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

Snapshot · Aug 29, 2026, 11:01 PM

  • Beneath the Razored Labyrinth (7/2/26 cut)
    • narrativeOverview
    • 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
        • mapArtists Sketch - Kridorthrost Bridge
        • handoutWitness Account — The Rope Crew
        • mapKridorthrost
        • sceneA1-S2 — The River-Level Descent
          • mapA1-S2 — River Shelf and Sinkhole Lip
          • narrativeA1-S2 Skill Checks
        • handoutDM Handout - Act 1 GM Packet
        • sceneA1-S3 - The Sub-River Pitch
        • handoutDM Handout - Bridge Sinkhole GM Notes
        • sceneA1-S4 - First Watch Patrol
          • encounterCombat — E1 Reworked First Watch Patrol
          • handoutE1 - DM Handout - SAMPLE Combat Walkthrough - A1-S4
        • sceneA1-S5 - Upper Sinkhole Exploration
        • sceneA1-S6 - Middle Sinkhole Exploration
        • sceneA1-S7 - Lower Sinkhole Exploration
          • mapLevel 4
          • pageTactical Guide: Beating the Ceiling Devil
          • page2e Rules Check
          • random tableScale
          • monster blockGogiteth
        • sceneA1-S8 - Bottom Sinkhole Exploration
        • sceneA1-S9 - Bonus Nar-Voth
      • bucketBucket
        • monster blockGoblin Dog
        • pageGoblins Dog Handler
        • monster blockSwarm — 4× Vulture Rat
        • 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
        • pageMain
      • pcGrask (2e)
        • pageMain
      • pcAuren Voss (2e)
        • pageMain
      • pcBrakkus Embervein
        • pageMain
      • 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
        • pageMain
        • pageSpells & Progression
      • npcTalaris Wavebreaker

2e Rules Check

PF2e Rules Note: Grabbed on the Ceiling

A1 - S8 · The Ceiling Devil · Grapple, Escape, Falling, and Rescue

Rules Basis: In PF2e, a grabbed creature is off-guard and immobilized. Escaping is a 1-action activity with the attack trait, using unarmed attack, Acrobatics, or Athletics against the grabber’s Athletics DC. :contentReference[oaicite:0]{index=0}

What Happens When the Ceiling Devil Grabs a PC?

StepRuleTable Effect
1. Jaws hit Jaws Strike applies Grab. The target becomes grabbed: off-guard, immobilized, and at risk if it uses manipulate actions.
2. Dragged upward Ceiling Devil uses Dragged Screaming. The PC is moved with the monster and takes scraping damage.
3. Suspended The PC remains grabbed while the monster clings to the ceiling. The PC cannot use move actions until free.
4. Escape or rescue PC or allies act. Escaping may cause a fall unless the PC has a rope, handhold, spell, or ally support.

Escaping While Grabbed

A grabbed PC can use Escape ◆. They may roll their unarmed attack modifier, Acrobatics, or Athletics against the Ceiling Devil’s Athletics DC. Escape has the attack trait, so it suffers and increases multiple attack penalty. On a success, the PC is free; on a critical success, they may also Stride 5 feet, if they have somewhere to go. On a critical failure, they cannot try to Escape again until their next turn. :contentReference[oaicite:1]{index=1}

Escape ResultEffect
Critical SuccessPC gets free and may Stride 5 feet if physically possible.
SuccessPC gets free.
FailurePC remains grabbed.
Critical FailurePC remains grabbed and cannot Escape again until next turn.

If the PC Escapes While 30–70 Feet Up

If nothing is holding the PC after Escape, they fall. PF2e falling damage is bludgeoning damage equal to half the distance fallen, and if the fall deals damage, the creature lands prone. A 40-foot fall deals 20 bludgeoning damage. A 60-foot fall deals 30 bludgeoning damage. :contentReference[oaicite:2]{index=2}

Ceiling HeightFall DamageResult
20 feet10 bludgeoningLand prone.
30 feet15 bludgeoningLand prone.
50 feet25 bludgeoningLand prone.
70 feet35 bludgeoningLand prone.

Grab an Edge

If the escaping PC falls past a ledge, stalactite, rope, bridge chain, or stone shelf, they can use Grab an Edge ↺ as a reaction. They roll Acrobatics or Reflex, usually against the Climb DC. On a success, they stop the fall if they have a free hand; on a critical success, they grab even without a free hand and treat the fall as 30 feet shorter. :contentReference[oaicite:3]{index=3}

How Allies Can Help

Ally ActionSuggested RuleEffect
Cut or damage the grabbing limb Strike the Ceiling Devil On a critical hit, GM may allow the grabbed PC an immediate Escape attempt.
Throw or hold a rope Interact ◆, then Athletics DC 16–20 On success, PC gets +1 circumstance bonus to Grab an Edge or avoid falling; +2 on critical success.
Climb after the victim Athletics to Climb Useful but dangerous. The rescuer may become the next target.
Heal the victim Heal, Soothe, Battle Medicine Prevents the fall from becoming instantly fatal.
Force the monster to move Trip, shove, forced movement, control spell If the monster loses position or grip, the GM may end the grab or trigger a fall.

Important GM Ruling for This Encounter

Fair ruling: Escaping from the Ceiling Devil ends the grab, but does not magically place the PC safely on the ground. If they are suspended in open air, they fall unless they have a rope, ledge, spell, fly speed, or can Grab an Edge.

Player Hint

Do not wait until someone is hanging 50 feet up to solve the problem. Use rope lines before crossing the cavern. Keep light on the ceiling. Ready ranged attacks. If someone is grabbed, rescue them immediately.

Read-only syndicated snapshot · Syndicated Aug 29, 2026, 11:01 PM. Content updates when the author syndicates again in Adventure Maker.

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