The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 24, 2026, 1:34 PM

  • 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
      • imageGolden Hand Stamp
      • 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 Mounds
      • handoutBlood Price Economy
      • mapDruma Detailed
      • pagePlayer Primer • Pulgari Estate<
      • monster blockAnimated Log Servant
      • articlePulgar Estate v2
      • handoutDruma - Profit and Prophecy
      • mapNew Macridi (blocks)
      • pageGM Primer • Pulgari Endgame
      • monster blockBarrow Clay Sentinel
      • articlePulgari Estate
      • handoutNew Macridi
      • monster blockInfernal Rootling
      • articleReiver's Right
      • handoutThe Blight of 4719
      • monster blockInfernal Thornling
      • articleMacridi
      • monster blockInfernal Treeling
      • articleMacridi Blades
      • monster blockInfernal Blight Stalker
      • articleCourt of Endless Revelry
      • monster blockInfernal Blight Reveler
      • articleMammon: The Argent Prince
      • monster blockBrimorak Demon
      • monster blockOrt (Drudge Devil)
      • monster blockGOLDEN HAND MERCENARY
      • monster blockGOLDEN HAND ARCHER
      • monster blockForeman Hendrik
    • 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
          • encounterE2Fanciful Inquiries
            • narrativeMain
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • narrativeMain
            • challengeE3 — The Gilded Ledger Tavern Challenges
            • handoutRecover the Boles
          • 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
            • challengeIdentify the Seal
            • imageGolden Hand Stamp
          • encounterE9The Watchmaker's Loft
            • narrativeMain
          • encounterE10Best Fit Furnishings
            • narrativeMain
        • sceneS3The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterE1Getting the Darkwood
            • narrativeMain
            • mapMudjaw Beach sketch
            • articleMudjaw Beach Field Reconnaissance
            • mapMudjaw Beach
            • monster blockBalanced — 2× Reefclaw
            • monster blockBlue-Ringed Octopus
            • monster block2× Grindylow
            • sidebarMovement in the Shallow
            • handoutTactics
            • monster block3× Mudjaw Lurebloom
            • 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
            • trapGatehouse Snapbow
          • mapReiver's Right Sketch
          • encounterE3Central Yard
            • narrativeMain
            • monster blockInfernal Blightling
          • encounterE4Foreman's Hall / Camp Hall
            • narrativeMain
            • monster blockForeman Hendrik
            • sidebarThe Corruption of Foreman Hendrick
            • treasureForeman Hendrick's Log Book
            • treasureHidden Compartment - Golden Hand Log Book
            • mapCamp Hall Inside
            • letterForeman Hendrick's Log Book
          • mapReivers's Right Battlemap
          • encounterE5Cookhouse & Mess
            • narrativeMain
          • mapReiver's Right Sketch (Unmarked)
          • encounterE6Bunkhouses / Workers' Cabins
            • narrativeMain
            • letterLeft for Anyone Who Comes After
          • pageWorkers Escape
          • encounterE7Storehouse
            • narrativeMain
            • trapRigged Cargo Collapse
          • encounterE8Smithy
            • narrativeMain
          • encounterE9Stables
            • narrativeMain
          • encounterE10Sawpit / Sawyard
            • narrativeMain
            • monster blockInfernal Rootling
            • monster blockInfernal Thornling
            • mapSawpit/Sawyard Battlemap
          • encounterE11Carpentry Shed
            • narrativeMain
          • encounterE12Log Stacks
            • narrativeMain
            • monster blockWood Wraith
            • monster blockAnimated Log Servant
            • mapimage
          • encounterE13Log Chute & Hoist
            • narrativeMain
            • mapLog Chute & Hoist Battlemap
            • pageThe Lower Works — Western Approach
          • encounterE14Lower Landing / Dock
            • narrativeMain
          • encounterE15Watchtower
            • narrativeMain
          • encounterE16Shrine of Erastil
            • narrativeMain
          • encounterE17North Track (to Ranger Road)
            • narrativeMain
          • encounterE18The Lower Works
            • narrativeMain
            • mapThe Lower Works Map
            • mapThe Lower Works Battlemap
        • sceneS7Epilogue to Reiver's Right
      • 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
      • actA5Barak Thuld
        • narrativeBarak Thuld
        • articleRagna Stonewake
        • mapBarak Thuld Sketch
        • mapBarak Thuld
        • mapBarak Thuld - Level 1
        • mapBarak Thuld - Level 2
        • mapBarak Thuld - Level 3
        • imageRagna Stonewake
      • actA6Desolation Blade Mounts
        • narrativeStub Overview
      • actA5The Gilded Cage
        • narrativeStub 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
    • 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
    • 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
      • handoutThe Iron Root Apothecary
      • handoutFanciful Inquiries
      • monster blockInfernal Brightling
      • monster blockWood Wraith
      • pagetest
      • pageBackground
    • Inbox
      • mailFree Maps!
    • PCs
      • pcUlysses
        • narrativeCharacter Sheet
        • pageMain
      • pcSebastian Aegis
        • narrativeCharacter Sheet
        • pageMain
      • pcDregus Darkhide
        • narrativeCharacter Sheet
        • pageMain
      • pcDoku
        • narrativeCharacter Sheet
        • pageMain
      • pcKota
        • narrativeCharacter Sheet
        • pageMain
    • NPCs
      • npcSella Varn
        • narrativeMain
        • narrativeCharacter Sheet
        • pageMain
      • npcAmbithas the Archon
        • narrativeDescription
        • pageMain

Background

Background

Old Macridi — River Trade

Captain Sella Varn

River Captain & Master of the Long Dividend

LN Human River Captain Merchant Pilot Profit's Flow

At a Glance

Sella Varn is a veteran river captain who has spent roughly twenty years moving timber, freight, passengers, and questionable cargo along Profit's Flow. She commands the Long Dividend, a broad, shallow-draft cargo barge built for the difficult channels and working landings around Old Macridi.

Sella is lean and weathered, with the permanently narrowed eyes of someone who has spent much of her life watching glare move across river water. She dresses for work even when sitting in a tavern: heavy boots, practical trousers, a worn river coat, and whatever gloves, cord, hooks, or small tools she expects to need before the day is over.

Nothing about her is theatrical. She does not swagger, boast about storms, or tell strangers how dangerous the river is. She assumes anyone worth speaking to already understands that water, timber, weather, and bad judgment can kill people perfectly well without a dramatic speech.

Temperament Dry, cautious, suspicious, relentlessly practical.
Values Competence, completed bargains, useful information, and people who do not create unnecessary problems.
Dislikes Boasting, delays, official paperwork, vague promises, and adventurers who mistake confidence for skill.
Tell When concealing something, Sella begins giving irrelevant details with unusual precision.

Personality

Sella views almost every problem as a matter of cost, risk, obligation, and return. That does not make her greedy so much as deeply transactional. A damaged boat costs something. A delayed shipment costs something. A crew member taking an unnecessary risk costs something. So does a favor.

She dislikes leaving those costs undefined.

This makes Sella initially seem colder than she really is. She is not heartless, and she does not casually betray people who trust her. She simply has little patience for pretending that favors are free or that dangerous work becomes noble merely because someone calls it an adventure.

“Everything on a river has a price. Cargo has one. Time has one. Risk has one. Only fools wait until afterward to ask what it was.”

Sella is difficult to impress with stories, titles, or threats. Demonstrated competence, however, gets her attention quickly. Someone who identifies a real problem and solves it cleanly may earn more respect from her in an afternoon than a wealthy merchant earns in years.

Running Sella at the Table

Speak slowly. Sella rarely answers immediately when she can spend another second considering whether an answer is actually necessary.

She does not fill silence. If the characters stop talking, she is perfectly willing to let the silence continue until someone else becomes uncomfortable.

  • She asks practical questions before agreeing to anything: How many people? How much gear? How long? Where exactly?
  • She rarely says “maybe.” She prefers a condition: “Do this, and I'll do that.”
  • She notices whether characters return borrowed equipment in good condition.
  • She remembers exact bargains and expects other people to remember them too.
  • She is not intimidated by adventurers merely because they are armed. Old Macridi is full of armed people.
  • Once she gives her word, she treats the matter as settled.
GM Guidance — Don't Make Her a Quest Dispenser Sella has her own work, schedule, cargo, contacts, and problems. She is willing to deal with the party because their needs intersect with hers, not because she exists to transport adventurers from one encounter to another.

Relationship with Karland

Sella knows Danum Karland professionally. Timber operations and river freight naturally overlap, and the two have dealt with one another often enough that Karland knows how to reach her quickly.

Before the party arrives at the Gilded Ledger, Karland has already sent word that a group of adventurers may come looking for transportation to Reiver's Right. His message contains enough of a description for Sella to recognize them.

That message is not a promise of passage. Karland has merely made the introduction. Sella intends to make her own agreement.

“Karland said you might come. He didn't say I owed you a boat.”

The Long Dividend

The Long Dividend is Sella's working barge: broad-beamed, shallow-draft, and built to move heavy cargo through river channels where a deeper vessel would repeatedly find the bottom.

Sella knows Profit's Flow exceptionally well. She understands its commercial landings, difficult bends, changing shallows, seasonal hazards, and the practical realities of moving large timber cargo.

For the party, the barge provides the fastest practical route downriver toward Reiver's Right. Sella can take them there, but her current schedule means the trip is effectively one way. She is not scheduled to return for roughly a week.

What Sella Makes Clear She will carry the characters downriver if they reach an agreement. She will not wait offshore indefinitely while they investigate Reiver's Right, and she will not promise an immediate return trip.

The Mudjaw Beach Bargain

Sella's immediate problem is a lost timber tow. During a storm, six marked darkwood boles broke loose and drifted into the backwater at Mudjaw Beach.

She offers a simple exchange: recover the timber, and she carries the party to Reiver's Right aboard the Long Dividend without charging her normal fare.

“Six boles. Not five. Six. Fourteen to sixteen feet each. Blue double-slash near the butt end. Bring them back, and I'll carry you downriver.”

She provides a timber sled and portable block-and-tackle from her barge stores and expects both pieces of equipment returned.

What Sella Is Hiding

GM Only — Cedar Court Amber One of the six darkwood boles is hollow.

Sealed inside it is a waterproof copper cylinder containing packets of unregistered Cedar Court amber. The amber itself is not inherently dangerous, but it was acquired outside Macridi's approved trade agreements with the fey courts and never entered into the municipal ledgers.

This is the real reason Sella has not requested assistance from the Blackjackets or filed an ordinary salvage claim.

If the party knows nothing, Sella insists that all six boles matter. In truth, she cares principally about the hollow one.

Sella does not enjoy lying outright, so she hides behind excessive precision. When discussing the lost timber, her normally economical speech suddenly becomes crowded with measurements, markings, counts, and recovery details.

A character scrutinizing her behavior can notice the shift with a Perception DC 17.

Characters familiar with Drumish trade can also recognize that her refusal to involve official salvage channels is suspicious with Society, Mercantile Lore, or Legal Lore DC 17.

If the Party Confronts Her

Sella does not panic when caught. She first determines how much the characters actually know.

If they have direct proof, she admits the truth. If they have only recognized that something is wrong, they can press her with Diplomacy DC 18 or Intimidation DC 20.

“All right. Enough. I don't care about the damned darkwood.”

“One bole is hollow. Copper cylinder inside. Cedar amber. Unregistered.”

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

Once the truth is exposed, Sella explains that the hollow bole floats slightly higher than the others. Recovering that single log intact is enough to satisfy her bargain.

She may be irritated that the party uncovered the deception, but characters who do so cleanly—and without immediately attempting to extort her—earn a measure of genuine respect.

What Sella Knows

  • Profit's Flow: She knows the river, its working landings, navigation hazards, commercial traffic, and normal patterns exceptionally well.
  • Reiver's Right: She knows commercial traffic from the camp has stopped and that the silence is abnormal.
  • River crews: She hears reports from pilots, freight crews, timber workers, and merchants moving through Old Macridi.
  • Mudjaw Beach: She knows the backwater is dangerous and that reefclaws and other aquatic predators frequent the area.
  • The current blight: Sella knows rumors and observable problems, not the underlying cause.
  • The Golden Hand: She has no reason at this stage to know the true conspiracy behind Reiver's Right.
Knowledge Boundary Sella is useful because she knows the river and the people who work it. She should provide practical information, not solve the investigation for the party.

Sample Dialogue

On Karland:
“Karland pays on time. That's already more than I can say for half this town.”
On Reiver's Right:
“Four days without freight is strange. Four days without somebody complaining about the freight is stranger.”
On the river:
“Profit's Flow doesn't care how good you are. It only notices when you're bad.”
On adventurers:
“I've carried heroes before. Same weight as everybody else.”
When someone boasts:
“Good. Then this should be easy.”
When the party completes the bargain:
“You did what you said you'd do. So will I. We leave on the morning current.”

Using Sella Beyond Act 1

Sella works best as a recurring river contact rather than a permanent companion. If the party treats her fairly, she becomes a reliable source for transport, freight information, river rumors, and introductions among Old Macridi's working crews.

She does not become sentimental about the relationship. Her version of friendship is simpler: she quotes a fair price, tells them when a route is dangerous, remembers what they have done for her, and occasionally agrees to something that she would refuse for a stranger.

For Sella Varn, that is considerable affection.

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Read-only syndicated snapshot · Syndicated Sep 24, 2026, 1:34 PM. Content updates when the author syndicates again in Adventure Maker.

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