The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Oct 28, 2026, 6:09 PM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • folderGuides
        • handoutLevel 1-2 Treasure Menu
        • handoutLevel 2–3 Treasure Menu
      • folderTreasures
        • itemCedar Whisper Charm
        • itemBrassbound Hero’s Mark
        • itemAmberglass Reagent Case
        • itemLantern of Last Echoes
        • itemThuld’s Pattern Awl
        • itemSeal of the Fair Measure
        • itemVotive of the Second Vigil
        • itemVeiled Current Pin
        • itemEcho-Ward Wristlet
        • itemStillwater Step Anklet
        • itemHarbor-Chorus Brooch
        • itemAshborn Resolve Torque
        • itemBrass Signal Clasp
        • itemMosswake Circlet
        • itemEdgekeeper Knot
        • itemIron-Shelter Rivet
        • itemCinderline Sight
        • itemGilt Calibration Key
        • itemInquest Lens
        • itemConfluence-Thread Sash
        • itemTarnished Omen Coin
        • itemHushglass Diadem
        • itemThornpath Compass
        • itemEmberblood Signet
        • itemTwinned Thread Pendant
        • itemGilt Wake Sash
        • itemQuiet Ledger Reliquary
        • itemHearthroot Needle
        • itemWarded Margin Bookmark
      • folderHandouts
        • handoutThe Palakar Forest & The Town of Macridi
        • handoutTar Taargadth
        • handoutOath of Everlasting Friendship
        • handoutBlood Price Economy
        • handoutDruma - Profit and Prophecy
        • handoutNew Macridi
        • handoutThe Blight of 4719
        • handoutNew Macridi — Magical Services
        • handoutThe Legacy of Thuld
      • folderItems
        • itemAlchemical Reagent Bundle
        • itemInfernal Blight Reagent Bundle
        • itemCedar Court Amber
      • folderImages
        • imageGolden Hand Seal
        • imageGolden Hand Stamp
        • imageThe Quiet Current Seal
      • folderMaps
        • mapDruma WikiPath
        • mapOld Macridi
        • mapMacridi Area
        • mapDruma Detailed
        • mapNew Macridi (blocks)
        • mapKerse
        • mapNew Macridi
        • mapNew Macridi (blocks color)
        • mapPetitioner's Port
        • mapAlabastrine Map
      • folderPages
        • pageThe Price of Prophecy - PC Guide
        • pageCampaign Arc (FULL Spoilers)
        • pageCampaign Arc (FULL Spoilers) (new CSS)
        • pagePlayer Primer • Pulgari Estate<
        • pageGM Primer • Pulgari Endgame
        • pagePlayer Reference - Lores
        • pageTreasure, Reagents, and Party Size
      • folderMonsters
        • monster blockMacridi Blade Warrior
        • monster blockWood Wraith
        • monster blockSpeaker of the Pale
        • monster blockAnimated Log Servant
        • monster blockBarrow Clay Sentinel
        • monster blockInfernal Blightseed Swarm
        • monster blockInfernal Rootling
        • monster blockInfernal Thornling
        • monster blockInfernal Treeling
        • monster blockInfernal Blight Stalker
        • monster blockInfernal Blight Reveler
        • monster blockBrimorak Demon
        • monster blockOrt (Drudge Devil)
        • monster blockGOLDEN HAND MERCENARY
        • monster blockGOLDEN HAND ARCHER
        • monster blockForeman Hendrik
      • folderBlight Infestations
        • monster blockBlightroot
      • folderArticles
        • articleCedar Court
        • articleCourt of Seasons
        • articleDesolation Blade Mounds
        • articlePulgar Estate v2
        • articlePulgari Estate
        • articleReiver's Right
        • articleMacridi
        • articleMacridi Blades
        • articleCourt of Endless Revelry
        • articleMammon: The Argent Prince
        • articleInfernal Blight — Progression
        • articleThe Quiet Current
      • folderPDFs
        • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • folderRecaps
        • narrativeStart to 10/28
    • Acts
      • actA1Investigating Reiver's Right
        • narrativeOverview
        • sceneS1Briefing at Karland's Sawmill
          • narrativeMain
          • handoutInvestigate Reiver's Right
          • encounterE1Meeting Danum Karland
            • narrativeMain
            • challengeMeeting Danum Karland Challenges
            • imageBlighted Log
            • checklistTakeaways from Karland's Sawmill
            • sidebarGM Notes
          • checklistKarland's Sawmill — Contract
        • sceneS2Around Town Macridi
          • narrativeMain
          • mapOld Macridi (Unmarked)
          • mapOld Macridi
          • encounterE1Karland's Sawmill
            • narrativeMain
          • handoutOld Macridi — Spellcasting Services
          • encounterE2Fanciful Inquiries
            • narrativeMain
            • sidebarBuying Maps
            • shopFanciful Inquiries — Shop Menu
          • encounterE3The Gilded Ledger Tavern
            • narrativeMain
            • challengeE3 — The Gilded Ledger Tavern Challenges
            • handoutRecover the Boles
          • encounterE4The Salty Bark Tannery
            • narrativeMain
          • encounterE5Sanctitude Saunas
            • narrativeMain
            • articleThe Empty Private Chamber
          • encounterE6The Iron-Root Apothecary
            • narrativeMain
            • challengeAlchemist Rub
            • articleAlchemical Reagent Bundle
            • treasureIron-Root Apothecary — Alchemist Supplies
            • shopApothecary Alchemical Supplies
          • encounterE7Assembly Institute
            • narrativeMain
          • encounterE8The Veridical Scriptorium
            • narrativeMain
            • pageGM Primer • Hidden Conspiracy
            • handoutTakeaways from Veridical Scriptorium
            • challengeIdentify the Seal
            • imageGolden Hand Stamp
          • encounterE9The Watchmaker's Loft
            • narrativeMain
            • treasureWatchmen's Loft List
          • encounterE10Best Fit Furnishings
            • narrativeMain
        • sceneS3The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterE1Getting the Darkwood
            • narrativeMain
            • mapMudjaw Beach sketch
            • articleMudjaw Beach Field Reconnaissance
            • mapMudjaw Beach
            • monster block2× Balanced — 2× Reefclaw
            • monster blockBlue-Ringed Octopus
            • monster block2× Grindylow
            • monster block3× Mudjaw Lurebloom
            • sidebarMovement in the Shallow
            • handoutTactics
            • articleXP
        • sceneS4The North Road
          • mapNorth Road - Sketch
          • mapNorth Road - Detail
        • sceneS5Pulgari Estate Crossroads
          • encounterE1Golden Hand
            • monster block2x Golden Hand Mercenary
            • monster blockGolden Hand Archer
            • pageXP
            • pageRecall Knowledge
            • imageGolden Hand Crossing
        • sceneS6Reiver's Right
          • encounterE1South Gate (North Road)
            • narrativeMain
          • encounterE2Gatehouse
            • narrativeMain
            • letterLeft for Anyone Who Comes After
            • trapGatehouse Snapbow
            • mapGatehouse Interior
          • mapReiver's Right Sketch
          • encounterE3Central Yard
            • narrativeMain
            • monster block4× Hardwood Scamp
          • encounterE4Foreman's Hall / Camp Hall
            • narrativeMain
            • monster blockForeman Hendrik
            • monster block2× Infernal Rootling
            • pageTactics — Hendrick and Two Infernal Rootlings
            • sidebarThe Corruption of Foreman Hendrick
            • treasureForeman Hendrick's Log Book
            • letterForeman Hendrick's Log Book
            • treasureGolden Hand Log Book
            • letterGolden Hand Log Book
            • treasureHidden Compartment - Golden Hand Log Book
            • mapCamp Hall Inside
            • treasureInvestigator's Field Kit — Lantern and Awl
            • shortcutLantern of Last Echoes
            • shortcutThuld’s Pattern Awl
          • mapReivers's Right Battlemap
          • encounterE5Cookhouse & Mess
            • narrativeMain
          • encounterE6Bunkhouses / Workers' Cabins
            • narrativeMain
            • narrativeHalven's Darkwood
          • mapReiver's Right Sketch (Unmarked)
          • encounterE7Storehouse
            • narrativeMain
            • trapRigged Cargo Collapse
            • mapStorehouse Battlemap
            • mapStorehouse Battlemap 2
            • pageDerrin Hale's Abandoned Satchel
            • letterDerrin Hale's Letter
            • treasureDerrin's Effects
          • pageWorkers Escape
          • encounterE8Smithy
            • narrativeMain
            • letterDarkwood Note
          • pageGM Notes for Party of 5, 2nd Level
          • encounterE9Stables
            • narrativeMain
          • pageFive Relics of Reiver's Right
          • encounterE10Sawpit / Sawyard
            • narrativeMain
            • mapSawpit/Sawyard Battlemap
            • mapSawpit/Sawyard Battlemap Placement
            • monster block4× Infernal Rootling
            • monster blockInfernal Thornling
          • pageThe Long Dividend
          • encounterE11Carpentry Shed
            • narrativeMain
          • imageThe Long Dividend Image
          • encounterE12Log Stacks
            • narrativeMain
            • monster blockWood Wraith
            • monster block4× Animated Log Servant
            • mapLog Stacks Battlemap
          • encounterE13Log Chute & Hoist
            • narrativeMain
            • mapLog Chute & Hoist Battlemap
            • pageThe Lower Works — Western Approach
            • mapCollapsed Tunnel Entrance to Lower Works
            • narrativeCollapsed Tunnel Entrance Notes
          • shopTallow's Odds and Ends
          • encounterE14Lower Landing / Dock
            • narrativeMain
          • pageTraveling Merchant · The Long Dividend
          • encounterE15Watchtower
            • narrativeMain
            • letterFound Letter
          • encounterE16Shrine of Erastil
            • narrativeMain
          • encounterE17North Track (to Ranger Road)
            • narrativeMain
          • subsceneSS1E18 - The Lower Works
            • narrativeMain
            • narrativeLower Works Overview
            • narrativeOverview
            • narrativeEncounter Scaling — 4 or 5 Level-2 PCs
            • encounterE18Concealed Entrance
              • narrativeMain
              • treasureLower Works Shift Key
            • mapThe Lower Works Map 2
            • mapThe Lower Works Map 2 Battlemap
            • encounterE18Access Ramp
              • narrativeMain
              • trapRunaway Ore Cart
            • encounterE18North Gallery
              • narrativeMain
              • mapE18-3 — North Gallery (GM Placements)
              • monster block2× Infernal Thornling
              • monster blockInfernal Rootling
              • sidebarRootling Reinforcement
            • encounterE18Ventilation Shaft
              • narrativeMain
              • trapVentilation-Shaft Collapse
              • treasureCrafter's Eyepiece
            • encounterE18Supply Depot
              • narrativeMain
              • treasureLower Works Emergency Cache
              • treasureStamped Supply Manifest
            • encounterE18Western Excavation
              • narrativeMain
              • monster block2× Barrow Clay Sentinel
              • treasureMacridi Blade Survey Token
              • treasureThe Barrow Reliquary
            • encounterE18Flooded Passage
              • narrativeMain
              • monster block2× Blue-Ringed Octopus
              • sidebarFive-Character Adjustment
              • trapFlood Surge
            • encounterE18Workers' Quarters
              • narrativeMain
              • treasureLower Works Crew Roster
              • treasureDerrin Hale Freight Chit
              • treasureWorkers' Lockbox
              • shortcutAmberglass Reagent Case
            • encounterE18Eastern Tunnels
              • narrativeMain
              • treasureAbandoned Survey Board
              • treasureHauling Crew's Pay Tin
            • encounterE18Deepest Dig
              • narrativeMain
              • treasureDeep Survey Ledger
              • treasureWarded Drill Core
              • treasureGolden Hand Transit Seal
              • mapE18-10 & E18-11 — Tactical Map (GM Placements)
            • encounterE18The Blightroot
              • narrativeMain
              • shortcutBlightroot
              • sidebarRunning the Blightroot Encounter
              • monster block2× Infernal Rootling
              • monster blockInfernal Thornling
              • sidebarFive-Character Adjustment
              • treasureFresh Blightroot Sample
              • sidebarBlight Terminology
        • sceneS7Epilogue to Reiver's Right
          • treasureConsolidated Treasure Menu - Lv1 - 2
      • actA2Kerse
        • sceneS1Corven Vell's Hideout
          • narrativeOverview
          • narrativeHook from Reiver's Right
          • narrativeRunning the Hideout
          • narrativeSecurity & Consequences
          • narrativeFinal Discovery
          • subsceneSS1H1 - Entry Hall
            • narrativeMain
            • trapVell's Courtesy Needle
          • itemCorven Vell's Comparative Assay Kit
          • subsceneSS2H2 - Conservatory
            • narrativeMain
            • trapIrritant Mist Manifold
          • sidebarAlchemical Treasure
          • subsceneSS3H3 - Preparation Laboratory
            • narrativeMain
            • trapVolatile Separation Bench
          • mapCV Hideout
          • subsceneSS4H4 - Specimen Gallery
            • narrativeMain
            • trapCompromised Specimen Case
          • mapCV Hideout Battlemap
          • subsceneSS5H5 - Study & Correspondence
            • narrativeMain
          • mapCV Hideout Sketch
          • subsceneSS6H6 - Lower Laboratory
            • narrativeMain
            • narrativeAfter the Fight
          • subsceneSS7H7 - Comparative Laboratory
            • narrativeMain
            • trapArchive Purge
            • monster block3× Animated Panoply
        • articleKerse Downtime
        • articleKerse Downtime 2
        • articleMacridi to Kerse by Boat
        • articleDruma — Dwarven Rivercraft
      • actA3The Cedar Court
        • sceneS1Getting to the Cedar Court
          • mapCedar Court - Surrounding Area
        • sceneS2The Cedar Court
          • mapCedar Court Sketch
        • sceneS3The Cedar Blightroot
          • subsceneSS1Companions
            • pageCedar Court — Available Companions
            • article1. Sylvara Thornwatch — Cedar Court Ranger
            • article2. Bristlewick, the Cedar Court Rootspeaker
            • article3. Pipkin Vell, Cedar Court Apothecary
        • sceneS4Leaving The Cedar Court
      • actA4Court of Endless Revelry
      • actA5The Court of Seasons
        • narrativeStub Overview
      • actA6Barak Thuld
        • narrativeBarak Thuld
        • articleRagna Stonewake
        • mapBarak Thuld Sketch
        • mapBarak Thuld
        • mapBarak Thuld - Level 1
        • mapBarak Thuld - Level 2
        • mapBarak Thuld - Level 3
        • imageRagna Stonewake
      • actA7Desolation Blade Mounts
        • narrativeStub Overview
      • actA5The Petitetioner's Port
        • narrativeStub Overview
        • sceneS1Around Petitoner's Court
          • encounterE1Petitioner's Port
            • narrativeMain
          • encounterE2Cyneheard Imports
            • narrativeMain
          • mapPetitioner's Port Act
          • encounterE3Vhinigan's Haberdashery
            • narrativeMain
          • encounterE4Bracken & Bell Forge
            • narrativeMain
          • encounterE5The Sturdy Sword
            • narrativeMain
          • encounterE6Stillwater Remedies
            • narrativeMain
          • encounterE7The Wayfarer's Rest
            • narrativeMain
          • encounterE8The Iron Measure
            • narrativeMain
          • encounterE9Executive Seat
            • narrativeMain
          • encounterE10The Ninefold Athenaeum
            • narrativeMain
          • encounterE11The Measure & Mark
            • narrativeMain
          • encounterE12The Lantern Chapel
            • narrativeMain
          • encounterE13Petronax Villa
            • narrativeMain
        • sceneS2Alabastrine
          • narrativeMain
          • mapAlabastrine Map
        • articlePetitioner's Port Overview
      • actA2The Gilded Cage
        • narrativeStub Overview
      • actA3The Court of Seasons
        • narrativeStub Overview
    • Bucket
      • handoutThe Palakar Forest & The Town of Macridi
      • handoutTest Handout
      • handoutGuild Contract
      • handoutFanciful Inquiries
      • handoutThe Iron Root Apothecary
      • monster blockYoung Reefclaw
      • handoutTrouble Up Profit's Flow
      • monster blockZebub
      • articleDesolation Blade Mounds - min
      • articleTreasure, Crafting Materials, and Reagents
      • letterSubject: Reiver’s Right — Halven Dorr Missing
      • mapThe Lower Works Battlemap
      • mapThe Lower Works Map
    • Reference
      • imageShining Lands 1
      • imageShining Lands 2
      • imageKellid
      • imageDruma
      • imagemacridi-2
      • imagemacridi-1
      • articleArchtype - Prophet of Kalistrade
      • articleArchtype - BlackJack
      • imageDruma, Profit and Prophecy
      • imageBlighted Fey - 1
      • imageBlighted Fey - 2
      • imageForest Blight
      • imageBlight
      • pageThe Macridi Sandbox – How It All Ties Together
      • imageMammon
      • imageMammon Watercolor
      • pageMudjaw Reach backup
      • narrativeNew Macridi 2
      • imageKerse 1
      • imageKerse 2
    • Trash
      • narrativeMain
      • shopTraveling Merchant · The Long Dividend
      • pageMain
    • Inbox
      • mailFree Maps!
      • mailA Note from Iron-Root Apothecary
      • mailReiver’s Right — Halven Dorr Missing
      • mailMaps of New Macridi and Kerse compliments of Darno Karland
      • mailA Piece of Timber I Need Back
      • mailA Small Matter at Reiver's Right
      • mailReiver’s Right Follow-Up: Kerse Preparations Underway
      • mailRegarding the Blackjacket Scout
      • mailPersonal Correspondence
    • PCs
      • pcUlysses
        • narrativeCharacter Sheet
        • pageMain
        • pageStat Block
      • pcBashi Dai
        • narrativeCharacter Sheet
        • pageMain
        • pageStat Block
      • pcSkye Flamebelch
        • narrativeCharacter Sheet
        • pageMain
        • pageStat Block
      • pcDoku
        • narrativeCharacter Sheet
        • pageMain
        • pageStat Block
    • NPCs
      • npcSella Varn
        • narrativeMain
        • narrativeCharacter Sheet
        • pageMain
      • npcCorven Vellicus
        • narrativeCharacter Sheet
        • pageMain
subscene

Companions

Cedar Court — Available Companions

Cedar Court — Available Companions

Three Volunteers for the Blightroot

The Court Offers Its Aid Against the Corruption

Three figures wait beneath the spreading branches of the Cedar Court's ancient trees. Each has volunteered to accompany you into the corrupted reaches of the Palakar Forest, though their reasons for doing so appear quite different.

A tall elven warden stands with a spear resting against one shoulder. Beside her, a small leshy examines a bundle of living roots. The third volunteer, a soft-spoken gnome, carries a collection of glass bottles and carefully wrapped instruments.

A court representative gestures toward them. "The corruption threatens more than your settlements. These three know the forest and have agreed to help. You may choose one to accompany you."

Available Companions

1. Sylvara Thornwatch — Cedar Warden

Ancestry: Elf
Role: Scout, protector, and wilderness guide

Sylvara has spent decades patrolling the boundaries between the mortal forest and the Cedar Court's protected groves. She is familiar with hostile vegetation, dangerous terrain, and the warning signs of unnatural growth.

Specialty: Survival, Nature, tracking, and identifying hazardous plants.

Personality: Reserved, practical, and suspicious of unnecessary violence.

Reason to volunteer: Sylvara believes the Blightroot threatens the forest's oldest protective boundaries.

Party benefit: Provides scouting, wilderness knowledge, and assistance navigating corrupted forest terrain.

2. Bristlewick — Rootspeaker

Ancestry: Leshy
Role: Spiritual guide and plant specialist

Bristlewick is a small, moss-covered leshy whose body sprouts tiny cedar shoots. They communicate with plants, interpret disturbances in the local natural spirits, and recognize changes in the forest's living networks.

Specialty: Nature, primal magic, plant identification, and spiritual disturbances.

Personality: Curious, earnest, and occasionally distracted by ordinary plants.

Reason to volunteer: Bristlewick has sensed something beneath the forest that no longer behaves like a living root.

Party benefit: Helps interpret blighted vegetation, identify unusual magical growth, and recognize environmental clues.

3. Pipkin Vell — Court Apothecary

Ancestry: Gnome
Role: Healer, researcher, and alchemical support

Pipkin studies the interaction between supernatural corruption and living organisms. His satchel contains measuring tools, preservation vessels, field notes, and a modest selection of medicinal preparations.

Specialty: Medicine, Crafting, alchemical analysis, and specimen preservation.

Personality: Talkative, methodical, and considerably braver in theory than in practice.

Reason to volunteer: Pipkin wants an uncontaminated sample from the Blightroot to help develop a reliable countermeasure.

Party benefit: Provides medical assistance, identifies chemical hazards, and helps preserve samples for later study.

GM — Companion Selection

The party may select one companion for the expedition. The remaining volunteers stay at the Cedar Court and remain available for future assignments.

Each companion should primarily provide exploration, knowledge, and support rather than functioning as an additional full-strength combat character.

Sylvara: Best for navigation, scouting, and wilderness hazards.

Bristlewick: Best for understanding the supernatural nature of the Blightroot.

Pipkin: Best for medical support, alchemical research, and recovering useful samples.

The companions do not automatically provide additional combat actions or alter encounter XP budgets. If one participates directly in combat, establish an appropriate creature stat block and account for their contribution when designing encounters.

Sylvara Thornwatch, Cedar Court Ranger

Creature 3

Source: Custom Creature — The Price of Prophecy

Sylvara Thornwatch

Creature 3

Uncommon · Medium · Elf · Humanoid

Sylvara is a disciplined elven ranger who patrols the wooded boundaries of the Cedar Court. She carries a finely maintained longbow fashioned from pale cedar, its limbs decorated with delicate leaf engravings. Her clothing consists of muted woodland colors, reinforced leather, and a weathered traveling cloak.

Quiet and observant, Sylvara favors patience, careful positioning, and accurate ranged attacks. She prefers to end a fight before an enemy can close the distance.

Perception +11; low-light vision

Languages Common, Elven, Fey

Skills Acrobatics +10, Athletics +8, Nature +9, Stealth +11, Survival +11

Str +2, Dex +4, Con +2, Int +0, Wis +3, Cha +0

Items longbow (40 arrows), shortsword, leather armor, explorer's pack


AC 20; Fort +9, Ref +12, Will +9

HP 46

Speed 30 feet


Melee [one-action] Shortsword +10 (agile, finesse, versatile S), Damage 1d6+3 piercing

Ranged [one-action] Longbow +12 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercing

Special Abilities

Hunter's Focus [one-action] (concentrate)

Sylvara designates one creature she can see or hear as her quarry. She can have only one quarry at a time. She gains a +2 circumstance bonus to Perception checks to Seek the quarry and Survival checks to Track it. The designation lasts until Sylvara selects another quarry or the target is defeated.

Precise Shot (custom)

Sylvara gains a +1 circumstance bonus to her first longbow Strike each turn against her designated quarry, provided she has not used a move action during that turn.

This bonus does not apply to subsequent Strikes during the same turn.

Cedar Archer [two-actions] (flourish)

Requirements Sylvara is wielding her longbow and has at least two arrows.

Sylvara makes two longbow Strikes against the same creature. Both Strikes count toward her multiple attack penalty, but the penalty does not increase until both Strikes have been resolved.

Woodland Camouflage

Sylvara is exceptionally skilled at using natural cover. She can Hide or Sneak while concealed by foliage, brush, or undergrowth, following the normal rules for cover and concealment.

Woodland Stride

Sylvara ignores difficult terrain caused by non-magical undergrowth, shrubs, and tangled vegetation. She cannot ignore hazardous terrain or magically created difficult terrain with this ability.

Combat Tactics

Sylvara prefers to fight from a protected position at least 30 feet from her enemies. She designates the most dangerous visible opponent as her quarry and concentrates her ranged attacks against it.

When she has sufficient distance and a clear line of fire, Sylvara uses Cedar Archer to deliver two arrows before her opponent can respond. When accuracy is especially important, she relies on a single carefully aimed Strike.

She prioritizes enemy spellcasters, flying creatures, and opponents threatening less durable allies.

If an enemy closes within her longbow's 30-foot volley distance, Sylvara attempts to reposition or draws her shortsword. She avoids prolonged melee engagements.

Exploration Abilities

Forest Scout

Sylvara can use the Scout exploration activity, granting the normal +1 circumstance bonus to initiative rolls for her allies. This bonus does not stack with another Scout bonus.

Experienced Tracker

Sylvara can Track creatures using Survival and identify signs of their passage, including disturbed foliage, footprints, broken branches, and displaced soil.

Wilderness Guide

Sylvara can use Survival to Sense Direction, Subsist, and Cover Tracks. She is particularly knowledgeable about forest terrain, animal behavior, and natural environmental hazards.

Bristlewick, Cedar Court Rootspeaker

Creature 3

Source: Custom Creature — The Price of Prophecy

Bristlewick

Creature 3

Uncommon · Small · Leshy · Plant

Bristlewick is a moss-covered leshy whose shoulders sprout tiny cedar branches. Their body smells of fresh soil, rainwater, and crushed pine needles. Small fungi occasionally appear between their roots, only to be plucked away with considerable irritation.

A longtime caretaker of the Cedar Court's outer groves, Bristlewick specializes in interpreting disturbances in plant life and the primal energies flowing through the forest.

Perception +10; low-light vision

Languages Common, Fey, Wildsong

Skills Nature +12, Survival +10, Medicine +9, Stealth +9, Diplomacy +8

Str +0, Dex +3, Con +2, Int +1, Wis +4, Cha +1

Items wooden staff, herbalist's tools, collection of preserved seeds


AC 19; Fort +9, Ref +10, Will +12

HP 42

Speed 25 feet


Melee [one-action] Staff +9, Damage 1d6+2 bludgeoning

Primal Prepared Spells DC 20, spell attack +12

2nd Rank (2 slots) heal, entangling flora

1st Rank (3 slots) heal, protector tree, fear

Cantrips (2nd Rank) tangle vine, guidance, detect magic, know the way, stabilize

Special Abilities

Rootsense [one-action] (concentrate, primal)

Bristlewick touches the ground and senses nearby disturbances in living vegetation. They can attempt a Nature check to identify unnatural growth, corrupted roots, or plant-based hazards within 30 feet.

Rootsense does not automatically reveal hidden creatures, concealed passages, or the precise source of supernatural corruption.

Cedar's Shelter [one-action] (primal)

Frequency once per 10 minutes

Bristlewick calls protective branches around one adjacent willing creature. The creature gains a +1 circumstance bonus to AC until the beginning of Bristlewick's next turn.

Whisper to the Roots (exploration, primal)

Given 10 minutes to study an area containing living plants, Bristlewick can attempt a Nature check to interpret recent disturbances in the local vegetation.

Success may reveal the passage of unusually large creatures, the direction from which corruption spread, or evidence of disturbances beneath the soil. The GM determines what information the plants could reasonably preserve.

Combat Tactics

Bristlewick avoids direct combat whenever possible, preferring to remain behind sturdier allies. They use entangling flora to impede advancing enemies and protector tree to shield vulnerable companions.

They reserve heal for emergencies and use tangle vine to interfere with mobile enemies.

Pipkin Vell, Cedar Court Apothecary

Creature 3

Source: Custom Creature — The Price of Prophecy

Pipkin Vell

Creature 3

Uncommon · Small · Gnome · Humanoid

Pipkin is a cheerful but meticulous gnome apothecary whose collection of bottles, vials, and measuring instruments appears considerably larger than his traveling satchel should reasonably accommodate. His green traveling coat is covered in reinforced pockets, each labeled with tiny handwritten tags.

An experienced herbalist and field researcher, Pipkin specializes in medicinal preparations, alchemical mixtures, and the treatment of unusual ailments. He is fascinated by unfamiliar plants, fungi, and natural compounds.

Pipkin is talkative, curious, and methodical. Although confident in his laboratory, he becomes noticeably nervous when confronted with immediate physical danger.

Perception +9; low-light vision

Languages Common, Gnomish, Fey

Skills Crafting +12, Medicine +12, Nature +10, Society +8, Survival +8, Diplomacy +8

Str +0, Dex +3, Con +2, Int +4, Wis +3, Cha +1

Items alchemist's toolkit, healer's toolkit, dagger, sling (20 bullets), reagent satchel, labeled specimen containers


AC 19; Fort +9, Ref +10, Will +11

HP 40

Speed 25 feet


Melee [one-action] Dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing

Ranged [one-action] Sling +10 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning

Ranged [one-action] Alchemical Bomb +11 (range increment 20 feet, splash), Damage varies by bomb

Alchemical Supplies

Pipkin begins each day with the following prepared alchemical supplies:

Healing: 2 lesser elixirs of life

Offense: 2 lesser bottled lightnings, 2 lesser alchemist's fires

Utility: 2 lesser antidotes, 2 lesser antiplagues

These supplies are replenished after Pipkin completes his daily preparations, provided he has access to his reagent satchel. Unused preparations lose their potency during his next daily preparations.

Alchemical Bombs

Pipkin uses the normal statistics of the corresponding alchemical items. His attack modifier is +11 when throwing alchemical bombs.

Special Abilities

Battlefield Medic [one-action] (healing, manipulate)

Frequency once per day per target

Requirements Pipkin is holding or wearing his healer's toolkit and is adjacent to a living creature.

Pipkin attempts a Medicine check to administer emergency treatment using the normal DC and healing results of Treat Wounds. This activity takes 1 action instead of 10 minutes.

A creature treated with Battlefield Medic is temporarily immune to Pipkin's Battlefield Medic for 1 day. This ability does not remove the normal restrictions on Treat Wounds.

Quick Preparation [one-action] (manipulate)

Frequency three times per day

Pipkin draws one of his prepared alchemical consumables and Interacts to administer it to himself or an adjacent willing creature.

This ability cannot be used to throw bombs or activate items that normally require more than one action.

Field Analysis [one-action] (concentrate)

Pipkin examines a visible creature, substance, or environmental hazard within 30 feet. He attempts an appropriate Crafting, Medicine, or Nature check to Recall Knowledge.

On a success, he identifies a relevant property of the subject, such as a creature's resistance, a poison's characteristics, or the nature of an unusual biological substance.

Field Analysis follows the normal Recall Knowledge rules and does not automatically reveal hidden properties.

Steady Hands

Pipkin gains a +1 circumstance bonus to Crafting checks involving delicate alchemical instruments and Medicine checks to Administer First Aid.

Combat Tactics

Pipkin avoids direct confrontation, remaining behind sturdier allies whenever possible. He prefers supporting companions with alchemical preparations rather than engaging enemies with weapons.

Against armored or heavily defended opponents, Pipkin uses bottled lightning to make enemies off-guard to subsequent attacks.

He reserves alchemist's fire for enemies vulnerable to fire damage or situations where persistent damage is especially useful.

Pipkin prioritizes healing injured companions and administering antidotes when poison threatens the party. He avoids wasting limited resources on minor injuries.

If threatened in melee, Pipkin attempts to withdraw behind allies rather than continuing to fight at close range.

Exploration Abilities

Experienced Healer

Pipkin can Treat Wounds, Treat Disease, Treat Poison, and Administer First Aid using his Medicine skill and healer's toolkit.

Alchemical Researcher

Pipkin can use Crafting to identify alchemical items, examine unfamiliar mixtures, and assist with the preparation of common alchemical consumables.

Field Herbalist

Pipkin can use Nature or Survival to identify medicinal plants, poisonous fungi, and useful natural reagents. He can help locate suitable specimens and preserve collected samples.

Laboratory Assistant

During downtime, Pipkin can Aid another character's appropriate Crafting checks when assisting with alchemical projects. He follows the normal requirements and limitations of the Aid action.

Read-only syndicated snapshot · Syndicated Oct 28, 2026, 6:09 PM. Content updates when the author syndicates again in Adventure Maker.

Made with Amba. Want to try it? Check out Amba — free to use.