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SKEP

A BEEKEEPING GAME FOR BRAVE ADVENTURERS

BY JIMMY STAMP

INSPIRED BY & COMPATIBLE WITH BY EMIEL BOVEN


FORWARD to SKEP v1.0
skep | skep | beekeeping rules should be easy to adapt and
incorporate into any campaign or setting.
noun
While there are some rough adventure prompts
a straw or wicker beehive.
included at the end of the document, I've also laced
archaic: a wooden or wicker basket the text with some ideas and hints about the larger
world and the Beekeepers Guild's role in it.

SKEP is a cozy beekeeping RPG for solo or group Hopefully, I can build on some of these hints in

play, inspired by the OSR-style game DURF. future releases.

I'm a lapsed gamer, and DURF was my introduction This 1.0 release was created for the Lone Wolf RPG

to OSR. I found its simplicity, visual design, sense of Game Jam in August 2022. As a fun exercise, I also

humor, and overall accessibility incredibly created a streamlined one-page variant for the one

appealing. DURF inspired me to explore many of the page jam, which was happening at the same time.

games that in uenced its design and, eventually, try You can nd that here.

crafting my own. This is my rst time designing any type of role-

I'm a hobbyist beekeeper, and I thought the depth playing game system. Due to the short duration of

and complexity of beekeeping was perfect for an the jam, I haven't extensively play-tested it as of this

RPG mechanic. I intended to make a simple release. I think the core ideas are there, but the game

beekeeper archetype for OSR games, but quickly certainly needs some tuning and balancing. Any

realized I needed a beekeeping mechanic to go with constructive feedback is welcome. I'd be incredibly

it. That led to a small bestiary for extra avor. And to grateful. As with my real-life pursuits in beekeeping,

make it solo-friendly, I needed a hex mapping tool I know I still have a lot to learn.

and some tables. Lots of tables. I left out some more Thanks for checking out SKEP. See you in The Yard.
traditional gameplay rules, including combat and
Jimmy
leveling, so check out DURF for those guidelines or
use your own .

SKEP can mostly be played on its own but it's


written to be compatible with most OSR-style
games. The beekeeper class/archetype and the

In the spirit of DURF, SKEP is made to be hacked, pulled apart and built on top of. It is licensed under
Creative Commons (CC-BY 4.0) so you can share and adapt this material for any purpose, as long as you give
attribution.

Written & illustrated by Jimmy Stamp. The beekeeper drawing is based on a modi ed drawing by Emiel
Boven, released under CC-BY 4. Find his growing library of CC art here. Other images based on or modi ed
from public domain documents created by the U.S. Department of Agriculture (ca.1915).

Inspired by the work and ideas of Emile Boven, Jason Lutes, Goblin's Henchman, and many others.

Version 1.0 — August 2022


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CONTENTS

BEEKEEPER | Character Creation 04

BEEKEEPING | Instructions 05

BEEKEEPING | Hex Flower and Honey Tables 06

ADVENTURING | Hex Travel, Checks, and Encounters 09

APIARY | Hirelings, NPCs, and Creatures 12

INSPIRATION | Spark Tables and Oracles 15

APPENDIX | Information and Character Sheet 17


BEEKEEPER
Beekeepers are quiet, methodical, and mysterious — ATTRIBUTES
and always seem to be whispering to themselves. Roll 1d6 halved and round up for the following
It’s honestly a bit off-putting. There’s no magic in attributes:
what they do—well, not much magic anyway—but ▶ Strength (STR): Physical strength and endurance.
their arcane talents have made the Beekeepers Guild
▶ Dexterity (DEX): Agility, nesse, and sneakiness
one of the strongest and most feared in The Yard.
Nobles may conspire against at their control over ▶ Willpower (WIL): Charisma, wit, and will.
agriculture, illumination, and sweet cakes, but a
EQUIPMENT
beekeeper’s only true enemy is bears. God damn
bears. All beekeepers start with a beekeeping suit
(equivalent to light armor), a hive tool (3 dmg), 5 lbs
Use the following guidelines to create a beekeeper. of beeswax and a wicker skep hive containing a
colony of 5,000 bees. To determine the rest of your
ABILITIES
belongs, roll 1d12 3 times on the following table.
▶ Beekeeping. See BEEKEEPING
▶ Wax crafting. Beekeepers can create any item or Smoker + igniter. Buff on escape or evasion.
1
weapon that lasts 2d6 turns. See WAX Requires wood fuel.
CRAFTING. Animate beeswax scroll. Lets user create a

▶ Poison Resistance. Roll a buff on poison attacks. 2 loyal beeswax golem for 1 WATCH. Scroll
destroyed after 1 use.
▶ “Telling the bees.” Communicate with a single
bee or swarm. May NOT be used as an attack. 3 Heated knife (4 dmg + burning).
▶ Self bee-fense. When wounded, may take X
Heavy crossbow + ammo. (4 dmg +1 against
stress (see DURF) and let X-thousand bees 4
bears, 2 hands, 2 slots).
counter for X damage. All attacking bees die.
5 Jar of pure honey (worth 5 GP)
BEES!
Jar of healing honey (yarrow). Heals 4
6
wounds and any physical af ictions.

Jar of toxic honey (azalea). If ingested, STR


7
save or die.
VEIL
Wax & wicker shield (reduces dmg by 1).
8
Destroyed after defending vs re.

Beehive. One beehive can hold up to 20,000


9 bees. Leave in landscape to collect honey,
beeswax, and to catch swarms.
Bear trap ( 6 dmg + limited movement). One
SKEP HIVE 10
use per encounter. Must be retrieved.
(PORTABLE)
Small keg of exceptional mead. And the
11
recipe to make it.

12 5 lbs of beeswax (worth 1 GP / lb).

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BEEKEEPING
Beekeeping can be a lucrative but dangerous pursuit. CATCHING SWARMS
As a beekeeper, you have 3 primary capabilities: A wild swarm is a colony of bees that split from its
MAKING HONEY, MAKING BEESWAX, and original hive and needs a new home. They can
CATCHING SWARMS. range in size from 1,000–30,000 bees. Catching
swarms is a good way to increase your honey & wax
MAKING HONEY & BEESWAX
production and earn more coin.
To harvest honey, you rst need to place a beehive
with at least 5,000 honeybees in an outdoor area. To catch a swarm, place an empty beehive in an
This is part of the starting equipment for outdoor area and follow the instructions for
beekeepers, but hives can be damaged and bees can MAKING HONEY & BEESWAX, with one exception:
be lost. only track the hexes with a BEE icon.

▶ WARNING: If all bees are being used to make HARVESTING


honey, the beekeeper loses bee-related abilities. Once the honey is ready or the swarm is captured,
Once the hive is installed, place a marker on the return to the location of the hive and determine the
START of the NECTAR HEX FLOWER (p.6), then go size of your harvest by rolling a 1d6 on the
about your adventuring. The marker represents your HARVEST TABLE. Roll separately for each product.
bees. Once every WATCH (4 in-game hours), collect When catching swarms, add +1 to the harvest roll
nectar by rolling 2d6 and moving the marker 1 hex for every bee icon recorded.
in the direction indicated by the roll (as shown in
the HEX FLOWER LEGEND). Moving off the ower in WAX CRAFTING
any direction leads to the opposite hex in the same The focus required to manage hives has granted
row (Pac-man style). beekeepers the unique ability to craft functional
▶ See appendix p.17 for more detailed hex ower objects from wax by infusing the material with their
instructions. will. These objects typically last only 2d6 turns.
Small items require 1 lb of wax and can be made in a
Next, record which hex-icon the marker moved into
single round or turn. Larger times require require an
on the NECTAR TRACKER (p.5). Each icon represents
amount of wax (in lbs) equivalent to its cost (in GP).
a different type of nectar. The type of honey you
It can take up to a full WATCH (4 hours) to create
harvest is determined by whichever nectar the bees
large items.
have collected the most of by harvest time. There are
six known types of honey, each with unique To craft wax, declare your intent, roll a d20 and add
properties (see TYPES OF HONEY on p.7). your WIL number. Hand-held items items are
successful on a roll of 10 or higher. More complex
▶ EXAMPLE: if, at the time of harvest, the bees
items require a roll of 15 or higher. If a 20 is rolled,
have visited the clover icon 4 times and all other
the item is permanent.
icons 2 times, they will make LUCKY HONEY.
BELLOWS
Honey and wax are ready for harvest when the
marker reaches the HIVE at the top of the HEX
FLOWER or when a bee has collected the same type SMOKE CHAMBER
of nectar six times — whichever happens rst.

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NECTAR HEX FLOWER

HEX FLOWER LEGEND START

12 Roll again and nudge 1


face toward hive / +1
10,11 2,3 swarm.

Roll again and nudge


2d6 1 face away from hive / -1
swarm.

8,9 4,5 +1 chance of


ENCOUNTER during
6,7 harvest. See p.8

6
NECTAR TRACKER

Pure Honey

Dream Honey

Healing Honey

Toxic Honey

Lucky Honey

Cosmic Honey

Swarm
(+1 Swarm Table per bee)

Encounter

HARVEST TABLE [D6]


TYPES OF HONEY (KNOWN)
Pure Honey. Good on a biscuit. Value: 5GP D6 SWARM WAX HONEY
Dream Honey. From the nectar of the twilight lotus,
this honey causes anyone or anything that eats it to 1 0 - failure 1 lb 1 jar
sleep for 1 day. Value: 10 GP

Healing Honey. From dawn yarrow, this honey heals 2 1,000 bees 2 lbs 2 jars
4 wounds and any physical af iction when eaten.
Value: 15 GP 3 2,000 bees 3 lbs 3 jars
Toxic Honey. Produced by the nectar of midnight
azaleas, this honey is fatal if ingested. STR save or 4 3,000 bees 4 lbs 4 jars
die. Value: 15 GP

Lucky Honey. Produced by four-leaf clovers, Lucky 5 4,000 bees 5 lbs 5 jars
Honey Gives a buff on all actions (for 2d6 turns, add
d6 to all action rolls). Value: 20 GP
6 5,000 bees 6 lbs 6 jars
Cosmic Honey. From the nectar of unknown,
perhaps unknowable, ora. Its honey is wrong yet 7 10,000 10 lbs 7 jars
somehow comforting. Its taste makes you think of
childhood. Not your childhood, but the childhood of
8 20,000 15 lbs 8 jars
a long forgotten god. Value: 50 GP

After ingesting, roll d12 on the COSMIC HONEY table


9 30,000 20 lbs 9 jars
to learn its effect.

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COSMIC HONEY TABLE [D12] COSMIC HONEY
Lose the ability to speak and can only Unless otherwise noted, all cosmic honey effects
1 last for 1d6 days. Effects with a * have a 1 in 6
communicate through dance.
chance of becoming permanent.

2 Gain the ability to create wax golems.*


HARVEST ENCOUNTERS
Beehives left in the wild often attract unwanted
You can now communicate with owers &
3 pollen-producing plants. Most of them hate attention. Whenever you return to collect honey, roll
you. Break on any relevant rolls. * on the following table and add any modi ers to
determine if an encounter occurs.
Body turns to wax for 1d6 turns. Any
wounds taken are doubled. If user dies or HARVEST ENCOUNTER [D6]
4
melts while wax, they may be retuned to
life at a Beekeepers Guildhouse.
1 No encounter
Become hysterically allergic to all ora and
5
can’t stop sneezing. Break on all rolls. 2 No encounter

Hive Mind. Count all nearby creatures and


6
add that number to any WIL roll. 3 No encounter

Gain the ability to see through the eyes of


7 4 1d4 Rogue Beekeepers
any living creature in sight.

Cosmic awareness. You see the hidden


5 1d4 Black Bear Cubs
clockwork of the universe. Secrets are
8
revealed. You know exactly what to do but
have gone completely mad.* 6 Black Bear

Whoever eats this honey turns invisible.


9 7+ Honeyruin (p.13)
But their clothes and weapons don’t. *

Walking death. All living ora and fauna


10 near user wither and die or take damage SKEP HIVE
equal to user’s WIL.

Roll 1d4: 1 = right arm, 2 = left


arm, 3 =right leg, 4= left leg. That part of the
caster turns to wax and melts off. It slowly
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grows back in 1d6 day with the properties
of a random object from your inventory.
Lose that item. If no items, use half GP. *

Gain ability to shrink — but not return to


normal. For duration of effect, user can
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change size at will as long as it is smaller
than their current size.

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ADVENTURING
Beekeeping can be incorporated into any solo or
group setting that includes an overworld where bees
can access owers to collect nectar, pollinate crops,
and produce honey and wax.

Solo players who want to start a new beekeeping


adventure can use the following guides to generate a
hex map on the y. The world of SKEP, which Beeks
call The Yard, is full of discoveries to be made and
dangers to be confronted. For the player, there is no
objective other than tending bees, although
HONEYBEE
adventure prompts are offered on p.16. (WORKER)

When traveling The Yard, follow these steps every


WATCH (4 hours):

1. TRAVEL | Roll 2d6 on the TERRAIN HEX


FLOWER, Travel into a new hex. Populate you
hex map using the TERRAIN HEX FLOWER.

2. ENCOUNTER | Roll on the ENCOUNTER TABLE


(p.11) and resolve as necessary.

3. ACTION | Perform one action: Install or harvest


hive, Explore, Rest; etc.. Be sure to make a note of
hive location when installing hives for
Beekeeping. If you choose to explore, roll on the
EXPLORATION TABLE using 1d6 for a category
and 1d12 for a prompt. Resolve as necessary.

4. BEEKEEPING | Finally, resolve any beekeeping


responsibilities. Roll on HONEY HEX FLOWER
(p.6), and complete actions as described in the
BEEKEEPING SECTION.

ACTIONS & CHECKS


When the success of an action is uncertain, roll d20
and add score for relevant ATTRIBUTE. A result of 10
or higher is a success. See DURF for combat and
additional rules. Or use your own.

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TERRAIN HEX FLOWER

HEX FLOWER LEGEND

12
Starting Hex
10,11 2,3

2d6

8,9 4,5

6,7

10
ENCOUNTER TABLE [D6]

TERRAIN ENCOUNTER?

Plains Yes on 1

Hills Yes on 1

Forest Yes on 1–2

Desert Yes on 1–2


TERRAIN FEATURES: FLOWER FIELDS
Mountain Yes on 1–3 If you set up a hive in a special ower eld, as
noted in the EXPLORATION TABLE below,
Start / Special Roll or decide Discovery immediately mark 2 boxes for the respective
nectar – as if your bees collected nectar from that
Danger Roll of decide Encounter source twice.

EXPLORATION TABLE [D6+ D12]

1–2 | DISCOVERY 3–4 | ENCOUNTER 5–6 | FEATURE

1 Village or town Rival Beekeeper Cave

2 Homestead Bandits Patch of unnaturally dead land

3 Inn Giant Hornets Wild ower Field (+2 to Harvest)

4 "Honey Hole" (loot or honey) Wandering Alchemist Small Stream

5 Wild Nest or Hive Bear Cubs Abandoned Mine

6 Temple or Monastery Black Bear Clover Field (+2 Lucky Honey)

7 Ruined Camp Injured Traveler Natural Hot Springs

8 Ruined Hives Creature Lair Stone Ring

9 Illegal Apiary Wagon Train Yarrow Field (+2 healing honey)

10 Giant Bear Skeleton Trail of Blood Still Pond

11 Burial Mound Candlemaker Azalea Field (+2 toxic honey)

12 Undiscovered Flower Honeyruin (p.13) Meteor Site (+2 cosmic honey)

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QUEEN CELL

APIARY (NPCs, HIRELINGS, & CREATURES)


BEEKEEPERS & APPRENTICES APPRENTICE BEEK
Skill 1 | HD 1 (1 Armor) | ML 7
The following NPCs could be adversaries or allies.
All beekeeping apprentices have poison resistance
An apprentice can be hired for 1 GP per Skill a day.
and the ability to communicate with a single bee.
They are paid in 1/4 of the honey and wax you
But many also have specialized skills that fall into
collect and, if they fight alongside you in combat
four main classes: Smoker, Swarmer, Alchemist, and
they also require half a share of whatever treasure
Trapper. An apprentice can be hired in a
the party obtains.
Guildhouse, inn or tavern in larger towns. To see
A note about creatures: Combat is dangerous but what class of apprentice is available, roll 1d6.
sometimes unavoidable. The following creatures are
1–2 Smoker. The smoker uses his tools to create
based on typical OSR stats and balanced for
puffs of smoke that mask bee pheromones,
confrontations with more than one character. If
keeping them distracted during inspections
you're playing alone, bring along some hirelings or
and harvests. The smoke is also handy for
adjust creature stats or rules as you like.
making quick getaways.
▶ When traveling with a smoker, roll all
NPC REACTIONS escape or sneak rolls with buffs.
When an NPC’s reaction to you is not obvious, roll 3-4 Swarm Magnet. Bees love them, which is
2d6 and consult the table below. unfortunate because Swarm Magnets, or
"swarmers," are almost always deathly
1–3 4–5 6–8 9–10 11–12 allergic to stings.
Hostile Unfriendly Neutral Friendly Helpful ▶ Swarmers have extra thick beekeeper
suits for increased defense (5 Armor).

BEEKEEPER ▶ Rolls +1 on HARVEST TABLE when


catching swarms.
Skill 3 | HD 2 (3 Armor) | ML 7
Dressed in white and almost always veiled, the 5 Honey Alchemist. The most secretive sect
beekeepers are secretive and solitary. Though of beekeepers, alchemist can manipulate
inclined to work alone, when in groups their the properties of honey.
movements are in perfect harmony. Thanks to ▶ Option to harvest honey with qualities of
constant exposure to bee venom, beekeepers are secondary nectar.
resistant to all poisons. Stats for average NPC.
▶ Rolls on COSMIC HONEY TABLE before
▶ Hive tool / shortsword: 3 dmg ingesting.
▶ Smoke Screen: Make DEX save or roll all attacks Trapper: The trapper is committed to
6
with buffs for next 3 rounds. protecting wild hives and apiaries from
▶ Swarm defense. When wounded, 1/6 chance a intruders – both animal and human.
swarm of bees will counter for 3 dmg and 1 Trappers carry bear traps, a heavy crossbow
stress. Damage continues, reducing by 1 every (4 dmg), and a 10-foot-long pole.
round unless character makes a WIL save. After
3 rounds, attacking bees die. Can only use once. ▶ Rolls -1 on ENCOUNTER TABLE when
harvesting honey

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BEES BEARS
HONEYBEE BLACK BEAR CUB
Skill 1 | HD 1 | ML 5 Skill 4 | HD 2 (1 Armor) | ML 5
Honeybees are the natures perfect worker. Hyper Aww! These little bear cubs are so cute! Usually
efficient and wasting nothing, bees keep The Yard found in groups of 2-4, they— Wait...what's that? I
thriving with the fields they pollinate, the wax they thought I heard a noise coming from the woods...
make for candles and paints and sealants, and of ▶ Claws: 1 dmg
course, the honey and all its wonderful and varied
▶ Bite: 3 dmg
properties. There are 3 types of honeybee. Drones
are male bees bred for a single purpose: mating
with the queen. Workers live up to their name, BLACK BEAR
acting as a nurse, cleaner, builder, handmaiden, Skill 6 | HD 4 (3 Armor) | ML 7
soldier, and forager over the course of its short life. The black bear is a forest-dwelling omnivore that
Finally, there's the Queen, who produces new brood, usually is not dangerous unless an interloper
directs all the colony's actions with her powerful threatens its cubs or food supply.
pheromones, and kills any competition.
▶ Claws: 3 dmg
▶ Bite: 4 dmg
GIANT BEE
▶ Hug: 8 dmg. Make a STR save to escape or take
Skill 3 | HD 1 (1 Armor) | ML 9
an additional 6 dmg on next turn. Damage
Giant bees are just like regular bees...except for one
reduces by 2 each round.
thing: THEY ARE GIANT. Starting at one foot in
length, giant bees are generally harmless unless
threatened. They often make their home in caves HONEYRUIN
and, on rare occasions, enormous ancient trees. Skill 8 | HD 6 (5 Armor) | ML 9
A massive, ancient black bear with a thick
▶ Sting: 5 dmg + STR save or die. After a successful
crossbow bolt sticking out of its right eye and Giant
sting, the giant bee ies away to die.
Bee stingers puncturing its body. Heavily calloused
skin is visible through its patchy gray fur.
ATTACK SWARM! Honeyruin is only dangerous when he's hungry. But
Skill 4 | HD 2 | ML 10 Honeyruin is always hungry. Sill old bear.
An attack swarm is a massive group of stinging
▶ Claws: 5 dmg
insects moving as a coordinated unit in response to
a threat or under the direction of an outside force. If ▶ Bite: 8 dmg
a character moves slow, the swarm may not ▶ Hug: 12 dmg. Make a STR save to escape or take
perceive them as a threat. Swarms can overwhelm 12 additional dmg on next turn. Damage reduces
creatures or compress to fit small openings. by 2 each round.

▶ Any creature surrounded by a swarm suffers 2 ▶ Roar: Make a WIL save or become paralyzed in
dmg per round and gains 1 stress UNLESS they fear for 1d4 turns
make a WIL save each round.
▶ Swarms are immune to normal weapons and
most magical weapons. However, swarms are
susceptible to spells, smoke, and water.

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WAXFOLK
Werebear (Lycanthrope)
Within the Beekeepers Guild, the ability to animate
Skill 6 | HD 4 (3 Armor) | ML 7
wax creations is incredibly rare. Though the guild
Werebears are humans that turn into bears. In
discourages the practice, keepers with the gift are
human form (their true form), they could like
known to make mini helper golems in the eld.
anyone—even a beekeeper—and typically wield two
Making anything larger would cause expulsion.
small axes or hatchets. Werebears tend to keep to
themselves, living in small villages or towns near
deep forests. BEESWAX GOLEM
Skill 5 | HD 4 (3 Armor) | ML 12
▶ Axes: 4 dmg (dual-wield attack)
Roughly the size and shape of a human, this
▶ Claws: 3 dmg
featureless, amber-hued wax creature obeys only
▶ Hug: 8 dmg. Make a STR save to escape or take its creator. Bladed weapons have a 1/6 chance
an additional 6 dmg on next turn. Damage getting stuck after a hit. Vulnerable to heat or fire.
reduces by 2 each round.
▶ Fist: 3 dmg.
▶ Wax crafting: Wax golems can take a turn to use
GUMMY BEAR a nearby heat source to reshape their arms into
Skill 6 | HD 6 (3 Armor) | ML 9 slashing or bludgeoning weapons. 4-5 dmg.
A gelatinous fusion of honey, wax, acid, and arcane ▶ Melt: If attacked with re, golem melts and
materials molded into the shape of a great cave bear player must make a DEX save or become stuck
and with the mind of playful bear cub. Inorganic in place for 1d4 turns.
materials and objects are suspended in its
enormous mass. BEESWAX GOLEM (COLOSSUS)
The nearly transparent Gummy Bear isn't malicious. Skill 8 | HD 6 (5 Armor) | ML: N/A

But they are massive, easily startled, and known to BEESWAX GOLEM SMASH.

lash out in fear, swatting or inadvertently engulfing ▶ Smash: 6 dmg.


any perceived threats. ▶ Wax Ball: Golem tears off a piece of its body and
Gummy Bears inhabit caves and the darkest parts of throws it as a projectile weapon. DEX save or
the forest. It's size and translucence make it take 8 dmg. With each wax ball, a golem's HD
particularly hard to avoid in these spaces. reduces by one.

▶ Paws: 3 dmg (acid).


▶ Mini Golems: Creates 1d6 mini golems, reducing
HD by 1 each time.
▶ Engulf: Make a DEX save to avoid. If save fails,
character is engulfed and takes 4 acid dmg ▶ Melt. If attacked with re, golem melts and
immediately, and again at the start of each of the player must make a DEX save or become stuck
bear's turns. When the bear moves, the character in place for 1d4 turns.
moves with it. Make a STR save to escape.
BEESWAX GOLEM (MINI)
Skill 1 | HD 1 (1 Armor) | ML 10
About the size of a hand, this tiny golem can useful
for many things. Often produced quickly, from
warm, unfiltered wax, it's soft body is pale, full of
dead bee parts, and often dripping honey.

▶ Sting. 1 dmg.

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INSPIRATION
ORACLES to encourage a direction and create prompts that t
the weird, cozy world of the Beekeepers.
The following tables can be used whenever you
need inspiration for an NPC's motivation, a new To use the tables, roll a d20 twice — once for
scene, a source of con ict, or any other idea to move "ACTION" and once for "SUBJECT". The resulting
your story forward. These words have been selected phrase should be interpreted in a way that ts the
context of your story.

D20 ACTION D20 SUBJECT

1 Steal 1 Honey

2 Overthrow 2 Beeswax

3 Harvest 3 Rival

4 Sell 4 Guild

5 Takeover 5 Technology

6 Spread 6 Nature

7 Extract 7 Bees

8 Advance 8 Candlemakers

9 Build 9 Agriculture

10 Challenge 10 Nobles

11 Develop 11 Baked Goods

12 Investigate 12 Arcane Secrets

13 Betray 13 Addiction

14 Destroy 14 Mystery

15 Discover 15 Treachery

16 Escape 16 Knowledge

17 Weaponize 17 Ghosts

18 Suppress 18 Power

19 Create 19 Architecture

20 Explore 20 Craftsmanship

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ADVENTURE PROMPTS will be require some creative interpretation. If you're
in the middle of a story, try to t it into the context of
Need a more explicit reason to set out for your
your world. If you're starting out, just use the most
adventure? A quest from an NPC? Or just a random
logical interpretation and make it the kind of
event? Roll d12 three times on the following table to
adventure you want.
get an adventure prompt based on an NPC, their
need, and their motivation. The resulting phrase

D12 NPC NEED MOTIVATION

1 Village Elder 2d6 lbs of wax Greed

2 Religious Leader 10 jars of pure honey Power

3 Beekeeper's Guild 5 jars of healing honey Enlightenment

4 Rival Faction A collection of wax weapons Benevolent

5 Farmer Magic honey from a lost tomb Mysterious

6 Shopkeeper Bees to pollinate local elds Dubious

7 Adventurer Map a region & its prominent ora Vengeance

8 Occultist Deliver honey to 3 remote villages Martial

9 Craftsman Remove wild swarms from a temple Supernatural

10 Candle Maker Find source of strange red honey Ambition

11 Scholar Find lost beekeeper in ancient ruin Survival

12 Noble 3 bear skins Apocalyptic

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APPENDIX
HEX FLOWER EXAMPLE upward toward the hive and land on ( 4 ), the "toxic
honey" icon. Next, the player rolls a 2, which moves
Player starts at ( 1 ). Rolls a 3 and advices to ( 2 ),
them off the board to reemerge at ( 5 ) another bee
recording the collection "pure honey" on the
icon. Play continues until they reach the hive hex at
TRACKER (NOTE: If player rolled a 6 or7 , they would
( 9 ), at which point the honey is ready to be harvest.
exit and return to the start tile). From there, they roll
a 12 and advance to ( 3 ), noting the "swarm" icon on For full instruction and advice on creating your own
the tracker. The player then rolls a 5, but because Hex Flowers, see Goblin's Henchman's Hex Flower
they are on a "swarm" hex, they move one face Engine.

12

10,11 2,3

2d6

8,9 4,5

6,7 9

7 4

6 3

5 2

17
NAME

STR EQUIPMENT (10+STR)


DEX 01

WIL 02

03

HD DMG 04

05

06

ARMOR 07

MAX CURRENT 08

09

10

XP 11

12

GP 13

14

NOTES & SPELLS 15

16

BEES
AVAILABLE HIVED
NAME YOUR BEES
Just print this convenient reference page 40 times to r.ecord the names of your 5,000 starting bees
SKEP

VS.LIBRIS 2022

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