E1 Reworked First Watch Patrol
CombatAct 1 Combat Walkthrough
GM Tactics Guide · First Watch Patrol · Pathfinder 2E
This is a tactical guide for running the first sinkhole combat — the First Watch Patrol. The encounter features a mixed group of defenders: four goblin archers, two goblin blades, one bugbear enforcer, and a non‑combat kobold alarm runner. Instead of a blow‑by‑blow script, this guide explains how each enemy behaves, how the encounter evolves, and how you as GM can react to player choices.
Encounter Design Philosophy
- Goblin archers punish exposed PCs and force ranged pressure; they stay in cover and target lightly armoured spellcasters or wounded characters.
- Goblin blades protect the bugbear’s flanks, attack anyone who tries to climb the barricade, and use the Aid reaction to boost the bugbear’s AC.
- The bugbear holds the centre and drinks his potion of moderate healing if he can safely disengage.
- The kobold runner does not fight unless cornered; his job is to sound the alarm as quickly as possible.
- The encounter is a delaying action, not a fight to the death. The defenders want to slow the party, wound them, and raise the alarm.
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 Stride, but runoff may slow direct routes (difficult terrain). |
| PC start to bugbear | 30 ft. | Usually one Stride plus melee if clear, but difficult terrain may prevent reaching in one action. |
| PC start to kobold | 55–65 ft. | Requires pursuit; the kobold is meant to be hard to stop (two Strides or a Stride + Sprint). |
| Goblin archers to rear PCs | 35–50 ft. | Good shortbow range (first range increment 60 ft.). |
Terrain and PF2 Rules Reference
| Feature | PF2 Rule | GM Use |
|---|---|---|
| Trickling runoff | Difficult terrain | Costs an extra 5 ft. of movement per square; prevents a Stride from covering full distance. |
| Slick stone | Acrobatics check (DC 11) when moving faster than half Speed | Failure means you fall prone; critical failure means you slide 5 ft. and fall. |
| Barricade / wall | Standard cover (+2 AC, +1 Reflex) | Archers gain cover bonus. The barricade also provides greater cover (+4 AC) if fully behind it. |
| Climb over barricade | Climb DC 10; DC 15 if accelerated | Climbing uses 1 action per 5 ft. (usually 2 actions to get over); climbing provokes Reactive Strike only if the enemy has that reaction. |
| Climbing under attack | Climbing does not provoke by default; only if the enemy has a reaction like Reactive Strike. | Goblin blades do not have Reactive Strike; bugbear may have it if you grant it (but not standard). |
Enemy Stat Blocks (PF2)
| Enemy | Count | Role | Level |
|---|---|---|---|
| Goblin Rock-Skirmisher | 4 | Archers in cover | –1 |
| Goblin Blade | 2 | Melee shield guards | 0 |
| Bugbear Enforcer | 1 | Central bruiser and commander | 2 |
| Kobold Ridge-Runner | 1 | Noncombat alarm runner | –1 |
Goblin Rock-Skirmisher (Level –1)
Perception +5; AC 16; Saves Fort +2, Ref +6, Will +1; HP 6
Shortbow +6 (1d6 piercing, range 60 ft.); Dogslicer +4 (1d6 slashing).
Tactics: stay behind cover, shoot lightly armored PCs, then flee if the line breaks.
Goblin Blade (Level 0)
Perception +4; AC 17; Saves Fort +3, Ref +5, Will +1; HP 8
Shortsword +7 (1d6+1 piercing); Shield Bash +5 (1d4 bludgeoning).
Tactics: flank with the bugbear, stab climbers, use the Aid reaction to boost the bugbear’s AC, and hold the barricade line.
Bugbear Enforcer (Level 2)
Perception +6; AC 18; Saves Fort +8, Ref +6, Will +4; HP 30
Morningstar +10 (1d8+4 bludgeoning); Javelin +8 (1d6+3 piercing, range 30 ft.).
Gear: potion of moderate healing, 2 javelins, crude iron key.
Tactics: holds the centre, lets goblin blades protect his flanks, drinks potion if reduced below 10 HP and not immediately threatened.
Kobold Ridge-Runner (Level –1)
Perception +5; AC 17; Saves Fort +2, Ref +6, Will +4; HP 8
Attack: none normally; if cornered, spear +4 (1d6–1 piercing).
Tactics: does not fight. It uses Take Cover, Stride, and Interact to pull the alarm. It avoids combat at all costs.
Tactical Guide – How the Encounter Plays
Phase 1 – The Initial Line (Rounds 1–2)
- Archers: Target the lowest‑AC visible PC (usually the witch or the hunter) to force the party to react. They stay behind the barricade or broken stone for standard cover (+2 AC).
- Blades: One blade uses the Aid reaction to give the bugbear a +1 circumstance bonus to AC against the next attack; the other prepares to Strike anyone who climbs the barricade. They can also Raise a Shield for +2 AC.
- Bugbear: He waits for the party to close. He will not charge; he lets the party come to him. He uses his morningstar to punish whoever gets close. He may use an action to Demoralize a foe.
- Kobold: Immediately begins moving toward the alarm cord. He uses Take Cover (if available) and Stride to avoid being hit. The party should have to decide whether to pursue him or break the line.
GM Tip: If the party focuses fire on the bugbear early, let the blades use Aid to boost his AC. If the party ignores the blades, they will flank and stab key PCs.
Phase 2 – The Bugbear’s Response (Rounds 2–4)
- Potion Timing: The bugbear drinks his potion of moderate healing (2d8+5 healing) when he drops below 10 HP and is not threatened (i.e., no enemy adjacent). If threatened, he will Step back first, or use the blades as cover.
- Blade Sacrifice: If one blade is about to die, the bugbear may order the other to step into a flanking position to protect him, even if that means the blade will be cut down.
- Archer Focus: Once the bugbear is wounded, the archers shift fire to any PC casting healing spells or using Battle Medicine, to disrupt recovery.
- Kobold’s Escape: The kobold should almost always succeed in sounding the alarm unless the party dedicates multiple PCs to chase him. If they do, the melee line becomes weaker — a fair trade.
GM Tip: The bugbear’s potion is his ace. Do not let him drink it if the party has a readied action to interrupt (e.g., a readied Strike). Reward player cleverness.
Phase 3 – The Alarm and Retreat (Rounds 4+)
- Alarm Sounded: Once the kobold pulls the alarm cord (an Interact action), the encounter enters its final stage. Remaining enemies may withdraw deeper into the sinkhole to regroup.
- Retreat Triggers: When the bugbear is at 0 HP or the blades are both down, the surviving goblin archers will flee — they are not fanatics.
- Consequences of Alarm: The next encounter (Raider Trail Ambush) will be fully prepared — traps set, reinforcements ready. The party has lost the element of surprise.
- If the Kobold is Stopped: The alarm does not sound. The next encounter is surprised, giving the party an advantage (likely a free round of actions).
GM Tip: Use the alarm as a pacing tool. If the party is winning easily, let the alarm sound to increase tension. If they are struggling, let them stop the kobold to reward their efforts.
Adjusting Difficulty
| Situation | Adjustment |
|---|---|
| Party has fewer than 6 PCs | Remove one goblin archer and one goblin blade; reduce bugbear’s HP to 20 (or use the weak adjustment). |
| Party is highly optimised | Add one more goblin archer; give the bugbear a +1 striking morningstar (increase damage die to 1d10). |
| Party is struggling | Allow the bugbear to be caught flat‑footed if the party uses stealth; have the kobold trip on the alarm cord, delaying the alarm by one round. |
| Party avoids combat entirely | Let them bypass the barricade with stealth or diplomacy — but the alarm still sounds if they are spotted. |
Common Player Actions and GM Responses
| Player Action | GM Response | PF2 Example |
|---|---|---|
| Rogue tries to sneak past the barricade | Require a Stealth check opposed by the bugbear's Perception DC. If successful, the rogue gains cover and can flank the archers. | Stealth vs. Perception DC 14; success means the rogue is hidden. |
| Witch uses Slumber on the bugbear | Bugbear has Will +4, so DC 17 gives about 35% chance. If he fails, he falls unconscious for 1 minute or until damaged. | If he fails, he’s unconscious; a blade may use an Interact action to shake him awake. |
| Warpriest casts Bless | That's a good move; it helps the entire party. The archers may shift focus to the warpriest to disrupt future spells. | Archers target the warpriest next round. |
| Hunter sends his monitor lizard to climb over the barricade | Climbing requires actions; the lizard may get hit by the blade’s readied Strike if the blade readied an action. | If the blade readied a Strike, it gets a free attack when the lizard attempts to climb. |
| PC tries to negotiate with the bugbear | Bugbear is pragmatic; if he is losing, he may accept a bribe (gold or gear) to let the party pass. He will not betray Grath One‑Eye easily. | Offer 50 gp; he might take it and retreat (but the alarm may still sound later). |
Aftermath and Clues
| Result | Consequence |
|---|---|
| Kobold escapes | Encounter 2 begins prepared; falling‑rock snare is active. |
| Bugbear stabilized or captured | Can reveal Grath One‑Eye, raider trails, and fear of Level 4 (the deeper shaft). |
| Goblin blade captured | Can explain barricade layout and surface raid trails. |
| Animal companion dropped to 0 HP | Teaches that companions need healing and protection; the party may need to treat wounds or retreat. |
Treasure
| Source | Treasure |
|---|---|
| Bugbear | Crude iron key, 18 gp, potion of moderate healing (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 minor healing (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 PF2 Rule Reference
| Rule | Plain Explanation |
|---|---|
| Initiative | Roll d20 + Perception (or Stealth if avoiding notice). Highest acts first. |
| Actions (3 per turn) | Stride (move), Strike (attack), Interact (manipulate an object), Cast a Spell (usually 2 actions), etc. |
| Reaction (1 per turn) | Used for things like Attack of Opportunity (if you have it) or Aid. Usually triggered by an enemy action. |
| Sneak Attack (Rogue) | Deals extra precision damage when the target is flat‑footed (flanked, prone, etc.). |
| Spellcasting | Prepared casters assign spells to slots; spontaneous casters use slots flexibly. Focus spells use Focus Points (recover with refocus). |
| Drinking a Potion | Interact action (1 action). Drawing it first is also an Interact action unless it’s already in hand. |
| 0 HP | You are unconscious and dying (dying 1). You must recover (Stabilize) or take further damage. |
| Death | When your dying condition reaches 4, or you take damage while dying that increases your dying value past 4. |
| Conditions | Flat‑footed (–2 AC), Prone (–2 attack, must stand), Clumsy, Enfeebled, etc. Check the Core Rulebook. |