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The Echelon Forest BW Booklet
The Echelon Forest BW Booklet
The Echelon Forest BW Booklet
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A Traveler’s Guide to the
For each die, add its value to all neighboring dice to All other artwork is from the public domain and
determine its room. Halls and Towers are single sourced through the British Library.
rooms with all their dice summed.
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The Echelon Forest stretches a great distance,
making it an awkward obstacle to bypass without
crossing through it. Attempts to pave roadways
through the woods have always met with failure,
sometimes violently, so the crossing is usually
reserved for small parties or individuals.
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28 5
Drop a handful of d6 (at least 8) on a piece of paper. The Heartbeat die starts at the number on the
Heart's die. Each time the party travels, or spends
Draw a line through a single die such that there time at a location, tick the Heartbeat down by 1
are equal numbers of dice on each side (or as close and do that action.
as you can get). That die is the Heart of the forest,
the line is the Meridian. If the Heartbeat is already at 1, instead roll the die
to reset it and immediately do the rolled action.
Draw paths between the rest of the dice, following
these rules: 1. Time Progresses: The forest moves one step
along the cycle of Dawn, Noon, Dusk, Night.
1. A path connects two dice.
2. Weather: Roll d6, if < than Heartbeat die
2. Paths cannot cross one another. weather becomes more severe. If > weather
becomes calmer. If equal, no change.
3. Paths cannot cross the meridian.
3. Forest Shifts: Roll d6, if > than Heartbeat die a
4. A given location cannot have more than 3 connected path splits and a random location is
connected paths. placed in the center.
5. Note the furthest dice from the Heart on each 4. Time Passes: Roll d6, if < Heartbeat die the
side of the Meridian. These are the forest forest moves one step along the cycle of Dawn,
entrances. Noon, Dusk, Night. Otherwise one step backwards.
6. There must be at least one route connecting 5. Weather: Roll d6, if < than Heartbeat die
the two forest entrances. weather becomes more severe. If > weather
becomes calmer. If equal, no change.
Determine each location following the instructions
on the opposite page. 6. Time Reverses: The forest moves one step
backwards along the cycle of Dawn, Noon, Dusk,
Determine the nature of the paths between each Night.
location following the instructions Page 22.
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Traveling along a path to a new location takes 30 For each die, aside from the Heart, sum the
minutes, or longer if the way is difficult to traverse connected dice to find the type of location, then use
in some way. the die itself for the specific location. If a location
would be duplicated, use the next entry under that
Exploring a location takes at least 30 minutes. location type instead.
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A mindbogglingly massive tree sits as the Heart of Spring
the forest. Larger than seems possible, considering
it is not visible from outside of the forest, and its Calm: Clear sky, comfortable temperatures.
size and majesty only grows as it is approached. No
matter the weather, there is a calm oasis beneath Mild: Scattered clouds, light breeze.
the bows of this great tree.
Intense: Gusting winds, sheets of rain.
A dryad bound to the Heart acts as the forest's Severe: Battering winds, torrential downpour.
Guardian. She is unkillable so long as the Heart
lives, and can instantly travel throughout the forest Summer
by passing into and out of the trees.
Calm: Clear sky, warm weather
She holds no ill will towards travelers passing
through, but takes a dim view towards any who Mild: High temperatures.
disrespect the forest. The Guardian prefers that
visitors stay on the paths, and avoid doing Intense: Mild rain, intermittent lightning.
anything that would permanently impact the forest Severe: Violent thunderstorm.
or the flora and fauna within. If pushed, she can
command the plants and animals of the forest and Fall
control the weather to deal with any interlopers,
but prefers using a softer touch to simply move Calm: Clear sky, brisk temperatures.
them along.
Mild: Cold winds, light drizzle.
At the Heart the Guardian can be petitioned for the
knowledge of the forest. Whether the petition is Intense: Freezing rain and harsh winds.
granted depends on how the party has treated both Severe: Storm of acorn sized hail.
the forest and the Guardian as well as the nature of
the petition. Giving suitable offerings can help tip Winter
things in a petitioner's favor.
Calm: Grey skies, cold temperatures.
Mild: Light sprinkling of snow.
Intense: Heavy snow, dangerously cold.
Severe: Whiteout blizzard, frigid winds.
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The season and weather within the forest bear no
relation to those outside of it. Sum all of the dice
connected to the Heart to determine what the
current season is.
5, 9, 13, 17 Spring
Green, growing, buds, and baby animals.
3, 7, 11, 15 Fall
Cool, damp, dazzling reds and yellows.
4, 8, 12, 16 Winter
Cold snow, bare trees, and difficult travel.
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1. Hermit's House: A small hut with a well
maintained herb garden beside. A kindly old lady
who knows much about the forest has lived here for
a great many years, but will offer only tea and
enigmatic advice if asked for information. The
forest and guardian will respond with immediate
violence if the Hermit is threatened with harm.
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Sum both connected dice to see the type of trail
between them.Path elevation increases from low to
high numbers, with larger differences being steeper
paths.
22 11
1. Sun Filled: Gently rolling hills covered with
flowers of a thousand colors. A warm, welcoming
sun shines from a clear blue sky regardless of the
weather or time of day.
12 21
1. Survival Cache: An oilcloth wrapped package
hidden in a lightly camouflaged location: tucked
into a open tree trunk or buried in a small hole.
Contains pemmican bars, clean bandages, a utility
knife, and a fire starter.
20 13
1. Natural Spring: Crystal clear and ice cold
water burbles from a small crack into a small
stream below.
14 19
1. Cairn: A tall stack of stones, seemingly
precariously balanced but surprisingly stable and
sturdy.
18 15
1. Empty Stage: An overgrown and worn down
amphitheater built into a small hill. Cut stone
seats form steps in a quarter circle arc surrounding
a small stage. Words spoken on the stage can be
heard perfectly anywhere in the seats.
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