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

Campaign Arc (FULL Spoilers)

Campaign Arc (FULL Spoilers)

A Dungeons & Dragons / Pathfinder Campaign

The Price of Prophecy

Blood, gold, and ancient magic in the Palakar Forest.

A 1st to 12th level adventure spanning five acts, balancing the cold greed of the Kalistocracy against the wild fury of the fey and forgotten ancient kings.

Setting: Macridi, Druma (The Palakar Forest)
Levels: 1 to 12
Themes: Nature vs. Industry, Ancient Magic, Infernal Pacts, Corporate Greed

The town of Macridi stands as a monument to the power of long-term investment. Local Kalistocrats, driven by the Prophecies of Kalistrade, view the surrounding Palakar Forest as a portfolio to be managed. They wear austere white robes and practice the Blood Price, ensuring that every act of transgression is paid for in coin. This philosophy forged a fragile peace with the local fey—until now.

Two major story arcs intertwine in this campaign. Arc 1: The Rot in the Ledger focuses on a creeping toxic blight originating from an abandoned logging camp, which shatters the human-fey treaty and tanks the local economy. Arc 2: Blood and Brimstone reveals the true cause: wealthy Kalistocrat elites have opened a portal to Hell beneath their estate to bypass natural laws, inadvertently awakening the ancient, hateful blood magic of the Kellid First Kings in the nearby mountains.

The Blood Price (Mechanic)

In Macridi, traditional morality is replaced by fiscal liability. If the party commits a crime, they are not jailed—they are fined double the value of the damage. If they cannot pay, they are bound into indentured servitude to the Logging Guild or the Blackjackets.

Act 1: The Broken Ledger

Levels 1 - 3 | Locations: Macridi, Reiver's Right
The streets of Macridi are paved with tightly fitted timber, echoing with the boots of the Blackjackets—mercenary enforcers hired to keep the peace. The air smells of sawdust, desperation, and the faint, coppery tang of impending violence. The Logging Guild’s shipments of highly prized darkwood have stopped, and the town's Kalistocrat overseers are looking for scapegoats.

Scene: The Guild's Commission

The party is summoned by Guildmaster Vorn, a minor Kalistocrat desperate to save his margins. He tasks the party with traveling down the Confluence of the Great Goldpan to audit the Reiver's Right logging camp, which has gone completely dark.

  • Objective: Discover why the loggers stopped sending timber.
  • Reward: 500 gp, plus a writ of immunity from the next three minor Blood Price infractions.

Encounter: The Morass of Reiver's Right

Upon arriving at the camp, the party finds no living humans. The trees are weeping a foul, black sap, and the soil has turned into a toxic, acidic morass.

The logging camp is swallowed by a creeping, oily rot. Tents are dissolved, and the great logging saws are rusted through. From the mud rise twisted, groaning figures—the loggers, their flesh fused with blighted, thorny wood.

Hazard: Blighted Soil

Any creature stepping on the blackened mud must succeed on a DC 13 Constitution saving throw or take 1d4 acid damage and have their movement speed halved until the end of their next turn.

Combat Tactics: The Blighted Loggers (use Zombie stats with an added Thorn Burst death burst) attack mindlessly. The camp boss, Foreman Thask, is a tougher variant (use Ghast stats) who tries to grapple and drag PCs into the worst of the toxic morass.

Handout: The Foreman's Ledger

"The Pulgari family patron offered triple the standard rate. Said to dig past the fey-marked boundary lines. The roots here aren't wood—they're warm. We hit something stone, something ancient. Then the soil started bleeding."

Act 2: The Silenced Song

Levels 4 - 5 | Location: Court of Endless Revelry

With the treaty clearly broken by the humans, fey attacks on Macridi increase. The party must venture deep into the Palakar Forest to find the Court of Endless Revelry and explain that the logging was a rogue operation.

Scene: The Dead Court

The glade that houses the Court of Endless Revelry is normally a cacophony of panpipes and laughter. Today, it is chillingly silent. Satyrs huddle in the hollows of ancient oaks, eyes wide with terror. The naiads have retreated deep into the ponds, which are tainted with a faint, sulfuric film.

Social Encounter: Navigating the Panic

The party must convince the surviving fey that they are not here to harvest wood. This requires a Skill Challenge.

Success (3 successes before 2 failures): The fey lower their weapons and reveal the source of their fear: the "Dark Currents" (corrupted nature spirits) have taken over the southern glade.
Failure: The fey demand a "Blood Price" of their own—the party must surrender all their metal weapons before being allowed to speak to the elders.

Encounter: The Corrupted Wood Wraith

To prove their goodwill and earn an audience with the higher fey authorities, the party must cleanse the southern glade.

The Threat: A massive Wood Wraith (use Treant stats, but type is Undead/Plant, and its attacks deal necrotic damage). It is possessed by the toxic blight and a strange, infernal heat.
  • Clue 1: When struck, the Wraith bleeds a mixture of black sap and hellish, smoking ash.
  • Clue 2: The satyrs reveal the poison flows from two places: the Pulgari Estate upriver, and the Desolation Blade Mounts in the hills.

Reward

The grateful fey grant the party a Charm of the Sylvan Path (grants advantage on all survival checks in the Palakar Forest) and open a hidden, magical path to the elder Court of Seasons.

Act 3: Iron Laws and Ancient Kings

Levels 6 - 8 | Locations: Court of Seasons, Desolation Blade Mounts

The Court of Seasons

The elder queens have enacted the Iron Law of Trespass. They will not allow the party into their inner sanctum. Instead, they project their voices through the twisting vines.

"You humans dig where you should not. You broke the treaty for gold, and now you have roused the First Kings. The clay mounds whisper. Go to the Desolation Blade Mounts. Silence the ancient dead, and we shall grant you audience."

The Maze of Whispers

The Desolation Blade Mounts are ancient, hardened clay barrows built by the Macridi Blade culture (ancient Kellids) long before the dwarves conquered Druma. The Cult of the Pale Hand is here, attempting to harness the waking undead.

Trap: The Whispering Clay

Trigger: Moving through the barrow without paying homage (a blood offering).

Effect: The walls close in, casting Phantasmal Killer (DC 15) on anyone trapped inside the shifting corridors, as ancient Kellid war-chants echo in their minds.

Encounter: The First King Awakens

In the heart of the central mound, the party interrupts a Pale Hand ritual. The ritual has failed; the ancient Kellid magic is too wild and hateful to be controlled.

The Boss: The First King (Wight/Death Knight hybrid). He is not inherently evil, but is acting as an aggressive immune system for the land, trying to purge all foreign influence—human, fey, and devil alike.

The Artifact

Upon defeating the King, the party claims the Blackened Blade, an ancient Kellid artifact capable of severing extraplanar tethers. In the tomb, murals reveal that this ancient magic was only triggered because a massive portal to the Lower Planes was opened nearby—at the Pulgari Estate.

Act 4: The Gilded Hells

Levels 9 - 10 | Location: The Pulgari Estate

Armed with the truth, the party returns to a Macridi on the brink of collapse. The Blackjackets have declared martial law. The party must infiltrate the opulent Pulgari Estate to shut down the Society of the Golden Hand.

Scene: The Heist

The Pulgari Estate is a fortress of marble and gold, surrounded by manicured topiary. But the guards here don't look like standard Blackjackets. Their eyes burn with a faint, amber light, and the shadows they cast have horns.

The party must bypass mundane Kalistocrat security (arcane locks, alarm spells, and clockwork guards) to access the catacombs beneath the manor.

GM Secret: The ledgers in the master study prove that Lord Pulgari sold the logging rights—and the souls of the loggers—to a barbed devil in exchange for infinite wealth.

Encounter: The Catastrophic Ritual

In the caverns beneath the estate, the portal to Hell is fully open. Rivers of gold and molten brimstone mix in a horrifying display of infernal capitalism.

Environmental Hazard: The chamber is flooded with toxic brimstone. Characters must hold their breath or take 2d6 poison damage at the start of each of their turns.
The Gate Archon: The party must face Ambithas, a powerful Devil (use Horned Devil stats) acting as the Gate Archon.

Mechanic: The portal cannot be closed with dispel magic. A character must strike the physical portal frame with the Blackened Blade (from Act 3) three times while surviving Ambithas' attacks.

Act 5: The Final Audit

Levels 11 - 12 | Location: Macridi (The Confluence)

Closing the portal triggers a massive magical backlash. The remaining infernal energy fuses with the lingering Reiver's blight and ancient Kellid magic, creating an apocalyptic threat marching directly toward town.

Scene: The Siege of Macridi

The rivers of the Great Goldpan and Profit's Flow are boiling. The sky above the Palakar Forest turns the color of a bruised plum. Bursting from the treeline is a gargantuan horror—a fusion of hellfire, ancient bone, and blighted, thorny wood. It is coming to collect the final debt.

Rallying the Defenses

Before the final battle, the party can use their alliances to set up defenses:

  • The Fey Queens: Can summon grasping vines to slow the boss.
  • The Blackjackets: Provide ballista fire (deal flat piercing damage each round).
  • The Blackened Blade: Can be used to sever the monster's regeneration.

Encounter: The Amalgamation

This is a multi-stage boss fight taking place on the bridges and docks of Macridi.

Boss Mechanics:
- Stage 1 (Wood & Blight): High AC, vulnerable to fire. Emits toxic spores.
- Stage 2 (Bone & Hellfire): Once reduced to 0 HP, the wood burns away revealing a burning skeletal core. It gains a fly speed, fire immunity, and casts Fireball as a legendary action.

Conclusion: The New Contract

With the Amalgamation destroyed and the corrupt Kalistocrats of the Golden Hand exposed and executed via the Blood Price, a power vacuum exists in Macridi.

The party must write the "New Contract." Will they enforce a harsher, more regulated Kalistocrat rule? Will they return vast tracts of the forest back to the Fey and the Kellid spirits? Or will they forge a new, equitable treaty that honors the blood and sweat of all involved?

Campaign Rewards

  • Control of the Logging Guild or the Pulgari Estate.
  • The title of "Prophets of the Palakar".
  • 25,000 gp in Kalistocrat bearer bonds.

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

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