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.
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.
Distances That Matter
| Movement Goal | Distance | Notes |
|---|---|---|
| PC start to barricade line | 25–30 ft. | One move, but runoff may slow direct routes. |
| PC start to bugbear | 30 ft. | Usually one move plus melee if clear, but difficult terrain may prevent a charge. |
| PC start to kobold | 55–65 ft. | Requires pursuit; the kobold is meant to be hard to stop. |
| Goblin archers to rear PCs | 35–50 ft. | Good shortbow range. |
Terrain and 1E Rules Bubbles
| Feature | Rule | GM Use |
|---|---|---|
| Trickling runoff | Difficult terrain | Costs double movement and prevents charging. |
| Slick stone | Acrobatics DC 11 if moving faster than half speed | Failure means prone; failure by 5+ slides 5 ft. |
| Barricade / wall | Cover and climbable obstacle | Cover usually +4 AC vs ranged attacks. |
| Climb over barricade | Climb DC 10; DC 15 accelerated | Normal climb usually takes 2 move actions; accelerated can be 1 move action. |
| Climbing under attack | Climbing provokes attacks of opportunity | Goblin blades threaten climbers. |
Enemy Stat Blocks
| Enemy | Count | Role |
|---|---|---|
| Goblin Rock-Skirmishers | 4 | Archers in cover |
| Goblin Blades | 2 | Melee shield guards |
| Bugbear Enforcer | 1 | Central bruiser and commander |
| Kobold Ridge-Runner | 1 | Noncombat 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
| PC | Role | Useful Example Numbers |
|---|---|---|
| Auren | Rogue / flanker | Init +4, AC 16, rapier +4, dagger +4, sneak attack +1d6, Acrobatics +8 |
| Nemeia | Witch control | Init +2, AC 12, Slumber DC 15, Evil Eye, crossbow +2 |
| Brakkus | Gunslinger | Init +3, AC 17, pistol +5 vs touch AC, 1d8 damage |
| Thoros | Hunter | Init +2, longbow +3, falchion +3, cure light wounds, animal focus |
| Grask | Monitor lizard | Init +2, AC 16, hp 11, bite +3, 1d6+1 damage |
| Caldris | Warpriest | Init +1, AC 17, mace +3, bless, healing support |
| Kharzug | Bloodrager | Init +1, AC 18, glaive +5 / +7 in bloodrage, reach control |
Initiative Example
| Combatant | Roll | Modifier | Total |
|---|---|---|---|
| Kobold Ridge-Runner | 16 | +4 | 20 |
| Auren | 15 | +4 | 19 |
| Goblin Archers | 14 | +3 | 17 |
| Brakkus | 13 | +3 | 16 |
| Nemeia | 12 | +2 | 14 |
| Goblin Blades | 11 | +2 | 13 |
| Thoros | 10 | +2 | 12 |
| Grask | 9 | +2 | 11 |
| Bugbear Enforcer | 8 | +2 | 10 |
| Caldris | 7 | +1 | 8 |
| Kharzug | 6 | +1 | 7 |
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.
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.
Goblin Archers, Init 17
| Goblin | Target | Attack | Result | Damage |
|---|---|---|---|---|
| G1 | Nemeia AC 12 | 11 + 4 = 15 | Hit | 3 |
| G2 | Nemeia AC 12 | 5 + 4 = 9 | Miss | — |
| G3 | Brakkus AC 17 | 16 + 4 = 20 | Hit | 2 |
| G4 | Auren AC 16 | 13 + 4 = 17 | Hit | 4 |
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.
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.
Goblin Archers
| Goblin | Target | Attack | Result | Damage |
|---|---|---|---|---|
| G1 | Caldris AC 17 | 18 + 4 = 22 | Hit | 2 |
| G2 | Nemeia AC 12 | 9 + 4 = 13 | Hit | 1 |
| G4 | Kharzug AC 18 | 12 + 4 = 16 | Miss | — |
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.
Goblin Archers
G1 and G2 shoot at Auren, G4 shoots at Nemeia, and wounded G3 withdraws deeper.
| Goblin | Target | Attack | Result | Damage |
|---|---|---|---|---|
| G1 | Auren AC 16 | 16 + 4 = 20 | Hit | 4 |
| G2 | Auren AC 16 | 6 + 4 = 10 | Miss | — |
| G4 | Nemeia AC 12 | 15 + 4 = 19 | Hit | 3 |
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.
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
| Goblin | Target | Attack | Result | Damage |
|---|---|---|---|---|
| G2 | Brakkus AC 17 | 7 + 4 = 11 | Miss | — |
| G4 | Grask AC 16 | 14 + 4 = 18 | Hit | 2 |
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.
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.
Aftermath
| Result | Consequence |
|---|---|
| Kobold escapes | Encounter 2 begins prepared; falling-rock snare is active. |
| Bugbear stabilized | Can reveal Grath One-Eye, raider trails, and fear of Level 4. |
| Goblin blade captured | Can explain barricade layout and surface raid trails. |
| Grask dropped below 0 | Teaches that animal companions need healing and protection. |
Treasure
| Source | Treasure |
|---|---|
| Bugbear | Crude iron key, 18 gp, potion of cure moderate wounds if unused, bridge-worker brass tool tag. |
| Goblin blades | 2 shortswords, 2 light wooden shields, leather armor, 9 sp. |
| Goblin archers | Shortbows, arrows, chalk marks showing ledge routes. |
| Kobold runner | Signal 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
| Rule | Plain Explanation |
|---|---|
| Initiative | Roll d20 + initiative. Highest acts first. |
| Move Action | Move up to speed, stand up, draw gear, or reload some weapons. |
| Standard Action | Attack once, cast most spells, use most hexes, drink potion, total defense, or aid another. |
| Swift Action | Quick class action; usually one per turn. |
| Full-Round Action | Withdraw, charge, full attack, or other whole-turn action. |
| Sneak Attack | Requires flanking or target denied Dexterity to AC. Otherwise the rogue deals normal weapon damage. |
| Prepared Spellcaster | Chooses specific spells ahead of time, like wizard, witch, cleric, warpriest. |
| Spontaneous Spellcaster | Knows fewer spells but chooses at casting time, like sorcerer or bard. |
| Drinking Potion | Usually standard action; drawing it may be move action; can provoke if threatened. |
| 0 hp | Disabled. |
| Below 0 hp | Unconscious and dying, not instantly dead. |
| Death | Usually when negative hp equals or exceeds Constitution score. |