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For the next part of my campaign, I have the PC group traveling through a dense, mystical forest to a few locations they know they need to visit. They have a general idea of where to go, and those location encounters are worked out, but I'd like to introduce a mechanic of them finding their way to these places through a forest they can get lost in, getting more dangerous the more lost they are.

I'm thinking something similar to Zelda's forest where there's a pattern you need to follow, or something along the lines of the city chase mechanic presented in one of the core books (GameMastery?). Basically, I don't really want to map out the entire forest, but have more of an auto-gen process (beyond just random encounters) of them getting closer or further away, and the forest getting meaner or not, depending on their choices while they seek these encounter locations out.

Has anyone done something like this? How did it work out?


I'm currently running my own story campaign set in the Inner Sea region. So far, I've been using modules or pieces of modules and adapting the material to fit my story and it's been working great - saving a ton of time and decision making in prep.

One of the main characters is a druid and I'm trying to center the story around her, and maintain a healthy dose of forest/wilderness in the campaign.

I'm looking for modules - PF or PF compatible - and/or PFS scenarios that have a forest element to them. I don't need the whole thing to be this way, just part of it.

I don't expect anyone to go searching for me - just asking if there are any that come to mind? Mainly looking for levels 4-10 but anything will do.


Does anyone play with house rules that let players attempt to "hastily" remove their armor if it they get hit with a chill or heat metal spell? I've always thought of those spells as sort of "ditch your metal or pay the price" type of spells - which is fine.

But the rules say it takes a minute to remove even a chain shirt, making it impossible to avoid the chill/heat metal damage by removing your gear.

I feel like the way it plays out sort of short circuits the flavor of the spell.

It's weird that your armor is killing you over several rounds and there's no way to take it off extra fast (with the understanding, of course, that it would provoke like a mother&*$&% while doing it) simply because the remove armor time just happens to be a few rounds longer than the spell. I think there should be a possible course of action that reduces the damage but also leaves you gear-less.

Do any GMs out there allow ways to "throw" it off in 2-3 rounds vs. 10?


Does anyone play with house rules that let players attempt to "hastily" remove their armor if it they get hit with a chill or heat metal spell? I've always thought of those spells as sort of "ditch your metal or pay the price" type of spells - which is fine.

But the rules say it takes a minute to remove even a chain shirt, making it impossible to avoid the chill/heat metal damage by removing your gear. This essentially turns the spell into "save or take 8d4 points of damage", which just seems a little lame to me. That's a lot for a second level spell, especially if you run into it on level 1 or 2.