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79

Hive of the Bronze Bees

RoomAvoidable ThreatHardDaedalan Automata (W03)3 exits
Illustration: Room 79 — Hive of the Bronze Bees

The far wall of this chamber is a comb. Hexagonal cells in beaten bronze, eight feet of them, floor to shoulder height and twenty feet across, and most of the cells are capped. The uncapped ones are full of something that catches your light and moves like honey and is not honey — it is gold, or something with gold in it, and it is flowing very slowly down the face of the comb into a bronze trough at the bottom.

The air above the comb glitters. Individually. Thousands of times.

Nothing has noticed you. There is a censer on a tripod by the door, three-quarters full of old grey ash, and somebody left a bundle of dry reeds beside it.

DM summary. A Daedalan hive that answers to impact and metal noise and completely ignores voices, guarding eight feet of gold-run comb. The censer by the door is the answer and it was left there by somebody who worked here. The party can have the gold if they are willing to be quiet in a very specific way.

Terrain & Features

Battle map: custom map. A 45 × 35 ft room whose one feature is a comb-covered west wall and a 2-ft catwalk — sketch it; the fight is about the wall, not the floor. Browse the book if a page half fits your table better.

The Noise Ticks

The hive answers to impact and metal, not to voices. Talking is free. Shouting is free. The party can hold an entire argument in this room and nothing will move.

What somebody does Ticks
Talking, shouting, singing, casting with verbal components0
Walking, running, dashing anywhere on the floor0
Metal striking stone — a dropped weapon, a hobnail on flag, a shield set down1
Prying a capped cell1
Cutting gold-run out of the trough1 per slab
Any attack that strikes bronze, stone, or the comb2
Prying the pinion out of its housing2 — it is loud, and it is exactly as loud as X20 says it is
A metal object dropped from the gallery3

The thresholds:

Ticks do not decay. This is the opposite of the sound-hunting gallery elsewhere in the deck and the contrast is deliberate: here the count is a budget the party spends, not a tide they can wait out. Tell them that. Two ticks of loot is two ticks they cannot get back.

Encounter

Hard · Daedalan Automata (W03) · Budget at APL 9: 9,600 XP

Two swarms, and a third if the party insists.

Count Creature XP each
2Swarm of Bronze Bees2,300

Base 4,600 XP; ×1.5 for two bodies = 6,900 adjusted, under the APL 9 Hard budget of 9,600. It earns Hard three ways: the swarms ignore cover, they do area damage in a chamber with one narrow safe height, and the room can produce a third swarm (base 6,900, ×2, 13,800 adjusted) if the party keeps making noise. Say the third swarm exists in your own head before round one, and let the party's choices decide it.

Why they are not already attacking. Nothing here is hostile and nothing here is asleep. The hive is a machine doing a job: it meters gold-run out of the comb, and it defends the comb against impact, because impact is what a thief makes and a talker does not. Walk in, look, and walk out, and the hive will never react.

Round 1, if it starts. The launched swarm goes to the tick's source, not to the nearest character — which means the party can put a tick somewhere they are not. It arrives as a 20-ft cube of moving bronze that does not care about cover.

Tactics. The swarms hold the comb face. They will not pursue past the chamber's arches and they will not go above 10 ft, ever, even to follow. A party on the gallery is safe and can watch the swarm mill about beneath them, which is the correct and slightly undignified way to win this room.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Smoke the comb

The censer, the reeds, and ten minutes of somebody's afternoon two hundred years ago.

  • The check: Nature DC 13 or Survival DC 13 to make it smoulder rather than burn — damp the reeds from a waterskin, bank the ash over them, and keep it under a flame. Anybody who has kept bees, worked a forge, or smoked out a wasp nest gets advantage; a druid or a herbalist does it without a roll.
  • Time: three rounds to raise the smoke, and it lasts ten minutes.
  • Success: every swarm within 20 ft of the censer is suppressed — it will not launch, will not pursue, and will not defend. Carried by hand, the censer clears a 20-ft bubble around the bearer, which is enough to reach the comb, cut the trough, pry two cells, and take the pinion. Ticks still accumulate and simply do not fire while the smoke holds. When it fails, everything the party spent arrives at once, so leave before it does.
  • On a failure: the reeds catch and flame instead of smouldering. That is 2 ticks and a bundle of reeds the party no longer has. There is enough reed for two attempts, total.
  • Cost: three rounds, a waterskin, and a ten-minute clock the party has to work inside. Call out the minutes.
Bypass — The gear-gallery

Eleven feet up, along the north wall, above a flight pattern that has never once gone higher.

  • Getting up: Athletics DC 14 at the door-side bracket, or a boost with no check, or any climb speed.
  • Crossing: Acrobatics DC 13 at the two-foot gap where the catwalk's plate has corroded away; a failure is not a fall — it is a hand slapping bronze, which is 1 tick, and the character catches themselves.
  • What it reaches: the bracket above the comb's north end, which is directly over the pinion housing and within arm's reach of the top row of capped cells. Everything worth having in this room can be taken from the gallery, and the gallery is out of the swarms' reach even after they launch.
  • The trap in it: anything dropped from up there is 3 ticks, and a character working one-handed at full stretch over a bronze housing is going to be asked to make one Sleight of Hand DC 14 not to drop the pinion. Tell them the number first.
  • Cost of withdrawing instead: the east arch is behind them the whole time, the swarms do not leave the chamber, and the party may withdraw at any tick count with nothing worse than empty hands. Cost: two loot rolls, the pinion, and the room's clue.

Traps / Puzzles / Checks

The gold-run is not treasure in a bag; it is a substance. Working it out is the room's only puzzle and it is a short one.

Element Value
What it isBronze-gold in suspension, warm, slow, and still flowing. Investigation DC 13 or any smith: this is casting stock, and it is what the hive is for — the comb is a foundry that makes its own alloy
Taking it liquidA flask a round from an open cell. 1 tick per cell pried, 0 from a cell already open
Taking it setCut slabs out of the trough. 1 tick per slab, and a slab is 8 lb
Ruining itWater or cold sets it hard and grey in a round. A party who quenches the comb to be clever has destroyed the loot and made 2 ticks doing it

Exits

AObviousThe east arch they came in by, standing open, 45 ft from the comb and well outside the flight pattern. No check.
BObviousA stoker's door in the south wall, also open, also clear of the comb. No check.Rider: it lets out into a passage that smells of hot metal — the party arrives carrying that smell, and anything of the Automata in the next room reads them as foundry staff for one round.
CConditionalThe comb's own delivery chute, behind the frame at the comb's south end, which the gold-run pours into once a day: a bronze duct big enough to crawl. Reachable only from the comb face, which means smoke, the gallery, or a fight.Rider: you crawl out through a duct lined in set gold-run, and every character comes out with flecks of it on their hands and knees — you are visibly carrying wealth for the next room, whatever that turns out to mean.
Loot

Two rolls on the loot table, and the condition is simply reaching the comb and spending the time:

The pinion is not loot. The gear in the housing at the comb's north end is what X20's flying machine is missing, at the correct pitch, and X20 names this room as one of two places to get one. It is Resolution-owned: hand it over as the thing the Resolution needs, charge the 2 ticks, and do not spend a d100 slot on it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One Swarm of Bronze Bees; thresholds at 4 and 7, no third swarm. Reeds enough for three attempts. All DCs −2
9As written
12Three swarms, thresholds at 2 / 4 / 6, and a Clockwork Sentinel on a fixed patrol along the comb face whose route crosses the gallery's bracket once every four rounds. DCs +1
15Four swarms, thresholds at 2 / 3 / 5, no censer (somebody has taken it), and the comb answers a fourth trigger: any spell cast within 20 ft of the comb face is 3 ticks, because the hive was built to guard against exactly that. DCs +3
DM Notes

Creature Cards

Both belong to Daedalan Automata (W03) and both recur, so the numbers live in the bestiary — the swarm again in F15. The tick table, the thresholds, the smoke bubble, and the gallery's ceiling are this room's and stay here. The Sentinel appears only in the APL 12 row and is listed so a DM scaling up has the card to hand.

Shared across rooms, so the full cards live in the bestiary: Swarm of Bronze Bees, Clockwork Sentinel. Every mention above opens the numbers here on this page.

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