The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Nov 7, 2026, 7:34 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • 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
      • 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
      • folderGuides
        • handoutLevel 1-2 Treasure Menu
        • handoutLevel 2–3 Treasure Menu
      • 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
        • mapMudjaw Beach sketch
      • 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
      • folderCompanions
        • pageCedar Court — Available Companions
        • article1. Sylvara Thornwatch — Cedar Court Ranger
        • article2. Bristlewick, the Cedar Court Rootspeaker
        • article3. Pipkin Vell, Cedar Court Apothecary
    • 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
            • 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
            • encounterE1Concealed Entrance
              • narrativeMain
              • treasureLower Works Shift Key
            • mapThe Lower Works Map 2 Battlemap
            • encounterE2Access Ramp
              • narrativeMain
              • trapRunaway Ore Cart
            • mapThe Lower Works Map 2
            • encounterE3North Gallery
              • narrativeMain
              • imageE18-3 — North Gallery (GM Placements)
              • monster block2× Infernal Thornling
              • monster blockInfernal Rootling
              • sidebarRootling Reinforcement
            • encounterE4Ventilation Shaft
              • narrativeMain
              • trapVentilation-Shaft Collapse
              • treasureCrafter's Eyepiece
            • encounterE5Supply Depot
              • narrativeMain
              • treasureLower Works Emergency Cache
              • treasureStamped Supply Manifest
            • encounterE6Western Excavation
              • narrativeMain
              • monster block2× Barrow Clay Sentinel
              • treasureMacridi Blade Survey Token
              • treasureThe Barrow Reliquary
            • encounterE7Flooded Passage
              • narrativeMain
              • monster block2× Blue-Ringed Octopus
              • sidebarFive-Character Adjustment
              • trapFlood Surge
            • encounterE8Workers' Quarters
              • narrativeMain
              • treasureLower Works Crew Roster
              • treasureDerrin Hale Freight Chit
              • treasureWorkers' Lockbox
              • shortcutAmberglass Reagent Case
            • encounterE9Eastern Tunnels
              • narrativeMain
              • treasureAbandoned Survey Board
              • treasureHauling Crew's Pay Tin
            • encounterE10Deepest Dig
              • narrativeMain
              • treasureDeep Survey Ledger
              • treasureWarded Drill Core
              • treasureGolden Hand Transit Seal
              • shortcutAmberglass Reagent Case
            • encounterE11The Blightroot
              • narrativeMain
              • shortcutBlightroot
              • monster block2× Infernal Rootling
              • monster blockInfernal Thornling
              • treasureFresh Blightroot Sample
              • sidebarBlight Terminology
              • imageE18-10 & E18-11 — Tactical Map (GM Placements)
              • monster block2× Ort
              • monster blockImp
        • 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, Dining / Parlor, Sitting Room & Stair Hall
            • narrativeMain
            • trapVell's Courtesy Needle
            • monster block2× Guard Dog
            • monster block1× Kerse Dog Handler
            • challengeEnter Without Announcing Yourself
          • sidebarAlchemical Treasure
          • subsceneSS2H2 - Conservatory
            • narrativeMain
            • trapIrritant Mist Manifold
            • imageIrritant Mist Manifold
            • challengeRead the Garden
            • challengeBypass or Escape the Mist Manifold
          • mapCV Hideout Battlemap
          • subsceneSS3H3 - Preparation Laboratory
            • narrativeMain
            • trapVolatile Separation Bench
            • imageVolatile Separation Bench
          • mapCV Hideout
          • subsceneSS4H4 - Specimen Gallery
            • narrativeMain
            • trapCompromised Specimen Case
          • mapCV Hideout Sketch
          • subsceneSS5H5 - Study & Correspondence
            • narrativeMain
            • monster block2× Animated Armor
            • monster blockWrathful Armor
            • monster block2× Weak Animated Armor
            • challengeReconstruct the Private Ledger
          • subsceneSS6H6 - Lower Laboratory
            • narrativeMain
            • narrativeAfter the Fight
            • monster block3× Animated Panoply
            • challengeOpen the Comparative Laboratory Safely
          • subsceneSS7H7 - Comparative Laboratory
            • narrativeMain
            • itemCorven Vell's Comparative Assay Kit
            • trapArchive Purge
        • articleKerse Downtime — Level 2 to Level 3 (Act 2)
        • articleMacridi to Kerse by Boat
        • articleDruma — Dwarven Rivercraft
        • imageimage
        • imageimage
      • actA3The Cedar Court
        • sceneS1Getting to the Cedar Court
          • mapCedar Court - Surrounding Area
        • sceneS2The Cedar Court
          • encounterE1Cedar Court Central Glade
            • narrativeMain
          • mapCedar Court Map
          • encounterE2Supply Stores
            • narrativeMain
            • shopCedar Court Supply Stores — Level 3–5 Quartermaster
            • shopThorn & Bough — The Dryads' Secret Counter (25 Items, L1–6)
          • encounterE3Watch Arbor
            • narrativeMain
          • encounterE4Dryad Grove
            • narrativeMain
          • encounterE5River Landing
            • narrativeMain
          • encounterE6Elder Cedar Grove
            • narrativeMain
          • encounterE7Canopy Walks
            • narrativeMain
          • encounterE8Council Ring
            • narrativeMain
          • encounterE9Shrine of the Forest
            • narrativeMain
        • sceneS3The Cedar Blightnode
          • narrativeMain
          • encounterE1Thornwatch Encampment
            • narrativeMain
            • checklistCedar Court — Watercourse & Blightseed Mission Objectives
            • articleThe Sweetwater Madness — Blight-Tainted Water
          • mapCedar Blightnode Battlemap 2
          • encounterE2Stonecup Spring
            • narrativeMain
            • monster block2× Fungus Leshy
            • monster block2× Deadly Fungus Leshy
          • mapCedar Blightnode Battlemap
          • encounterE3Moonpetal Tarn
            • narrativeMain
            • challengeWatercourse Neutralizer Placement — Moonpetal Tarn
            • monster blockVerdurous Ooze
            • monster blockGutter Ooze
          • encounterE4The Twin Oathstones
            • narrativeMain
            • trapTwin Oathstones — Linked Root Defenses (Two-Stage Hazard 2)
          • encounterE5The Circle of Seven Roots
            • narrativeMain
            • monster block2× Infernal Blight Stalker
          • encounterE6Briarwatch Thicket
            • narrativeMain
            • trapThornlash Lattice — Simple Hazard 2
            • monster blockAssassin Vine
            • monster blockGlimmervine
          • encounterE7Sunweave Meadow
            • narrativeMain
          • encounterE8Silverrun Crossing
            • narrativeMain
            • challengeWatercourse Neutralizer Placement — Silverrun Crossing
            • monster block5× River Devil
          • encounterE9Fernmirror Pool
            • narrativeMain
            • trapBlightseed Pod Burst — Simple Hazard 2
            • challengeWatercourse Neutralizer Placement — Fernmirror Pool
          • encounterE10Ashgold Glade
            • narrativeMain
            • trapGoldroot Fissure Flare — Simple Hazard 3
          • encounterE11Stagrest Clearing
            • narrativeMain
            • monster block2× Infernal Blight Reveler
          • encounterE12Brokenbough Meadow
            • narrativeMain
            • trapSwaying Cedar Deadfall
            • challengeIlyra Mossveil — Rescue & Intelligence
          • encounterE13Goldfen Mere
            • narrativeMain
            • trapBogroot Grasp — Simple Hazard 3
            • challengeNeutralizer Placement — Goldfen Mere
            • monster blockBogwid
          • encounterE14Whitebark Muster Ground
            • narrativeMain
            • handoutThe Four Seasons' Rest — Stone Inscription
            • challengeFour Seasons — Traveler's Chest Puzzle
            • treasureWhitebark Traveler's Chest — Old Wayfarer Cache
          • encounterE15The Heart of the Cedar Blight
            • narrativeMain
            • monster blockCedar Blight Node — Creature 5 (Boss)
            • challengeSever the Conduits — Expose the Heart
            • checklistCedar Blightnode Finale — GM Checklist
            • shortcutInfernal Thornling — Creature 1 (2 defenders)
            • imagePhase I — The Rootwardens
            • imagePhase II — The Exposed Seed
            • imagePhase III — Neutralize the Heart
        • sceneS4The Last Song Before the Road
          • narrativeMain — The Last Song Before the Road
          • monster blockThistlewhistle Reedhorn — Satyr Courier (Creature 3)
          • itemCedar Court — Fey Blight Relief Case (12 Doses)
      • 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
      • articleKerse Downtime 2
    • 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
      • subsceneSS1Companions
      • monster blockElite Fungus Leshy
      • monster block2× Infernal Treeling — Creature 2
      • monster block3× Infernal Blightseed Swarm — Creature 0
    • 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
      • pcPC 1
    • NPCs
      • npcSella Varn
        • narrativeMain
        • narrativeCharacter Sheet
        • pageMain
      • npcCorven Vellicus
        • narrativeCharacter Sheet
        • pageMain
      • npcThistlewhistle “Thistle” Reedhorn
        • narrativeMain
        • narrativeCharacter Sheet
        • pageMain

Ragna Stonewake

Barak Thuld — Level Two

Ragna Stonewake

Ancient Warden-Engineer of Barak Thuld

Ragna Stonewake is an ancient dwarven warden awakened by Barak Thuld's emergency defenses when the blight penetrated deeply enough to threaten the fortress.

Ragna was trained for more than battle. She is a fortress engineer: a soldier expected to keep gates functioning, traps armed, defensive constructs moving, and damaged mechanisms operating while a siege was still underway.

Barak Thuld is therefore more than familiar ground to her. Its doors, counterweights, defensive passages, pressure systems, constructs, and mechanisms are tools she understands and knows how to repair.

When the party first encounters her on Level Two, she is already fighting.

The clash ahead is too measured to be the sound of beasts fighting.

Steel strikes. A shield catches something with a heavy crack. Then comes a dwarven curse, shouted with considerably more anger than fear.

Around the next corner, a lone dwarf holds the center of a ruined hall. Her armor is old, square-shouldered, and scarred black where thorns and corrosive sap have struck it. A broad shield covers most of her body while a heavy warhammer rises and falls behind its rim.

Black-rooted creatures press toward her from two passages.

One lunges.

The dwarf catches it on the shield, drives it sideways into the wall, and crushes its head with a short hammer stroke.

Only then does she notice you.

“If you're with those things,” she calls, “have the decency to wait your turn.”

Ragna at a Glance

Ancestry: Dwarf

Role: Fortress Warden and Engineer

Level: Creature 5

Combat Style: Shield, warhammer, chokepoint defense

Technical Role: Constructs, traps, gates, fortress machinery

Temperament: Practical, dry, stubborn, disciplined

Primary Concern: Keeping Barak Thuld from falling

Personality

Ragna is direct without being needlessly hostile. She has awakened in the middle of an emergency and treats almost everything through that lens.

She does not demand ceremonies, proofs of worth, or long explanations from the party. If they are fighting the things invading Barak Thuld, that is sufficient evidence that they can be useful.

Her humor is exceptionally dry. She complains about broken doors, neglected mechanisms, and the unacceptable condition of defensive works abandoned for centuries as though someone should have filed a maintenance report.

Roleplaying Ragna

Keep Ragna focused on immediate, practical problems. She knows Barak Thuld's defenses, mechanisms, procedures, and layout far better than she knows its ancient political history.

Questions outside her duties can receive answers such as “That wasn't my post,” “I was not consulted,” or “Ask me when the fortress has stopped trying to die.”

Warden-Engineer of Barak Thuld

Ragna was trained to defend Barak Thuld while simultaneously keeping its defensive systems operational under siege.

A damaged golem, jammed portcullis, broken firing mechanism, or shattered counterweight is a battlefield problem to her. She can diagnose failures, salvage components, perform temporary repairs, and restore systems that would be nearly incomprehensible to someone unfamiliar with dwarven engineering.

Centuries of neglect still matter. Ragna cannot simply command every mechanism back to life. Some systems require replacement components, physical access, another control station, or assistance from the party.

Engineer, Not Puzzle Solver

Ragna should make Barak Thuld's machinery understandable and usable without automatically solving every obstacle.

She might identify a broken counterweight chain immediately, but the party may still need to retrieve a replacement. She can repair an inactive construct, but only after the characters secure the chamber and recover its missing control stone.

What Ragna Knows

☐ The upper fortress has been breached.
☐ The blight has penetrated Level One and established positions on Level Two.
☐ Barak Thuld's major defensive network is currently inactive.
☐ The defense network can be restored from Level Three.
☐ The ancient breach cannot be permanently sealed until the defense network is functioning.
☐ Once activated, the fortress can help force the invading creatures back toward the breach.

Ragna's Plan

Ragna quickly reduces the situation to three objectives.

“First, we wake the fortress.”

“Then we kill everything in it that shouldn't be here.”

“Then we close the hole they came through.”

She looks toward the fighting behind her.

“In that order.”

Engineering Expertise

☐ Dwarven Constructs: Diagnose, repair, restart, and perform field maintenance on Barak Thuld's defensive constructs.
☐ Fortress Traps: Identify, disable, reset, bypass, or repair dwarven mechanical traps.
☐ Doors and Gates: Repair locks, counterweights, portcullises, shutters, barriers, and emergency gates.
☐ Defense Machinery: Restore firing mechanisms, pressure systems, moving barriers, signaling equipment, and similar fortress systems.
☐ Structural Diagnosis: Recognize weakened masonry, damaged supports, unsafe ceilings, and locations where deliberate reinforcement or collapse could alter a battlefield.
☐ Improvised Repair: Salvage intact parts from damaged mechanisms or destroyed constructs to restore another system.

Using Ragna with the Party

Ragna can accompany the party through Barak Thuld, but she should function as a supporting NPC rather than another full player character.

In combat, she holds chokepoints, protects vulnerable characters, and prevents enemies from surrounding the group. She should rarely be the party's primary source of damage.

During exploration, she understands where the party needs to go and what many dwarven mechanisms were designed to do, but she does not automatically remove the obstacles encountered along the way.

Keep the PCs in Charge

Ragna knows the mission. The players decide how to accomplish it.

She can identify a defense station without knowing why centuries of damage have jammed its controls. She can recognize a trap without automatically reaching its mechanism. She can tell the party where a passage once led even if that passage has since collapsed.

Ragna Stonewake

Creature 5

Unique Medium Dwarf Humanoid

Perception +12; darkvision

Languages Common, Dwarven

Skills Athletics +14, Crafting +15, Engineering Lore +15, Warfare Lore +13, Barak Thuld Lore +15, Intimidation +11

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


AC 22; 24 while her shield is raised

Fort +15, Ref +10, Will +12

HP 78

Shield Hardness 7, HP 28, BT 14

Speed 20 feet

Hold the Passage [reaction]

Trigger A creature within Ragna's reach uses a move action to move past her or moves toward one of Ragna's allies.

Ragna makes a warhammer Strike against the triggering creature. On a hit, the creature's movement ends in the square where it was struck.

Shield Warden [reaction]

Trigger Ragna or an adjacent ally would take physical damage while Ragna has her shield raised.

Ragna interposes her shield. Reduce the damage by the shield's Hardness. Apply the remaining damage normally.


Melee

Warhammer +15, damage 2d8+7 bludgeoning.

Shield Boss +14, damage 2d6+7 bludgeoning.

Fortress Warden [one-action]

Ragna Raises her Shield and chooses one ally within 15 feet. Until the start of Ragna's next turn, that ally gains a +1 circumstance bonus to AC while adjacent to a wall, doorway, barricade, or other solid defensive position.

Drive Them Back [two-actions]

Ragna makes a warhammer Strike. If the Strike hits, she can immediately attempt to Shove the target. The Shove uses the same multiple attack penalty as the Strike.

Against a blighted creature, Ragna gains a +1 circumstance bonus to the Athletics check.

Fortress Engineer

Ragna can use Crafting or Engineering Lore to identify, repair, operate, or restore dwarven mechanical systems within Barak Thuld.

When appropriate, she can use Engineering Lore instead of Thievery to disable, bypass, or reset a purely mechanical dwarven trap.

This ability does not automatically bypass magical wards, unknown non-dwarven devices, or mechanisms missing essential components.

Emergency Repair [three-actions]

Manipulate

Ragna rapidly works on an adjacent dwarven construct, trap, or mechanical defense. She attempts a Crafting check against an appropriate DC.

Critical Success A construct regains 3d8+15 Hit Points, or a damaged mechanism immediately returns to full operation if it can reasonably be repaired in place.

Success A construct regains 2d8+10 Hit Points, or basic operation is restored to a damaged mechanism.

Failure The repair does not take hold.

Critical Failure The mechanism jams or the repair fails completely. Ragna must spend at least 10 minutes correcting the problem before attempting another Emergency Repair on that target.

Restore Defensive Construct

Ragna can spend 10 minutes repairing an inactive Barak Thuld construct whose essential components remain intact.

She attempts a Crafting check against a DC appropriate to the construct. On a success, the construct becomes functional with approximately half its normal Hit Points. On a critical success, it returns with nearly full functionality.

A badly damaged construct can require a replacement component before this activity can be attempted.

Reset Dwarven Defense

Ragna can spend 1 minute working on a disabled dwarven trap or defensive mechanism.

If the device is structurally intact, a successful Crafting or Engineering Lore check resets it. Damaged mechanisms might require replacement parts or additional time.

Jury-Rig the Fortress [two-actions]

Frequency once per encounter

Ragna performs an immediate battlefield repair or override on nearby Barak Thuld machinery. The exact effect depends on the surrounding mechanisms.

Possible effects include forcing a damaged door closed, raising a partial stone barrier, dropping a portcullis, releasing a counterweight, restarting a firing mechanism, activating a warning rune, or giving a damaged allied construct one final round of operation.

Barak Thuld Command

Ragna is recognized by surviving fortress systems as an authorized defender.

Once the Level Three defense network has been restored, she can activate designated doors, barriers, traps, and defensive mechanisms where the adventure specifically allows it.

This authority does not repair damaged systems or bypass mechanisms that require physical restoration.

Combat Behavior

Ragna fights like someone trained to defend corridors rather than chase enemies. She puts stone at her back, keeps opponents in front of her, and forces attackers to go through her to reach the rest of the group.

Typical Priorities

1. Establish a defensible position and Raise her Shield.
2. Keep enemies away from vulnerable party members.
3. Use Drive Them Back to clear doors and narrow passages.
4. Use fortress machinery whenever doing so provides a tactical advantage.
5. Repair allied constructs or defenses when that is more valuable than making another attack.
6. Fall back rather than pursue enemies into unsecured sections of the fortress.

Engineering During the Expedition

Damaged systems discovered while descending through Barak Thuld can become optional objectives. Repairing them gives the party advantages when they later fight their way back toward the breach.

Possible Repairs

☐ Repair a damaged stone guardian on Level Two. It later reinforces the dwarven defensive line.
☐ Restore a trap on Level One. During the return journey, the party can use it against retreating blight creatures.
☐ Repair a broken portcullis that can later divide a large group of enemies.
☐ Reconnect an old signaling system, allowing Ragna to communicate with surviving constructs elsewhere in Barak Thuld.
☐ Restore a ventilation or pressure conduit needed by a Level Three defense station.
☐ Salvage usable components from a destroyed construct to repair another.
Repairs Should Matter Later

Wherever possible, let repairs made during the descent visibly affect the return journey. A restored golem might be holding a junction. A repaired portcullis might cut off reinforcements. A reset trap might fire into the blight as the party retreats toward Level One.

This makes the expedition feel like the party is gradually restoring Barak Thuld rather than simply clearing rooms.

Why She Needs the Party

Ragna is capable, but Barak Thuld is too large and too badly compromised for one defender to restore alone.

Since awakening, she has spent most of her time keeping the defensive line on Level Two from collapsing completely. Every attempt to move deeper into the fortress risks surrendering ground behind her.

The party gives her something she has not had since awakening: enough mobile strength to stop merely containing the invasion and begin restoring the fortress.

“I've been winning this corridor for quite some time.”

Ragna glances at the black growth creeping over the far wall.

“The problem is that the corridor doesn't appear to have noticed.”

Click here to add a comment

Read-only syndicated snapshot · Syndicated Nov 7, 2026, 7:34 AM. Content updates when the author syndicates again in Adventure Maker.

Made with Amba. Want to try it? Check out Amba — free to use.