Beneath the Razored Labyrinth

Snapshot · Jul 15, 2026, 8:45 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

DM Handout - Bridge Sinkhole GM Notes

The Bridge of Kridorfrost

Opening Adventure Handout · Noyrus River · Levels 1–3.5

The Bridge of Kridorfrost is older than the village that depends upon it, older than the road that crosses it, and perhaps older than any living culture along this stretch of the western Castrovin coast. The locals maintain its upper road, patch its parapets, and collect bridge tolls from caravans, but no one in Kridorfrost truly understands who built it or why its foundations descend so impossibly far into the cliffs below.

To travelers, the bridge appears as a vast black-stone span crossing the Noyrus River gorge. Its roadway stands roughly 200 feet above the river, wide enough for wagons, pack animals, patrols, and trade caravans. Below the visible arches lie older support galleries, maintenance ledges, and pillar chambers rarely visited except by engineers, masons, and the desperate workers paid to inspect the lower stonework after storms.

Opening premise: the town hires the adventurers to descend to river level, inspect the bridge pillars, determine why recent tremors have worsened, and discover what happened to workers who vanished during earlier maintenance attempts.

What the Town Knows

  • The bridge has suffered tremors, falling stones, and strange echoing noises from below.
  • Workers sent to inspect the lower pillars did not all return.
  • Creatures have been seen near the river level at dusk and before dawn.
  • Livestock, tools, rope, food stores, and scrap metal have gone missing from nearby farms and work camps.
  • Engineers refuse to descend until the lower area is cleared and secured.

What the Town Does Not Know

The sinkhole was not caused by normal erosion. Far beneath the bridge, hidden tunneling connected to a much larger threat has destabilized old stone and earth. The party should not learn the full truth yet. At this stage, the sinkhole appears to be an old collapse that has become a lair for raiders, monsters, scavengers, and displaced underground survivors.

Bridge Scale and Vertical Layout

The bridge should feel impossibly large, almost like a ruined city turned sideways across the gorge. Its scale is part of the opening atmosphere: the party begins the campaign by descending beneath something ancient, massive, and only partly understood.

LocationApproximate ElevationDescription
Bridge Roadway 0 ft. The caravan road, toll gate, upper parapets, watch posts, and public face of Kridorfrost’s economy.
Mid Support Ledges -80 ft. Old maintenance walkways, rope anchor points, cracked inspection platforms, and sealed stone doors.
River Level -200 ft. The Noyrus River churns beneath the arches. Mist, spray, slick stone, and echoing water make travel dangerous.
Sinkhole Upper Shelf -240 ft. The first major open collapse below the bridge pillars. Raiders and scavengers use this shelf as a staging area.
Flooded Chambers -300 ft. Old waterlogged halls, broken masonry, underground pools, and lairs for predators and amphibious creatures.
Dhucharg Survivor Pocket -380 ft. A trapped military group from Dhucharg holds a defensible ruin chamber after being cut off by the collapse.
Collapsed Deep Shaft -500 ft. and deeper A blocked descent into deeper darkness. This is foreshadowing only, not an immediate campaign reveal.
Design note: the bridge itself should not collapse during the opening adventure unless the party fails badly. The crisis is that the foundations and surrounding stone are compromised, and the town cannot safely repair them until the sinkhole lair is cleared.

The Sinkhole Lair

The sinkhole beneath the bridge did not open yesterday. It appeared some time ago, deep between the lower pillar foundations, and over time it became a living vertical ecosystem. Creatures moved in. Scavengers found shelter. Smugglers and raiders discovered ways to use the collapse. Displaced underground groups reached it from below. The result is a dangerous multi-level lair connected to the surface by more than one route.

Why the Sinkhole Matters

  • It threatens the Bridge of Kridorfrost, which the town depends on for trade.
  • It gives monsters and raiders access to surface resources.
  • It contains evidence of old worked stone beneath the bridge.
  • It traps a small Dhucharg military party tied to Kharzug’s sidequest.
  • It foreshadows the later Darklands campaign without revealing the main plot.

Inhabitant Behavior

The sinkhole inhabitants are not passively waiting in rooms. They have learned the terrain, built crude trails, and established routes that allow them to raid surface-level farms, work camps, caravans, and storage sheds before retreating down to river level and then into the sinkhole.

Faction / Creature TypeBehaviorWhat They Want
Upper Ledge Raiders Use hidden cliff paths and crude rope bridges to reach the surface. Food, tools, rope, weapons, and animals.
Scavenger Vermin Feed on refuse, bodies, livestock remains, and anything dropped into the pit. Food and nesting space.
Smugglers or Opportunists Use old access tunnels to hide stolen goods or avoid bridge tolls. Profit and secrecy.
Flooded Chamber Predators Hunt from water, ambush ledges, and control lower pools. Territory and prey.
Dhucharg Survivors Maintain a disciplined defensive pocket, low on supplies. Escape, contact with allies, and a route home.

Access Routes

The party should have meaningful choices about how to enter and explore the sinkhole. The town initially expects a direct descent, but careful investigation can reveal safer or more tactical alternatives.

1. Official Engineer Descent

Method: ropes, scaffolds, pulley rigs, hanging platforms, maintenance ladders, and town engineers guiding the party to lower bridge inspection points.

Advantages: fastest route, town-supported, good for first descent, easy to explain as the official job.

Risks: exposed to missile fire, falling rocks, unstable platforms, rope cutting, and ambush from ledges below.

Best Use: opening session, first reveal of the sinkhole, initial bridge inspection.

2. Raider Trails

Method: hidden switchbacks, scraped cliff paths, crude steps, rope bridges, concealed fissures, and animal tracks leading from surface scrubland down toward river level.

Advantages: stealthier entry, bypasses obvious ambushes, reveals how raiders have been reaching the surface.

Risks: narrow paths, unstable footing, patrols, traps, and territorial creatures guarding access points.

Best Use: clever players who follow tracks, stolen goods, livestock remains, or repeated raid patterns.

3. River Approach

Method: approaching by boat, raft, swimming, or rope-guided traversal along the Noyrus River beneath the bridge.

Advantages: dramatic, stealthy from some angles, gives access to drainage galleries and lower arches.

Risks: rapids, slick stone, cold water, hidden predators, flooded chambers, and strong current.

Best Use: daring parties, scouts, aquatic-capable PCs, or a second expedition after the first descent reveals more danger.

4. Old Maintenance and Smuggler Passages

Method: sealed utility corridors, old drainage halls, cracked inspection doors, smuggler cuts, or forgotten bridge access shafts.

Advantages: bypasses exposed vertical descent, supports stealth and scouting, connects early mystery to local crime.

Risks: locks, traps, old collapses, smugglers, vermin nests, and misleading dead ends.

Best Use: rogue-led investigation, Kridorfrost rumor gathering, or a reward for careful exploration.

Recommended play: let the party discover at least two routes before the second delve. The first descent can be direct; the return expedition should reward scouting, preparation, and route choice.

Adventure Pacing

First Descent: Level 1 to Level 2

The party is hired to descend to river level and inspect the bridge pillars. They discover the sinkhole, fight or evade upper-level inhabitants, rescue any reachable survivors, and return with enough information to prove the problem is much larger than the town believed.

By the end of this phase, the party should reach level 2. They should not clear the whole sinkhole yet. The goal is discovery, survival, and establishing that the sinkhole lair is active.

Good First-Descent Encounters

  • Ambush from upper ledge raiders.
  • Unstable scaffold or falling stone hazard.
  • Scavenger vermin drawn to a lost worker’s body.
  • Tracks leading to raider trails.
  • First glimpse of deeper worked stone beneath the natural collapse.

Return to Town: Resupply and Engineering Response

After the first descent, the party returns to Kridorfrost. The town pays them for the initial inspection and rescue work, then authorizes a larger clearance mission. Engineers begin securing the upper pit, shoring up bridge footings, lowering reinforced platforms, and preparing to repair the bridge once the area is safe.

Town Developments

  • Merchants pressure the council to reopen the bridge.
  • Families of missing workers demand answers.
  • Engineers request protection while stabilizing the upper collapse.
  • Rumors spread that the lower bridge was built over something ancient.
  • Raiders may strike again if the party waits too long.

Second Delve: Level 2 to Level 3.5

The second expedition is the true sinkhole clearance. The party can choose their access route, clear inhabited zones, break raider supply paths, defeat or drive off lower lair threats, rescue the trapped Dhucharg military pocket, and secure the area enough for engineers to work safely.

The party should be around level 3.5 before leaving Kridorfrost and heading toward Kridorn. This makes the bridge adventure feel complete while still leaving deeper mysteries unresolved.

Kharzug Sidequest: The Lost Dhucharg Expedition

Deep in the sinkhole, the party can discover a small military party from Dhucharg trapped in a defensible chamber after the collapse sealed their route. They are not the cause of the sinkhole and not the villains of the opening adventure. They are disciplined, hungry, low on supplies, and deeply suspicious of surface adventurers.

Background

Many cycles ago, a Dhucharg expedition became lost in the Darklands and eventually found itself stranded near the Castrovin Sea region. They have spent a long time trying to reconnect with tunnels leading back to Dhucharg. When the sinkhole opened beneath the Bridge of Kridorfrost, part of their military party attempted to investigate the newly exposed route. The collapse trapped them.

Why This Matters

  • It gives Kharzug Ironbound a strong early personal hook.
  • It introduces Darklands politics without revealing the main campaign plot.
  • It proves not everything beneath the earth is monstrous or hostile.
  • It gives the party a future lead toward underground allies.

What the Survivors Know

The Dhucharg survivors do not know about the Spawn tunneling plot. However, they know of an isolated tribe beneath or near the Castrovin Sea that may be recruitable later. This tribe could become an important ally during the final Darklands adventure, especially once the party needs local guides, safe passage, or support against deeper threats.

Foreshadowing: the survivors can tell the party, “There are people below the sea who are not your enemies. If you live long enough to find them, tell them Dhucharg still remembers the old road.”

Key GM Notes

Keep the Main Plot Hidden

The sinkhole was caused indirectly by deep Spawn-related tunneling, but the party should not understand that yet. The opening adventure is about a real local problem: clear the lair, save survivors, protect engineers, and secure the bridge.

Use the Sinkhole as a Living Place

The lair should not feel like sealed rooms. Inhabitants raid, retreat, build trails, steal tools, guard ledges, avoid stronger predators, and respond when the party disrupts their routes.

Reward Practical Thinking

  • Following tracks should reveal raider trails.
  • Questioning locals should reveal raid patterns.
  • Studying the bridge should reveal maintenance access.
  • Approaching by river should reveal lower entrances.
  • Returning to town should provide better rope, pulleys, tools, and local support.

End State

By the end of the Kridorfrost arc, the town pays the adventurers, engineers secure the upper sinkhole, the bridge footings are shored up, and the immediate lair threat is cleared. The party leaves with clues pointing south toward Kridorn and the wider Castrovin Sea, but the true cause of the deep instability remains unknown.

Target level: the party should be approximately level 3.5 before departing Kridorfrost for Kridorn.

Click here to add a comment

Read-only syndicated snapshot · Syndicated Jul 15, 2026, 8:45 PM. Content updates when the author syndicates again in Adventure Maker.

Made with Amba. Want to try it? Check out Amba — free to use.