The Echelon Forest BW Booklet

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Locations

1, 7, 13: Abodes (Page 10)


1. Hermit’s House 3. Bobcat Den 5. Lean-to
2. Eagle’s Nest 4. Bear Cave 6. Walking Hut

2, 8, 14: Glades (Page 12)


1. Sun Filled 3. Scoured Ground 5. Wild Nightberries
2. Night Garden 4. Orchard 6. Mushroom Troop

3, 9, 15: Water Features (Page 14)


1. Natural Spring 3. Perky Sap 5. Foreboding Lake
2. Mineral Water 4. Waterfall Veil 6. Palace Mirage

4, 10, 16: Old Ruins (Pages 16)


1. Empty Stage 3. Small Dungeon 5. Crashed Airship
2. Mirrored Door 4. Massive Skull 6. Unfinished Ritual

5, 11, 17: Odd Stones (Page 18)


To optionally add extra details for each room, sum
1. Cairn 3. Giant’s Game 5. Forgotten Soldier
the dice in its row and column within the dungeon.
2. Farsky Henge 4. Bloody Sacrifice 6. Timepiece Towers add 5 to a sum regardless of height. Sum all
6, 12, 18: Assorted (Page 20) intersecting rows and columns for Halls.
1. Survival Cache 3. Petrified Thicket 5. Everburning Tree
If both row and column are even the room is in
2. Bottomless Pit 4. Fairy Ring 6. Ranger’s Tower relatively good condition. If both row and column
are odd, the room is in extremely poor condition.
Paths If one is odd and the other is even, use the
difference between the row and column sums to
2. Fairy Trail 6. Massive Root 10. Maintained Trail
determine a detail about that room:
3. Cave 7. Game Trail 11. Dried Riverbed
4. Broken Cobbles 8. Stream 12. Arcane Walkway 1. Trapped 7. Secret Door
5. Branch Tunnel 9. Ravine 3. Hidden Alcove 9. Recently Repaired
5. Locked 11+. Open Windows

31
A Traveler’s Guide to the

Create the dungeon by rolling a handful of d6s and


assemble based on results: Echelon Forest
Dead End: Cannot touch more than 1 die.
Passage: Cannot touch more than 2 dice.
Split: Cannot touch more than 3 dice.
Text and Layout by David Lombardo.
Crossroads: Can touch up to 4 dice.
Tower: Stack all, must touch at least 2 dice.
Dungeon Generation art by Brian Stauffer.
Hall: Merge all, can touch up to 4 dice.

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.

3. Quarters 14. Library


4. Jail 15. Arboretum
5. Sepulchre 16. Crypts
6. Statuary 17. Shrine
7. Store Room 18. Gallery
8. Courtyard 19. Workshop
9. Kitchen 20-22. Temple
10. Forge 23-25. Throne Room
11. Armory 26-28. Laboratory
12. Garden 29-31. Menagerie
13. Guard Post 32+. Labyrinth

Place an entrance where it makes sense.

30
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.

It is a strange, isolated place. Alive in more ways


than could be usually said for a forest. Within the
woods time flows and weather changes at their own
pace, and in their own ways. Although largely
boreal, It is not restricted to a single clime's plants
and animals.

Crossing need not be hazardous, the forest is not


malicious, but it is also not entirely safe. Granting
the forest its rightful respect is recommended to
any who wish to cross quickly and unharmed.

This module uses a die drop system to generate a


point crawl to cross a strange, magical forest. Each
time the forest is traversed new features will
appear, and old ones will move and shift. This is a
visit to a specific place, rather than a generic
generic forest craw, but could easily be adapted to
to different uses.

There are no combat encounters here, and no


explicit challenges or puzzles. Just the forest, the
strange things within, and the changing weather.

4 29
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.

Finally determine the current Season on Page 24


and the starting Heartbeat on Page 27.

6 27
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.

Whenever the party travels, or explores a location, Sum of Connected Dice:


the forest's Heartbeat progresses.
1, 7, 13: Abodes (Page 10)

2, 8, 14: Glades (Page 12)

3, 9, 15: Water Features (Page 14)

4, 10, 16: Old Ruins (Pages 16)

5, 11, 17: Odd Stones (Page 18)


If going off trial and cutting through the forest
directly, roll 1d6 after 30 minutes of travel. Add 1 6, 12, 18: Assorted (Page 20)
to the result for each additional 30 minutes spent
off trail. For a fully random location, roll a d6 to determine
the type of location, then roll another d6 to
1-3: Lost in the woods. determine the specific location.

4-5: Arrive at a nearby location.

6-7: Arrive at a new random location.

8+: The Guardian appears to push the party back


to a path with advice, guidance, or threats.

26 7
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.

8 25
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.

2, 6, 10, 14, 18 Summer


Hot, dry, and full of life.

3, 7, 11, 15 Fall
Cool, damp, dazzling reds and yellows.

4, 8, 12, 16 Winter
Cold snow, bare trees, and difficult travel.

24 9
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.

2. Eagle's Nest: A pair of eagles make their nest in


the crook of a large tree. They are highly territorial
and will react violently to any attempt to approach
the tree or climb it.

3. Bobcat Den: A fallen tree forms the home for a


grey and white bobcat. Territorial, but easily bribed
with gifts of meat.

4. Bear Cave: A shallow cave in the side of a hill,


overgrown with moss and lichen. Contains a bear's
den, 3 in 6 chance it's currently present.

5. Lean-to: A simple shelter constructed from local


materials. Signs of a camp fire remain inside, but
otherwise uninhabited.

6. Walking Hut: A small cottage standing on giant


chicken legs exuding an oppressive aura. Empty,
although in good repair despite not being currently
occupied. Could possibly be coerced to provide
transport, but will not leave the forest.

10 23
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.

2. Fairy Trail: A carpet of soft moss edged by


mushrooms which glow in the dark.

3. Cave: Close, dark, and claustrophobic.

4. Broken Cobbles: Smashed remains of some old,


reclaimed road.

5. Branch Tunnel: Branches entwining overhead


into a verdant tunnel.

6. Massive Root: A wide tree root has pushed


through the earth to create an easy path.

7. Game Trail: A natural trail through the forest


created by movement of wildlife.

8. Stream: A small creak cutting a path through


the forest.

9. Ravine: High stone walls with narrow path


between.

10. Maintained Trail: Something has kept this


path clear of growth, making for easy travel.

11. Dried Riverbed: Hard packed dirt and clay


trace the path a river once took, prone to flooding.
12. Arcane Walkway: Flickering remains of
ancient runes keep the path relatively clear.

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.

2. Night Garden: A shallow bowl shaped clearing


filled with dark petaled flowers. Each flower is
covered with twinkling white dots which mirror the
stars in the clear, moonless night sky overhead
regardless of the weather or time of day.

3. Scoured Ground: An open space with dead


plants around the edge, and bare earth and stone
within. A rusty sword is plunged into the earth at
the exact center of the clearing.

4. Orchard: A wide field of evenly spaced trees,


grown in a grid. A variety of fruits dangle from the
trees in various states of ripeness. The fruit is tasty
and filling, but holds no magic.

5. Wild Nightberries: A dense bramble of spiny


vines with small blackberry-like fruits growing in
bunches. The fruits near the edge of the bramble
are a light red, darkening to nearly pitch back
towards the center. Eating the berries temporarily
grants the ability to see heat sources, with the
darker berries lasting longer. Eating a large
quantity of the darkest berries will permanently
stain eyes black and make the effect permanent.

6. Mushroom Troop: A large tree trunk forms the


basis for a wild collection of mushrooms to grow
and thrive. (Optionally use Fungi of the Far
Realms to determine mushroom variety.)

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.

2. Bottomless Pit: An opening in the ground about


10 feet across, sides only visible a few dozen feet
down before being swallowed by darkness.
Anything dropped into the pit falls soundlessly
before disappearing.

3. Petrified Thicket: A small group of trees and


brush have been turned into stone. Leaves and
small branches that have fallen to the ground are
crushed into gravel.

4. Fairy Ring: Mushrooms growing in a near


perfect circle. The mushrooms glow at night, and
occasional will-o'-the-wisps can be seen darting
between the trees.

5. Everburning Tree: A tree split by a lightning


strike. Embers eternally smoulder within the half
dead tree.

6. Ranger's Tower: A tower built of local material


stretching to just higher than the nearby trees. A
ladder reaches up from the ground into the single
room at the top, with open sides for good viewing.
From this position rough details of any adjacent
locations can be seen.

20 13
1. Natural Spring: Crystal clear and ice cold
water burbles from a small crack into a small
stream below.

2. Mineral Water: Slightly warm water flows in


rivulets from the top of an isolated stone, a
multitude of channels carved into the sides giving
it a strange, dappled texture. The water tastes
heavy in minerals and drinking it in large
quantities causes bones to densify, eventually
becoming unbreakable but heavy enough to sink in
water.

3. Perky Sap: Slightly viscous water with a golden


sheen flows slowly from a split in a tree trunk. It
tastes slightly sweet and herbaceous, and grants
wakefulness and energy akin to a cup of coffee.

4. Waterfall Veil: Water cascades over a cliff into


a basin below. Behind the sheets of water and mist,
a small space has been eroded into the stone. Large
enough to fit only few people at a time, the sounds
of the water loudly echo and reverberate within.

5. Foreboding Lake: A large, dark lake covered


with enough mist to make the opposite side
invisible. A small wooden rowboat in surprisingly
good condition is moored to a stump nearby.

6. Palace Mirage: Looking down into the crystal


clear water of this lake reveals a castle with
soaring towers and extravagant architecture. If
viewed from beneath the surface the castle cannot
be seen, only the sandy bed of the lake with
occasional fish and plants.

14 19
1. Cairn: A tall stack of stones, seemingly
precariously balanced but surprisingly stable and
sturdy.

2. Farsky Henge: A ring of massive standing


stones, overgrown and weathered. While standing
within the stones, the night sky can be seen
regardless of the time of day.

3. Giant's Game: A massive game board etched


into the ground with hewn stone game pieces as
large as a person. If only one side of the game is
played, the other will move and take turns on its
own with the skill of an experienced player.

4. Bloody Sacrifice: A large boulder, roughly cut


into a flat topped alter whose surface is darkened
with layered stains. A hidden compartment can be
found, containing a knapped stone knife and a
strange wooden mask.

5. Forgotten Soldier: A statue of a strange soldier


with odd proportions, twice as large as a person.
Fine features, if they ever existed, are worn away
with time and weather leaving only gross details
and the impression of a round helmet and weapon.

6. Timepiece: A 10 foot tall pillar surrounded by a


wide area of flat stone. The flat area is engraved
with an extremely complicated series of markings
which are read by the shadow cast by the sun
during the day or the moon at night to indicate the
time and date.

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.

2. Mirrored Doorway: A simple arch of stone,


forming an empty gateway wide enough for a cart
to pass through. Anything passed through the
gateway is reflected as through in a mirror. Passing
through the gate a second time from the opposite
direction reverses the effect.

3. A Small Dungeon: Half buried in the earth and


overgrown with trees. Optionally use the Dungeon
Generator on Page 30 for a fully detailed location.

4. Massive Skull: A giant's skull, with eye sockets


large enough to crawl through visible above the dirt
and loam it is buried in. Polished white by the
passage of time.

5. Crashed Airship: A flying vehicle made of


wood, metal, and glass. Snapped in half, with a
long since ruined but once luxurious interior.
Scraps of the gas balloon can be found in nearby
bird nests.

6. Unfinished Ritual: A hemispherical brass


structure, made of concentric rings with engraved
arcane symbols. The rings can be rotated, with
some effort, resulting in some combination of the
symbols briefly glowing. Whatever the original
purpose, it either no longer functions or never did.

16 17

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