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Update:
I want it to be realistic, so a single day's adventure (4-6 hours in game time, not play time, possibly 2 meet-up sessions) to go through the hideout (I'm leaning toward a cave for the first hideout, and then an abandoned tower for the second hideout). So I'm not expected the PC's to use a long rest. With that in mind, I obviously want a handful of bandits, possibly a guard dog or two, and possibly a waste disposal location (a pit with a gelatinous cube at the bottom? or is this OP?). But I feel that bandits would also have some kind of trap... maybe a pit, or falling rock attached to a trip line (Thank you @*Thelith for the crossbow trap, I hadn't thought of that)...

I've also determine that the PC's will meet a minor boss at the first location that in turn (either through conversation/diplomacy or left over notes) sends the PC's on the remainder of the quest (for those of you acquainted with QfG, the retrieval of spell components to increase interactions with the valley like the Meep's Peep and the Dryad, conversations with characters to learn about the curse of Baba Yaga and the disappearance of the Baron's children, etc; I don't want a straight hack-n'-slash campaign).

I've also determined that the PC's will, at some point need to find a mandrake root, which they will find in a crypt. This will allow me to bring in some classic dungeon crawling and bring in the classic skeleton bane.

This are all great suggestions! Keep them coming! It's really helping me flesh out my concepts.

Another quick question... If I'm going to have a cave be the first hideout, what kind of "rooms" will the PC's find? I've thought about: barracks/sleeping, mess hall, weapons locker, kitchen/cooking location (possibly same location as sleeping location or even mess hall), minor boss' private area... (keep in mind that the PC's should spent less than a day in the cave and they should have a long rest after the cave is cleared).

Thank you again for all the suggestions.


CzarGarrett wrote:
All I know is if you don't kill one of your players if they try to pick their nose with a lockpick, you're doing it wrong.

HAHAHA... I've been racking my brain on how to bring the Antwerp into the story, just for fun...

and I haven't quite figured out how to incorporate Erasmus and Fenrus yet...


I'm still a new GM, having only run "Quest for the Everflame" (only partially, as the school year ended and I was unable to continue the campaign with my students).

I've now been asked to introduce a colleagues husband to RPG's and I've decided to try my hand at designing instead of making a pre-made module. I'm designing my campaign on the classic DOS based PC game Quest for Glory: So You Want To Be A Hero (lots is changing to increase the intrigue of the story). But one of the things I want is two bandit hideouts. The first one will have the PC's be at level one, and ending at level 3. I'm looking to "beef-up" the hideout (dungeon? cave? abandoned mansion?) with encounters (more than just the bandits).

I was thinking of introducing them to the classic dungeon Ooze during this time. Sprinkle in a trap or two (spike pit, or even a pit to a basement with native creatures [giant spiders, centipedes... etc.]).

Basically, I'm asking for ideas to help flesh out a PC Level's 1-3 encounters for a bandit hideout. What sort of creatures might bandits keep for security purposes? What sort of traps would they have in place for defense?

There are plenty of maps online for ideas, but now I'm looking to fill one of these maps with encounters

Sorry for the redundancy, I'm writing what is coming to my mind right now.

Thank you in advance for your input.


BobROE wrote:
Mine seems to be in the Bonus Content files if you click on the Pathfinder Worldscape Ultimate Crossover Book Bundle by Paizo & Dynamite purchase in the purchase history on the humble bundle site.

Thank you. I was under the impression I would get a physical set of maps. Now I just need to figure out how to print these out for future use.


I was under the impression that the first two tiers of this bundle came with Paizo maps. I tried to contact Humble Bundle, but they told me to contact you about this. I'm willing to pay, but I would like to know if I was mistaken about the bundle.

So, my question is: were there maps attached to the first two tiers of this bundle, or was a just mistaken?

If maps were included, how can I redeem these?


OK... Update... Thank you all for your feedback. Sorry to start such a strong debate.

As a first time GM, I'm taking a pre-made module and running it as suggested. The module had the body at the edge of a lake. On this body was the masterwork shortsword (which the Rogue decided to keep for himself) and 87 gp (after reading this, I'm concerned this was a little high for Lvl 1 characters, but it was the suggestion of the module). The module never gave a distance from the tree line to the lake... I would assume it was about 200 feet. Since the rest of the group was this far behind, taking their base speed, it would take about one minute to reach the Rogue once he called them over.

After discussing with the Rogue, without calling him out, and discussing the idea of Co-operative play, he decided to share the loot (though he did shave some off the top). His exact words were, "I found some gold, here is your cut..." He never told the group the exact amount.

I may have made the situation worse by writing the loot on a piece of paper and allowing the Rogue to decide what to do with it. As this was the first instance of finding loot, I'm learning from my mistakes (and the responses to this post).


Would it be fair to roll for the character's and inform them about their PC's perception of the bluff? If they all believe the lie, let it run, if they don't inform them about their disbelief?


Thi was a much more lively conversation than originally expected. Yes. The conversation has been a great help. Lots to think on and lots to teach


Thank you all for the feed back. I'm trying to introduce tabletop RPG's to some of my students. I think having a conversation with the group will be helpful.


First time GM, so I'm looking for a little guidance. My group saw a body laying on the ground near a lake. So the rogue sneaked ahead to check it out. It happened to be dead grave robber. As the group approached, the rogue searched the body and found a masterwork shortsword and a bunch of gold coin. He told the group about the shortsword, but not the gold. He is not trained in slight of hand, But I feel he should roll to try and hide the gold before the group sees it... Suggestions?


I have started my first campaign in Pathfinder and I wanted to tackle a Bard. I liked the idea of a Court Bard, and as I did my research, I realized how great Saving Finale would be to have as one of my first level spells. As I researched further (after we started our campaign), I noticed this in the description, "a creature... affected by your bardic performance fails a saving throw." Since the Court Bard is a debuffing bard, am I correct in reading that the Court Bard will not benefit from the use of Saving Finale? If so, I have a wasted spell. Someone, please tell me that I can still use this spell to benefit my team (I don't want to waste a retraining in the future).


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Have to agree with what most other folks are leaning. Even though the Pally isn't one of my top classes, I've looked at building a PC without Divine Grace (Oath of Chastity/against Savagery, Gray paladin, Martyr, and Tortured Crusader to name a few). I've never had the want to make a Child of AnA; it felt like one of the weaker Fighter archetypes, which is saying a lot since all of my PCs end up having some casting options.


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My favorite style is the Rogue (or Rogue-adjacent swashbuckling type, since the base class is often on the low end of power in many systems). While I never did the tropey stuff like stealing from the party / switching sides in a combat / prioritizing myself over others; I loved the benefits of high Dex (stealth, flashy acrobatics, decent AC) and trying to use a decent Int and Wis for off the wall shenanigans in and out of combat.

I've tried to get out of that shtick, but it's easy to fall back in to at least parts of it, and seemingly only really succeeding once. My Cleric (PF) took the madness domain for a touch of chaos to combats, but stayed pretty true to using debuffs, AoE control, and the occasional heal to keep the party running. I built a mythic Meduim (+VMC Bard) for "Wrath of the Righteous" that could buff teammates to the stratosphere while being an okay tank, but the game died early in the same book (4?) I brought her in. A pure Bladesinging Wizard (5e) became more of an arcane trickser in everything but name, dancing in and out of combat with quips to draw foes. And my current Warlock/Sorcerer multiclass (5e) built to bend the action economy to heal my allies, has became fond of illusion and enchantment magics to distract or misdirect instead to mitigate damage (and the need to heal).


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I had a silly build using a Samurai with most feats going into Unconquerable Resolve (can also be done with a Kinetic Knight, as they get the Resolve class feature at lvl 3). Every time you use Resolve, you also gain 1 temp HP per HD, stacking with the number of times you've taken the feat. So if you went crazy with it (probably not optimal...), at level 9 as a Human Samurai, you could have taken the feat 6 times, giving you 9(HD)×6(feats)=54 temp HP at a minimum of 5 times per day. At 20, you could have 10 uses that each give 20x11=220 HP.

Resolve can be used as a standard action to remove conditions, and more importantly as an immediate action when dropped below zero HP to stabilize yourself.

Toss in the Yojimbo archetype so you can use your Resolve feature on others, and/or the Headband of Deathless Devotion to boost Resolve by 2 class levels.


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Pretty sure the Rogue is my "spirit animal", so to speak, regardless of game system. In my last few games I have tried to move away from that style (sneaky/sly/subtle, not the backstabbing/stealing from the party schtick), but each character did sort of migrate back that direction.
I'd love to try playing an Inquisitor, Vigilante or Occultist one of these days as a pseudo-Rogue, thanks to their customizability, but at this point my Pathfinder 1 options are limited to GMing. Some day, maybe.


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Pathfinder is a game you play with friends; have fun, and remember that the others at the table are there to have fun too (including the GM/DM),


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Gunner Squire (Gunslinger)
Pack Mule (Fighter)
Weapon Bearer Squire (Fighter)
Combat Healer Squire (Paladin)

I'm sure there are a few others that can be molded to fit your specific theme, but the above are all magic-free (until 4th lvl for the Pally). Hopefully you can retrain some levels once you feel the character has grown into a true adventure/hero.