Beneath the Razored Labyrinth

Snapshot · Jul 15, 2026, 8:46 PM

  • Beneath the Razored Labyrinth
    • narrativeOverview
    • handoutPC Analysis
    • narrativeBeneath the Razored Labyrinth · Adventure Overview (Spoilers)
    • pageGM Notes
    • handoutCasovian Sea Gazetteer
    • handoutRazored Labyrinth
    • handoutDM Handout - Campaign Secrets and GM Brief
    • Acts
      • actAct 1 - Beneath the Bridge
        • sceneA1-S1 — The Town Hires Adventurers
          • pageAvailable Supplies
        • sceneA1-S2 — The River-Level Descent
          • mapA1-S2 — River Shelf and Sinkhole Lip
          • narrativeA1-S2 Skill Checks
        • sceneA1-S3 - The Sub-River Pitch
        • sceneA1-S4 - First Watch Patrol
          • encounterE1 Reworked First Watch Patrol
          • handoutE1 - DM Handout - SAMPLE Combat Walkthrough - A1-S4
        • sceneA1-S5 - Upper Sinkhole Exploration
        • sceneA1-S6 - Raider Trail Ambush
        • sceneA1-S7 - Return to Kridorfrost
        • sceneA1-S8 - Second Delve
        • sceneA1-S9 - Grath One-Eye
        • mapArtists Sketch - Kridorthrost Bridge
        • handoutWitness Account — The Rope Crew
        • mapKridorthrost
        • handoutDM Handout - Act 1 GM Packet
        • handoutDM Handout - Bridge Sinkhole GM Notes
      • bucketBucket
        • monster blockSwarm — 4× Vulture Rat
        • monster block8× Kobold Warrior
        • imageKridorn reference art
        • sidebarRazored Labyrinth
        • handoutDM Handout - Index
        • sidebarImport Notes - Direct HTML Pass
        • handoutBazaar of the Bizarre
        • handoutDM Handout - Encounter 1 Earlier Barricade Walkthrough
        • pageEncounter 1 - Walkthrough
        • sidebarEncounter 1 - Earlier Four-Round Walkthrough
        • handoutBridge of Kridorfrost Sinkhole Handout
    • PCs
      • pcAuren Voss
      • pcAuren Voss (2e)
      • pcBrakkus Embervein
      • pcBrakkus Embervein (2e)
      • pcKharzug Ironbound
      • pcKharzug Ironbound (2e)
      • pcNemeia Thrice-Drowned
      • pcNemeia Thrice-Drowned (2e)
      • pcSister Caldris Vale
      • pcSister Caldris Vale (2e)
      • pcThoros Reefbinder
      • pcThoros Reefbinder (2e)
      • pcVaelith Sunsong
      • pcVaelith Sunsong (2e)
    • NPCs
      • npcShulassa Deepcurrent
        • pageSpells & Progression
      • npcTalaris Wavebreaker

E1 - DM Handout - SAMPLE Combat Walkthrough - A1-S4

Act 1 Combat Walkthrough

Encounter 1 — First Watch Patrol · Tactical Example

This is the sample combat for the first sinkhole encounter. The defender group consists of four goblin archers, two goblin blades, one bugbear enforcer, and one noncombat kobold alarm runner. The goblin blades are integrated into the initiative and round‑by‑round flow.

The purpose of this walkthrough is to show how a fight evolves when enemies use formation, cover, readied actions, teamwork, potions, retreat, and battlefield control. It is intentionally detailed to teach a new GM.

Difficulty note: This is a hard opening combat for 1st‑level characters. It assumes six player characters plus an animal companion. If you have fewer, adjust the opposition accordingly.

Encounter Design

  • Goblin archers punish exposed characters and force ranged pressure.
  • Goblin blades protect the bugbear’s flanks, attack climbers, and keep the chokepoint dangerous.
  • The bugbear holds the center and uses his healing potion if he can safely disengage.
  • The kobold runner does not fight unless cornered. His job is to sound the alarm.
  • The party must decide whether to stop the runner, clear the blades, heal the animal companion, or break the bugbear line.

Encounter Map and Starting Positions

Scale: 1 grid square = 5 feet.

North / Deeper Sinkhole x01 x02 x03 x04 x05 x06 x07 x08 x09 x10 x11 x12 x13 x14 x15 y01 ################################################################ y02 ####### broken stone cover ######### deeper trail ############### y03 ####### [G1] [G2] [KR] crawl gap ########## y04 ####### ^ ^ | alarm cord ######## y05 ####### | archers | | ######### y06 ---------------------------------------------------------------- y07 ---- crude wooden barricade / broken ancient wall / cover ------- y08 ----------- [GB-L] [BB] [GB-R] ----------------------- y09 ----------- blade bugbear blade ---------------------- y10 y11 wet stone lane / slippery approach y12 ~ ~ ~ ~ ~ trickling runoff / difficult terrain ~ ~ ~ ~ ~ y13 y14 [AUR] [GR] [KHA] [CAL] y15 [THO] [BRA] [NEM] y16 y17 ======================== entry ledge ============================ y18 second pitch rope || y19 || y20 ~~~~~~~~~~~~~~~~~ flood fissure / black water pocket ~~~~~~~~~~~~ Legend: AUR = rogue, NEM = witch, BRA = gunslinger, THO = hunter, GR = monitor lizard, CAL = warpriest, KHA = bloodrager. G1-G4 = goblin archers; GB-L/GB-R = goblin blades; BB = bugbear; KR = kobold runner.

Distances That Matter

Movement GoalDistanceNotes
PC start to barricade line25–30 ft.One move, but runoff may slow direct routes.
PC start to bugbear30 ft.Usually one move plus melee if clear, but difficult terrain may prevent a charge.
PC start to kobold55–65 ft.Requires pursuit; the kobold is meant to be hard to stop.
Goblin archers to rear PCs35–50 ft.Good shortbow range.

Round 1 — The Line Holds

Start: The party lands near the entry ledge. Goblin archers are behind cover. The goblin blades and bugbear form a three‑creature line. The kobold runner is near the alarm crawl route.

Kobold Ridge-Runner

The kobold does not attack. It uses total defense, raising its defences, then moves toward the alarm crawl gap.

Rogue

The rogue moves toward the left side of the barricade, setting up a climb next round. He throws a dagger at the kobold through cover, but it misses.

Goblin Archers

They fire at the party members with the lowest armour (witch and gunslinger), landing a few hits.

Gunslinger

He fires at one goblin archer behind cover, scoring a solid hit and wounding it badly.

Witch

She uses a sleep hex on the left goblin blade, which falls unconscious.

Goblin Blades

The left blade is asleep. The right blade steps closer to the bugbear and uses aid another to boost the bugbear’s defence against the next melee attack.

Hunter

He uses a swift ability and shoots at the wounded goblin archer, but misses due to cover.

Monitor Lizard

The lizard advances toward the barricade, ending near the sleeping goblin blade.

Bugbear

The bugbear steps forward and attacks the lizard, dealing heavy damage.

Warpriest

He casts a blessing spell, granting the party a bonus to attack rolls.

Bloodrager

He enters a rage and attacks the bugbear with his reach weapon, landing a powerful blow that severely wounds the bugbear.

Round 2 — The Blades Bite Back

Start: The bugbear is badly wounded, but the line is not broken. One goblin blade is asleep, the other is active, the kobold is moving toward the alarm, and the monitor lizard is at low health.

Kobold

It uses a full retreat action to move 60 ft. deeper toward the alarm cord, not attacking.

Rogue

He attacks the sleeping goblin blade, finishing it off with a precise strike that exploits its helplessness.

Goblin Archers

They fire again, hitting the warpriest and the witch, while the previously wounded archer ducks behind better cover.

Gunslinger

He reloads and fires at an archer, but misses due to cover.

Witch

She curses the bugbear, lowering its defences.

Goblin Blades

The remaining blade attacks the rogue to stop the flank, dealing a solid hit.

Hunter

He casts a healing spell on the lizard, restoring much of its health.

Monitor Lizard

It bites the bugbear, dealing further damage.

Bugbear

At 2 hp, it steps back behind the remaining blade and fights defensively, attacking the lizard again.

Warpriest

He attacks the remaining blade, wounding it severely.

Bloodrager

He tries to attack the bugbear, but the bugbear’s defensive stance and the blade’s interference cause the blow to miss.

Round 3 — The Bugbear Drinks

Start: The bugbear is at 2 hp. The remaining goblin blade is at 1 hp but still blocking. The kobold is one round from the alarm.

Kobold

It reaches the alarm cord and pulls it, sounding the alarm. Then it ducks behind cover.

Rogue

He tries to finish the remaining blade, but misses despite having flanking.

Goblin Archers

They continue shooting, hitting the rogue and the witch again.

Gunslinger

He reloads and fires at one of the archers, dropping it.

Witch

She puts the remaining blade to sleep with her hex.

Goblin Blades

Both are now out of action – one dead, one asleep.

Hunter

He heals the lizard again.

Monitor Lizard

It holds position, staying cautious.

Bugbear

With no one threatening him, he draws and drinks his healing potion, restoring a significant amount of health.

Warpriest

He steps past the sleeping blade and attacks the bugbear, but misses by a narrow margin.

Bloodrager

He attacks with his reach weapon and hits the bugbear for heavy damage, bringing it back down.

Round 4 — The Line Breaks

Start: The bugbear is again at low hp after drinking his potion. Both goblin blades are down or asleep. The kobold has sounded the alarm and is trying to escape.

Kobold

It crawls into a gap and drinks its own healing potion.

Rogue

He pursues into the gap, but his attack misses.

Goblin Archers

One shoots at the gunslinger (miss), the other hits the lizard, wounding it again.

Gunslinger

He fires at the archer that hit the lizard, wounding it.

Witch

She curses one of the archers, lowering its defences.

Hunter

He fires at the wounded archer, dropping it.

Monitor Lizard

It bites the bugbear but misses.

Bugbear

It attacks the lizard, bringing it below zero – it is unconscious and dying.

Warpriest

He attacks the bugbear instead of healing immediately, and his blow is enough to drop the bugbear to negative hp.

Bloodrager

He moves to hold the deeper trail, preventing reinforcements from rushing the party while the warpriest prepares to heal the lizard.

Round 5 — Cleanup and Consequences

The melee line is broken. The bugbear is dying. The lizard is dying. The kobold may escape. One or two goblin archers remain depending on prior damage.

Kobold

If not stopped, it escapes through the gap. The alarm is already sounded, so the next encounter will be fully warned.

Rogue

He may chase, but doing so separates him from the party. A cautious choice is to stop at the gap and throw a dagger – it hits the kobold.

Remaining Archer

It withdraws deeper. If pursued, it leads toward the next encounter; if not, it becomes a messenger.

Warpriest

He uses healing magic on the lizard, stabilising it.

Hunter

He moves to protect the lizard and may provide further aid.

Bloodrager

He ends his rage once the immediate threat is controlled and becomes fatigued.

Why This Fight Is Tougher: The goblin blades absorbed actions, protected the bugbear long enough for him to drink his potion, threatened the rogue, and made the lizard’s survival uncertain. The party still wins, but the battle lasts longer, costs healing, and likely alerts the lair.

Aftermath

ResultConsequence
Kobold escapesEncounter 2 begins prepared; traps are active.
Bugbear stabilisedCan reveal the lair’s leader, raider trails, and fear of deeper levels.
Goblin blade capturedCan explain barricade layout and surface raid routes.
Animal companion dropped below 0Teaches that companions need healing and protection.

Treasure

SourceItems
BugbearCrude iron key, 18 gp, healing potion (if unused), bridge‑worker brass tool tag.
Goblin blades2 shortswords, 2 light wooden shields, leather armor, 9 sp.
Goblin archersShortbows, arrows, chalk marks showing ledge routes.
Kobold runnerSignal whistle, alarm token, healing potion (if unused).

Interrogation Clues

  • “The one‑eyed chief owns the lower shelf.”
  • “Blades hold the wall. Archers shoot the soft ones.”
  • “The small runner rings bone. Bone means wake the den.”
  • “We go up for goats, rope, iron, and sacks. We do not go below the black crack.”
  • “One‑Eye sent three down. One came back without eyes. Then he died.”

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Read-only syndicated snapshot · Syndicated Jul 15, 2026, 8:46 PM. Content updates when the author syndicates again in Adventure Maker.

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