DM Handout - Campaign Secrets and GM Brief
Razored Labyrinth
Beneath the Castrovin Sea · GM Campaign Brief · Pathfinder 1E · Levels 1–14
Razored Labyrinth is a long-form maritime-to-abyssal campaign set around the western waters of the Castrovin Sea in Casmaron. It begins as a local investigation beneath the Bridge of Kridorfrost and expands into pirate intrigue, locathah diplomacy, undersea map lore, ruined Ninshabur, recovered submersibles, and finally a dry Darklands assault against a catastrophic excavation project tied to the Pit of Gormuz and the legacy of Rovagug’s Spawn.
Core Campaign Shape
| Levels | Mode | Primary Play | GM Purpose |
|---|---|---|---|
| 1–3 | Frontier ruin investigation | Kridorfrost bridge collapse, rescue, tunnels, smugglers | Introduce ancient infrastructure and the first clue chain. |
| 4–6 | Maritime intrigue | Kridorn, Citadel Allatro, Black Glass Peak | Connect obsidian thefts to organized pirate logistics. |
| 6–7 | Ancient lore expedition | Ninshabur, Keleshite trader patron, underwater map fragments | Reveal the historical precedent for the tunnel project without fully explaining the current plot. |
| 7–11 | Deep maritime expedition | Vladmirr, Apparatuses of the Octopus, underwater route, sea-stack navigation | Make the Castrovin Sea itself the dungeon. |
| 12–14 | Abyssal Darklands assault | Dry volcanic caverns, Spawn-like defenders, tunnel sabotage | Reveal and stop the full conspiracy. |
GM Sequential Plot
Act I — The Sinkhole Beneath Kridorfrost
The campaign opens in Kridorfrost Village, built around the ancient Bridge of Kridorfrost over the Noyrus River. A large sinkhole opens beneath one of the bridge’s lower supports during maintenance, with one worker sucked in and old flooded tunnels exposed. The party is hired for rescue, stabilization, and investigation.
The visible truth is a cave-in. The deeper truth is that renewed excavation far below destabilized a partially collapsed Darklands connector spur. The party finds old stonework, flooded cyclopean chambers, strange tool marks, obsidian fragments, and hints that smugglers had already discovered parts of the ruin before the accident.
Act II — Kridorn and the Obsidian Trail
The party follows trade markings and smuggling clues south to Kridorn, the river-mouth port where piracy, salvage, foreign trade, and relic speculation all overlap. Here they learn of increased pirate activity around Black Glass Peak, a volcanic formation streaked with pure obsidian and claimed by territorial locathahs.
The pirates are not ordinary treasure seekers. They are disciplined, equipped with diving gear, using reinforced ships, and harvesting obsidian in bulk. Their work is organized by a Darklands-facing intermediary who pays local pirates, surface laborers, corrupt brokers, and low-level subterranean agents without revealing the final purpose.
Act III — Citadel Allatro and Black Glass Peak
The party books passage to Citadel Allatro, a solitary sea-stack trading post used by locathahs. There they meet Talaris Wavebreaker, a locathah Wave Rider cavalier, and Shulassa Deepcurrent, a locathah Deep Shaman of the Waves spirit. These NPCs become maritime allies, not permanent land companions.
Talaris has witnessed increasingly organized pirate raids near Black Glass Peak. Shulassa knows that ancient locathah and merrow carvings beneath eighteen sea stacks may form an underwater route through the Razored Labyrinth to a hidden sea-floor entrance. Clues from Black Glass Peak and pirate camps point toward lost Ninshabur as the best place to recover missing map fragments.
Deep Lore and Major Revelations
Act IV — Ninshabur and the Lost Map
The party works with a Keleshite trader-patron to sail toward Ninshabur. This leg gives the campaign broad Pathfinder lore weight: Keleshite trade interests, the ruined memory of Ninshabur, Rovagug’s Spawn, and the ancient fear that some subterranean works beneath Casmaron should never be completed.
In drowned archives, collapsed vaults, and surviving inscriptions, the party recovers enough of the underwater map to follow the sea-stack route. They also discover historical references to an ancient connector tunnel beneath the Castrovin basin. In Ninshabur’s final age, scholars or engineers learned that something below was being excavated toward abyssal regions associated with the Pit of Gormuz. The project was abandoned or interrupted during cataclysmic events tied to the Spawn of Rovagug.
Act V — Vladmirr and the Apparatuses
With the underwater map in hand, the party goes to Vladmirr, a sinking delta-port and salvage hub. Here they must locate, recover, repair, and test two Apparatuses of the Octopus. Assume two party members can function without subs through magic or other means, while four require the two-person vessels.
Act VI — Beneath the Razored Labyrinth
The recovered underwater map guides the expedition through sea-stack routes, submerged ruins, volcanic ridges, drowned transit chambers, and abyssal currents beneath the central Castrovin Sea. The Apparatuses are pressure shelters, cargo carriers, light sources, and survival platforms.
Act VII — The Drying Descent
The underwater passage eventually slopes into geothermal chambers where the sea drains away through vast fissures. Floodgates, pressure doors, and cyclopean seals mark the end of the maritime campaign. Talaris and Shulassa stop here, promising to guard the route, delay reinforcements, and preserve an escape path if the party returns.
Final Acts and Antagonist Structure
In the dry Darklands, the party finally uncovers the full plot. A major Darklands antagonist has organized local surface pirates, Kridorn brokers, low-level Darklands labor, corrupted miners, and abyssal cult specialists into a vast excavation network. The target is the ancient incomplete connector tunnel beneath the Castrovin basin.
Suggested Villain: Vhargul Soot-Crowned
Role: Darklands organizer, tunnel-lord, and logistics mastermind.
Public face: never appears openly in early acts; uses pirate captains, salvage brokers, and mercenary crews.
True goal: complete the connector tunnel and convert a dry volcanic Darklands level into a controlled spawning ground.
Spawn-Like Defenders
Late-game defenders should feel increasingly artificial and unfinished: obsidian-armored tunnel beasts, pressure-warped giants, larval Spawn fragments, abyssal excavation horrors, corrupted Darklands fauna, volcanic siege organisms, and malformed guardians bred to defend the spawning chambers.
Final Objective
The party must sabotage the spawning chambers, disrupt the obsidian containment lattice, defeat or bypass Spawn-like guardians, and collapse the connector tunnel before it links the Castrovin basin to abyssal territories associated with the Pit of Gormuz.