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

Kerse Downtime — Level 2 to Level 3 (Act 2)

Kerse Downtime — Level 2 Adventurers (Advancing to Level 3 by the End of Act 2)

The party is already level 2 and is expected to reach level 3 by the end of Act 2. Kerse offers a well-equipped base for 10–14 days of downtime between expeditions. The city supports any class, whether a character is training, earning money, researching a mystery, acquiring supplies, or arranging specialized work. This guide is deliberately independent of the current party roster.

What the Party Can Do

ActivityTypical TimeWhere to Start
Shopping, selling treasure, and suppliesReserve part of day 1; allow a full day for complex errandsSublime Square, The Iron Measure, The Far Market, Cerulean Docks
Retrain a feat or skill choiceUsually 1 week; more extensive changes take longerHall of Applied Excellence; appropriate specialists at the Barbarous Arena or Mercenary League
Crafting2 days of preparation, or 1 day with the item's formula, under Remaster Craft rules; then Crafting check and payment or additional workNine Hammers Cooperative (equipment and runes), Gilt Crucible (alchemy); Brass Formula Exchange (designs)
Buy or copy formulasPurchasing is usually quick; copying a formula into a formula book typically takes 1 hour per formulaBrass Formula Exchange; Gilt Crucible for alchemical specialists
Learn a SpellUsually 1 hour per spell rank plus access and costs; follow the character's spellcasting rulesConcordance of Seven Lamps; suitable religious contacts at Lantern Chapel
Earn IncomeAny available downtime days; GM sets task level and job availabilityHall of Applied Excellence, Mercenary League Headquarters, Nine Hammers Cooperative, Gilt Crucible, Cerulean Docks
Research, gather information, meet contactsA few hours to several days as the story warrantsConcordance of Seven Lamps, Verity Inquiries, Cedar Court Embassy, Measure & Mark; private contacts through Aerie Club
Repair, refit, commission equipmentDepends on the project and availabilityNine Hammers Cooperative, The Iron Measure, Measure & Mark for precision instruments

At level 2, characters have new class feats and a stronger reason to evaluate equipment, consumables, spell access, and professional contacts. Retraining a level 2 feat, improving a toolkit, or earning coin may be more useful than simply purchasing more gear. Level 2 characters should plan toward level 3 without using level-3 options before gaining that level. Level 2 does not automatically grant access to uncommon or rare merchandise; those still require GM permission or an appropriate source.

Expanded Kerse Shopping & Services Guide

Use the following as a quick player-facing guide to the establishments already detailed in the Kerse directory, rather than assuming the city has one all-purpose shop. For locations, broader descriptions, and the full 29-class shopping/training guide, see the Kerse Business & Establishment Directory.

EstablishmentAreaBest Reason to Visit
Sublime SquareTrade DistrictQuality common goods, general merchants, selling loot, and comparing offers on valuable purchases.
The Iron MeasureTrade DistrictAdventuring gear, protection, tools, expedition provisions, and practical equipment upgrades.
The Far MarketTrade DistrictExotic curiosities, specialty imports, and leads on uncommon wares; access and stock are not guaranteed.
The Brass Formula ExchangeTrade DistrictPurchase or copy common formulas, consult schematics, commission design research, and inspect reference samples.
The Gilt CrucibleTrade / Canal DistrictAlchemical consumables, raw materials, rented lab benches, toxicology consultation, and sample analysis.
The Nine Hammers CooperativeEastern KerseWeapons and armor commissions, repairs, forge rentals, rune engraving, and specialist artisans.
Measure & MarkEastern KerseSurveying and mapping tools, navigation gear, precision instruments, and custom cartography.
Cerulean DocksTrade DistrictTrade goods arriving by river, shipping arrangements, freight contacts, and merchant commissions.
The Concordance of Seven LampsResplendent DistrictSpell writings and teachers, magical consultation, translation, and arcane, divine, or occult research.
The Hall of Applied ExcellenceCentral KerseRetraining instructors, professional certification, skilled work, and vetted mentors.
Mercenary League HeadquartersCentral KerseSecurity work, short-term contracts, caravan guard opportunities, and martial professional contacts.
Barbarous ArenaEastern KerseMartial practice, training contacts, organized fights, and potential performance or fighting income.
Verity InquiriesCentral KersePrivate investigations, discreet information gathering, and professional research assistance.
Lantern ChapelEastern KerseReligious guidance, worship, basic spiritual services, and potential introductions to suitable instructors.
Cedar Court EmbassySouthern KerseFey diplomacy, forest-travel information, cultural expertise, and leads on specialized fey goods or contacts.
Wayfarer's RestNorthern KerseLodging, meals, guides, caravan introductions, and travel planning.
The UnanointedCentral KerseMore expensive private lodging and discreet meetings.
Aerie ClubManor DistrictElite introductions and social networking; membership or sponsorship required.
Planepiercer SpireManor DistrictPotential planar-magic expertise by special invitation only; a private tower, not an open shop.
Supplicant PropertiesResplendent DistrictExpensive short-term residence for wealthy visitors, not an ordinary retailer.

Shopping by need. For routine level-2 expedition shopping, start with The Iron Measure, Sublime Square, and The Gilt Crucible. For new weapons, armor, runes, or custom work, go to Nine Hammers. For alchemist, inventor, or runesmith designs, try Brass Formula Exchange. For spell access, visit Concordance of Seven Lamps. Characters can pursue specialist sources without a class restriction.

Stock and access. Kerse is a major city, but that does not make every uncommon, rare, level-4+, custom, or fey item automatically purchasable by a level-2 character. Use the appropriate contact, availability check, commission, or roleplaying scene. The Cedar Court Embassy is a lead toward fey merchandise, not a guaranteed dryad storefront in Kerse.

Suggested 10-Day Visit

Day 1 — Arrival and errands. Compare prices in Sublime Square and The Iron Measure, check specialty stock at the Far Market, book workshops at Nine Hammers or the Gilt Crucible, obtain formulas from the Brass Formula Exchange, and arrange instructors or spell access.

Days 2–8 — Main project. Each character chooses retraining, crafting, Earn Income, a research project, or a class-appropriate professional opportunity. Different characters can choose different projects.

Days 9–10 — Wrap-up. Complete work that fits the remaining days; copy formulas, Learn a Spell, meet contacts, arrange commissions, or prepare expedition supplies. A project that needs more days can continue during an extended stay.

Optional 14-Day Stay

Two weeks accommodates a full week of retraining plus other errands, multiple modest crafting projects, extended Earn Income, or a more substantial investigation. Do not assume everyone needs the same number of downtime days.

Class-Neutral Shopping and Training Reference

The companion Kerse Business & Establishment Directory contains a two-column guide for all 29 Pathfinder 2e classes, pairing each class with suggested city establishments. It is a set of starting points, not a restriction: any character can seek a tutor, professional service, workshop, or shop that suits their concept.

GM adjudication: Apply the current PF2e Remaster rules for Crafting, Retraining, Learn a Spell, and Earn Income. Crafting requires the correct facilities, materials, and item eligibility; payment, additional work days, and task levels follow the rules. Uncommon or rare formulas, teachers, magical services, and specialized contacts are available only when you decide the city provides them. If a character wants something unusual, make obtaining access a short roleplaying scene or lead rather than an automatic purchase.

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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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