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

Encounter 1 - Earlier Four-Round Walkthrough

Act 1 Combat Walkthrough

Encounter 1 — Strengthened First Watch Patrol · Pathfinder 1E Teaching Example

This handout walks a new GM through the first major combat beneath the Bridge of Kridorfrost. The party has descended from the town-assisted fixed ropes, crossed slick river rock, found the off-channel sinkhole, rigged a second pitch, and reached the sub-river shelf. The moment the last PC lands, the strengthened watch patrol attacks.

The example assumes a six-PC level 1 party using the current roster: Auren the rogue pirate, Nemeia the undine sea witch, Brakkus the dwarf gunslinger, Thoros the hunter with monitor lizard companion Grask, Sister Caldris the warpriest, and either Kharzug the hobgoblin bloodrager or another frontline PC. If Kharzug is an alternate instead of present, use Caldris and Grask as the main front line.

Encounter design update: this version strengthens the initial defenders. The patrol is now more dangerous, better organized, and has a hardier alarm runner. The goal is to make the fight tense without being a lethal ambush. The defenders are trying to delay, wound, and warn the lair — not necessarily kill every intruder.

Teaching Goals for the GM

  • Show how initiative determines the order of turns.
  • Demonstrate movement, standard actions, move actions, swift actions, attacks of opportunity, and ready actions.
  • Use terrain: cover, slick stone, difficult terrain, ledges, rope lines, and partial darkness.
  • Make the kobold runner feel like a mission objective, not just another monster.
  • Show that going below 0 hp usually means unconscious and dying, not instantly dead.
  • Model how the PCs and monsters flow around one another during the first four rounds.

Encounter Setup

Location

The sub-river entry shelf is below the side eddy of the Noyrus River. The main river does not pour directly into the sinkhole. Instead, a portion of the eddy drains down the broken stone, making the area slick, wet, noisy, and treacherous. The floor is not submerged, but trickling runoff and mud make footing difficult.

Battle Map

Second Pitch Rope || || [A] Entry Ledge ___________________ / \ / slick stone shelf \ /_______________________\ trickling runoff ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ difficult terrain [G1] Goblin cover [G2] Goblin cover broken stones broken stones [KR] Kobold Ridge-Runner near crawl gap / alarm route \ \ deeper trail ------------------------------------------ [B] Broken ancient wall / partial cover ------------------------------------------ [GB-L] [BB] [GB-R] Goblin Bugbear Goblin Blade Enforcer Blade narrow shelf gap ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [C] Flood fissure / black lower water pocket ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Suggested PC start: clustered near [A], just off the rope.

Terrain Rules

FeatureRule UseGM Note
Slick stoneAcrobatics DC 11 when charging, running, or moving faster than half speed.On failure, the creature falls prone in its current square.
Trickling runoffDifficult terrain.Costs 2 squares of movement for each square entered. Charging through it is not allowed.
Broken wallCover.Usually +4 AC vs ranged attacks if the wall blocks part of the target.
Dim spray and darknessConcealment may apply in corners.Use sparingly in the first teaching fight.
Flood fissureHazard.Falling in is not instant death. It triggers Swim or Climb checks to escape.
RopesInteractable terrain.Climb DC 5–10 depending wetness; can be cut, grabbed, or used for cover.
Pathfinder 1E reminder: most turns include a standard action and a move action. Attacking once is usually a standard action. Moving up to your speed is usually a move action. A character can instead take a full-round action, such as charging or making a full attack when available. Swift actions are quick special actions, but most 1st-level characters have few or none.

Strengthened Enemy Patrol

This version is stronger than the first draft. It gives the defenders more durability, improves the runner, and creates a more tactical first encounter for a six-PC group.

Enemy Roster

EnemyCountRoleApprox. Use
Goblin Rock-Skirmishers4Ranged harassmentUse cover, shoot, withdraw if engaged.
Goblin Blades2Melee flank guardsProtect the bugbear and intercept climbers.
Bugbear Enforcer1Frontline blockerHolds the shelf gap while supported by goblin blades.
Kobold Ridge-Runner1Alarm objectiveHardier runner with shield, potion, and escape plan.

Simplified Stat Blocks for Teaching

Goblin Rock-Skirmisher

AC 16, touch 13, flat-footed 13; hp 7 each; Init +3

Fort +0, Ref +5, Will -1; Speed 30 ft.

Shortbow +4 ranged (1d4/×3); dogslicer +2 melee (1d4/19–20)

Skills Stealth +10, Acrobatics +7, Perception +1

Tactics stay behind stones, shoot the witch/gunslinger if visible, retreat when engaged.

Goblin Blade

AC 17, touch 13, flat-footed 14; hp 8 each; Init +2

Fort +2, Ref +4, Will -1; Speed 30 ft.

Shortsword +4 melee (1d6+1); Shield Bash +2 melee (1d3)

Gear leather armor, light wooden shield.

Tactics flank for the bugbear, attack climbers, and block narrow approaches.

Bugbear Enforcer

AC 17, touch 12, flat-footed 15; hp 22; Init +2

Fort +4, Ref +4, Will +1; Speed 30 ft.

Morningstar +5 melee (1d8+4); javelin +3 ranged (1d6+3)

Skills Stealth +8, Intimidate +5, Perception +5

Tactics blocks the shelf gap, hits anyone who rushes the kobold, bullies prone targets, withdraws if reduced below 6 hp.

Kobold Ridge-Runner

AC 18, touch 14, flat-footed 15; hp 11; Init +4

Fort +1, Ref +5, Will +1; Speed 30 ft.

Spear +2 melee (1d6-1); sling +5 ranged (1d3-1)

Gear buckler, leather armor, signal whistle, one potion of cure light wounds.

Skills Stealth +12, Acrobatics +8, Climb +6, Escape Artist +7

Tactics uses total defense in round 1 if threatened, then withdraws or double moves toward the deeper trail. If reduced below 5 hp and not blocked, drinks potion or flees.

Balance note: this is a strong level 1 encounter. If the party has only 4 PCs, reduce the goblins to 2 and lower the bugbear to 16 hp. If the party has 6 PCs plus Grask, this version is tense but workable.

PC Reference for the Example

The following simplified PC values are used for this teaching walkthrough. Adjust to actual player sheets at the table.

PCRelevant Combat RoleUseful Example Numbers
Auren, rogueScout / flankerInit +4, AC 16, rapier +4, sneak attack +1d6, Acrobatics +8
Nemeia, witchControl casterInit +2, AC 12, Slumber hex DC 15, Evil Eye, crossbow +2
Brakkus, gunslingerRanged burstInit +3, AC 17, pistol +5 vs touch AC, damage 1d8
Thoros, hunterSkirmisher / archerInit +2, longbow +3, falchion +3, animal focus
Grask, monitor lizardCompanion / melee pressureInit +2, AC 16, bite +3, damage 1d6+1 plus grab if used
Caldris, warpriestDivine frontlinerInit +1, AC 17, heavy spiked mace +3, bless, divine favor, fervor
Kharzug, bloodragerHard frontliner / reachInit +1, AC 18, glaive +5, bloodrage as free action when starting his turn
Initiative reminder: at the start of combat, everyone rolls d20 + initiative modifier. Highest acts first, then next highest, and so on. A GM can roll enemy groups together for speed, such as all goblins on one initiative.

Pre-Combat Skill Checks

Before initiative, allow the party a chance to notice signs of the ambush while they descend and land on the lower shelf.

Suggested Checks

CheckDCSuccessFailure
Perception15Hear a pebble shift near G2 or see a goblin bow-tip.The party is not surprised, but the goblins begin in strong cover.
Survival13Notice fresh tracks leading toward the broken wall and crawl gap.Tracks are found after combat instead.
Knowledge (engineering)12Identify safest landing zone and avoid starting in difficult terrain.One PC starts in runoff difficult terrain.
Stealth by enemiesOpposed by PerceptionGoblins remain hidden until they attack.Spotted before combat.

Example Results

CharacterRollTotalOutcome
Auren Perception +7815Spots movement near broken stones.
Vaelith or Nemeia Perception +4913Hears scrape but cannot place it.
Thoros Survival +8614Notices fresh small tracks toward the crawl gap.
GM advice: even if the party succeeds, still run initiative. Success means they are not flat-footed against the first attack or they start with information; it does not mean the enemies politely surrender.

Initiative Example

Here is one sample initiative order using rolled values. You can use this exact order for a teaching run.

CombatantRollModifierTotal
Kobold Ridge-Runner16+420
Auren15+419
Goblin Rock-Skirmishers14+317
Brakkus13+316
Nemeia12+214
Thoros10+212
Grask9+211
Bugbear Enforcer8+210
Caldris7+18
Kharzug6+17
Flat-footed reminder: before a creature acts in combat, it is usually flat-footed and loses its Dexterity bonus to AC. If Auren successfully spotted the ambush, the GM may decide the party is not surprised but still uses normal flat-footed rules until each character acts.

Round 1 Walkthrough

Start of Round 1

The PCs are clustered near the entry ledge. The goblins are in partial cover. The bugbear blocks the shelf gap while two goblin blades guard each flank. The kobold runner is near the crawl gap but has not fled yet.

Kobold Ridge-Runner, Initiative 20

The kobold sees armored adventurers land and realizes this is not a normal lost worker group. It uses a standard action for total defense, increasing its AC by +4 until its next turn. Its AC becomes 22. Then it uses a move action to shift 20 ft. toward the deeper trail while staying behind cover.

GM note: total defense is a standard action. The kobold cannot attack this round, but it becomes harder to hit.

Auren, Initiative 19

Auren wants to stop the runner. He moves 20 ft. across slick stone toward the broken wall. Because he moves at normal speed across slick stone, the GM calls for Acrobatics DC 11.

Roll: d20 = 7 + Acrobatics 8 = 15. Success.

He uses his standard action to throw a dagger at the kobold. The kobold has cover and total defense: AC 22.

Attack: d20 = 14 + ranged attack 4 = 18. Miss.

The dagger clatters against the stone beside the kobold.

Goblin Rock-Skirmishers, Initiative 17

Four goblins shoot from cover. Two fire at Nemeia, one at Brakkus, one at Auren.

GoblinTargetAttack RollResultDamage
G1Nemeia AC 12d20 11 + 4 = 15Hit1d4 = 3
G2Nemeia AC 12d20 5 + 4 = 9Miss—
G3Brakkus AC 17d20 16 + 4 = 20Hit1d4 = 2
G4Auren AC 16d20 13 + 4 = 17Hit1d4 = 4

Damage update: Nemeia takes 3 hp, Brakkus takes 2 hp, Auren takes 4 hp.

Brakkus, Initiative 16

Brakkus draws bead on G3 behind broken stones. Because the goblin has cover, the GM gives it +4 AC. Brakkus fires his pistol within first range increment, targeting touch AC, but cover still applies.

Target touch AC: Goblin touch 13 + cover 4 = 17.

Attack: d20 = 12 + pistol 5 = 17. Hit exactly.

Damage: 1d8 = 6. G3 has 7 hp, reduced to 1 hp.

The shot blasts stone chips across the goblin’s face and nearly drops it.

Nemeia, Initiative 14

Nemeia uses her Slumber hex on the bugbear enforcer. Hexes are supernatural abilities unless specified otherwise. Slumber allows a Will save.

Bugbear Will Save: d20 = 15 + Will 1 = 16 vs DC 15. Success.

The bugbear snarls, shakes off the drowning lullaby, and remains awake.

Thoros, Initiative 12

Thoros uses a swift action for animal focus, granting bull to Grask for extra Strength. Then he fires his longbow at wounded G3.

Attack vs cover: d20 = 10 + longbow 3 = 13 vs AC 20 with cover. Miss.

GM note: swift actions are quick special actions. A character can usually take one swift action per turn, but not every character has something useful to do with one.

Grask, Initiative 11

Grask moves forward 30 ft. toward the bugbear but cannot reach due to difficult terrain and the narrow shelf. It ends near the broken wall, threatening a future flank.

Bugbear Enforcer, Initiative 10

The bugbear advances 10 ft. to strike Grask, choosing the animal because it is closest and dangerous. It swings its morningstar.

Attack: d20 = 13 + 5 = 18 vs Grask AC 16. Hit.

Damage: 1d8 = 5 + 4 = 9. Grask has 11 hp, reduced to 2 hp.

The monitor lizard is badly hurt but still standing.

Caldris, Initiative 8

Caldris casts bless, using a standard action. Allies gain +1 morale bonus on attack rolls and saves against fear.

She uses her move action to step toward Grask and the bugbear, but does not reach melee yet.

Kharzug, Initiative 7

Kharzug enters bloodrage at the start of his turn. He moves up behind Grask and attacks the bugbear with reach from behind the monitor lizard.

Attack: d20 = 11 + rage glaive 7 + bless 1 = 19 vs bugbear AC 17. Hit.

Damage: 1d10 = 6 + 9 = 15. Bugbear hp 22 → 7.

The bugbear staggers but remains standing.

Below 0 hp reminder: in Pathfinder 1E, a creature reduced below 0 hp is usually unconscious and dying, not automatically dead. A creature dies when its negative hp equals or exceeds its Constitution score. Many monsters can still be captured, questioned, or stabilized if the party acts quickly.

Round 2 Walkthrough

Start of Round 2

The kobold is still alive and trying to escape. The bugbear is badly wounded. Grask is at 2 hp and in serious danger. One goblin is nearly down.

Kobold Ridge-Runner

The kobold’s total defense from last round has ended. It wants to flee. It uses a withdraw action as a full-round action, moving away without provoking from the first square it leaves.

It moves 60 ft. down the deeper trail. If not stopped next round, it reaches the alarm cord.

GM note: withdraw is useful for retreat. It does not make a creature immune to every attack of opportunity, but the first square it leaves is safe.

Auren

Auren cannot reach the kobold in melee, but he can chase. He moves 30 ft. across slick ground. Because he is moving quickly through slick stone, Acrobatics DC 11 applies.

Roll: d20 = 3 + 8 = 11. Barely succeeds.

He throws another dagger at the fleeing kobold. Range and cover apply lightly; GM sets effective AC 18.

Attack: d20 = 17 + 4 + bless 1 = 22. Hit.

Damage: 1d4 = 2 + Str 1 = 3. Kobold hp 11 → 8.

Goblin Rock-Skirmishers

G3, at 1 hp, ducks fully behind cover and drinks a stolen vial of weak spirits instead of attacking. The other three fire.

GoblinTargetAttackResultDamage
G1Caldris AC 17d20 18 + 4 = 22Hit1d4 = 2
G2Nemeia AC 12d20 9 + 4 = 13Hit1d4 = 1
G4Kharzug AC 18d20 12 + 4 = 16Miss—

Brakkus

Brakkus uses a move action to reload his pistol. Then he fires at G1.

Attack vs touch with cover: d20 = 9 + 5 + bless 1 = 15. If G1 has touch AC 13 and cover +4, target is 17. Miss.

The shot cracks against the broken wall.

Nemeia

Nemeia uses Evil Eye on the bugbear, choosing AC to help allies finish it. The bugbear gets a Will save.

Will Save: d20 = 6 + 1 = 7. Failure.

The bugbear takes -2 AC for several rounds. Its AC effectively drops from 17 to 15.

Thoros

Thoros sees Grask is near death. He casts cure light wounds on Grask, moving carefully adjacent first.

Healing: 1d8 = 5 + caster level 1 = 6. Grask hp 2 → 8.

Grask

Grask bites the bugbear. Because the bugbear’s AC has been reduced by Evil Eye, this is more likely to land.

Attack: d20 = 12 + bite 3 + bless 1 = 16 vs AC 15. Hit.

Damage: 1d6 = 4 + 1 = 5. Bugbear hp 7 → 2.

Bugbear Enforcer

The bugbear is badly hurt. It chooses to fight defensively and swing at Grask, hoping to drop the animal.

Fight defensively: -4 attack, +2 AC.

Attack: d20 = 15 + 5 - 4 = 16 vs Grask AC 16. Hit exactly.

Damage: 1d8 = 2 + 4 = 6. Grask hp 8 → 2.

Caldris

Caldris steps in and attacks the bugbear with her heavy spiked mace.

Attack: d20 = 10 + 3 + bless 1 = 14. Bugbear AC is 15 from Evil Eye but +2 from fighting defensively, back to 17. Miss.

Kharzug

Kharzug continues bloodraging. He attacks with glaive.

Attack: d20 = 8 + 7 + bless 1 = 16. Bugbear AC 17 due to fighting defensively. Miss.

The bugbear survives round 2 by fighting defensively.

GM teaching point: show how conditions matter. Bless, Evil Eye, cover, and fighting defensively all changed the math this round. New GMs should say the math aloud sometimes: “Your attack is 16, but he fought defensively, so that misses by 1.”

Round 3 Walkthrough

Start of Round 3

The kobold is one round from raising the alarm. The bugbear is nearly dead. The goblins are still a threat because they are using cover and forcing the party to split attention.

Kobold Ridge-Runner

The kobold reaches the alarm cord and uses a standard action to pull it unless stopped. Since Auren wounded but did not stop it, the kobold pulls the cord.

Result: a clattering bone-and-metal alarm echoes deeper into the sinkhole. Future enemies are alerted.

The kobold uses its move action to duck behind a crawl gap, gaining cover.

Auren

Auren attempts to finish the kobold before it fully escapes. He moves 20 ft., then throws a dagger through partial cover.

Attack: d20 = 16 + 4 + bless 1 = 21 vs AC 18. Hit.

Damage: 1d4 = 4 + 1 = 5. Kobold hp 8 → 3.

The kobold is badly wounded but still alive.

Goblin Rock-Skirmishers

The goblins begin to panic because the bugbear is nearly down, but the alarm has sounded. G1 and G2 fire, G3 retreats, G4 attempts to shoot Grask.

GoblinActionResult
G1Shoots Brakkusd20 7 + 4 = 11, miss.
G2Shoots Nemeiad20 15 + 4 = 19, hit for 1d4 = 3.
G3Withdraws deeperLeaves fight at 1 hp.
G4Shoots Graskd20 14 + 4 = 18, hit for 1d4 = 2.

Grask hp 2 → 0. Grask is disabled, not dead. This follows the Round 2 healing sequence: Thoros healed Grask from 2 to 8 hp, then the bugbear hit Grask for 6 damage, bringing him back down to 2 hp before the goblin arrow drops him to 0.

0 hp reminder: at exactly 0 hp, a creature is disabled. It can take a single move action or standard action each round, but taking a standard action usually causes 1 point of damage and makes it dying. For animal companions, many GMs simplify and have the animal stop fighting unless commanded or healed.

Brakkus

Brakkus reloads and fires at G2, who just hit Nemeia.

Attack: d20 = 18 + 5 + bless 1 = 24 vs touch AC with cover 17. Hit.

Damage: 1d8 = 7. G2 has 7 hp and drops to 0.

G2 collapses behind the stones.

Nemeia

Nemeia is hurt and wants to stop the bugbear. She uses Slumber again on the bugbear if allowed by target limitations at your table, or targets G1 instead. For this teaching example, she targets G1 with Slumber.

G1 Will Save: d20 = 4 - 1 = 3 vs DC 15. Failure.

G1 falls asleep.

Rule note: sleeping creatures are helpless. Attacking them can wake them, and allies may try to wake them as a standard action.

Thoros

Thoros must decide: heal Grask or shoot the bugbear. He chooses to protect his companion and casts cure light wounds.

Healing: 1d8 = 2 + 1 = 3. Grask hp 0 → 3.

Grask

Grask is healed but badly wounded. Thoros commands it to withdraw rather than attack. Grask takes a move action to retreat behind Caldris.

Bugbear Enforcer

The bugbear sees the fight turning. It uses a withdraw action to retreat toward the deeper trail, trying to follow the kobold. Because it withdraws, it avoids attacks from the first square it leaves.

GM note: if Kharzug has reach and the bugbear leaves a later threatened square, an attack of opportunity might still apply depending exact positioning. For teaching simplicity, allow the bugbear to withdraw cleanly this time.

Caldris

Caldris uses her move action to pursue, but cannot quite reach the bugbear due to difficult terrain. She uses her standard action to channel divine resolve into a thrown javelin if available, or simply double-moves to close. In this example, she double-moves to block the exit next round.

Kharzug

Kharzug charges only if the line is clear. The runoff is difficult terrain, so he cannot charge through it. Instead, he moves and attacks if within reach.

Attack: d20 = 13 + 7 + bless 1 = 21 vs bugbear AC 15 from Evil Eye. Hit.

Damage: 1d10 = 3 + 9 = 12. Bugbear hp 2 → -10.

The bugbear collapses hard, bleeding out near the trail.

Attacks of opportunity reminder: leaving a threatened square, casting in melee, standing from prone, or moving recklessly can provoke attacks of opportunity. Withdraw helps avoid provoking from the first square left, but it does not always protect against every threatened square on a complicated battlefield.

Round 4 Walkthrough

Start of Round 4

The bugbear is down. One goblin is asleep, one dropped, one fled wounded, and one remains active. The kobold has sounded the alarm but is badly wounded and trying to escape through a crawl gap. The PCs now decide whether to secure the field, capture enemies, or chase.

Kobold Ridge-Runner

The kobold uses a move action to crawl into the gap. Because it is squeezing through a tight space, its movement is reduced. It then drinks its potion of cure light wounds as a standard action if it has enough cover.

Healing: 1d8 = 6 + 1 = 7. Kobold hp 3 → 10.

The kobold is now likely to escape unless a PC pursues immediately.

Auren

Auren reaches the crawl gap and tries to squeeze after the kobold. The GM asks for Escape Artist or Acrobatics DC 13 due to tight wet stone.

Roll: d20 = 12 + Acrobatics 8 = 20. Success.

He uses his standard action to attack with rapier if adjacent through the gap, but squeezing may impose penalties. The GM gives the kobold cover.

Attack: d20 = 9 + rapier 4 + bless 1 = 14. Miss vs kobold AC with cover.

Remaining Goblins

G4 sees the bugbear fall and decides to flee. It uses withdraw to retreat toward the trail. G1 remains asleep. G2 is at 0 or down. G3 already fled.

Brakkus

Brakkus can shoot the fleeing G4 or cover Auren. He chooses G4 to prevent more warning.

Reload: move action.

Attack: d20 = 10 + 5 + bless 1 = 16 vs touch AC 13, no cover now. Hit.

Damage: 1d8 = 5. G4 hp 7 → 2.

G4 staggers but keeps moving.

Nemeia

Nemeia uses Evil Eye on the kobold, choosing AC, hoping Auren can finish it next round.

Kobold Will Save: d20 = 11 + 1 = 12 vs DC 15. Failure.

Kobold takes -2 AC.

Thoros and Grask

Thoros keeps Grask back due to low hp and fires at G4.

Attack: d20 = 13 + longbow 3 + bless 1 = 17. Hit.

Damage: 1d8 = 6. G4 drops below 0 and falls.

Caldris

Caldris moves to the bugbear and checks if it is alive. It is at -10. If its Constitution is 14, it is not dead until -14. She can stabilize it with Heal DC 15 if the party wants a prisoner.

Heal check: d20 = 9 + Heal 7 = 16. Success.

The bugbear stops bleeding and can be questioned later.

Kharzug

Kharzug ends bloodrage. When bloodrage ends, he loses the temporary Constitution bonus and may be fatigued depending class rules and level.

He moves to guard the deeper trail instead of chasing into the crawl gap, preventing reinforcements from easily rushing the party.

End of combat question for the GM: did the kobold escape after sounding the alarm? If yes, the next encounter should be more prepared. If no, the party earns an easier approach deeper into the sinkhole.

Aftermath and Consequences

Possible Outcomes

OutcomeConsequence
Kobold escapes after sounding alarmEncounter 2 gains the falling-rock snare and raiders start in better positions.
Kobold killed before alarmEncounter 2 starts normally; raiders are surprised by the party’s speed.
Bugbear capturedCan reveal Grath One-Eye, raider trails, and “deeper places we do not go.”
Goblin capturedCan reveal surface raid routes and stolen goods cache.
Party retreatsRaiders loot the entry shelf, cut some ropes, and prepare more hazards.

Sample Interrogation Clues

  • “Grath owns the lower shelf. Nobody raids without his mark.”
  • “The little scaled one was going to ring bone. Bone means hide. Hide means arrows ready.”
  • “We go up for goats, rope, iron, food. We do not go down past the black crack.”
  • “Something under the old stones takes scouts. Grath says leave it hungry.”

Treasure Suggestions

LocationTreasure
Goblin cover pile12 arrows, 3 shortbows, crude chalk map of ledges.
Kobold kitSignal whistle, tiny bone alarm token, 1 potion vial if not used.
Bugbear beltBridge worker’s brass tool tag, 18 gp, iron key to scrap shelf.
GM reminder: the enemies should reveal local sinkhole facts, not campaign-ending secrets. The bugbear crew does not know the Spawn plot. They know raids, trails, danger below, and Grath One-Eye.

Rules Cheat Sheet for New GMs

RuleSimple Explanation
InitiativeEveryone rolls d20 + initiative. Highest result acts first.
Standard ActionUsually one attack, cast one spell, use a hex, drink a potion, or total defense.
Move ActionMove up to speed, draw a weapon while moving if BAB allows, stand from prone, reload some weapons.
Swift ActionA very quick special action. Usually only class abilities use this at low level.
Full-Round ActionUses most of the turn. Charge, withdraw, or full attack are examples.
CoverUsually +4 AC against ranged attacks if a wall or object blocks part of the target.
Difficult TerrainCosts double movement; generally prevents charging.
ProneHarder to fight; standing usually provokes attacks of opportunity.
Attack of OpportunityA free melee attack triggered by certain risky actions, such as leaving a threatened square.
0 hpDisabled. Can act carefully but risks falling unconscious.
Below 0 hpUnconscious and dying. Lose 1 hp per round unless stabilized.
DeathA creature usually dies when negative hp equals or exceeds its Constitution score.
StabilizeHeal DC 15 or magical healing can stop a dying creature from losing hp.
Best new-GM practice: narrate the battlefield first, then ask each player what they are trying to accomplish. Translate intent into mechanics only after the player describes the action.

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