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

Sanctitude Saunas

Old Macridi Locations

Sanctitude Saunas

Public Baths, Private Devotion, and the Steam-Filled Rumor Mill of Macridi

Warm mist spills from the open doors of a broad timber-and-stone bathhouse, carrying the scents of cedar, mineral water, eucalyptus oil, and hot iron.

Inside, polished corridors branch toward a series of public and private chambers. Jets of magically heated spring water hiss against beds of dark coals, filling each room with rolling clouds of steam. Thick glass-brick partitions divide neighboring chambers, blurring occupants into indistinct silhouettes while allowing the glow of lanterns to pass through.

Laborers fresh from the sawmills soak beside river pilots, drovers, artisans, and merchants. Farther down the hall, attendants quietly maintain the more secluded rooms reserved by Macridi's Prophets.

Conversation carries strangely through the steam.

Names, arguments, prices, rumors, and complaints emerge from the haze without always revealing who spoke them.

Sanctitude Saunas is one of Macridi's most distinctive civic institutions. Its public chambers are open freely to local workers, while a collection of more secluded rooms serves Prophets and wealthy patrons seeking prolonged periods of relaxation, contemplation, and spiritual cleanliness.

The baths are heated by magically empowered springs beneath the building. Water and steam are directed across heated stones through a network of brass channels, valves, and vents, allowing attendants to regulate the temperature of individual chambers with surprising precision.

Outsiders sometimes mistake the Prophet-funded public chambers for charity. Most Macridi residents understand the arrangement differently. The Prophets who maintain the baths are investing in the settlement itself: rested, healthy workers produce finer goods, make fewer mistakes, and sustain Macridi's reputation for exceptional labor.

Whatever the philosophy behind them, the result is popular. Workers can freely come and go from the communal chambers, travelers consider the saunas one of Macridi's great comforts, and almost everyone eventually hears something here that they were not meant to hear.

GM Note: Steam and Status

The saunas reveal an important part of Macridi's culture. The Prophets genuinely fund a useful public amenity, but they do not necessarily think of themselves as charitable benefactors. A clean, rested, productive workforce increases the quality and value of Macridi itself.

Frequent use of the private chambers is also a quiet display of status and personal piety among the Prophets. A visitor who understands this distinction will navigate the baths more successfully than one who loudly congratulates a Prophet for "helping the poor."

Bathhouse Services

Steam, Rest & Private Chambers

  • Communal Baths — Free to Macridi workers; 2 cp for visitors
  • Private Steam Chamber — 5 sp per hour
  • Cedar Oil Treatment — 1 sp
  • Laundry & Drying Service — 5 cp
  • Extended Prophet Chamber — 2 gp per session, subject to availability

Sauna Challenges

Challenge 1: Rumors Through the Steam

The communal chambers are one of the few places where sawmill workers, pilots, hunters, merchants, and visiting laborers regularly mix without supervisors standing nearby. A character who spends time among them can learn a great deal about recent events downriver.

The player describes how the character approaches the room. The following are common approaches; other reasonable methods can work at the GM's discretion.

Join the Conversation

Check Diplomacy DC 17

The character relaxes with the workers, trades stories, asks questions casually, and allows the conversation to wander toward Reiver's Right.

Critical Success The character earns the confidence of several river workers. They confirm that Reiver's Right had been suffering strange problems even before communication stopped: tools disappearing, animals refusing to approach the riverbank, and workers complaining of vivid dreams involving voices beneath the water. One pilot also remembers carrying an unusually nervous surveyor back from the camp several weeks earlier.
Success The character confirms that unease at Reiver's Right began before the camp fell silent. Several workers had already requested transfers away from the site.
Failure The conversation remains pleasant but superficial. The character hears only the same rumors already circulating elsewhere in Macridi.
Critical Failure The character asks too directly about frightened workers and missing crews. Conversation around them noticeably dries up; nobody wants their name attached to a rumor that might reach an employer.

Read the Room

Check Society DC 18

Instead of questioning anyone directly, the character watches who speaks to whom, which subjects silence the room, and which rumors different groups seem to already know.

Critical Success The character notices that river pilots, tannery workers, and several hunters independently become uneasy whenever the western riverbanks are mentioned. The same concern is appearing among groups that normally exchange little information. The character concludes that the disturbances are broader than a single logging camp and gains a +1 circumstance bonus to one later Society or Diplomacy check made to connect testimony from separate Macridi witnesses.
Success The character realizes that concern over Reiver's Right is not merely tavern gossip. Several unrelated groups are quietly discussing unusual events along Profit's Flow.
Failure The overlapping conversations and distorted acoustics make it difficult to distinguish meaningful patterns from ordinary bathhouse gossip.
Critical Failure The character mistakes an unrelated argument over timber prices for evidence of a coordinated conspiracy and draws a thoroughly incorrect connection between two merchant houses.

Challenge 2: The Bitter Spring

One of the communal chambers has been temporarily closed after workers complained that its steam left a metallic taste in their mouths. The bathhouse attendants blame mineral buildup in an old feeder pipe, but the problem has returned twice after cleaning.

A thin gray-black residue has begun collecting around one of the spring vents.

Examine the Spring Water

Check Nature DC 18
Critical Success The character determines that the residue is not a normal mineral deposit. It contains traces of organic material similar to decayed root fibers suspended in otherwise clean spring water. The contamination appears intermittent, suggesting something is entering the underground water system rather than originating inside the bathhouse.
Success The character confirms that the contamination is foreign to the spring and likely originates somewhere upstream or underground.
Failure The residue resembles several harmless mineral deposits common to heated spring systems.
Critical Failure The character identifies the deposits as harmless iron-rich sediment and initially recommends reopening the chamber.

Examine the Heating System

Check Arcana or Crafting DC 18

A character can instead investigate the enchanted channels, pressure valves, and steam vents beneath the chamber.

Critical Success The character proves that the bathhouse enchantments are operating normally. More importantly, the magical flow briefly weakens whenever the contaminated water reaches the system, as though something in the residue is interfering with the spring's existing magic. The character recognizes the disturbance as potentially useful evidence when examining similar magical corruption later.
Success The character confirms that neither the heating enchantments nor the bathhouse machinery caused the contamination.
Failure The spring system is complicated enough that the character cannot confidently separate magical fluctuations from ordinary mechanical wear.
Critical Failure The character adjusts the wrong pressure valve. A blast of harmless but extremely hot steam fills the maintenance corridor and sends everyone scrambling backward.
GM Note: Foreshadowing, Not Proof

The Bitter Spring should suggest that the disturbances around Profit's Flow are beginning to reach Macridi itself, but it should not reveal their ultimate source.

Characters who have already examined Brena Holt's corrupted hides may recognize similarities between the tannery residue and the material found here. Reward that connection without requiring another roll if the evidence is obvious to them.

Sidequest

The Empty Private Chamber

One of the Prophet-funded private chambers has remained reserved every evening for nearly two weeks, yet its patron has stopped appearing.

Normally this would be none of the bathhouse's concern. The chamber is prepaid, the reservation is valid, and privacy is one of the establishment's most carefully respected customs.

The problem is that an attendant recently found muddy footprints inside the locked chamber despite no one having entered through the corridor.

  • Objective: Determine how someone entered the private chamber and whether the missing patron is in danger.
  • The Patron: Prophetess Maelin Vos, a minor timber investor who recently spent several weeks reviewing property holdings near the western river.
  • Investigation: Characters might inspect the chamber with Perception, examine the steam ducts with Crafting, question attendants with Diplomacy, or pursue another reasonable lead. Use DC 17–18 depending on the approach.
  • The Truth: The footprints entered through an old maintenance passage behind the steam vents. Maelin discovered the passage accidentally and had been using it to meet a worker privately without attracting attention. She has not been abducted—but the worker she was meeting has recently disappeared after taking a temporary job downriver.
  • Connection: The missing worker's last assignment was aboard a supply run bound for Reiver's Right.
  • Reward: Resolving the matter discreetly earns the party 15 gp from Maelin and a standing invitation to use one private sauna chamber whenever they return to Macridi.
Running Sanctitude Saunas

The saunas should feel relaxed rather than sinister. They are genuinely comfortable, widely appreciated, and deeply woven into Macridi's civic life.

The interesting tension comes from proximity. Workers and Prophets occupy the same building without necessarily occupying the same rooms. Private conversations happen only a few feet from communal gossip. Glass walls obscure identities but not voices. People who would never sit together in a council chamber may exchange rumors while wrapped in towels and surrounded by steam.

For the party, this makes Sanctitude Saunas less a place to interrogate people than a place to listen to Macridi thinking out loud.

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