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.7

Old Macridi Locations

Assembly Institute

Prophet–Blackjacket Training, Anticipation, and the Management of Unexpected Variables

Silver filigree traces precise geometric lines across the outer walls of a broad, utilitarian stone building several stories high. The structure is austere by Macridi standards, more fortress-school than civic hall, its narrow windows overlooking both the town and the distant Palakar Forest.

Inside, white-clad Prophets and dark-coated Blackjackets work in pairs.

At one table, a Blackjacket silently rearranges a merchant's traveling case before the Prophet beside him realizes what she intends to ask for. Across the room, another Prophet is being sharply corrected for attempting to direct a mock ambush after her assigned soldier has already ordered her behind cover.

A bell rings.

Every pair changes partners.

Then something small drops an acorn from the rafters onto an instructor's head.

No one looks up.

"Unscheduled variable," the instructor says. "Continue."

The Assembly Institute was established in Macridi so Prophets and Blackjackets could train together away from the cosmopolitan influences of Druma's larger cities. Its curriculum is built around a simple principle: protection and prosperity depend upon anticipating what another person will need before they need to ask.

Blackjackets study Prophets closely, learning to anticipate their employers' needs and commands as well as the likely decisions of rival Prophets. Prophets, in turn, are taught when judgment belongs to them and when matters of personal protection and combat should be left to trained soldiers of the Mercenary League.

The Institute is administered locally by Provost Caldris Venn (LN male human scholar), an exacting Kalistocrat who regards surprise not as an unavoidable condition but as evidence that someone failed to observe enough beforehand.

The isolation that originally made Macridi attractive for this training produced an unexpected complication: the Palakar Forest's capricious fey. Their pranks, interruptions, false alarms, stolen equipment, misleading noises, and sudden appearances have created so many unscripted disruptions that generations of instructors have grudgingly incorporated them into the Institute's teaching philosophy.

GM Note: The Fey Are Not Staff

The Institute does not employ or direct the Palakar fey. Their interference is entirely their own.

When a prank remains harmless, instructors often treat it as an unexpected "learning opportunity." When the fey go too far, Macridi hires outside adventurers to resolve the problem rather than risk escalating the situation and damaging the town's long-standing accord with the forest.

This distinction matters. Macridi's relationship with the Palakar is conservative and practical: logging is limited, harvested trees are replanted, local fey sometimes work alongside laborers, and neither side benefits from turning irritation into open conflict.

Institute Instruction

Training & Professional Services

  • Observation Exercise — 5 sp per participant
  • Personal Security Consultation — 2 gp
  • Commercial Rivalry Analysis — 2 gp
  • Blackjacket Field Assessment — 1 gp
  • Private Tactical Instruction — 3 gp per hour
  • Prophet–Escort Coordination Drill — Available by arrangement

Institute Challenges

Challenge 1: A Lesson in Anticipation

An instructor invites the party to attempt one of the Institute's paired training exercises. One character plays the principal while another acts as protector, adviser, or observer. The instructor deliberately withholds information and introduces small complications to see whether the participants recognize a need before it becomes an order.

Characters describe how they approach the exercise. Other characters can Aid when their actions meaningfully support the attempt.

Read the Principal

Check Perception DC 16

The character watches posture, attention, hesitation, and changes in the room to anticipate what their assigned principal is likely to require next.

Critical Success The character anticipates several needs before the principal voices them and also identifies the instructor's final staged distraction before it develops. The instructor awards the character an Anticipation Token, granting a +1 circumstance bonus to one future initiative or Perception check made during the journey from Macridi to Reiver's Right.
Success The character recognizes the most important cues and keeps their principal prepared throughout the exercise.
Failure The character reacts competently but only after each need becomes obvious. The instructor's assessment reads: Reliable response. Insufficient anticipation.
Critical Failure The character becomes so intent on anticipating hidden problems that they overlook a plainly stated request directly in front of them. The instructor records the result as anticipation becoming distraction.

Know When Not to Lead

Check Warfare Lore DC 17

The character participates from the Prophet's side of the exercise, judging when to issue instructions and when to defer to the trained protector once a staged threat becomes tactical.

Critical Success The character immediately recognizes the transition from commercial judgment to personal danger and gives the Blackjacket freedom to act without interference. The instructors praise the character's restraint and explain several field signals used by Mercenary League escorts.
Success The character correctly identifies when tactical authority should pass to the protector and avoids obstructing the response.
Failure The character continues giving instructions after the situation has become a combat problem, slowing the mock escort's response.
Critical Failure The character overrides a sound protective order and walks directly into the instructor's staged ambush. The Blackjackets are extremely polite about this afterward.

Challenge 2: The Broken Profit Model

Provost Venn shows the party a current Institute exercise built from real events around Macridi. Wooden markers represent logging camps, river traffic, hunting grounds, timber deliveries, and known fey territories. Black markers indicate recent disruptions.

The exercise has frustrated several senior students because every conventional explanation leaves something unanswered.

No rival merchant benefits consistently from what is happening.

Follow the Commerce

Check Mercantile Lore or Society DC 17

The character studies ownership, shipping, shortages, prices, and likely beneficiaries to determine whether the pattern represents ordinary commercial sabotage.

Critical Success The character rules out every obvious commercial beneficiary. Some businesses gain from individual disruptions, but those same businesses lose elsewhere. The pattern makes little economic sense if someone is deliberately manipulating Macridi's trade.
Success The character determines that no single merchant house, labor group, or river concern consistently profits from the current problems. Ordinary commercial sabotage is unlikely.
Failure The character constructs a plausible theory involving timber shortages and river speculation, but several incidents remain unexplained.
Critical Failure The character confidently identifies a supposed beneficiary only to discover that the same merchant lost considerably more money elsewhere in the model.

Follow the Land Instead

Check Nature DC 18

Rather than following money, the character ignores ownership entirely and considers waterways, root systems, animal movement, logging sites, and the physical geography of the forest.

Critical Success The apparent randomness disappears. Many affected locations connect through Profit's Flow, saturated river soil, old root networks, or nearby forest drainage. The disruption looks less like a campaign and more like something spreading through the environment. Venn provides the party with an Institute regional survey granting a +1 circumstance bonus to one later check made to connect environmental evidence around Reiver's Right.
Success The character identifies a loose geographic pattern following riverbanks and forested ground rather than commercial boundaries.
Failure The incidents remain too scattered to establish a convincing environmental pattern.
Critical Failure The character overcorrects and interprets several unrelated natural events as part of the same phenomenon.
Connecting Other Macridi Evidence

If the party has already investigated corrupted hides at the Salty Bark Tannery, contaminated spring water at Sanctitude Saunas, or blighted timber at Best Fit Furnishings, reduce the Nature DC by 2.

Those discoveries provide exactly the kind of cross-disciplinary evidence the Institute's purely commercial models were missing.

Sidequest

The Fey Who Stopped Laughing

For years, a small Palakar fey called Tallowcap has been a familiar nuisance around the Institute. He steals briefing notes, swaps directional markers, imitates instructors from behind doors, hides Blackjacket gloves, and occasionally changes the labels on training equipment.

The Institute has never invited him.

The instructors have simply become very good at adapting.

Three days ago, the pranks stopped.

Tallowcap now refuses to approach the western windows and has barricaded himself inside an unused observation room. Provost Venn is less annoyed by the intrusion than concerned by the silence. Fey who have spent years tormenting the Institute do not suddenly become cautious without reason.

  • Objective: Convince Tallowcap to explain what frightened him without escalating the situation or violating Macridi's accord with the Palakar fey.
  • Approach: Characters might bargain with him using Diplomacy, entertain his sense of mischief with Performance, offer an appropriate gift, or invent another non-hostile approach. Direct threats are possible but risk worsening relations with him.
  • What He Saw: Near the western timber line, Tallowcap watched animals flee from an apparently peaceful stretch of forest. Moments later, every nearby tree shuddered at once despite there being no wind.
  • What He Heard: From somewhere beneath the ground came a sound he describes only as "a very big thing remembering how to move."
  • Important Detail: Tallowcap insists the forest was not angry. It was afraid.
  • Reward: Tallowcap gives the party three stolen Institute Anticipation Tokens. A character can expend one before a Perception, Survival, or initiative check to gain a +1 circumstance bonus. The Institute would very much like the tokens returned eventually.
Running the Assembly Institute

The Institute should feel disciplined, peculiar, and distinctly Druman rather than generically bureaucratic. Its instructors are teaching an unusually intimate professional relationship: Blackjackets learn to understand a Prophet well enough to anticipate needs before receiving orders, while Prophets learn the equally difficult discipline of relinquishing control when their protectors know better.

The Palakar fey provide the comic counterpoint. The Institute carefully plans simulations, contingencies, and controlled exercises; the forest periodically throws a pinecone through the window and changes the lesson.

That arrangement has worked for years.

The unsettling development is not that the fey are causing trouble. It is that some of them suddenly are not.

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Read-only syndicated snapshot · Syndicated Sep 8, 2026, 12:54 AM. Content updates when the author syndicates again in Adventure Maker.

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