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Misleading Path (CR 3)

When the surrounding trees begin to move and change the paths when creatures aren’t looking, and the towering branches above even block out the sun, it can be difficult indeed to stay on track. In other environments, shifting dunes or underground tunnels can have the same effect. The DC for Survival checks to avoid becoming lost within an area of misleading paths increases by 2d6. Characters that become lost either travel in random directions, as normal, or are led by a strange intelligence toward a specific location, at the GM’s discretion. Because travelers appear to be on a path as they travel, the DC of the Survival check to identify that they are lost increases to 25.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.