The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Oct 9, 2026, 7:41 PM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • handoutThe Palakar Forest & The Town of Macridi
      • itemCedar Whisper Charm
      • itemAlchemical Reagent Bundle
      • imageGolden Hand Seal
      • mapDruma WikiPath
      • pageThe Price of Prophecy - PC Guide
      • monster blockMacridi Blade Warrior
      • monster blockBlightroot
      • articleCedar Court
      • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • handoutTar Taargadth
      • itemBrassbound Hero’s Mark
      • itemInfernal Blight Reagent Bundle
      • imageGolden Hand Stamp
      • mapOld Macridi
      • pageCampaign Arc (FULL Spoilers)
      • monster blockWood Wraith
      • articleCourt of Seasons
      • handoutOath of Everlasting Friendship
      • itemAmberglass Reagent Case
      • itemCedar Court Amber
      • imageThe Quiet Current Seal
      • mapMacridi Area
      • pageCampaign Arc (FULL Spoilers) (new CSS)
      • monster blockSpeaker of the Pale
      • articleDesolation Blade Mounds
      • handoutBlood Price Economy
      • itemLantern of Last Echoes
      • mapDruma Detailed
      • pagePlayer Primer • Pulgari Estate<
      • monster blockAnimated Log Servant
      • articlePulgar Estate v2
      • handoutDruma - Profit and Prophecy
      • itemThuld’s Pattern Awl
      • mapNew Macridi (blocks)
      • pageGM Primer • Pulgari Endgame
      • monster blockBarrow Clay Sentinel
      • articlePulgari Estate
      • handoutNew Macridi
      • mapKerse
      • pagePlayer Reference - Lores
      • monster blockInfernal Blightseed Swarm
      • articleReiver's Right
      • handoutThe Blight of 4719
      • mapNew Macridi
      • pageTreasure, Reagents, and Party Size
      • monster blockInfernal Rootling
      • articleMacridi
      • handoutLevel 1-2 Treasure Menu
      • mapNew Macridi (blocks color)
      • monster blockInfernal Thornling
      • articleMacridi Blades
      • handoutNew Macridi — Magical Services
      • handoutLevel 2–3 Treasure Menu
      • monster blockInfernal Treeling
      • articleCourt of Endless Revelry
      • handoutThe Legacy of Thuld
      • monster blockInfernal Blight Stalker
      • articleMammon: The Argent Prince
      • monster blockInfernal Blight Reveler
      • articleInfernal Blight — Progression
      • monster blockBrimorak Demon
      • articleThe Quiet Current
      • 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
          • 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 blockBalanced — 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
            • 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
          • 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
            • monster block3× Infernal Rootling
            • mapSawpit/Sawyard Battlemap
            • monster blockInfernal Thornling
          • pageThe Long Dividend
          • encounterE11Carpentry Shed
            • narrativeMain
          • imageThe Long Dividend Image
          • encounterE12Log Stacks
            • narrativeMain
            • monster blockWood Wraith
            • monster block3× 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
            • narrativeOverview
            • narrativeLower Works Overview
            • narrativeMain
            • narrativeEncounter Scaling — 4 or 5 Level-2 PCs
            • encounterE18Concealed Entrance
              • narrativeMain
              • treasureLower Works Shift Key
            • mapThe Lower Works Map
            • encounterE18Access Ramp
              • narrativeMain
              • trapRunaway Ore Cart
            • mapThe Lower Works Battlemap
            • encounterE18North Gallery
              • narrativeMain
              • monster block2× Infernal Thornling
              • monster blockInfernal Rootling
              • sidebarFive-Character Adjustment
            • mapThe Lower Works Map 2
            • encounterE18Ventilation Shaft
              • narrativeMain
              • trapVentilation-Shaft Collapse
              • treasureGolden Hand Ventilation Tags
            • mapThe Lower Works Map 2 Battlemap
            • encounterE18Supply Depot
              • narrativeMain
              • treasureLower Works Emergency Cache
              • treasureStamped Supply Manifest
            • encounterE18Western Excavation
              • narrativeMain
              • monster blockBarrow Clay Sentinel
              • treasureMacridi Blade Survey Token
            • 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
            • encounterE18Eastern Tunnels
              • narrativeMain
              • monster blockInfernal Blightling
              • monster block2× Infernal Rootling
              • monster blockInfernal Thornling
              • sidebarFive-Character Adjustment
              • treasureAbandoned Survey Board
            • encounterE18The Blightroot
              • narrativeMain
              • trapInfernal Blightroot
              • monster block2× Infernal Rootling
              • monster blockInfernal Thornling
              • sidebarFive-Character Adjustment
              • treasureFresh Blightroot Sample
              • sidebarBlight Terminology
            • encounterE18Deepest Dig
              • narrativeMain
              • treasureDeep Survey Ledger
              • treasureWarded Drill Core
              • treasureGolden Hand Transit Seal
        • 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
        • 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
      • actA4Court of Endless Revelry
      • actA5The 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
      • articleTreasure, Crafting Materials, and Reagents
      • letterSubject: Reiver’s Right — Halven Dorr Missing
    • 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
    • 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
      • pcKota
        • narrativeCharacter Sheet
        • pageMain
        • pageStat Block
      • pcMalkus
        • 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
act

Act 2 — Kerse

To let your level 1 party take advantage of Kerse without stalling campaign momentum, give them roughly 10 to 14 days of downtime.

That is enough time for meaningful retraining, crafting, formula acquisition, spell study, shopping, and Earn Income without turning the Kerse visit into a month-long intermission.

Suggested Time Budget: 10–14 Days

  • Retraining — usually 7 days
  • Retraining a feat or ordinary skill choice generally takes about 1 week.
  • Larger character choices can take considerably longer and might require specialized instruction.
  • A character who is retraining can't perform another downtime activity at the same time.
  • Crafting — 4+ days per project
  • Standard PF2e Crafting normally requires an initial period of work before the Crafting check.
  • Having an appropriate formula can reduce the startup time.
  • After the initial Crafting period, the crafter can either pay the remaining cost and finish the item or continue working additional days to reduce that remaining cost using the normal Crafting/Earn Income progression.
  • At level 1, the monetary savings from extra days are fairly small, so Crafting is most useful when the PCs want access to unusual items, custom equipment, batches of consumables, or simply want to make their own gear.
  • Formula Acquisition — hours, not days
  • Buying common formulas is straightforward in Kerse.
  • Copying a formula into a formula book takes 1 hour per formula.
  • The Brass Formula Exchange can therefore support several formula purchases or copying sessions in a single afternoon.
  • Learn a Spell — usually hours
  • Learning a spell takes 1 hour per spell rank, assuming the PC can find a teacher or suitable magical writing.
  • The Concordance of Seven Lamps makes this substantially easier than it would be in a smaller settlement.
  • Shopping — about 1 day
  • Dedicated shopping normally takes 1 day of downtime.
  • In Kerse, that can include locating specialized merchants, selling treasure, purchasing formulas, finding reagents, and arranging commissions.
  • Earn Income — any remaining days
  • Characters who aren't retraining or crafting can use spare downtime to Earn Income.
  • Kerse should offer a much wider variety of jobs than Old Macridi, particularly for Crafting, Lore, Performance, Medicine, and specialized professional skills.

A Good 10-Day Kerse Stay

Day 1 Shopping, formula purchases, reagent acquisition, spell tutors, commissions, and city errands.

Days 2–8 Characters choose their major downtime project: - retrain a feat or skill option, - Craft equipment or consumables, - work on a research or professional project, - or Earn Income.

Days 9–10 Finish Crafting projects, copy additional formulas, Learn Spells, Earn Income, or handle personal scenes and contacts.

A 14-Day Stay

Two weeks gives the party enough room for a substantial project without feeling rushed.

A character might: - complete a week of retraining and spend the remaining week shopping or earning income; - devote most of the period to one or more Crafting projects; - spend several days acquiring formulas, researching unusual items, and arranging commissions; - or simply work and establish contacts in Kerse.

Level 1 Crafting Note

For Doku and Skye, Kerse is valuable less because Crafting dramatically reduces prices and more because it gives them access to things they couldn't easily do in Old Macridi:

  • professional workshops,
  • alchemical laboratories,
  • raw materials,
  • common formulas,
  • possible access to uncommon formulas,
  • specialist instructors,
  • custom commissions,
  • and a market large enough to support serious downtime projects.

If an ordinary common item is sitting on a shelf and they can afford it, buying it is usually faster. Crafting becomes much more interesting when access, customization, rarity, or personal investment matters.

Kerse — Downtime Planning

Party Downtime Opportunities

Suggested Uses for a 10-Day Stay in Kerse

Kerse offers the party access to workshops, laboratories, tutors, guilds, and professional services that are difficult or impossible to find in smaller settlements. The following schedule highlights useful opportunities for each character during a roughly ten-day stay.

Location / Establishment Ulysses Kota Malkus Skye Doku
The Brass Formula Exchange
Trade District
— — — Days 1, 8–10
Acquire weapon and armor schematics, research specialized designs, and consult archival crafting references.
Day 1
Copy the Infernal Blight Bundle and Brimstone-Quencher formulas into a formula book.
The Gilt Crucible
Lower Trade Quarter
— — Days 2–3
Analyze blighted sap samples, consult alchemical physicians, and investigate possible medical applications or treatment methods.
— Days 2–10
Rent a laboratory bench, batch-craft alchemical supplies, prepare Brimstone-Quenchers, and conduct detailed analysis of blight samples.
The Nine Hammers Cooperative
Eastern Artisan District
— — — Days 2–10
Rent a forge bay, craft armor or cold-iron ammunition, repair equipment, and take artisan commissions between personal projects.
—
The Concordance of Seven Lamps
Resplendent District
— Days 1–10
Use Learn a Spell with available tutors, conduct planar and blight research, translate occult texts, and consult specialists in infernal phenomena.
Days 1, 4–5
Acquire spell writings and consult divine, primal, and medical scholars about infernal or demonic plagues.
— —
The Hall of Applied Excellence
Civic & Guild Quarter
Days 1–10
Complete a 7-day feat or skill retraining project, then pursue professional security or martial work during the remaining days.
— Days 6–10
Register as a hired physician or medical consultant and pursue Earn Income work suited to advanced Medicine training.
— —
Mercenary League Headquarters
Central Kerse
Days 8–10
Pursue guard contracts, caravan protection work, security consulting, or other short-term Mercenary League assignments.
— — — —
Running the Downtime

The listed days are suggestions rather than mandatory schedules. Characters may divide their time differently, pursue multiple short activities around a primary downtime project, or abandon a planned activity if events in Kerse change their priorities.

Activities that occupy a full downtime period, such as retraining or extended Crafting, should not be treated as simultaneous with another full downtime activity. Short tasks such as purchasing formulas, copying writings, arranging commissions, or meeting instructors can usually be handled around the edges of longer projects when appropriate.

Druma — River Travel

Macridi to Kerse by River

Conventional Boats and Dwarven Hydrofoils on Profit's Flow

Estimated River Distance

Following the bends of Profit's Flow, the river journey between Macridi and Kerse is approximately 145–160 miles.

Profit's Flow runs from south to north, making the journey toward Kerse the faster downstream passage and the return to Macridi the slower upstream passage.

Journey Direction Ordinary Riverboat Dwarven Hydrofoil Time Saved
Macridi → Kerse Downriver About 3 days About 1 day About 2 days
Kerse → Macridi Upriver About 5 days About 1 day, 18 hours About 3 days, 6 hours
Round Trip Both Directions About 8 days About 2 days, 18 hours About 5 days, 6 hours
Ordinary River Travel

For normal commercial traffic, including vessels similar to the Long Dividend, use the following standard travel times:

Macridi to Kerse: 3 days.
Kerse to Macridi: 5 days.

These estimates assume roughly 10–12 hours of travel each day, with the vessel tying up or anchoring overnight rather than navigating continuously.

A typical downstream boat averages roughly 4.5–5 mph while underway. The same vessel fighting the current on the return journey averages closer to 2.5–3 mph.

Dwarven Hydrofoil Travel

A dwarven hydrofoil such as the Goldskimmer reduces travel time by approximately 65%, requiring only about 35% of the time needed by an ordinary riverboat.

This reduces the downstream journey from three days to approximately one day, while the more difficult upstream journey falls from five days to approximately one day and eighteen hours.

The hydrofoil is still affected by the current. Its engineering dramatically reduces drag, but it does not eliminate the advantage of traveling downstream.

Why the Difference Is So Dramatic

An ordinary commercial boat must force its entire hull through the water and is limited by cargo weight, river current, and the resistance created by the hull itself.

At cruising speed, a dwarven hydrofoil rises onto submerged lifting blades, raising most of its hull above the surface. With far less vessel in contact with the water, drag drops sharply and the craft can maintain speeds impossible for conventional river traffic.

The tradeoff is capacity. Hydrofoils are best suited to passengers, messengers, valuable cargo, alchemical samples, and other high-priority freight rather than bulk timber or ordinary commercial loads.

Delays & River Conditions

Poor weather, unusually low water, heavy river traffic, floating timber, cargo stops, or mechanical trouble can increase travel time for either type of vessel.

Conventional traffic might require roughly 4 days downstream or 6 days upstream under poor conditions.

A hydrofoil is less affected by ordinary current but more vulnerable to debris, narrow channels, sharp bends, and shallow water. Where the pilot cannot safely remain on the foils, the vessel must slow and travel as a conventional boat.

Messages & Alchemical Samples

By ordinary riverboat, sending a physical sample from Macridi to Kerse and receiving a reply requires approximately 8 days of travel alone: three days to Kerse and five days back.

If dwarven hydrofoil passage is available in both directions, that same round trip requires only about 2 days and 18 hours of travel.

Laboratory work, consultation, preparation of a response, and the availability of a returning vessel are added on top of those travel times.

Druma — Dwarven Rivercraft

The Goldskimmer Hydrofoil

Dwarven Engineering on Profit's Flow

At rest, the vessel looks too heavy to be fast: a long, narrow hull of dark timber bound in brass, with a low armored cabin and a broad dwarven engine housing occupying much of the stern.

Then the machinery engages.

Brass vanes beneath the hull bite into the river. The bow rises clear of the water, followed by most of the vessel itself, until the craft seems to balance impossibly upon a handful of submerged blades. The pounding of the hull against the current disappears. In its place comes the steady hum of gears, the hiss of spray, and a rapidly retreating shoreline.

Dwarven Hydrofoil

The Goldskimmer is a rare dwarven rivercraft designed for rapid transportation along major waterways. Rather than forcing its entire hull through the water, articulated foils beneath the vessel lift most of its weight above the river once sufficient speed is reached.

The result is dramatically reduced drag. A Goldskimmer can cover the Macridi–Kerse route in approximately 35% of the time required by an ordinary commercial riverboat—a reduction of roughly 65%.

Journey Ordinary Riverboat Dwarven Hydrofoil Time Saved
Macridi → Kerse About 3 days About 1 day About 2 days
Kerse → Macridi About 5 days About 1¾ days About 3¼ days
Campaign Travel Times

For play, use the following standard travel times under favorable conditions:

Macridi to Kerse: approximately 1 day.
Kerse to Macridi: approximately 1 day and 18 hours.

The river current still matters. Traveling north toward Kerse allows the Goldskimmer to combine its own propulsion with the flow of the river. Returning south requires the vessel to fight the current, so the upstream voyage remains noticeably longer even with dwarven engineering.

How It Works

The vessel's underside carries several retractable hydrodynamic lifting blades mounted to reinforced dwarven struts. At low speed the Goldskimmer behaves much like an ordinary shallow-draft boat.

Once its engine reaches cruising speed, water passing over the blades generates enough lift to raise the main hull above the surface. Only the foils and propulsion assembly remain submerged, allowing the vessel to race over stretches of open river that would slow a conventional barge.

A compact dwarven power assembly drives the stern mechanism through a complicated arrangement of gears, shafts, pressure chambers, and precisely machined brass components. Most surface engineers can recognize what the machinery is doing. Reproducing it is another matter entirely.

Limitations

A Goldskimmer requires a reasonably broad, navigable channel before it can rise onto its foils. Near docks, sharp bends, shallows, debris fields, or heavy river traffic, the pilot must reduce speed and lower the hull back into the water.

Floating timber is particularly dangerous. At hydrofoil speed, striking a submerged log can damage a lifting strut or force the vessel violently off its foils.

Severe storms, unusually low water, mechanical trouble, or extensive debris can therefore erase much of the vessel's advantage.

Passengers & Cargo

Speed comes at the expense of capacity. The Goldskimmer carries passengers, messages, valuable cargo, alchemical samples, and other high-priority freight rather than bulk timber or ordinary commercial goods.

Passage is correspondingly expensive, and seats are rarely available without advance arrangements or a particularly persuasive reason for the dwarven crew to make room.

The Kerse Run

A message or alchemical sample leaving Macridi aboard a Goldskimmer can reach Kerse in roughly a day. If a hydrofoil is immediately available for the return journey, a physical response could theoretically make the complete trip in less than three days of travel time.

Laboratory work, loading delays, availability of a returning vessel, and whatever business awaits in Kerse remain separate from the actual travel time.

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Read-only syndicated snapshot · Syndicated Oct 9, 2026, 7:41 PM. Content updates when the author syndicates again in Adventure Maker.

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