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The Echelon Forest Singles
The Echelon Forest Singles
Paths
2. Fairy Trail 6. Massive Root 10. Maintained Trail
3. Cave 7. Game Trail 11. Dried Riverbed
4. Broken Cobbles 8. Stream 12. Arcane Walkway
5. Branch Tunnel 9. Ravine
A Traveler’s Guide to the
Echelon Forest
Text and Layout by David Lombardo.
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Drop a handful of d6 (at least 8) on a piece of paper.
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For each die, aside from the Heart, sum the
connected dice to find the type of location, then use
the die itself for the specific location. If a location
would be duplicated, use the next entry under that
location type instead.
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A mindbogglingly massive tree sits as the Heart of
the forest. Larger than seems possible, considering
it is not visible from outside of the forest, and its
size and majesty only grows as it is approached. No
matter the weather, there is a calm oasis beneath
the bows of this great tree.
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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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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.
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1. Natural Spring: Crystal clear and ice cold
water burbles from a small crack into a small
stream below.
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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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1. Cairn: A tall stack of stones, seemingly
precariously balanced but surprisingly stable and
sturdy.
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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.
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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.
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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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Spring
Calm: Clear sky, comfortable temperatures.
Mild: Scattered clouds, light breeze.
Intense: Gusting winds, sheets of rain.
Severe: Battering winds, torrential downpour.
Summer
Calm: Clear sky, warm weather
Mild: High temperatures.
Intense: Mild rain, intermittent lightning.
Severe: Violent thunderstorm.
Fall
Calm: Clear sky, brisk temperatures.
Mild: Cold winds, light drizzle.
Intense: Freezing rain and harsh winds.
Severe: Storm of acorn sized hail.
Winter
Calm: Grey skies, cold temperatures.
Mild: Light sprinkling of snow.
Intense: Heavy snow, dangerously cold.
Severe: Whiteout blizzard, frigid winds.
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Traveling along a path to a new location takes 30
minutes, or longer if the way is difficult to traverse
in some way.
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The Heartbeat die starts at the number on the
Heart's die. Each time the party travels, or spends
time at a location, tick the Heartbeat down by 1
and do that action.
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Create the dungeon by rolling a handful of d6s and
assemble based on results:
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To optionally add extra details for each room, sum
the dice in its row and column within the dungeon.
Towers add 5 to a sum regardless of height. Sum all
intersecting rows and columns for Halls.
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