The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 14, 2026, 12:46 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • handoutThe Palakar Forest & The Town of Macridi
      • imageGolden Hand Seal
      • mapDruma WikiPath
      • pageThe Price of Prophecy - PC Guide
      • monster blockMacridi Blade Warrior
      • articleCedar Court
      • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • handoutTar Taargadth
      • mapMacridi-Additional
      • pageCampaign Arc (FULL Spoilers)
      • monster blockWood Wraith
      • articleCourt of Seasons
      • handoutOath of Everlasting Friendship
      • mapMacridi Area
      • pageCampaign Arc (FULL Spoilers) (new CSS)
      • monster blockSpeaker of the Pale
      • articleDesolation Blade Mounts
      • handoutBlood Price Economy
      • mapDruma Detailed
      • pagePlayer Primer • Pulgari Estate<
      • monster blockAnimated Log Servant
      • articlePulgari Estate
      • handoutDruma - Profit and Prophecy
      • pageGM Primer • Pulgari Endgame
      • monster blockBarrow Clay Sentinel
      • articleReiver's Right
      • handoutNew Macridi
      • monster blockInfernal Brightling
      • articleMacridi
      • handoutThe Blight of Reaver's Right
      • monster blockInfernal Blight Stalker
      • articleMacridi Blades
      • monster blockInfernal Blight Reveler
      • articleCourt of Endless Revelry
      • monster blockBrimorak Demon
      • articleMammon: The Argent Prince
      • monster blockOrt (Drudge Devil)
      • monster blockGOLDEN HAND MERCENARY
      • monster blockGOLDEN HAND ARCHER
    • 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
            • handoutTakeaways from Karland's Sawmill
        • sceneS2Around Town Macridi
          • narrativeMain
          • mapOld Macridi (Unmarked)
          • mapOld Macridi
          • encounterE1Karland's Sawmill
            • narrativeMain
          • encounterE2Fanciful Inquiries
            • narrativeMain
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • narrativeMain
            • challengeE3 — The Gilded Ledger Tavern Challenges
          • encounterE4The Salty Bark Tannery
            • narrativeMain
          • encounterE5Sanctitude Saunas
            • narrativeMain
          • encounterE6The Iron-Root Apothecary
            • narrativeMain
            • challengeAlchemist Rub
            • articleAlchemical Reagent Bundle
          • encounterE7Assembly Institute
            • narrativeMain
          • encounterE8The Veridical Scriptorium
            • narrativeMain
            • pageGM Primer • Hidden Conspiracy
            • handoutTakeaways from Veridical Scriptorium
          • encounterE9The Watchmaker's Loft
            • narrativeMain
          • encounterE10Best Fit Furnishings
            • narrativeMain
        • sceneS3The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterE1Getting the Darkwood
            • narrativeMain
            • mapMudjaw Beach
            • monster blockBalanced — 2× Reefclaw
            • monster blockBlue-Ringed Octopus
            • monster block2× Grindylow
            • sidebarMovement in the Shallow
            • handoutTactics
            • monster blockMudjaw Lurebloom
        • sceneS4The North Road
          • encounterE1e1
            • monster block8x Thralls
          • 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
          • mapReiver's Right Sketch
          • mapReiver's Right Sketch (Unmarked)
          • mapReivers's Right Battlemap
          • encounterE1South Gate (North Road)
            • narrativeMain
          • encounterE2Gatehouse
            • narrativeMain
          • encounterE3Central Yard
            • narrativeMain
          • encounterE4Foreman's Hall / Camp Hall
            • narrativeMain
          • encounterE5Cookhouse & Mess
            • narrativeMain
          • encounterE6Bunkhouses / Workers' Cabins
            • narrativeMain
          • encounterE7Storehouse
            • narrativeMain
          • encounterE8Smithy
            • narrativeMain
          • encounterE9Stables
            • narrativeMain
          • encounterE10Sawpit / Sawyard
            • narrativeMain
          • encounterE11Carpentry Shed
            • narrativeMain
          • encounterE12Log Stacks
            • narrativeMain
          • encounterE13Log Chute & Hoist
            • narrativeMain
          • encounterE14Lower Landing / Dock
            • narrativeMain
          • encounterE15Watchtower
            • narrativeMain
          • encounterE16Shrine of Erastil
            • narrativeMain
          • encounterE17North Track (to Ranger Road)
            • narrativeMain
      • actA2The Cedar Court
        • sceneS1Getting to the Cedar Court
          • mapCedar Court - Surrounding Area
        • sceneS2The Cedar Court
          • mapCedar Court Sketch
        • sceneS3The Cedar Blightroot
      • actA3Court of Endless Revelry
      • actA4The Court of Seasons
        • narrativeStub Overview
      • actA5The Fate of Profit
        • narrativeStub Overview
      • actA5The Gilded Cage
        • narrativeStub Overview
      • actA6Act 5B — Tar Taargadth
      • 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
      • handoutNew Macridi
      • monster blockZebub
    • Reference
      • handoutFanciful Inquiries
      • imageShining Lands 1
      • imageShining Lands 2
      • handoutThe Iron Root Apothecary
      • 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
    • Shelf
      • encounterE1The Forced Auction
        • narrativeMain
      • encounterE2The Blood Price Debt Collector
        • narrativeMain
      • encounterE3The Lost Feyspawn
        • narrativeMain
      • encounterE4The Merchant's Secret
        • narrativeMain
      • encounterE5The Whispering Naiad
        • narrativeMain
    • Trash
      • narrativeMain
    • PCs
      • pcMilo Mireheart
        • narrativeCharacter Sheet
        • pageMain
      • pcDoku
        • narrativeCharacter Sheet
        • pageMain
      • pcGalio Sullus
        • narrativeCharacter Sheet
        • pageMain
      • pcKota
        • narrativeCharacter Sheet
        • pageMain
      • pcVarda
        • narrativeCharacter Sheet
        • pageMain
    • NPCs
      • npcGuildmaster Venna
        • narrativeDescription
        • pageMain
      • npcAmbithas the Archon
        • narrativeDescription
        • pageMain
Encounter

E1 — Golden Hand

2x GOLDEN HAND MERCENARY CREATURE 3

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

Golden Hand mercenaries are disciplined hired blades employed to protect the consortium's interests, intimidate witnesses, guard remote worksites, and ensure that valuable property remains in the hands of its proper owners. Most know little about the organization's deeper purpose. They know who pays them, what they are protecting, and which questions they are not supposed to ask.


Perception +9

Languages Common

Skills Athletics +12, Intimidation +9, Society +7, Survival +8

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


AC 20; 22 with shield raised

Fort +12, Ref +9, Will +9

HP 52

Items breastplate, steel shield, longsword, dagger, Golden Hand badge


Speed 25 feet

Melee ◆ longsword +12, Damage 1d8+6 slashing

Melee ◆ dagger +12 (agile, finesse, versatile S), Damage 1d4+6 piercing


SPECIAL ABILITIES

Raise a Shield ◆

The mercenary raises their steel shield, gaining a +2 circumstance bonus to AC until the start of their next turn.

Shield Block ↻

Trigger The mercenary would take physical damage while their shield is raised.

Effect The mercenary reduces the damage by 5. The shield takes the remaining damage as normal.


Hold the Line ↻

Trigger A creature within the mercenary's reach uses a move action, makes a ranged attack, or uses an manipulate action.

Effect The mercenary makes a longsword Strike against the triggering creature. This Strike doesn't count toward the mercenary's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.


Golden Hand Formation

While the mercenary is adjacent to another Golden Hand mercenary or ally using a shield, they gain a +1 circumstance bonus to Fortitude saves and checks to resist being Shoved, Tripped, or forcibly moved.


Drive Them Back ◆◆

The mercenary makes a longsword Strike. If the Strike hits, the target must attempt a DC 19 Fortitude save.

Critical Success The target is unaffected.

Success The target is pushed 5 feet.

Failure The target is pushed 10 feet.

Critical Failure The target is pushed 10 feet and falls prone.


TACTICS

Golden Hand mercenaries prefer controlled fights. They raise their shields, block passages, and force enemies away from doors, evidence, employers, or valuable equipment.

They avoid pursuing fleeing enemies unless ordered to do so. Their job is usually to protect something, not die chasing adventurers through the forest.

When fighting beside Golden Hand archers, mercenaries deliberately position themselves between the enemy and the shooters, using Drive Them Back to create distance and give the archers clear lines of fire.


RECALL KNOWLEDGE & INVESTIGATION

Recall Knowledge — Society DC 18

Success The character recognizes the mercenary as a professional private soldier rather than a common bandit. Their equipment, discipline, and standardized hand-and-coin badge suggest employment by a wealthy commercial organization.

Critical Success The character notices that their gear intentionally lacks obvious company names or heraldry. The Golden Hand appears to value deniability as much as protection.


GM NOTES

Role: Front-line soldier / bodyguard.

Creature Level: 3.

Adventure Use: These mercenaries are ideal guards for Golden Hand agents, excavation equipment, sealed records, hidden entrances, or shipments whose contents the guards themselves may not understand.

GOLDEN HAND ARCHER CREATURE 3

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

Golden Hand archers serve as scouts, lookouts, trackers, and quiet enforcers. They are chosen less for loyalty than for discretion and skill. A Golden Hand archer prefers to see a fight before being seen, strike from favorable terrain, and leave someone else to explain the bodies.


Perception +11

Languages Common

Skills Acrobatics +10, Deception +9, Stealth +12, Survival +10, Thievery +10

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


AC 19

Fort +8, Ref +12, Will +10

HP 42

Items leather armor, shortbow, 40 arrows, shortsword, thieves' tools, Golden Hand badge


Speed 30 feet

Ranged ◆ shortbow +12 (deadly d10, range increment 60 feet), Damage 1d6+4 piercing

Melee ◆ shortsword +12 (agile, finesse, versatile S), Damage 1d6+4 piercing


SPECIAL ABILITIES

Sneak Attack

The Golden Hand archer deals an additional 1d6 precision damage to off-guard creatures.


Golden Hand Ambush

On the archer's first turn of an encounter, creatures that have not yet acted are off-guard to the archer's ranged Strikes.


Quick Draw ◆

The archer draws a weapon and then Strikes with it.


Skirmishing Shot ◆◆

The archer Steps, makes a shortbow Strike, and then Steps again. The archer cannot use Skirmishing Shot if their Speed is reduced below 20 feet.


Find the Gap ◆

The archer studies one creature they can see within 60 feet. Until the beginning of the archer's next turn, the first shortbow Strike they make against that creature ignores lesser cover and treats standard cover as lesser cover.

If the target is adjacent to one of the archer's allies, it is also off-guard to that Strike.


Slip Away ↻

Trigger An adjacent enemy misses the archer with a melee Strike.

Effect The archer Steps.


TACTICS

Golden Hand archers begin from cover or elevation whenever possible. They use Golden Hand Ambush to deliver an opening Sneak Attack, then continually reposition with Skirmishing Shot.

They favor enemies engaged by Golden Hand mercenaries, using those allies to make targets off-guard for their precision damage.

If an enemy closes into melee, the archer uses Slip Away whenever possible and retreats toward another firing position rather than trading blows.

An archer reduced below 12 HP attempts to escape unless protecting an especially important employer or objective.


RECALL KNOWLEDGE & INVESTIGATION

Recall Knowledge — Society DC 18

Success The character recognizes the archer's equipment and tactics as those of a trained scout or private security operative rather than an ordinary highwayman.

Critical Success The character notices the archer's hand-and-coin badge is designed to be easily removed. Other identifying marks have deliberately been stripped from their gear.


GM NOTES

Role: Ranged skirmisher / scout.

Creature Level: 3.

Adventure Use: Golden Hand archers work well in pairs with mercenaries. The fighters hold choke points while the archers attack from scaffolds, log piles, balconies, trees, or excavation platforms.

XP

Encounter XP — Golden Hand Strike Team

A party of four 1st-level characters faces:

Enemy Creature Level Level Difference XP Each Quantity Total XP
Golden Hand Mercenary 3 Party Level +2 80 XP 2 160 XP
Golden Hand Archer 3 Party Level +2 80 XP 1 80 XP
Calculation (2 × 80 XP) + (1 × 80 XP) = 240 XP

Encounter Budget — Four 1st-Level PCs

Difficulty XP Budget
Trivial 40 XP
Low 60 XP
Moderate 80 XP
Severe 120 XP
Extreme 160 XP
Difficulty

Total Encounter XP: 240 XP

This encounter is 80 XP above the Extreme encounter budget for four 1st-level characters.

Another way to express it:

240 ÷ 160 = 1.5 × the Extreme budget.

Three Creature 3 enemies against four 1st-level characters is therefore substantially beyond a normal Extreme encounter and is very likely to overwhelm the party in a straight fight.

XP Award

If the party nevertheless defeats or otherwise overcomes all three enemies, the encounter is worth 240 XP to each character. Pathfinder 2e encounter XP is not divided among the four PCs.

Recall Knowledge

Golden Hand Mercenary

RECALL KNOWLEDGE

Recall Knowledge — Humanoid (Society): DC 20

Unspecific Lore: DC 18

Specific Lore: DC 15

Critical Success The character recognizes a disciplined private soldier employed by a wealthy commercial interest. The standardized equipment, removable hand-and-coin badge, and deliberate lack of conventional heraldry identify the mercenary as connected to the Golden Hand. The character also recognizes the mercenary's defensive fighting style. Reveal two useful combat facts: their ability to Strike enemies who move or manipulate objects within reach, their improved defenses while fighting beside another shield-bearing ally, or their ability to force opponents backward.

Success The character recognizes the mercenary as a trained professional rather than an ordinary guard or bandit. Their equipment and tactics suggest they are intended to hold ground and protect something important. Reveal one useful combat fact: Hold the Line, Golden Hand Formation, or Drive Them Back.

Failure The character recalls no useful information beyond the obvious fact that the mercenary is well trained and heavily equipped.

Critical Failure The character mistakes the mercenary for an ordinary hired guard and underestimates the coordination and discipline of their fighting style.


Recognize the Golden Hand — Society or Mercantile Lore DC 18

Success The small hand-and-coin badge resembles the mark used by a private commercial network with financial interests tied to Kerse. The symbol is intentionally mundane enough to resemble a merchant house, investment concern, or security company.

Critical Success The character notices that the badge is made to detach quickly and that every other identifying mark has been removed from the mercenary's equipment. Whoever employs these soldiers places unusual importance on deniability.


Golden Hand Archer

RECALL KNOWLEDGE

Recall Knowledge — Humanoid (Society): DC 20

Unspecific Lore: DC 18

Specific Lore: DC 15

Critical Success The character recognizes a professional scout and skirmisher trained to operate alongside heavier Golden Hand soldiers. Their equipment has been deliberately stripped of normal identifying marks, though the removable hand-and-coin badge links them to the Golden Hand. Reveal two useful combat facts: their Sneak Attack against off-guard targets, their ability to reposition while firing, their ability to exploit allies engaging a target, or their ability to Step away after an adjacent enemy misses them.

Success The character recognizes the archer as a trained scout or private security operative rather than a common bowman. They specialize in attacking distracted targets and avoiding prolonged melee. Reveal one useful combat fact: Sneak Attack, Skirmishing Shot, Find the Gap, or Slip Away.

Failure The character recalls no useful information beyond recognizing the archer as an experienced ranged combatant.

Critical Failure The character assumes the archer is primarily a stationary marksman and fails to recognize how aggressively they reposition and exploit distracted opponents.


Recognize the Golden Hand — Society or Mercantile Lore DC 18

Success The hand-and-coin badge matches the symbol used by the same private commercial network employing Golden Hand mercenaries. The archer's lack of unit markings suggests employment intended to remain unofficial.

Critical Success The character recognizes small similarities in equipment procurement—matching buckles, arrowhead manufacture, and standardized field gear—that indicate these archers and the heavier Golden Hand mercenaries are supplied by the same organization, even when they operate separately.

Golden Hand Crossing

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Read-only syndicated snapshot · Syndicated Sep 14, 2026, 12:46 AM. Content updates when the author syndicates again in Adventure Maker.

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