The Price of Prophecy (Production)
Pathfinder Second Edition

Player syndication

Snapshot · Nov 14, 2026, 6:33 PM

  • The Price of Prophecy (Production)
    • Module artifacts
      • folderHandouts
        • handoutThe Palakar Forest & The Town of Macridi
        • handoutTar Taargadth
        • handoutOath of Everlasting Friendship
        • handoutNew Macridi
        • handoutThe Blight of 4719
        • handoutNew Macridi — Magical Services
      • folderGuides
        • handoutLevel 1-2 Treasure Menu
        • handoutLevel 2–3 Treasure Menu
      • folderTreasures
        • itemBrassbound Hero’s Mark
        • itemAmberglass Reagent Case
        • itemLantern of Last Echoes
        • itemThuld’s Pattern Awl
      • folderItems
        • itemAlchemical Reagent Bundle
        • itemCedar Court Amber
      • folderImages
        • imageGolden Hand Seal
        • imageThe Quiet Current Seal
      • folderMaps
        • mapDruma WikiPath
        • mapOld Macridi
        • mapMacridi Area
        • mapKerse
        • mapNew Macridi
        • mapNew Macridi (blocks color)
        • mapPetitioner's Port
        • mapMudjaw Beach sketch
      • folderPages
        • pageThe Price of Prophecy - PC Guide
        • pagePlayer Reference - Lores
      • folderMonsters
        • monster blockBarrow Clay Sentinel
        • monster blockInfernal Rootling
        • monster blockInfernal Thornling
      • folderArticles
        • articleDesolation Blade Mounds
      • folderPDFs
        • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • folderRecaps
        • narrativeStart to 10/28
    • Checklists
      • checklistKarland's Sawmill — Contract
      • checklistTakeaways from Karland's Sawmill
    • Shops
      • shopApothecary Alchemical Supplies
      • shopFanciful Inquiries — Shop Menu
      • shopTallow's Odds and Ends
    • Acts
      • actA1Investigating Reiver's Right
        • sceneS1Briefing at Karland's Sawmill
          • handoutInvestigate Reiver's Right
          • encounterE1Meeting Danum Karland
            • imageBlighted Log
            • checklistTakeaways from Karland's Sawmill
          • checklistKarland's Sawmill — Contract
        • sceneS2Around Town Macridi
          • mapOld Macridi (Unmarked)
          • encounterE1Karland's Sawmill
          • handoutOld Macridi — Spellcasting Services
          • encounterE2Fanciful Inquiries
            • shopFanciful Inquiries — Shop Menu
          • encounterE3The Gilded Ledger Tavern
            • handoutRecover the Boles
          • encounterE5Sanctitude Saunas
            • articleThe Empty Private Chamber
          • encounterE6The Iron-Root Apothecary
            • treasureIron-Root Apothecary — Alchemist Supplies
            • shopApothecary Alchemical Supplies
          • encounterE8The Veridical Scriptorium
            • handoutTakeaways from Veridical Scriptorium
            • imageGolden Hand Stamp
          • encounterE9The Watchmaker's Loft
            • treasureWatchmen's Loft List
        • sceneS3The Darkwood at Mudjaw Reach
          • encounterE1Getting the Darkwood
            • articleMudjaw Beach Field Reconnaissance
            • mapMudjaw Beach
        • sceneS4The North Road
          • mapNorth Road - Sketch
        • sceneS6Reiver's Right
          • encounterE4Foreman's Hall / Camp Hall
            • letterForeman Hendrick's Log Book
          • mapReiver's Right Sketch (Unmarked)
          • shopTallow's Odds and Ends
          • encounterE15Watchtower
            • letterFound Letter
          • subsceneSS1E18 - The Lower Works
            • encounterE1Concealed Entrance
              • treasureLower Works Shift Key
            • encounterE6Western Excavation
              • treasureMacridi Blade Survey Token
              • treasureThe Barrow Reliquary
            • encounterE8Workers' Quarters
              • treasureLower Works Crew Roster
              • treasureDerrin Hale Freight Chit
              • treasureWorkers' Lockbox
        • sceneS7Epilogue to Reiver's Right
          • treasureConsolidated Treasure Menu - Lv1 - 2
      • actA2Kerse
        • articleKerse Downtime — Level 2 to Level 3 (Act 2)
        • handoutDruma — Dwarven Rivercraft
    • Reference
      • imageShining Lands 1
      • imageShining Lands 2
      • imageDruma
      • imagemacridi-2
      • imagemacridi-1
      • imageDruma, Profit and Prophecy
      • imageBlighted Fey - 1
      • imageBlighted Fey - 2
      • imageForest Blight
      • imageBlight
    • Inbox
      • 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
      • mailRegarding the Blackjacket Scout
    • PCs
      • pcUlysses
        • pageStat Block
      • pcBashi Dai
      • pcSkye Flamebelch
        • pageStat Block

New Macridi

New Macridi
New Macridi — Visitor Reference

New Macridi Business & Establishment Directory

A Traveler's & Merchant's Guide to the Town at the Confluence

New Macridi rises around the meeting of the Great Goldpan and Profit's Flow, with its principal districts divided among the central settlement, merchant quarter, lumber yards, and the fortified northern logging complex. Bridges and causeways connect the town's major islands and riverfront facilities.

Commercial & Service Establishments

Establishment District Overview & Primary Services
Cedarheart Apothecary Central Island A busy apothecary serving residents, travelers, logging crews, and expeditions heading into the Palakar. Carries medicinal preparations, herbs, field remedies, and practical botanical supplies.
Confluence Scriptorium Central Island A public writing house dealing in copied documents, correspondence, contracts, records, and other written materials needed by merchants and travelers.
Market Square Central Island New Macridi's principal open market. Temporary stalls and permanent vendors offer food, tools, household goods, regional produce, and merchandise brought in along the river routes.
Wayfarer's Exchange South Gate A traveler-oriented exchange near the town's main southern entrance. Provides information, messages, supplies, arrangements, and other practical services for people entering or leaving New Macridi.
The Gold Spike Tavern Merchant Island A prosperous tavern frequented by merchants, foremen, river crews, craftsmen, travelers, and visiting business interests.
Rivermix Alchemicals Merchant Island An alchemical shop specializing in useful mixtures, reagents, field preparations, and supplies suited to river travel, logging work, and wilderness expeditions.
Goldpan Outfitters Merchant Island A general outfitter supplying travelers, woodsmen, prospectors, river workers, and expeditions with practical gear for journeys through the Palakar and surrounding country.
Blackwheel Forge Lumber Island A heavy forge supporting New Macridi's sawmills, logging crews, wagons, machinery, river operations, and industrial equipment. Offers repairs, replacement fittings, and practical metalwork.

Professional, Civic & Institutional Establishments

Establishment District Overview & Primary Function
Temple of the Confluence Central Island A prominent riverside temple standing near the center of the settlement. It serves residents, merchants, river travelers, and visitors passing through the confluence.
Town Watch Central Island Headquarters for New Macridi's guards and local patrols. The watch oversees public order, bridge traffic, gates, and routine civic security.
Guildmaster's Manor Merchant Island A substantial private and administrative residence overlooking the merchant quarter, associated with New Macridi's commercial leadership and major trade interests.
Logging Hall Northern Bank A fortified logging complex serving as a center for the region's major timber interests. The enclosed compound contains administrative spaces, work yards, stored lumber, and facilities supporting logging operations.

Trade, Storage & Industrial Areas

Location District Overview & Primary Function
Merchant Quarter Merchant Island A dense commercial district containing shops, counting houses, workshops, offices, residences, and businesses serving New Macridi's growing trade economy.
Warehouses Merchant Island Large storage buildings serving the docks and merchant quarter. Incoming cargo, outgoing shipments, timber products, and river freight are held here before distribution.
Lumber Docks Lumber Island Heavy working docks used to receive, stage, load, and move timber and other bulky cargo along New Macridi's waterways.
Sawmill Yard Lumber Island A broad industrial yard filled with stacked logs, processed lumber, work sheds, cutting equipment, and timber awaiting shipment or further work.
West Waterwheel Lumber Island A massive river-driven wheel supplying mechanical power to sawmill machinery and other heavy industrial equipment.
East Waterwheel Merchant Island A large river-driven wheel supplying power to workshops and commercial facilities on the eastern island.

Gates, Bridges & Geographic Features

Feature Area Overview
Main Gate Southern Approach The primary landward entrance into New Macridi, connecting the central settlement to the southern road and surrounding countryside.
Great Goldpan Eastern Waterway The broad river entering New Macridi from the east and terminating at its confluence with Profit's Flow.
Profit's Flow Northern Waterway The river continuing north from the confluence and carrying travelers, timber, and commercial traffic deeper through the region.
The Confluence Central New Macridi The meeting of Great Goldpan and Profit's Flow around which New Macridi was constructed, dividing the town into its principal islands and riverfront districts.

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Read-only syndicated snapshot · Player syndication · Syndicated Nov 14, 2026, 6:33 PM. Content updates when the author syndicates again in Adventure Maker.

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