TEXT:  
   
  
   
   
  CCC-KKALGO-02-01 
   
   
   
   
   
  Honeybee Mayhem 
   
   
   
   
   
   
   
   
  Rumors say that a mysterious monster appeared in Honeybrew town. The monster wanders 
  around the town and spreads terror, and finally, two young dwarves got hurt by the beast. Can 
  adventurers protect the village from this monster? 
   
  A Two -Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
  
   
  Credits 
  Designer: David Kim Um (Strofel) 
   
  Editing: Jihoon Kwon (Ramza), Heesang Shin (Jellybean) 
   
  Revision: Sodam Park 
   
  Translation: David Kim Um, Heesang Shin (Jellybean), Jiho Bae, Jaejoon Lee, Hyungrae Kim, Dong-Gyou Lee 
   
  Art Director & Graphic Design: Kibin Kim, David Kim Um (Strofel) 
   
  D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, LaTia Jacquise, Ma’at 
  Crook, Claire Hoffman, Greg Marks 
   
  Play test: 손진주, 이동규, 최원석, kemyu, 뒹그르르, 담, 스카이림이하고파, 시랑밈, 통구다쿠, 가을하늘위로, 얏삐, 검은거미, 
  aerodynamic, eyesoftblight, 지나던객, dada 군, ForDead, 큰하마, 사슴, 게게게, 오메가, 갈비뼈, 짬매, 정정원, 헤즈, 물짱이, 
  유동하, 김각현, 최사무엘, 권혁진, 김인서, 헬, 빡곰, 박적, 젤리빈, 김상무, 김유태, 이한민, 이재국, 박세영, 유자맛, 이재형, 묵이 
   
  Goblin Latte Con Organizer: Jihoon Kwon (Ramza), Joey Croner, Kangin Lee 
   
   
   
  Goblin Latte Con 
  The Dice Latte(다이스라떼) 
  Laughing Goblin (깔깔고블린) 
  Present  
   
   
   
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Adventure Primer 
  This adventure is designed for three to seven 
  1- 4-level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure. Also, this 
  adventure is the first episode of the ‘The King 
  Under the Mountains Saga.’ 
  Background 
  Honeybrew town is a small but wealthy 
  brewery town that belongs to Tief-Hold, a 
  Dwarven kingdom that rules the Earthspur 
  Mountains. The town is famous for Redcheek 
  Mead, but they also make a special mead called 
  King’s Sigh. It is brewed only a dozen bottles 
  once per ten years, so only the monarchs of Tief-
  Hold can have a taste of it.  
  Ten days ago, village youths Adrick and 
  Doridos were severely injured in the rampage of 
  De-Claw, an owlbear that visited the town 
  searching for the royal jelly of Red Bee. The royal 
  jelly is powerful a natural remedy and an 
  essential ingredient of King’s sigh. 
  De-Claw is the guardian spirit of the mountain 
  where Honeybrew town is located. It is naturally 
  a good and wise creature, but it is now out of its 
  mind because of the pain of the injury from a 
  fight to protect the mountain and town against a 
  goblin warband. Not knowing what it truly is, the 
  villagers are afraid of it and rumors are 
  spreading like wildfire. The mayor Murin 
  Honeybeard asked for the help of Tief-Hold 
  rangers, but somehow they are not coming to the 
  town for twenty days.  
  Meanwhile, Darun Honeybeard, a friend of the 
  wounded dwarves and son of Murin, ran out of 
  town and came to the Red pine Inn, a longtime 
  client of the town, to find the adventurers who 
  could help protecting the town. The adventurers 
  must find out the identity of the monster by 
  investigation and questioning, and eventually 
  they have to decide whether to kill it or save it.  
  De-Claw 
  De-Claw is the guardian spirit and master of the 
  mountain where Honeybrew town is located. It has 
  been guarding the mountain for hundreds of years, and 
  it is a spirit wise enough to speak both Sylvan and 
  Druidic.  
  But recently, after being attacked by goblins, it lost its 
  mind to poison, wounds and pain. Its instinct lead it to 
  Honeybrew town to look for the remedy, the royal jelly 
  of Red Bee. 
  De-Claw uses the stat block of Owlbear, but its hp is 91, 
  intelligence is 10 and wisdom is 20.  
  Overview 
  The adventure is divided into five parts: The 
  Call to Action section and Parts 1 to 4. The entire 
  adventure takes approximately 2 hours to play. 
  • 
  Call to Action: Redcheek Mead. The 
  adventurers accept the Darun’s request and 
  head to Honeybrew town.  
  • 
  Part 1: Honeybrew town. Upon the 
  arrival at Honeybrew Town, the adventurers 
  meet Murin, the father of Darun, and learn of 
  the general situation.  
  • 
  Part 2: Searching. The adventurers get 
  around the town to find the culprit. Above of 
  all, they need to find out where it is. This is 
  Story Object A.  
  • 
  Part 3: To kill or not to kill. Finally, the 
  adventurers found out De-Claw’s whereabout. 
  Killing it may result in a greater danger to the 
  town. Should they make it pay for the blood of 
  young villagers, or forgive it for a potential 
  greater good? The choice is up to the 
  adventurers. Killing or saving De-Claw is Story 
  Object B. 
  • 
  Part 4: Ending. The fate of the town 
  depends on the choice of the adventurers. 
  Neither is a bad ending; it’s just a choice of 
  them. 
  Adventure Hook 
  In addition to the adventurers’ individual 
  backgrounds, the following hooks are possible 
  ways to involve the characters in the scenario. 
  Rookie. Arrow Anthony, the innkeeper of Red 
  pine Inn, is generous to rookie adventurers. 
  Maybe characters have a credit to the innkeeper 
  and it would be hard to reject his request.  
  Heavy Drinker. Characters that love to drink 
  great booze cannot tolerate that a town that 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  brews such a good mead is in danger. Also, 
  Darun promises they can drink Redcheek Mead 
  as much as they want if they save the town. 
  Soldier of fortune. The town is small but 
  wealthy. If characters help them, they can get 
  some extra coins to reach their real goal.  
   
   
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Adventurer Flowchart 
   
   
   
  Redcheek Mead 
  (Call to Action) 
  Honeybrew Town 
  Searching 
  (Story Object A) 
  To kill or not to kill 
  (Story Object B) 
  3 
  Ending 
  2 
  1 
  4 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Call to Action: Redcheek 
  Mead 
  Estimated Duration: 15 minutes 
   
  When the adventure begins, the characters are 
  coming to the Red Pine Inn to relax after a long 
  day’s journey. Red Pine Inn is the only place in 
  Mulmaster that sells dwarven Redcheek Mead, 
  and it is the shelter for rookie adventures. The 
  adventurers have already met each other and 
  shared one or two small tasks. Read or 
  paraphrase the following: 
  After a long day, when you enter Red Pine Inn, 
  you see the hall unusually lacks of crowd. The 
  innkeeper Arrow Anthony smiles and speaks to 
  you.  
  “Others are busy hunting goblins. They are 
  everywhere these days. Hmm… Yeah! It is good 
  time to show our secret menu to you, rookies!” 
  When the adventurers sit down, Anthony 
  recommends “Redcheek Mead” to you. The mead 
  is much more expensive than normal beer but 
  tastes exceptionally delicious. Let the players 
  describe how delicious it is. You can reward a 
  good roleplay with an inspiration. 
  Meeting with Darun 
  When the adventurers toast their mugs, the inn 
  door opens and a common dwarf (LG, dwarf 
  Commoner) rush into the inn. Darun tells 
  Anthony that a mysterious monster has 
  appeared at the Honeybrew town. His story 
  sounds quite interesting to the adventurers.  
  Call to Action  
  After a short conversation with Anthony, Darun 
  comes to the adventurers. He explains the 
  situation in the village, and then asks them to 
  protect the town from the threat. He also says 
  they will be given a handsome payment as well 
  as a feast of Redcheek Mead. He asks to protect 
  the town. Accepting Darun’s request is the Call 
  to Action.  
  Creature Information 
  Darun is a young dwarf who is barely out of 
  adolescence. His clothes are those of an ordinary 
  farmer, but the unusual cleanness suggests a 
  decent living. 
  What Does Darun Know? If characters ask the 
  situation in the village, Darun gives the following 
  information: 
  • 
  A huge monster has been haunting the 
  town for ten days. 
  • 
  The monster wanders around the apiary. 
  • 
  This kind of work is usually dealt with by 
  the rangers ofthe Tief-Hold. They are to patrol 
  the town once per ten days, but they haven’t 
  showed up for twenty days. 
  • 
  Murin, the village head and Darun’s 
  father, made the villagers take turns guarding 
  the apiary to protect it from the monster. 
  • 
  Two days ago, Darun’s friends Adrick 
  and Doridos were attacked by the monster 
  while they were on guard. Their injuries are 
  pretty bad. 
  • 
  Murin believes the monster is an old 
  Ankheg that attacked the town 100 years ago.  
  • 
  However, it is so strange for an Ankheg 
  to wander around openly but not attacking the 
  people for long. 
  If the adventurers accept the request, they can 
  head straight to the Honeybrew town by Darun’s 
  carriage. 
  Twist for the Combat lovers 
  This scenario is designed to allow players to avoid the 
  combat, depending on their choice. However, if your 
  players really like combat, you can bring out the goblins 
  who chased the De-Claw. A Goblin boss and Six Goblin 
  ambushed near Honeybrew town and attacked the 
  players. If players capture the goblins, they speak 
  nothing but said that they chased the ‘Master of the 
  Mountain’. If use this encounter, Murin gives the 
  information that goblins show up near the town after 
  the accident happens, but they know nothing why.  
  • Very Weak: four goblins show up. 
  • Weak: A goblin boss and four goblins show up. 
  • Strong: two goblin boss, six goblins show up.  
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Part 1: Honeybrew 
  town 
   Estimated Duration: 15 minutes 
   
  In this part, the adventurers arrive at 
  Honeybrew and learn of the general atmosphere 
  of the town. Then, they can meet Darun’s father 
  Murin and hear what he knows and how to start 
  the investigation.  
  Location Information 
  Honeybrew town has the following features:  
  Dimension & Terrain. It takes about two days 
  from Mulmaster to Honeybrew town by carriage, 
  and three days on foot. The town is on the edge 
  of the Earthspur Mountains. Unusually for a 
  dwarven town, it is above the ground. However, 
  the roads and squares are made of stone. See 
  Appendix 3 for a detailed layout. It is a small 
  town with a population around 40. 
  Lighting. On daytime, there is nothing to 
  obscure the light around the town. Even the 
  forest surrounding it does not bother the sight 
  unless the adventurers leave the town and get 
  into the woods. In night, the crescent moon gives 
  off dim light.  
  Smell & Sound. Mealtime or not, subtle scent of 
  honey fills the village. Once the adventurers 
  enter the woods, they notice there are 
  significantly less bird songs in the forest than on 
  the way to the town. 
  Creature Information 
  The Mourners. When the adventurers come to 
  the center of the town, a bell tolls twice from the 
  northeastward of the mountain. After a while, 
  townsfolk come back to town in sorrow. By 
  talking with them, the adventurers get to know a 
  young dwarf named Doridos died from an injury. 
  Murin Honeybeard is the mayor of Honeybrew 
  town and a typical stubborn dwarf. He has dark 
  golden beard and hair. The adventurers can 
  meet Murin (LN, dwarf commoner) at the town 
  square. 
  What do they want? Murin is sure that the 
  monster is an ankheg that assaulted the town a 
  hundred years ago. Also, he believes the rangers 
  of Tief-Hold will come to defeat the monster. 
  Therefore, he wants the adventurers to focus on 
  nothing but defending the town until the rangers 
  come. 
  What do they know? From the conversation 
  with Murin, adventurers get the following 
  information: 
  • 
  Another injured dwarf named Adrick is 
  still alive, but he is in critical condition. He is 
  hospitalized in the clinic of Hospil, a healer and 
  potion seller of the town. If the adventurers 
  cure him, they will greatly appreciate it. 
  • 
  Murin believes rangers of Tief-Hold will 
  arrive soon and solve every problem. 
  • 
  The monster appeared about ten days 
  ago. Townsfolks say they heard moaning cries 
  and saw glittering red eyes near the apiary. 
  • 
  On the alert for the monster, Murin 
  organized the townsfolk into a vigilante. The 
  injured young dwarves were guarding the 
  apiary at his order. 
  • 
  Murin believes an old ankheg near the 
  town is responsible for all of this. He also 
  believes the rangers of Tief-Holds will easily 
  deal with of this problem. 
  • 
  If adventurers ask him what is an ankheg, 
  he tells it is a large-sized insect monster that 
  burrows the earth and has a big jaw, spiny 
  shell and a pair of paws like a scythe. He also 
  says it can spit acid. When one of them broke 
  into the village a hundred years ago, Murin 
  saw it for himself, and all the old dwarves in 
  the town know of that, too. 
  • 
  Murin heard of a rumor that goblins are 
  suddenly organizing themselves, but he never 
  saw a goblin around the town. He firmly 
  believes that goblins are not the problem. 
  • 
  The adventurers cannot enter the apiary. 
  If they want to know why, they must succeed 
  on DC 16 Charisma (Persuasion) check. If they 
  do, Murin says outsiders cannot enter because 
  now is the time when Red Bees change their 
  queen once per ten years. (At this moment, he 
  doesn't mention that there is rthe oyal jelly of 
  Red Bee, which is essential to brew a King’s 
  Sigh and is a powerful natural remedy.) 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  From now on adventurers are allowed to move 
  around the town and search for the clue, and 
  progress moves on Part 2: Searching. 
  A Clew for De-Claw 
    If you want to give more clew for the adventurers, 
  introduce the stone totem at the entrance of the town. 
  Totem is made of poor workmanship that is not suitable 
  for Dwarf's village, so it is easy for adventurers to find. If 
  adventurers pass DC 15 intelligence (Religion) check, 
  they can find out that this is an altar of an ancient 
  religion that idolizes a specific animal or a monster. If 
  adventurers ask about it to Darun, he said that it is a 
  totem for the spirit of the mountain, but it has been 
  there as old as the town and no one knows who made it. 
   
   
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
   
  Part 2: Searching 
  Estimated Duration: 1 hour 15 minutes 
   
  In this part, the adventurers have to investigate 
  what the monster is, where it is, why it attacks, 
  and how to defeat it. Locating De-Claw’s hideout 
  is Story Object A. In part 2, the adventurers can 
  visit the following locations: 
  • 
  Scene A, Clinic. The adventurers can heal 
  Adrick and acquire information from Adrick 
  and Hospil. Also, they encounter Ivelios for the 
  first time and realize the urgency of the event. 
  • 
  Scene B, Temple of Valkauna. The 
  adventurers meet grief-stricken Aurin. She 
  says Doridos’ wounds were from the claws of a 
  beast and the beak of a bird. 
  • 
  Scene C, House of the Herbalist. 
  Sneaking into this place reveals that De-Claw 
  and Ivelios are on good terms, and De-Claw is 
  seriously injured. 
  • 
  Scene D, The Apiary. Here are a variety 
  of clues on what happened when the dwarves 
  were attacked. Tracking the monster’s trace 
  leads to part 3. 
  When the adventurers start the investigation, 
  Darun remains with Murin to soothe him, but he 
  will come to aid if any character asks for help. 
  Race Against Time 
  De-Claw is seriously injured when the 
  adventurers encounter it on part 3. If the 
  adventurers take too much time to reach it, it 
  will lose its mind and go wild. At that point, De-
  Claw’s attacks gets the features of a barbarian’s 
  reckless attack (PHB, p48). “Time Delay 
  Point(TDP)” stacks up on the following 
  conditions: 
  • 
  A character tries a failed check again. 
  • 
  Taking a short rest. 
  • 
  A round passes during the battle against 
  Ivelios. 
  • 
  A round passes during the battle against 
  De-Claw. 
  If TDP stacks up to six, De-Claw loses control 
  and barges out of its hideout. Also, the events 
  below occur as TDP stacks. Urge the players to 
  act swiftly by reminding them there is no time to 
  rest or delay. 
  • 
  2 Stacks – Birds fly out of the forest and 
  leave the mountain, blotting out the sun. Also, 
  the mountain quakes a little. 
  • 
  4 Stacks – Insects and beasts crawl out of 
  their nest and run away. Mountain quakes 
  stronger than before. 
  • 
  6 Stacks – The quake stops, and De-Claw 
  goes berserk. 
  If the adventurers take a long rest or hunt an 
  ankheg, TDP immediately stacks up to six, 
  triggering De-Claw to go berserk and attack the 
  apiary. Refer to Situation C of Part 3 in this case. 
  Scene A. Clinic 
  The survivor Adrick is being treated at Hospil’s 
  Clinic. Hospil is a potion seller, healer and 
  alchemist of the town. When the adventurers 
  enter the clinic, Hospil calls for help from a small 
  back room. He is trying to settle down Adrick’s 
  seizure. If the adventurers help him, he will 
  provide helpful information. They also meet 
  Ivelios when they leave this place after the 
  conversation. 
  Location Information 
  Dimension & Terrain. The clinic is located at 
  the opposite side(southeast) of the town square 
  from Murin’s Place. It is a stone building with a 
  sign “Potion Vendor” and nailed wooden plank 
  which is carved as “& Clinic.” 
  Lighting & Sound. The window lets the bright 
  light in. Even on nights, a lantern provides 
  adequate lighting. The adventurers hear 
  someone’s noise as soon as they enter. 
  Creature Information  
  Adrick is a young dwarf just like Darun. He is 
  unconscious with serious injuries and bandages 
  all over his body. 
  Hospil is the potion seller and therapist of the 
  town, but his healing skill is not that good. The 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  most critical injury that he has ever treated is a 
  that of a villager who dropped an ax on a foot.  
  Saving Adrick 
  When the adventurers enter the clinic, they 
  hear a noise from the back room. When they 
  open the door to the room, they see Adrick. With 
  bandages all over his body, he is convulsing with 
  foam at mouth. Hospil, barely holding Adrick, 
  asks for help of the adventurers. They can hold 
  Adrick with a successful DC 12 Strength 
  (Athletic) check. If they succeed to hold Adrick, 
  they can stabilize Adrick with a successful a DC 
  12 Wisdom (Medicine) check; otherwise, the DC 
  increases to 16. If the adventurers want to heal 
  Adrick with spells or items, they must recover 8 
  hit points or more.  
  If they succeed on the treatment, Adrick 
  becomes stable and regains his consciousness 
  before long; if they fail, Adrick falls into a coma 
  and will not wake up while they are in town.  
  Unwrapping the dressing. The adventurers 
  can unwrap Adrick’s dressing and examine his 
  wound with a successful DC 12 dexterity (Sleight 
  of Hand) check. On a success, the dressing would 
  be gently unwound, and Adventurers can 
  observe the wound. On a failure, blood gushes 
  out of the wound and Adrick falls into a coma. 
  Hospil warns of the risk before they try to 
  unwrap the dressing. Under the bandage lie four 
  lines of sharply cut wounds. A successful DC 12 
  Wisdom (Medicine) check reveals the wounds 
  are claw marks of a beast. If the roll is 16 or 
  higher, they know for sure that the claw marks 
  are not of an ankheg. 
  What Hospil knows. Whether the adventurers 
  succeed on the treatment or not, Hospil catches 
  they were trying to help Adrick and tells what he 
  knows. However, if asked about Adrick’s injury, 
  he bashfully says that he knows little. He says he 
  just managed to be a therapist after all lessons 
  from Ivelios, who taught him how to make 
  potions and identify herbs. Hospil tells the 
  adventurers the following information: 
  • 
  Adrick got his’s chest deeply cut. 
  • 
  It was the old herbalist who saved Adrick 
  and Doridos. If anyone knows something about 
  the attack, he would be that one. 
  • 
  If adventurers are so curious about the 
  wound, they might visit a dwarf named Aurin, 
  the elder sister of Doridos. She used to be a 
  scout of Tief-hold and she cleaned and dressed 
  her deceased brother by herself, so she would 
  surely know something about the wound. 
  • 
  Whenever Adrick suffers from 
  nightmares, he shouts “Thorns! It has thorns!” 
  (The “thorns” are in fact broken arrows) 
  • 
  In the appreciation of saving Adrick, 
  Hospil tells adventurers that if any of them 
  needs assistance or help to persuade people, 
  he will do his best for them. 
  What Adrick Knows? At the end of their talk 
  with Hospil, Adrick recovers his consciousness 
  (unless he fell into a coma). After being 
  explained of the situation, Adrick express his 
  gratitude to adventurers and tells what he 
  knows. He can tell the adventurers the following 
  information: 
  • 
  Never knowing anything to happen, they 
  dug a trench in front of the apiary and stood by. 
  • 
  Clearly, the monster was a large sized 
  creature and came from the north-west forest. 
  It was too fast, and the moon was too dark to 
  identify what kind of a monster it was. 
  • 
  Gravely wounded Adrick desperately 
  flung himself to the monster that was rushing 
  toward Doridos. Holding on its damp furry 
  back, Adrick felt the beast had several thorns 
  over the fur. (With this information, the 
  adventurers may notice that the monster is not 
  an Ankheg.) 
  • 
  The monster obviously rushed above 
  ground. 
  • 
  The thorn wasn’t sharp and felt like a 
  broken branch. When Adrick touched its thorn, 
  it cried terribly. 
  After telling everything he knows to 
  adventurers, Adrick falls asleep in exhaustion. 
  Hospil gently asks adventurers to leave. 
  Herbalist Ivelios 
  As the adventurers get out of back room and 
  enter the front room lined with potions and 
  herbs, the door flings open and Ivelios the 
  herbalist (CG, Druid) bursts in. Ivelios seems like 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  in a hurry, sweeping all the herbs and potions on 
  cupboards into his backpack without saying a 
  word. 
  Ivelios 
  Ivelios is a powerful druid, but he spent most of his 
  spells and abilities treating De-claw. His current status is 
  around that of a level 8 druid. Ivelios uses Druid stat 
  block.  
  Creature Information 
  Ivelios wears a cape of woven leaves tied with 
  a brooch in the shape of a head of stag and an 
  amulet in the shape of a head of a unicorn. He 
  holds a leafy quarterstaff. 
  Things to know. Any character succeeding on a 
  DC 12 Wisdom (Perception) check realizes 
  Ivelios is exhausted, reeks of blood, and has 
  dried bloodstains all over the clothes. If the 
  adventurers ask or talk to him, he doesn’t 
  answer but repeats “No time to talk!” and keeps 
  taking herbs and potions.  
  As the adventures approach him, A powerful 
  earthquake hits the town. Ivelios rushes out in 
  panic. When the adventurers go outside, read or 
  paraphrase: 
  A great earthquake shakes the land as if the 
  whole mountain is screaming. A fissure runs on the 
  stone building that looked perfect without a crack. 
  The earthquake becomes stronger and stronger. 
  Something extraordinary is going on. 
  With an arrogant, irritated voice, Ivelios shouts 
  to the characters to go back to where they came 
  from. Then he turns into a Eagle in an instant 
  and quickly disappears into the woods. He 
  moves too fast for the adventurers to react or 
  catch up.   
  Scene B. Temple of Valkauna. 
  Aurin is at the temple of Valkauna. The temple 
  also works as a village cemetery. It is located in a 
  cave dug under a cliff at the eastern end of the 
  village. Aurin stands in front of the newly made 
  grave to mourn her brother’s death. The area has 
  the following features: 
  Dimension & Terrain. The temple of Valkauna 
  is a cave dug under a huge cliff. The huge 
  entrance is made of stone, and above the 
  entrance is a large iron bell engraved with a 
  silver water bottle along with a big hole. The 
  bottle is the symbol of Valkauna. Inside the gate 
  is a large cave about 100 feet long and wide and 
  40 feet deep, and the walls are cut incredibly 
  clean. Graves lie at the bottom of the cave. Each 
  gravestone is 5 feet apart from another. At the 
  deepest part of the cave is a statue and an altar 
  of Valkauna.  
  Lighting and Sound. During the day, the cave 
  is bright with sunlight coming through the 
  window to the cliffside. During the night, 
  moonlight as well as two hearths placed on 
  either side of the altar lights the place. Inside the 
  cave is so quiet that even the worst chatterers 
  keep their breath unwittingly. The only sound is 
  Aurin sobbing and holding back tears in front of 
  the newly made grave. 
  Valkauna. Any character recognizes the 
  symbol on the iron bell with a successful DC 10 
  Intelligence (Religion) check. A dwarf character 
  succeeds without a check. On a success, they 
  know Valkauna is a lawful neutral dwarven deity 
  of birth, death, and oaths. 
  Creature Information 
  Aurin. The sister of the dead dwarf Doridos is 
  at the shrine of Valkauna. Two priests of 
  Valkauna are also present, but they do not 
  answer to the adventurers’ questions. Aurin is 
  the only blacksmith in town and the person who 
  cleaned and shrouded Doridos’ body. Also, she 
  had been a scout of Tief-Hold. Her right hand is a 
  prosthetic one, and she looks like a strong 
  soldier with old scars on the face. Now, clad in 
  dwarven mourning dress, she is grieving the 
  death of younger brother. 
  What does she know? When the characters 
  approach Aurin, she asks them who they are and 
  how they came here. Especially, she asks who 
  invited the characters. If they mention Darun or 
  Murin, she gets angry and calls Murin a cold-
  blooded animal who left Doridos dead. She 
  insists she has nothing to say to those brought 
  by Darun and Murin. If the adventurers try to 
  persuade her, she asks them to make a vow that 
  they will offer the monster’s head to the altar in 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  the name of Valkauna. The terms of vow can be 
  changed to ‘make it pay’ or ‘make it repay’ with a 
  successful DC 16 Charisma (Persuasion) check. 
  After making the oath, the adventurers learn the 
  following information from her: 
  • 
  Doridos had a pair of wounds on the side 
  that looked as if pierced by a huge pair of 
  spikes, like a giant bird bit him with a beak. (If 
  the adventurers ask if it is a bite mark of an 
  ankheg, Aurin says it is very unlikely.) 
  • 
  It was the herbalist Ivelios who brought 
  Doridos and Adrick. Without him, she couldn’t 
  have been with Doridos when he died. 
  DM tips 
  In this scenario, the vow made in a deity’s name is an 
  important trigger that helps players get immersed to 
  other characters. It is advisable to let them take a vow 
  without a rolling. 
  If the adventurers ask Aurin why she blames 
  Darun and Murin, she sighs and reluctantly tells 
  the following: 
  • 
  Murin refused to use the royal jelly of 
  Red Bee to help Doridos. 
  • 
  Royal jelly of Red Bee is one of the 
  ingredients of potion of supreme healing. It is a 
  powerful natural remedy that even saves 
  someone on the brink of death. 
  If the adventurers ask why Murin refused to 
  use the royal jelly for Doridos, Aurin says (Murin 
  also says so if pressed later):  
  • 
  Honeybrew town brews not only 
  ordinary Redcheek Mead but also King’s Sigh, a 
  mead of the finest quality. 
  • 
  King’s sigh is made with a special type of 
  royal jelly that is only produced every decade 
  when Red Bees change their queen. 
  • 
  Honeybrew town pays King’s Sigh as a 
  tribute to Tief-Hold. They must pay the tribute 
  to the Hold to be protected by them—at least 
  Murin believes so. 
  After sharing these pieces of information, Aurin 
  politely asks adventurers to leave so she could 
  mourn Doridos in peace. 
  Scene C. The House of the 
  Herbalist 
  The house of the herbalist is located at the 
  northeast of the town. It takes about 15 minutes 
  of walk from the village to his house. There is no 
  one in the house, but the adventurers don't 
  know that until they open the door. 
  Area Information 
  The house of the herbalist has the following 
  features: 
  Dimension & Terrain. The house of the 
  herbalist is made by trees that intertwine 
  themselves. In front of the house is a garden of 
  various colorful herbs. However, part of the 
  garden is ruined as if someone just plucked out 
  the herbs. 
  Investigating the Garden. If the adventurers 
  want to investigate the garden, they have to 
  make a DC12 Intelligence (Nature) check. At 
  success, they recognize the leaves on the ground 
  and know that the herbs are for detoxification.  
  Lighting and Smell. The house is a little dark 
  in the daytime because the thick forest blocks 
  some of the sunlight, but it is not as much as to 
  affect the vision. In the nighttime, the house is 
  covered in complete darkness and the only light 
  source is the brazier inside the house. The path 
  leading to the house and the area around the 
  house smell like an ordinary forest, but intense 
  scents of herbs lingers within 10 feet of the 
  house. 
  Lockpicking. The adventurers can pick the 
  door lock to get into the house with a successful 
  DC 14 Dexterity check with thieves’ tools or DC 
  14 Dexterity (Sleight of hands) check. They can 
  also break the door if they succeed on a DC 14 
  Strength (Athletics) check. 
  Dimension & Terrain inside the House. The 
  interior space is roughly 25 feet long and wide 
  and very disordered. On the fireplace is a large 
  pot boiling some green, spicy-smelling liquid. 
  Lighting and Smell inside the House. In 
  daytime, the interior is well lit by the sunlight 
  shining through the window. In nighttime, it is 
  well lit by a brazier. When the adventurers enter, 
  they can smell the strong smell of blood on top of 
  the intense scent of herbs. 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Investigating inside of the House. There is a 
  bloody pile of bandages on the table. With a 
  successful DC 12 an Intelligence (Investigation) 
  check, the adventurers find out animal hairs 
  among the bandages. 
  Under the bandage, there about twenty broken 
  arrows (the monster’s “thorns”) with blood 
  clotted on the arrowheads.  
  A character that succeeds on a DC 14 
  Intelligence (Medicine) check identifies the 
  green soup as a kind of medicine that detoxifies a 
  poison. With a successful DC 14 Intelligence 
  (History) check, they can find out the arrows are 
  made by the goblins. Also, a successful DC 14 
  Intelligence (Medicine) check reveals that the 
  arrowhead is poisoned, and the bloodstain has 
  been there for more than ten days.  
  Scene D. The Apiary 
  The apiary is in the western forest. It takes 
  about 20 minutes’ walk from the town. If the 
  adventurers want to visit the apiary, they need 
  Hospil or Auril to speak for them. Murin only 
  allows them to enter the apiary with their 
  testimony and on the condition that Murin 
  himself goes with them. Without their testimony, 
  Murindoes not allow them to enter the most 
  important production facility in the town. 
  Location Information 
  The apiary has the following features: 
  Dimension & Terrain. The apiary is a 55ft 
  wide and 90ft long field which is surrounded by 
  forests. Short grasses are growing on the ground. 
  On the trail to the town are eight beehive cases 
  lined up in two rows, five feet apart from one 
  another. You can find more information of the 
  apiary in Appendix 4.   
  Lighting and Smells. If the adventurers had 
  visited all of Area A, B and C, it would have been 
  at least past the evening. Otherwise, if they came 
  a little earlier, it’s late afternoon. The sun is 
  bright in the evening as well as in the day. But if 
  they arrived late at night, there’s only darkness 
  because the moonlight is weak. 
  Creature Information 
  Murin stays close to characters without 
  clearing up doubts. 
  Finding Clues 
  What they find from the trace. Show the 
  adventurers a map of the apiary and let them 
  describe where they will focus on. If they 
  succeed on DC 14 Wisdom (Perception) check, 
  they can find out next clues.  
  The Policier 
  When the adventurers find clues, Murin claims that the 
  clues clearly show signs of Ankheg. Adventurers must 
  prove Murin’s claim is wrong by making additional 
  checks appropriate to the clues or based on the 
  information they have gathered. This part is fun to run 
  like the court scenes of novels, movies, and games. 
  Rather than Murin being hostile to the adventurers, it’s 
  better to describe as if he admires their reasoning. 
  Murin’s Lantern. Murin brought his family 
  heirloom, a lantern, just in case. The astonishing 
  is made with dwarven technology. A character 
  Pillars of the Apiary 
  Exploring 
  Social 
  Battle 
  -  The adventurers can sneak into the apiary 
  avoiding the eyes of the dwarves. They need 
  to succeed on a Dexterity (Stealth) check 
  against the Wisdom (Perception) check of the 
  dwarves. This action adds up one TDP. 
  - If the adventurers want to open the beehive 
  case, they must succeed on a Dexterity 
  (Stealth) check against Murin’s Wisdom 
  (Perception) check. On a failure, Murin gets 
  angry and stops them. On a success, they can 
  open the beehive case if they succeed on a DC 
  16 Dexterity check made with thieves’ tools. 
  Inside the beehive case is the royal jelly of Red 
  Bee, and they can steal it if they want to. They 
  can use it when they try to cure De-Claw.  
   
  - If the adventurers succeed on a DC 20 
  Charisma (Deception) Check, they can enter 
  the apiary without the testimony from Aurin 
  or Hospil.  
  - When they speak with Murin, they can also 
  enter the apiary without the testimony if they 
  succeed on DC 25 Charisma (Persuasion or 
  Intimidation) check. However, if they fail on 
  an intimidation check, every charisma roll 
  against Murin has a disadvantage afterwards. 
  - If the adventurers want to fight more and 
  there is enough running time, they can fight 
  against Swarm of Bee (Swarm of Wasp). 
  Swarm of bee uses the stat block of Swarm of 
  Wasp, but they make poisonous attacks. The 
  characters attacked by the Swarm of Bee 
  should succeed on DC 13 Constitution save or 
  get poisoned for one minute.    
  - The adventurers may fight the dwarves 
  guarding the apiary. However, if the 
  adventurers kill a dwarf, the adventure 
  immediately fails and Honeybrew town will 
  stand against them.  
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  who has passive perception higher than 12 and 
  is proficient in History or Arcana can find out 
  that it is a lantern of revealing. If they do not 
  have proficiency in any of it, they must succeed 
  on DC 13 Intelligence check to identify it. 
  However, Murin doesn’t trust the adventurers, 
  so he Murin won’t lend nor tell how to use the 
  lantern to them they prove their worth. To prove 
  it, they must defeat at least four of Murin’s 
  claims about clues: 
  • 
  Clue A. The Pit. There is a pit 10 feet 
  wide and 5 feet deep in front of the apiary. The 
  adventurers do not need any skill checks to 
  note the pit. 
  Murin’s Claim. Murin argues that this is where 
  the Ankheg crawled out. But if the adventurers 
  succeed on DC 12 Intelligence (Investigation) 
  check, they can find out somebody 
  intentionally dug this out. If Adrick told them 
  about the trench, they don’t need to make a 
  skill check. 
  • 
  Clue B. Burnt Trace. The grass behind 
  the beehive cases is burnt in a straight line. 
  Murin’s Claim. Murin argues that this is the 
  trace of Ankheg’s acidic breath. If adventurers 
  succeed on DC 13 Intelligence (Nature) or 
  Intelligence (Arcana) check, they find out the 
  grass was burnt by Wall of Fire spell, not acid. 
  • 
  Clue C. Mysterious Trace. Branches are 
  broken in some part of northwest of forest. It 
  looks like a large-sized creature ran out of the 
  wood to the apiary.  
  Murin’s Claim. Murin argues this is merely a 
  trace of wildlife. However, if the adventurers 
  succeed on DC 13 Intelligence (Investigation) 
  check, they find out there are dried out blood 
  pools and broken goblin arrows at the path of 
  the creature. 
  • 
  Clue D Bloodstain. The monster left 
  bloodstains while entering the apiary. 
  Murin’s Claim. Murin argues this blood must 
  be that of the dwarves attacked by the monster. 
  If the adventurers succeed DC 13 on a Wisdom 
  (Medicine) check, they find out there is a pile 
  of hairs alongside blood, which indicates this is 
  the blood of a beast. 
  • 
  Clue E. Beehive Case. The beehive case is 
  made by dwarven technology. It is made of 
  stone and there are spinning cogwheels inside 
  and outside of it. At the side is a small hole 
  where honey flows out and drips into a large 
  wooden box under the hive. If the characters 
  approach within 5 feet of the beehive case, 
  bees fly out and threat them. To avoid the 
  swarm of bees (Swarm of Wasp), the 
  adventurers must succeed on DC 13 Dexterity 
  save. If failed, they get poisoned. A successful 
  DC 13 Constitution save ends the poisoning; 
  they can try the save again every minute. They 
  can investigate the beehive case after calming 
  the bees. The beehive case and honey box have 
  no signs of damage at all. 
  Murin’s Claim. Murin argues an Ankheg must 
  have come for this honey. Any character 
  succeeds on DC 13 Intelligence (History) check 
  or DC 13 Intelligence (Nature) check 
  remembers that an Ankheg does not eat honey. 
  • 
  Clue F. Footprints. When the 
  adventurers check for footprints, they find 
  four pairs of them: two of dwarves, one of elf 
  and one of a large sized bear. 
  Murin’s Claim. Murin argues that the dwarves 
  are those who fought the Ankheg, the elf is 
  Ivelios, and the bear is of a random bear which 
  came for honey after the fight. If the 
  adventurers succeed on a DC 16 Wisdom 
  (Survival) check, they find out 1) dwarven 
  footprints headed towards the trace of the 
  bear; 2) the bear came from northwest of the 
  forest, encountered the dwarves and made a 
  mess; 3) the bear stopped right in front of the 
  burnt trace and went to the northeast; 4) The 
  elf came from the east, stopped right in front of 
  the burnt trace, and then chased after the 
  footprints of the bear. This footprint continues 
  to Clue G. 
  • 
  Clue G. Trace of Leaving. At the 
  northeast of the apiary is a trace left by a large-
  sized creature leaving the area, but the trail 
  mysteriously disappears after around 10 feet. 
  Murin’s Claim. Murin thinks it just faded as 
  time passed and doesn’t give much thought 
  about it. However, if the adventurers succeed 
  on an DC 13 Intelligence (Arcana) check, they 
  find out the trail was hidden by a pass without 
  trace spell. They also find out that they need a 
  magic item or an exceptional tracking ability to 
  track this. 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Tracking  
  If you have completed all the Scene A, B, and C 
  and used the clues above to persuade Murin, he 
  will lend the lantern of revealing to the 
  adventurers in admiration of their abilities. In 
  this case, Story Object A is completed without 
  any check, and the adventurers can follow the 
  monster’s and the elf’s footprints to De-Claw’s 
  hideout. However, if they fail to persuade Murin, 
  they must succeed on a DC 16 wisdom (survival) 
  check to find other traces to the hideout. If they 
  have not finished Scene A, B, and C, the check DC 
  starts from 25 and reduces by 3 per each 
  completed scene. When they pass the check 
  successfully, they find an older trace of the 
  monster leading to the hideout. The trail seems 
  to be made when the monster wandered around 
  the apiary.  
  Conclusion 
  Story Object A 
  The adventurers track the traces of Ivelios and 
  De-Claw through an investigation at Scene D to 
  the monster’s hideout.  
   
   
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Part 3: To kill or not to 
  kill 
  Estimated Duration: 20 minutes 
   
  The adventurers can track down the trail and 
  head for De-Claw’s hideout. Here, they must 
  decide whether to kill or to save De-Claw. There 
  are three possible situations depending on the 
  accumulation of TDP and the choice of 
  adventurers. Part 4: Ending changes with each 
  situation. 
  • 
  Situation A, To Kill. The adventurers 
  decided to kill the De-Claw. 
  • 
  Situation B, Not to Kill. The adventurers 
  decided to save the De-Claw. 
  • 
  Situation C, Monster Outbreak. TDP 
  have stacked six times or more, causing De-
  Claw to be completely overrun. 
  Location Information 
  Dimension & Terrain. De-Claw’s hideout is 
  located in a 30-feet wide semicircular clearing. 
  There is a small hill at the center of the glade, 
  and the hill has a round entrance to a cave (the 
  hideout). The cave entrance is 15-feet wide. The 
  entire clearing is covered with a green, semi-
  circular magic circle.  
  Light & Sound. The magic circle in front of the 
  cave emits dim green light. Ivelios is casting a 
  spell at the center of the circle. Thick vines grow 
  from it and bind the soil and rocks around the 
  entrance to seal the cave.   
  Creature Information 
  Ivelios looks much more exhausted than before. 
  A spellcaster character immediately recognizes 
  he is sealing the cave with a powerful magic. If 
  TDP is less than six, Ivelios explains the whole 
  story with the entrance sealed: 
  • 
  The monster in the cave is De-Claw, the 
  lord spirit of the mountain. It was injured 
  while depending the mountain from the attack 
  of the goblins.  
  • 
  If De-Claw is killed, the town can be 
  endangered when the goblins invade. 
  Moreover, when a mountain spirit dies, the 
  mountain’s energy will grow furious, which 
  could destroy the order of nature.  
  • 
  The goblins were somehow different 
  from ordinary ones. They were more cunning 
  and organized. Even him and De-Claw could 
  not match them. 
  • 
  He was patrolling the town after learning 
  that a monster appears in the town. It was 
  during the patrol that he saw Doridos and 
  Adrick got injured. He tried to kill De-Claw at 
  first but decided not to thereafter, because 
  killing it would endanger the entire mountain 
  as well as the village. 
  • 
  De-Claw is at the brink insanity. When it 
  was sane, it deeply regretted attacking the 
  young dwarves. Now, it is struggling with pain, 
  though not completely overrun.  
  • 
  There is a way to restore De-Claw, but 
  sealing the entrance is taking too much for him. 
  He asks the adventurers to save De-Claw.  
  Now, the adventurers must choose whether to 
  kill or save D-Claw with the information above. 
  Situation A. To kill? 
  If the adventurers decided to kill De-Claw, 
  Ivelios grows furious and tries to stop the 
  adventurers. In this situation, characters will 
  fight both Ivelios and De-Claw. 
  Battle with De-Claw 
  De-Claw is a giant Owlbear. It is a large 
  creature, but it almost looks like a huge one. Fur 
  has all turned gray, and eyebrows are long 
  enough to dangle around the mouth. It has a 
  black half-moon shape on the chest. But its back 
  turned dark by blood and poison. Wounds from 
  arrow shots is still bleeding. Its eyes glow red in 
  pain. 
  When Ivelios loses more than three-fourth of 
  full hp, De-Claw breaks the door and comes out. 
  It attacks Ivelios first, makes him incapacitated, 
  and then battle with the adventurers. 
  Adjusting this Encounter  
  Here are some suggestions for adjusting this scene:  
  • Very weak: Ivelios cannot use 2 level spell slots and 
  HP of De-Claw becomes 59.   
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  • Weak: Ivelios already used all of 3rd level slots. 
  • Strong: 2 wolves appear to help Ivelios.  
  • Very strong: 4 wolves appear to help Ivelios. 
  Situation B. Not to kill? 
  If the adventurers decide to save De-Claw, 
  Ivelios opens the entrance. They need to help 
  Ivelios and restore De-Claw. Right now, De-Claw 
  is struggling with pain. 
  Price for breaking the vow 
  If the adventurers decide to save De-Claw, even they 
  made a vow to kill it in the name of Valkauna, a horrible 
  punishment awaits. The details of the punishment are 
  wholly DM’s choice. Decide the punishment considering 
  the group’s attitudes. The list below shows the 
  examples used when writing this adventure. These 
  effects only last for this adventure. 
  • Their nose grows. 
  • They cannot speak lies anymore. 
  Location Information 
  Dimension & Terrain. After the 30 feet long 
  and 10 feet wide entrance, the cave opens up to a 
  roughly 40 feet wide oval space. The interior is 
  simple with only a few 5 feet thick pillars 
  supporting the weight of the cave and nothing 
  else. The celling has a hole. 
  Lighting & Smell. Sunlight or Moonlight 
  coming through ceiling gives off dim light. The 
  cave reeks of blood, antidote, and the poison that 
  has a disgusting smell like an almond. 
  Saving De-Claw 
  To save De-Claw, Ivelios brings out a potion of 
  supreme healing from his bag. If the adventurers 
  ask where he got it, he tells that he collected tiny 
  amount of royal jelly of Red Bees over 100 years, 
  not to the extent of having an effect on the 
  production of King’s sigh. He says this will heal 
  De-Claw’s wounds. 
  When Ivelios open the door, each character can 
  take one action. Let them think how to make it 
  drink the potion. They can also use spells. 
  Anyone that comes up with a creative and wise 
  way to handle the situation has an advantage on 
  the check. Here are some examples of what they 
  can do: 
  • 
  With a successful DC 13 Strength 
  (Athletics) check, they block De-Claw’s attack. 
  • 
  With a successful DC 13 Wisdom (Animal 
  Handling) check, they induce De-Claw’s action. 
  • 
  With a successful DC 13Constitution 
  saving throw, they block De-Claw’s attack 
  without damage. 
  • 
  With a successful DC 13 Dexterity 
  (Acrobatics) check, they can distract De-Claw 
  by being a bait. 
  • 
  With a successful DC 13 Charisma 
  (Persuasion) check, you can De-Claw down for 
  a moment. 
  • 
  They can use healing spells to reduce the 
  required amount of healing. 
  • 
  If they have stolen the royal jelly or 
  received it from Murin by succeeding on a DC 
  20 Charisma (Persuasion) check, they have to 
  heal only 20 hp. 
  You may tell the players the list above if they 
  want, but it is recommended to encourage them 
  to come up with creative ways to solve the 
  problem. Encouraging them to help on another is 
  recommended, too. Determine the success or the 
  failure by group check. On a success, they can 
  roll to determine how much the potion of 
  supreme healing heals.  
  If the potion of supreme healing heals 45 hit 
  points or more, De-Claw is healed. If it heals less 
  than 45 hit points or the group fails on the group 
  check, the adventurers fail to heal De-Claw, and 
  it roars (Every creature near in 5ft pushed away 
  to 15 ft). After that, they can attempt to heal it 
  for one more final round. If they fail the last 
  attempt, they'll have to fight De-Claw. If 
  adventurers did not use the potion of supreme 
  healing, Ivelios takes it back.   
   
  Twist for the Combat lovers 
  This scenario is designed to allow players to avoid the 
  combat, depending on their choice. However, if your 
  players really like combat, you can bring out the goblins 
  who attacked the De-Claw after the players agreed to 
  spare De-Claw. They attack the adventurers with an 
  Ankheg they tamed; it is the same old Ankheg Murin put 
  his suspiscion on instead of De-Claw. A goblin boss, two 
  goblins, and an Ankheg shows up as an enemy. If the 
  party is Weak or Very Weak, the goblin boss says that 
  
   
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  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  they killed the old Ankheg. Their scimitars are made 
  from the jaw of the Ankheg.  
   
  • Very Weak: A goblin Boss and two goblins show up. 
  • Weak: A goblin boss and four goblins show up. 
  • Strong: A goblin boss, four goblins, and an Ankheg 
  show up.  
   
  Situation C. Monster 
  Outbreak 
  If TDP got stacked six times or more, De-Claw 
  break out from Ivelios' spell. If the adventurers 
  are in front of the hideout, De-Claw incapacitates 
  Ivelios with a surprise attack and then attacks 
  the adventurers. If the adventurers are not 
  around the hideout, De-Claw heads straight to 
  the apiary. In this case, they have to fight De-
  Claw without taking a rest. 
  Conclusion 
  Story Object B 
  By killing or saving De-Claw, the characters 
  achieve Story Object B and proceed to the Part 4: 
  Ending.  
  Part 4: Ending 
  Estimated Duration: 10 minutes 
  Peace returned to the Honeybrew town thanks 
  to the adventurers. They will be treated as the 
  saviors of the town. If the adventurers killed or 
  saved De-Claw and succeeded in protecting the 
  town, dwarves of Honeybrew and Murin thank 
  the adventurers and offer them a large banquet. 
  This is the default ending. In addition to this, 
  there are three optional conclusions depending 
  on what characters did in this adventure.: 
  • 
  Conclusion 1. If the adventurers keep the 
  vow to kill De-Claw and bring the proof to the 
  town, villagers are delighted but Ivelios leaves 
  the town in anger. 
  • 
  Conclusion 2. If the adventurers 
  desecrate the vow and save De-Claw, Ivelios 
  verifies their hard work to the town. However, 
  the adventurers are punished by the god, and 
  Aurin notices that and leaves the town in anger. 
  • 
  Conclusion 3. If the adventurers both 
  keep the vow and save De-Claw, Ivelios verifies 
  their hard work and gives two bottles of 
  unlabeled King’s sigh in gratitude. Also, Aurin 
  senses the completion of the vow and 
  appreciates them. 
   
   
  
   
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  Rewards 
  The characters get rewarded according to their achievements.
  Character Rewards  
  The characters get rewarded according to their 
  achievements. The rewards changes with 
  optional conclusions, and they get only one type 
  of the optional rewards. 
  Advancement  
  Upon completing this adventure, each 
  character gains a level. At their discretion, they 
  may choose to decline advancement. Remind 
  those that express an interest in this that they 
  have a limit to how much gold they can earn per 
  level; declining advancement means that they 
  may reach a point where they earn no gold.  
  Gold  
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
   
  Tier      Hourly GP award    GP Limit per Level 
  1  
  20 gp  
  80 gp  
   
  2  
  30 gp  
  240 gp  
   
  3  
  200 gp  
  1,600 gp  
   
  4  
  750 gp  
  6,000 gp  
   
   
  Magic Item(s)  
  If found during the adventure, the characters can 
  keep the following magic item:  
   
  • 
  Lantern of Revealing 
  Dungeon Master Rewards  
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
   
  Tier 
  Gp Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6, 000 gp 
   
  You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Appendix 1. Location & NPCs 
   
  This list of information about NPCs and 
  Locations helps to make the adventure more 
  interesting. Each NPC and Location includes 
  information for adventure and how to speak the 
  word. 
  • 
  Murin Honeybeard(Moo-Rin 
  Honeybeard) Mayor Murin is stout-looking 
  middle-aged Dwarf. Murin has dark blonde 
  hair and beards. 
  Personality: I'll do anything to protect my 
  town and my people. 
  Ideal: Safety. I'll do whatever it takes to 
  protect the town. 
  Bonds: This town is where my ancestors and I 
  spent our whole life. 
  Flaw: I sometimes get obsessed in my 
  thoughts and don't listen to others’ opinion. 
  • 
  Darun Honeybeard(Da-Roon 
  honeybeard). Mayor’s son Darun is a young 
  dwarf who just reached adulthood. 
  Personality: Anybody can make mistakes. The 
  important thing is making up for it.  
  Ideal: Justice. Justice must be upheld.  
  Bonds: My town is my home. I fight to protect 
  my home. 
  Flaw: I sometimes get obsessed in my 
  thoughts and don't listen to others’ opinion. 
  • 
  Aurin(Ah-ooh-rin). She is the only 
  blacksmith in Honeybrew town now. Before 
  that, she was a ranger of Tief-Hold. Since Aurin 
  came from Tief-Hold, Aurin’s the only family 
  was her brother Doridos. 
  Personality: The most important thing to me 
  is my family. 
  Ideal: Family. I'll do anything for my family. 
  Bonds: My brother is—was—the only thing 
  left from my family. 
  Flaw: When I mean to do something, I do it 
  regardless of whatever it takes. 
  • 
  Ivelios(I-Vel-Li-Os). More than 500 years 
  old, Ivelios is one of the founders of the 
  Honeybrew town. He made the recipe of King’s 
  sigh with his friend Odrick Honeybeard, co-
  founder of the town. 
  Personality: There are always more than one 
  aspects to any situation. 
  Ideal: The greater good. There is always 
  something more important than a simple 
  quarrel. 
  Bonds: The dwarves at the Honeybrew town 
  are all like grandchildren to me. 
  • 
  Honeybrew Town. Honeybrew town is 
  located at the north end of the Earthspur 
  mountain. It’s a small satellite town of Tief-
  Hold, a kingdom that rules Earthspur 
  mountain. Also, it is one of the rare dwarven 
  villages which is located above ground. 
  Looks: Buildings of the town are built by 
  stacking up precisely cut rocks. Most of the 
  buildings look like an octagonal pillar, and the 
  windows and doors are decorated with 
  gorgeous dwarven patterns. 
  • 
  Tief-Hold(Ti-ef-Hold). Tief-Hold is a 
  dwarven kingdom that rules over Earthspur 
  mountain. It was founded by the descendants 
  of an ancient dwarf clan Ludwakazar. Even 
  now, the throne of Tief-Hold is succeeded by 
  members of Ludwakazar clan. Legends say this 
  kingdom was founded after defeating the 
  ancient goblins that were spoiling the 
  underground of the mountains, with the help 
  of an ancient gold dragon who resided deep in 
  the Earthspur mountains. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Appendix 2. Creature Statistics 
   
  Ankheg 
  Large monstrosity, unaligned 
  Armor Class 14 (Natural Armor), 11 While Prone 
  Hit Points 39 (6d10 + 6) 
  Speed 30 ft., burrow 10 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 11 (+0) 13 (+1) 
  1 (−5) 13 (+1) 
  6 (−2) 
  Senses Darkvision 60 ft., Tremorsense 60 ft., Passive 
  Perception 11 
  Languages -- 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) 
  acid damage. If the target is a Large or smaller creature, 
  it is grappled (escape DC 13). Until this grapple ends, the 
  ankheg can bite only the grappled creature and has 
  advantage on attack rolls to do so. 
  Acid Spray (Recharge 6). The ankheg spits acid in a line 
  that is 30 feet long and 5 feet wide, provided that it has 
  no creature grappled. Each creature in that line must 
  make a DC 13 Dexterity saving throw, taking 10 (3d6) 
  acid damage on a failed save, or half as much damage 
  on a successful one. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
  Senses Passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  Druid 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (16 With Barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 
  Skills Medicine +4, Nature +3, Perception +4 
  Senses Passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, 4 (1d8) bludgeoning damage if 
  wielded with two hands, or 6 (1d8 + 2) bludgeoning 
  damage with shillelagh. 
   
  Eagle 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 3 (1d8) 
  Speed 10 ft., Fly 60ft 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  15 (+2) 10 (+0) 
  2 (−4) 14 (+2) 
  7 (−2) 
  Skills Perception +4 
  Senses Passive Perception 12 
  Languages -- 
  Challenge 0 (10 XP) 
  Keen Sight. The eagle has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Actions 
  claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage. 
   
  Goblin  
  Small Humanoid, Neutral Evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  8 (−1) 
  Skills Stealth +6 
  Senses Darkvision 60ft., Passive Perception 9  
  Languages common, Goblin 
  Challenge 1/4 (50 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. 
   
  Goblin Boss 
  Small Humanoid, Neutral Evil 
  Armor Class 17 (chain shirt, shield) 
  Hit Points 21 (6d6) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  10 (+0) 
  Skills Stealth +6 
  Senses Darkvision 60ft., Passive Perception 9  
  Languages common, Goblin 
  Challenge 1 (200 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Multiattack.The goblin makes two attacks with its 
  scimitar. The second attack has disadvantage.  
  scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing 
  damage. 
  Reactions 
  Redirect Attack. When a creature the goblin can see 
  targets it with an attack, the goblin chooses another 
  goblin within 5 feet of it. The two goblins swap places, 
  and the chosen goblin becomes the target instead. 
   
  Owlbear 
  Large monstrosity, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 12 (+1) 17 (+3) 
  3 (−4) 12 (+1) 
  7 (−2) 
  Skills Perception +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages -- 
  Challenge 3 (700 XP) 
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or 
  smell. 
  Actions 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Swarm of Insects (Wasps) 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 (Natural Armor) 
  Hit Points 22 (5d8) 
  Speed 5 ft., fly 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 13 (+1) 10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5) 
  Damage Resistances Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses Blindsight 10 ft., Passive Perception 8 
  Languages -- 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny insect. The swarm 
  can't regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  Wolf 
  Medium beast, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 15 (+2) 12 (+1) 
  3 (−4) 12 (+1) 
  6 (−2) 
  Skills Perception +3, Stealth +4 
  Senses Passive Perception 13 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on attack rolls 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Appendix 3 Town Map 
   
   
  1 
  2 
  3 
  1. Entrance of the town 
  2. Murin’s House 
  3. Clinic 
  4. Road to the temple of Valkauna 
  5. Road to the house of the Herbalist 
  6. Road to the apiary 
  7. Earthspur Forest 
  8. Totem 
   
   
  6 
  8 
  4 
  5 
  7 
  7 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Appendix 4. Apiary(DM)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  F 
  G 
  A 
  B 
  C 
  D 
  E 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Apiary(Player)  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-KKALGO-02-01 HONEYBEE MAYHEM 
  Appendix: Dungeon Master Tips 
  To DM an adventure, you must have 3 to 7 
  players—each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they 
  play a different hardcover adventure, they can’t 
  return to the first if outside its level range.  
  Preparing the Adventure  
  Before you start play, consider the following:  
  • 
  Read through the adventure, taking 
  notes of anything you’d like to highlight or 
  remind yourself of while running the 
  adventure, such as a way you’d like to portray 
  an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s 
  appendices and handouts.  
  • 
  Gather any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps.  
  • 
  Ask the players to provide you with 
  relevant character information, such as name, 
  race, class, and level; passive Perception score, 
  and anything the adventures specifies as 
  notable (such as backgrounds, traits, flaws, 
  etc.)  
   
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) with 
  their starting values for level, magic items, gold 
  and downtime days. These are updated at the 
  conclusion of the session. The adventure 
  information and your information are added at 
  the end of the adventure session—whether the 
  completed the adventure or not.  
  Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
  Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells and 
  other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what 
  they might face.  
  Adjusting This Adventure  
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below.  
   
  Determining Party Strength  
  Party Composition Party Strength  
  3-4 characters, APL less than Very weak  
  3-4 characters, APL equivalent Weak  
  3-4 characters, APL greater than Average  
  5 characters, APL less than Weak  
  5 characters, APL equivalent Average  
  5 characters, APL greater than Strong  
  6-7 characters, APL less than Average  
  6-7 characters, APL equivalent Strong  
  6-7 characters, APL greater than Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Goblin-Latte Con (KKALGO)/CCC-KKALGO-02-01 - Honeybee Mayhem (1-4).pdf