As promised here it is my first proper digital zine, on the last Wednesday of the month. Picking up from where I left off in my last post from July I bring you the Wyrdback in all its weird and terrifying glory. More than a mere adventure this is a depthcrawl scaled up to an entire campaign framework with the players implied goal of reaching the center of the Wyrdback and the terrifying truth of the mystery of the wyrdlands.
The Wyrdback
The Wyrdback is the largest of all the wyrdlands in the Feengrenze. It is a million square miles of unmappable terrain in the center of Tir Na Calite. Here, reality is stretched thin to the point it starts to liquidify. At the edgelands, it feels spongy and bounces underfoot like gelatin. As one goes farther towards the center, reality slowly begins to turn into a liquid that first forms small puddles, and eventually, explorers have to wade in a sea of reality deep enough to go up to their waists.
Those who visited that faraway realm at the center of the Wyrdback, where reality breaks down into pure weirdness, seldom return to the stablelands in the same form they left in. When they do, they are gibbering and insane, muttering about warped landscapes, bizarre creatures with strange behavior, and untouched ruins out in the wyrd (the wyrd is the shorthand term that folks in the stablelands use for the shifting fluid terrain in the wyrdlands). There is a lot of gold to be made in the wyrdback if the players can navigate its treacherous, ever-shifting terrain.
The Horrifying Truth of the Wyrdback(for GM eyes only)
Faolan the Mad is not merely an archfey or the high king of Faerie. He is a Prime Aspect — a fundamental embodiment of reality itself. Prime Aspects are not gods; they are more real than gods. They are the cosmic laws given mind and will, as integral to the Manyfold as gravity or entropy.
Faolan embodies Change. Life adapts, art reshapes the world, waste remakes the landscape — all of this is Faolan’s nature. He is the source of creativity and madness alike, which is why genius and insanity are so easily mistaken for one another. His absence explains why true creativity flickers only in rare, uneven sparks across the multiverse.
Niamh’s grand wish tried to bind him, but no Prime Aspect can be wholly imprisoned. Her spell locked him away in the Feengrenze, yet left one flaw: a hairline crack, a thread of Faerie itself stretching back to his domain. Through that umbilical, Faolan’s influence seeps into his prison walls.
Millennia later, the Feengrenze is failing. At the center of the Wyrdback is the breach point, where the umbilical pierces reality. The wyrd magic bleeding through twists the the deep wyrdback into Faolan’s dreamscape of shifting logic and lunacy. At its heart, the tether stretches skyward, a scar of unreality clawing at the heavens.
The truth is simple, and terrifying: the Feengrenze has only two maybe three years left. When it fails, Faolan will be free to “fix” the Manyfold. And the Feengrenze — his prison, his wound, and his playground — will be the first to feel his touch.
Rumors from the Wyrdback
When adventuring in a region as dangerous as the Wyrdback the players would be wise to gather as much information as possible about what they might face. Here is a table of 50 rumors that folks in Wyrdguard or in the wyrd might know.
| d100 | Rumor |
| 1-2 | The wyrdback is in constant motion; something you see today might not be there tomorrow (True) |
| 3-4 | The Wyrdback is filled with ruins from other worlds(True) |
| 5-6 | The ruins in the wyrdback are filled with treasure(partially True) |
| 7-8 | Any person you meet out in the wyrdback is going to be a little strange(partially true) |
| 9-10 | It takes weeks to traverse the wyrdback (True) |
| 11-12 | The creatures that live out in the deep wyrd have strange powers(True) |
| 13-14 | Every beast out in the deep wyrd is deadly(False) |
| 15-16 | The wyrdback is full of wyrd magic and gets stronger the farther from the wyrdlands one goes.(False) |
| 17-18 | Wyrd plumes are common in the wyrdback; you’d better bring a WMC just in case(True) |
| 19-20 | Wyrd Magic plumes create Whimwhirls (True) |
| 21-22 | There is a way, a quest one can take to undo the effect of whimwhirl, which involves going to the center of the wyrdback (False) |
| 23-24 | Nothing short of a wish spell can undo the changes made by a whimwhirl(True) |
| 25-26 | When a wyrd magic plume is about to form a whimwhirl there is a peculiar smell in the air, it smells like burnt cinnamon and sage (False) |
| 27-28 | Compasses don’t work out in the wyrdback (Partially false, wyrd magic plumes sometimes interfere with compasses, but they are not useless). |
| 29-30 | All the food out in the wyrd is contaminated with wyrd magic, DO NOT EAT unless you want extra limbs or something like that (false?) |
| 31-32 | Every animal out in the wyrd is smart enough to talk; whether they want to talk to you is debatable.(partially true) |
| 33-34 | There is a huge wandering goblin market out in the wyrdback, almost anything you can desire is for sale there (True) |
| 35-36 | All goblin merchants out in the wyrd are untrustworthy gits who will sell whatever junk they can find for an arm and a leg (Partially true) |
| 37-38 | If you can make a stop in Cheshire, it is one of the safest and friendliest communities out in the wyrd (True) |
| 39-40 | The fountain of youth is located somewhere in the wyrdback, but nobody who has gone looking for it has ever returned. (True) |
| 41-42 | There is a mountain range made of candy out in the wyrdback where nobody has to work(True) |
| 43-44 | I know a man who knows a man who saw Fiddler’s Green, the sailors’ heaven, out in the wyrd. (True) |
| 45-46 | There is a strange living dungeon out in the wyrd that hands out huge amounts of gold and strange tunics and hats like it’s going out of business (True). |
| 47-48 | I saw a whole city floating through the clouds out in the wyrdback(True) |
| 49-50 | The land of Cockaigne is real, and it’s out in the wyrd (T?) |
| 51-52 | The weather gets really strange out in the deep wyrd, rains of cheese and things like that (True) |
| 53-54 | The wyrdback is full of impossible weather phenomena, waves of heat, freak storms, unseasonable weather, and stranger stuff (True) |
| 55-56 | When the weather gets strange in the wyrdback you should expect a whirlwhim soon(false) |
| 57-58 | There is only madness out in the deepest part of the wyrd(False) |
| 59-60 | Time does not work correctly in many places in the deep wyrd, it twists, slows, speeds up, and sometimes even breaks( true) |
| 61-62 | It is possible to walk in a perfectly straight line out of Wyrdguard and several weeks later end up back in Wyrdguard; that’s how broken space is in the deep Wyrd (false?). |
| 63-64 | The folks out in the deepest part of the wyrd seem to be stuck in loops (true) |
| 65-66 | If you break a denizen of the deep wyrd out of their loop they will attack and kill you (False) |
| 67-68 | The deepest wyrd is a portal to a dream dimension; that’s the only way to explain the weird stuff out there. (False) |
| 69-70 | Have you heard? At the center of the wyrdback is a mad god chained between two great mountains, who twist the landscape with his madness. (Partially true) |
| 71-72 | There is nothing in the center of the wyrdlands, just a void(False) |
| 73-74 | Everybody who comes back from the deep wyrd has had their wits stolen from them(False) |
| 75-76 | Reality slowly melts as you go farther into the wyrd(True) |
| 77-78 | If melted reality is brought back to the stablelands, it turns back into what it once was (Partially true) |
| 79-80 | You can eat liquid reality; it is as safe and as nourishing as bread( both claims are false) |
| 81-82 | The only way to transport liquid reality is submerging the bottles in wyrd magic (technically true) |
| 83-84 | There are puddles of wyrd magic everywhere once you get several weeks out from wyrdguard(True) |
| 85-86 | Puddles of wyrd magic are a sign that there is a plume nearby(unverified) |
| 87-88 | Wyrd magic puddles are not as potent as whimwhirl and are safe to touch(false) |
| 89-90 | A thin sheet of cold iron will protect you from wyrd magic. They sell boots and tents made of the stuff (True) |
| 91-92 | There are rare an unique treasures in the wyrdback(True) |
| 93-94 | Most treasure you wyrdback is contaminated with wyrd magic (False) |
| 95-96 | It is impossible to encounter any location in the wyrdback twice in a lifetime (False) |
| 97-98 | The wyrdback is impossible to map(False) |
| 99-100 | Nothing in the wyrdback makes sense so try not to think to hard about it. (False, it makes sense to Faolan the Mad) |
Running a Crawl through the Wyrdback
Given the nature of the wyrdback there is only one adventure format approprate for a expedition into the wyrd, a depthcrawl.
Starting the Crawl
When players enter the Wyrdback, they start in location number 1 on the location table, the edgelands. Roll once on the details and event tables to establish what is special about the particular stretch of edgeland they find themselves in. This location is Depth 0. Mark this initial location on a sheet of paper; this will serve as the current Wyrdback map.
The Crawl Procedure
The crawl is divided into exploration turns, each representing about 4-8 hours’ worth of time. Every adventuring day, the players can take up to 2-4 turns. On every turn, they have 4 possible options for what to do.
- Travel Deeper into the wyrdback: Increase depth by one, roll d12+depth on the location (Table A) and detail tables (Table B), and combine them into a new location. Map this new area, drawing a line from the current location. Record the location, detail, and depth of the location and the details of the encounter, for a possible reencounter with the location on future expeditions.
- Explore the location: Roll a new event on the event table (Table C).
- Travel back towards civilization: Return to a previously visited location. If they choose to ‘Go Deeper’ from this previously visited spot in a direction not yet explored, treat it as a new ‘Go Deeper’ action.
- Re-encountering Locations: If a location and detail combo that matches an already mapped location is rolled, draw a line connecting the current location to that existing one.
This core loop continues until players reach their destination or return to the stablelands. When the players return to the stablands, discard the current map and create a new one when they return to the edgelands
Events
Whenever players enter a new location or choose to interact with their current location, roll on the event table.
Recurring locations
Unlike other depth crawls, where locations cease to exist after the expedition ends, in the Wyrdback it is possible to reencounter locations from past runs. When rolling a location, if the depth + location + detail roll is equal to a location from a previous expedition, the players encounter said location again for good or ill.
Well-known locations
Several unique locations in the Wyrdback can come up on the location roll. Disregard the detail roll if you roll a well-known Landmark on the Location base table.
Going Places
If the players have a specific destination, say a particular dungeon that they have a rough idea of its location (such as that provided by the Mount Veyrun Wyrdback Observatory), choose a depth for that location. Naturally, more challenging dungeons and adventure sites should be deeper into the Wyrdback. When the players arrive at the specified depth of the destination, they spot the location within a few hours of searching without the need for checks unless the location is explicitly hidden in the module. You may choose to roll on Tables A, ,B and C to give the area a little bit more flavor.
Weather
At the start of each adventuring day, roll d6+depth on the weather table to determine what the weather will be for that day.
Table A: Location base

| depth+d12 | location |
| 1 | The edgelands: the divide between normal and wyrd is abrupt and tangible, like you have entered a new world. |
| 2 | Young growth forest: A perfectly normal forest of young trees that have not become mature or ambulatory |
| 3 | Hill: A slight rise of land |
| 4 | Meadow: A small area of open ground populated by grasses |
| 5 | Normal mortal settlement: a small to modest-sized settlement of mostly normal mortals |
| 6 | Valley: A mostly normal valley |
| 7 | River: A slow river flowing through the slowly shifting landscape. |
| 8 | Ambulatory Forest: A forest walking across the landscape, usually chasing a mountain |
| 9 | Normal Fey Settlement: A normal settlement of fey folk |
| 10 | Homestead: The players encounter a small farm with a small cottage, a few outbuildings, and 1d4 fields. Roll on the encounter table(table D) to determine who, if anybody calls the homestead home |
| 11 | Island of Stability. A larger-than-usual chunk of stability in the wyrdback. Roll again for the single interesting feature on the island |
| 12 | Outpost: The players encounter an inn, trading post or similar complex out in the wyrd. Roll 1d4 times on the encounter table(table D) to determine who’s at the outpost |
| 13 | Slightly Strange Mortal Settlement: Roll once on the strange settlement table without adding the depth |
| 14 | Well-known Landmark: Roll on the major landmark table |
| 15 | Hedge: A circle of standing stones in the middle of a large forest. 1 in 6 chance to encounter druids at the site |
| 16 | Drifting Mountain: A mountain floating on the currents of the Wyrdback. |
| 17 | Abandoned settlement: A relatively normal abandoned settlement |
| 18 | Misplaced Structure: The players find a house, shop, barn, or shack in the middle of the wilderness. 50/50 chance it is inhabited. If so roll once on the encounter table(table D) |
| 19 | Slightly Strange Fey Settlement Roll once on the strange settlement table(Table G), adding ½ depth to the roll, rounding down |
| 20 | Farm Field: An abandoned farm field in the middle of the wilderness with a crop ready to harvest. No sign of farmhouses, outbuildings, or any other form of settlement. |
| 21 | Road: A stretch of road 1d12 miles long with a crossroads at the center point. Roll two new locations to serve as the ends of the road. |
| 22 | Fairy Garden: The players encounter a forest transformed into a garden. 1d20 pixies or sprites are always encountered in such a garden. |
| 23 | Bottomless Bog: An expanse of mud that seemingly has no bottom. Anything that enters the mud must make a strength check dc=depth to be freed from the grasp of the mud. |
| 24 | Misplaced large structure: A large structure (castle, temple, pyramid) lies abandoned in the wilderness. 1 in 4 chance that it is inhabited. If it is inhabited role 1d4 times on the encounter table(table D) |
| 25 | Very Strange mortal settlement: Roll once on the strange settlement table(Table G) with ½ depth added to the roll rounding down |
| 26 | Misplaced Monument: A well-known monument from the real world has been deposited in the middle of nowhere |
| 27 | Bizarre Signpost: A signpost in the middle of nowhere. One of the arrows points towards the center of the wyrdback and says insanity, one points straight down and says destruction, and the rest point to 1d8 improbable sounding locations. Add 1d8 locations to the map |
| 28 | Mobile settlement: Somehow, the residents of this little hamlet have found a way to move their town where they please. There is a 1 in 6 chance the settlement will be gone when the players return to this location. The settlement might also accept an item in trade to allow the players to ride to the town’s next destination |
| 29 | Strange Abandoned Settlement: an abandoned settlement. Roll once on the strange settlement table (Table G), adding ½ depth to the roll, rounding down |
| 30 | Skull-shaped Cave: A cave shaped like a human skull. There is a 1 in 6 chance that it is an actual human skull. There is a 1 in 4 chance that it is the lair of some creature. |
| 31 | Settlement of unusual creatures: A settlement of awakened plants, animals, spiders, aberrations, or other strange beings |
| 32 | Misplaced modern building. A building from the player’s world in the middle of nowhere |
| 33 | Sentient Ambulatory Body of Water: The players encounter a pond or lake, complete with flora and fauna that is sentient and rolling over the landscape to an unknown destination |
| 34 | Well-known Location: Roll once on the central location table |
| 35 | Wall: An immense stone fortification, 1d6 miles long, 1d20*10 feet high, might or might not contain a gatehouse. |
| 36 | Misplaced Skyscraper: A large building that has been deposited in the middle of nowhere. 1 in 6 chance that it is inhabited. If it is inhabited role 1d4 times on the encounter table(table D) |
| 37 | Crater: A significant, perfectly circular depression, with a 1 in 4 chance that the thing that made it is still in the center. |
| 38 | Very Strange Fey Settlement: Roll once on the strange settlement table (Table G), adding ½ depth to the roll, rounding down |
| 39 | Sleeping Titan: A giant titan or colossus lying down asleep. Can be woken up |
| 40 | Impossibly large shell: The giant shell of a creature. There is a 1 in 6 chance that something is still living inside |
| 41 | Impossibly Large Statue: A statue of something that is 1d4 miles tall |
| 42 | Impossible Mountain: The mountain looks more like a giant stone needle several miles high than an actual mountain. Climbing the mountain takes 1d4 days and a lot of creative thinking. 1 in 4 chance there is a treasure item from table J at the top. |
| 43 | Inland Shipwreck: A ship is sitting in the middle of nowhere in a state of decay, ranging from mild mold and rust to completely destroyed. 1 in 8 chance there is a 1d6 treasure items from table J at the top. |
| 44 | Beached Shoreline: A 1d4-mile-long stretch of shoreline with not a single drop of water in sight. The stretch of shoreline has beaches, dunes, cliffs, and even a deserted lighthouse. There is a 1 in 4 chance that the lighthouse still works and there is a mad lighthouse keeper inside |
| 45 | Giant Skeleton: The impossibly large skeleton of a dead creature. |
| 46 | Seasoning Flat: A large dry expanse of flat land covered with some form of seasoning. Roll a d6 to determine the seasoning: 1. Table Salt; 2. Pepper, 3. Mustard Powder, 4. Chili Powder, 5 Onion Powder, 6: Cinnamon |
| 47 | Crystal Field: A field of crystals of various sizes and colors. Might or might not be highly charged with Wyrd Magic |
| 48 | Interdimensional Portal: A crack in reality that leads to another plane or world. Grab a random setting or adventure book from your shelf to serve as the destination, there is a 1 in 20 chance the portal is one way and a 1 in 12 chance that the portal will close behind the players. |
| 49 | Reality Pond: A large pool where reality has completely liquefied into a water-like liquid in a landscape that is otherwise merely at the pudding stage of liqudfication. The “water” in the pond can be collected into empty bottles. |
| 50 | Vale of Otherworldly Visions: The landscape is filled with large sheets of crystal in which visions of other worlds can be seen (use your favorite TV shows, movies, and video games for inspiration). At least one shows the players and the dm playing the game in real time, and one shows the abstract image of a man (Faolan the Mad) in a padded spherical room ranting about not getting it right. |
| 51 | Whirlpool: A whirlpool in a sea of otherwise tranquil reality. If the players get within 1d20*3 feet of it, it will start to drag them under. dc= ¼ depth strength check to free themselves |
| 52 | The threshold of Faolan’s realm: A shimmering wall of reality stretches across the landscape as far as the eye can see. The wall provides no resistance and simply denotes the limit of Faolan’s heightened influence. However, beings that cross the threshold feel like they are being observed by some sort of greater being while in the area enclosed by the threshold. From here on out, each location has subtle hints suggesting the existence of the Feengrenze’s prisoner. |
| 53 | Void: A blank white space of nothingness as far as the eye can see. The landscape is flat, featureless, and has a vaguely canvas like texture to it. The only landmarks to be seen are giant paintbrushes that are dabbing the landscape with color and sketching in features. |
| 54 | Superimposed Realm: An echo of a region of another world has been superimposed in the landscape by Faolan the Mad. Choose a region from any work of fiction or the real world you want (roll a d10 if you need ideas, 1: Nantucket, 2-4 your hometown, 5-6 the Free City of Greyhawk, 7-8 Waterdeep, 9-10: The nearest major city in the real world). The players can wander about and interact with the people and objects within as if they were real. The people in the region deny that they are currently in another world or that they are copies |
| 55 | Route I-95: A reflection of a 1d20-mile-long stretch of US Interstate 95 that has been twisted by Faolan’s touch in nonsensical ways as he tries to reinvent the car… and the wheel… and the road… and the concept of travel. If it exists, traffic is going around in endless loops; otherwise, both highway lanes are littered with abandoned vehicles. Roll two more locations; these will be at the ends of the highway. 7 times out of ten, the stretch is from the part of the highway between the I-93 junction and the Massachusetts state line |
| 56 | Bretton Woods, 9:00 AM, July 22nd, 1944: The players encounter a copy of the town of Bretton Woods, New Hampshire, on the day the United Nations Monetary and Financial Conference concluded, created by Faolan as he tries to fix the outcome of said conference. Each time this location is rolled, a new instance of the town is created; every instance has one slight deviation from the history of that particular day, and no matter the date or time elsewhere, it is always July 22nd, 1944, 9:00 AM in the town. |
| 57 | “Garden” The “flora”, if one can call that, has taken on the vague arrangement of a large ever-changing garden with undulating paths, reality-breaking water features, and strange statuary. There is always one encounter here with hostile plant creatures in a garden location |
| 58 | Giant mirror: A mirror the size of a small mountain, sits embedded in the landscape. The mirror reflects the surrounding landscape and the player characters in strange and unsettling ways |
| 59 | Museum: a landscape consisting of freestanding walls with abstract paintings and bizarre sculptures created in the mind of Faolan the Mad. Looking at any of the art for too long causes an uncomfortable crawling feeling inside one’s head and that player takes 1d6 psychic damage, and becomes compelled to defend the artistic genius of Faolan, by name, regardless of whether they know who he is or not. |
| 60 | The Cathedral of Ego: A cathedral the size of a city with impossible, surreal architecture. A 1 mile tall statue of an elven king stands in the middle of the cathedral. The landscape is filled with singing in a strange, distorted voice. Anyone who knows Sylvan recognizes the voice as singing the praises of the artistic genius of Faolan |
| 61 | The Memory Dreamscape: You enter a landscape, most likely a twisted, surreal fey palace, where 1d8 dreamlike visions play out on loop. The players can see and hear the dreams, but cannot interact with them. The dreams are the dreams of Faolan the Mad and replay incidents from his descent into madness, including his assault on Fionnuala. |
| 62 | The Perfect Reality Dreamscape: The players encounter a landscape where a fragment of Faolan’s current vision of a “perfect” multiverse has been recreated. The landscape is an ideal recreation of a place that the players are familiar with in the stable lands, but it is constantly and gradually being warped as Faolan changes his mind about the details. |
| 63 | Unreality: A landscape that is in constant flux and warps under the player’s feet into strange shapes for a few moments before devolving |
| 64 | The Gyre: Reality completely breaks into a watery soup ahead as you near the center of the Wyrdback. Roll a d6 if the players choose to continue. On 1-2, they return 1d20 days later unscathed but completely and utterly befuddled with a stray thought from Faolan in their minds. On 3-4, they can continue onward. On 5-6, they are never heard from again |
| 65+ | The umbilical: The players have reached the breech in the Feengrenze where the tether of superimposed Faerie and liquidified reality connecting Faolan back to Faerie stretches upward into the sky. Players can hear Faolan’s mad ravings, receive flashes of what he is thinking, and their bodies start to break into unreality. If the players choose to continue on, they are never heard from again. |
Table B: Features

| depth+d12 | detail |
| 1 | Completely and utterly normal |
| 2 | Almost completely normal except for one small thing: The location is what it seems like, except for one barely noticeable incongruous element |
| 3 | Almost completely normal except for one large thing: The location is what it seems like, except for one very noticeable incongruous element |
| 4 | Sinkholes: The area is full of sinkholes of various sizes and depths. |
| 5 | Overgrown: The location is full of dense vegetation. Travel speed through the location is halved |
| 6 | Statuesque: The location is full of strange statues of various people and creatures warped to the point they are almost unidentified |
| 7 | Treasure Cache: A treasure left by a previous explorer. Roll once on the treasure table(Table J) |
| 8 | Camp: A large camp of some group. Roll once on the encounter table(Table D) to determine the group |
| 9 | Low Wyrd Magic Index: Wyrd magic index is slightly elevated beyond normal for the area (+1). Anyone wandering here should expect static discharges and slight disruptions to reality |
| 10 | Trading post: Someone has set up an outpost where goods, services, and realities are traded. Roll twice on the encounter table(Table D) to determine who is here and one d4 times on the Treasures table(Table J) |
| 11 | Floating: The location is floating off the ground |
| 12 | Runes: The location is covered with runes, painted or carved, into every surface. Translating the runes reveals that they are predominantly random messages, nonsense, song lyrics, and bits of poetry. |
| 13 | Lamppost: A solitary street lamp is located in an odd spot |
| 14 | Slanted: Everything at the location, floors, walls, furniture, fixtures, is at odd angles |
| 15 | Webs: Everything is covered in thick webbing, intelligent talking spiders optional |
| 16 | Hot: The temperature at the location is as hot as a desert. Lingering in this location requires checks as per the extreme heat rules in the DMG |
| 17 | Cold: The temperature at the location is freezing. Lingering in this location requires checks as per the extreme cold rules in the DMG |
| 18 | Miscolored: Everything in the location is the wrong color |
| 19 | Dry: The air is as dry as a desert: Lightning-based spells travel twice as far, and anything set on fire burns twice as fast |
| 20 | Melodious: In this location, everything, including speech, produces harmonious melodies |
| 21 | Haunted: The location is haunted by one or more spirits |
| 22 | Clockwork: Gears, springs, and wheels cover everything here; most look purely decorative |
| 23 | Inverted: Everything is upside down |
| 24 | Art Installations: Strange street art like installation art pieces are all over the place |
| 25 | Medium wyrd magic index: A moderately higher than normal (+2) amount of wyrd magic flows out of the ground in this location. Players should expect coins to land on their edges, water to flow uphill and other similarly scaled disruptions to the laws of physics. |
| 26 | Battlefield: This location is the remains of a battlefield from long ago. Roll twice on the encounter table(Table D) to determine who fought. |
| 27 | Silent: There is no sound in the location, not even the players’ voices |
| 28 | Dark: Everything here is permanently shrouded in impenetrable darkness |
| 29 | Wreckage: There is a large amount of wreckage from an unknown source. Might be an impossible or otherworldly machine of some sort. Roll once on the treasure table |
| 30 | Bright: The location is blindingly bright. All characters must make a constitution save with a DC equal to depth or else be blinded |
| 31 | Voices: The location is filled with voices saying seemingly random stuff, most of them seemingly the ravings of a madman |
| 32 | Remains of an expedition past: The players find the remains of a previous explorer. Roll once on the treasure table(Table J) for what is in his pack. He also left a final note with a potential clue to one of the other locations |
| 33 | Giant: Any creatures, objects, or treasures encountered here are 3 times bigger than normal |
| 34 | Tiny: Any creatures, objects, or treasures encountered here are 3 times smaller than usual. |
| 35 | Sharp: Everything in the location, including the ground, is razor sharp. Anyone who touches anything receives 1d4 slashing damage |
| 36 | Wyrd magic discharges: Bolts of wyrd magic are discharging through the air. |
| 37 | Shadow life: The shadows in this location have a life and move of their own volition. |
| 38 | Low gravity: The effects of gravity are 1/d4 of what they typically are, allowing much longer (x3 jumps), however, an dexterity check DC =1/3 depth is required to do anything more than a slow walk |
| 39 | Excess gravity: Gravity is 1d4 times stronger than usual here. An strength check (DC equals 1/3 depth) is required to move |
| 40 | No gravity: The location lacks gravity. The slightest push sends objects and creatures floating. |
| 41 | High wyrd magical index. There is a significantly higher amount of wyrd magic (+3) flowing out of the ground here than would be expected. Players should expect time anomalies, reality glitches, and other weirder things |
| 42 | Time loop: The location is experiencing a 1d6 hour-long time loop. The effect applies only to creatures in the location |
| 43 | Slow time: Time moves 1d4 times slower in the location than outside it |
| 44 | Fast time: Time moves 1d4 times faster in the location than outside it |
| 45 | Time stop: Time has completely stopped |
| 46 | Reality puddles: There are puddles of reality everywhere in the location. See Appendix A |
| 47 | Wyrd geyser: A constant stream of wyrd magic spews from the ground. Direct contact with the stream results in a wyrd magic transformation. Roll on the wyrd magic transformation table |
| 48 | Watchers: The players feel like they are being watched. A perception check(dc= 1/4 depth) reveals that someone is watching them. The watchers disappear the moment the players get within 100 feet of them |
| 49 | Living Illusions: The landscape contains convincing and animate illusions of people, terrain, enemies, and hazards. A DC=1/3 depth wisdom check is required to see through the illusions |
| 50 | Dream logic: The rules of physics have been overwritten by dream logic in this location (effects is up to the DM). |
| 51 | 2-dimensional: Everything, including the player character, is a cardboard cutout and cardboard terrain |
| 52 | Broken causality: Causality is broken in the location, causes follow effects, effects have no causes, and vice versa. Effects up to the DM |
| 53 | Delusions: Creatures that enter this landscape are assaulted by delusions and hallucinations that paint the landscape as a twisted hellscape. No player character has the same set of delusions. A DC= 1/4 depth wisdom check is required to see through the delusions |
| 54 | Broken space: Space has become a maze of disjointed fragments connected in strange ways. Travel through the location takes 1d10 extra hours to navigate the maze |
| 55 | Reality Knots: Reality has twisted itself into knots in this location. There is a 1 in 4 chance that no matter which direction the players go, they end up in the same spot after 1d4 hours of walking. |
| 56 | Self-referential: The landscape becomes a game board littered with dice, pencils, pieces of paper, plastic, and cardboard terrain. Above the player character, they can see the players and the DM. All PCs must roll a wisdom check DC=1/4 depth or else go insane. |
| 57 | Painted: The location, everything within, including the players, and the surrounding landscape, looks like an oil painting |
| 58 | Stained glass: The location and everything within, including the players, has the blocky look of a stained glass window |
| 59 | Carved: The location and everything in it, including the players, is carved out of blocks of stone |
| 60 | Non-Euclidean: The geometry of the location is non-Euclidean. |
| 61 | Fleshy: The location is made of flesh |
| 62 | Abstract: The landscape and everything look like an abstract painting. The players must make a wisdom or intelligence check with a DC equal to the depth to determine what they see. |
| 63+ | Surreal: The landscape and everything look like a Surreal painting |
Table C: Events
Roll once when the pc enter a new location or are otherwise prompted
| d20 | event |
| 1 | Nothing happens |
| 2 | A caravan arrives at this location shortly after you enter Roll once on the encounter table(Table D) to determine who the caravaneers( are, once on the master reaction table to determine their mood, 8 times on the treasure table to determine their cargo, and add 1d8 pack animals |
| 3 | You encounter a group of natives. Roll once on the encounter table (Table D) and the master reaction table(Table F) |
| 4 | You find a badly injured creature Roll once on the encounter table(Table D) |
| 5 | A fight is occurring between two groups of creatures. Roll twice on the encounter table (Table D). They are already fighting each other before the players get involved |
| 6 | Two groups of creatures are interacting. Roll twice on the encounter table(Table D) and twice on the master reaction table(Table F) |
| 7 | Nothing is happening here yet, but there are signs that something big is going to go down in the future. Roll twice on the random events table in this location, the next time the players visit the second event will be whats happening <> |
| 8 | Somehow, you have gotten lost. The players have ended up in a location with no connection to any other location. If they were returning to a previous location, roll up a new one |
| 9 | There are signs of the passage of one or more creatures. Roll on the encounter table(Table D) to determine what creature left the signs. Next time the players are in this location, the encounter will be with that. |
| 10 | You find a creature or group’s lair. Roll on the encounter table(Table D) to determine what lairs here. Next time the players are in this location, the encounter will be with that. |
| 11 | You find fresh corpses, all the victims of a violent end. Roll twice on the encounter table(Table D), once for the victims and once for the perpetrators. The players will encounter the perpetrators in the subsequent location encounter. |
| 12 | You disturb a creature as it is hunting or resting. Roll once on the encounter table (Table D) |
| 13 | The WMC is pratically screaming, a Wyrd magic plume is about to hit the surface. The players have one chance to protect themselves from the pending whirlwhim; otherwise, they each roll on the wyrd magic table (see appendex B). |
| 14 | You find a locked safe or other container abandoned in the wilderness. You can discover if you open it (strength or lockpicking, DC8+1/4depth). Roll once on the treasure table(Table J) to determine whats inside |
| 15 | The players find a cache of goods in an odd place. Roll once on the treasure table(Table J) |
| 16 | The players find the corpse of a lost explorer with an intact pouch Roll once on the treasure table(Table J) |
| 17 | The players find an entrance to a dungeon Add a random dungeon to the map using any premade dungeon from Wizards of the Coast or any other publisher. Naturally harder dungeons should be deeper in |
| 18 | The players find a map with 1d4 locations on it Add 1d4 new locations to the map with no path connecting them to other locations |
| 19 | The players encounter an abandoned vehicle like a wagon, automobile or maybe even a land barque that is in almost good enough shape to run |
| 20 | The players encounter themselves. Roll on the master reaction table(Table F) to determine what happens, the dopplegangers might have some clues to why they are acting this way |
Table D: Encounters

Roll on this table when an event, location, or detail calls for an encounter with a group of creatures.
| d12+depth | Encounter |
| 1 | No encounter |
| 2 | A small group of harmless woodland creatures |
| 3 | 1d4 wolves will not attack a party with an APL greater than 3 |
| 4 | 1d6 scouts(roll on the master reaction table (Table F) ) |
| 5 | A large group of friendly, harmless, awakened woodland creatures |
| 6 | 1d8 wolves or 1d6 black bears, will not attack a party with an APL greater than 3 |
| 7 | 1d20 commoners (roll once on the master reaction table (Table F) ) |
| 8 | Feengrenze Animals (Roll on table E |
| 9 | 1d8 pixies, sprites or goblins(roll once on the master reaction table (Table F) ) |
| 10 | Slightly Insane Cartographer(roll once on the master reaction table)Can give directions to 1d6 new locations |
| 11 | A goblin trading caravan: 1d8 goblins, 1d12 pack animals and 1d12 treasure items |
| 12 | 1d6 druids(roll once on the master reaction table (Table F) ) walking in processor or performing a ritual. 1 in 4 chance that the ritual involves loops |
| 13 | A red dragon wyrmling.Roll 1d4 to determine its state: 1. Newly arrived and otherwise normal. 2. Has adopted the persona of a child aged 3–7, demanding toys, play, and constant attention. 3. Mentally, a human toddler. There is a 1-in-4 chance it will imprint on the first person to feed it. 4. Mentally, a human infant. There is a 50/50 chance it has taken on the pudgy, cherubic appearance of Feengrenze’s “baby dragons.” It will imprint on the first person to give it food (This dragon may be more burden than threat — though one should never forget it is still, technically, a wyrmling red dragon.) |
| 14 | 2 hill giants(roll once on the master reaction table (Table F) ) |
| 15 | 1d20 hobgoblins and 2 hobgoblin captains marching to war against a strange settlement for reasons that are somewhat nonsensical (roll up a strange settlement and roll once on the master reaction table (Table F) with disadvantage) |
| 16 | Green Hag coven(3 green hags) |
| 17 | Warband of 1d20 warrior infantry and 1d4 veteran warriors(roll once on the master reaction table (Table F)) |
| 18 | Young Green dragon. Roll a d4 to determine what kind of dragon it is: 1. Newly arrived and completely normal 2. Native born Female, a vain “mean girl” dragon, obsessed with status, gossip, and plotting against perceived rivals. 3. Native born Male or Female a rebellious teen dragon, constantly railing against “the Man” (never defined), staging melodramatic protests and sabotage attempts. 4. Native born, male. lazy slacker who has conned nearby mortals into serving as its attendants, expecting snacks, flattery, and entertainment on demand. |
| 19 | 3 hill giants stuck in an endless arm wrestling competition, over the right to eat some choice tidbits, now rotted away (roll once on the master reaction table with disadvantage (Table F) ) |
| 20 | Green hag and 1d4 goblin warriors (roll once on the master reaction table (Table F) ) |
| 21 | Mage and 1d4 apprentices searching for the fountain of youth (roll once on the master reaction table (Table F) ) |
| 22 | Fairy knight accompanied by 2 centaur men-at-arms, a fey squire, 1d12 commoners (roll once on the master reaction table (Table F) )(See Knights of the Fey Courts for stat blocks) |
| 23 | Goblin Market, 2d20 goblins merchants, 1d20 shoppers, 1d12 wagons, 3d20 pack animals and d12 treasures from the treasure table |
| 24 | A galleon miles from the nearest body of water, crewed by a pirate captain and 2d20 pirates (roll once on the master reaction table (Table F) ) |
| 25 | War band of 2d20 warrior infantry and 8 veterans escorting a noble thrill seeker and his belongings(roll once on the master reaction table (Table F) , and once on the treasure table (Table J)) |
| 26 | Very Insane Cartographer (roll twice on the master reaction table (Table F) and take the worst result): can give directions to 1d6 new locations |
| 27 | An expedition being led by a mage with 1d20 veteran warriors (roll once on the master reaction table (Table F) ) |
| 28 | A sprawling campground (think a modest New England state park) lies in the middle of nowhere, but it’s currently hosting what appears to be an outdoorsmen’s convention. In truth, it is a spy convention in disguise. 3d20 spies are attending and another 2d20 spies working as vendors, organizers, and panelist. The spies naturally assume the players are here for the convention and will not take no for an answer. The party is swept into a series of bizarre events—sneaking games, product demonstrations, and “how-to” panels on fieldcraft—all while the spies attempt to deduce one another’s true allegiances and occasionally assassinate rivals. |
| 29 | 4 fairy knights (See Knights of the Fey Courts for stat blocks)(roll once on the master reaction table (Table F)) |
| 30 | 3 assassins tasked with a hit on one of the players by someone they have not met, and for revenge for a slight that has not happened yet |
| 31 | A repairable airship haunted by a vampire and 1d12 skeletons |
| 32 | Two large covens of green hags are in a standoff with each other. Each group consists of 1d6 hags. Each side wants to recruit the players to their cause and will attempt to bribe them with treasures |
| 33 | An adult silver dragon on a self-imposed Don Quixote-like quest, wants to recruit the players as his squires |
| 34 | 1d10 fire elementals dancing in a circular pattern for no reason whatsoever |
| 35 | A treant is trying to arrange 1d10 awakened trees in a pleasing pattern |
| 36 | A Nalfeshnee leading a trio of Barlguras in a rampage |
| 37 | 1d4 behir mating |
| 38 | 1d8 shambling mounds |
| 39 | A cloud giant operates a sprawling big-box store in the middle of nowhere, assisted by 1d10 air elementals drifting about in matching aprons. The shelves are lined with every form of basic equipment, strange, farcical knock-offs of real-world brands with slight fantasy makeovers, and 1d6 magic items of the DM’s choice. Prices are only 70% of normal, but there is a 1-in-12 chance any purchased item crumbles to dust within 24 hours, and a 1-in-4 chance that “modern” products disintegrate within 1d12 hours. |
| 40 | 2 Adult white dragons mating. The male is a muscle head who is trying to impress the snooty female who has impossibly high standards |
| 41 | 2 storm giants engaged in a chess match, annoyed that the players are walking across the board |
| 42 | Fey knight champion(See Knights of the Fey Courts for stat blocks) on a quest with his entourage of 1d4 Centaur men-at-arms, 1d4 fey squires, and 1d20 commoners (roll once on the master reaction table) |
| 43 | There is no encounter, but the players feel like something impossibly ancient is watching them |
| 44 | 1d6 adult copper dragons having an impromptu improv night in whatever venue they can find or improvised. Would love the players to stay all night for the show |
| 45 | 1d10 stone giants are working on reshaping the land into a large and very strange installation art piece. Will ignore the players, but will get really upset if they mess up the piece. |
| 46 | 1d10 stone golems carved to resemble chess pieces (half black/half white) on an 8 by 8 board, the size of a school gym. The two sides are stuck in a stalemate. Ignore the players unless they step onto the board |
| 47 | A mummy lord is being carried across the landscape on a litter from his tomb in one strangely named location to another tomb in another strangely named location. This is the sixth time this week he has made the journey He is accompanied by 1d20+8 mummy servants carrying the litter and 1d12 treasures |
| 48 | 1d4 arch mages on flying carpets in a Mexican standoff |
| 49 | A pit fiend in the form of a well-dressed human bureaucrat is camped out at a folding table with a sign saying that he can acquire for you anything you want, so long as you agree to a post-mortem job as an entry-level desk clerk in the Infernal Reich, effective on your next death. A BMW SUV that is way too clean and smells of brimstone is parked a short distance away. |
| 50 | A solar is preaching the word of its deity to whatever random objects it can find and trying to convert them. It is desperate for anyone to talk to and listen to it. |
| 51 | Sphinx of Valor idly passes the time playing war games against itself. Offers a prize to anyone who can beat it at chess |
| 52 | An ancient gold dragon who has taken it upon itself to protect innocents from traveling too far into the wyrdback. Tries to dissuade the players from continuing onward. He carries the players back to the first town he can find if the players are defeated. |
| 53 | An efeerti and 4 fire giants on a treasure hunting expedition looking for an item from Faolan collection of genius works |
| 54 | A lich is carried around in a litter carried by 4 ghasts, looking for artifacts or souls to claim for its soul jar. |
| 55 | An ancient (red) dragon made up of radical leftist and socialist propaganda, suffering from writer’s block, he writing a new manifesto. |
| 56 | 4 storm giants are playing a game of tennis with a lightning ball on the court the size of the Washington Mall. They are still amid the first volley |
| 57 | A Kraken sitting in a giant teacup, trying to find the solution to a convoluted philosophical thought experiment. Will award one treasure to anyone who helps find a solution. Easily gets irritated by those who do not take the task seriously |
| 58 | The dreaded black cat dragon. An adult black dragon with the mind of a common house cat. Likes to play with its food. |
| 59 | 2d20 abstractly forged iron golems |
| 60 | The black Knight and d12 fairy knight champions(See Knights of the Fey Courts for stat blocks) who sings the praises of Faolan the mad |
| 61 | A recreation of Faolan’s self-image (use the archhag stat block). Alternates between calm and violent insanity |
| 62 | Figment of Niamh produced by Faolan’s mind. A perfect recreation of the high queen of the fey, except her one-note personality is centered around betraying her husband. |
| 63 | Figments of Mab, Titania, and Fionnuala and various other archfrey children (use the pixie wonderbringer stat block) were produced by Faolan’s mind. The young archfey are perfect replicas of their appearance as children, although Fionnuala has brown hair instead of blonde. The girls’ personality is twisted by Faolan’s insanity so that they seem intent on ruining their father’s creations as a twisted form of fun |
Table E: Wyrdback creatures
This is a selection of creatures that the player character might encounter in the Wyrdback, most of these will not be combat encounters.
| d20 | Creature | Description |
| 1 | Civilized Beasts | Normal wild animals awakened to speech and thought, attempting to emulate “civilized” people. Their mimicry ranges from awkward to uncanny, never quite right. |
| 2 | Feles Annihilationis (Annihilation Cat) | A sleek, aloof wildcat whose body functions like a sphere of annihilation. Erases anything it touches while otherwise behaving like an ordinary housecat. Some still attempt domestication—few survive. |
| 3 | Baroque Owl | Large owls that sing in booming, dramatic voices like human opera singers in foreign tongues. Their music causes most animals great pain, though fey and humanoids find it strangely moving. |
| 4 | Engineer Beaver | A gregarious, intelligent beaver (often named Tim) who can build almost anything with wood. Their fortified homes stand out in the forest. Easily enticed into “pro bono” projects if challenged. |
| 5 | Sonic Hare | Nervous hares capable of instant acceleration to supersonic speed. Almost impossible to approach within half a mile. Fatal collisions with startled adventurers are not uncommon. |
| 6 | Rock Hide Tortoise | Giant tortoises whose shell and skin resemble granite boulders. Graze on plants, occasionally ambush awakened trees. Nearly indistinguishable from stone when still. |
| 7 | Precognizant Eagle | Massive bald-eagle-like raptors with limited precognition, used solely to predict where prey will be. Their main quarry is the Sonic Hare. Their gift applies only to hunting. |
| 8 | Blank Bear | An ambush predator bear with a unique camouflage: once you look away, you forget it existed. Moves with supernatural silence. |
| 9 | Vanishing Doe | Shy deer that vanish from sight when startled, bending light around their bodies. Move silently through forests. Favored quarry of Unseelie squires. |
| 10 | Paradox Fox | Foxes that experience time in reverse. Older yesterday, younger tomorrow. Impossible to study meaningfully—mortals can’t conceptualize their backward lives. |
| 11 | Iron-shelled Beetle | Car-sized beetles with shells of cold iron. Survive only in the deepest Wyrdlands. Likely feed on metals. No known predators. |
| 12 | Inferno Ants | Ants whose bodies spark combustion. Contact ignites paper, prolonged touch explodes. Feed on sulfur, charcoal, and nitrates (which they can synthesize). |
| 13 | Steel-headed Pike | River fish with bladed steel skulls. Leap in schools to slash at prey on the banks. Multiple adventurers have been speared while fishing. |
| 14 | Wyrdwolf | Outwardly normal gray wolves with unpredictable magical abilities (teleportation, eldritch blast, entangle, mirror image, etc.). Highly intelligent but rarely allow study—researchers seldom survive. |
| 15 | Blues Jay | Almost indistinguishable from a bluejay, except its song induces crushing depression. Extended exposure may drive creatures to suicide—even golems have succumbed. Ironically, they are also superb musicians. |
| 16 | Backpack Rat | Oversized rodents that nest inside backpacks, whether abandoned or in use. Understand basic commands in Common and Sylvan. Popular as quirky pets among adventurers. |
| 17 | Giant Informant Mole | Watermelon-sized moles that speak multiple languages. Easily bribed with worms to share gossip about travelers and local happenings. |
| 18 | Giant Intelligent Spiders | Gnome-sized spiders with high intelligence. Communicate via webbed words and sentences. Pleasant conversationalists, unless hungry. |
| 19 | Quantum Cougar | A sleek purple-checked cougar that hunts by producing hundreds of quantum duplicates. These copies harry prey into exhaustion simply by appearing. Rarely attacks humans—it “knows better.” |
| 20 | Thick-Skulled Boar | A huge, herbivorous boar considered the dumbest mammal alive. Feeds by headbutting fruit from trees or battering roots out of the ground. Easily defeated by standing in front of a wall and sidestepping at the last moment. |
Table F: Master Reaction Table
Whenever the players encounter creatures and the reaction of the creatures to the players is in doubt (or when you are prompted to do so), roll once on the following table.
| 2d6 | reaction |
| 2 | – Attacks on sight to kill the PCs. – If the creatures are moderately intelligent and the Cr of the encounter is significantly less than the Average party level (difference greater than 3), they stalk the players for 1d4 days and seek to ambush them during another encounter. – If the difference is greater than ,7 they simply retreat. |
| – Hostile and threatens the players – Might attack if the players show weakness or make overtly threatening acts. – If the creatures are moderately intelligent and the Cr of the encounter is significantly less than the Average party level (difference greater than 3), they retreat while saving face. 1 in 2 chance they stalk the players for 1d4 days and seek to ambush them during another encounter. – If the difference is greater than 7, they simply retreat. | |
| – Cautious cedes the initiative in the encounter to the players. Reroll on the table in one round. – Will not attack unless directly threatened. – If the players do nothing, it will leave on its own accord. | |
| – Possibly Friendly, seeks dialogue with players if able to speak. Will not attack. | |
| – Friendly, if able to speak, will initiate dialog. Will not attack |
Table G: Strange Settlement table

If a location role results in one of the 5 strange settlements results on table A, roll 1d6+half the depth to determine what is so strange about this town.
| D6+ ½ depth | quirk |
| 1 | There is nothing visibly strange about it |
| 2 | The settlement tradition states that everybody gets the same tattoo on their right arm when they turn 18 |
| 3 | Everybody talks extremely loudly or extremely softly |
| 4 | Everybody in town is fascinated by a very banal topic and will not stop talking about it |
| 5 | The townspeople crawl about on the ground at all times |
| 6 | Everybody, including the player characters, says something odd at the end of each sentence. Nobody knows what it means |
| 7 | They venerate a common farmyard animal as their leader |
| 8 | Everybody wears the same style of clothing, has the same haircut, and wears the same hat for reasons that are unclear even to them. |
| 9 | Everybody talks backwards |
| 10 | People believe they are a different species than they are, i.e., humans think of themselves as elves, dwarfs feel that they are fairies, etc. |
| 11 | Everybody has irrational hatred of a particular article of clothing; none of them will wear the item in question and will attack anyone wearing said item on sight. |
| 12 | The population consists of only men or only women |
| 13 | For some convoluted reason, the townsfolk do not recognize the existence of one of the two genders. Everybody in the village acts like men or women, regardless of sex |
| 14 | The youngest person in town is the settlement’s leader. |
| 15 | The townsfolk are all cult members who worship the strangest thing you can think of. |
| 16 | Everybody in the town is alive, but they think they are undead and act as they feel undead should act. |
| 17 | Everybody in the city eats dirt and rocks |
| 18 | Everybody in town is insane and shares a common set of erroneous beliefs |
| 19 | Everybody in town is insane and lives in their own little world |
| 20 | The town is populated by duplicates of the same person |
| 21 | The town is inhabited by animals who were once people. |
| 22 | The residents of the town believe they are all asleep, and they are walking around in their dreams |
| 23 | The town is alive and sentient. It talks to its residents through some means of non-verbal communication |
| 24 | Everybody thinks they are a type of animal or a monstrous beast |
| 25 | The “town” has no buildings, all the residents are under the delusion that the buildings exist, and get very offended when outsiders suggest otherwise |
| 26 | The town is populated by residents who are all daydreams of the abandoned town. It is alive and sentient and very, very lonely. The town and “townspeople” are desperate for the players to stay forever. |
| 27 | The town is populated by ghosts who think they are still alive |
| 28 | The town is a dream created by the mind of a single sleeping individual, and residents operate on dream logic |
| 29 | The town is a hallucination created by the player character’s own mind; the residents include people from their pasts who operate on dream logic |
| 30 | The town is a memory that blows through the wyrdback like a tumbleweed. The players’ experience of the town was from the tumbleweed hitting them. |
| 31 | Roll twice on the table and combine the results |
Table H: Well-Known Location
| d8 | location |
| 1 | The Big Rock Candy Mountains: The mountains are just like they were described in the Folk song |
| 2 | Cheshire: A large village of Cait Sith that is incredibly cagy about its history. |
| 3 | The fountain of Youth: A literal ornate fountain with ever-sought life-preserving water, sadly, the water is also heavily wyrd magic contaminated |
| 4 | Magonia: The legendary land in the clouds is known to float above the Wyrdback, but nobody has been able to get to it to check if it’s inhabited or not |
| 5 | Fiddler’s Green: The legendary afterlife of British sailors is somewhere out in the Wyrdback on an island of stability, but few have seen it |
| 6 | Cockaigne: Merely rumored to exist out in the wyrdback, it is a land of plenty with pastry terrain and rivers of wine where cheese rains from the sky and roast pigs wander about, the rumors are true but Cockaigne is no free lunch. |
| 7 | Big Market: The largest goblin market in the Feengrenze is a traveling town unto itself, a muddy ramshackle collection of tents and wagons, sure, but anything you could wish to buy is for sale there |
| 8 | Dungeondrome: A living and sentient megadungeon with the personality of a cheesy game show host. Promises fabulous prizes to those who can beat its dastardly challenges. Vaguely hints that it is a TV set with an audience watching the players. |
Table I: Weather

| Depth+d6 | weather |
| 1 | Fair for the season |
| 2 | Cool and cloudy |
| 3 | Hot and sunny |
| 4 | clear |
| 5 | Windy |
| 6 | Overcast |
| 7 | Drizzle |
| 8 | Light Fog |
| 9 | High winds |
| 10 | Light rain |
| 11 | Moderate rain |
| 12 | Heavy rain |
| 13 | Raining cats and dogs, figuratively as opposed to entry 37 |
| 14 | Haze |
| 15 | Thunderstorms |
| 16 | Thick fog |
| 17 | Hot and foggy |
| 18 | Cold with light snow |
| 19 | Cold with heavy snow |
| 20 | Heat wave |
| 21 | Hot with light snow |
| 22 | Hot with heavy snow |
| 23 | Purple Haze(1 in 12 chance the players hear an insturmental of the song sometime that day) |
| 24 | Waves of heat |
| 25 | Unbearably hot |
| 26 | Freezing cold |
| 27 | Hurricane/Noreaster |
| 28 | Boiling rain |
| 29 | Reverse rain(water falls up into the sky) |
| 30 | Burning snow |
| 31 | Thunder sans storms |
| 32 | Lightning sans storm |
| 33 | Undercast (what that means is up for you to decide) |
| 34 | Raining fish |
| 35 | Raining toads |
| 36 | Raining cheese |
| 37 | It is literally raining cats and dogs |
| 38 | The sun is glaring at the players angrily |
| 39 | Raining marbles |
| 40 | Snowing ash |
| 41 | Mental fog |
| 42 | Pea Soup Fog (yes actually made of pea soup) |
| 43 | Raining d20s |
| 44 | Raining Twister( the game not tornados) |
| 45 | Raining Reigns (Little monarchs falling from the sky) |
| 46 | The Portland Gale (Yes, it’s literally the 1898 Portland Gale, transplanted into the Feengrenze and still raging over 100 years later) |
| 47 | Hazing (forecast calls for people giving the players abusive tests) |
| 48 | Raining rainclouds |
| 49 | Wyrdstorm (rain+wyrd magic) |
| 50 | The sun is shouting profanities at the players nonstop |
| 51 | Night (the sun does not rise today) |
| 52 | Wyrdness (weather is so decidedly strange that you need a page of text to describe it) |
| 53 | Mania (the players and everything the players perceive has a manic overtone) |
| 54 | Depression (everything the players perceive has a dull and gray patina that makes the players feel depressed) |
| 55 | Rain of liquidfied reality |
| 56 | Rainbow Rain that stains everything it touches tie die |
| 57 | Melancholy (forecast: dark, drizzly weather and the players feeling mopey) |
| 58 | Hatred (The weather personally hates the players and tries to be as unpleasant as possible) |
| 59 | Euphoria (Impossible to feel down when the weather is this good, literally) |
| 60 | Oil Paint at the end of a giant brush dabbing the landscape with color |
| 61 | There is no weather of any sort today |
| 62+ | Roll twice, combine the results |
Table J: Treasures
Roll a d12 + depth to determine the treasure found.
- A pouch with 2d10 gold pieces.
- A common magical item (e.g., a Potion of Healing).
- A finely crafted but non-magical weapon or piece of armor, worth 50 gp.
- A map leading to a forgotten landmark within the Feengrenze.
- A pouch with 2d20 gold pieces.
- An Uncommon magical item (e.g., a Cloak of Protection).
- A collection of rare spices, valued at 100 gp.
- A book of strange poetry that, when read aloud, causes minor reality-warping effects.
- A pouch with 5d10 gold pieces.
- A bottle containing a potion that changes the user’s hair color permanently.
- A bag containing 10,000 copper pieces.
- A rare magical item (e.g., a Ring of Spell Storing).
- A small, clockwork figurine of a dancing gnome.
- A pouch with 5d20 gold pieces.
- A magical compass that always points to the nearest whimwhirl.
- A book containing a single, powerful spell.
- A pouch with 1d10 platinum pieces.
- An enchanted lantern that can change its color on command.
- A small chest with 100 gold pieces.
- A Very Rare magical item (e.g., a Vorpal Sword).
- A bottle of vintage wine that, when opened, smells of petrichor.
- A pouch with 1d20 platinum pieces.
- A small, magical music box that plays a tune that can put small creatures to sleep.
- A chest with 500 gold pieces.
- A magical seed that grows into a full-sized, fruit-bearing tree in one day.
- A pouch with 5d10 platinum pieces.
- A map detailing the location of a lost dwarven forge in the wyrdback.
- A pouch containing 10,000 silver pieces.
- A chest with 1,000 gold pieces.
- A Legendary magical item (e.g., a Staff of the Magi).
- A set of chimes that, when rung, can ward off fey creatures for an hour.
- A small, enchanted mirror that can show a reflection of a person’s deepest desire.
- A pouch with 1d100 platinum pieces.
- An impossibly large gold coin, worth 500 gp, that shrinks to normal size when leaving the wyrdback.
- A magical egg that hatches into a harmless, non-magical creature from another world.
- A chest with 2,500 gold pieces.
- A pouch containing 500 gold pieces.
- A book that teaches you a new language instantly, but you forget an old one.
- A magical gemstone that glows when a powerful fey is nearby.
- A chest with 5,000 gold pieces.
- A cloak that changes its appearance to perfectly match the wearer’s surroundings, but only while they are not moving.
- A sack containing 10,000 gold pieces.
- A chest containing a thousand pieces of gold and a single, perfectly normal stone.
- A Legendary magical item with a powerful curse.
- A magical locket containing an illusory image of a loved one from a world long past.
- A treasure chest filled with 20,000 gold pieces.
- A magical artifact that can briefly stop time, but only for a few moments.
- A small, enchanted painting that depicts a scene that is constantly changing.
- A large, ornate chest containing 50,000 gold pieces.
- An artifact that can summon a minor fey creature to do the user’s bidding for a short time.
- A magical, cold iron weapon that deals extra damage against fey creatures.
- A treasure hoard with 100,000 gold pieces and 1d4 magic items of the DM’s choice.
- A magical map that shows the layout of the Feengrenze, but only for a few moments.
- A small, silver bell that, when rung, causes all nearby fey creatures to be briefly stunned.
- An ornate, golden scepter that, when held, makes the holder feel a false sense of immense power and authority.
- An artifact that can temporarily grant the user a perfect, unblemished face.
- An artifact that allows the user to cast the wish spell once, but at the cost of one of their memories.
- A small, magically sealed bottle containing a tear from Faolan the Mad.
- A perfectly preserved tome containing a detailed history of a lost world.
- An artifact that can temporarily grant the user the ability to fly.
- An artifact that is a physical representation of one of Faolan’s twisted dreams.
- An artifact that can temporarily grant the user the power to change reality in a small area.
- An artifact that is a small, ornate key that can open any lock, but only once.
- An artifact that is a perfectly preserved seed of Faerie, capable of growing into a new forest.
Appendix A: Liquefied reality

In the Wyrdback, reality itself sometimes melts under the onslaught of wyrd magic, pooling into glossy, rainbow-sheened puddles that range from viscous slime to thin water. The liquid has a glossy technicolored sheen, like someone had dropped a rainbow into a slick of thin oil. While in the parts of the wyrdlands where WMI is high, it remains stable as a liquid. However, if one were to bottle it up and bring it back to the stalelands or anywhere else where the WMI is lower than 4, it will slowly start to congeal back into reality. Once wyrd magic exposure ceases, a sample of liquified reality typically finishes congealing after 1d6 hours.
The uses of Liquidfied Reality
Liquidified reality is one of the most sought-after materials in the Feengrenze. It can be used as a material component replacement for various high-level spells and material in alchemical processes. It can replace any material component for spells of level 6 or higher and can reduce the material cost and time to craft magical items and potions by 1/4.
Still, the fact that liquid reality must be transported in containers submerged in cold iron casks of liquid wyrd makes it prohibitively expensive to import. However, that might be for the best since liquid reality can overwrite local reality, replacing it with the reality in the bottle. When poured on an object, it will overwrite the reality of the object and replace it with an altered reality. All liquidfied reality is hopelessly mixed up after centuries of reality rain, so when it solidifies, there is no telling what abomination or chimera will replace the object the stuff was poured on (if your players do try this, describe the most trippy, undescribable thing you possibly can). That has not deterred smarter, dumb criminals from stealing dewars of the stuff in the hope it will create an instant door or turn a guard into something inanimate.
Appendix B: Optional Rules For Wyrd Magic
Wyrd Magic is the most dangerous force in the Feengrenze. It is more corrosive to reality than nuclear waste, hydrochloric acid, or VX gas combined. It slowly erodes matter, warps minds, and transforms living things—usually permanently. In the deep Wyrd, it is everywhere.
Wyrd Magic Index (WMI): The ambient level of wyrd magic rises steadily the deeper one travels into the wyrdback. Increase the WMI by 1 every 8 levels of depth, reaching a maximum of 8 between depths 56–64. No WMI above 8 has ever been recorded—because reality and measuring instruments instantly liquefy when exposed to such high concentrations of wyrdness.
Wyrd Magic Counters
Adventurers use Wyrd Counters (or “WMCs”) to measure exposure to wyrd magic. A WMC is a brick-sized box with a dial from 0–8 and a steadily clicking meter, just like a Geiger counter. The faster the clicks, the higher the WMI. More expensive models include a plume alarm, which shrieks when a wyrd plume begins forming nearby—a common precursor to whimwhirls.
Whimwhirls
Whimwhirls form when a plume of wyrd magic breaches the surface, spiking local WMI far beyond safe levels. The signs are subtle: a local WMI reading suddenly higher than the surrounding environment, faint shimmers in the air, or strange shapes coalescing in clouds.
When a whimwhirl erupts, the WMI briefly exceeds 8—though no instrument survives to record it, since measuring devices often turn into fruit or vegetables on contact. Any creature caught within is almost always subjected to a permanent, reality-warping transformation.
Wyrd Exposure
Even without whimwhirls, long-term exposure to wyrd magic warps creatures. Unless shielded by cold iron, creatures absorb ambient wyrd magic over time.
| WMI | Exposure time |
| 1 | 1000 days |
| 2 | 500 days |
| 3 | 250 days |
| 4 | 100 days |
| 5 | 50 days |
| 6 | 25 days |
| 7 | 10 days |
| 8 | 5 days |
Once a creature reaches its limit, a permanent transformation is inevitable. Roll once on the Wyrd Transformation Table.
| Roll | Transformation |
| 2 | Catastrophic Collapse – The victim liquefies into raw wyrd magic. Within 1d6 rounds, the puddle births a a small whimwhirl. Everyone nearby must save or transform. |
| 3 | Stone Husk – The victim turns into a living statue of themselves. They can move and think, but require no food, drink, or air. They slowly crumble over years. |
| 4 | Plantfolk – The victim becomes a humanoid plant (tree, mushroom, flower). They photosynthesize and root while sleeping. Vulnerable to herbicides and goats. |
| 5 | Animal Shift – The victim becomes a random mundane animal but retains their intelligence. (Roll on a simple d20 animal table.) |
| 6 | Duplicated Limbs – Victim grows 1d4 duplicate arms or legs. They work, but are clumsy and sometimes act on their own. |
| 7 | Partial Transparency – Body becomes half-ethereal. Equipment falls through them 50% of the time. Eating is very awkward. |
| 8 | Voice Swap – Victim’s voice is stolen and replaced with a random voice (child, noble, beast, etc.). Their old voice now wanders the wyrd, whispering mockery. |
| 9 | Face Rearrangement – Victim’s face moves to a different part of their body (torso, arm, back of head). Functionally intact, socially disturbing. |
| 10 | Color Inversion – Victim’s colors invert (hair, skin, gear). No other changes. Fey find this deeply funny. |
| 11 | Glowbug- Character emits soft neon light and faint musical tones. Stealth is nearly impossible, but allies gain advantage on saves vs. fear when near them. |
| 12 | Puppet Flesh – Victim becomes jointed like a marionette, with visible seams. Movements are jerky, but they gain advantage on resisting restraints. |
| 13 | Echo-Twin – A duplicate of the victim appears nearby, but 1d4 hours out of sync in time. The two may trade places unpredictably. |
| 14 | Animal Trait – Victim gains a random animal feature (tails, horns, feathers, gills, insect wings). May or may not be useful. |
| 15 | Aura of Oddity – Mundane objects near the victim subtly warp: books rearrange their words, spoons bend, milk curdles. Purely cosmetic… so far. |
| 16 | Reverse Aging – Victim begins to age backwards 1 year every 1d6 days. When they reach infancy, roll again. |
| 17 | Dreaming Mind – Victim believes they are in a dream and struggles to take anything seriously. 1-in-6 chance per day their delusion shapes local reality. |
| 18 | Displaced Reflection – The victim’s reflection separates from them. It lives in mirrors, sometimes helpful, sometimes spiteful. |
| 19 | Sensory Shuffle – Victim’s senses swap places: taste via ears, smell via hands, sight via tongue, etc. Disadvantage on Perception checks, but advantage on Insight. |
| 20 | Aura of Hunger – Victim constantly radiates the smell of their favorite food, attracting hungry beasts (and awkward dinner invitations). |
| 21 | Head of Smoke – Victim’s head becomes living smoke shaped like their old one. They can still speak and see, but wind disperses them (Con saves required). |
| 22 | Fey Toy – Victim is reshaped into a form resembling a doll, chess piece, or children’s toy. Fey nobles may covet them. They retain all abilities. |
| 23 | Unmoored from Time – Victim now experiences 1d12 minutes in the past or future relative to everyone else. This makes combat and conversations nightmarish. |
| 24 | Prison-Breach Seed – The victim mutates into a fragment of Faolan’s madness. Their body cracks open, revealing impossible shapes. The transformation weakens his prison locally—expect immediate whimwhirls, planar bleed, or worse. |
Note: Transformed creatures are forever immune to wyrd magic and to any spell that would change their form, short of wish. Their new shape is “set” in unreality.
Wyrd Puddles
At WMI 5+, the ground begins to ooze puddles of liquid wyrd magic, resembling pools of oil painted by a mad god on bad acid. Cold iron tools are required to handle the stuff: casks, tongs, gloves.
As an action, a character can throw a cask of wyrd magic. The target must succeed on a Dexterity saving throw (DC = 8 + thrower’s proficiency bonus + Dexterity modifier) or be splashed and instantly subjected to a wyrd transformation.



Leave a comment