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Exclusion PLANT

ZONE DISCOVERY
BOTANIST
GUIDE
TD-2039.2
A SOLO DRAWING & SKETCHING GAME Rev. 9.1b

BUREAU DOCUMENT CONTROL NO. FG.3829.88.23 54 45 4D 50 55 53 20 45 44 41 58 20 52 45 52 55 4D

EXCLUSION ZONE BOTANIST IS COPYRIGHT 2023 EXEUNT PRESS. WEBSITE: EXEUNT.PRESS

DOCUMENT FOR BUREAU USE ONLY.


ALL OTHER USES ARE PROHIBITED AS PER DIRECTIVE 23-2702.
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PLANT DISCOVERY GUIDE
TD-2039.2 Rev. 9.1b
Written, augmented, purged, and published by Exeunt Press.
Exclusion Zone Botanist, EZ Logo and Plant Discovery Guide
are Copyright 2023 Exeunt Press.
Special thanks to @hinokodo for the Affinity Designer tips.
Splatter backgrounds by Aaron King (@aaronmfking).
Plant Discovery Guide requires Exclusion Zone Botanist, available at
exeuntpress.itch.io/exclusion-zone-botanist.
exeuntpress.itch.io & exeunt.press

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TD-2039.2 Plant Discovery Guide (Rev 9.1b)

DOCUMENT PURPOSE:

Following the “Epsilon Mishap” and subsequent


publication of investigation report RCA 502-0023A, Plant
Discovery Guide TD-2039.2 Rev. 90b was developed to
replace Rev. 8.1. This revision implements Corrective &
Preventive Action #34 as outlined in the investigation
report.

Bureau agents are to use this revised guide when


executing “Step 4. Note any unusual features” while
inside the EZ.

EQUIPMENT REQUIRED:

* Exclusion Zone Botanist original rules, available at


exeuntpress.itch.io/exclusion-zone-botanist.

* Two six-sided dice (2d6) in different colors. One light


die and one dark die are recommended.

INSTRUCTIONS FOR USE:

If a new plant is discovered inside the EZ, perform the


following actions to determine its unusual features
during Step 4:

(1) Roll both dice (2d6), one light and one dark.

(2) The dark die determines the Plant Group. For example,
a result of 2 or 3 would be Plant Group B.

(3) The light die determines your Plant Feature within


the Plant Group (1-6).

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1 PLANT GROUP A
1. SPARKLING FLOWERS: Covered in iridescent flowers on
the trunk and branches. Each flower is slightly
different in size and shape, with no two the same. You
find it hard to look away.
2. BLACK LEAVES: Instead of green chlorophyll, the plant
seems to use some other mechanism. The leaves are a
deep, matte black. They reflect no light, and look
like voids in the air. You have a strong urge to touch
them.
3. WHITE BARK: Pure white, exfoliating bark covers the
trunk. Peeling off in long strips that gracefully
sway in an invisible breeze. You notice that you find
yourself swaying in sync with the bark.
4. STICKY LEAVES: Only two massive leaves, thick and
leathery. Both are covered in tiny stalks dripping
with sticky sap. Insects are trapped in the glue,
struggling to free themselves before being digested.
You suddenly feel hungry.
5. EXPOSED ROOTS: Enormous root structures stick out of
the ground, looking like tree trunks themselves.
Perhaps tubers that store water and nutrients for the
plant. They are twice the size of the aboveground
structure of the plant.
6. LONG THORNS: Long thorns cover the entire plant, each
one about 10 cm (4”) long and razor sharp. Hardly any
portion of the plant is free of them. You can see a
small bird impaled on some of them high up in the
plant. It has clearly been there a long time.

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2 3 PLANT GROUP B

1. STICKY MUCOUS: Thick mucous coats the trunk, branches


and all the leaves. Clear and sickly yellow swirls.
When touched, it’s almost impossible to clean off.
Has a strangely sweet and pleasant odor. You wonder
what it tastes like.
2. FUNGAL BULBS: Fungal projections cover the plant,
reeking with an almost unbearable stench. Oblong and
about as large as your hand, each one has a honeycomb
exterior. Black stains streak down from each one.
3. BLACK OOZE: Thick black sap streams out of every crack
in the plant. Actively dripping onto the ground and
collecting in small pools with rainbow sheens. You
wonder if those are footprints leading away from it.
4. CAUSTIC BERRIES: Brightly colored berries. Extremely
caustic, they have killed all the surrounding plants.
You see a blackened, saponified rabbit at the base of
the plant, converted to soap by the alkalinity.
5. GIANT SPADIX: A single giant, hooded spadix on a
fleshy stem. It’s large enough that it can trap small
mammals. You can see the remains of mice inside, but
also some much large bones as well. The smell of decay
stings your nostrils.
6. RESPONSIVE LEAVES: The leaves respond to even the
lightest touch or breeze. When disturbed they quickly
wrap around the plant, seemingly to protect itself.
After a few minutes of watching, they slowly begin to
unfurl. You lose track of time while waiting.

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4 5 PLANT GROUP C

1. BLACK HOLES: Large black openings on the trunk and


branches. Each one a perfect circle, with fluted
opening. You hear a deafening boom. Your ears ring as
you stumble back, disoriented. Then absolute silence.
No bird or animal sounds.
2. MANY FACES: The trunk is twisted into humanoid faces.
You think you recognize them out of the corner of your
eye, but each one you inspect seems barely a face at
all. You can’t tell if they are shifting shape.
3. BLINDING LIGHT: Common tree, with a large opening in
the center. Then a blinding flash of light erupts. You
have an uncontrollable sense of being lost in a
labyrinth. [ Next move, roll 1d6 and go in a random
direction. 1=North, 2=Northeast, 3=East, etc. ]
4. TEETH VINES: The plant writhes and moves its vines.
Each one is lined with rows of pure white teeth. You
can see a deer carcass wrapped in tendrils, slowly
being shredded apart. The plant senses that you are
near, and reaches out toward you.
5. BLUE LIGHT: Cold blue light emanates from cracks in
the bark. You hear a high pitched whine, similar to
voltage switching. You can’t quite pinpoint where the
sound is coming from. The light dims as you approach.
6. WHISPERS: Sharp, angular branches look more like
constructed architecture than organic life. The plant
whispers unintelligible words. You keep thinking you
can understand a few words. Is that Latin?

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6 PLANT GROUP D

1. TOXIC FOG: Bright orange,oblong seed pods dangle from


each thin branch. Some are striped with black,
reminding you of a tiger. As they pop open, a thick
fog envelopes you. Your eyes burn and water. Coughing
and vomiting, you run blindly into the forest. [ Mark
this location on the map. Roll 1d6 and immediately
move one hex in that direction. 1=North, 2=Northeast,
3=East, etc. ]
2. GRAVITY MANIPULATION: Glinting sunlight catches your
eye. Underneath the coarse bark, the plant seems to
be made of a shiny metallic substance. Perfectly
smooth and reflective like a mirror. Small rocks and
chunks of dirt gently float and bob in the air around
the thick plant. You feel lighter, your feet barely
skimming the ground. Metal objects are slightly
pulled toward the plant.
3. TIME LOOP: Smooth, shiny obsidian bark covers the
plant. Yet the leaves dotted across the branches are
bright green. Cool to the touch, you look at your
reflection in the black mirror for a long time. When
you finally snap back, you check your mechanical
chronometer. No time has passed. [ Do not mark off the
next hour this turn. The time and RV do not advance
while in this hex. ]
4. DYSCHRONOMETRIA: More of a bush than a tree, large
sword-shaped leaves sprout from the center. Each one
with a sharp serrated edge. Various leaves sprout
from each of the central leaves. Your vision blurs as

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your briefly lose your balance. Regaining control,
you check your mechanical chronometer to find that
two hours have passed. [ Mark this location on the
map. Each turn spent in this hex, advance the hour by
two instead of just one during the “IV. Begin the Next
Hour” step. ]
5. CORRUPTING SPORES: Pale green buboes covering the
plant erupt, releasing clouds of choking spores. They
coat your nose and throat as you struggle to get away.
You can feel yourself changing. [ Mark this location
on the map. Immediately apply the next effect from the
Corruption Progression List. This happens each time
you enter this hex. ]
6. LASHING VINES: Dozens of bright yellow-green vines
lash and crack like whips. Each one is thin and
smooth. No barbs or thorns can be seen, but once
caught they constrict without mercy. You leap back to
attempt to save yourself. [ Mark this location on the
map. Roll 1d6 to attempt to dodge. 1-4: You are
successful and there is no effect. 5-6: The vines
slash your skin. Immediately apply the next effect
from the Corruption Progression List. ]

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OPTIONAL: SOLO JOURNALING

BACKGROUND:
Exclusion Zone Botanist was designed as a solo
drawing game. It combines this with a hex crawl with
push-your-luck in the form of Risk Value (RV). In
addition, there is the progression of “Corruption”
as you slowly become one with the forest.
One thing not explicitly called out in the original
version was that this can be a solo journaling game
as well.
Some players were already doing this, and it was
wonderful to see! Hopefully this will open it up to
more people.
This new Plant Identification Guide 9.1b attempts to
provide prompts that go beyond just plant
descriptions, and add material that could create
interesting journal entries.
Some descriptions now indicate events, feelings, and
urges. Others now require permanent locations to be
marked on the map.

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MODIFICATION:
To add a journaling mechanism, insert a step between
II. CHECK FOR CORRUPTION and III. KEEP MOVING.
After checking for corruption, update your journal with
the events of the day. This could include any new
plants discovered and/or corruption effects.
You should have one journal entry per game cycle (i.e.
each hour) of the game.

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Exclusion

ZONE
BOTANIST
A SOLO DRAWING & SKETCHING GAME

PLANT DISCOVERY GUIDE 9.1B IS AN


EXPANSION FOR EXCLUSION ZONE BOTANIST. IT
ADDS TWENTY-FOUR NEW PLANT DESCRIPTIONS
AND PROMPTS FOR USE IN THE GAME. IT ALSO
INCLUDES OPTIONAL RULES FOR ADDING SOLO
JOURNALING.
EXCLUSION ZONE BOTANIST IS REQUIRED TO
PLAY, AVAILABLE AT EXEUNTPRESS.ITCH.IO.

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