The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 8, 2026, 12:54 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • pageThe Price of Prophecy - PC Guide
    • handoutTrouble Up Profit's Flow
    • handoutDruma - Profit and Prophecy
    • handoutBlood Price Economy
    • handoutThe Palakar Forest & The Town of Macridi (2)
    • pageGM Primer • Hidden Conspiracy
    • mapMacridi
    • mapMacridi-Additional
    • mapNew Macridi
    • articleMacridi
    • articleMacridi Blades
    • articleCourt of Endless Revelry
    • articleReiver's Right
    • articlePulgari Estate
    • articleCedar Court
    • articleCourt of Seasons
    • articleDesolation Blade Mounts
    • mapMacridi Area
    • pageCampaign Arc (FULL Spoilers)
    • pageCampaign Arc (FULL Spoilers) (new CSS)
    • mapDruma WikiPath
    • mapDruma Detailed
    • handoutNew Macridi
    • monster blockMacridi Blade Warrior
    • monster blockSpeaker of the Pale
    • monster blockBarrow Clay Sentinel
    • monster blockAnimated Log Servant
    • monster blockWood Wraith
    • articleMammon: The Argent Prince
    • handoutThe Blight of Reaver's Right
    • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
    • pagePlayer Primer • Pulgari Estate<
    • pageGM Primer • Pulgari Endgame
    • monster blockInfernal Brightling
    • monster blockInfernal Blight Stalker
    • monster blockBrimorak Demon
    • monster blockInfernal Blight Reveler
    • monster blockOrt (Drudge Devil)
    • Acts
      • actAct Test
        • monster blockZebub
      • actAct 1 — Investigating Reiver's Right
        • narrativeOverview
        • sceneS1 - Briefing at Karland's Sawmill
          • narrativeMain
          • encounterMeeting Danum Karland
            • narrativeMain
          • handoutInvestigate Reiver's Right
        • sceneS2 - Around Town Macridi
          • narrativeMain
          • mapOld Macridi
          • encounterOld Macridi E.1
            • narrativeMain
            • handoutKarland's Sawmill
          • encounterOld Macridi E.2
            • narrativeMain
            • handoutFanciful Inquiries
          • encounterOld Macridi E.3
            • narrativeMain
            • handoutThe Gilded Ledger Tavern
          • encounterOld Macridi E.4
            • narrativeMain
            • handoutThe Salty Bark Tannery
          • encounterOld Macridi E.5
            • narrativeMain
            • handoutSanctitude Saunas
          • encounterOld Macridi E.6
            • narrativeMain
            • handoutThe Iron Root Apothecary
          • encounterOld Macridi E.7
            • narrativeMain
            • handoutAssembly Institute
          • encounterOld Macridi E.8
            • narrativeMain
            • handoutThe Veridical Scriptorium
          • encounterOld Macridi E.9
            • narrativeMain
            • handoutThe Watchmaker’s Loft
          • encounterOld Macridi E.10
            • narrativeMain
            • handoutBest Fit Furnishings
        • sceneS3 - The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterGetting the Darkwood
            • narrativeMain
        • sceneS7 - The Blighted Reiver's Right
          • narrativeMain
          • encounterThe Wood Wraith
            • narrativeMain
      • actAct 2 — The Gilded Cage
        • narrativeStub Overview
      • actAct 3 — The Court of Seasons
        • narrativeStub Overview
      • actAct 4 — The Fate of Profit
        • narrativeStub Overview
    • Bucket
      • handoutThe Palakar Forest & The Town of Macridi
      • handoutTest Handout
      • handoutGuild Contract
    • Reference
      • pageThe Macridi Sandbox – How It All Ties Together
      • 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
    • Shelf
      • encounterThe Forced Auction
        • narrativeMain
      • encounterThe Blood Price Debt Collector
        • narrativeMain
      • encounterThe Lost Feyspawn
        • narrativeMain
      • encounterThe Merchant's Secret
        • narrativeMain
      • encounterThe Whispering Naiad
        • narrativeMain
    • NPCs
      • npcGuildmaster Venna
        • narrativeDescription
        • pageMain
      • npcAmbithas the Archon
        • narrativeDescription
        • pageMain
Encounter

Old Macridi E.4

Old Macridi Locations

The Salty Bark Tannery

Heavy Leather, River Gear, and What the Hides Remember

You smell the Salty Bark before you see it.

Sharp tannin, woodsmoke, wet leather, lime, and something considerably less pleasant hang over a sprawling timber workshop at the western edge of town. Hides stretch across wooden frames beneath broad awnings while workers in stained aprons stir dark vats with poles longer than spears. Finished boots, harnesses, and heavy leather coats hang from overhead beams.

A broad-shouldered dwarf woman holds a strip of hide toward the light, frowns at it, then tears it neatly in half with both hands.

Black, oily threads run through the flesh beneath the fur.

"Third one this week."

The Salty Bark Tannery supplies much of Old Macridi's working leather: logging gloves, harnesses, protective aprons, leather armor, river boots, and waxed equipment intended to survive the constant rain and mud of the Palakar frontier.

The tannery is operated by Brena Holt (N female dwarf leatherworker), a blunt, immensely experienced craftswoman who can often identify an animal's age, health, habitat, and manner of death from a half-cured hide. Brena has little interest in magical theories. She knows only that healthy animals have recently begun arriving with things beneath their skin that should not be there.

GM Note: The Forest's Canary

Brena does not understand the larger blight, but she has noticed its physical progression before most of Macridi.

Several animals taken near Profit's Flow show blackened tissue around the paws, mouths, and bellies. Whatever affected them appears to have entered through water, soil, or food, rather than spreading from animal to animal.

That makes Brena's tannery an unexpectedly useful source of evidence.

Tannery Goods

Frontier Leatherwork

  • Waterproof River Boots — 8 sp
  • Waxed Leather Cloak — 1 gp
  • Heavy Logging Gloves — 5 sp
  • Leather Armor & Repairs — Standard price
  • Waterproof Pack Treatment — 3 sp
  • Custom Harness or Tool Belt — 1–3 gp

Tannery Challenges

Challenge 1: What Ruined the Hides?

Brena lays three rejected hides across a worktable: a river deer, a boar, and a large forest cat. All were killed in different places and brought in by different hunters, but each contains the same branching streaks of blackened tissue.

A character examining the hides chooses what they are trying to learn. Other characters can Aid or investigate a genuinely different aspect of the evidence.

Examine the Animals

Check Nature DC 17

The character studies the animals' wounds, organs, fur, and pattern of contamination.

Critical Success The contamination entered through prolonged environmental exposure, particularly through the paws and digestive tract. The animals were not spreading a disease to one another—they were independently exposed to the same corrupted environment. The character also notices that the river deer shows the most severe contamination, strongly implicating water or saturated river soil.
Success The character determines that the animals were already sick before they died and that the corruption most likely came from their environment rather than an ordinary contagious disease.
Failure The damage resembles several natural infections and parasites too closely to establish a reliable cause.
Critical Failure The character initially mistakes the blackened tissue for an aggressive fungal disease and believes infected animals may be spreading it directly.

Examine the Leather

Check Crafting DC 18

Rather than diagnosing the animals, the character studies how the damaged tissue reacts to salt, tannin, scraping, and curing.

Critical Success The character isolates a thin residue within the hide that behaves unlike blood, rot, or ordinary tree sap. Brena helps preserve a sample in a sealed leather packet. Carrying this sample grants a +1 circumstance bonus to one later check made to identify the same blight at Reiver's Right.
Success The character proves the hides were contaminated before tanning. Nothing in Brena's vats or curing process caused the damage.
Failure The curing process has altered the material too much to distinguish contamination from ordinary spoiled hide.
Critical Failure The character contaminates the sample with tannin and lime, ruining that portion of the evidence. Brena wordlessly moves the remaining hides farther away.

Challenge 2: Boots for Reiver's Right

When Brena learns where the party is headed, she strongly recommends proper river boots and waxed gear. Unfortunately, nearly her entire finished stock has already been reserved by a Blackjacket procurement contract.

The party can try to convince her to release some of the reserved stock or help her finish another batch before they leave.

Ask Brena to Bend the Contract

Check Diplomacy DC 18
Critical Success Brena decides keeping investigators alive is worth explaining a minor inventory discrepancy. She equips the party with waterproof boots and pack treatments at no charge.
Success Brena releases enough equipment for the expedition and sells it to the party at half price.
Failure Brena sympathizes but refuses to violate a signed procurement contract. She offers another solution: help finish the unfinished batch.
Critical Failure Brena takes the argument as a request to falsify her inventory records. She refuses to release contracted stock, though the party can still earn the gear through honest work.

Help Finish the Batch

Check Crafting DC 17

A character can spend several hours helping Brena cut, wax, fit, and finish enough equipment for the expedition.

Critical Success The character works like an experienced leatherworker, finishing the batch ahead of schedule. Brena provides waterproof boots and pack treatments for the entire party and adds two spare repair kits.
Success The party helps complete enough gear for the journey. Brena provides waterproof boots and pack treatments at no charge in exchange for the labor.
Failure The work is slower than expected. Brena salvages the batch but can only offer the equipment at its normal price.
Critical Failure Several pieces are cut incorrectly and must be remade. Brena stops the character before anything truly expensive is ruined and suggests they contribute by carrying things instead.
GM Note: Useful, Not Mandatory

The tannery gear should make the expedition feel better prepared without becoming required equipment. Appropriate waterproof gear can justify a +1 circumstance bonus to a single check where soaked equipment, deep mud, or poor footing is directly relevant, at the GM's discretion.

Sidequest

The White Stag's Hide

Brena has one hide she refuses to put into a vat.

It belonged to an enormous white stag with silver-gray antlers, sold to her yesterday by a trapper named Colm Vey. The hide is flawless except for a small spiral of living green bark still attached behind one shoulder.

Brena has worked the Palakar long enough to recognize a warning when she sees one.

  • Objective: Find Colm Vey and determine where—and under what circumstances—the white stag was killed.
  • Finding Colm: He has not fled town, but he is deliberately avoiding Brena. Characters might question hunters with Diplomacy, follow his recent movements with Survival, or devise another approach appropriate to their investigation.
  • The Truth: Colm found the stag already mortally wounded near the western timber line. He did not kill it—but he removed the hide despite recognizing markings associated with the fey courts because he knew it would be valuable.
  • Further Clue: The stag's actual wounds contain the same black residue found in Brena's damaged hides.
  • Reward: If the party establishes the truth and arranges for the hide to be returned to the forest or its rightful fey custodians, Brena provides each character with one free piece of mundane leather equipment or armor she can reasonably produce and becomes a reliable contact for future repairs.
GM Note: Individual Checks & Aid

Checks here are normally made by the character performing the described action. Other characters can Aid when they meaningfully support that attempt, or make a separate check when they investigate a genuinely different question. Avoid having the entire party make identical rolls simply because everyone is present.

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