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PF2 S06-16 The Heart of The City

In 'The Heart of the City,' players are tasked with infiltrating Hesla Embersplitter's mansion to retrieve a demon fossil and gather evidence of her wrongdoing for the Absalom High Council. The adventure involves stealth and strategy as players navigate through various challenges while avoiding the Cult of the Screaming Grub. The scenario contains themes of cults and body horror, and player consent is emphasized for a safe gaming experience.

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Kail Patané
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© © All Rights Reserved
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0% found this document useful (0 votes)
3K views35 pages

PF2 S06-16 The Heart of The City

In 'The Heart of the City,' players are tasked with infiltrating Hesla Embersplitter's mansion to retrieve a demon fossil and gather evidence of her wrongdoing for the Absalom High Council. The adventure involves stealth and strategy as players navigate through various challenges while avoiding the Cult of the Screaming Grub. The scenario contains themes of cults and body horror, and player consent is emphasized for a safe gaming experience.

Uploaded by

Kail Patané
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Second Edition

YEAR OF
IMMORTAL
INFLUENCE

Scenario #6-16 Levels 5–8

The Heart of the City

By Rue Dickey
The Heart of the City

AUTHOR
Table of Contents
Rue Dickey

DEVELOPMENT LEAD
Shay Snow
Adventure���������������������������������������������������������������������������������������������3
EDITING LEAD Appendix 1: Level 5–6 Encounters����������������������������������������������15
Solomon St. John

EDITOR Appendix 2: Level 7–8 Encounters ������������������������������������������� 22


Solomon St. John

COVER ARTISTS
Appendix 3: Game Aids ���������������������������������������������������������������� 28
Zach Causey and María Rosario Arteta Chagüi
Organized Play��������������������������������������������������������������������������������� 32
INTERIOR ARTISTS
Zach Causey, Sammy Khalid, Katerina Kirillova,
Valeria Lutfullina, Bruno Mello, Anthony Star and
Kieran Yanner

CARTOGRAPHERS
GM Resources
Jason Engle and Rob McCaleb
Campaign Home Page: pathfindersociety.club
Books: Pathfinder Player Core, Pathfinder Player Core 2, Pathfinder GM Core, Pathfinder
ART DIRECTION Monster Core
Emily Crowell and Sonja Morris
Maps: Pathfinder Flip-Mat Classics: Noble Estate, Pathfinder Flip-Mat: Occult Dungeon
GRAPHIC DESIGN Online Resource: Pathfinder Reference Document at paizo.com/prd
Emily Crowell

ORGANIZED PLAY COORDINATOR


Alex Speidel Scenario Tags
Scenario tags provide additional information about an adventure’s contents. For more
CREATIVE DIRECTOR information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
James Jacobs
http://www.organizedplayfoundation.org/paizo/guides.
DIRECTOR OF NARRATIVE
Adam Daigle Metaplot (Immortal Influence)
PUBLISHER
Erik Mona
Summary
The PCs are recruited to infiltrate Hesla Embersplitter’s mansion and steal a demon
fossil mentioned on Hesla’s shipping manifest. The Pathfinders must successfully sneak
HOW TO PLAY into the manor, collect evidence of her wrongdoing and cult involvement, retrieve the
demon skeleton, and present their findings to the Absalom High Council to motivate
them to move against Hesla.
PLAY TIME: 4–5 HOURS
Content Warning
This scenario contains themes of cults, body horror, and childhood trauma. Before you
LEVELS: 5–8 begin, understand that player consent (including that of the Game Master) is vital to
a safe and fun play experience for everyone. You should talk with your players before
beginning the adventure and modify descriptions of the narrative as appropriate.

PLAYERS: 3-6

Paizo Inc.
15902 Woodinville-Redmond Rd NE,
Unit B
Woodinville, WA 98072-4572

paizo.com
The Heart of the City
By Rue Dickey

Adventure Background Where on Golarion?


Hesla Embersplitter (cunning female human exemplar)
has gotten hold of Riftcarver, the fabled weapon of This adventure takes place in Absalom, first at the
Deskari that caused the Worldwound. She made a host Grand Lodge and then in Hesla Embersplitter’s
of threats against the Pathfinder Society and Absalom manor in Eastgate. For more information about
before disappearing, leaving little trace of where she the City at the Center of the World, check out
might be headed and what her plans with Riftcarver Pathfinder Lost Omens Absalom, City of Lost Omens.
might entail. As the Pathfinder Society members made
their way home from Pathfinder Society Scenario #6- STARSTONE ISLE
14: Twice in Steel, Eliza Petulengro (wry female human
Decemvirate member) and Csilla (anxious female elf
Decemvirate member), the two unmasked Decemvirates,
took this knowledge to Absalom’s High Council to warn
them of Hesla’s plans. However, Watcher-Lord Ulthun
II (stalwart male human watcher-lord) is frustrated and
• Absalom
upset by these accusations against a woman he has not
personally seen commit any wrongdoing and who has
done much to help Absalom and the Knights of Lastwall.
With encouragement from Fawlynd Aboret (forthright
female human stalwart) of the Peacebuilder Alliance, he
challenges the Society’s claims, stating that they must
bring evidence of Hesla’s crimes before the High Council
to prove their claims. clearly perturbed, though Csilla should read the most
The Pathfinder Society is also currently missing one of uncomfortable with the notion of breaking and entering.
its sneakiest members—Khione Thidos (gossipy female Read or paraphrase the following:
dromaar Pathfinder). During the events in Sarkoris, she
was confronted by members of the Cult of the Screaming Eando closes the door, ensuring no wandering eyes or
Grub and seemingly kidnapped, leaving behind only an ears follow into the room. Looking anxiously between
ominous note for the Pathfinder Society and a half-finished themselves, Eliza and Csilla pull a shipping manifest out of
gossip column. While she has not yet resurfaced, on Eliza a drawer and lay it out on the desk. A quick glance over the
and Csilla’s return to the Foreign Quarter after their single page reveals that it details the delivery of a fossilized
disastrous meeting, they were interrupted by a halfling demon corpse from Sarkoris to Ember Manor, signed by
messenger with a copy of the latest Venture-Gossip’s Helsa Embersplitter.
Newsletter. Khione’s contacts managed to smuggle the “Khione somehow managed to get this into a messenger’s
newsletter out—along with a shipping manifest from the hands from... wherever she is... and I’m sure you can see why
Sarkoris Scar to one Hesla Embersplitter, detailing the we’re concerned.”
delivery of a fossilized demon corpse to her manor. Coming around the table to stand beside Csilla and place
a hand on her shoulder, Eando taps the manifest. “Between
Getting Started Riftcarver and a fossilized demon, we can only assume Hesla
The adventure begins as the PCs are called to a private is planning some sort of assault on Absalom as a show of
briefing room by Csilla, Eliza, and Eando Kline (stoic her power. We need to know what that entails—with enough
male human explorer). All three Pathfinder agents are proof for the High Council to take the threat seriously.”

Pathfinder Society Scenario #6-16 3


The Heart of the City

“And that’s where you all come in,” Eliza pulls out another about Hesla Embersplitter, Eastgate, and the Absalom
document, a map of Eastgate with one property circled. “The High Council. A failure results in no information given,
manifest shows the fossil was delivered to Ember Manor. We and a critical success receives the extra information
need you to retrieve the fossil, along with any more clues as detailed below. PCs with a chronicle sheet from either
to what Hesla is planning.” Pathfinder Society Intro to the Year of Immortal
Csilla’s thumb rubs circles into the back of her opposite Influence or Pathfinder Society Scenario #6-04: An
hand, clearly nervous, “We... we have reason to believe Enkindled Carnival gain a +2 circumstance bonus to
members of the Cult of the Screaming Grub may have this check.
taken up residence in Ember Manor. You will need Success Hesla Embersplitter has gotten
to take care to avoid their notice—or deal with quite close with Watcher-Lord Ulthun II
them if they get in your way.” over the past few months, explaining
the quickness with which he came
If any of the PCs ask Csilla why she to her defense. The High Council
seems nervous, she informs them that is loath to lose favor with one of
at some point in her past, she stole its wealthiest and most influential
from the Society and closes that line of supporters and thus is reluctant to
conversation off further. levy any accusation against Hesla
Eando and Eliza answer questions without physical evidence.
to the best of their abilities, Critical Success Hesla has also been
as well as distributing the seen spending a fair amount
following items to aid the PCs of time walking the city with
in stealth during the mission: Falwynd of the Peacebuilder
a moderate eagle-eye elixir, Alliance and likely has won her
an invisibility potion, and a favor as well. The more pieces
skeleton key. of evidence that can directly
Why is this mission being conducted
in secret? Eando speaks up. “The
Eliza Petulengro link Hesla to the current situation
in Sarkoris and threats to Absalom,
Pathfinder Society cannot make public the higher the chance that the High
moves against Hesla without evidence, and the Absalom Council will believe the Society’s claims.
High Council has already refused to support us until we
can prove her wrongdoing.” A PC who succeeds on a DC 20 Demon Lore or
What do we know about the Cult of the Screaming Sarkoris Lore check to Recall Knowledge learns about
Grub? “We know they’re a cult dedicated to the worship Deskari, Riftcarver, and the Sarkoris Scar. A failure
of the dead demon lord, Deskari.” Eliza offers, consulting results in no information given, and a critical success
a previous mission report. “We also know that they’re receives the extra information detailed below. PCs with
supposedly responsible for the death of an entire a chronicle sheet from Pathfinder Society Scenario #6-
Sarkorian clan, among other destructive actions.” 14: Twice in Steel gain a +2 circumstance bonus to this
What can you tell us about Hesla Embersplitter? check.
“She’s currently on the run, no one has seen her since she Success Deskari, the Lord of the Locust Host and Usher of the
disappeared with Riftcarver. The Godsrain imbued her with Apocalypse, was a very powerful demon lord who tore open
divine power, and we believe she intends to use that power the Worldwound in Sarkoris when he discovered a thinning
to resurrect this demon and wreak havoc.” Csilla offers. of the veil between planes. After centuries of tormenting
What can you tell us about the demon corpse? “Very the people of Sarkoris and Mendev, Deskari was defeated
little, except that it was excavated from Sarkoris and and slain, ending his plot to reopen the Worldwound and
delivered within the last month. We don’t believe that it’s consume the world.
Deskari’s corpse. That would have caused too much of a Critical Success Deskari was born fully formed as the child
stir.” Eliza replies, a dry smile on her lips. of Pazuzu and an unknown insect demon lord. His weapon
Riftcarver, now wielded by Hesla, was crafted from the
Absalom Lore, Demon Lore, and Society corpse of his own parent after Deskari’s birth. (GM note:
(Recall Knowledge) A player who critically succeeds and gains this knowledge
A PC who succeeds on a DC 20 Absalom Lore or DC 22 gets a +2 circumstance bonus to identifying the demon
Society check to Recall Knowledge learns more details corpse in Ember Manor).

Pathfinder Society Scenario #6-16 4


The Heart of the City

Development: Eando reminds the PCs as they leave below. Succeeding on this check opens the door, allowing
that this mission must be kept secret until they present PCs to enter via point A1 on the map.
their findings to the High Council and sends his wishes If the PCs choose to infiltrate via the open window, the
that their mission goes smoothly. After the briefing, the guard wandering the premises passes said window every
PCs can take some time to procure supplies to prepare 20 minutes. PCs should make a DC 20 Stealth check
for the mission if needed. when entering via this window. A critical failure of this
check results in a noise loud enough to gain the attention
Hero Points of the front door guards, who arrive already ready to
When the players are ready to proceed, remind fight, triggering combat. Succeeding on this point of
them that they have 1 Hero Point available to entry places the PCs in area A8.
start the adventure. If the PCs choose to infiltrate via the servants’
entrance, the wandering guard passes by this
A. Infiltrating Ember entrance every 20 minutes. The PCs must
Manor succeed on a DC 18 Stealth check to slip in
through this door without being noticed by
A1. COURTYARD GARDEN any of the guards. A critical failure of this check
MODERATE alerts the guards, triggering combat. Successful
entry places the PCs in area A9.
A well-maintained garden frames the entryway
to Ember Manor, with a fountain pool full of Level 5–6
Sarkorian fish in the center. Guards walk the
grounds, and the curtains of the rooms are drawn. SCREAMING GRUB NECROMANCER
 CREATURE 7
As the PCs round the corner of the wide Page 15, art on page 28
lane leading to Ember Manor, they are
greeted with the sight of tall hedges and Level 7–8
the gentle bubbling of a fountain
pool. Two guards with face Csilla SCREAMING GRUB PRIEST (2)
coverings, most likely Screaming  CREATURE 5
Grub cultists, are posted at the front Page 22, art on page 28
doors, with a third making rounds of the garden.
Use the map on page 6 for this area. There are two SCREAMING GRUB NECROMANCER CREATURE 7
obvious points of entry—the guarded front doors and Page 22, art on page 28
the mostly unobserved servant’s entrance (leading to area
A9). A successful DC 18 Perception or Survival check A2. GRAND ENTRY ROOM
determines that the front guards change on the hour,
leaving a brief window for entry, and the wandering guard Several couches and high-backed armchairs surround coffee
passes the servants’ quarters door every twenty minutes. tables in this lavish entry room. A fireplace sits unlit in one
Succeeding on this check grants a +1 circumstance bonus corner, and bookshelves line the walls.
to Stealth and Thievery checks to enter via either point.
A critical success on a Perception or Survival check This room is dark and empty but shows clear signs of
informs PCs of a third potential entry point—an open regular hosting. A character can examine the mail in the
window in the northern corner of the west wall, which basket by the door and recognize invitations with the
the wandering guard passes every twenty minutes. seals of many powerful and wealthy Absalom families
If the PCs choose to infiltrate via the main door, they and organizations with a successful DC 20 Society
face Screaming Grub Cultists in dark, unobtrusive clothes check.
posted outside the doors. Five minutes before the hour,
these guards enter and make a sweep of the ground floor A3. EAST HALL
of the manor before retiring and letting other guards take
their post. The front door is locked, requiring a DC 20 This lushly carpeted hallway ends in a stained-glass window
Thievery check to open. Critically failing this check alerts depicting a magnificent snowy owl, sparkling like rime under
the guards to the PCs’ presence, triggering the combat sunlight and clutching a frozen skein of yarn.

Pathfinder Society Scenario #6-16 5


The Heart of the City

A. Infiltrating Ember Manor

A8 A4

A2
A7 A3

A5

A1 A6

A9 TRAP

1 SQUARE = 5 FEET PATHFINDER FLIP-MAT : NOBLE ESTATE

Pathfinder Society Scenario #6-16 6


The Heart of the City

A DC 24 Religion or Society check allows the PCs be guessed that this painting is approximately 20 years
to recognize Alglenweis, and PCs who previously old. Mark down one point of evidence for the discovery
played Pathfinder Society Scenario #6-14 Twice in Steel of the Embersplitter’s family portrait on Handout #1:
recognize her successfully without needing to make a Research Point Table on page 30.
check. A PC who succeeds on a DC 20 Sarkoris Lore or
DC 22 Religion check to Recall Knowledge learns more A6. HESLA’S BEDCHAMBER TRIVIAL
details about this goddess.
Critical Success Alglenweis is one of the major Sarkorian An intricately molded mirror takes
deities, whose father’s name has been erased from all reality. up residence on the east wall
The key tenets of her faith surround art, crafting, and the of this room, directly
protection of historical sites. An alternate name opposite a large four
for her is the Princess of Rime. (This piece poster bed and chest.
of information is useful for navigating
Hesla’s bedchamber and should be Hazard: The mirror in this room is
noted when that room is entered.) housing a spectral reflection hazard,
Success Alglenweis is a Sarkorian deity which triggers when one or more
of art, crafting, and preparedness. characters step into view of the mirror.
Failure Alglenweis is an unfamiliar
deity, they don’t remember much Level 5–6
at all from their teachings.
Critical Failure Alglenweis SPECTRAL REFLECTION
is a Sarkorian aspect of  HAZARD 3
Baba Yaga, known as the Page 17
Ice Witch’s Princess.
Level 7–8
A4. GUEST BEDROOM
SPECTRAL REFLECTION
A well-appointed bedroom that appears Grub Cultist  HAZARD 3
to see occasional use. Page 23

This is the guest bedroom that Watcher-Lord Ulthun II Once the mirror has been dealt with (and remembering
often uses when he finds himself chatting with Hesla well that if the mirror is not covered, exorcised, or destroyed,
after sunset. Succeeding on a DC 22 Perception check it resets and triggers again each minute), the characters
gives the PCs’ the knowledge that Ulthun stays in this are free to examine Hesla’s room undeterred. The bedside
room. If a character succeeds by 5 or more, or specifically table drawer is locked but can be opened with a simple
mentions searching under the pillows, they can find DC 24 Thievery check to pick the lock. Inside there is a
Ulthun’s appointment book. A quick glance through the diary that appears to have weathered many seasons, with
pages shows just how much of his time has been spent pages full of entries. Distribute Handout #2: Hesla’s Diary
with Hesla lately (quite a lot), as well as appointments Entries on page 30 to players.
where he introduced her to high profile merchants, These diary entries show Hesla’s true loathing for
importers, treasure hunters, and more. the cult she commands—their grooming of her did not
succeed in burning out the fire of losing her family. She
A5. LOUNGE wants vengeance. This evidence is both damning and
sad, as it shows that while Hesla is not a devout cultist
Two couches face each other in the center of this room, with herself, she is willing to put countless others in danger to
a portrait hanging above the fireplace. The painting depicts an get back at the cult that raised her. Mark another point
adult man and woman, each with a hand on the shoulders of of evidence for the discovery of the diary.
a young girl, all dressed in fine, traditional Sarkorian clothes. Players who succeed on a DC 22 Perception check notice
that the rug is pulled up a bit in the corner. Pulling the rug
Any character who takes a moment to examine up reveals a trap door in the floor with a single keyhole in
the portrait can identify the girl as a young Hesla the center. The trap door cannot be opened without a key.
Embersplitter. Based on Hesla’s age in the portrait, it can Inscribed above the keyhole is the following:

Pathfinder Society Scenario #6-16 7


The Heart of the City

Follower of Alglenweis, you need not stay. very old woodcarving of Alglenweis. Each artifact has a
Her crafty fingers open the way. metal plaque detailing where in Sarkoris it was sourced
from. All of the artifacts predate the Worldwound.
On the desk, there is a box of keys, each one labeled A hidden drawer in the desk can be opened with a DC
with a scrap of parchment tied to the head of the key. The 25 Thievery check, revealing a ledger of all these items.
list of keys is as follows: The ledger notes who Hesla purchased these items from,
• Watcher with exception of the bone knife, which is marked “Own.”
• Princess Mark one point down on the Research Point Table for
• Huntress discovering the artifact notes.
• Queen
• Dancer A9. KITCHEN AND SERVANT’S
• Witch QUARTERS
• Priestess
A critical success or critical failure on the Religion A collection of small rooms, each with a bed and washing
check in the hallway should clue players into one of area, open into a hallway that also connects to the manor’s
two keys. If characters have not performed a Recall large kitchen. It does not appear to get much use.
Knowledge (Religion) check on Alglenweis previously,
now is a great time to prompt them to do so. Characters who take the time to investigate this area
If a character uses the “Witch” key thanks to false will realize that it does not seem like any of Hesla’s staff
information, they trigger a trick in the key, taking 2d6 live in her manor. The rooms are well-kept, but unused,
piercing damage as dozens of small spikes suddenly slide with no personal affects in any of them. The kitchen has
out. seen use recently, and the checklist on the cabinet wall
Development: The spiked key holds onto the blood implies that Hesla hires contract workers to cook for and
of its last user, giving Hesla the chance to identify one serve her guests rather than keeping a constant staff.
of the intruders. All other incorrect keys do not fit into
the hole and can be removed from contention by process B. Way Down We Go
of elimination. When the Princess key is used, the stone Having discovered the secret entrance, the PCs can
floor of the room melts away, revealing a staircase leading make their way down the narrow stairwell into the
downward into darkness (and to area B1). basement of Ember Manor. Both the staircase in Hesla’s
bedchamber and the ladder in the well house lead to the
A7. WEST HALL entry chamber labeled on the map. The early areas of the
basement are dimly lit, until the PCs reach area B6, at
This hallway features a bust of Hesla on a pedestal in front of which point there are more frequent torches and magical
the westernmost window. lamps, providing full light to the corridor and the rooms
beyond. Use the map on page 10 for these encounters.
The door to the study is locked and sealed with
an electric latch rune. In order to enter the room, the B1. BASEMENT HALLWAY
hazard must be dealt with. The door to the study (A8)
is unlocked. At the end of the descent is a basement hallway that, while
decrepit, seems to see much more use than many of the rooms
A8. STUDY above. Moisture drips down the walls of this stone hallway,
the smell of decay filtering over from the rooms beyond.
A modest collection of artifacts from Sarkoris are displayed There is a thrum in the air, barely contained energy crackling
here in glass cases, each with a metal plate detailing its origin. beneath the surface. The end of the hallway has collapsed
into rubble, blocking off one of three passages.
The study is well kept with a mixture of books on art,
history, culture, science, and other topics. There is an A short set of stairs and hastily hung threadbare
entire shelf focused on accounts of the Worldwound and fabric curtains separate the hallway from the living
the battles that led up to it, as well as historical texts from quarters in area B2. No sounds can be heard from
before the Scar was made. In the glass cases there are a behind the curtain. Just before the collapsed section of
variety of Sarkorian artifacts, including a knife carved out hallway, another set of stairs leads downward to the
of bone, an intricately hand-beaded leather purse, and a storeroom (area B3).

Pathfinder Society Scenario #6-16 8


The Heart of the City

B2. CULTIST LIVING QUARTERS something to shift in the chamber, triggering the pile of rocks
and rubble to begin to slide, pebbles and debris clattering and
Cots are packed close together here, with clear signs that this rolling along the floor.
has been used as a living space very recently.
The unstable walls of this room have created
There are a dozen cots in this room, each with bags of treacherous scree, which must be navigated in order for
clothes and personal goods stowed underneath. Without the characters to safely pass through. For anyone trained
any check needed, it is obvious that these beds have in Occult or Arcana, it is clear from the demonic runes
been used as recently as today, and that they see regular on the walls that this was the site of a failed experiment
traffic. There isn’t much of value to be scrounged from or ritual.
the cultists’ belongings, but any character who spends a
minute investigating the room can gather up 16 gp. Level 5–6

B3. STOREROOM TREACHEROUS SCREE HAZARD 3


Page 17
A collection of boxes and wooden crates fills this room, some
bearing shipping labels from Sarkoris. Level 7–8

This room contains a variety of artifacts, supplies, INTENSE TREACHEROUS SCREE HAZARD 5
and materials for ritual and study purposes. None of the Page 23
Sarkorian objects here are worth the venerated position
in a case in Hesla’s study above, but the cult is shipping B5. ANTECHAMBER
in as many materials from the site of the Scar as possible
to ensure success of the ritual. Each of the crates is sealed The air in this small, dimly lit room is stale, tinged with rot,
with simple nails and can be opened with a DC 20 blood, and wet earth. Everything is stained a misty red, and
Athletics or Thievery check. Roll on the table below to there’s the distant bubbling of some sort of font, though the
determine the contents of any opened crate. water sounds murky and strange.

STOREROOM DISCOVERY From within this chamber, the red-tinged lights of the
1d6 Result observation corridor can be seen. The bubbling water
1 Dirt and rocks from the Sarkoris Scar and lights should be an indicator to players that if they
2 Ritual daggers with leather-bound handles have not already been taking their steps carefully, now is
3 A book about the excavation and preservation the time to do so.
of bodies
5 Shattered pottery—it looks as if this box was B6. OBSERVATION CORRIDOR
damaged during shipment
6 Chalices carved from wood and bone, stained a This corridor runs a circuit around the central holding
dark brown red chamber, with magically reinforced glass windows every ten
feet offering clear view of what is held within.
Each crate also contains a shipping manifest, all signed
by Hesla Embersplitter. While none of these pieces of Peering through the windows gives the PCs a clear
information could be used alone to direct blame on view of area B7. On the far eastern end are two doors,
Hesla, they are effective backups. Mark one point if any one at the top of each set of stairs leading down into B7;
of the objects or manifests are collected—this can only be they are closed when the PCs arrive.
counted once, not once per item.
B7. INGALOR’S HOLDING
B4. FAILED EXPERIMENT CHAMBER
TRIVIAL The large, central chamber of the basement is entirely filled by
a fossilized demon corpse—a thick, chitinous exoskeleton with
One wall of this chamber has collapsed inwards, leaving the barbed plating and a mass of limbs uncountable to the mortal
room unstable. A smell of sulfur effuses the room, leaving eye. A rotting, dark hole in the center of the corpse seems to
a sour taste in the mouth. Crossing the threshold causes be teeming with maggots and grubs, creatures of decay.

Pathfinder Society Scenario #6-16 9


The Heart of the City

B. Way Down PCS


We Go B4 B1 ENTER
TRAP HERE

B5

B4 B3
B2

B6

B7 INGALOR’S CORPSE

B9

TRAP
B10 B8

B12 B11

1 SQUARE = 5 FEET PATHFINDER FLIP-MAT : OCCULT DUNGEON

Pathfinder Society Scenario #6-16 10


The Heart of the City

There are doors to Ingalor’s holding chamber at the top Treasure: Once the cleansing pool has been disabled,
of each set of stairs, but there’s not much room to move the water calms, revealing a basin full of shimmering
around in the room itself. If either door is opened, the mother-of-pearl beads worth 50 gp.
air that leaks into the corridor is poisonous. All creatures
within 10 feet of the door when it is opened must attempt B10. RITUAL ROOM
a basic DC 24 Fortitude save or take 2d6 persistent poison
damage for 1 minute. This room features two rows of roughly carved stone pews
Considering the size of Ingalor’s corpse, the PCs cannot facing an altar with demonic runes carved into the face.
possibly transport it back to the Pathfinder Society
themselves. Any character who succeeds at a DC 27 If any PC approaches the altar, they can see the brown-
Medicine check can surgically remove a small piece to bring red stains of dried blood that have sunk into the stone
back as evidence. The PCs should note Ingalor’s location from previous sacrifices and attempted rituals.
in the basement and continue. Whether the PCs bring a
physical sample back or simply notes of Ingalor’s size and B11. RESEARCHER’S OFFICE SEVERE
location, they receive one point on the Research Point table.
The bookcases in this room are well-kept, full of tomes written
B8. LIBRARY in lost, dead, and damned languages. A collection of demonic
artifacts such as bones, teeth, and stones from the Outer Rifts
Floor-to-ceiling bookshelves fill this space. A desk in the are displayed on pedestals.
corner has several books open, pages of notes and dry
inkwells accompanying the tomes. The office of Amriya (nonbinary aiuvarin researcher),
the chief researcher working under orders from Hesla.
There is an overwhelming amount of information to Amriya (ze/hir) is a Sarkorian aiuvarin who was born
be gained from the books in this room, but not nearly into the Cult of the Screaming Grub. Fascinated by
enough time for the PCs to ingest it all. Focus should be the wreckage demons made of hir home, Amriya
drawn to the desk, where the open books and pages of has devoted hir life to studying demons,
notes give more direct information about Hesla and the the Outer Planes,
Cult of the Screaming Grub’s plans. If the players collect
any of the notes from the desk, give them Handout #4:
Library Notes, found on page 31.

B9. WASHROOM TRIVIAL


This room is dominated by the large ornamental bath in the
center, full of water that seems to be gently cycling despite no
visible source of current.

The pool in the center of this room is a cleansing pool that


activates the moment any uninitiated person enters
the room. When the PCs cross the threshold, the
bubbling water picks up in volume, echoing
around the chamber and luring them in.

Levels 5–6

CLEANSING POOL HAZARD 5


Page 18

Levels 7–8

SCOURING POOL HAZARD 7


Page 24
Ingalor’s Corpse

Pathfinder Society Scenario #6-16 11


The Heart of the City

and demonic artifacts. Hir close study of this topic has return Deskari to life. Ze has underlined “Cut him out of
brought Amriya into contact with demons on multiple the body as he was originally born.” with fervor. Distribute
occasions, and the confrontations have left hir far from Handout #3: Amriya’s Research Notes from page 31.
unscathed—but ze considers each scar a valuable trade Mark down one point on the Research Point Table for
for knowledge. the discovery of Amriya’s notes.
Amriya is found in hir office, poring over notes and
multiple open journals and accounts. Ze is quick to anger B12. HESLA’S OFFICE
when the PCs enter, sure they are here to stop Hesla from
resurrecting Deskari and put an end to the cult’s rise to Relatively bare compared to that of her researcher, Hesla’s
power. office is dominated by a large stone desk with runes carved
into the surface. The lingering smell of sulfur and iron suggest
Level 5–6 that Hesla was conducting experiments of her own away from
the eyes of her curious cult.
AMRIYA CREATURE 7
Page 19, art on page 29 In a desk drawer, the PCs can find a notebook with
Hesla’s personal ritual notes. Some of these notes seem to
VESCAVOR SWARM CREATURE 5 take pieces of Amriya’s research and make adjustments,
Page 19 changing the details of the summoning ritual. The
notes provide an answer to what Hesla is planning on
Level 7–8 using Ingalor and Riftcarver to do—she plans to bind
Deskari to herself and turn on the Cult of the Screaming
AMRIYA CREATURE 7 Grub for all the pain and suffering they’ve caused her, with
Page 25, art on page 29 no care for the destruction that will fall in her wake.
If the players collect Hesla’s Ritual Notes, mark
VESCAVOR QUEEN CREATURE 9 down one point on the Research
Page 25 Point Table.

Once combat has concluded, Exiting the


the PCs can investigate the Manor
space. Amriya’s notes are laid Having discovered Ingalor’s
out on the desk and do not corpse and recovered research notes
require a check to discover. and information regarding Hesla’s
The base documents involvement with the Cult of the
themselves are in Screaming Grub, the PCs can exit
Chthonian, but the notes the manor house. However, they are
in the margins are written immediately confronted by Watcher-
in Common. For players Lord Ulthun II, accompanied by
who can read Chthonian, the Post Guards and several Knights of
current book that Amriya was Lastwall. Ulthun is furious that the
analyzing appears to be a book Pathfinder Society has broken into
of summoning rituals, opened to an Hesla’s manor and escorts the PCs
entry on summoning greater demons. directly to a nearby abode to stand
Parts of the text concerning necessary before the High Council.
materials (such as objects belonging
to or important to the demon, or flesh The house is quiet in the aftermath, with
of the demon itself or a relative), ideal none of the cultists or guards patrolling the
conditions for summoning, and methods halls. Outside the house, two of the Post Guards
for containment have been circled and cross their spears, barring the exit. Watcher-Lord
annotated. Ulthun and a host of the Knights of Lastwall have
Amriya’s notes specifically mention surrounded the courtyard of Ember Manor.
Deskari, noting that a piece of Ingalor’s
corpse will make an ideal conduit to
Amriya An expression of barely contained rage
and disappointment adorns Ulthun’s face.

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“What on earth do you think you’re doing? No matter your • Hesla’s journal
mission, Pathfinder Society agents do not have authority to • Amriya’s notes
break into the home of a private citizen of Absalom.” Ulthun • Evidence of Ingalor’s body
looks everyone in the eye, making his disappointment known. • Shipments from the storeroom
“Come—you must explain yourselves to the High Council at • Library notes
once.” • Embersplitter family portrait
The Post Guards and Knights of Lastwall make a barrier, with inscription
moving through the streets of Eastgate. Another manor • Hesla’s ritual notes
house appears—one of the High Council’s personal If the PCs recovered three pieces of evidence,
dwellings—the guards enter, brusque in their lower the DC for all Diplomacy checks to
movements. convince the High Council of Hesla’s crimes
Several members of the High Council are by 3. If the PCs managed to recover five or
seated around a coffee table clearly discussing more pieces of evidence, lower the DC by 5.
other matters and look surprised at Ulthun’s
entrance. Conclusion
“These Pathfinders were discovered breaking If the players succeed in convincing the High
into Ember Manor under cover of darkness.” Council of Hesla’s plans and the Society’s good
Ulthun gestures, walking over to join the High intentions, the Council set preparations into
Council members around the table. motion immediately. Lady Neferpatra
Looking between each other, thanks the Pathfinders for their
there seems to be a moment of diligent work and research and
silent communication between rewards each party member
the councilors before Lady with a traveler’s any-tool.
Neferpatra, First Lady of Laws,
speaks.
“Well, then I certainly hope the
Ulthun II The members of the High Council pass
the pieces of evidence around the table,
Pathfinders have good reason for their expressions of shock, disgust, horror,
actions. Tell me, what were you all doing?” and concern crossing their faces as the story pieces itself
together. Ulthun, in particular, looks mortified, sinking into a
CALLING THE COUNCIL nearby armchair and burying his head in his hands, his
With no time to regroup with Eliza, Csilla, dear friend Wynsal leaning over to comfort him.
and Eando, the PCs are escorted to a nearby As their examination concludes, Lady Neferpatra
manor house where several members of the stands from her chair, walking over with a sad
High Council are gathered for a dinner smile on her face. “My apologies for your rough
meeting. The PCs must present their treatment on the way here—and thank you, for
evidence—not only to prove Hesla’s your hard work. In the future, of course,
guilt, but also to give reason for their we would prefer these investigations
own breaking and entering. occur legally, but it is clear in this case
The High Council members that time is of the essence. Please give
present at this gathering are your leaders my thanks.”
Acting Primarch Captain “Hesla is still in the wind—you
Wynsal Starborn, Commander should take these pieces back to the
Militant Chun Hye-Seung, and Lodge and see if the Decemvirate can
First Lady of Laws Scion Lady make more sense of her plans. We will
Neferpatra of House Ahnkamen, fortify the city in preparation.” Chun
in addition to Watcher-Lord
Ulthun. In order to convince
Neferpatra bows her head to the rest of the Council
members and the party and leaves,
the High Council of their good intent bringing Ulthun with her, a comforting
and Hesla’s nefarious plans, the PCs must present their hand on his shoulder.
evidence and succeed on a DC 27 Diplomacy check. As they pass, Ulthun pauses, “Please accept my sincerest
The PCs may have recovered various pieces of evidence apologies, friends. I did not know how deep the darkness ran.
during their infiltration of Ember Manor, including: I will strive to do better.”

Pathfinder Society Scenario #6-16 13


The Heart of the City

If the players did not succeed in convincing the


High Council, the evidence is confiscated for further
deliberation and the PCs are turned over to Ulthun, who
escorts them back to the Grand Lodge with a warning to
the Decemvirate to stay within the lines of the law—the
High Council is granting a pardon this time, but they will
not be so kind in the future.

“As representatives of Absalom, the Pathfinder Society


should know better than to intrude upon the private
property of its citizens. Hesla Embersplitter has done
nothing but good for this city, and you shame us
with your trespass.” Ulthun frowns as he stands.

REPORTING NOTES
If the PCs convinced the High Council
of Hesla’s plans, check box A. If
the PCs failed to do so, check
box B.

PRIMARY
OBJECTIVES
The PCs complete their
primary objective by eliminating
the remaining members of the Cult
Wynsal Starborn
of the Screaming Grub and locating
Ingalor’s body. Doing so earns each PC 2 Reputation
with their chosen faction.

SECONDARY OBJECTIVES
The PCs complete their secondary objective if they
convince the High Council of Absalom of Hesla’s plans.
Doing so earns each PC 2 Reputation with their chosen
faction.

Pathfinder Society Scenario #6-16 14


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Appendix 1: Level 5–6


Encounters Scaling Encounter A1.
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this
Courtyard Garden
scenario. These encounters are written for four 3rd- To adjust for the PCs’ overall strength, use the
level PCs. If your group has a different composition or following Challenge Point adjustments. These
size, refer to the Organized Play section on page 32 for adjustments are not cumulative.
instructions on how to use the scaling sidebars to adjust 10–11 Challenge Points: Add one screaming grub
the encounters for your group. Some scaling sidebars cultist to the encounter.
reference the elite or weak adjustments. Rules for these 12–13 Challenge Points: Add two screaming
adjustments appear on page 6 of the Pathfinder Monster grub cultists to the encounter.
Core. If a creature is marked “(0),” don’t include it in 14–15 Challenge Points: Add one screaming grub
the encounter unless otherwise specified (likely from the priest to the encounter.
scaling sidebars). 16–18 Challenge Points (5+ players): Add two
screaming grub necromancers to the encounter.
ENCOUNTER A1. COURTYARD
GARDEN
SCREAMING GRUB NECROMANCER CREATURE 7 Undead, Attack! [two-actions] (concentrate, occult) Requirements
RARE MEDIUM HUMAN HUMANOID The necromancer has at least one undead entity active;
Perception +13 Effect The necromancer commands all their undead
Languages Common, Chthonian, Necril entities to attack. Each entity can Stride up to 20 feet
Skills Arcana +17, Intimidation +12, Occultism +17 into an empty square and make a Strike. The Strike has a
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2 +15 attack modifier and deals 2d12 bludgeoning damage
Stench of Decay (aura, occult, olfactory) The necromancer (or spirit damage if the entity is a spirit). The Strike has
emits a scent of putrid rot in a 5-foot emanation. Anyone the magical trait, and no multiple attack penalty applies
that enters or begins its turn in the aura that is not a to it.
member of the Cult of the Screaming Grub is sickened 1. Wave of Death [two-actions] (concentrate, manipulate, occult, void)
Items hooded robe, +1 scythe Requirements The necromancer isn’t drained and has at
AC 23; Fort +12, Ref +15, Will +15 least one undead entity active; Effect The necromancer
HP 120 overloads their undead entities with void energy, causing
Speed 25 feet all of them to explode. Each entity is destroyed, dealing
Melee [one-action] scythe +15 (magical), Damage 2d10+4 piercing 4d10 void damage to each creature in a 10-foot emanation
Melee [one-action] fist +15 (agile, finesse, nonlethal, unarmed), Damage with a DC 23 basic Fortitude save. A creature in more than
2d8+4 bludgeoning one explosion is damaged only once. The necromancer
Occult Innate Spells DC 24, attack +14; 4th confusion, becomes drained 1.
suggestion; 3rd paralyze, slow, vampiric feast; 2nd blood
vendetta, invisibility, laughing fit; 1st bane, command, SCREAMING GRUB CULTIST (0) CREATURE 3
phantom pain; Cantrips (3rd) daze, forbidding ward, RARE MEDIUM HUMAN HUMANOID
guidance, haunting hymn, shield, void warp Perception +7
Undead, Arise! [one-action] (concentrate, manipulate, occult) The Languages Common, Chthonian
necromancer summons two Medium undead entities in Skills Deception +8, Intimidation +9, Occultism +6, Screaming
different empty squares up to 30 feet away. These undead Grub Lore +8, Society +5, Stealth +6
entities can take the form of zombies, skeletons, or ghosts, Str +4, Dex +3, Con +2, Int +1, Wis +1, Cha +3
chosen by the necromancer. The entities block movement Items cultist garb (functions as leather armor), occult text,
as though they were creatures and can be attacked. Each scythe
entity has 1 Hit Point and the same AC and saves as the AC 17; Fort +7, Ref +8, Will +4
necromancer. They can’t take actions of their own and HP 55
deteriorate if the necromancer is reduced to 0 Hit Points. Speed 25 feet
The necromancer can have up to four undead entities at Melee [one-action] scythe +10, Damage 1d8+4 piercing
any given time. If they call another, the oldest undead Melee [one-action] fist +9 (agile, nonlethal, unarmed), Damage 1d4+4
entity deteriorates. bludgeoning

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Fanatical Frenzy [one-action] Requirements The cultist has taken SCREAMING GRUB PRIEST (0) CREATURE 5
damage and is neither fatigued nor already in a frenzy; RARE MEDIUM HUMAN HUMANOID
Effect The cultist flies into a frenzy that lasts 1 minute. Perception +10
While frenzied, the cultist gains a +1 status bonus to attack Languages Common, Chthonian
rolls and a +2 status bonus to damage rolls, and they take Skills Deception +11, Intimidation +12, Occultism +9,
a –2 penalty to AC. The cultist can’t voluntarily stop their Screaming Grub Lore +11, Society +8, Stealth +9
frenzy. After their frenzy, the cultist is fatigued. Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +2
Items cultist garb (functions as leather armor), occult text,
scythe
AC 20; Fort +10, Ref +11, Will +7
HP 85
Speed 25 feet
Melee [one-action] scythe +13, Damage 1d12+5 piercing
Melee [one-action] fist +12 (agile, nonlethal, unarmed), Damage 1d8+5
bludgeoning
Fanatical Frenzy [one-action] Requirements The cultist has taken
damage and is neither fatigued nor already in a frenzy;
Effect The cultist flies into a frenzy that lasts 1 minute.
While frenzied, the cultist gains a +1 status bonus to attack
rolls and a +2 status bonus to damage rolls, and they take
a –2 penalty to AC. The cultist can’t voluntarily stop their
frenzy. After their frenzy, the cultist is fatigued.

Pathfinder Society Scenario #6-16 16


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ENCOUNTER A6. ENCOUNTER B4.


HESLA’S BEDCHAMBER FAILED EXPERIMENT CHAMBER
SPECTRAL REFLECTION HAZARD 5 TREACHEROUS SCREE HAZARD 3
HAUNT SIMPLE ENVIRONMENTAL SIMPLE
Pathfinder GM Core 104 Stealth DC 23 (trained)
Stealth DC 26 (expert) Description The footing on this sloped ground appears to be
Description The reflection in the mirror subtly twists and stable at first glance, but the tiny rocks that cover it are
distorts, its expression taking on an unnerving sneer of malice. loosely packed and prone to slipping.
Disable DC 23 Religion (trained) to exorcise the spirit, or DC Disable DC 20 Survival (trained) to navigate a safe path
23 Thievery (trained) to quickly cover the mirror Rockslide [reaction] Trigger A creature steps on the unstable ground;
AC 19; Fort +15, Ref +10 Effect Rocks tumble and slip beneath its feet. The triggering
Hardness 13; HP 50 (BT 25); Immunities critical hits, object creature must attempt a DC 21 Reflex save as they tumble
immunities, precision damage against the rocks, which deal 2d10+13 bludgeoning damage.
Spectral Impale [reaction] Trigger A living creature approaches within Critical Success The creature takes no damage.
15 feet of the mirror, and the mirror is lit with dim or brighter Success The creature takes half damage and falls prone in
light; Effect Shadowy barbs impale the body of the reflected its space.
creature as the haunt makes a shadow barbs Strike. Failure The creature takes full damage, falls prone in its
Melee [one-action] shadow barbs +19, Damage 4d8+9 negative plus space, and tumbles down to the bottom of the slope.
sap vitality Critical Failure As failure, but double damage.
Sap Vitality A creature hit by the reflection’s shadow barbs
must attempt a DC 22 Fortitude save as the haunt tries
to draw a portion of its vital essence into the mirror. The
target is drained 1 on a failed saving throw or drained 2 on
a critical failure.

ENCOUNTER B9. WASHROOM

Pathfinder Society Scenario #6-16 17


The Heart of the City

CLEANSING POOL HAZARD 5


UNCOMMON COMPLEX MAGICAL MECHANICAL TRAP Scaling Encounter B9.
Stealth DC 24 (expert) to notice the enticing effects of the pool
Description The swirling water in this pool entices anyone
Washroom
who can see or hear it to wander into its depths, drowning To adjust for the PCs’ overall strength, use the
its victims. following Challenge Point adjustments. These
Disable DC 24 Thievery to scratch out the runes creating the adjustments are not cumulative.
effect, DC 20 Occultism (expert) or Demon Lore (expert) 10–11 Challenge Points: Deactivating the pool
to determine the password that identifies the party as requires three successful checks.
believers, or dispel magic (3rd-rank; counteract DC 22); two 12–13 Challenge Points: Deactivating the font
total successes are required to deactivate the pool. requires three successful checks. Increase the
AC 22; Fort +17, Ref +9 pool’s AC, DCs, and saving throws by 1, and add 10
Hardness 14; HP 52 (BT 26) Immunities critical hits, object HP to the haunt.
immunities, precision damage 14–15 Challenge Points: Deactivating the pool
Echoing Spring [reaction] Trigger a creature within 10 feet can see or requires three successful checks.
hear the cleansing pool; Effect each creature within range 16–18 Challenge Points (5+ players): Deactivating
must succeed a DC 22 Will save or become fascinated, the font requires four successful checks. Increase
using all of their available actions to move toward and into the pool’s AC, DCs, and saving throws by 2, and
the pool. The hazard then rolls initiative. add 20 HP to the haunt.
Drown the Nonbelievers [reaction] Trigger a fascinated creature
enters the pool; Effect the waters rush up to encircle the
creature, which must succeed on a DC 22 Fortitude save
or begin drowning.
Routine (1 action; mental) The cleansing pool uses its first
action to try and compel all creatures within 5 feet to enter
into the pool. Creatures must attempt a DC 20 Will save.
Critical Success The creature is immune to the pool’s
routine for 1 minute.
Success No effect.
Failure The creature gains the fascinated condition and
attempts to enter the pool.
Critical Failure As failure, but the creature must also use all
of their actions on their next turn to try and pull one of
their allies into the pool with them.

ENCOUNTER B11. RESEARCHER’S


OFFICE

Pathfinder Society Scenario #6-16 18


The Heart of the City

AMRIYA CREATURE 7
UNIQUE MEDIUM AIUVARIN HUMANOID Scaling Encounter B11.
Perception +16
Languages Chthonian, Common, Elven
Researcher’s Office
Skills Arcana +17, Demon Lore +17, Diplomacy +11 (+13 with To adjust for the PCs’ overall strength, use the
demons), Religion +13, Occultism +15 following Challenge Point adjustments. These
Str +3, Dex +2, Con +4, Int +6, Wis +5, Cha +2 adjustments are not cumulative.
Items cultist robes (functioning as leather armor), Rotcarver 10–11 Challenge Points: Add one ugothol to the
AC 22; Fort +14, Ref +12, Will +16 encounter.
HP 100 12–13 Challenge Points: Add one will-o’-wisp to
Speed 25 feet the encounter.
Melee [one-action] Rotcarver +17 (magical), Damage 1d10+9 piercing 14–15 Challenge Points: Add one ugothol and
plus 1d8 void plus bog rot one will-o’-wisp to the encounter.
Melee [one-action] fist +16 (agile, nonlethal, unarmed), Damage 16–18 Challenge Points (5+ players): Add one
1d4+9 bludgeoning screaming grub priest and one screaming grub
Occult Prepared Spells DC 25, attack +17; 4th dispelling globe, necromancer to the encounter.
vision of death; 3rd hypnotize, paralyze, slow, vampiric
feast; 2nd blood vendetta, dispel magic, paranoia, stupefy;
1st enfeeble, fleet step, goblin pox, grim tendrils; Cantrips
(4th) daze, guidance, read aura, shield, void warp VESCAVOR SWARM CREATURE 5
Deskari’s Rage [two-actions] Amriya tightens hir group on Rotcarver LARGE FIEND SWARM UNHOLY
and attempts a powerful Strike against hir enemy. On a Pathfinder Monster Core 338
success, ze deals an additional 1d10 piercing damage. Perception +11; darkvision
Rot and Ruin [two-actions] Amriya’s mouth opens, spewing forth a Languages Chthonian
vapor that triggers rot and decay. All creatures within a Skills Acrobatics +13, Athletics +10, Stealth +13
20-foot emanation must attempt a basic DC 25 Fortitude Str –2, Dex +5, Con +4, Int –3, Wis +1, Cha +1
saving throw or take 3d12 void damage. On a critical AC 21; Fort +11, Ref +15, Will +9
failure, creatures are sickened 1 for 1 minute. HP 60; Immunities precision, swarm mind; Resistances
Bog Rot (curse, disease, divine, necromancy, negative) This bludgeoning 5, piercing 5, slashing 2; Weaknesses area
affliction can’t be reduced below stage 1, nor can the damage 5, cold iron 5, holy 5, splash damage 5
damage from it be healed, until it’s successfully treated Speed 20 feet, fly 40 feet
with remove curse or a similar effect; the affliction can then Devour All [two-actions] The swarm eat away the very earth beneath
be removed as normal for a disease. A creature killed by their feet. The swarms Strides. All squares they occupy
bog rot melts into a noxious sludge and can’t be resurrected during their movement becomes difficult terrain. Any
except by a 7th-rank resurrect ritual or similar magic; creatures they move through must succeed a DC 21 Reflex
Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill save or fall prone.
effect (1 minute); Stage 2 3d6 negative damage and clumsy Maddening Gibbers [one-action] (auditory, mental) Each stupefied
1 (1 day) creature in the swarm’s space must attempt a DC 21 Will
saving throw as the swarm yammers the endless chorus of
the Outer Rifts.
Critical Success The target is unaffected and is temporarily
immune to Maddening Gibbers for 1 minute.
Success The target is unaffected and is immune to
Maddening Gibbers for 1 round.
Failure The target becomes confused for 1 round.
Critical Failure The target becomes confused for 1 round
and can’t target demons while confused in this way.
Ravenous Bites [one-action] Each enemy in the swarm’s space takes
3d6 piercing damage (DC 20 basic Fortitude save). A
creature that fails its save is also stupefied 1 for 1 round.

Pathfinder Society Scenario #6-16 19


The Heart of the City

UGOTHOL (0) CREATURE 4 WILL-O’-WISP (0) CREATURE 6


MEDIUM ABERRATION SMALL ABERRATION AIR
Pathfinder Monster Core 12 Pathfinder Monster Core 349
Perception +10; darkvision Perception +16; darkvision
Languages Alghollthu, Common, Thalassic; truespeech Languages Aklo, Common
Skills Acrobatics +12, Athletics +12, Deception +13, Stealth Skills Acrobatics +18, Deception +12, Intimidation +12,
+13, Thievery +9 Stealth +16
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +3 Str -5, Dex +6, Con +0, Int +2, Wis +4, Cha +2
Assume Form (concentrate, occult, polymorph) The ugothol AC 27; Fort +10, Ref +16, Will +14
spends 10 minutes reshaping its appearance to take on HP 50; Immunities magic
the shape of any Small or Medium humanoid. It gains a Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally
+4 circumstance bonus to Deception checks to pass as invisible, but glows with a colored light, casting bright light
that creature. in the aura and making it visible.
Items longsword, studded leather Magic Immunity A will-o’-wisp is immune to all spells except
AC 21; Fort +9, Ref +9, Will +12; +2 status to all saves vs. force barrage, quandary, and revealing light.
auditory and visual Speed fly 50 feet
HP 60; Resistances bludgeoning 5 Melee [one-action] shock +17 (electricity, magical), Damage 2d8+4
Speed 25 feet electricity
Melee [one-action] longsword +14 (versatile P), Damage 1d8+6 slashing Feed on Fear [one-action] (concentrate) Frequency once per round;
Melee [one-action] claw +12 (agile), Damage 2d6+6 slashing plus Grab Requirements An enemy within 15 feet is under a fear effect
Occult Innate Spells DC 19; Constant (5th) truespeech or dying; Effect The will-o’-wisp feeds on the creature’s
Blood Nourishment [one-action] The ugothol uses its three-pronged terror. It regains 2d4 Hit Points, and if it has Gone Dark,
tongue to drink the blood of an adjacent restrained or its glow reignites.
unconscious creature. The creature gains drained 1. Go Dark [one-action] (concentrate) The will-o’-wisp extinguishes
Compression When the ugothol successfully Squeezes, its glow, becoming invisible. It can end this effect with
it moves through the tight space at full speed. Narrow another use of this action. If it uses its shock attack while
confines are not difficult terrain for an ugothol. invisible, the arc of electricity lets any observer determine
Revert Form [free-action] Requirements The ugothol is in an assumed its location, making the will-o’-wisp only hidden to all
form; Effect The ugothol resumes its true form. Until the observers until it moves.
start of its next turn, it gains a +2 status bonus to attack
rolls, damage rolls, saving throws, and skill checks. SCREAMING GRUB PRIEST (0) CREATURE 5
Sneak Attack The ugothol deals 1d6 extra precision damage RARE MEDIUM HUMAN HUMANOID
to off-guard creatures. Perception +10
Languages Common, Chthonian
Skills Deception +11, Intimidation +12, Occultism +9,
Screaming Grub Lore +11, Society +8, Stealth +9
Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +2
Items cultist garb (functions as leather armor), occult text,
scythe
AC 20; Fort +10, Ref +11, Will +7
HP 85
Speed 25 feet
Melee [one-action] scythe +13, Damage 1d12+5 piercing
Melee [one-action] fist +12 (agile, nonlethal, unarmed), Damage
1d8+5 bludgeoning
Fanatical Frenzy [one-action] Requirements The cultist has taken
damage and is neither fatigued nor already in a frenzy;
Effect The cultist flies into a frenzy that lasts 1 minute.
While frenzied, the cultist gains a +1 status bonus to attack
rolls and a +2 status bonus to damage rolls, and they take
a –2 penalty to AC. The cultist can’t voluntarily stop their
frenzy. After their frenzy, the cultist is fatigued.

Pathfinder Society Scenario #6-16 20


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SCREAMING GRUB NECROMANCER (0) CREATURE 7


RARE MEDIUM HUMAN HUMANOID
Perception +13
Languages Common, Chthonian, Necril
Skills Arcana +17, Intimidation +12, Occultism +17
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2
Stench of Decay (aura, occult, olfactory) The necromancer
emits a scent of putrid rot in a 5-foot emanation. Anyone
that enters or begins its turn in the aura that is not a
member of the Cult of the Screaming Grub is sickened 1.
Items hooded robe, +1 scythe
AC 23; Fort +12, Ref +15, Will +15
HP 120
Speed 25 feet
Melee [one-action] scythe +15 (magical), Damage 2d10+4 piercing
Melee [one-action] fist +15 (agile, finesse, nonlethal, unarmed), Damage
2d8+4 bludgeoning
Occult Innate Spells DC 24, attack +14; 4th confusion,
suggestion; 3rd paralyze, slow, vampiric feast; 2nd blood
vendetta, invisibility, laughing fit; 1st bane, command,
phantom pain; Cantrips (3rd) daze, forbidding ward,
guidance, haunting hymn, shield, void warp
Undead, Arise! [one-action] (concentrate, manipulate, occult) The
necromancer summons two Medium undead entities in
different empty squares up to 30 feet away. These undead
entities can take the form of zombies, skeletons, or ghosts,
chosen by the necromancer. The entities block movement
as though they were creatures and can be attacked. Each
entity has 1 Hit Point and the same AC and saves as the
necromancer. They can’t take actions of their own and
deteriorate if the necromancer is reduced to 0 Hit Points.
The necromancer can have up to four undead entities at
any given time. If they call another, the oldest undead
entity deteriorates.
Undead, Attack! [two-actions] (concentrate, occult) Requirements The
necromancer has at least one undead entity active; Effect
The necromancer commands all their undead entities to
attack. Each entity can Stride up to 20 feet into an empty
square and make a Strike. The Strike has a +15 attack
modifier and deals 2d12 bludgeoning damage (or spirit
damage if the entity is a spirit). The Strike has the magical
trait, and no multiple attack penalty applies to it.
Wave of Death [two-actions] (concentrate, manipulate, occult, void)
Requirements The necromancer isn’t drained and has at
least one undead entity active; Effect The necromancer
overloads their undead entities with void energy, causing
all of them to explode. Each entity is destroyed, dealing
4d10 void damage to each creature in a 10-foot emanation
with a DC 23 basic Fortitude save. A creature in more than
one explosion is damaged only once. The necromancer
becomes drained 1.

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Appendix 2: Level 7–8


Encounters Scaling Encounter A1.
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this
Courtyard Garden
scenario. These encounters are written for four 7th- To adjust for the PCs’ overall strength, use the
level PCs. If your group has a different composition or following Challenge Point adjustments. These
size, refer to the Organized Play section on page 32 for adjustments are not cumulative.
instructions on how to use the scaling sidebars to adjust 19–22 Challenge Points: Add one screaming
the encounters for your group. Some scaling sidebars grub priest to the encounter.
reference the elite or weak adjustments. Rules for these 23–27 Challenge Points: Add one screaming
adjustments appear on page 6 of the Pathfinder Monster grub necromancer to the encounter.
Core. If a creature is marked “(0),” don’t include it in 28–32 Challenge Points: Add one screaming
the encounter unless otherwise specified (likely from the grub priest and one screaming grub necromancer
scaling sidebars). to the encounter.
33+ Challenge Points (5+ players): Add two
ENCOUNTER A1. COURTYARD screaming grub necromancers to the encounter.
GARDEN
SCREAMING GRUB PRIEST CREATURE 5
RARE MEDIUM HUMAN HUMANOID AC 23; Fort +12, Ref +15, Will +15
Perception +10 HP 120
Languages Common, Chthonian Speed 25 feet
Skills Deception +11, Intimidation +12, Occultism +9, Melee [one-action] scythe +15 (magical), Damage 2d10+4 piercing
Screaming Grub Lore +11, Society +8, Stealth +9 Melee [one-action] fist +15 (agile, finesse, nonlethal, unarmed), Damage
Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +2 2d8+4 bludgeoning
Items cultist garb (functions as leather armor), occult text, Occult Innate Spells DC 24, attack +14; 4th confusion,
scythe suggestion; 3rd paralyze, slow, vampiric feast; 2nd blood
AC 20; Fort +10, Ref +11, Will +7 vendetta, invisibility, laughing fit; 1st bane, command,
HP 85 phantom pain; Cantrips (3rd) daze, forbidding ward,
Speed 25 feet guidance, haunting hymn, shield, void warp
Melee [one-action] scythe +13, Damage 1d12+5 piercing Undead, Arise! [one-action] (concentrate, manipulate, occult) The
Melee [one-action] fist +12 (agile, nonlethal, unarmed), Damage necromancer summons two Medium undead entities in
1d8+5 bludgeoning different empty squares up to 30 feet away. These undead
Fanatical Frenzy [one-action] Requirements The cultist has taken entities can take the form of zombies, skeletons, or ghosts,
damage and is neither fatigued nor already in a frenzy; chosen by the necromancer. The entities block movement
Effect The cultist flies into a frenzy that lasts 1 minute. as though they were creatures and can be attacked. Each
While frenzied, the cultist gains a +1 status bonus to attack entity has 1 Hit Point and the same AC and saves as the
rolls and a +2 status bonus to damage rolls, and they take necromancer. They can’t take actions of their own and
a –2 penalty to AC. The cultist can’t voluntarily stop their deteriorate if the necromancer is reduced to 0 Hit Points.
frenzy. After their frenzy, the cultist is fatigued. The necromancer can have up to four undead entities at
any given time. If they call another, the oldest undead
SCREAMING GRUB NECROMANCER CREATURE 7 entity deteriorates.
RARE MEDIUM HUMAN HUMANOID Undead, Attack! [two-actions] (concentrate, occult) Requirements The
Perception +13 necromancer has at least one undead entity active; Effect
Languages Common, Necril, Chthonian The necromancer commands all their undead entities to
Skills Arcana +17, Intimidation +12, Occultism +17 attack. Each entity can Stride up to 20 feet into an empty
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2 square and make a Strike. The Strike has a +15 attack
Stench of Decay (aura, occult, olfactory) The necromancer modifier and deals 2d12 bludgeoning damage (or spirit
emits a scent of putrid rot in a 5-foot emanation. Anyone damage if the entity is a spirit). The Strike has the magical
that enters or begins its turn in the aura that is not a trait, and no multiple attack penalty applies to it.
member of the Cult of the Screaming Grub is sickened 1. Wave of Death [two-actions] (concentrate, manipulate, occult, void)
Items hooded robe, +1 scythe Requirements The necromancer isn’t drained and has at

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least one undead entity active; Effect The necromancer ENCOUNTER A6. HESLA’S
overloads their undead entities with void energy, causing BEDCHAMBER
all of them to explode. Each entity is destroyed, dealing
4d10 void damage to each creature in a 10-foot emanation SPECTRAL REFLECTION HAZARD 5
with a DC 23 basic Fortitude save. A creature in more than HAUNT SIMPLE
one explosion is damaged only once. The necromancer Pathfinder GM Core 104
becomes drained 1. Stealth DC 26 (expert)
Description The reflection in the mirror subtly twists and
distorts, its expression taking on an unnerving sneer of malice.
Disable DC 23 Religion (trained) to exorcise the spirit, or DC
23 Thievery (trained) to quickly cover the mirror
AC 19; Fort +15, Ref +10
Hardness 13; HP 50 (BT 25); Immunities critical hits, object
immunities, precision damage
Spectral Impale [reaction] Trigger A living creature approaches within
15 feet of the mirror, and the mirror is lit with dim or brighter
light; Effect Shadowy barbs impale the body of the reflected
creature as the haunt makes a shadow barbs Strike.
Melee shadow barbs +19, Damage 4d8+9 negative plus sap
vitality
Sap Vitality A creature hit by the reflection’s shadow barbs
must attempt a DC 22 Fortitude save as the haunt tries
to draw a portion of its vital essence into the mirror. The
target is drained 1 on a failed saving throw or drained 2 on
a critical failure.

ENCOUNTER B4. FAILED


EXPERIMENT CHAMBER
INTENSE TREACHEROUS SCREE HAZARD 5
UNCOMMON ENVIRONMENTAL SIMPLE
Stealth DC 26 (trained)
Description The footing on this sloped ground appears to be
stable at first glance, but the tiny rocks that cover it are
loosely packed and prone to slipping.
Disable DC 23 Survival (trained) to navigate a safe path
Rockslide [reaction] Trigger A creature steps on the unstable ground;
Effect Rocks tumble and slip beneath its feet. The triggering
creature must attempt a DC 24 Reflex save as they tumble
against the rocks, which deal 4d8+14 bludgeoning damage.
Critical Success The creature takes no damage.
Success The creature takes half damage and falls prone in
its space.
Failure The creature takes full damage, falls prone in its
space, and tumbles down to the bottom of the slope.
Critical Failure As failure, but double damage.

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ENCOUNTER B9. WASHROOM


Scaling Encounter B9.
SCOURING POOL HAZARD 7
UNCOMMON COMPLEX MAGICAL MECHANICAL TRAP
Washroom
Stealth DC 27 (expert) to notice the enticing effects of the pool To adjust for the PCs’ overall strength, use the
Description The swirling water in this pool entices anyone following Challenge Point adjustments. These
who can see or hear it to wander into its depths, drowning adjustments are not cumulative.
its victims. 19–22 Challenge Points: Deactivating the pool
Disable DC 27 Thievery to scratch out the runes creating the requires three successful checks.
effect, DC 23 Occultism (expert) or Demon Lore (expert) 23–27 Challenge Points: Deactivating the font
to determine the password that identifies the party as requires three successful checks. Increase the
believers, or dispel magic (3rd rank; counteract DC 25) ; two pool’s AC, DCs, and saving throws by 1, and add 10
total successes are required to deactivate the pool. HP to the haunt.
AC 25; Fort +17, Ref +12 28–32 Challenge Points: Deactivating the pool
Hardness 17; HP 60 (BT 30) Immunities critical hits, object requires three successful checks.
immunities, precision damage 33+ Challenge Points (5+ players): Deactivating
Echoing Spring [reaction] Trigger a creature within 10 feet can see or the font requires four successful checks. Increase
hear the cleansing pool; Effect each creature within range the pool’s AC, DCs, and saving throws by 2, and
must succeed a DC 25 Will save or become fascinated, add 20 HP to the haunt.
using all of their available actions to move toward and into
the pool. The hazard then rolls initiative.
Drown the Nonbelievers [reaction] Trigger A fascinated creature
enters the pool; Effect The waters rush up to encircle the
creature, which must succeed on a DC 25 Fortitude save or
begin drowning.
Routine (1 action; mental) The cleansing pool uses its first
action to try and compel all creatures within 5 feet to enter
into the pool. Creatures must attempt a DC 23 Will save.
Critical Success The creature is immune to the pool’s
routine for 1 minute.
Success No effect.
Failure The creature gains the fascinated condition and
attempts to enter the pool.
Critical Failure As failure, but the creature must also use all
of their actions on their next turn to try and pull one of
their allies into the pool with them.

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ENCOUNTER B11. RESEARCHER’S


OFFICE Scaling Encounter B11.
AMRIYA CREATURE 7 Researcher’s Office
UNIQUE MEDIUM AIUVARIN HUMANOID To adjust for the PCs’ overall strength, use the
Perception +16 following Challenge Point adjustments. These
Languages Common, Chthonian, Elven adjustments are not cumulative.
Skills Arcana +17, Demon Lore +17, Diplomacy +11 (+13 with 19–22 Challenge Points: Add one will-o’-wisp to
demons), Religion +13, Occultism +15 the encounter.
Str +3, Dex +2, Con +4, Int +6, Wis +5, Cha +2 23–27 Challenge Points: Add one screaming
Items cultist robes (functioning as leather armor), Rotcarver grub priest and one screaming grub necromancer
AC 22; Fort +14, Ref +12, Will +16 to the encounter.
HP 100 28–32 Challenge Points: Add one screaming grub
Speed 25 feet cultist and one vescavor queen to the encounter.
Melee [one-action] Rotcarver +17 (magical), Damage 1d10+9 piercing 33+ Challenge Points (5+ players): Add one
plus 1d8 void plus bog rot screaming grub necromancer and one vescavor
Melee [one-action] fist +16 (agile, nonlethal, unarmed), Damage 1d4+9 queen to the encounter.
bludgeoning
Occult Prepared Spells DC 25, attack +17; 4th dispelling globe,
vision of death; 3rd hypnotize, paralyze, slow, vampiric
feast; 2nd blood vendetta, dispel magic, paranoia, stupefy; VESCAVOR QUEEN CREATURE 9
1st enfeeble, fleet step, goblin pox, grim tendrils; Cantrips LARGE FIEND UNHOLY
(4th) daze, guidance, read aura, shield, void warp Pathfinder Monster Core 339
Deskari’s Rage [two-actions] Amriya tightens hir group on Rotcarver Perception +11; darkvision
and attempts a powerful Strike against hir enemy. On a Languages Chthonian
success, ze deals an additional 1d10 piercing damage. Skills Acrobatics +20, Athletics +18, Religion +16, Stealth +20,
Rot and Ruin [two-actions] Amriya’s mouth opens, spewing forth a Survival +16
vapor that triggers rot and decay. All creatures within a Str +6, Dex +5, Con +5, Int +1, Wis +3, Cha +2
20-foot emanation must attempt a basic DC 25 Fortitude AC 28; Fort +17, Ref +19, Will +15
saving throw or take 3d12 void damage. On a critical HP 150; Resistances acid 10; Weaknesses cold iron 10, holy 10
failure, creatures are sickened 1 for 1 minute. Speed 20 feet, fly 50 feet
Bog Rot (curse, disease, divine, necromancy, negative) This Melee [one-action] jaws +20 (magical, unholy), Damage 1d10+13
affliction can’t be reduced below stage 1, nor can the piercing plus 1d10 acid
damage from it be healed, until it’s successfully treated Melee [one-action] claw +20 (agile, magical, reach 10 feet, unholy),
with remove curse or a similar effect; the affliction can then Damage 2d10+8 slashing plus Grab
be removed as normal for a disease. A creature killed by Melee [one-action] stinger +20 (magical, reach 15 feet, unholy), Damage
bog rot melts into a noxious sludge and can’t be resurrected 2d4 piercing plus 2d10 acid
except by a 7th-rank resurrect ritual or similar magic; Ranged [one-action] spit +19 (acid, magical, range increment 30 feet),
Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill Damage 2d8 acid plus rage pheromones
effect (1 minute); Stage 2 3d6 negative damage and clumsy Chaotic Spawning [three-actions] The vescavor queen strengthens her
1 (1 day) swarms. All vescavor swarms within 100 feet become Huge
and quickened for 1 minute. Vescavor swarms can only use
the extra action each round for the Ravenous Bites action.
Feeding Time [one-action] The vescavor queen causes any number of
vescavor swarms within 100 feet to immediately use their
reaction to perform the Ravenous Bites action.
Opportune Snack [one-action] The vescavor queen pulls a creature it
has grabbed or restrained into a space adjacent to it and
makes a jaws Strike with a +2 circumstance bonus.
Rage Pheromones If the vescavor queen’s spit Strike damages
a creature, it takes a –2 status penalty to all saving throws
imposed by vescavor swarms for 1 minute.

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WILL-O’-WISP (0) CREATURE 6 SCREAMING GRUB NECROMANCER (0) CREATURE 7


SMALL ABERRATION AIR RARE MEDIUM HUMAN HUMANOID
Pathfinder Monster Core 349 Perception +13
Perception +16; darkvision Languages Common, Chthonian, Necril
Languages Aklo, Common Skills Arcana +17, Intimidation +12, Occultism +17
Skills Acrobatics +18, Deception +12, Intimidation +12, Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2
Stealth +16 Stench of Decay (aura, occult, olfactory) The necromancer
Str -5, Dex +6, Con +0, Int +2, Wis +4, Cha +2 emits a scent of putrid rot in a 5-foot emanation. Anyone
AC 27; Fort +10, Ref +16, Will +14 that enters or begins its turn in the aura that is not a
HP 50; Immunities magic member of the Cult of the Screaming Grub is sickened 1.
Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally Items hooded robe, +1 scythe
invisible, but glows with a colored light, casting bright light AC 23; Fort +12, Ref +15, Will +15
in the aura and making it visible. HP 120
Magic Immunity A will-o’-wisp is immune to all spells except Speed 25 feet
force barrage, quandary, and revealing light. Melee [one-action] scythe +15 (magical), Damage 2d10+4 piercing
Speed fly 50 feet Melee [one-action] fist +15 (agile, finesse, nonlethal, unarmed), Damage
Melee [one-action] shock +17 (electricity, magical), Damage 2d8+4 2d8+4 bludgeoning
electricity Occult Innate Spells DC 24, attack +14; 4th confusion,
Feed on Fear [one-action] (concentrate) Frequency once per round; suggestion; 3rd paralyze, slow, vampiric feast; 2nd blood
Requirements An enemy within 15 feet is under a fear effect vendetta, invisibility, laughing fit; 1st bane, command,
or dying; Effect The will-o’-wisp feeds on the creature’s phantom pain; Cantrips (3rd) daze, forbidding ward,
terror. It regains 2d4 Hit Points, and if it has Gone Dark, guidance, haunting hymn, shield, void warp
its glow reignites. Undead, Arise! [one-action] (concentrate, manipulate, occult) The
Go Dark [one-action] (concentrate) The will-o’-wisp extinguishes necromancer summons two Medium undead entities in
its glow, becoming invisible. It can end this effect with different empty squares up to 30 feet away. These undead
another use of this action. If it uses its shock attack while entities can take the form of zombies, skeletons, or ghosts,
invisible, the arc of electricity lets any observer determine chosen by the necromancer. The entities block movement
its location, making the will-o’-wisp only hidden to all as though they were creatures and can be attacked. Each
observers until it moves. entity has 1 Hit Point and the same AC and saves as the
necromancer. They can’t take actions of their own and
SCREAMING GRUB PRIEST (0) CREATURE 5 deteriorate if the necromancer is reduced to 0 Hit Points.
RARE MEDIUM HUMAN HUMANOID The necromancer can have up to four undead entities at
Perception +10 any given time. If they call another, the oldest undead
Languages Common, Chthonian entity deteriorates.
Skills Deception +11, Intimidation +12, Occultism +9, Undead, Attack! [two-actions] (concentrate, occult) Requirements The
Screaming Grub Lore +11, Society +8, Stealth +9 necromancer has at least one undead entity active; Effect
Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +2 The necromancer commands all their undead entities to
Items cultist garb (functions as leather armor), occult text, attack. Each entity can Stride up to 20 feet into an empty
scythe square and make a Strike. The Strike has a +15 attack
AC 20; Fort +10, Ref +11, Will +7 modifier and deals 2d12 bludgeoning damage (or spirit
HP 85 damage if the entity is a spirit). The Strike has the magical
Speed 25 feet trait, and no multiple attack penalty applies to it.
Melee [one-action] scythe +13, Damage 1d12+5 piercing Wave of Death [two-actions] (concentrate, manipulate, occult, void)
Melee [one-action] fist +12 (agile, nonlethal, unarmed), Damage 1d8+5 Requirements The necromancer isn’t drained and has at
bludgeoning least one undead entity active; Effect The necromancer
Fanatical Frenzy [one-action] Requirements The cultist has taken overloads their undead entities with void energy, causing
damage and is neither fatigued nor already in a frenzy; all of them to explode. Each entity is destroyed, dealing
Effect The cultist flies into a frenzy that lasts 1 minute. 4d10 void damage to each creature in a 10-foot emanation
While frenzied, the cultist gains a +1 status bonus to attack with a DC 23 basic Fortitude save. A creature in more than
rolls and a +2 status bonus to damage rolls, and they take one explosion is damaged only once. The necromancer
a –2 penalty to AC. The cultist can’t voluntarily stop their becomes drained 1.
frenzy. After their frenzy, the cultist is fatigued.

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SCREAMING GRUB CULTIST (0) CREATURE 3


RARE MEDIUM HUMAN HUMANOID
Perception +7
Languages Common, Chthonian
Skills Deception +8, Intimidation +9, Occultism +6, Screaming
Grub Lore +8, Society +5, Stealth +6
Str +4, Dex +3, Con +2, Int +1, Wis +1, Cha +3
Items cultist garb (functions as leather armor), occult text,
scythe
AC 17; Fort +7, Ref +8, Will +4
HP 55
Speed 25 feet
Melee [one-action] scythe +10, Damage 1d8+4 piercing
Melee [one-action] fist +9 (agile, nonlethal, unarmed), Damage 1d4+4
bludgeoning
Fanatical Frenzy [one-action] Requirements The cultist has taken
damage and is neither fatigued nor already in a frenzy;
Effect The cultist flies into a frenzy that lasts 1 minute.
While frenzied, the cultist gains a +1 status bonus to attack
rolls and a +2 status bonus to damage rolls, and they take
a –2 penalty to AC. The cultist can’t voluntarily stop their
frenzy. After their frenzy, the cultist is fatigued.

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Appendix 3: Game Aids

Eliza Petulengro Csilla

Grub Cultist Ingalor’s Corpse

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Appendix 3: Game Aids

Amriya Ulthun II

Neferpatra Wynsal Starborn

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Handouts
Handout #1: Research Point Table
GM: Mark the box next to each research material discovered during play.

Research Material Found


Hesla’s Journal ▫
Embersplitter Family Portrait ▫
Artifact Notes ▫
Storeroom Manifests ▫
Ingalor’s Body ▫
Amriya’s Research Notes ▫
Hesla’s Ritual Notes ▫

Handout #2: Hesla’s Diary Entries


4699 ar
Mother told me to hide, so I hid. Now, I wish I hadn’t. All I can see is their faces—eyes wide with terror, cheeks
splattered with blood. And the grins of the cultists, the firelight flashing on their scythes as they found me.
New blood, they called me. The next generation.

4705 ar
Playing along has gotten me far here. The Screaming Grub is a disconnected, disjointed group—they needed a
leader. In raising me to become that leader, they’ve given me the very tools I wanted. They think I will bring Deskari
back to glory—that I will elevate the cult to new heights of power.
They do not realize that the same hand that builds can also destroy.

4725 ar
Patience has always been one of my strong suits, and now, finally, I see the flowers of my work begin to bloom.
Money to fund my work, money to buy the minds and hearts of Absalom, and access to seemingly infinite resources.
Once Ingalor arrives and the ritual is ready, I will bring an end to the Cult of the Screaming Grub once and for all.

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Handouts
Handout #3: Amriya’s Research Notes
If my calculations are correct, even a piece of Ingalor’s body should suffice to complete the ritual.
Riftcarver, being a part of Ingalor, could successfully make the connection between planes. In an ideal setting, we
would complete the ritual by cutting Him out of the body, as He was originally born.
The ritual must be performed with care to ensure proper binding of His power to the cult. Lady Embersplitter intends
to perform the ritual herself, which will bind Him to her will, thus bringing great power and glory to our ranks.
Recommend evacuation of all but tightest circle cult members—likely many unworthy will be lost in Deskari’s
rise. Prior accounts describe astounding destruction and carnage. Be sure to employ multiple note takers and artists
for record keeping purposes.

Handout #4: Library Notes


Riftcarver was carved from Ingalor’s very exoskeleton, created during the birth of Deskari. It is nearly indestructible—
legend states that it can only be destroyed if taken up against the resurrected corpse of Ingalor himself. Rotcarver
design has been modified now that Riftcarver has been returned to us to imbue the scythes with greater power.
Ingalor, Father of Decay. Locating his corpse and arranging transport took Lady Embersplitter many months, but
she has succeeded, as we knew she would. Using Ingalor, Deskari can be remade.
Reviving Deskari is more than a simple resurrection. Demons of his caliber cannot simply be revived or brought
back from the Boneyard; he must be reconstructed in a manner similar to his birth. By carving him out of Ingalor’s
corpse with his own blade, Lady Embersplitter will return his greatness to the world and bring about a new age of
rot and ruin.

Handout #5: Hesla’s Ritual Notes


It is almost endearing, how much faith they put in me. How certain they are that I will succeed in returning Deskari
to this plane. They are right about that, of course—nothing will stop me. But that is where their assumptions fall flat.
They think I will bring the demon of rot to glory and turn the world over to the Cult of the Screaming Grub, to
rule as queen over a throne of soiled flesh and maggots.
They could not be further from the truth. I will carve the rot of this cult out of the flesh and marrow of our world
with their own unholy implements. I will turn their lord on them and watch him rend them limb from limb, watch
their corpses fall to ruin, eaten by the worms.
They will feel the pain of my mother and my father and the hundreds of others. They will rot out of existence
under my hand.

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Organized Play Elite Adjustment


To apply the elite adjustment, make the following
Treasure Table changes to a creature’s statistics:
LEVEL TREASURE BUNDLE • Increase the creature’s AC, attack modifiers, DCs,
5 10 gp saving throws, and skill modifiers by 2.
6 15 gp • Increase the damage of its Strikes and other offensive
7 22 gp abilities by 2. If the creature has limits on how many
8 30 gp times or how often it can use an ability (such as a
spellcaster’s spells or a dragon’s breath), increase the
Treasure Bundles damage by 4 instead.
▫ Area A1, page 5: 1 Treasure Bundle for defeating or • Increase the creature’s Hit Points based on its
avoiding the guards from the Cult of the Screaming Grub. starting level (see the table below).
▫ ▫ ▫ ▫ ▫ ▫ ▫ Research Material, page 30: 1 Treasure
Bundle for each point of research material recovered, up Starting Level HP Increase
to 7. 1 or lower 10
▫ ▫ Area B11, page 12: 2 Treasure Bundles for defeating 2–4 15
Amriya, the head of Deskari’s research. 5–19 20
20+ 30
CP Total Level Range
8–14 5–6 Weak Adjustment
16–18 (5+ players) 5–6 To apply the weak adjustment, make the following
16–18 (4 players) 7–8 changes to a creature’s statistics:
19+ 7–8 • Decrease the creature’s AC, attack modifiers, DCs,
saving throws, and skill modifiers by 2.
Challenge Points • Decrease the damage of its Strikes and other
Challenge Points are a system for scaling the difficulty offensive abilities by 2. If the creature has limits on
of encounters appropriately for groups of mixed size how many times or how often it can use an ability
and level. Total up the number of Challenge Points your (such as a spellcaster’s spells or a dragon’s breath),
group has. decrease the damage by 4 instead.
• 5th-level PCs = 2 points each • Decrease the creature’s Hit Points based on its
• 6th-level PCs = 3 points each starting level (see the table below).
• 7th-level PCs = 4 points each
• 8th-level PCs = 6 points each Starting Level HP Decrease
Now use the table above to determine which level range 1–2 –10
is appropriate for your PCs. Level 5–6 encounters appear 3–5 –15
in Appendix 1, and level 7–8 encounters appear in 6–20 –20
Appendix 2. 21+ –30

Remaster Changes
With our shift to the new ORC license, we’ve updated
quite a bit of our terminology and rules information.
Here’s a small section of the most used changes here in
Organized Play, but for the full Remaster updates, please
reference Pathfinder Player Core, Pathfinder Player Core
2, and Pathfinder GM Core.
• Attack of Opportunity is now Reactive Strike.
• Spell levels and counteract levels are now referred to
as spell ranks and counteract ranks.
• Flat-footed is now off guard.
• Negative damage is now void damage.
• Positive damage is now vitality damage.

Pathfinder Society Scenario #6-16 32


The Heart of the City

Event Reporting Form


Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:

Adventure:

Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Envoy’s Alliance □ Grand Archive □ Horizon Hunters □ Radiant Oath □ Verdant Wheel □ Vigilant Seal

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Pathfinder Society Scenario #6-16 33


The Heart of the City

PAIZO INC.
Creative Directors • James Jacobs and Luis Loza Vice President of Sales & Operations • Mike Webb
Associate Publisher • Thurston Hillman Vice President of Technology • Rei Ko
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Pathfinder Society Scenario #6-16: The Heart of the City © Pathfinder Society Scenario #6-16: The Heart of the City
2025, Paizo Inc.; Author: Rue Dickey © 2025, Paizo Inc. Paizo, the Paizo golem, Pathfinder,
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property of Paizo Inc. All rights reserved.

Pathfinder Society Scenario #6-16 34


Pathfinder Society Scenario #6-16: Character Chronicle #
The Heart of the City

Character Name Organized Play # Character #

Adventure Summary

You were summoned by Decemvirate members Csilla and Eliza Petulengro to enter Ember Manor, the home of Lady Hesla
Embersplitter, to investigate a strange shipping manifest that they received from a missing Pathfinder agent. While in the manor,
you located not only proof of the Cult of the Screaming Grub’s intentions to summon Deskari, but also proof that Hesla intended
to turn on the cult and raze them to the ground, at the expense of everything and everyone around her. You were confronted by
the Screaming Grub’s head researcher Amriya and bore witness to the horror that was Ingalor, the dead father of Deskari. Brought
before the High Council of Absalom, you ▫ convinced them of Hesla’s upcoming schemes, or ▫ couldn’t convince them, leaving the
Society to prepare on their own.

Boons Rewards
Starting XP
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition)
Achievement Points, a currency that be redeemed on our website at paizo.com for special character boons,

Experience
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to
paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo. XP Gained
com account and registered a character before you can begin making Achievement Point transactions.

Total XP
Items Notes

eagle-eye elixir, moderate (level 5; 27 gp;


Pathfinder Player Core 2 287) Starting GP
invisibility potion (level 4; 20 gp; Pathfinder GM
Core 259)
skeleton key (level 5; 125 gp; Pathfinder GM Core
276) GP Gained
Gold

traveler’s any-tool (level 6; 200 gp; Pathfinder GM


Core 277)

GP Spent

Total GP

Reputation/Infamy

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: JWEW
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club

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