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.

Difficulty warning: This is a severe‑threat encounter for six 1st‑level PCs (120 XP budget). It assumes the party is at full resources. If you have only four PCs, remove one goblin archer and one goblin blade (reduce to 80 XP, moderate threat).

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.

North / Deeper Sinkhole x01 x02 x03 x04 x05 x06 x07 x08 x09 x10 x11 x12 x13 x14 x15 y01 ################################################################ y02 ####### broken stone cover ######### deeper trail ############### y03 ####### [G1] [G2] [KR] crawl gap ########## y04 ####### ^ ^ | alarm cord ######## y05 ####### | archers | | ######### y06 ---------------------------------------------------------------- y07 ---- crude wooden barricade / broken ancient wall / cover ------- y08 ----------- [GB-L] [BB] [GB-R] ----------------------- y09 ----------- blade bugbear blade ---------------------- y10 y11 wet stone lane / slippery approach y12 ~ ~ ~ ~ ~ trickling runoff / difficult terrain ~ ~ ~ ~ ~ y13 y14 [AUR] [GR] [KHA] [CAL] y15 [THO] [BRA] [NEM] y16 y17 ======================== entry ledge ============================ y18 second pitch rope || y19 || y20 ~~~~~~~~~~~~~~~~~ flood fissure / black water pocket ~~~~~~~~~~~~

Distances That Matter

Movement GoalDistanceNotes
PC start to barricade line25–30 ft.One Stride, but runoff may slow direct routes (difficult terrain).
PC start to bugbear30 ft.Usually one Stride plus melee if clear, but difficult terrain may prevent reaching in one action.
PC start to kobold55–65 ft.Requires pursuit; the kobold is meant to be hard to stop (two Strides or a Stride + Sprint).
Goblin archers to rear PCs35–50 ft.Good shortbow range (first range increment 60 ft.).

Terrain and PF2 Rules Reference

FeaturePF2 RuleGM Use
Trickling runoffDifficult terrainCosts an extra 5 ft. of movement per square; prevents a Stride from covering full distance.
Slick stoneAcrobatics check (DC 11) when moving faster than half SpeedFailure means you fall prone; critical failure means you slide 5 ft. and fall.
Barricade / wallStandard cover (+2 AC, +1 Reflex)Archers gain cover bonus. The barricade also provides greater cover (+4 AC) if fully behind it.
Climb over barricadeClimb DC 10; DC 15 if acceleratedClimbing 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 attackClimbing 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).
Action Economy: Each turn gives 3 actions and 1 reaction. Most actions cost 1 action (Stride, Strike, Interact, Cast a Spell, etc.). Drinking a potion is an Interact action (1 action). Drawing a potion is also an Interact action (1 action) unless it’s already in hand.
Readying an Action: A creature can use 2 actions to Ready a single action, with a trigger. The goblin blades might ready to Strike anyone who climbs over the barricade.
Sneak Attack (Rogue): In PF2, a rogue deals extra precision damage to any creature that is flat‑footed (due to flanking, being prone, etc.). Flanking requires two allies on opposite sides of the target.
Sneak Attack Example: If the rogue and the warpriest flank a goblin blade, the rogue’s Strikes against that target deal an extra 1d6 precision damage (for a 1st‑level rogue).
Spellcasting: Most spells cost 2 actions (or 1 for some focus spells). Prepared casters (wizard, cleric) choose spells at daily preparation; spontaneous casters (sorcerer, bard) know a limited list but can cast any spell they know using slots. Hexes (like Slumber) are focus spells and use a focus point.

Enemy Stat Blocks (PF2)

EnemyCountRoleLevel
Goblin Rock-Skirmisher4Archers in cover–1
Goblin Blade2Melee shield guards0
Bugbear Enforcer1Central bruiser and commander2
Kobold Ridge-Runner1Noncombat 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)

GM Goal: Establish the defensive line. The goblin blades and bugbear form a wall; the archers pepper the party from cover.
  • 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)

GM Goal: Keep the bugbear alive long enough to use his potion and force the party to spend resources.
  • 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+)

GM Goal: The encounter ends not with a total wipe, but with the alarm sounded and the defenders either dead or retreating.
  • 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

SituationAdjustment
Party has fewer than 6 PCsRemove one goblin archer and one goblin blade; reduce bugbear’s HP to 20 (or use the weak adjustment).
Party is highly optimisedAdd one more goblin archer; give the bugbear a +1 striking morningstar (increase damage die to 1d10).
Party is strugglingAllow 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 entirelyLet them bypass the barricade with stealth or diplomacy — but the alarm still sounds if they are spotted.
GM Note: This encounter is meant to be a challenge, not a slaughter. If the party is taking heavy losses, the bugbear may offer a parley if he is wounded — he respects strength and may bargain for his life (e.g., let them pass for a bribe).

Common Player Actions and GM Responses

Player ActionGM ResponsePF2 Example
Rogue tries to sneak past the barricadeRequire 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 bugbearBugbear 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 BlessThat'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 barricadeClimbing 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 bugbearBugbear 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

ResultConsequence
Kobold escapesEncounter 2 begins prepared; falling‑rock snare is active.
Bugbear stabilized or capturedCan reveal Grath One‑Eye, raider trails, and fear of Level 4 (the deeper shaft).
Goblin blade capturedCan explain barricade layout and surface raid trails.
Animal companion dropped to 0 HPTeaches that companions need healing and protection; the party may need to treat wounds or retreat.

Treasure

SourceTreasure
BugbearCrude iron key, 18 gp, potion of moderate healing (if unused), bridge‑worker brass tool tag.
Goblin blades2 shortswords, 2 light wooden shields, leather armor, 9 sp.
Goblin archersShortbows, arrows, chalk marks showing ledge routes.
Kobold runnerSignal 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

RulePlain Explanation
InitiativeRoll 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.).
SpellcastingPrepared casters assign spells to slots; spontaneous casters use slots flexibly. Focus spells use Focus Points (recover with refocus).
Drinking a PotionInteract action (1 action). Drawing it first is also an Interact action unless it’s already in hand.
0 HPYou are unconscious and dying (dying 1). You must recover (Stabilize) or take further damage.
DeathWhen your dying condition reaches 4, or you take damage while dying that increases your dying value past 4.
ConditionsFlat‑footed (–2 AC), Prone (–2 attack, must stand), Clumsy, Enfeebled, etc. Check the Core Rulebook.