Beekeepers are an enigmatic lot. Part herder and part student of nature, they tend their hives and collect sweet honey. Most are cool customers—it takes steely nerves and a calm demeanor to reach into a hive of bees. Some beekeepers, however, have unusual reserves of power, and some keep unusual bees.
Background for the DM
Centuries ago, the area known as the Sunfields was home to many prosperous farms and several villages. Over time, poor weather and less than ideal agricultural practices depleted the soil and left the land barren. The people eventually moved on, leaving only the foundations of their abandoned homes to indicate that anyone had ever lived there.
Over the years, patches of scraggly trees and acres of tall weeds covered the area. To most eyes, the place was a wasteland. To a wanderer named Arthius, however, the seemingly empty landscape had everything a hard-working pioneer needed to make a comfortable home. Arthius cleared the weeds from nearly a hundred acres and planted fields of sunflowers. He dismantled abandoned foundations and built himself a sturdy house with a barn and walled yard and garden.
Today, Arthius grows several different kinds of sunflowers for their oil and seeds and also keeps a garden and several kinds of livestock. The crown jewels of Arthius's holding, however, are his beehives. Arthius keeps bees the size of bobcats, and they produce a fine, golden honey. Arthius guards his fields and hives jealously. He has reputation as a surly hermit prone to deadly rages at the slightest misstep from a visitor. That reputation isn't entirely undeserved. Arthius is a werebear, and he expects correct behavior from any being smart enough to know what that is.
The Setup
Arthius likes his privacy, so his house and fields are best located in the country, far from any other settlement. It's possible, however, that other settlers have moved into the neighborhood (Arthius probably has slain or driven off any monsters or evil humanoids in the vicinity). Arthius might have taken up residence on abandoned land on the outskirts of a city. If so, he keeps plenty of distance between himself and any inhabited section of the city. A party on a cross-country trek might find Arthius's homestead by accident, or they might pay a visit while trying to buy supplies. Though Arthius enjoys his solitude, he hardly keeps a low profile, and any number of things might bring a party to the Sunfields:
Monster Raids: Despite Arthius's best efforts, monsters are raiding his fields and hives. The raiders might be a nuisance or they might be an advanced party for some larger force. In the latter case, the attackers probably have identified Arthius as the neighborhood's most powerful defender and are trying to eliminate him before making a full-scale attack. In any case, Arthius would like to defend his home ground while the party searches the area for the raiders' base.
Plague of Pests?: A series of deadly attacks plagues a community. Victims are found poisoned and their possessions looted. Witnesses insist that they've seen giant insects buzzing around the area, and suspicions fall on Arthius, or at least on his bees. The player characters are hired to investigate the crimes and apprehend the culprits. Arthius is no thief, and his bees attack only when disturbed. A band of evil characters or monsters (or a combination of both) are the real perpetrators. When they find a likely target, they attack at night, slaying their victims and helping themselves to the victims' possessions. Characters who examine a recent victim might find poisoned puncture wounds, but a Nature or Heal check might reveal that the wounds did not come from giant bees. Also, the PCs can determine that the attacks happen at night, when the bees are not active. Reports of flying monsters in the area might be the result of sheer hysteria, or they might arise from fleeting glimpses of something small, such as an imp or even a young dragon.
Bears . . . Everywhere: People in an area note an alarming increase in the number of bears they encounter in the woods and fields where they dwell. People fear for their children, livestock, and food stores (though if anyone investigates they find that losses from wild animals have actually declined). Someone wants the party to look into this phenomenon. The bears are merely ambling along, and they're on the move through a wide swath of country. Arthius has called a bear moot, and bears come from far and wide to join him for a few nights. Arthius might have called this gathering in response to some coming danger, such as a war or natural disaster, or to get an idea of what's going on in the wider world (from a bear's point of view). If the PCs track the bears to the Sunfields, Arthius might recruit them to see a few bears safely home or to deal with some problem facing the bears or the larger community.
Royal Jelly: Arthius's bees produce more than just honey. They also produce pounds and pounds of beeswax (useful for candles, wood finishing, and many other applications) and a substance called royal jelly, which is a special food they feed to selected larva that will develop into queen bees. Royal jelly from Arthius's giant bees is much in demand. It has many healthful properties when eaten like honey, and it's useful in various magical applications as well. Someone wants the player characters to obtain several pounds of royal jelly from Arthius and deliver it safely. The PCs' employer might be making a legitimate purchase from Arthius, in which case, they merely need to establish their credentials with the werebear, pay the agreed price, and carry away the goods. Arthius, however, might be unwilling to deal with strangers, or perhaps he has increased his price. Arthius might also have refused to deal with the PCs' employers in the past and the party is asked to steal the royal jelly. If they make the attempt, they have to deal with Arthius and his bees.
Visiting the Sunfields
The text below describes Arthius's homestead on a day in summer, late spring, or early fall. Adjust accordingly for different conditions.
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A grassy track leads to neat farmstead with a house, barn, and encircling wall made from weathered stone, fitted without mortar. The stonework looks solid and sturdy despite its weather-beaten look.
All around the yard, fields of brown and yellow sunflowers nod in the breeze. Here and there among the flowers rise domed cylinders of stone, wood, and straw. Two more cylinders stand under trees in the yard. A low thrum seems to fill all the air here. A few bees skim the tops of the flowers, and more hover around the cylinders. Not an unusual scene, except that the bees look just a shade larger than your average housecat, and more than a shade meaner.
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The walled yard contains raised beds where vegetables grow, a few fruit trees, and a pigsty. A latched, but unlocked gate leads into the yard.
Creatures
Arthius is out and about the place from sunup to sundown every day, tending his bees, fields, and gardens. A bear or two is in residence as well.
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An immense bear suns itself in the yard, while a large man with shaggy hair works in the garden. He straightens, takes off his hat, mops his brow, and replaces it. "Oho! Look Brauger! Visitors!" he says in a booming voice. The bear looks up and yawns, then tucks its head back beneath its foreleg. "Ya here for honey?" continues the shaggy man, extending a hamlike hand in welcome. "I gotta bottle some more soon -- people sure have a sweet tooth lately. Like me." He grins broadly. "Or I could just pull a whole comb, if ya want the wax too. There ain't nothin' like chewin' on a honeycomb while ya sit out in a sunny garden. I don't get much time for rest no more, but sometimes even I gotta take a break."
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Level 9 (XP 2,000)
- Arthius (level 10 soldier)
- 2 Sunfields bee swarms (level 10 skirmisher)
- 1 cave bear (level 6 elite brute, Monster Manual page 29)
Tactics: Though Arthius has a bear's temperament, he prefers bluster and intimidation to deadly combat. He's fairly slow to become truly angry, but once he reaches the boiling point, he becomes an unstoppable mountain of rage.
If an Intimidate check doesn't induce a foe to back down, Arthius assumes bear form and attacks one side of the foe's group while his cave bear hits the other. Any giant bees nearby quickly pick up on the violence and swarm. They know Arthius and his bears, so they move to attack any strangers. They move toward the nearest foe and use their swarm attacks.
Arthius the Werebear
Level 10 Soldier
Medium natural humanoid (shapechanger)
XP 500
Initiative +9 Senses Perception +12; low-light vision
HP 108; Bloodied 54
Regeneration 5
AC 28; Fortitude 23, Reflex 20, Will 20
Vulnerable silver (if Arthius takes damage from a silver weapon, his regeneration does not function on his next turn)
Speed 6 (8 in bear form)
+18 vs. AC; 1d8 + 5 damage.
+18 vs. AC; 2d4 + 5 damage.
Arthius makes two claw attacks. If both claw attacks hit the same target, Arthius makes a secondary attack against the same target. Secondary Attack: +16 vs. AC; the target is grabbed.
Arthius deals 4d8 + 5 damage to a grabbed creature (no attack roll required).
Arthius can alter his physical form to appear as a great bear or a unique human (see "Change Shape," Monster Manual 2 page 216).
Alignment Good
Languages Common
Skills Insight +11, Intimidate +9, Nature +11, Perception +12
Str 21 (+10)
Dex 14 (+7)
Wis 14 (+7)
Con 20 (+10)
Int 12 (+6)
Cha 11 (+5)
Equipment leather armor, greatclub
Sunfields Bee Swarm
Level 10 Skirmisher
Medium natural beast (swarm)
XP 500
Initiative +11 Senses Perception +10
Swarm Attack aura 1; the Sunfields bee swarm makes a basic attack as a free action against each enemy that starts its turn within the aura.
HP 99; Bloodied 49
AC 24; Fortitude 19, Reflex 22, Will 19
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 2, fly 8 (hover)
+15 vs. AC; 1d8 + 5 damage, and ongoing 5 poison damage (save ends). First Failed Saving Throw: The target is also dazed and slowed (save ends both). Second Failed Saving Throw: The target is stunned instead of dazed, and slowed (save ends both).
Alignment Unaligned
Languages --
Str 8 (+4)
Dex 18 (+9)
Wis 10 (+5)
Con 11 (+5)
Int 1 (+0)
Cha 4 (+2)
Level 12 (XP 3,600)
- Arthius (level 13 controller)
- 2 Sunfields bee swarms (level 13 skirmisher)
- 1 dire bear (level 11 elite brute, Monster Manual page 29)
Tactics: Arthius, his bears, and his bees use much the same tactics described above, except that he pauses to use divine power before assuming bear form. While fighting, Arthius uses mass cure light wounds or inspiring strike when his bear becomes injured.
Arthius the Werebear
Level 13 Controller
Medium natural humanoid (shapechanger)
XP 800
Initiative +8 Senses Perception +13; low-light vision
HP 133; Bloodied 66
Regeneration 5
AC 31; Fortitude 26, Reflex 23, Will 25
Vulnerable silver (if Arthius takes damage from a silver weapon, his regeneration does not function on his next turn)
Speed 6 (8 in bear form)
+21 vs. AC; 1d8 + 6 damage.
+21 vs. AC; 2d4 + 6 damage.
+21 vs. AC; 2d4 + 6 damage, and Arthius or a creature within 5 squares regains 22 hit points.
The Arthius makes two claw attacks. If both claw attacks hit the same target, Arthius makes a secondary attack against the same target. Secondary Attack: +19 vs. AC; the target is grabbed.
Arthius deals 4d8 + 6 damage to a grabbed creature (no attack roll required).
Close burst 2; targets each enemy within the burst Arthius can see; +18 vs. Fortitude; 2d4 + 6 radiant damage and Arthius pushes the target 1 square. Until the end of the encounter, Arthius gains regeneration 5, and Arthius and each ally within the burst gains a +2 power bonus to AC.
Close burst 5; targets Arthius and each ally in the burst; each target regains hit points equal to its healing surge, plus 7 points.
Arthius can alter his physical form to appear as a great bear or a unique human (see "Change Shape," Monster Manual 2 page 216).
Alignment Good
Languages Common
Skills Insight +13, Intimidate +12, Heal +13, Nature +13, Perception +13, Religion +12
Str 22 (+12)
Dex 15 (+8)
Wis 15 (+8)
Con 21 (+11)
Int 13 (+7)
Cha 12 (+7)
Equipment leather armor, greatclub, +3 holy symbol
Sunfields Bee Swarm
Level 13 Skirmisher
Medium natural beast (swarm)
XP 800
Initiative +12 Senses Perception +10
Swarm Attack aura 1; the Sunfields bee swarm makes a basic attack as a free action against each enemy that starts its turn within the aura.
HP 123; Bloodied 61
AC 27; Fortitude 22, Reflex 25, Will 22
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 2, fly 8 (hover)
+18 vs. AC; 1d8 + 5 damage, and ongoing 5 poison damage (save ends). First Failed Saving Throw: The target is also dazed and slowed (save ends both). Second Failed Saving Throw: The target is stunned instead of dazed, and slowed (save ends both).
Alignment Unaligned
Languages --
Str 8 (+5)
Dex 18 (+10)
Wis 10 (+6)
Con 11 (+6)
Int 1 (+1)
Cha 4 (+3)
About the Authors
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for 18 years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Penny Williams joined the roleplaying game industry as Game Questions Expert for TSR, Inc. in the 1980s. Since then, she has served as RPGA Network Coordinator, Polyhedron Newszine editor, and Senior Editor and Coordinating Editor for the RPG R&D Department at Wizards of the Coast, Inc. Now a busy freelancer, Penny edits for several game companies and runs the online playtesting program for Wizards products. When not enhancing the cruelty of the deaths PCs will suffer at the hands of designers, Penny puts up jam, works jigsaw puzzles, and tutors students in math and science.