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

E3 — The Gilded Ledger Tavern Challenges

Old Macridi Locations

The Gilded Ledger Tavern — GM & Challenges

Rumors, River Passage, Captain Sella, and Transport Jobs

GM Note: Sella Is Expecting Them

Karland has already sent word to Captain Sella Varn that a group of adventurers may come looking for passage downriver to Reiver's Right. He gave her enough of a description to recognize the party if she gets a reasonable look at them, but he did not arrange passage on their behalf or promise that Sella would help them.

Sella therefore knows why they are likely here, but she still intends to negotiate on her own terms. She does not announce herself across the tavern or interrupt whatever the characters choose to do when they enter.

Entering the Gilded Ledger

Does Sella Notice the Party?

When the characters enter, decide whether Sella has a clear opportunity to see them. The Gilded Ledger is busy enough that recognition does not have to be immediate.

  • Sella sees them clearly: She recognizes the party from Karland's description. She watches them for a few moments rather than immediately approaching.
  • Sella only glimpses them: She notices unfamiliar adventurers but is not yet certain they are Karland's people. She continues watching until she gets a better look.
  • Sella does not see them: She remains occupied elsewhere in the tavern. The characters can explore, speak with Garrick, listen for rumors, inspect the ledger, or approach her on their own.
GM Note: Do Not Force the Meeting

Sella being prepared for the party does not mean the party automatically speaks with her. Characters may enter the Gilded Ledger, buy food, question patrons, speak with Garrick, inspect the ledger, or leave without ever approaching her.

If Sella recognizes them and they remain in the tavern for a while, she may eventually make contact, but give the players time to decide what interests them first.

The weathered river captain glances in your direction, pauses for a moment, then returns her attention to the mug in front of her.

A few moments later, you catch her looking your way again.

GM Note: If the Party Notices Her Attention

This does not reveal why Sella is watching them. She could simply be assessing unfamiliar adventurers. If the characters approach her, proceed into the Captain Sella interaction normally.

If they do not approach her, Sella does not immediately chase them down. Karland told her they might come; he did not hire her to recruit them.

Tavern Challenges

Challenge 1: Gathering River Rumors

Primary Check Diplomacy or Society DC 17

The party spends time buying drinks, engaging off-duty timber crews, and listening in on conversations to gather intelligence regarding Reiver's Right and the downriver conditions.

Critical Success The party connects with several pilots who recently passed the bluffs of Reiver's Right. No smoke has risen from the camp for three days, and one sailor saw strange crimson lights moving along the riverbank after midnight. The sailors also identify a narrow, largely forgotten landing below the camp that could provide a less obvious approach.
Success The party confirms that all commercial traffic from Reiver's Right stopped four days ago. Blackjacket patrols have been ordered to protect the profitable upriver channels rather than investigate an isolated downriver camp.
Failure The workers are nervous and suspicious of outsiders. The party hears plenty of stories about ghosts, disappearing boats, and cursed timber, but nothing reliable enough to act upon.
Critical Failure The party mistakes tavern exaggeration for reliable intelligence and loudly repeats one of the more ridiculous rumors. For the rest of the evening, half the room becomes convinced the adventurers are either gullible newcomers or attempting to stir up panic.

Challenge 2: Passage on the Long Dividend

The fastest route to Reiver's Right is aboard the Long Dividend, a broad, shallow-draft cargo barge captained by Captain Sella Varn. Sella knows the river better than almost anyone in Old Macridi and is willing to take the party downriver—but she has two problems she needs solved first.

Minor NPC: Captain Sella Varn

LN female human river captain

Sella is lean, weathered, relentlessly practical, and almost impossible to hurry. She has spent twenty years carrying timber and trade goods through Profit's Flow and insists that every favor, injury, delay, and risk has a value whether or not anyone bothers writing it down.

She is not particularly impressed by adventurers, but she respects people who solve problems without creating three more.

Personality: Dry, suspicious, transactional.

Tell: When concealing something, Sella begins describing irrelevant details with unusual precision.

Sella is willing to conceal information when her own interests are threatened, but she does not casually break bargains. Once she agrees that a problem has been solved, she considers the resulting debt hers to honor.

One way only

Transport Downriver

Sella can only transport the party downriver as she is not schedule to return for one week (unless they want to wait that long, then she is open to discussing)

The Darkwood at Mudjaw Beach

A timber tow broke loose from one of Sella's upriver contacts during a storm. Six valuable darkwood boles drifted into a sluggish backwater called Mudjaw Beach, where few river crews willingly work because the flooded banks are infested with aggressive reefclaws.

Sella wants the timber recovered before another merchant claims it as salvage.

  • Objective: Recover the six marked darkwood boles from Mudjaw Beach and return them to Sella.
  • Threat: Reefclaws lurk beneath the floating timber and react aggressively to anyone entering the water or disturbing the logs.    Grindylows and blue ringed octopi also are known to frequent the area.
  • Alternative Approaches: Clever characters might avoid or reduce combat by using Athletics to haul timber from shore, Survival or Nature to predict the reefclaws' feeding territory, magic to manipulate the logs, or another plausible plan.
  • Reward: Recovering the required cargo earns passage downriver for free.

Sella takes a drink, considers you for a moment, and sets the mug down.

"Six boles. Not five. Six."

"Fourteen to sixteen feet each. Blue double-slash cut into the bark, near the butt end. You'll know them when you see them."

She taps one finger against the tabletop.

"Bring those logs back and I'll carry you to Reiver's Right."

Secret: The Timber Isn't the Whole Cargo

Sella describes the lost wood as "six darkwood boles, fourteen to sixteen feet each, marked with a blue double-slash." This is considerably more detail than she gives about almost anything else—and matches her established habit of becoming unusually precise when concealing something.

There are indeed six logs—but one has been carefully hollowed and resealed. Hidden inside is a waterproof copper cylinder containing several packets of unregistered Cedar Court amber, acquired through an illicit arrangement with an upriver timber broker.

The amber itself is not inherently evil or dangerous. The problem is that it was harvested and transported outside Macridi's approved trade agreements with the fey courts and never entered into the municipal ledgers.

This is why Sella cannot simply request Blackjacket assistance. Recovering the logs through official channels would expose the smuggling arrangement immediately.

Sella would like all six logs recovered if the party remains ignorant of the secret because that preserves the appearance of an ordinary salvage job. In truth, only the hollowed bole matters to her.

Reading Captain Sella

Sense Motive Secret Perception DC 17

A character paying attention while Sella describes the timber can notice that her manner changes when the missing cargo comes up. She becomes far more exact than the practical captain usually bothers to be.

Critical Success The character recognizes Sella's unnecessary precision as deliberate misdirection. She does not care equally about six valuable logs. One specific piece of the shipment matters far more than the others.
Success The character is certain Sella is withholding an important reason why these particular logs must be recovered.
Failure Sella appears to be nothing more than a demanding captain who keeps careful track of valuable cargo.
Critical Failure The character concludes that Sella's unusual concern is purely financial and substantially overestimates the market value of the missing timber.

Why Not Use the Blackjackets?

Question the Arrangement Society, Mercantile Lore, or Legal Lore DC 17

Characters familiar with Drumish commerce can find another weakness in Sella's story. Six valuable darkwood boles are supposedly sitting within reach of Macridi, yet she has filed no formal salvage notice, hired no licensed recovery crew, and requested no Blackjacket assistance.

Critical Success The character recognizes the hallmarks of off-ledger trade. Something associated with this shipment is almost certainly contraband, undeclared cargo, or both, and Sella needs the recovery kept outside official channels.
Success The character realizes that Sella cannot use ordinary legal salvage procedures without exposing something she does not want entered into Macridi's records.
Failure Nothing about the arrangement seems unusual enough to establish wrongdoing. Independent recovery work is common along Profit's Flow.
Critical Failure The character incorrectly concludes that Sella is merely attempting to avoid an ordinary salvage fee or bureaucratic inconvenience.

Put the Contraband on the Table

Characters who realize Sella is hiding something can confront her here at the Gilded Ledger. They do not need to wait until Mudjaw Beach to discover what the job is really about.

If the party produces direct evidence of the smuggling arrangement, Sella knows the deception has failed and admits the truth without a check. Otherwise, a character who has uncovered either of the clues above can press her.

Confront Sella Diplomacy DC 18 or Intimidation DC 20
Critical Success Sella admits the entire arrangement. One bole is hollow and contains unregistered Cedar Court amber. She explains exactly how to identify it and tells the party plainly that the other five logs are irrelevant to her.
Success Sella admits that one hollowed bole contains undeclared cargo. She tells the party how to identify it and confirms that retrieving that single log will satisfy their bargain.
Failure Sella refuses to confess. She tells the party that if they want passage, they can recover the six logs she asked for or find another captain.
Critical Failure Sella concludes that the character is attempting to threaten or extort her without proof. She ends that line of discussion, though another character or meaningful new evidence can reopen it.

Sella watches you across the table without speaking. Around her, the Gilded Ledger carries on—mugs striking wood, dice rattling, somebody laughing too loudly near the hearth.

Finally, she leans forward.

"All right. Enough."

"I don't care about the damned darkwood."

"One bole is hollow. There's a copper cylinder sealed inside it. Cedar amber. Unregistered."

"That's why I'm talking to you instead of a Blackjacket."

She drums two fingers against the tabletop.

"Blue double-slash, same as the others. But the hollow one rides higher in the water. Bring me that log intact."

Objective Change

Sella's Real Job

If Sella admits the truth, the objective for Scene 3: The Darkwood at Mudjaw Beach changes before the party ever reaches the encounter.

  • Objective: Recover the hollowed darkwood bole containing Sella's contraband.
  • Identification: It bears the same blue double-slash as the other timber but floats slightly higher because its core has been removed.
  • Other Timber: Sella no longer cares whether the remaining five boles are recovered.
  • Tactical Consequence: Because the party needs only one lighter, hollowed log rather than six massive boles, Stealth becomes a viable way to complete the Mudjaw encounter.
  • Reward: Returning the hollowed bole intact earns free passage downriver.
GM Note: Two Versions of Scene 3

If Sella keeps her secret: The party arrives at Mudjaw Beach believing that all six darkwood boles must be recovered. Moving that much timber creates enough noise and disturbance that stealth cannot realistically complete the entire job.

If Sella admits the truth: The party arrives knowing that only the hollowed bole matters. They can identify it from Sella's description and may attempt to reach it, secure it, and float it away without ever alerting the reefclaws.

The social victory here therefore creates a real tactical advantage later rather than merely revealing background information.

GM Note: Sella Honors the Bargain

Once Sella admits that the hollowed bole is her real objective, she does not later demand the other five logs. Returning that single bole completes this Transport Job.

Sella may be irritated that the party uncovered her secret, but competence matters to her. Characters who expose the deception without immediately threatening to turn her in can earn a measure of grudging respect.

Sidequest

Garrick's Missing Scout

Garrick Vance pulls the party aside. He secretly dispatched a trusted young mercenary scout, Joran, downriver two days ago to investigate rumors near Reiver's Right, but Joran has failed to report back.

  • Objective: Locate Joran or discover what happened to him in the vicinity of Reiver's Right.
  • Identification: Joran carries Garrick's old Blackjacket signet ring on a leather cord beneath his shirt.
  • Reward: Garrick awards the party 25 gp, a voucher for one week of free lodging at the tavern, and a salvaged striking rune from his old Blackjacket gear.

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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