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Bestiary

Hecatoncheir
Skill 12
Stamina 42
Initiative 8
Armour 0
Damage as Gigantic Beast

A hundred limbs sprang forth from its mass, unapproachable,


and the mighty strength in its great form was immense.

Special
AForest
Hecatoncheir does not die. Instead it appears dead for one
initiative, and takes two initiatives, during combat, to stand
Of
back up. If Hecatoncheir runs out of initiative during a combat
it will remain dead until the end of combat, eventually coming
back to life and will continue to pursue the party. Will add the
limbs of your fallen party to its body while not in combat.
Whispering
D6
1 Distracted
MIEN D6
4 Rage
MIEN SpeakerS
2 Scared 5 Nauseated
3 Violent 6 Hurt

Dream JaM
Nymph
Skill 3
Stamina 4
Initiative 3
Armour 0
Damage as Small Beast

Divine spirits of nature.

Special
Roll on Nymph Table to discover which you’ve disturbed.
D6 NYMPH
1 Meliae — Caretakers of Life
A Pamphlet Dungeon Escape
2 Oceanids — Defenders of the Young
3 Napaeae — Module for Troika!
4 Hyades — the Rain Makers
5 Lampades — Torchbearers of the Hecatoncheir
6 Maenads — the Raving Ones Derek Kinsman
D6 MIEN D6 MIEN
1 Mischievous 4 Uninterested
A Forest of Whispering Speakers is an independent production by
2 Curious 5 Concerned Derek Kinsman and is not affiliated with the Melsonian Arts Council.
3 Childish 6 Angry Public domain art from Highland Paranormal Society’s Library Images Vol. 1 & 2
Rules—Like Notes Fancy Locations D4 HOOKS
1 You are all minor employees of the Castle.
Hook & Rumours Anteroom
2 Terrible weather lead you here.
Roll on the Hooks & Rumours tables to find out why you are Every surface is so reflective that the room looks like it goes to
here, and/or add this as a random location in your own setting. infinity in every direction, as do reflections of yourself. Under 3 You plunder castles, and this is the mightiest castle.
all that polished Malachite & Chrysocolla it is, however, a 4 The Nymphs have requested aid.
Rôgue—Like Dungeon Escaping standard mud room.
As you move through the seemingly infinitely sprawling castle, D3 RUMOURS
roll on the Rooms table to generate the rooms and halls you Great Hall
The Hecatoncheir is a military experiment from the
travel through. The castle is claustrophobic and confused. Unlike the Anteroom, this room actually goes to infinity in 1
King’s Body Guard gone horribly wrong.
Castle Gormenghast, Winchester Mansion, Hearst Castle, House every direction. However, you somehow still find doors.
on the Rock, and the H.H. Holmes Murder Castle should come The Royal Society of Alchemy opened a doorway to
2
to mind. Roll on the Encounters and Environmental Effects This room has 2 Encounters. another Sphere, and let something in.
table to find out what is going on in each room. 3 Nymphs are guarding a fallen star in the Gardens.
Kitchen
Optional, but recommended: the rooms disappear as you leave A well used kitchen. Every surface was once a well polished D6 ROOMS
them, you can’t backtrack. Draw your map in pen, overlapping silver. Hygiene and cleanliness were not required here.
1 A Weirdly Shaped Hallway. 2D6 Encounters.
as you go. Make a mess, the architects of this castle sure did.
2 A Luxuriously Relaxing Room. 1D6 Encounters.
The Hecatoncheir will always be waiting for you in the Kitchen.
Getting Inside Outside No other Encounters happen here. A Confusingly Infinite Gallery. 3D6 Encounters. Roll
3
If you start from within the castle, roll on the Rooms table to 3D6. The Great Hall appears on a result of 16-18.
find out where you begin. If you start from outside the castle Gardens
A Busy Room Where Work Gets Done. 1D6
you enter first into the Anteroom. Leaving this room results in You’ve never seen such a beautiful garden. You are so
4 Encounters. If the Hecatoncheir can appear, roll 3D6.
you becoming disoriented and unable to simply backtrack to it. overwhelmed by the beauty of the garden you lose -1 Skill
The Kitchen appears on a result of 16-18.
Once you leave this room you explore the Castle looking to while in the Gardens.
discover its secrets. When the Hecatoncheir appears your sole A Small Hallway Shaped Hallway. 1D6 Encounters. If
mission is to escape, whether you’ve discovered the secrets of You always disturb 2D6 Nymphs in addition to the rolled 5 the Anteroom can appear, roll 3D6. The Anteroom
the castle or not. Encounter. This is their home. appears on a result of 16-18.

An Opulent Space Between Spaces. 3D6 Encounters.


Roll 1D6 + 6 to determine how many Rooms you explore before Environmental & Character Effects 6
Roll 3D6. The Gardens appear on a result of 16-18.
the Hecatoncheir can appear.
Hypothermia
Roll 2D6 + 6 to determine how many Rooms you explore before Temporarily lose half Skills + 1 Skill for every action taken 2D3 ENCOUNTERS
the Anteroom can appear (or reappear if you started there). while outdoors. Effect ends once indoors. 2 Hecatoncheir appears (no encounter if it can’t).

A barely alive Minor Employee bursts into a coughing


Optional: If pressed for time, have the Hecatoncheir appear Flickering Lights 3 fit before passing. Hecatoncheir will appear 1 Room
after N rooms explored, and the Anteroom appear after N A candle flickers, light reflections bounce off the chrome and
sooner (no Encounter if Hecatoncheir is already out).
rooms since the Hecatoncheir appears. Give 10 minutes per gold decor. You blink to readjust your sight to the dimmer light,
room. This should help calculate timing. and when your eyes reopen the room has changed. Reroll on 4 You observe some Nymphs. 1D6 Nymphs.
the Rooms table. -1 Skill or suffer from Claustrophobia on your You get turned around. Anteroom appears 1 Room
5
next creature encounter. later ( no Encounter if Anteroom can already appear).
6 You disturb a gathering of Nymphs. 2D6 Nymphs.
Claustrophobia
You become over taken by fear. Your first Initiative Token must
ENVIRONMENTAL EFFECTS
be used to regain composure. Your remaining Tokens can only 2D6
INDOOR OUTDOOR
be used to make Move, or Cover actions. Effect doesn’t stack.
2–11 No Effect
Optional: stack the effect. 12 Flickering Lights Hypothermia

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