D&D 4e - A Rhyme Gone Wrong
D&D 4e - A Rhyme Gone Wrong
D&D 4e - A Rhyme Gone Wrong
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BACKGROUND
By Craig Campbell
A Rhyme Gone
Wrong
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Felsa is a powerful archfey queen who sought to conquer the Feywild many centuries ago. As her power
and holdings grew, several other archfey banded
together to kill her. But the wily queen foresaw their
impending attack. Knowing that she could not defeat
the group, Felsa bound together her mind, body,
and spirit with a powerful enchantment. When
the assault began, instead of falling to her enemies
attacks, she fell into a deep slumber. Realizing that
Felsas spell prevented them from actually killing her,
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ROLEPLAYING
SYNOPSIS
Felsas Scions
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Sheep pen
Well
We
Herb garden
2
Grave
Gr
Vegetable
garden
Wheat field
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Gardens
Homes
20
Childrens Games
The magpies speak Common and Elven. Use the following statistics for each bird: 1 hp, speed 1 (fly 8),
defenses 10, Str 2, Con 8, Dex 12, Int 7, Wis 12, Cha
13. The magpies have no attacks.
If the characters approach a magpie, the bird flies
off to a new perch. A successful DC 14 Perception
check reveals that all the magpies are singing a lilting
song in Common. Characters who listen closely can
make out the following words.
Magpies
Livestock
) The children recited a magical poem that summoned the magpies and put their parents to sleep.
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Eam
Ettain
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Lillin
Arianne
Orem
Jannek is an eight-year-old boy who wants to be a soldier when he grows up. His parents are the hamlets
wheat farmers.
This boy is very excitable and a little violent because
he has taken on the role of the hamlets guardian in
his parents absence. Hes hard to question because he
switches subjects quickly and regularly.
Lie: Jannek has carved a wooden goblin foot and
used it to press goblin tracks into the ground around
the hamlet as part of his goblin war game. He
claims that goblins must have come in the night and
put the adults to sleep. He shows the characters the
tracks he discovered to convince them.
Caught: A successful DC 14 Perception check
reveals that the goblin tracks are identical (not made
by a left and a right foot) and unevenly spaced. This
observation should tip off the characters that they
are fake. A successful DC 14 Nature check reveals
that no other signs of goblin activity exist in the area.
The characters might also discover Janneks wooden
goblin foot if they search him.
Jannek
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Unknown to the children, several boggles are watching them from the Feywild. Felsa has gifted these
creatures with special senses that allow them to see
and hear everything thats happening in the hamlet
while remaining safe in the fey realm.
When the characters are close to finding out the
truth, the boggles emerge from the Feywild and
attack. Determine where the characters are on the
hamlet map at the time, and place the boggles all
around them.
If the adventurers capture one of the boggles and
question it, the creature discloses that it is working for
the Slumbering Queen. If threatened with death, it
reveals that the characters must create a final verse to
Felsas poem to end her magic in the hamlet. It cant
reveal anything about the verse, though, because it
doesnt know the poem.
Treasure: Each boggle carries a satchel containing food, wine, and a variety of trinkets, coins, gems,
and small art objects worth a total of 450 gp. All the
items are of Feywild origin.
Development: Any children who witness the
boggle attack become fearful. The characters can use
the escalating danger to influence the children to
reveal more of what they know.
Recitation of the final verse awakens the sleeping parents and restores them to full health. They emerge from
their homes, find their children, and embrace them.
After a few moments, they look to the characters
and begin asking questions about what happened. Go
to event 4.
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The commoners run for safety, begging for the characters protection. Felsas servants arent interested in the
commoners for now, so unless the characters prevent the
villagers from taking cover, everyone makes it to safety.
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CONCLUSION
Sheep pen
Well
We
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Grave
Gr
Vegetable
garden
Wheat field
Feywild
Bleed Zone
Blee
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STANDARD ACTIONS
STANDARD ACTIONS
MINOR ACTIONS
MOVE ACTIONS
TRIGGERED ACTIONS
MOVE ACTIONS
m Claw ) At-Will
Attack: Melee 2 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
M Neck Bite ) At-Will
Attack: Melee 2 (one creature grabbed by the boggle); +6
vs. Reflex
Hit: 4d6 + 8 damage.
Miss: Half damage.
R Peek-a-Boo Trick (teleportation) ) At-Will
Requirement: The boggle must have no creature grabbed.
Attack: Ranged 10 (one creature); +6 vs. Reflex
Hit: The boggle teleports the target to an unoccupied
square within 2 squares of the boggle, and the target is
grabbed (escape DC 13). The target is blinded until the
grab ends. The boggle must remain within 2 squares of
the target for the grab to persist.
Dimensional Window
The boggle can make Thievery checks against any creature
within 10 squares of it that it is aware of.
m Claw ) At-Will
Attack: Melee 2 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage.
R Body Snatch (charm) ) Recharge 4 5 6
Attack: Ranged 5 (one creature); +8 vs. Will
Hit: The target is dominated (save ends). Until the target
saves against this effect, the boggle is removed from
play, and the target gains a +2 bonus to attack rolls and
damage rolls. When the effect ends, the boggle returns
to play in an unoccupied space of its choice within 5
squares of the target.
TRAITS
XP 150
Initiative +10
Perception +8
Darkvision
Level 3 Lurker
Dimensional Window
The boggle can make Thievery checks against any creature
within 10 squares of it that it is aware of.
TRAITS
XP 200
Initiative +7
Perception +9
Darkvision
Level 5 Controller
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TRIGGERED ACTIONS
MINOR ACTIONS
MOVE ACTIONS
m Claw ) At-Will
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
STANDARD ACTIONS
Dimensional Window
The boggle can make Thievery checks against any creature
within 10 squares of it that it is aware of.
TRAITS
XP 175
Initiative +9
Perception +9
Darkvision
Level 4 Skirmisher
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XP 175
Initiative +7
Perception +9
Darkvision
Level 4 Artillery
TRIGGERED ACTIONS
MOVE ACTIONS
STANDARD ACTIONS
Dimensional Window
The boggle can make Thievery checks against any creature
within 10 squares of it that it is aware of.
TRAITS
STANDARD ACTIONS
TRAITS
XP 500
Initiative +6
Perception +10
Low-light vision
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MINOR ACTIONS
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