
ALT Day 1: Hex map and the first hex, plus tables to fill empty hexes Day 2: A village cursed by a demon, and weather tables for forest exploration Day 3: Thornmaw's Den Day 4: A remnant of the old times, and an encounter table for the forest Day 5: FfionΓ‘n's lair, and a forest bestiary Day 6: The village of Cyndref, and the cults of the forest Day 7: The singing trees, and a soundtrack album. (Instructions for accessing the album can be found in the daily PDF/epub). Day 8: A village of cannibals known as Tharnholme Day 9: A remnant of the old times, and an elegy for the giant king Day 10: The site of a massacre, and a procedure for expanding the forest Day 11: Dr. Valtineβs Cabinet of Aberrations Day 12: The strange wine of Thistlebrow

ALT Day 13: Sandar and Shawnon Day 14: A village plagued by ambulatory moss Day 15: The Wyrm of Black Hollow - a short story Day 16: A gelatinous beast in the swamp, and encounters on the Rope Ways Day 17: A dungeon that spans worlds Day 18: A coven of witches, and a bestiary Day 19: A spire of salt imbued with magic Day 20: The Tree With A Hundred Eyes Day 21: The Wardens of the forest, and their music Day 22: A ruined villa holding an awful secret Day 23: Cranwrach, the antler witch Day 24: The Ironbound Swamp

ALT Day 1: Hex map and the first hex, plus tables to fill empty hexes Day 2: A village cursed by a demon, and weather tables for forest exploration Day 3: Thornmaw's Den Day 4: A remnant of the old times, and an encounter table for the forest Day 5: FfionΓ‘n's lair, and a forest bestiary Day 6: The village of Cyndref, and the cults of the forest Day 7: The singing trees, and a soundtrack album Day 8: A village of cannibals known as Tharnholme Day 9: A remnant of the old times, and an elegy for the giant king Day 10: The site of a massacre, and a procedure for expanding the forest Day 11: Dr. Valtineβs Cabinet of Aberrations

ALT On the edge of the forest, a silver birch, 60β tall and as thick as two men. A length of rope emerges from the trunk, pulled taut and running due north into the trees. While in contact with the rope it can be followed. The rope always travels due north, linking hexes 07, 11, and 17, before terminating at 25, always with 1d6 empty hexes between the landmarks it touches. Those wishing to follow the rope must always begin here at the birch and must remain in contact with it at all times. Those who lose contact with it inside the forest are deposited in a hex chosen at random by dropping a die on the map. Once the true path is left the rope is always found to be stretched between two trees spaced 2d6x100 feet apart. The forest is filled with hundreds of such orphans. The beginning of the true rope can always be found emerging from the silver birch.


