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

Mudjaw Reach backup

Mudjaw Reach backup

Scene 3 • Tactical Encounter
The Darkwood at Mudjaw Beach
Getting the Darkwood
Creatures 2 Reefclaws + 1 Blue-Ringed Octopus
Visible Objective 6 Darkwood Boles
Hidden Objective 1 Hollowed Bole
Terrain Flooded Backwater

Mudjaw Beach is less a beach than a muddy shelf where Profit's Flow spreads into a broad, stagnant backwater. Cypress roots claw through brown water, curtains of moss hang almost to the surface, and a narrow sandbar divides the shallows from a darker channel beyond.

Six darkwood boles drift among the roots and reeds. Each is more than a dozen feet long, dark with river water, and marked with the same blue double-slash Captain Sella described.

At first, nothing moves.

Then one of the logs turns slightly against the current.

Something beneath it turns with it. Farther along the timber, a small shape lies curled tight against the water-side of another bole, its skin so close to wet bark and shadow that only a brief flash of blue gives it away.

What Did Sella Actually Tell Them?

Sella's Public Job

Captain Sella Varn tells the party that six valuable darkwood boles broke loose and drifted into Mudjaw Beach. She wants all six recovered before another merchant claims them as salvage.

If this is all the party knows, their objective is straightforward: recover all six marked logs.

GM Secret: One Log Matters Far More Than the Others

One of the six boles has been carefully hollowed and resealed. Inside is a waterproof copper cylinder containing packets of unregistered Cedar Court amber.

Sella's obsession with recovering the timber is really an attempt to recover the contraband without involving the Blackjackets.

Confronting Sella Before Mudjaw Beach

If the party has credible evidence of the smuggling arrangement, correctly identifies that one log contains hidden cargo, or otherwise demonstrates that Sella's story is false, they can press her for the truth.

If the characters present hard evidence, no check is necessary. Sella knows the deception is finished.

Press Sella for the Truth

Primary Check Diplomacy DC 18
Critical Success Sella admits the smuggling arrangement and tells the party exactly how to identify the hollowed log before they reach Mudjaw Beach.
Success Sella admits that one of the six logs contains cargo she cannot afford to lose and tells the party that recovering that log alone will satisfy their bargain.
Failure Sella refuses to admit anything. She continues insisting that all six logs must be recovered.
Critical Failure Sella becomes convinced the party intends to use the accusation against her and refuses to discuss the cargo further without proof.

Sella stares at you for a long moment, jaw working.

“Fine.”

“You know what you're looking for, so I'll save us both the performance. I don't care about the damned darkwood.”

“One of those logs is hollow. Blue double-slash like the rest, but it'll ride higher in the water. Bring me that one intact.”

“The other five can rot in the swamp for all I care.”

New Objective: Recover the Hollowed Log

Once Sella admits the truth, recovering the other five boles is no longer necessary.

This changes the encounter significantly. The hollowed log is lighter, can be floated free with much less effort, and can potentially be recovered without alerting the predators if the party handles the creatures around it carefully.

Stealth is now a legitimate solution to the entire encounter.

Creatures at Mudjaw Beach

2 Reefclaws
Use the official Reefclaw entry on Archives of Nethys .

The two reefclaws are the mobile hunters in this encounter. They resemble enormous shrimp or lobsters and stay mostly submerged, using roots, reeds, and floating timber as cover while waiting for anything foolish enough to enter reach.

Their claws are more than cutting weapons. A reefclaw seizes prey in a crushing grip and delivers venom through the wound. Once one commits to an attack, it is remarkably stubborn and may continue fighting long after a more sensible predator would retreat.

They are also more intelligent than their appearance suggests. Reefclaws cannot speak, but they can understand the language spoken by people around their hunting grounds. Characters discussing a plan loudly near the water should not assume the creatures are mindless.

1 Blue-Ringed Octopus
Use the official Blue-Ringed Octopus entry on Archives of Nethys .

The blue-ringed octopus has settled against the hollowed bole. It begins curled tightly along the water-side of that log, close enough to slip immediately back into deeper water and using its camouflage to blend into wet bark, algae, and shadow.

It is not protecting Sella's contraband deliberately. The hollowed bole has simply become its favored shelter. It attacks anyone who closes on, touches, or begins moving that log, but it does not willingly stray far from it.

Encounter Movement Swim 25 feet • 5-foot crawl on exposed land

The official creature has a 25-foot swim Speed and no listed land Speed. For this encounter, if it is forced onto exposed ground, treat its movement as a slow 5-foot crawl. It remains close to water whenever possible.

Do Not Reveal All Three Creatures Immediately

The characters should initially see movement rather than three obvious monsters sitting on the battlefield. Unless the creatures are detected, describe ripples, shifting logs, bubbles, flashes of shell beneath the surface, and the occasional click of chitin against submerged wood. Near the hollowed bole, the octopus is easy to mistake for wet bark until its blue rings flare into view.

Battlefield Setup

Area Description Tactical Use
North Bank Muddy but mostly dry ground with several trees suitable for anchoring ropes. Safest location for ranged characters and anyone operating a winch or rope.
Shallow Water Brown water ranging from knee- to waist-deep. Slow, noisy movement risks attracting attention.
Deep Channel A darker ribbon of water running through the center of the backwater. Excellent territory for the reefclaws, a fast approach lane for the octopus, and dangerous footing for humanoids.
Sandbar A narrow patch of mud and coarse sand projecting into the water. Provides a dry staging area close to the timber.
Root Tangle Cypress roots, reeds, and submerged branches along the southern edge. Provides concealment for a stealthy approach but makes rapid movement awkward.
Darkwood Boles Six marked boles lie scattered through the shallows rather than packed into one tight pile. The visible objective. Disturbing one can draw a reefclaw; disturbing the hollowed bole also provokes the octopus.
Hollowed Bole One marked log rides slightly higher than the others. The blue-ringed octopus is curled against its water-side, close enough to touch it. The true objective and the octopus's defended shelter. The octopus stays close to this log unless deliberately drawn into a short pursuit.

Starting Positions

  • Reefclaw 1 hides in the shallows near the northern half of the timber field.
  • Reefclaw 2 waits in the deeper channel closer to the southern side of the map.
  • Blue-Ringed Octopus begins curled tightly against the water-side of the hollowed bole, within immediate reach of the water.

The three creatures are not coordinated soldiers. The reefclaws are opportunistic hunters, while the octopus is a territorial defender whose behavior revolves around the hollowed bole.

Octopus Leash

Under normal circumstances, the octopus tries to remain within about 10 feet of the hollowed bole. If a ranged attacker wounds it, the octopus tries to close through the water. If that attacker keeps opening the distance faster than the octopus can catch them, it breaks off the pursuit and returns to the bole.

Before Anyone Enters the Water

Assess the Threat

Perception DC 16
Nature DC 17

Characters can spend time watching the water before committing themselves.

Critical Success The character identifies both reefclaws, locates the camouflaged blue-ringed octopus against the hollowed bole, and recognizes that the octopus is staying close to that specific log rather than roaming the whole beach.
Success The character confirms that two reefclaws are hiding in the water and spots a small venomous octopus curled against one of the marked logs. Disturbing that log is likely to provoke it.
Failure The character knows dangerous creatures are moving around the timber but cannot determine their exact number or positions.
Critical Failure The character focuses on obvious movement in the water, badly misjudges the reefclaws' positions, and completely overlooks the camouflaged octopus against the hollowed bole.

Running the Encounter

Phase 1 Choose an Approach

Before initiative begins, allow the party to observe the battlefield, prepare ropes, choose the sandbar as a staging point, lure creatures away, use magic, or attempt a stealthy recovery.

Phase 2 Disturb the Timber

If the characters begin moving one of the full darkwood boles, create a loud disturbance, blunder directly into a reefclaw's hiding place, or approach and handle the hollowed bole within the octopus's defended space, roll initiative as appropriate.

Phase 3 Recover the Cargo

Defeating the creatures is not itself the objective. The party must still secure whatever cargo Sella expects them to bring back.

Route A: Recover All Six Darkwood Boles

If the party believes Sella's public story, the job is difficult, physical, and noisy.

Stealth Is Not a Practical Option

A full darkwood bole weighs hundreds of pounds. Moving one requires several people, heavy rope, leverage, magic, or some similarly powerful solution.

Dragging one free causes the other logs to roll, knock together, scrape against submerged branches, and send vibrations throughout the water.

Once the party begins hauling multiple full boles, the reefclaws know exactly where they are.

Study the Timber

Primary Check Engineering Lore or Sailing Lore DC 15
Critical Success The character identifies one central bole holding the others against a submerged branch. Freeing it first allows the remaining timber to drift together toward the bank.
Success The character identifies an efficient order for moving the logs and avoids unnecessary trips through the deepest water.
Failure No useful pattern is apparent. The boles must be handled individually.
Critical Failure The character chooses a badly wedged bole first, causing nearby timber to shift violently when the party begins pulling.

Once the party starts hauling full boles through the shallows, one or both reefclaws are likely to attack unless they have already been driven away or successfully distracted. The blue-ringed octopus joins only if the hollowed bole is approached, moved, or the octopus itself is attacked.

Route B: Recover the Hollowed Log

This route is available if Sella has admitted that the hidden cargo is her true priority or if the party independently identifies the hollowed bole.

This Route Can Avoid a Full Fight

The party can potentially bypass both reefclaws, but the blue-ringed octopus is curled directly against the target log. Reaching the bole quietly is only the first half of the problem: the party must drive off, distract, pin down, or otherwise work around the octopus before they can safely move the log.

Find the Correct Log

Identify the Hollowed Bole

Perception DC 18
Crafting DC 17

The hollowed bole rides slightly higher than the other logs. Close inspection can also reveal subtle tool marks beneath the bark and a section that produces an unusual hollow sound when tapped. A careful observer may also notice that the blue-ringed octopus keeps returning to the same side of this particular log.

Critical Success The character immediately identifies the correct bole, spots the camouflaged octopus curled against its water-side, and notices a quiet route that reaches the far end without crossing either reefclaw's likely hunting line.
Success The character identifies the hollowed bole and notices the octopus sheltering against it.
Failure The character cannot distinguish the concealed cargo from the ordinary timber.
Critical Failure The character confidently identifies the wrong bole and may mistake the camouflaged octopus for harmless river debris.

Slip Past the Reefclaws

Quiet Approach

Primary Check Stealth DC 17
Critical Success The character reaches the far end of the hollowed bole unnoticed by both reefclaws and gains a clear view of the octopus before entering its reach.
Success The character reaches the hollowed bole without alerting the reefclaws, but the octopus still occupies the water-side of the log and must be dealt with.
Failure One reefclaw becomes suspicious and moves toward the disturbance but does not yet attack.
Critical Failure The character splashes against submerged timber or moves directly into a reefclaw's hiding place. Roll initiative.

Deal With the Octopus

It Defends the Log, Not the Whole Beach

The octopus attacks a creature that closes on or begins handling the hollowed bole. It prefers to stay on the water-side of the log and does not wander far from it unless a ranged attacker gives it a reachable target.

The octopus has no ranged attack, so characters can exploit distance. If attacked from range, however, it does not simply sit beside the log: it tries to close on the attacker through the water. If the attacker keeps moving away faster than the octopus can catch them, the octopus abandons the pursuit and returns to the hollowed bole.

Float It Free

Guide the Hollowed Bole

Primary Check Athletics DC 16
Critical Success Once the octopus is no longer occupying the log, the bole slips free almost silently and drifts toward the waiting rope team without alerting either reefclaw.
Success The character frees the bole and begins guiding it safely toward shore.
Failure The bole catches against a submerged branch. Another attempt is required, and the movement draws attention from the nearest reefclaw.
Critical Failure The bole rolls loose and slams against nearby timber. Both reefclaws become aware of the party, and the octopus immediately returns to or attacks around the hollowed bole if it is still able to do so. Roll initiative.

Distracting the Predators

Food, false disturbances, or clever use of the environment can draw the reefclaws away from the timber. The octopus behaves differently: it is attached to the hollowed bole and is unlikely to follow bait far from it.

Lure the Reefclaws

Survival DC 18
Crafting DC 16
Critical Success Both reefclaws follow the distraction to the far side of the backwater, creating a substantial window in which the party can approach the hollowed bole without interference from them.
Success One reefclaw moves toward the distraction, leaving only one mobile hunter near the timber.
Failure The reefclaws show little interest in the attempted distraction.
Critical Failure The disturbance puts both reefclaws on alert. They begin actively searching the water around the timber.
Drawing Out the Octopus

The octopus is most likely to leave the hollowed bole when attacked from range by a target it can plausibly reach through the water. It closes on that attacker rather than remaining passive under ranged fire. If the target keeps opening the distance or reaches ground the octopus cannot efficiently cross, it gives up the pursuit and returns to the log.

If Combat Begins

Encounter: 2 Reefclaws + 1 Blue-Ringed Octopus

Use the normal Archives of Nethys creature entries for the reefclaws and blue-ringed octopus. The only encounter-specific movement ruling is the octopus's 5-foot crawl when forced onto exposed land.

How the Reefclaws Fight

  • A reefclaw prefers attacking a creature already standing or swimming in the water rather than climbing onto dry land.
  • It uses its oversized claws to seize prey and hold it in the water.
  • Once a reefclaw has a victim trapped, it focuses on that creature rather than constantly switching targets.
  • The reefclaws use deeper water, submerged logs, and root tangles as cover and approach routes.
  • They are aggressive and exceptionally stubborn once committed to an attack.
  • The reefclaws are opportunistic hunters, not servants protecting Sella's contraband. They do not care whether the party takes the timber after they are driven off or bypassed.

How the Blue-Ringed Octopus Fights

  • It begins curled against the water-side of the hollowed bole and attacks anyone who closes on, touches, or starts moving that log.
  • Under normal circumstances it stays within about 10 feet of the hollowed bole and uses the log itself as cover and concealment.
  • It has no ranged attack. Characters who can attack from distance have a strong tactical advantage over it.
  • If a ranged attacker wounds it and there is a water route to that creature, the octopus tries to close rather than absorbing fire beside the log. It can use its mobility in the water to make a sudden rush.
  • If the ranged attacker keeps retreating faster than the octopus can close, the octopus does not chase indefinitely. It breaks off and returns to the hollowed bole.
  • The octopus prefers water. Its normal swim Speed is 25 feet; if forced onto exposed land in this encounter, it only crawls 5 feet at a time.

Escaping the Fight

The reefclaws are defending feeding territory, while the octopus is defending its shelter around the hollowed bole. Characters who retreat fully onto dry ground and abandon the timber can end the immediate fight at the GM's discretion.

The octopus does not pursue a fleeing group across dry ground. If a ranged character draws it away and then outpaces it, it returns to the hollowed bole rather than continuing the chase.

This gives wounded parties the option to regroup, change tactics, lure the reefclaws away, draw the octopus out briefly, or return with a better plan.

Player Tactical Options

Approach Useful Skill Effect
Watch the Water Perception / Nature Locate the reefclaws and spot the camouflaged octopus.
Use the Sandbar — Reduce the distance characters must travel through water.
Identify the Contraband Log Perception / Crafting Determine which bole Sella truly cares about and where the octopus is sheltering.
Slip Through the Roots Stealth Reach the hollowed bole without alerting the reefclaws.
Draw Out the Octopus Ranged attack / positioning Force it to leave the log briefly; if it cannot catch the attacker, it retreats back to the bole.
Float the Hollowed Bole Athletics Recover the contraband with minimal disturbance once the octopus is no longer on the log.
Rig Ropes From Shore Athletics / Sailing Lore Keep more party members out of the water.
Study the Current Engineering Lore / Sailing Lore Use the river to move the timber rather than brute force.
Lure the Reefclaws Away Survival / Crafting Create time to retrieve the logs without both mobile hunters nearby.
Use Magic Varies Move timber, conceal movement, manipulate water, distract the reefclaws, drive off the octopus, or bypass the terrain entirely.
GM Guidance: This Is an Objective Encounter

Do not treat defeating all three creatures as the only successful outcome. The actual goal is getting Sella's cargo.

Fighting the creatures, distracting the reefclaws, drawing the octopus away from the hollowed bole, using ranged pressure, moving the logs from a distance, or recovering only the hollowed bole are all valid solutions.

Resolution

All Six Boles Recovered

The party completes the job exactly as Sella publicly described it. Captain Sella Varn awards the party 1 Transport Point.

Only the Hollowed Bole Recovered

If Sella previously admitted what she really wanted, recovering the hollowed bole completes the job.

She does not ask the party to go back for the other five.

The party earns 1 Transport Point.

The Party Discovers the Contraband Here

If the party did not know about the hollowed bole beforehand but discovers it during the encounter, they now understand why Sella was so specific about recovering these particular logs.

Returning the cargo allows them to confront her from a much stronger position.

The Predators Survive

There is no additional requirement to kill the reefclaws or the octopus. If the party gets the required cargo out of Mudjaw Beach and escapes, the encounter is complete.

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.