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

Pulgari Estate

The Pulgari Estate
The House Where Hell Opened Its Door

1. The House of Gilded Ambition

Perched on a cliffside overlooking the southern fork of the Profit’s Flow, the Pulgari Estate is a monument to unchecked, catastrophic greed. The manor itself is a grand, sprawling structure built from the finest marble in Druma and polished darkwood cut from the Palakar Forest. It was constructed in the late 39th century AR by the industrialist Bridden Pulgari, a Kalistocrat who believed the Prophecies of Kalistrade were not a guideline, but a ladder to godhood. He was obsessed with the idea that wealth could buy salvation, and he intended to prove it.

The estate was initially a center of legitimate, if ruthless, commerce. Pulgari built massive warehouses and lumber mills along the river. He employed hundreds of laborers and controlled a vast portion of the darkwood trade. But his eyes were never on the forests. They were on the earth below, where he had discovered a dormant, incredibly potent magical portal—a direct gate to the plane of Hell. He believed that if he could make a pact with an archdevil, he would bypass the Blood Price of the Prophecies entirely and become an immortal merchant prince.

The estate is now abandoned, haunted, and torn apart by conflicting cosmic forces. The grounds are a war zone between the blinding, righteous light of Heaven and the thick, suffocating smoke of Hell. The beautiful gardens have been seared black by hellfire, and the marble walls are stained with gold and blood. Those who approach the estate can hear the sound of heavy, metallic footsteps and the whispering of a thousand infernal contracts.

2. The Catastrophic Ritual

Bridden Pulgari dedicated decades to perfecting a ritual that would summon the Archdevil Mammon, the lord of greed and the master of the third layer of Hell. He believed that Mammon, being the embodiment of avarice, would be a perfect business partner. Pulgari built a massive, cathedral-like vault beneath the estate, lined with gold inlaid with infernal sigils. He gathered forbidden texts, kidnapped diviners, and spent his entire fortune to purchase the rare components required for the summoning.

The ritual itself was a catastrophic failure. Pulgari did not realize that Mammon does not enter into partnerships; he only collects debts. When the portal was ripped open, Pulgari's soul was immediately consumed by the sheer weight of the greed he had unleashed. But the ritual did not fail to open a doorway—it succeeded too well. The portal was not sealed after the summoning. It is now permanently open, spewing forth endless ranks of infernal creatures and corrupting the surrounding land.

The devastation was instantaneous. The estate was swallowed by a wave of hellfire, and the few servants who survived were driven mad or transformed into creatures of shadow. The Logging Guild immediately declared the estate "cursed" and ordered it sealed. The Blood Price for the land remains unpaid, which in Druma is a sin of the highest order. The portal now acts as an open wound on the face of Druma, bleeding infernal energy into the rivers and the forest.

GM Note: The portal beneath the estate is not merely a doorway to Hell; it is the physical manifestation of a failed contract. Infernal energies do not simply pour out; they actively seek out greedy souls to drag back into the depths. The party must be careful not to become the portal's next payment.

3. Ambithas, the Gate Archon

The permanent opening of a portal to Hell did not go unnoticed by the powers of the Upper Planes. A powerful, stern, and unyielding Gate Archon named Ambithas was dispatched to the mortal world to contain the breach and prevent the devils from establishing a permanent foothold in Druma. Ambithas appears as a massive, floating suit of marble armor filled with divine light, wielding a greatsword of pure, searing starlight.

Ambithas is not friendly. He is a creature of absolute law, order, and duty. He views the Kalistocrats of Druma with open contempt, seeing them as greedy mortals who would doom the entire world to Hell for a handful of gold. He stands guard at the gates of the estate, slaughtering any devil that tries to escape. He will allow the party to enter, but only if they prove they are not agents of Hell and that they have no intention of stealing the infernal power for themselves.

If the party gains his trust, Ambithas will become a powerful ally. He can grant them protection against infernal magic, provide vital intelligence on the layout of the estate, and even accompany them into the mansion to destroy the portal's anchor. However, he is completely immovable in his hatred of evil. If the party strikes a bargain with a devil or attempts to use the portal for their own gain, Ambithas will immediately turn his blade on them. He is fair, but utterly brutal.

Celestial Ally: Ambithas cannot enter the estate without the "Ward of Gold" being broken. He needs the party to destroy the ritual circle in the basement before he can enter and permanently seal the portal. He will promise a powerful celestial blessing if they succeed.

4. The Infernal Currents Within

Inside the estate, the environment is not just hostile; it is actively malicious. The laws of physics are bent by the infernal energies. The hallways are endless, looping back on themselves, and the air smells of sulfur and burning gold. The gilded walls are covered in faint, moving bas-reliefs depicting the torment of souls. Doors creak open on their own, revealing rooms filled with piles of treasure that turn to ash when touched.

The estate is teeming with devils. The lowest ranks, the Lemures, ooze from the floors in the basement, acting as a horrifying living carpet. The more powerful devils are the Bearded Devils, who patrol the halls with their infernal axes, demanding that intruders "pay the toll" with their flesh or their souls. There is even a chance that an Erinyes has set up a temporary court in the grand ballroom, offering infernal contracts to desperate mortals.

The party will also have to contend with the ghost of Bridden Pulgari himself. His soul was not destroyed; it was anchored to the estate, forced to oversee the destruction he caused for eternity. He appears as a wispy, screaming figure wrapped in gold chains. He is obsessed with the fact that his "investment" failed. He will beg the party to destroy the portal and free his soul, or threaten them with eternal damnation if they do not help him escape.

To permanently close the portal, the party must find and destroy the Seal of Avarice, a massive golden orb floating in the ritual chamber beneath the estate. This orb is impossibly heavy, not physically, but spiritually. Touching it overwhelms the mind with a vision of endless, perfect wealth, making characters unwilling to destroy it. It requires a truly selfless act—or the use of an incredibly powerful fey artifact—to shatter it.

5. The Macridi Connection

The Pulgari Estate is not an isolated anomaly. It is the direct result of the same greed that drives the Logging Guild of Macridi. The illegal clear-cutting at Reiver's Right and the excavation of the ancient Macridi Blade catacombs were originally commissioned by Pulgari himself. The destruction of the camp and the opening of the portal are not separate events; they are the yin and yang of the same ancient curse.

The portal to Hell beneath the estate and the ancient Blackened Blade at Reiver's Right are two halves of the same key. The Blackened Blade was forged to unlock the portal, but the ancient Kellids refused to use it, burying it in the earth. Pulgari, obsessed with profit, was the first mortal to unearth the blade in millennia. This set off a chain reaction that awakened the blight and tore the portal open.

If the party retrieves the Blackened Blade from Reiver's Right and brings it to the Pulgari Estate, the portal reacts violently, revealing the true architect of the catastrophe: Mammon himself. Mammon does not appear in physical form, but his voice will echo through the estate, offering the party a deal: "Bring me the Blackened Blade, and I will give you the entire Kalistocracy."

Faction Danger: The Society of the Golden Hand, a secret infernalist cult operating within Druma, has sent agents to the estate. They aim to steal the Seal of Avarice and use it to open a permanent gateway into the heart of Kerse. They will view the party as rivals to be eliminated.

6. Treasures of the Estate

  • The Gilded Contract: A massive, infernal parchment sealed in gold. It contains the exact terms of the Blood Price Bridden Pulgari agreed to with Mammon. It is a powerful artifact that can compel a devil to answer one question truthfully, but it will also imprint a permanent mark of Mammon on the user.
  • Archon's Blessing: If the party aids Ambithas, he will bless one weapon with the Holy property, permanently sanctifying it.
  • The Gold Chalice of Sin: A cursed vessel that fills with liquid gold. Drinking it permanently increases a character's wealth by 1,000 gold but also permanently curses them with an uncontrollable greed. It is the ultimate trap for a Kalistocrat.
  • The Seal of Avarice: The key to closing the portal. It can be destroyed, but doing so damages the soul of whoever destroys it, unless a pure-hearted celestial or fey does the deed.

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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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