Act 1 - Beneath the Bridge
Beneath the Razored Labyrinth
A Pathfinder 2E Adventure Framework · Levels 1–12
Adventure Type: Pathfinder Second Edition campaign framework for six PCs, levels 1–12.
Starting Location: Kridorfrost, a frontier bridge‑town spanning the Noyrus River in Iobaria.
Core Themes: ancient bridges, cyclopean ruins, river‑trade, piracy, sea‑stack navigation, Darklands horror, and the forgotten legacy of Casmaron.
Design Guide: The structure borrows the useful module rhythm of a social opening that turns dangerous, a wilderness/mountain investigation, and a final deeper lair sequence. It also uses a hidden‑location mystery, curses, traps, and ancient sealed spaces as a guide for later acts.
Adventure Summary
The Castrovin Sea is vast, storm‑scoured, and treacherous. Most sailors hug the coastline, avoiding the deeper waters and the jagged volcanic maze known as the Razored Labyrinth. Inland, the ancient Bridge of Kridorfrost stands as the only crossing of the Noyrus River for a hundred miles—a cyclopean relic of the fallen Koloran empire. The bridge‑town of Kridorfrost lives by tolls, timber, and river‑trade, but when a sinkhole opens beneath the bridge’s lower supports, workers vanish into flooded tunnels, and the town’s fragile prosperity begins to crumble.
The heroes begin as locals and outsiders caught in the first wave of the crisis. Their earliest problems are practical: missing workers, bridge issues, strange obsidian fragments in the rubble, and rumours of organised smugglers using the tunnels. Soon the investigation points south to Kridorn, where pirate‑brokers and salvage crews know more than they admit, and to the sea‑stack trading post of Citadel Allatro. What appears to be a local accident becomes something larger: a Darklands‑connected conspiracy using the Razored Labyrinth as a surface breach.
By mid‑campaign, the party leaves the river behind and ventures across the Castrovin Sea—through sea‑stack mazes, submerged ruins, and lost Ninshabur. They uncover evidence of an older power beneath the Castrovin basin, one tied to the ancient cyclopean empire and perhaps even to the Spawn of Rovagug. Locathahs, merrows, Keleshite traders, and salvage engineers all hold part of the truth.
The final arc descends beneath the Razored Labyrinth into dry volcanic caverns and Darklands tunnels. The heroes must decide whether to seal the breach, sabotage the spawning chambers, or expose the conspiracy before the abyssal forces gain a permanent foothold. Victory means saving Kridorfrost and the southern Castrovin coast; failure means the sea lanes collapse, the ancient horror awakens, and the Darklands gain a road to the surface.
Major Story Arcs
| Level Range | Arc | Focus | End State |
|---|---|---|---|
| 1–3 | The Sinkhole Beneath Kridorfrost | Bridge inspection, rescue, flooded tunnels, smugglers’ trail | The party learns the collapse was not accidental; obsidian and organised activity point to a larger plot. |
| 4–6 | Kridorn and the Obsidian Trail | Port intrigue, pirate networks, locathah diplomacy, Black Glass Peak | The PCs discover that pirates are harvesting obsidian for a Darklands‑connected intermediary. |
| 7–9 | Lost Ninshabur and the Sea‑Stack Map | Ancient lore, underwater carvings, Keleshite patrons, map fragments | The party recovers the navigational route through the Razored Labyrinth and learns of the ancient connector tunnel. |
| 10–12 | Beneath the Razored Labyrinth | Submersible expedition, sea‑stack navigation, abyssal descent, spawning chambers | The heroes confront Vhargul Soot‑Crowned, sabotage the spawning ground, and collapse the tunnel. |
Adventure Structure Overview
The campaign is built around a sequential expedition model: each arc builds on the previous, and clues from one region lead to the next. The overall threat escalates whether the party pursues it or not.
| Arc | Primary Location | Key Factions | Major Set Piece |
|---|---|---|---|
| Sinkhole Beneath Kridorfrost | Kridorfrost & the Bridge | Bridge‑wardens, smugglers, local engineers | Descent into the flooded tunnels |
| Kridorn and the Obsidian Trail | Kridorn, Citadel Allatro | Pirate brokers, locathah traders, Keleshite navy | Raid on Black Glass Peak |
| Lost Ninshabur | Ninshabur ruins, sea‑stack route | Keleshite antiquarians, undead guardians, locathah shamans | Recovery of the Flayed Map fragment |
| Beneath the Labyrinth | Razored Labyrinth, dry Darklands | Vhargul’s crew, Spawn‑like defenders, abyssal cultists | Assault on the spawning chambers |
— Captain Sefira Vex, harbour‑master of Kridorn
Six PCs — Suggested Character Hooks
This campaign supports a party of six. The following hooks tie each character to the central conflict while offering personal stakes.
| Character Concept | Hook | Personal Arc |
|---|---|---|
| Pirate Rogue (Auren Voss) | Knows the codes and smuggling routes of the Castrovin underworld; has a price on his head in Kridorn. | Betray the pirate network or redeem his name. |
| Undine Sea Witch (Nemeia Thrice‑Drowned) | Dreams of saltwater and old death; senses the disturbance beneath the sea. | Uncover the truth of her drowned visions. |
| Dwarf Gunslinger (Brakkus Embervein) | Salvage engineer who trusts pressure seals and reinforced steel more than prophecy. | Recover and repair the Apparatuses of the Octopus. |
| Half‑Orc Hunter (Thoros Reefbinder) | From far inland, forced to cross waters that erase tracks; travels with a monitor lizard companion. | Track the obsidian raiders to their source. |
| Warpriest of Gozreh (Caldris Vale) | Hears the same warning in river, storm, and stone—the sea is wounded. | Restore the natural balance by sealing the breach. |
| Hobgoblin Bloodrager (Kharzug Ironbound) | Abyssal fury awakened in a failed tunnel war; now seeks to master his rage. | Confront the Darklands lord who awakened his curse. |
GM Tools & Resources
This section provides quick‑reference tools for running the campaign: random encounter tables, faction summaries, and suggested DCs by level.
Random Encounters by Region
| Region | d8 Encounter | Suggested Level |
|---|---|---|
| Kridorfrost / Bridge | 1. Sinkhole patrol · 2. Collapsing scaffold · 3. Smuggler cache · 4. River‑drake · 5. Cyclopean carving glow · 6. Lost worker · 7. Obsidian shard trap · 8. Tunnel flooding | 1–3 |
| Kridorn / Coast | 1. Pirate press‑gang · 2. Locathah trader · 3. Storm surge · 4. Merrow scout · 5. Salvage operation · 6. Keleshite patrol · 7. Black Glass Peak raid · 8. Sea‑cat pride | 4–6 |
| Ninshabur Ruins | 1. Undead guardians · 2. Trap‑infested vault · 3. Treasure hunter camp · 4. Sandstorm · 5. Cyclopean inscription · 6. Flayed Map fragment · 7. Collapsing floor · 8. Ancient seal | 7–9 |
| Razored Labyrinth / Darklands | 1. Submerged sea‑stack · 2. Spawn‑like guardian · 3. Volcanic vent · 4. Flooded chamber · 5. Obsidian lattice · 6. Scrag ambush · 7. Pressure door · 8. Vhargul’s patrol | 10–12 |
Faction Quick Reference
| Faction | Goal | Attitude Toward Party |
|---|---|---|
| Kridorfrost Bridge‑wardens | Secure the bridge, protect trade | Allies if party helps stabilise the structure |
| Kridorn Pirate Brokers | Profit from obsidian and smuggling | Hostile or mercenary; can be bribed |
| Locathah of Citadel Allatro | Guard sea‑stack carvings and Black Glass Peak | Wary but open to negotiation |
| Keleshite Navy (Southern Fleet) | Maintain control, suppress piracy | Suspicious; may view party as rivals |
| Vhargul’s Darklands Crew | Complete the connector tunnel, spawn abyssal horror | Always hostile |
Suggested DCs by Level
| Level | Simple DC | Moderate DC | Hard DC | Very Hard DC |
|---|---|---|---|---|
| 1 | 12 | 15 | 18 | 21 |
| 2 | 13 | 16 | 19 | 22 |
| 3 | 14 | 17 | 20 | 23 |
| 4 | 15 | 18 | 21 | 24 |
| 5 | 16 | 19 | 22 | 25 |
| 6 | 17 | 20 | 23 | 26 |
| 7 | 18 | 21 | 24 | 27 |
| 8 | 19 | 22 | 25 | 28 |
| 9 | 20 | 23 | 26 | 29 |
| 10 | 21 | 24 | 27 | 30 |
| 11 | 22 | 25 | 28 | 31 |
| 12 | 23 | 26 | 29 | 32 |
Based on Pathfinder 2E DC‑by‑level guidelines. Adjust for party composition and desired difficulty.
Set around Kridorfrost, the Noyrus River, Kridorn, Citadel Allatro, Ninshabur, and the Razored Labyrinth · Draft module package

The Rope Crew's Account
Incident Report #17 • Bridge of Kridor Maintenance Authority Date: Three days before the PCs arrive Subject: Loss of Worker Eldrin Kest during lower-support inspection.
The bridge itself was never in danger.
Recent storms loosened rock along the eastern cliff, prompting a routine inspection of the bridge's lower buttresses nearly 250 feet below. Three safety lines were secured, and junior stonemason Eldrin Kest was lowered over the eastern parapet.
Descent Log
| Depth | Report |
|---|---|
| 40 ft. | "Stone's clean." |
| 90 ft. | "Little seepage. Nothing unusual." |
| 140 ft. | "Support's solid. Mortar's weathered." |
| 180 ft. | "Need another lantern." |
A second lantern was lowered.
Nearly a minute passed.
"Hold..." "...there's a hole down here..."
Witnesses disagree on the final words.
- "The rock's hollow."
- "There's a tunnel."
Then the rope suddenly went slack.
Recovery
- Harness recovered.
- Carabiner still locked.
- Belt carefully unbuckled.
- No torn leather.
- No broken hardware.
- No blood.
Rescue Attempt
Every volunteer turned back before reaching Eldrin's position.
All reported:
- Visibility vanished below ~170 feet.
- Lantern light failed to penetrate the darkness.
- Dropped stones never struck bottom.
- A faint vibration travelled through the ropes.
Official Finding
Cause: Accidental Fall Body: Not Recovered Bridge Condition: Structurally Sound — Open to Traffic
Crew Rumor
"The bridge's fine. Whatever took Eldrin wasn't."

Act 1 — Beneath the Bridge
Incomplete Working Draft · Kridorfrost Opening Adventure · Levels 1–3.5
This document is a working draft for the opening act of Razored Labyrinth: Beneath the Castrovin Sea. It covers the Bridge of Kridorfrost, the first descent to river level, discovery of the sinkhole, early access options, and the first two combat encounters.
Act 1 Goals
- Introduce Kridorfrost and the ancient bridge over the Noyrus River.
- Make the bridge feel enormous, old, and economically vital.
- Let the party discover the sinkhole organically while inspecting the bridge pillars.
- Establish the sinkhole as an active lair with multiple access routes.
- Mix random denizens with an organized raider crew.
- Give the party a reason to return to town at level 2, resupply, and come back better prepared.
- Plant Kharzug’s Dhucharg sidequest and a future Darklands ally seed.
Expected Level Progression
| Phase | Expected Level | Purpose |
|---|---|---|
| Town briefing and first descent | 1 | Inspect bridge, reach river shelf, discover the sinkhole. |
| Initial sinkhole entry and first combats | 1 → 2 | Clear entry patrols, survive first exploration, identify larger threat. |
| Return to Kridorfrost | 2 | Payment, resupply, engineering response, rumors, second mission authorization. |
| Second delve and deeper clearance | 2 → 3.5 | Break raider control, rescue Dhucharg survivors, secure bridge foundations. |
| Departure toward Kridorn | 3.5 | Follow broader clues south toward the maritime arc. |
Scene Structure
| Scene | Title | Focus | Status |
|---|---|---|---|
| A1-S1 | The Town Hires Adventurers | Briefing, bridge lore, missing workers, official descent plan. | Drafted outline |
| A1-S2 | The River-Level Descent | Ropes, slippery rocks, river shelf, sinkhole discovery. | Detailed below |
| A1-S3 | The Sub-River Pitch | Party leaves fixed ropes and sets a new descent into the sinkhole opening. | Detailed below |
| A1-S4 | First Watch Patrol | Initial organized raider contact. | Encounter 1 below |
| A1-S5 | Upper Sinkhole Exploration | Trails, ledges, evidence of raids, denizens, first route choices. | Partial |
| A1-S6 | Raider Trail Ambush | Second combat; proves surface raids are organized. | Encounter 2 below |
| A1-S7 | Return to Kridorfrost | Resupply, town payment, engineers secure upper descent. | TODO |
| A1-S8 | Second Delve | Deeper lair, flooded chambers, Dhucharg survivors. | TODO |
| A1-S9 | Grath One-Eye | Bugbear chief / organized crew leader finale. | TODO |
A1-S1 — The Town Hires Adventurers
Premise
The town of Kridorfrost hires the party to descend to river level and inspect the lower pillars of the Bridge of Kridorfrost. The bridge stands roughly 200 feet above the Noyrus River. It is ancient, unknown in origin, and far more massive than any bridge serving a frontier village should be.
Town Request
The town does not yet ask the party to clear a dungeon. They ask for a dangerous inspection.
Key NPCs
| NPC | Role | What They Want |
|---|---|---|
| Master Engineer Volrik Hedd | Bridge engineer | Wants the lower pillars inspected before repair crews descend. |
| Bridge Warden Serah Vonn | Town authority | Wants the bridge safe, trade restored, and panic contained. |
| Worker Tovin Rusk | Survivor | Claims something moved below the pillars and that tools were stolen before the collapse. |
A1-S2 — The River-Level Descent
If the party chooses the town-assisted rope descent, engineers lower them down the official route. The descent reaches a slippery shelf near river level, where the party must scramble across wet rocks while clipped into safety ropes. The Noyrus River itself does not pour directly into the sinkhole. Instead, the sinkhole sits off to one side of the river, where a side eddy once curled back into the main flow. Now that side current drains into the sinkhole opening.
Terrain and Checks
| Obstacle | Suggested Check | Failure |
|---|---|---|
| Slick river shelf | Acrobatics DC 11 or Reflex DC 12 | Fall prone or slide 5–10 ft. while clipped to rope. |
| Rope-supported traverse | Climb DC 10 | Lose movement; gear may scrape loose. |
| Spray and noise | Perception DC +2 penalty | Harder to notice scouts or trail signs. |
| Cold side eddy | Swim DC 12 if entered | Dragged toward sinkhole lip but not instantly pulled under. |
Map 1 — River Shelf and Sinkhole Lip
Encounter 1 — First Watch Patrol
The first organized crew guarding the sinkhole entry attacks once the party reaches the sub-river shelf. This group is not meant to fight to the death. Their job is to delay intruders, test their strength, and raise an alarm deeper in the lair.
| Enemy | Count | Role | Notes |
|---|---|---|---|
| Goblin Raiders | 3 | Ranged harassment | Use shortbows or javelins from cover. |
| Bugbear Enforcer | 1 | Melee threat | Attempts to hold the broken wall and punish anyone who advances. |
| Kobold Alarm Runner | 1 | Escape / alarm | Tries to flee deeper after round 2 or once injured. |
Terrain Features
| Feature | Effect |
|---|---|
| Shallow runoff | Difficult terrain. |
| Wet stone | Acrobatics checks when charging or moving fast. |
| Ancient broken wall | Partial cover. |
| Flood fissure | Falling in requires Climb or Swim to escape. |
| Hanging ropes | Can be climbed, swung from, or cut. |
Map 2 — Sub-River Sinkhole Entry
Encounter 2 — Raider Trail Ambush
The party discovers one of the hidden ascent/descent trails used by the sinkhole raiders. This trail proves the inhabitants have been raiding surface resources and retreating through prepared paths rather than simply climbing randomly from the pit.
| Enemy | Count | Role | Notes |
|---|---|---|---|
| Goblin Archers | 4 | High-ground harassment | Fire from upper trail and retreat across rope bridge. |
| Orc Raider | 1 | Heavy melee | Guards the switchback and tries to shove enemies toward drop-offs. |
| Cave Viper | 1 | Hazard creature | Kept in a basket or lairs near warm stone; released during ambush. |
Optional Trap
If the kobold alarm runner escaped Encounter 1, the raiders have prepared a falling-rock snare.
Map 3 — Raider Trail Switchback
Organized Crew and Random Denizens
The sinkhole should feel split roughly 50/50 between organized crew members and random or displaced denizens.
| Organized Crew | Random / Displaced Denizens |
|---|---|
|
|
Grath One-Eye, Bugbear Scavenger Chief
Grath is cruel, practical, and territorial. He did not create the sinkhole and does not understand the deeper forces behind it. He sees the lair as a fortress, a raiding base, and a way to dominate smaller creatures. He fears the deeper shaft and forbids his crew from descending too far.
Open TODO List
- Add full PF1E stat blocks for Encounter 1 enemies.
- Add full PF1E stat blocks for Encounter 2 enemies and optional trap.
- Decide final chief class and CR for Grath One-Eye.
- Draft A1-S7 Return to Kridorfrost with town payment and engineering stabilization.
- Draft A1-S8 second delve, including flooded chambers and Dhucharg survivors.
- Draft Kharzug sidequest details and Dhucharg military party NPCs.
- Add treasure parcels suitable for level 1–3.5.
- Add experience/milestone guidance.
- Create cleaner tactical maps later, possibly as image maps or printable grids.
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.
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.
| Location | Approximate Elevation | Description |
|---|---|---|
| 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. |
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 Type | Behavior | What 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.
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.
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.