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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)


1. Cairn 3. Giant’s Game 5. Forgotten Soldier
2. Farsky Henge 4. Bloody Sacrifice 6. Timepiece

6, 12, 18: Assorted (Page 20)


1. Survival Cache 3. Petrified Thicket 5. Everburning Tree
2. Bottomless Pit 4. Fairy Ring 6. Ranger’s Tower

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.

Dungeon Generation art by Brian Stauffer.

All other artwork is from the public domain and


sourced through the British Library.
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.

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Drop a handful of d6 (at least 8) on a piece of paper.

Draw a line through a single die such that there


are equal numbers of dice on each side (or as close
as you can get). That die is the Heart of the forest,
the line is the Meridian.

Draw paths between the rest of the dice, following


these rules:

1. A path connects two dice.

2. Paths cannot cross one another.

3. Paths cannot cross the meridian.

4. A given location cannot have more than 3


connected paths.

5. Note the furthest dice from the Heart on each


side of the Meridian. These are the forest
entrances.

6. There must be at least one route connecting


the two forest entrances.

Determine each location following the instructions


on the opposite page.

Determine the nature of the paths between each


location following the instructions Page 22.

Finally determine the current Season on Page 24


and the starting Heartbeat on Page 27.

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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.

Sum of Connected Dice:

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)

6, 12, 18: Assorted (Page 20)

For a fully random location, roll a d6 to determine


the type of location, then roll another d6 to
determine the specific location.

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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.

A dryad bound to the Heart acts as the forest's


Guardian. She is unkillable so long as the Heart
lives, and can instantly travel throughout the forest
by passing into and out of the trees.

She holds no ill will towards travelers passing


through, but takes a dim view towards any who
disrespect the forest. The Guardian prefers that
visitors stay on the paths, and avoid doing
anything that would permanently impact the forest
or the flora and fauna within. If pushed, she can
command the plants and animals of the forest and
control the weather to deal with any interlopers,
but prefers using a softer touch to simply move
them along.

At the Heart the Guardian can be petitioned for the


knowledge of the forest. Whether the petition is
granted depends on how the party has treated both
the forest and the Guardian as well as the nature of
the petition. Giving suitable offerings can help tip
things in a petitioner's favor.

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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.

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.

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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.

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.)

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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.

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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.

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.

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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.

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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.

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.

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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.

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.

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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.

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.

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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.

Exploring a location takes at least 30 minutes.

Whenever the party travels, or explores a location,


the forest's Heartbeat progresses.

If going off trial and cutting through the forest


directly, roll 1d6 after 30 minutes of travel. Add 1
to the result for each additional 30 minutes spent
off trail.

1-3: Lost in the woods.

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.

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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.

If the Heartbeat is already at 1, instead roll the die


to reset it and immediately do the rolled action.

1. Time Progresses: The forest moves one step


along the cycle of Dawn, Noon, Dusk, Night.

2. Weather: Roll d6, if < than Heartbeat die


weather becomes more severe. If > weather
becomes calmer. If equal, no change.

3. Forest Shifts: Roll d6, if > than Heartbeat die a


connected path splits and a random location is
placed in the center.

4. Time Passes: Roll d6, if < Heartbeat die the


forest moves one step along the cycle of Dawn,
Noon, Dusk, Night. Otherwise one step backwards.

5. Weather: Roll d6, if < than Heartbeat die


weather becomes more severe. If > weather
becomes calmer. If equal, no change.

6. Time Reverses: The forest moves one step


backwards along the cycle of Dawn, Noon, Dusk,
Night.

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Create the dungeon by rolling a handful of d6s and
assemble based on results:

Dead End: Cannot touch more than 1 die.


Passage: Cannot touch more than 2 dice.
Split: Cannot touch more than 3 dice.
Crossroads: Can touch up to 4 dice.
Tower: Stack all, must touch at least 2 dice.
Hall: Merge all, can touch up to 4 dice.

For each die, add its value to all neighboring dice to


determine its room. Halls and Towers are single
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.

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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.

If both row and column are even the room is in


relatively good condition. If both row and column
are odd, the room is in extremely poor condition.

If one is odd and the other is even, use the


difference between the row and column sums to
determine a detail about that room:

1. Trapped 7. Secret Door


3. Hidden Alcove 9. Recently Repaired
5. Locked 11+. Open Windows

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