A1-S4 - First Watch Patrol
A1-S4 - First Watch Patrol
| Scene | Title | Focus | Status |
|---|---|---|---|
| A1-S4 | First Watch Patrol | Initial organized raider contact. | Encounter 1 below |
Act 1 Combat Walkthrough
Encounter 1 — First Watch Patrol · Tactical Example
This is the sample combat for the first sinkhole encounter. The defender group consists of four goblin archers, two goblin blades, one bugbear enforcer, and one noncombat kobold alarm runner. The goblin blades are integrated into the initiative and round‑by‑round flow.
The purpose of this walkthrough is to show how a fight evolves when enemies use formation, cover, readied actions, teamwork, potions, retreat, and battlefield control. It is intentionally detailed to teach a new GM.
Encounter Design
- Goblin archers punish exposed characters 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 healing potion if he can safely disengage.
- The kobold runner does not fight unless cornered. His job is to sound the alarm.
- The party must decide whether to stop the runner, clear the blades, heal the animal companion, 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. |
Round 1 — The Line Holds
Start: The party lands 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
The kobold does not attack. It uses total defense, raising its defences, then moves toward the alarm crawl gap.
Rogue
The rogue moves toward the left side of the barricade, setting up a climb next round. He throws a dagger at the kobold through cover, but it misses.
Goblin Archers
They fire at the party members with the lowest armour (witch and gunslinger), landing a few hits.
Gunslinger
He fires at one goblin archer behind cover, scoring a solid hit and wounding it badly.
Witch
She uses a sleep hex on the left goblin blade, which falls unconscious.
Goblin Blades
The left blade is asleep. The right blade steps closer to the bugbear and uses aid another to boost the bugbear’s defence against the next melee attack.
Hunter
He uses a swift ability and shoots at the wounded goblin archer, but misses due to cover.
Monitor Lizard
The lizard advances toward the barricade, ending near the sleeping goblin blade.
Bugbear
The bugbear steps forward and attacks the lizard, dealing heavy damage.
Warpriest
He casts a blessing spell, granting the party a bonus to attack rolls.
Bloodrager
He enters a rage and attacks the bugbear with his reach weapon, landing a powerful blow that severely wounds the bugbear.
Round 2 — The Blades Bite Back
Start: The bugbear is badly wounded, but the line is not broken. One goblin blade is asleep, the other is active, the kobold is moving toward the alarm, and the monitor lizard is at low health.
Kobold
It uses a full retreat action to move 60 ft. deeper toward the alarm cord, not attacking.
Rogue
He attacks the sleeping goblin blade, finishing it off with a precise strike that exploits its helplessness.
Goblin Archers
They fire again, hitting the warpriest and the witch, while the previously wounded archer ducks behind better cover.
Gunslinger
He reloads and fires at an archer, but misses due to cover.
Witch
She curses the bugbear, lowering its defences.
Goblin Blades
The remaining blade attacks the rogue to stop the flank, dealing a solid hit.
Hunter
He casts a healing spell on the lizard, restoring much of its health.
Monitor Lizard
It bites the bugbear, dealing further damage.
Bugbear
At 2 hp, it steps back behind the remaining blade and fights defensively, attacking the lizard again.
Warpriest
He attacks the remaining blade, wounding it severely.
Bloodrager
He tries to attack the bugbear, but the bugbear’s defensive stance and the blade’s interference cause the blow to miss.
Round 3 — The Bugbear Drinks
Start: The bugbear is at 2 hp. The remaining goblin blade is at 1 hp but still blocking. The kobold is one round from the alarm.
Kobold
It reaches the alarm cord and pulls it, sounding the alarm. Then it ducks behind cover.
Rogue
He tries to finish the remaining blade, but misses despite having flanking.
Goblin Archers
They continue shooting, hitting the rogue and the witch again.
Gunslinger
He reloads and fires at one of the archers, dropping it.
Witch
She puts the remaining blade to sleep with her hex.
Goblin Blades
Both are now out of action – one dead, one asleep.
Hunter
He heals the lizard again.
Monitor Lizard
It holds position, staying cautious.
Bugbear
With no one threatening him, he draws and drinks his healing potion, restoring a significant amount of health.
Warpriest
He steps past the sleeping blade and attacks the bugbear, but misses by a narrow margin.
Bloodrager
He attacks with his reach weapon and hits the bugbear for heavy damage, bringing it back down.
Round 4 — The Line Breaks
Start: The bugbear is again at low hp after drinking his potion. Both goblin blades are down or asleep. The kobold has sounded the alarm and is trying to escape.
Kobold
It crawls into a gap and drinks its own healing potion.
Rogue
He pursues into the gap, but his attack misses.
Goblin Archers
One shoots at the gunslinger (miss), the other hits the lizard, wounding it again.
Gunslinger
He fires at the archer that hit the lizard, wounding it.
Witch
She curses one of the archers, lowering its defences.
Hunter
He fires at the wounded archer, dropping it.
Monitor Lizard
It bites the bugbear but misses.
Bugbear
It attacks the lizard, bringing it below zero – it is unconscious and dying.
Warpriest
He attacks the bugbear instead of healing immediately, and his blow is enough to drop the bugbear to negative hp.
Bloodrager
He moves to hold the deeper trail, preventing reinforcements from rushing the party while the warpriest prepares to heal the lizard.
Round 5 — Cleanup and Consequences
The melee line is broken. The bugbear is dying. The lizard is dying. The kobold may escape. One or two goblin archers remain depending on prior damage.
Kobold
If not stopped, it escapes through the gap. The alarm is already sounded, so the next encounter will be fully warned.
Rogue
He may chase, but doing so separates him from the party. A cautious choice is to stop at the gap and throw a dagger – it hits the kobold.
Remaining Archer
It withdraws deeper. If pursued, it leads toward the next encounter; if not, it becomes a messenger.
Warpriest
He uses healing magic on the lizard, stabilising it.
Hunter
He moves to protect the lizard and may provide further aid.
Bloodrager
He ends his rage once the immediate threat is controlled and becomes fatigued.
Aftermath
| Result | Consequence |
|---|---|
| Kobold escapes | Encounter 2 begins prepared; traps are active. |
| Bugbear stabilised | Can reveal the lair’s leader, raider trails, and fear of deeper levels. |
| Goblin blade captured | Can explain barricade layout and surface raid routes. |
| Animal companion dropped below 0 | Teaches that companions need healing and protection. |
Treasure
| Source | Items |
|---|---|
| Bugbear | Crude iron key, 18 gp, healing potion (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, healing potion (if unused). |
Interrogation Clues
- “The one‑eyed chief 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.”