Beneath the Razored Labyrinth (7/2/26 cut)

Snapshot · Jul 4, 2026, 3:23 PM

  • Beneath the Razored Labyrinth (7/2/26 cut)
    • narrativeBeneath the Razored Labyrinth · Adventure Overview (Spoilers)
    • pageModule Overview w/spoilers
    • handoutCasovian Sea Gazetteer
    • handoutRazored Labyrinth (No Spoilers)
    • handoutPC Analysis
    • 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
        • pageGM Notes
        • handoutDM Handout - Campaign Secrets and GM Brief
    • 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 - Walkthrough

Act 1 Combat Walkthrough

Encounter 1 — Reworked First Watch Patrol · Pathfinder 1E · Tougher Version

This is the corrected, fully reworked version of the first sinkhole combat. The encounter now uses the full strengthened defender group: four goblin archers, two goblin blades, one bugbear enforcer, and one noncombat kobold alarm runner. The goblin blades are integrated into initiative, tactics, movement, attacks, and the round-by-round flow.

The purpose of this version is to teach a new GM how a tougher Pathfinder 1E fight evolves when enemies use formation, cover, readied actions, aid another, potions, retreat, and battlefield control. It is intentionally longer and harder than the earlier version.

Difficulty warning: This is a hard opening combat for 1st-level PCs. It assumes six PCs plus Thoros’s monitor lizard companion. If only four PCs are present, remove one goblin archer and one goblin blade, or reduce the bugbear to 16 hp.

Encounter Design

  • Goblin archers punish exposed PCs 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 potion of cure moderate wounds if he can safely disengage.
  • The kobold runner does not fight unless cornered. His job is to sound the alarm.
  • The PCs must decide whether to stop the runner, clear the blades, heal Grask, 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 Auren, NEM Nemeia, BRA Brakkus, THO Thoros, GR Grask, CAL Caldris, KHA Kharzug. 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.

Terrain and 1E Rules Bubbles

FeatureRuleGM Use
Trickling runoffDifficult terrainCosts double movement and prevents charging.
Slick stoneAcrobatics DC 11 if moving faster than half speedFailure means prone; failure by 5+ slides 5 ft.
Barricade / wallCover and climbable obstacleCover usually +4 AC vs ranged attacks.
Climb over barricadeClimb DC 10; DC 15 acceleratedNormal climb usually takes 2 move actions; accelerated can be 1 move action.
Climbing under attackClimbing provokes attacks of opportunityGoblin blades threaten climbers.
Action Economy: A normal turn usually gives one move action and one standard action. Moving up to speed is a move action. One attack is usually a standard action. Drinking a potion is usually a standard action. Drawing a potion is usually a move action unless already in hand.
Swift Actions: A swift action is a very quick special action. Many level 1 characters do not have one. Thoros using animal focus is an example. Kharzug entering bloodrage is treated as a free action at the start of his turn in this example.
Readied Actions: A creature can ready a standard action to happen when a trigger occurs. The goblin blades may ready attacks against anyone climbing over the barricade.
Sneak Attack: Auren adds sneak attack damage only if the target is denied Dexterity to AC or if Auren is flanking. If Auren simply attacks a goblin from the front after it has acted, he makes a normal attack with no sneak attack damage.
Sneak Attack Example: If Auren and Grask threaten opposite sides of GB-L, Auren is flanking and adds +1d6 sneak attack on a successful melee attack. If Auren throws a dagger at the kobold runner from the front while the kobold has already acted, that is just normal dagger damage.
Spellcasting: Most spells take a standard action. Prepared casters, such as witches, clerics, warpriests, and wizards, choose spells ahead of time. Spontaneous casters, such as sorcerers and bards, know fewer spells but choose which known spell to cast at the moment. Hexes, such as Slumber and Evil Eye, are not spell slots.

Enemy Stat Blocks

EnemyCountRole
Goblin Rock-Skirmishers4Archers in cover
Goblin Blades2Melee shield guards
Bugbear Enforcer1Central bruiser and commander
Kobold Ridge-Runner1Noncombat alarm runner

Goblin Rock-Skirmisher

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

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

Tactics stay behind cover, shoot lightly armored PCs, then flee if the line breaks.

Goblin Blade

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

Shortsword +4 melee (1d6+1); shield bash +2 melee (1d3)

Tactics flank with the bugbear, stab climbers, use aid another, and hold the barricade line.

Bugbear Enforcer

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

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

Gear potion of cure moderate wounds, 2 javelins, crude iron key.

Tactics holds the center, lets goblin blades protect his flanks, drinks potion if reduced below 8 hp and not immediately threatened.

Kobold Ridge-Runner

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

Attack none normally; if cornered, spear +2 melee (1d6-1)

Tactics does not fight. It uses total defense, withdraws, drinks potion if needed, and tries to sound the alarm.

PC Reference and Initiative

PCRoleUseful Example Numbers
AurenRogue / flankerInit +4, AC 16, rapier +4, dagger +4, sneak attack +1d6, Acrobatics +8
NemeiaWitch controlInit +2, AC 12, Slumber DC 15, Evil Eye, crossbow +2
BrakkusGunslingerInit +3, AC 17, pistol +5 vs touch AC, 1d8 damage
ThorosHunterInit +2, longbow +3, falchion +3, cure light wounds, animal focus
GraskMonitor lizardInit +2, AC 16, hp 11, bite +3, 1d6+1 damage
CaldrisWarpriestInit +1, AC 17, mace +3, bless, healing support
KharzugBloodragerInit +1, AC 18, glaive +5 / +7 in bloodrage, reach control

Initiative Example

CombatantRollModifierTotal
Kobold Ridge-Runner16+420
Auren15+419
Goblin Archers14+317
Brakkus13+316
Nemeia12+214
Goblin Blades11+213
Thoros10+212
Grask9+211
Bugbear Enforcer8+210
Caldris7+18
Kharzug6+17
Important correction: the goblin blades now have their own initiative count at 13 and act every round.

Round 1 — The Line Holds

Start: PCs land 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, Init 20

The kobold does not attack. It uses total defense, raising AC from 18 to 22, then moves 20 ft. toward the alarm crawl gap.

Total Defense: Standard action; +4 dodge bonus to AC until the start of its next turn.

Auren, Init 19

Auren moves 20 ft. toward the left side of the barricade, trying to set up a climb next round. Acrobatics DC 11: d20 7 + 8 = 15, success. He throws a dagger at the kobold through cover.

Attack: d20 14 + 4 = 18 vs AC 22. Miss.

No Sneak Attack: The kobold is not flanked and is not denied Dexterity.

Goblin Archers, Init 17

GoblinTargetAttackResultDamage
G1Nemeia AC 1211 + 4 = 15Hit3
G2Nemeia AC 125 + 4 = 9Miss—
G3Brakkus AC 1716 + 4 = 20Hit2
G4Auren AC 1613 + 4 = 17Hit4

Brakkus, Init 16

Brakkus fires at G3 behind cover. Target touch AC 13 + cover 4 = 17. Attack d20 12 + 5 = 17, hit. Damage 1d8 = 6. G3 hp 7 → 1.

Nemeia, Init 14

Nemeia uses Slumber on GB-L. GB-L Will d20 8 - 1 = 7 vs DC 15, failure. GB-L falls asleep.

Hex: Slumber is not a spell slot. It is a standard action and allows a save.

Goblin Blades, Init 13

GB-L is asleep and loses his action. GB-R steps closer to the bugbear and uses aid another to help the bugbear’s AC against the next melee attack. Roll d20 12 + 4 = 16 vs AC 10, success. Bugbear gains +2 AC against one attack.

Thoros, Init 12

Thoros uses animal focus as a swift action, then shoots wounded G3. Attack d20 10 + 3 = 13 vs AC 20 with cover, miss.

Grask, Init 11

Grask advances 30 ft. toward the barricade, ending near the sleeping GB-L but not yet attacking.

Bugbear, Init 10

The bugbear steps forward and attacks Grask. Attack d20 13 + 5 = 18 vs AC 16, hit. Damage 1d8 5 + 4 = 9. Grask hp 11 → 2.

Caldris, Init 8

Caldris casts bless. Allies gain +1 morale bonus on attack rolls and saves against fear.

Kharzug, Init 7

Kharzug enters bloodrage and attacks the bugbear with glaive. GB-R’s aid another is active. Attack d20 11 + 7 + bless 1 = 19 vs bugbear AC 19, hit exactly. Damage 1d10 6 + 9 = 15. Bugbear hp 22 → 7.

Round 2 — The Blades Bite Back

Start: The bugbear is badly wounded, but the line is not broken. GB-L is asleep, GB-R is active, the kobold is moving toward the alarm, and Grask is at 2 hp.

Kobold Ridge-Runner

Total defense ends. The kobold uses withdraw as a full-round action and moves 60 ft. deeper toward the alarm cord. It does not attack.

Auren

Auren uses the sleeping GB-L as an opening. He attacks with rapier. Attack d20 9 + 4 + bless 1 = 14; against a helpless/sleeping goblin, this hits. Damage rapier 1d6=4 plus sneak attack 1d6=5, total 9. GB-L hp 8 → -1.

Sneak Attack Works Here: Sleeping creatures are denied Dexterity and are helpless.

Goblin Archers

GoblinTargetAttackResultDamage
G1Caldris AC 1718 + 4 = 22Hit2
G2Nemeia AC 129 + 4 = 13Hit1
G4Kharzug AC 1812 + 4 = 16Miss—

G3, at 1 hp, ducks behind better cover and does not shoot.

Brakkus

Brakkus reloads as a move action and fires at G1. Attack d20 9 + 5 + bless 1 = 15 vs touch AC 17 with cover, miss.

Nemeia

Nemeia uses Evil Eye on the bugbear, choosing AC. Bugbear Will d20 6 + 1 = 7 vs DC 15, failure. Bugbear AC drops by 2.

Goblin Blades

GB-L is down. GB-R attacks Auren for killing his partner and to stop the flank from collapsing. Attack d20 15 + 4 = 19 vs AC 16, hit. Damage 1d6 4 + 1 = 5. Auren takes 5 damage.

Thoros

Thoros sees Grask near death and casts cure light wounds. Healing 1d8 5 + 1 = 6. Grask hp 2 → 8.

Grask

Grask bites the bugbear. Attack d20 12 + 3 + bless 1 = 16 vs AC 15, hit. Damage 1d6 4 + 1 = 5. Bugbear hp 7 → 2.

Bugbear

The bugbear is at 2 hp. He wants to drink his potion, but Grask and Kharzug threaten him. Drinking would provoke. He takes a 5-foot step behind GB-R and fights defensively, attacking Grask. Attack d20 15 + 5 - 4 = 16 vs AC 16, hit. Damage 1d8 2 + 4 = 6. Grask hp 8 → 2.

Caldris

Caldris attacks GB-R to open the line. Attack d20 14 + 3 + bless 1 = 18 vs AC 17, hit. Damage 1d8 5 + 2 = 7. GB-R hp 8 → 1.

Kharzug

Kharzug attacks the bugbear with reach, but GB-R partly blocks the line. The bugbear is fighting defensively, so his AC is effectively 17 after Evil Eye. Attack d20 8 + 7 + bless 1 = 16 vs AC 17, miss.

Round 3 — The Bugbear Drinks

Start: The bugbear is at 2 hp. GB-R is at 1 hp but still blocking. The kobold is one round from the alarm.

Kobold Ridge-Runner

The kobold reaches the alarm cord and uses a standard action to pull it. The alarm clatters through the sinkhole. He uses his move action to duck behind the crawl gap, gaining cover.

Auren

Auren chooses to finish GB-R because the blade is protecting the bugbear. Auren and Caldris threaten GB-R from different angles, so the GM grants flanking. Attack d20 7 + 4 + bless 1 + flank 2 = 14 vs AC 17, miss.

Sneak Attack Did Not Matter: Auren had flanking and would have added sneak attack, but only if the attack hit.

Goblin Archers

G1 and G2 shoot at Auren, G4 shoots at Nemeia, and wounded G3 withdraws deeper.

GoblinTargetAttackResultDamage
G1Auren AC 1616 + 4 = 20Hit4
G2Auren AC 166 + 4 = 10Miss—
G4Nemeia AC 1215 + 4 = 19Hit3

Brakkus

Brakkus reloads and fires at G1. Attack d20 18 + 5 + bless 1 = 24 vs touch AC 17 with cover, hit. Damage 1d8 7. G1 hp 7 → 0.

Nemeia

Nemeia targets GB-R with Slumber. GB-R Will d20 13 - 1 = 12 vs DC 15, failure. GB-R drops asleep at 1 hp.

Goblin Blades

GB-L is down. GB-R is asleep and loses his action. The line is finally open.

Thoros

Thoros heals Grask again. Healing 1d8 2 + 1 = 3. Grask hp 2 → 5.

Grask

Grask holds position, wounded, and does not overextend.

Bugbear

The bugbear is no longer threatened because he stepped back and GB-R absorbed attention. He draws and drinks his potion of cure moderate wounds. Healing 2d8+3 = 6 + 4 + 3 = 13. Bugbear hp 2 → 15.

Potion Action Economy: Drinking the potion uses the bugbear’s standard action. If he had been threatened, this could provoke an attack of opportunity.

Caldris

Caldris steps past sleeping GB-R and attacks the healed bugbear. Attack d20 10 + 3 + bless 1 = 14 vs AC 15 from Evil Eye, miss by 1.

Kharzug

Kharzug attacks the healed bugbear with his glaive. Attack d20 13 + 7 + bless 1 = 21 vs AC 15, hit. Damage 1d10 3 + 9 = 12. Bugbear hp 15 → 3.

Round 4 — The Line Breaks

Start: The bugbear is back down to 3 hp after using his potion. Both goblin blades are down or asleep. The kobold has sounded the alarm and is trying to escape.

Kobold Ridge-Runner

The kobold crawls into the gap. It uses a move action to squeeze in and a standard action to drink its potion. Healing 1d8 6 + 1 = 7.

Auren

Auren pursues into the crawl gap. Acrobatics or Escape Artist DC 13: d20 12 + Acrobatics 8 = 20, success. He attacks the kobold through cover: d20 9 + rapier 4 + bless 1 = 14, miss.

Goblin Archers

GoblinTargetAttackResultDamage
G2Brakkus AC 177 + 4 = 11Miss—
G4Grask AC 1614 + 4 = 18Hit2

Grask hp 5 → 3.

Brakkus

Brakkus reloads and fires at G4. Attack d20 10 + 5 + bless 1 = 16 vs touch AC 13, hit. Damage 1d8 5. G4 hp 7 → 2.

Nemeia

Nemeia uses Evil Eye on G2, reducing AC. G2 Will d20 11 - 1 = 10 vs DC 15, failure.

Goblin Blades

GB-L is dying. GB-R is asleep at 1 hp. If ignored, an archer may wake GB-R later, but not this round.

Thoros

Thoros fires at wounded G4. Attack d20 13 + longbow 3 + bless 1 = 17, hit. Damage 1d8 6. G4 drops below 0 and falls.

Grask

Grask bites the bugbear. Attack d20 10 + bite 3 + bless 1 = 14 vs bugbear AC 15, miss.

Bugbear

The bugbear attacks Grask. Attack d20 13 + 5 = 18 vs AC 16, hit. Damage 1d8 5 + 4 = 9. Grask hp 3 → -6.

Below 0 hp: Grask is unconscious and dying, not instantly dead. If his Constitution is 12, death occurs at -12 hp.

Caldris

Caldris attacks the bugbear instead of healing immediately. Attack d20 16 + mace 3 + bless 1 = 20 vs AC 15, hit. Damage 1d8 4 + 2 = 6. Bugbear hp 3 → -3.

Kharzug

Kharzug moves to hold the deeper trail, preventing reinforcements from rushing the party while Caldris prepares to heal Grask.

Round 5 — Cleanup and Consequences

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

Kobold Ridge-Runner

If not stopped, the kobold escapes through the crawl gap. The alarm is already sounded, so his escape means the next encounter is fully warned.

Auren

Auren may keep chasing, but doing so separates him from the party. A cautious Auren stops at the gap and throws a dagger. Attack d20 16 + dagger 4 + bless 1 = 21 vs kobold AC 18 with partial cover, hit. Damage 1d4 4 + 1 = 5. Kobold survives if healed; drops if already wounded.

Remaining Goblin Archer

G2 withdraws deeper. If the party pursues, it leads toward Encounter 2. If not, it becomes a messenger.

Caldris

Caldris uses magical healing on Grask. Healing 1d8 5 + 1 = 6. Grask hp -6 → 0. Grask is disabled but no longer dying.

Thoros

Thoros moves to protect Grask and may use Heal DC 15 if more stabilization is needed.

Kharzug

Kharzug ends bloodrage once the immediate threat is controlled and becomes fatigued according to bloodrager rules.

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

Aftermath

ResultConsequence
Kobold escapesEncounter 2 begins prepared; falling-rock snare is active.
Bugbear stabilizedCan reveal Grath One-Eye, raider trails, and fear of Level 4.
Goblin blade capturedCan explain barricade layout and surface raid trails.
Grask dropped below 0Teaches that animal companions need healing and protection.

Treasure

SourceTreasure
BugbearCrude iron key, 18 gp, potion of cure moderate wounds 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, potion of cure light wounds if unused.

Interrogation Clues

  • “Grath One-Eye 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.”

Quick Rule Reference

RulePlain Explanation
InitiativeRoll d20 + initiative. Highest acts first.
Move ActionMove up to speed, stand up, draw gear, or reload some weapons.
Standard ActionAttack once, cast most spells, use most hexes, drink potion, total defense, or aid another.
Swift ActionQuick class action; usually one per turn.
Full-Round ActionWithdraw, charge, full attack, or other whole-turn action.
Sneak AttackRequires flanking or target denied Dexterity to AC. Otherwise the rogue deals normal weapon damage.
Prepared SpellcasterChooses specific spells ahead of time, like wizard, witch, cleric, warpriest.
Spontaneous SpellcasterKnows fewer spells but chooses at casting time, like sorcerer or bard.
Drinking PotionUsually standard action; drawing it may be move action; can provoke if threatened.
0 hpDisabled.
Below 0 hpUnconscious and dying, not instantly dead.
DeathUsually when negative hp equals or exceeds Constitution score.

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