DM Handout - Act 1 GM Packet
Act 1 — Beneath the Bridge
Incomplete Working Draft · Kridorfrost Opening Adventure · Levels 1–3.5
This document is a working draft for the opening act of Razored Labyrinth: Beneath the Castrovin Sea. It covers the Bridge of Kridorfrost, the first descent to river level, discovery of the sinkhole, early access options, and the first two combat encounters.
Act 1 Goals
- Introduce Kridorfrost and the ancient bridge over the Noyrus River.
- Make the bridge feel enormous, old, and economically vital.
- Let the party discover the sinkhole organically while inspecting the bridge pillars.
- Establish the sinkhole as an active lair with multiple access routes.
- Mix random denizens with an organized raider crew.
- Give the party a reason to return to town at level 2, resupply, and come back better prepared.
- Plant Kharzug’s Dhucharg sidequest and a future Darklands ally seed.
Expected Level Progression
| Phase | Expected Level | Purpose |
|---|---|---|
| Town briefing and first descent | 1 | Inspect bridge, reach river shelf, discover the sinkhole. |
| Initial sinkhole entry and first combats | 1 → 2 | Clear entry patrols, survive first exploration, identify larger threat. |
| Return to Kridorfrost | 2 | Payment, resupply, engineering response, rumors, second mission authorization. |
| Second delve and deeper clearance | 2 → 3.5 | Break raider control, rescue Dhucharg survivors, secure bridge foundations. |
| Departure toward Kridorn | 3.5 | Follow broader clues south toward the maritime arc. |
Scene Structure
| Scene | Title | Focus | Status |
|---|---|---|---|
| A1-S1 | The Town Hires Adventurers | Briefing, bridge lore, missing workers, official descent plan. | Drafted outline |
| A1-S2 | The River-Level Descent | Ropes, slippery rocks, river shelf, sinkhole discovery. | Detailed below |
| A1-S3 | The Sub-River Pitch | Party leaves fixed ropes and sets a new descent into the sinkhole opening. | Detailed below |
| A1-S4 | First Watch Patrol | Initial organized raider contact. | Encounter 1 below |
| A1-S5 | Upper Sinkhole Exploration | Trails, ledges, evidence of raids, denizens, first route choices. | Partial |
| A1-S6 | Raider Trail Ambush | Second combat; proves surface raids are organized. | Encounter 2 below |
| A1-S7 | Return to Kridorfrost | Resupply, town payment, engineers secure upper descent. | TODO |
| A1-S8 | Second Delve | Deeper lair, flooded chambers, Dhucharg survivors. | TODO |
| A1-S9 | Grath One-Eye | Bugbear chief / organized crew leader finale. | TODO |
A1-S1 — The Town Hires Adventurers
Premise
The town of Kridorfrost hires the party to descend to river level and inspect the lower pillars of the Bridge of Kridorfrost. The bridge stands roughly 200 feet above the Noyrus River. It is ancient, unknown in origin, and far more massive than any bridge serving a frontier village should be.
Town Request
The town does not yet ask the party to clear a dungeon. They ask for a dangerous inspection.
Key NPCs
| NPC | Role | What They Want |
|---|---|---|
| Master Engineer Volrik Hedd | Bridge engineer | Wants the lower pillars inspected before repair crews descend. |
| Bridge Warden Serah Vonn | Town authority | Wants the bridge safe, trade restored, and panic contained. |
| Worker Tovin Rusk | Survivor | Claims something moved below the pillars and that tools were stolen before the collapse. |
A1-S2 — The River-Level Descent
If the party chooses the town-assisted rope descent, engineers lower them down the official route. The descent reaches a slippery shelf near river level, where the party must scramble across wet rocks while clipped into safety ropes. The Noyrus River itself does not pour directly into the sinkhole. Instead, the sinkhole sits off to one side of the river, where a side eddy once curled back into the main flow. Now that side current drains into the sinkhole opening.
Terrain and Checks
| Obstacle | Suggested Check | Failure |
|---|---|---|
| Slick river shelf | Acrobatics DC 11 or Reflex DC 12 | Fall prone or slide 5–10 ft. while clipped to rope. |
| Rope-supported traverse | Climb DC 10 | Lose movement; gear may scrape loose. |
| Spray and noise | Perception DC +2 penalty | Harder to notice scouts or trail signs. |
| Cold side eddy | Swim DC 12 if entered | Dragged toward sinkhole lip but not instantly pulled under. |
Map 1 — River Shelf and Sinkhole Lip
Encounter 1 — First Watch Patrol
The first organized crew guarding the sinkhole entry attacks once the party reaches the sub-river shelf. This group is not meant to fight to the death. Their job is to delay intruders, test their strength, and raise an alarm deeper in the lair.
| Enemy | Count | Role | Notes |
|---|---|---|---|
| Goblin Raiders | 3 | Ranged harassment | Use shortbows or javelins from cover. |
| Bugbear Enforcer | 1 | Melee threat | Attempts to hold the broken wall and punish anyone who advances. |
| Kobold Alarm Runner | 1 | Escape / alarm | Tries to flee deeper after round 2 or once injured. |
Terrain Features
| Feature | Effect |
|---|---|
| Shallow runoff | Difficult terrain. |
| Wet stone | Acrobatics checks when charging or moving fast. |
| Ancient broken wall | Partial cover. |
| Flood fissure | Falling in requires Climb or Swim to escape. |
| Hanging ropes | Can be climbed, swung from, or cut. |
Map 2 — Sub-River Sinkhole Entry
Encounter 2 — Raider Trail Ambush
The party discovers one of the hidden ascent/descent trails used by the sinkhole raiders. This trail proves the inhabitants have been raiding surface resources and retreating through prepared paths rather than simply climbing randomly from the pit.
| Enemy | Count | Role | Notes |
|---|---|---|---|
| Goblin Archers | 4 | High-ground harassment | Fire from upper trail and retreat across rope bridge. |
| Orc Raider | 1 | Heavy melee | Guards the switchback and tries to shove enemies toward drop-offs. |
| Cave Viper | 1 | Hazard creature | Kept in a basket or lairs near warm stone; released during ambush. |
Optional Trap
If the kobold alarm runner escaped Encounter 1, the raiders have prepared a falling-rock snare.
Map 3 — Raider Trail Switchback
Organized Crew and Random Denizens
The sinkhole should feel split roughly 50/50 between organized crew members and random or displaced denizens.
| Organized Crew | Random / Displaced Denizens |
|---|---|
|
|
Grath One-Eye, Bugbear Scavenger Chief
Grath is cruel, practical, and territorial. He did not create the sinkhole and does not understand the deeper forces behind it. He sees the lair as a fortress, a raiding base, and a way to dominate smaller creatures. He fears the deeper shaft and forbids his crew from descending too far.
Open TODO List
- Add full PF1E stat blocks for Encounter 1 enemies.
- Add full PF1E stat blocks for Encounter 2 enemies and optional trap.
- Decide final chief class and CR for Grath One-Eye.
- Draft A1-S7 Return to Kridorfrost with town payment and engineering stabilization.
- Draft A1-S8 second delve, including flooded chambers and Dhucharg survivors.
- Draft Kharzug sidequest details and Dhucharg military party NPCs.
- Add treasure parcels suitable for level 1–3.5.
- Add experience/milestone guidance.
- Create cleaner tactical maps later, possibly as image maps or printable grids.