The Price of Prophecy (Production)
Pathfinder Second Edition

Player syndication

Snapshot · Sep 18, 2026, 2:50 PM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • folderHandouts
        • handoutThe Palakar Forest & The Town of Macridi
        • handoutTar Taargadth
        • handoutOath of Everlasting Friendship
        • handoutNew Macridi
        • handoutThe Blight of 4719
      • folderImages
        • imageGolden Hand Seal
      • folderMaps
        • mapDruma WikiPath
        • mapMacridi Area
        • mapNew Macridi (blocks)
      • folderPages
        • pageThe Price of Prophecy - PC Guide
      • folderPDFs
        • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
    • 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
          • encounterE2Fanciful Inquiries
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • handoutRecover the Boles
          • encounterE6The Iron-Root Apothecary
            • articleAlchemical Reagent Bundle
          • encounterE8The Veridical Scriptorium
            • imageGolden Hand Stamp
            • handoutTakeaways from Veridical Scriptorium
        • sceneS3The Darkwood at Mudjaw Reach
          • encounterE1Getting the Darkwood
            • mapMudjaw Beach sketch
            • articleField Reconnaissance
            • mapMudjaw Beach
        • sceneS4The North Road
          • mapNorth Road - Sketch
        • sceneS6Reiver's Right
          • mapReiver's Right Sketch (Unmarked)
    • 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

Field Reconnaissance

Field Reconnaissance

Mudjaw Reach

Notes gathered before approaching the darkwood beach

What the Sketch Shows

The reach is mostly a broad flooded shelf choked with reeds, roots, mud, and scattered timber. The pale green water on the sketch is only about 2–3 feet deep, but crossing it on foot is considerably slower than walking dry ground.

The darker water along the eastern side drops sharply to roughly 6–7 feet deep. Anyone entering that channel should expect to swim rather than wade.

Mangrove roots, dense reeds, submerged branches, and fallen timber may make particular routes worse than the depth alone suggests. Open water is easier to cross, but it also provides less solid footing and fewer places to brace against a current or sudden movement.

Moving Through the Reach

Character 2–3 ft. Shallows 6–7 ft. Eastern Channel
Small Humanoid Greater difficult terrain. Each 5-foot square costs 15 feet of movement. Swimming. Use the normal Swim rules unless you have a Swim Speed.
Medium Humanoid Difficult terrain. Each 5-foot square costs 10 feet of movement. Swimming. Use the normal Swim rules unless you have a Swim Speed.

These are the normal conditions shown on the sketch. Especially thick reeds, root masses, deep mud, and solid fallen timber can further obstruct a particular square or route.

Creatures Known Around Mudjaw Reach

Hunters, river crews, and woodsfolk describe a wide range of animals, monsters, and stranger things in flooded reaches like this one. Some are ordinary predators. Others use reeds, mud, or floating vegetation so well that travelers can pass surprisingly close without realizing anything is there.

Reconnaissance, Not a Sighting Report

The list below describes creatures known from this sort of terrain. It does not mean every creature listed is present at Mudjaw Beach, nor does the absence of something from the list guarantee that it cannot be there.

Creature Level What You Know What to Watch For
Pufferfish −1 Small aquatic fish that are usually more nuisance than predator. They defend themselves rather than actively hunting travelers. Small shapes tucked beneath reeds, logs, or sheltered pools.
Grindylow 0 Small amphibious hunters with tentacled lower bodies. They are intelligent enough to use weapons, cooperate, and choose their fights. Spear tips above reeds, quick movement beneath shallow water, or several disturbances moving together.
Stingray 0 Flat-bodied aquatic animals that often lie nearly invisible against sandy or muddy bottoms. Usually defensive unless disturbed. A faint outline beneath clear water or sudden movement from the bottom.
Blue-Ringed Octopus 0 A tiny octopus whose size hides the danger of its venom. It can change coloration to blend into its surroundings and move through water with startling speed. Brief flashes of bright rings, movement inside hollow timber, or an apparently empty crevice that seems to change color.
Giant Frog 1 Large ambush predators common to wet country. They generally wait for prey to come close rather than pursuing over long distances. Large eye-shapes above the water, unusual ripples, or sudden silence among smaller frogs.
Reefclaw 1 A strange aquatic creature resembling an oversized shrimp or lobster. Its powerful claws can seize prey, and experienced riverfolk warn that its attacks can carry venom. Chitin scraping against rock or timber, churned mud, claw marks, or movement close to submerged cover.
Electric Eel 1 A long-bodied aquatic predator capable of delivering powerful electrical shocks when threatened or hunting. Long wakes beneath the surface, dead or stunned fish, and sudden agitation among nearby aquatic animals.
Giant Crab 2 Heavily armored scavengers and territorial hunters. Their shells make them difficult to discourage, and their claws are strong enough to hold prey. Sideways tracks in mud, broken shells, scraped logs, or burrows near the waterline.
Crocodile 2 Patient wetland predators that rely on camouflage, sudden acceleration, and dragging prey into water. Low wakes, slide marks on muddy banks, half-submerged eyes, or an oddly straight "log" that moves against the current.
Mudjaw Lurebloom 2 A carnivorous aquatic plant known from warm, stagnant shallows. Its leaves and flowers can resemble harmless marsh vegetation until something disturbs the water nearby. Flowering vegetation where the roots seem unusually dense, sweet odors, or plant growth that appears to have shifted position.
Piranha Swarm 3 A feeding mass of small predatory fish. A single fish is insignificant; a concentrated school is not. Water suddenly boiling with tiny wakes, rapidly stripped carrion, or schools moving toward blood or struggling animals.
Seaweed Leshy 3 A small plant spirit associated with aquatic vegetation. Unlike ordinary animals, leshies are intelligent and might be curious, territorial, helpful, or hostile depending on circumstances. Seaweed or reeds moving independently of wind and current, tiny tracks, or vegetation arranged with suspicious purpose.
Hermit Crab Swarm 4 Dense masses of aggressive scavenging crabs. Individually harmless-looking, they become dangerous when hundreds surge together. Large patches of shells all moving at once, clicking from beneath driftwood, or a shoreline that seems to crawl.
Flytrap Leshy 4 A much larger and more dangerous plant spirit occasionally reported in wet, overgrown wilderness. It is not ordinary vegetation and should not be treated like a mindless plant. Oversized carnivorous plants, vegetation reacting deliberately to nearby movement, or plant growth arranged as though guarding an area.

The Useful Part of the Recon

The beach favors things that swim, hide in vegetation, or wait in ambush. Anyone moving on foot through the shallows will be slower than most creatures adapted to the water.

Dry ground, clear routes, and the location of the deeper eastern channel therefore matter as much as identifying individual creatures. Watch the water before entering it, and do not assume that every patch of reeds, floating plant growth, or piece of timber is exactly what it appears to be.

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Read-only syndicated snapshot · Player syndication · Syndicated Sep 18, 2026, 2:50 PM. Content updates when the author syndicates again in Adventure Maker.

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