Beneath the Razored Labyrinth · Adventure Overview (Spoilers)
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, a collapsing bridge, 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
Seven PCs — Suggested Character Hooks
This campaign supports a party of up to seven. 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. |
| Elf Bard, Lorekeeper (Vaelith Sunsong) ★ new | Scholar‑performer who collects sailor songs, Keleshite poems, and locathah chants; a living archive of the Castrovin's strangest legends. | Decipher the Last Song of Ninshabur—a lost hymn that encodes a route through submerged ruins and warns of something beneath the basin. |
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.