of his name “Oh, him. It’s a shame what happened, but the 
  neighborhood will be a lot quieter without him. I enjoy 
  excitement as much as the next man, mind you, but Dion had 
  a way of taking it too far. Last summer he decided to take up 
  beekeeping. Hid an illegal apiary in his home, then a windstorm 
  nearly turned the swarm loose on the whole neighborhood!”
  Clue 2: The proprietor of the same taproom nods somberly 
  when asked about Dion. “It’s a real shame. He had a real 
  talent for brewing throatburn whiskey. It was always popular 
  here when it was on the menu. Brought a lot of cheer and 
  life to the folks here. Won’t be the same without him.”
  B3. NOCKZET GRIDDLU’S HOUSE
  The third crime scene is the home of Nockzet Griddlu, in 
  Kalsgard’s Ice Quarter. A merchant by trade, Nockzet had 
  recently won big in some of the high-stakes games run by Quil 
  Tabberdash and had been on a bit of a spending spree before 
  her death, acquiring several expensive items. Humush Mum 
  
  CORPSES IN KALSGARD
  11
  11
  killed the gnome and wrote her secret ectoplasmic message 
  across the wall of the house. Unfortunately, the message was 
  partially written on a rather large and expensive painting, 
  and only a day after Nockzet was buried, this painting was 
  looted along with most of the rest of Nockzet’s valuables, 
  leaving only part of the message still visible.
  PERCEPTION RESULTS
  Clue 1: A window in the back of the home was smashed 
  open from the outside, with glass scattered about the floor 
  around it inside. The floor around the area is damp with snow 
  that has blown in the open window.
  Clue 2: A single shelf in the bedroom closet holds a hidden, 
  makeshift shrine, with a couple of small candles, a handful 
  of lottery tickets (similar to those described in Clue 3 of area 
  B2), and an oversized golden die with gemstones in place of 
  standard pips, with an extra gem on the “six” side. A successful 
  DC 15 Knowledge (religion) check identifies this die as serving 
  as a holy symbol of Nivi Rhombodazzle, although Quil can 
  provide the same information. If asked, she can also confirm 
  that Nockzet was very fond of her golden die, having bought 
  it with her recent winnings, and would use it whenever she 
  got the chance.
  Clue 3: A message has been scrawled on the floor of the 
  living room, a few feet from the body, in a very faint, almost 
  invisible substance. It reads, “Help me. I am the ghost of 
  Humush Mum. A [large gap of empty space] arlin Lane. Save 
  them.” A DC 15 Knowledge (arcana), Knowledge (planes), or 
  Knowledge (religion) check confirms that the message is 
  written in ectoplasm. A DC 15 Perception check reveals the 
  outline of a large rectangle that corresponds with the blank 
  space in the message, allowing one to conclude that a painting 
  or something similar hung there, and may have held the rest 
  of the message.
  DIPLOMACY RESULTS
  Clue 1: A passing fishmonger shakes her head sadly at the 
  mention of Nockzet, pausing to answer the PCs’ questions 
  instead of continue hawking her wares. “It’s a real shame what 
  happened. Poor girl comes into sudden wealth, dies a few 
  days later from the Bleaching, and she’s barely in the ground 
  a day before some no-good thief breaks into her house and 
  ransacks the place. That sort of thing doesn’t happen often 
  here in Kalsgard: we’re a lot better to our neighbors than 
  cities further south.”
  Clue 2: “She was as honorable as they come,” responds 
  her neighbor, a strapping young Ulfen man with rippling 
  muscles. “I had an accident at the shipyard a few months ago, 
  and my right arm was injured. I couldn’t work. I nearly wound 
  up a beggar. But just a few weeks back, after she had her big 
  gambling win, she paid to have my arm healed. Truly a shame 
  about what happened. I suppose it was her time. Gnomes just 
  aren’t cut out for snowy weather, you know.”
  Clue 3: “Sad fate, what happened there,” acknowledges a 
  young Ulfen woman sweeping the step of a bakery. “Can you 
  believe that after the poor thing died of heartbreak, someone 
  had the nerve to break into her home? Luckily, they caught 
  the scum behind it. Some window-breaker who wandered 
  up out of the Bone Quarter. Not the first time he’d broken 
  into the homes of the deceased, so he was shaved, tarred, and 
  run out of town.” If pressed about the missing painting, the 
  woman shrugs apologetically. She has no idea what was taken 
  nor what was recovered.
  B4. GEBNIRNAR TATH’S HOUSE
  The last crime scene Quil leads the PCs to is the home of 
  Gebnirnar Tath, in Kalsgard’s Bone Quarter. Something of 
  a drifter and layabout, Gebnirnar got by on odd jobs and 
  temporary work, as he was never one to be able to hold down 
  employment for long. However, he was a staple of the annual 
  “Linnorm Hunt” festival, where he enjoyed dressing up as a 
  linnorm to entertain the local children. While Quil’s work as 
  a priestess of Nivi Rhombodazzle likely saved Gebnirnar from 
  an early death to the Bleaching, it did have the side effect of 
  leaving him addicted to high-stakes gambling. Eventually he 
  needed more than she could provide, and he began to turn to 
  other places for the excitement he craved, leaving him heavily 
  indebted to a number of bookies and dealers. Dodging his 
  creditors only added to the spice of Gebnirnar’s life, however, 
  and he delighted in each and every close call. Sadly, the 
  ghost Humush Mum proved beyond his ability to escape, 
  and she killed him in his home before scrawling a message 
  in ectoplasm on the wall. Sadly, as this is the oldest of the 
  four crime scenes, the ectoplasm has begun to fade, leaving a 
  barely legible smear.
  PERCEPTION RESULTS
  Clue 1: A thorough search of the house reveals no sign of 
  forced entry. All the windows and doors are locked and bolted.
  Clue 2: A stack of letters sits on one table, all of them 
  reminders of overdue debts. Some of them have a rather 
  hostile tone. A quick estimate reveals that Gebnirnar was likely 
  several thousand dollars in debt to a wide variety of creditors.
  Clue 3: An oak chest tucked away beneath Gebnirnar’s bed 
  contains a carefully folded, elaborate, and fairly expensive-
  looking costume, sized for a gnome, depicting a two-headed 
  linnorm. The wearer’s arms form the creature’s twin necks, 
  allowing his hands to operate its heads, each of which is a 
  sophisticated puppet, capable of elaborate eye and mouth 
  movements. The puppet heads even include an apparatus 
  for spitting “fire” in the form of brightly-colored red and 
  orange streamers. A DC 15 Knowledge (local) check, or a 
  brief consultation with Quil, reveals that every year, on the 
  first Fireday of Desnus, the gnomes of Kalsgard hold a mock 
  “Linnorm Hunt” for the local children, and that Gebnirnar 
  attended the event every year.
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  Clue 4: A message has been scrawled on the floor of the 
  living room, a few feet from the body, in a very faint, almost 
  invisible substance, which reads, “He   me. I    the gh  t of 
  Hu   h Mum. A ne  oma  er is  oldi   my fa  ly hos   e an  f 
  r  ng m  to ki  . They a e in t      eme t of 23 M   in La  . 
  S  e   em.” A DC 15 Knowledge (arcana), Knowledge (planes), 
  or Knowledge (religion) check confirms that the message is 
  written in ectoplasm.
  DIPLOMACY RESULTS
  Clue 1: A dour-looking man who had been skulking near 
  Gebnirnar’s home sneers when asked about the gnome. “Yeah, 
  I knew him. He owed me quite a lot of money. Had a taste for 
  the races, he did. Terrible at picking out winners, though. Now 
  that he’s dead, I’ll be lucky if I get half what he owes me, and 
  it’s all tied up in the courts. What a mess! I know gnomes’ll 
  just go bad up here with all the ice and snow, but couldn’t he 
  have waited until he paid me back?”
  Clue 2: A middle-aged woman nods respectfully at the 
  mention of Gebnirnar, keeping a mindful eye on her two 
  children playing in the street as she speaks. “He loved the 
  children. Couldn’t ever count on him for much, but if a child 
  needed him, he was as dependable as night and day. Every 
  year he took part in the Linnorm Hunt. I think he spent half 
  of what he owned on his costume. And he did something new 
  for it every year.”
  Clue 3: A local child gives a playful laugh when asked 
  about Gebnirnar. “He was real funny. And good at hiding! 
  Lotsa times, I saw big scary men looking for him, saying he 
  owed them, but he would always laugh, trick them, and get 
  away. He looked like he was having a lot of fun!” The child 
  then frowns sadly. “But I haven’t seen him for a long time 
  now. Did he get caught?”
  CONCLUDING THE INVESTIGATION
  The next stage of the adventure depends on whether or not 
  the PCs were able to find enough clues to direct them towards 
  the basement of the house at 23 Marlin Lane, where Ellux is 
  keeping Humush Mum’s family under constant guard by 
  undead minions. If so, Quil eagerly guides the PCs to that 
  address (see C. Safe House, below). If not, she instead guides 
  them to a nearby inn called the Blushing Valkyrie (see page 
  14), explaining that she’s arranged for their room and board 
  before making arrangements to pick them up in the morning 
  for further investigation.
  C. SAFE HOUSE (CR 6 OR CR 9)
  This decrepit home is where the necromancer Ellux has been 
  keeping the living family of the ghost Humush Mum, using 
  them as hostages to ensure the ghost’s cooperation. The PCs 
  should only have this encounter if they successfully found the 
  address (23 Marlin Lane) during their investigation (see area B 
  on page 9). If they did not, Quil Tabberdash takes them to the 
  Blushing Valkyrie, instead (see page 14).
  This old wooden house has clearly seen better days, and sags 
  slightly to one side under the weight of accumulated snow. One of 
  the windows is broken, and another has been boarded up. A faint 
  scent of mildew can be detected from several yards away.
  The house has been abandoned for some time, other than 
  its recent use to store hostages where Humush Mum cannot 
  find them. The main floor of the house lacks for anything 
  of note, and is largely empty, although a DC 15 Perception 
  check notes some long gouges in the wooden floor near the 
  cellar door leading to the basement. Most likely, the PCs 
  already know to look in the basement from the message that 
  led them here.
  Creatures: In addition to Humush Mum’s family, the 
  basement is occupied by several undead left here by Ellux 
  to guard Humush Mum’s family. These undead have been 
  ordered to leave their prisoners alone, but attack any intruders 
  other than Ellux himself, who visits every two or three days to 
  feed the gnomes. They have also been instructed to kill their 
  hostages if any ghosts or other incorporeal creatures enter 
  the room. The living gnomes are all blindfolded and tied to 
  chairs in one corner of the room.
  SUBTIER 5–6 (CR 6)
  GNOME WIGHTS (4) 
  CR 2
  Young wight (Pathfinder RPG Bestiary 295, 276)
  LE Small undead
  Init +3; Senses darkvision 60 ft.; Perception +11
  The encounters in areas C and D are mutually exclusive, and 
  also optional. PCs will have the opportunity for encounter 
  C only if they succeeded in their investigation (see area 
  B page 9) and will have the opportunity to resolve the 
  encounter in area D only if they failed in their investigation 
  (or chose to ignore the results they found). If less than 90 
  minutes remain to complete the adventure when either of 
  these encounters would occur, skip the encounter.
  Skipping Encounter C: If this encounter is skipped, there 
  are simply no undead guards in the safe house, and the PCs 
  are able to free the hostages without difficulty.
  Skipping Encounter D: If this encounter is skipped, 
  Humush Mum silently decides that the PCs are her best hope 
  for freedom, and rather than attacking them, she “flees,” 
  allowing them to follow her back to Ellux’s lair, disappearing 
  incorporeally into solid rock at the lair’s entrance. When 
  the PCs face Ellux in area E2, replace two of the burrowing 
  undead in area E1 with Humush Mum.
  Optional Encounters
  
  H
  H
  H
  U
  U
  U
  U
  U
  1 square = 5 feet
  Pathfinder Flip-Mat: Thieves’ Guild
  H = Hostage
  U = Undead Gnome
  N
  C. Safehouse
  CORPSES IN KALSGARD
  13
  13
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +4, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d3–1 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 14)
  TACTICS
  During Combat Each wight attacks the nearest opponent 
  mindlessly.
  Morale Compelled by dark magic to obey Ellux, the wights fight to 
  the death.
  STATISTICS
  Str 8, Dex 16, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +2; CMD 13
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +18; Racial Modifier +8 Stealth
  Languages Common, Gnome, Sylvan
  SQ create spawn
  SUBTIER 8–9 (CR 9)
  GNOME ICE MUMMIES (5) 
  CR 4
  Young ice mummy (Pathfinder Adventure Path #81: Shifting 
  Sands 71)
  LE Small undead
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+2 Dex, +8 natural, +1 size)
  hp 60 (8d8+24)
  Fort +4, Ref +4, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +13 (1d6+7 plus chilling touch)
  Special Attacks entangling wrappings (10 ft., 1d6+7)
  TACTICS
  During Combat Each mummy attacks the nearest opponent, 
  allowing its entangling wrappings to grapple that foe and then 
  attacking mercilessly with Power Attack.
  Morale Compelled by dark magic to obey Ellux, the mummies 
  fight to the death.
  STATISTICS
  Str 20, Dex 14, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +9; CMD 21
  Feats Power Attack, Toughness, Skill Focus (Perception),  
  Weapon Focus
  Skills Perception +16, Stealth +15
  Languages Common, Gnome, Sylvan
  SPECIAL ABILITIES
  Chilling Touch (Su) The gnome ice mummy’s touch carries the 
  chill of glaciers and mountain heights. Its slam attack deals an 
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one gnome wight from the 
  encounter.
  Subtier 8–9: Remove one gnome ice mummy from the 
  encounter.
  Scaling Encounter C
  additional 1d6 points of cold damage, and creatures struck by it 
  are slowed for 1d4 rounds (Fort DC 16 negates). The save DC is 
  Charisma-based.
  Entangling Wrappings (Su) The ice mummy can unravel some of 
  its linen strips to make a grapple check against a creature up to 
  10 feet away. This does not provoke an attack of opportunity. 
  It can constrict for an amount of damage equal to its slam 
  attack with a successful grapple check. The linen strips remain 
  wrapped around the victim and attempt a grapple check 
  to pin each round on the mummy’s turn. They continue to 
  deal constrict damage on each successful grapple check. The 
  wrappings cannot be damaged by any attack or effect while 
  detached, but turn to dust if their victim escapes or dies, or if 
  the mummy is destroyed. The mummy is not inconvenienced in 
  any way while its wrappings are grappling, but it cannot use its 
  wrappings to grapple again until they return.
  Development: With the undead defeated, the PCs are 
  able to free Humush’s family, consisting of her husband, 
  Teevin Mum; her son, Tamorack Mum; and her daughter, 
  Bim Mum. All three are very grateful for the rescue, if a bit 
  confused about the entire situation, as they have no idea 
  that Humush’s spirit still lingers, or why they were captured 
  in the first place. They can explain that they have been 
  there for “what seems like forever,” and that “someone” has 
  been visiting them regularly to feed them, but they never 
  got a look at the person’s face. A successful DC 15 Heal or 
  Perception check notes that Teevin’s hair is starting to go 
  grey near the base, from the lack of stimulation over the last 
  three weeks. If this is pointed out to Quil, she assures the 
  PCs that she’ll make sure that Teevin is taken care of. With 
  no further leads, Quil offers to lead the PCs to a local inn, 
  the Blushing Valkyrie, before taking the Mums back home.
  Rewards: If the PCs fail to defeat the undead, reduce their 
  gold earned by the following amounts.
  Subtier 5–6: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,000 gp.
  THE BLUSHING VALKYRIE
  A large and fairly popular inn run by the gnome Lueven 
  Qorlipur, this tavern is known for its risqué cabaret 
  performances featuring actors dressed as legendary 
  warriors from Ulfen lore whose armor is more revealing 
  than protective. A wide array of beverages are available on 
  tap, including several kinds of throatfire whiskey, and the 
  beds are soft and warm.
  Development: The PCs are awakened early the next 
  morning by a furious knocking at the door of one of their 
  rented rooms. A young gnome woman by the name of 
  Risoflen Chebs explains that her husband was one of the 
  recently slain gnomes. When she went to visit his grave 
  recently, she discovered that his body had been dug up and 
  is missing. The gnome woman explains that she has already 
  informed Quil, who asked the young woman to gather the 
  PCs and bring them to the grave site as quickly as possible. 
  The grave site is just outside of the city proper in a small 
  copse of snow-laden trees. Risoflen wastes no time in showing 
  the PCs the way.
  D. GRAVEYARD (CR 7 OR CR 10)
  This small graveyard is covered in about an inch of snow, 
  partly burying most of the gravestones. No gravekeeper is on 
  duty, and there are no mourners present when the PCs arrive.
  Creatures: When the PCs arrive, they find Quil Tabberdash, 
  and the ghost of Humush Mum, although the state that they 
  find them in depends on whether or not they successfully 
  freed Humush’s family in area C. If they did, they find Quil 
  Tabberdash in excited conversation with the ghost, and as 
  they arrive, Quil explains the situation.
  “Good! You’re here! I’d like you to meet the late Humush Mum. 
  Humush, these are the heroes that I was telling you about, the 
  ones who saved your family.”
  Quil and Humush can then fill the PCs in on any 
  information they may be missing about the way that Ellux 
  has been controlling Humush and directing her to kill on 
  his behalf, after which Quil explains that Humush can lead 
  them to Ellux’s lair. For her part, Humush explains that she 
  will be of little to no help against the necromancer’s undead, 
  but she can attempt to assist them in dealing with Ellux 
  himself, promising to aid them when the time comes. She 
  does warn them, however, that although she resisted the 
  necromancer’s initial attempts to control her magically, he 
  came much closer to succeeding than she led him to believe, 
  and she can’t guarantee that he won’t be able to turn her 
  against them. Ultimately, she leaves the decision of whether 
  or not she assists during the final encounter up to the PCs.
  If the PCs failed to free Humush’s family, they find Quil 
  dead when they arrive on the scene. A DC 10 Heal check 
  confirms that she is dead, along with the fact that her hair 
  and skin are bleached white like the other victims. The ghost 
  floats above Quil’s pale corpse, a look of pity and remorse 
  frozen on the dead gnome’s face. The ghost grimly turns to 
  
  D. Graveyard
  N
  Pathfinder Flip-Mat: Necropolis
  M = Humush Mum
  1 square = 5 feet
  M
  CORPSES IN KALSGARD
  15
  15
  the PCs, silently moving to attack them. A PC who succeeds 
  at a DC 15 Sense Motive check reveals that she is reluctant to 
  fight them, as though she were being forced to do so.
  SUBTIER 5–6 (CR 7)
  HUMUSH MUM 
  CR 7
  Gnome ghost expert 7 (Pathfinder RPG Bestiary 144)
  NG Small undead (augmented humanoid, gnome, incorporeal)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+5 deflection, +3 Dex, +1 dodge, 
  +1 size)
  hp 77 (7d8+42)
  Fort +7, Ref +5, Will +6; +2 vs. illusions
  Defensive Abilities channel resistance +4, defensive training, 
  incorporeal, rejuvenation; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +9 (7d6, Fort. DC 20 half)
  Special Attacks draining touch, hatred
  Spell-Like Abilities (CL 7th; concentration +12)
  1/day—dancing lights, ghost sound (DC 16), prestidigitation, 
  speak with animals
  TACTICS
  During Combat Humush fights the PCs reluctantly. She has been 
  ordered to attack gnomes first, but if no gnomes are present 
  she simply selects the nearest opponent.
  Morale Humush would rather spend the next few days 
  rejuvenating than obeying Ellux’s commands, and so she will 
  not flee destruction.
  STATISTICS
  Str —, Dex 16, Con —, Int 13, Wis 12, Cha 20
  Base Atk +5; CMB +7; CMD 23
  Feats Ability Focus (corrupting touch), Combat Reflexes, Dodge, 
  Step Up
  Skills Craft (clothing) +9, Fly +13, Knowledge (local) +11, 
  Knowledge (nature) +11, Perception +19, Sense Motive 
  +11, Sleight of Hand +13, Stealth +25; Racial Modifiers +8 
  Perception, +8 Stealth
  Languages Common, Giant, Gnome, Sylvan
  SQ gnome magic
  
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Humush Mum intentionally holds back while 
  fighting the PCs. She suffers a –2 penalty on attack rolls.
  Subtier 8–9: As Subtier 5–6, but she also does not use her 
  corrupting gaze.
  Scaling Encounter D
  PATHFINDER SOCIETY SCENARIO
  16
  16
  SUBTIER 8–9 (CR 10)
  HUMUSH MUM 
  CR 10
  Gnome ghost expert 10 (Pathfinder RPG Bestiary 144)
  NG Small undead (augmented humanoid, gnome, incorporeal)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE
  AC 20, touch 20, flat-footed 17 (+6 deflection, +2 Dex, +1 dodge, 
  +1 size)
  hp 118 (10d8+70)
  Fort +9, Ref +5, Will +8; +2 vs. illusions
  Defensive Abilities channel resistance +4, defensive training, 
  incorporeal, rejuvenation; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +10 (10d6, Fort. DC 23 half)
  Special Attacks corrupting gaze (DC 21), draining touch, hatred
  Spell-Like Abilities (CL 10th; concentration +16)
  1/day—dancing lights, ghost sound (DC 17), prestidigitation, 
  speak with animals
  TACTICS
  Same as Subtier 5–6
  STATISTICS
  Str —, Dex 15, Con —, Int 13, Wis 12, Cha 22
  Base Atk +7; CMB +8; CMD 25
  Feats Ability Focus (corrupting touch), Combat Expertise, Combat 
  Reflexes, Dodge, Step Up
  Skills Craft (clothing) +12, Fly +12, Knowledge (local) +14, 
  Knowledge (nature) +14, Perception +22, Sense Motive 
  +14, Sleight of Hand +15, Stealth +27; Racial Modifiers +8 
  Perception, +8 Stealth
  Languages Common, Giant, Gnome, Sylvan
  SQ gnome magic
  Development: If the PCs freed Humush’s family, she 
  gleefully guides them to Ellux’s lair, unable to move on 
  until Ellux’s wrongs committed against her family and 
  community have been righted. 
  Otherwise, she vanishes when defeated. Luckily, there is 
  another way for the party to track down the necromancer. 
  Caught in the act of digging up Risoflen Chebs’ husband, 
  Ellux fled back to his lair less than an hour ago, leaving fairly 
  obvious tracks in the snow. 
  The PCs are able to follow these tracks without need of any 
  check, though a PC succeeds at a DC 23 Survival check to track 
  (DC 26 in Subtier 8–9) is able to follow these tracks in half the 
  time. It takes about 40 minutes of travel to follow the tracks 
  back to a small, rough opening on the side of a hill (or 20 
  minutes for parties including a member with track). This is 
  the entrance to Ellux’s lair (see area E below).
  Rewards: If the PCs fail to defeat Humush or peacefully 
  parley with her, reduce their gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,000 gp.
  E. ELLUX’S LAIR
  Ellux’s lair has been dug into the side of a hill. The walls, floor, 
  and ceiling are all soft earth. While the lair was created with 
  Small creatures in mind, areas E2 and E3 have vaulted ceilings 
  that allow a Medium creature to navigate comfortably. Area E1 
  is devoid of light sources, but E2 and E3 feature various stones 
  that are half-buried in the walls and ceiling, and, affected by 
  continual flame to provide normal light. 
  If a PC succeeded at the Survival check above, the PCs arrive 
  just after Ellux and the gnome has not yet had a chance to 
  deploy his undead minions. Rather than being spread out in 
  ambush positions, they are all still lined up in a neat row back 
  in his workshop in area E2, giving the PCs an opportunity to 
  begin squeezing through the tunnels in area E1 before being 
  attacked. In this case, the undead begin moving towards the 
  entrance at the same time as the PCs arrive.
  E1. THE WARRENS (CR 7 OR CR 10)
  These narrow tunnels deliberately form a criss-crossing 
  maze, designed to deter unwanted visitors, especially those of 
  Medium or larger size.
  Creatures: The necromancer Ellux posted a group of 
  experimental undead animals deliberately inflicted with 
  deadly diseases to guard the passages to his lair. These undead 
  animals burrow through the tunnels walls of soft earth and 
  tight-packed snow to lash out at the PCs.
  Hazards: The twisting and cramped tunnels of the warrens 
  are sized for Small creatures, forcing Medium creatures to 
  squeeze when passing through any area where the squares 
  are partially covered by the tunnel walls (each move into 
  or through a space while squeezing counts as if it were two 
  squares, and Medium creatures take a –4 penalty on attack 
  rolls and to AC). Burrowing creatures like the undead badgers 
  can move through these areas unhindered.
  SUBTIER 5–6 (CR 7)
  UNDEAD BADGERS (3) 
  CR 4
  Rabid ghoulish dire badger (Pathfinder RPG Bestiary, Pathfinder 
  RPG Bestiary 2 40, Pathfinder RPG Horror Adventures 248)
  
  E. Ellux’s Lair
  S
  B
  E
  B
  B
  S
  S
  1 square = 5 feet
  B = Badger/Mole
  S = Skeletal Champion
  E = Ellux Shost
  E1
  E2
  E3
  CORPSES IN KALSGARD
  17
  17
  
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one undead badger from the 
  encounter.
  Subtier 8–9: Remove one dire mole ghast from the 
  encounter.
  Scaling Encounter E1
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Rabies: Bite–injury; Save Fort DC 14; Onset immediate; 
  Frequency 1/day; Effect 1 Con damage plus 1d3 Wis damage 
  (minimum reduction to 1 Wis); Cure 2 consecutive saves
  SUBTIER 8–9 (CR 10)
  DIRE MOLE GHASTS (3) 
  CR 7
  NE Medium undead
  Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +19
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +4, Will +7
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 40 ft., burrow 20 ft.
  Melee bite +10 (1d8+3 plus disease and paralysis) and 2 claws 
  +10 (1d6+3 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 18), stench
  TACTICS
  During Combat The moles wait in their starting areas until a PC 
  comes within 10 feet, then use their burrow ability to crawl 
  directly through the tunnel walls and attack. When a mole 
  takes damage, that mole burrows away again and finds a new 
  position from which to attack.
  Morale The undead attack with hit and run tactics until destroyed.
  STATISTICS
  Str 17, Dex 13, Con —, Int 2, Wis 10, Cha 16
  Base Atk +7; CMB +10; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception), Skill Focus (Stealth), Toughness
  Skills Perception +19, Stealth +4
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; 
  onset immediate; frequency 1/day; effect 1d3 Con and 
  1d3 Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but 
  it hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast.
  Stench (Ex) Ghasts exude an overwhelming stink of death in a 
  10-foot radius. Those within the stench must succeed at a DC 
  18 Fortitude save or be sickened for 1d6+4 minutes.
  Rewards: If the PCs fail to defeat the undead, reduce their 
  gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,000 gp.
  N Medium undead
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 19 (3d8+6)
  Fort +3, Ref +5, Will +5
  Immune undead traits
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee bite +7 (1d6+5 plus diseases and paralysis and rabies), 2 
  claws +7 (1d4+5 plus paralysis)
  Special Attacks blood rage, ghoul fever, paralysis (1d4+1 rounds, 
  elves are immune, DC 13)
  TACTICS
  During Combat The badgers wait in their starting areas until a 
  PC comes within 10 feet, then use their burrow ability to crawl 
  directly through the tunnel walls and attack. When a badger 
  takes damage, that badger burrows away again and finds a 
  new position from which to attack.
  Morale The undead attack with hit and run tactics until destroyed.
  STATISTICS
  Str 21, Dex 18, Con —, Int 2, Wis 14, Cha 15
  Base Atk +2; CMB +7; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Escape Artist +8, Perception +11; Racial Modifiers +4 
  Escape Artist
  SQ rabies
  SPECIAL ABILITIES
  Blood Rage (Ex) When the creature takes damage in combat, on 
  its next turn it can fly into a rage as a free action. It gains +2 
  Constitution and +2 Strength, but takes a –2 penalty to its AC. 
  The rage lasts as long as the battle or 1 minute, whichever is 
  shorter. It cannot end its rage voluntarily.
  Diseases (Su) Ghoul Fever: Bite–injury; Save Fort DC 14; Onset 
  immediate; Frequency 1/day; Effect 1d3 Con and 1d3 Dex 
  damage; Cure 2 consecutive saves.
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight. A humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It is not under 
  the control of any other ghouls, but it hungers for the flesh of 
  the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.
  
  Ellux Shost
  CORPSES IN KALSGARD
  19
  19
  E2. ELLUX’S WORKSHOP (CR 9 OR CR 12)
  This large, earthen chamber is dominated by a pair of large stone 
  operating tables, upon which lie a pair of gnome corpses. Shelves 
  of alchemical and magical reagents line the walls, and a smaller 
  wooden table bears numerous handsaws, calipers, and other 
  tools. Open tunnels exit the room from the south and the west.
  This larger chamber houses the various equipment and 
  supplies Ellux uses to create his undead minions.
  Creatures: Ellux waits here, along with his undead “army.” If 
  the PCs successfully freed Humush Mum’s family and gained 
  the ghost’s cooperation, she appears here as well, aiding the 
  PCs in their fight against the necromancer. He gleefully orders 
  her to destroy them, but she instead attacks him, leaving him 
  flat-footed against her on the first round of combat.
  During combat, Ellux rants at the PCs, taunting them that 
  “those not blessed with the darkness of Kalsgard cannot stop 
  his impending ascension” and proclaiming that soon “the 
  whole world will be forced to kneel before the power of the 
  gnomes!” Once it’s clear that the battle is not going in his favor, 
  he cries shrilly, “You won’t get away with this!” and stomps his 
  foot in rage, declaring that he’ll never meet his quota now.
  SUBTIER 5–6 (CR 9)
  ELLUX SHOST                                                               CR 7
  Gnome necromancer 8
  NE Small humanoid (gnome)
  Init +2; Senses life sight (10 feet, 8 rounds/day), low-light 
  vision; Perception +9
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+1 deflection, +2 Dex, +1 natural, 
  +1 size)
  hp 54 (8d6+24)
  Fort +5, Ref +5, Will +6; +2 vs. illusions
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft.
  Melee +1 human-bane gnome hooked hammer +5 (1d6/×3/×4)
  Special Attacks hatred
  Spell-Like Abilities (CL 8th; concentration +11)
  1/day—dancing lights, ghost sound (DC 14), prestidigitation, 
  speak with animals
  Arcane School Spell-Like Abilities (CL 8th; concentration +11)
  6/day—grave touch (4 rounds)
  Necromancer Spells Prepared (CL 8th; concentration +11)
  4th—black tentacles, bloatbombACG (DC 19), stoneskin
  3rd—displacement, fly, haste, vampiric touch, vampiric touch
  2nd—mirror image, intensified repair undeadACG, resist energy, 
  spectral hand, web (DC 15)
  1st—mage armor, magic missile, ray of enfeeblement (DC 16), 
  stunning barrierACG, repair undeadACG
  0 (at will)—bleed (DC 15), detect magic, prestidigitation,  
  read magic
  Opposition Schools Enchantment, Evocation
  TACTICS
  Before Combat Ellux casts mage armor, stoneskin, resist 
  energy, spectral hand, fly, and mirror image on himself, in 
  that order, as soon as he hears the sound of combat in E1. 
  If the PCs haven’t reached E2 by the time he finishes, he 
  then readies an action to cast displacement as soon as the 
  intruders enter the room. If any PC has the track class feature 
  or a similar ability, Ellux instead quickly drinks his potions of 
  sanctuary and shield of faith as soon as the PCs engage his 
  undead minions.
  During Combat Ellux casts black tentacles to block the PCs’ 
  escape. He then casts haste to benefit his allies, using repair 
  undead to heal them if needed, and delivering vampiric 
  touch spells via his spectral hand if not. Ellux attempts to cast 
  bloatbomb ACG
   on any animals or familiars who come near him.
  
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one frost wight gnome from the 
  encounter.
  Subtier 8–9: Remove two dire mole ghasts from the 
  encounter.
  Scaling Encounter E2
  PATHFINDER SOCIETY SCENARIO
  20
  20
  Morale Ellux is convinced of the power possessed by him and 
  his undead minions, and fights to the death, unwilling or 
  unable to admit defeat.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 16, Wis 8, Cha 16
  Base Atk +4; CMB +2; CMD 15
  Feats Combat Casting, Command Undead, Exotic Weapon Proficiency 
  (gnome hooked hammer), Greater Spell Focus (necromancy), 
  Intensified SpellAPG, Scribe Scroll, Spell Focus (necromancy)
  Skills Intimidate +11, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Perception +9, Spellcraft +14, Stealth +14; Racial 
  Modifiers +2 Perception
  Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
  SQ arcane bond (ring of protection +1), gnome magic, power 
  over undead
  Combat Gear potion of cure light wounds, potion of sanctuary, 
  potion of shield of faith +2; Other Gear +1 gnome hooked 
  hammer, amulet of natural armor +1, cloak of resistance +1, 
  ring of protection +1, spell component pouch, spellbook, 30 gp
  GNOME SKELETAL CHAMPIONS (6) 
  CR 2
  Gnome skeletal champion warrior 1 (Pathfinder RPG Bestiary 252)
  NE Small undead
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+3 armor, +1 Dex, +1 dodge,  
  +1 natural, +1 size)
  hp 26 (3 HD; 2d8+1d10+7)
  Fort +3, Ref +1, Will +3; +2 vs. illusions
  Defensive Abilities channel resistance +4, defensive training;  
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 20 ft.
  Melee lucerne hammer +3 (1d10) or 
  2 claws +3 (1d3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
  Special Attacks hatred
  Spell-Like Abilities (CL 3rd; concentration +4)
  1/day—dancing lights, ghost sound (DC 12), prestidigitation, 
  speak with animals
  TACTICS
  During Combat The skeletal champions make use of their 
  weapons’ reach, attacking any non-undead attempting to move 
  closer to Ellux. The skeletons stay near to Ellux but will move up 
  to 10 feet to attack a PC during the skeleton’s turn, as long as 
  this does not take them more than 30 feet away from Ellux.
  Morale Compelled by dark magic to obey Ellux, the skeletal 
  champions fight to the death.
  STATISTICS
  Str 10, Dex 13, Con —, Int 11, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 13
  Feats Dodge, Improved Initiative, Toughness
  Skills Climb +4, Escape Artist +2, Intimidate +5, Knowledge 
  (religion) +4, Perception +6, Profession (soldier) +4, Sense 
  Motive +4, Stealth +9, Swim +4; Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ gnome magic
  Other Gear mwk studded leather, lucerne hammerAPG, 70 gp
  SUBTIER 8–9 (CR 12)
  ELLUX SHOST 
  CR 10
  Male gnome necromancer 11
  NE Small humanoid (gnome)
  Init +3; Senses life sight (10 feet, 11 rounds/day), low-light 
  vision; Perception +12
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+1 deflection, +3 Dex, +1 natural, 
  +1 size)
  hp 84 (11d6+44)
  Fort +8, Ref +7, Will +7; +2 vs. illusions
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft.
  Melee +1 human-bane gnome hooked hammer +6 (1d6/×3/×4)
  Special Attacks hatred
  Spell-Like Abilities (CL 11th; concentration +14)
  1/day—dancing lights, ghost sound (DC 14), prestidigitation, 
  speak with animals
  Arcane School Spell-Like Abilities (CL 11th; concentration +15)
  7/day—grave touch (5 rounds)
  Necromancer Spells Prepared (CL 11th; concentration +15)
  6th—banshee blastACG (DC 22), disintegrate (DC 20)
  5th—cloudkill (DC 19), mass repair undeadACG, vampiric  
  shadow shieldACG
  4th—animate dead, black tentacles, bloatbombACG (DC 20), 
  bloatbombACG (DC 20), stoneskin
  3rd—displacement, fly, haste, vampiric touch, vampiric touch, 
  vampiric touch
  2nd—mirror image, intensified repair undeadACG, intensified repair 
  undeadACG, resist energy, spectral hand, web (DC 16)
  1st—mage armor, magic missile, ray of enfeeblement (DC 17), 
  stunning barrierACG, repair undeadACG
  0 (at will)—bleed (DC 16), detect magic, prestidigitation,  
  read magic
  Opposition Schools Enchantment, Evocation
  
  CORPSES IN KALSGARD
  21
  21
  TACTICS
  Before Combat Ellux begins casting mage armor, stoneskin, resist 
  energy, spectral hand, fly, and mirror image on himself, in that 
  order, as soon as he hears combat in area E1. If the PCs haven’t 
  reached E2 by the time he finishes, he then readies an action to 
  cast displacement as soon as the intruders enter the room. 
  If any PC has the track class feature or a similar ability, Ellux 
  instead quickly drinks his potions of barkskin and blur as soon 
  as the PCs engage his undead minions.
  During Combat Same as Subtier 5–6
  Morale Ellux is convinced of the power possessed by him and his 
  undead minions, and fights to the death, unwilling or unable to 
  admit defeat.
  STATISTICS
  Str 8, Dex 16, Con 14, Int 18, Wis 8, Cha 16
  Base Atk +5; CMB +3; CMD 18
  Feats Combat Casting, Command Undead, Exotic Weapon 
  Proficiency (gnome hooked hammer), Great Fortitude, Greater 
  Spell Focus (necromancy), Heighten Spell, Intensified SpellAPG, 
  Scribe Scroll, Spell Focus (necromancy), Toughness
  Skills Intimidate +14, Knowledge (arcana) +13, Knowledge 
  (religion) +12, Perception +12, Spellcraft +18, Stealth +18, Use 
  Magic Device +14; Racial Modifiers +2 Perception
  Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
  SQ arcane bond (ring of protection +1), gnome magic, power 
  over undead
  Combat Gear potion of barkskin +2, potion of blur; Other Gear 
  +1 gnome hooked hammer, amulet of natural armor +1, belt 
  of incredible dexterity +2, cloak of resistance +1, headband 
  of vast intelligence +2, ring of protection +1, spell component 
  pouch, spellbook, 130 gp
  GNOME BLOODY SKELETAL CHAMPIONS (3) 
  CR 4
  Bloody gnome skeletal champion warrior 2 (Pathfinder RPG 
  Bestiary 251, 252)
  NE Small undead
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +1 Dex, +1 dodge,  
  +1 natural, +1 size)
  hp 42 (4 HD; 2d8+2d10+18); fast healing 2
  Fort +6, Ref +1, Will +3; +2 vs. illusions
  Defensive Abilities channel resistance +4, defensive training;  
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 20 ft.
  Melee lucerne hammer +5 (1d10+1) or 
  2 claws +5 (1d3+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
  Special Attacks hatred
  Spell-Like Abilities (CL 4th; concentration +7)
  1/day—dancing lights, ghost sound (DC 14), prestidigitation, 
  speak with animals
  TACTICS
  During Combat The skeletal champions make use of their 
  weapons’ reach, attacking any non-undead attempting to move 
  closer to Ellux. The skeletons stay near to Ellux but will move up 
  to 10 feet to attack a PC during the skeleton’s turn, as long as 
  this does not take them more than 30 feet away from Ellux.
  Morale Compelled by dark magic to obey Ellux, the skeletal 
  champions fight to the death.
  STATISTICS
  Str 12, Dex 13, Con —, Int 10, Wis 10, Cha 17
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative, Toughness
  Skills Acrobatics +0 (-4 to jump), Climb +3, Escape Artist +0, 
  Intimidate +8, Knowledge (religion) +4, Perception +6, 
  Profession (soldier) +5, Sense Motive +4, Stealth +7, Swim +3; 
  Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ deathless, gnome magic
  Other Gear mwk chain shirt, lucerne hammerAPG, 175 gp
  Treasure: In addition to his prepared spells, Ellux’s 
  spellbook contains accelerate poison APG, animate dead, obscuring 
  mist, reduce person, and all 0-level spells (for Subtier 5–6). 
  For Subtier 8–9, it contains all of those spells, plus shadow 
  projectionAPG and telekinesis. At Subtier 5–6, his spellbook has 
  a value of 1,255 gp, whereas at Subtier 8–9 it is worth 3,135 
  gp. Despite his errant ways, Ellux’s laboratory equipment is 
  quite sophisticated, and could be repurposed to more socially 
  acceptable uses in arcane and medical study. It can be resold 
  for 500 gp in Subtier 5–6, or 1,000 gp in Subtier 8–9.
  Development: A thorough search of Ellux’s pockets reveals, 
  in addition to the gear he is carrying, the following note: “The 
  time for the king’s ascension draws near sooner than anticipated. 
  Prepare your army to march south as quickly as possible. Do not 
  agitate the warriors of Kalsgard; let your passage south be a whisper.”
  E3. ELLUX’S CHAMBERS
  This small room contains a dirty but soft bed with black silk 
  sheets, a desk and chair, a nightstand, a dresser, a bookshelf, and 
  a chamber pot in one corner. The desk is quite tidy, but bears an 
  open book next to an inkwell and quill. A dust-covered but fine rug 
  fills the center of the room.
  These modest chambers serve as living quarters for the 
  necromancer Ellux.
  Development: While a thorough read of Ellux’s journal 
  takes several hours, skimming its contents requires only a few 
  minutes. The journal details Ellux’s thoughts on the “natural 
  advantages” of the gnome race, due to their fey lineage, and 
  his belief that the Bleaching is a result of gnomes living in 
  diaspora among those lacking the “First World’s blessings.” 
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  It further goes on to describe his vision for a kingdom of the 
  gnomes, and the fact that he believes the Lands of the Linnorm 
  Kings’ close ties to the First World makes the land the rightful 
  property of the gnomes. Frustrated at his inability to find 
  traction with this scheme amongst other gnomes, Ellux turned 
  to necromancy to build an undead army (comprised of gnomes 
  and traditional gnome allies, of course), and claim the kingdom 
  by force. 
  After a hundred pages or so of Ellux’s frustrations and 
  failures in the art of necromancy, the journal picks up 
  again when the gnome records meeting with a mysterious 
  gnome who introduced herself as Niosh. Niosh offered 
  Ellux training in necromancy in exchange for providing 
  an army of undead minions at a future date. The power-
  hungry gnome agreed, but quickly began to regret his 
  decision as Niosh proved a demanding creditor, soon 
  forcing Ellux to increase his production of undead far 
  beyond the rate he had been capable of and threatening 
  dire consequences should he fail to do so. The last few 
  weeks of the book detail how Ellux happened upon 
  the ghost of Humush Mum, attempted to control her 
  magically, failed, and ultimately resorted to kidnapping 
  her family and holding them hostage to ensure the 
  ghost’s obedience.
  Treasure: Although most of the furniture is of cheap 
  construction and all of it has seen better days due to time 
  spent in this earthen cave, the surprisingly lush carpet in the 
  room can be sold for 300 gp if the dirt is shaken off.
  Rewards: If the PCs fail to defeat the undead, reduce their 
  gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 755 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,202 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,649 gp.
  CONCLUSION
  The aftermath of the adventure depends partially on 
  whether or not the PCs saved Humush Mum’s family prior to 
  confronting the necromancer. If they did, the rapidly-fading 
  ghost requests that the PCs take her to see her family one last 
  time. If they agree, she and her family have a tearful reunion, 
  during which Humush tells them each that she loves them 
  and asks them all to go on with their lives and be happy. As 
  Humush’s spirit moves on and her incorporeal form fades 
  away, she thanks the PCs one final time, a sentiment that is 
  echoed by her family.
  If Humush Mum’s family was not freed, Ellux’s journals in 
  area E3 still point the way to where they were being held. No 
  undead guardians are present, and they are easily rescued, 
  either by the PCs or other Pathfinder agents. Humush 
  Mum’s ghost does not rejuvenate. Venture-Captain Bjersig 
  is saddened to hear of Quil’s death, but reassures the PCs 
  that she’ll be resurrected, commenting that the prizes at 
  the gaming den may be a bit sparse for a while, but Quil 
  will have things back up and running in no time.
  In either case, Bjersig shows extreme interest in Ellux’s notes 
  and journals, thanking the PCs if they bring them to him, and 
  assuring them that he will further investigate the identity 
  of the gnome Niosh, and will pass along what he finds out.
  Finally, as the PCs depart the Iceferry Lodge, they notice a 
  large throng of people milling about and chattering excitedly. 
  If they head over to investigate, they discover that the crowd 
  has grown up around a crier from Kalsgard, across the river,  
  who is loudly repeating the following message:
  “Hear ye, hear ye! Thira Ash-Eyes, the youngest daughter of 
  the mighty and wise Linnorm King Sveinn Blood-Eagle, has just 
  returned to Kalsgard triumphant after a mighty quest! She was 
  seen bearing the head of a ferocious linnorm through the gates of 
  the city, announcing her claim to her father’s throne!”
  Each time the crier finishes, an eruption of questions 
  and comments bursts forth from the crowd: cries of 
  jubilation; cheers for the new Linnorm King; angry 
  cries that it’s a trick or that Thira cheated; demands to 
  know what type of linnorm it was, if she was wounded, 
  how her siblings and father responded to the news; and 
  so on. But the messenger has no further information to 
  provide, which does nothing to quell rampant rumor and 
  speculation. Exaggerated stories spread through the town 
  like wildfire, such that by the time the PCs are boarding 
  their boat to head home, they hear rumors that Thira has 
  been proven a fraud, that she has slain all her brothers 
  and sisters, that her father had disowned her, and that she 
  has already taken the throne as her father plans for his 
  final quest. Other mutually-exclusive, outlandish claims 
  are also uttered by townsfolk.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully slay or otherwise defeat Ellux the 
  necromancer, they each gain 1 Prestige Point and the Gnomes 
  of the North boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs free Humush’s family from the necromancer’s 
  clutches before Humush kills Quil Tabberdash, they 
  succeed at this adventure’s secondary success condition 
  and gain 1 additional Prestige Point and the Blessing of 
  Nivi boon.
  
  CORPSES IN KALSGARD
  23
  23
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  
  CORPSES IN KALSGARD
  25
  25
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  
  OPEN GAME LICENSE Version 1.0a
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  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
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  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
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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.
  Pathfinder Society Scenario #10–19: Corpses in Kalsgard © 2019, Paizo Inc.; 
  Author: Alex Riggs.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-19: 
  Corpses in Kalsgard
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  Out of 
  Subtier
  5–6
  2,026
  1,278
  2,775
  4,052
  2,555
  5,549
  8–9
  Pathfinder Society Scenario #10-19: 
  Corpses in Kalsgard
  ▫ ▫ ▫ ▫ Blessing of Nivi: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, 
  and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race.
  If you are a gnome, your skin takes on a faintly grayish hue and you gain a permanent +1 racial bonus on 
  Stealth checks (+2 to Stealth checks made underground). In addition, once per adventure as a standard action you 
  can gain darkvision out to 30 feet and stonecunning as a dwarf for 1 minute.
  If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level 
  equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a 
  bonus language; this has no further effect for characters who already speak Gnome.
  ▫ ▫ ▫ Gnomes of the North: You have befriended the gnomes of Kalsgard and found a home away from 
  home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or 
  Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally 
  received for the result of your check. If you already have the ability to use one of these skills to make a Day Job 
  check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received 
  as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your 
  Day Job check.
  Core Campaign
  Subtier 5-6
  Subtier 8-9
  +1 human-bane/+1 human-bane gnome hooked 
  hammer (16,320 gp)
  masterwork lucerne hammer (315 gp; Pathfinder RPG 
  Advanced Player’s Guide 177)
  scroll of bloatbombACG (700 gp; Pathfinder RPG 
  Advanced Class Guide 175)
  scroll of shadow projectionAPG (700 gp; Advanced 
  Player’s Guide 243)
  +1 lucerne hammer (2,315 gp; Pathfinder RPG 
  Advanced Player’s Guide 177)
  +2 human-bane/+2 human-bane gnome hooked 
  hammer (36,320 gp)
  scroll of bloatbomb (700 gp; Pathfinder RPG Advanced 
  Class Guide 175)
  scroll of shadow projection (700 gp; Advanced Player’s 
  Guide 243)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-19 - Corpses in Kalsgard.pdf