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
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-serpent 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-serpent 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 five 2nd-level characters faces three 3rd-level Golden Hand combatants.

Enemy Creature Level Level Difference XP Each Quantity Total XP
Golden Hand Mercenary 3 Party Level +1 60 XP 2 120 XP
Golden Hand Archer 3 Party Level +1 60 XP 1 60 XP
Calculation (2 × 60 XP) + (1 × 60 XP) = 180 XP

Encounter Budget — Five 2nd-Level PCs

Difficulty Standard (4 PCs) Adjusted (5 PCs)
Trivial 40 XP 50 XP
Low 60 XP 75 XP
Moderate 80 XP 100 XP
Severe 120 XP 150 XP
Extreme 160 XP 200 XP
Difficulty — Severe to Extreme

Total Encounter Budget: 180 XP

This encounter is 30 XP above the Severe budget and 20 XP below the Extreme budget for five 2nd-level characters.

Expressed as a percentage of the Extreme budget:

180 ÷ 200 = 90% of Extreme.

Three Creature 3 enemies against five 2nd-level characters represent a dangerous encounter approaching Extreme difficulty.

Each opponent is one level above the PCs. The mercenaries can coordinate flanking attacks while the archer threatens characters attempting to remain at range.

The encounter may be survivable with good tactics, terrain advantages, and available resources, but poor positioning or unlucky critical hits could quickly overwhelm the party.

XP Award

Encounter-building cost: 180 XP.

Pathfinder 2e adjusts encounter budgets for parties larger than four, but the XP awarded to each character remains based on the standard four-character difficulty.

For this encounter, a proportional five-character adjustment gives:

180 × (4 ÷ 5) = 144 XP

Suggested award: 144 XP per character.

This is an interpolated award between the standard Severe (120 XP) and Extreme (160 XP) awards, rather than a separately listed encounter tier.

The award is not divided among the five PCs. Each character receives the full award if the party defeats or otherwise overcomes the encounter.

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-serpent 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-serpent 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-serpent 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-serpent 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

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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