The Liberation of Sliberberg: Oddities on Parade.

Sliberberg is an odd city, filled with strange sights and even weirder people. Clothing can go for a stroll with no one in them, a stream flows through the air from a pond in Fairy court to the harbor, and the Grand Fey Marketplace and Goblin Market abound with strange shops and odd restaurants. By sprinkling a few of the peculiar encounters in this chapter into your game, you can make Sliberberg come alive for your players. But these encounters are merely suggestions feel free to create your own oddities .

Master table

D4table
1Ward specific oddity
2Strange people
3Strange outsider
4General oddity

Oddities by Ward

Oddities in Kronenhöhen

DC20oddity
1Fanciful Echos
2Spontaneous season shifts
3Mirrors Reflect More
4Charmed Words
5Flash fashion fixes
6Dancing Streets
7Phantom Courtiers
8Crystal Rain
9Regal animals
10Gift of gab
11Noble Illusions
12Golden gleams
13Instant masquerade
14Flower shower
15Invisible Crown
16Phantom Bells
17Temporary Title Bestowment
18Echos of revelries past
19Princess Time
20Phantom praises

Fanciful Echos

For the next 20 minutes, everything the players and every other character in the vicinity say echoes back in rhyming couplets. The couplets may or may not contain a random rumor from the Mage Corp or Kronenhöhen rumor tables.

Spontaneous season shifts

For the next d20 minutes, the weather and season in a 100ft radius changes to completely different season

Magical Reflections
  For the next 30 minutes,  every reflective surface the players look into shows small visions of the future or alternate versions of people.

Charmed Words

For the next 2d20 minutes, everything anybody says in an 80-foot radius turns into a curving glowing script that floats in the air.

Flash fashion fixes

Everybody’s clothing subtly changes within a 40-ft radius. The colors of dresses and suits shift, small accessories are added, etc. The changes subtly improve the clothing’s stylishness.

Dancing Streets

For the next 10 minutes, everybody walking down that particular street is forced to move as though they are dancing. Speed is reduced by half unless a character can succeed on a DC 15 performance check.

Phantom Courtiers

The players encounter phantom footmen, ladies in waiting, and other countries. The phantoms appear as translucent versions of common courtiers.

Crystal Rain

For the next 15 minutes, a light rain of tiny crystals dissipates into vapor when they strike the ground or any other object.

Regal animals

The players encounter awakened animals who behave like members of a noble court and dress in tiny crowns and capes.

Gift of gab

For the next 20 minutes, everything anyone said turned into gibberish

Noble Illusions

For the next 1d4 hours, the players appear as famous noblemen or adventurers. This effect is purely illusionary, and most people mistake the affected player for the person whose guise they now wear.

Golden gleams

Metal objects take on the color and luster of gold for 2d20 minutes. The effect is purely cosmetic.

Instant masquerade

For the next 4d20 minutes, the clothing and gear of everybody who enters the street, garden, or room transform into garb appropriate for a masquerade ball. The clothing of anyone who leaves the affected area turns back to normal.

Flower shower

For the next 30 minutes, flower petals rain down from the sky.

Invisible Crown

A golden crown appears on the head of one of the players. The crown is only visible to them. The crown disappears after 10 minutes or if it’s removed.

Temporary Title Bestowment

For the next 20 minutes, the players are bestowed with a random and odd-sounding title. People address them using their newly gained title.

Echos of revelries past

For the next 2 hours, the street or garden the players are in manifests an echo of a party or ball that occurred sometime in the last 50 years. The scene is a perfect recreation and includes perfect and perfectly solid echos of the party’s guests, decorations, food, and perfect recreations of the music. The echos of the guest reacts authentically to the player’s presence.

Princess Time

For the next 2d20 minutes, everybody within a 30-foot radius must act like fairy tale princesses. The players must make a DC14 wisdom check, or they will start acting like princesses, too.

Phantom Praises

For the next 1d20 minutes, phantom courtiers follow the players and shower them with empty flattery.


 Oddities in Alteburg

DC20oddity
1Bardic Duel
2Paperwork Rain
3Shifting Stonework
4Disgruntled Painting
5Fairy Procession
6Strange Debates
7Living Statues
8Shifting buildings
9Changing paintings
10Duel interrupted or restarted
11Fleeting Illusions of Power
12Changing murals
13Visions of the path
14Sudden bouts of song
15Sudden bouts of song
16Phantom assaliants
17Judgmental Gargoyles
18Sudden absentmindedness
19Illusionary statues
20Phantom Guardsmen

Bardic Duel

The players encounter a Bardic Duel in progress between a goblin dressed like a gangster and an elf dressed like a glam rocker. The duel is a rap battle that immediatly takes a strange turn.

Paperwork Rain

For 7 minutes, official-looking documents like letters, contracts, and permits rained down. The sudden rain of paper reduced visibility to 1/4. Upon closer inspection, the documents turned out to be written in gibberish.

Shifting Stonework

The players witness building stonework rearrange themselves into strange patterns.

Disgruntled Painting

The players witness a portrait come to life and give blunt critiques of passersby before suddenly returning to its static form. There is a 1 in 4 chance the painting makes comments that draw the attention of nearby watchmen.

Strange Debates

The players encounter two members of the gentry engaged in a debate about incredibly strange topics, such as which side does toast land on, butter side up or down, or the growth patterns of various species of vines.

Living Statues

The players witness one or more statues come to life, stretch, and yawn before returning to their original poses.

Shifting buildings

The players witness a building suddenly change its architectural style one or more times. There is a 1 in 3 chance that additional doors or windows have appeared in the walls.

Changing paintings

The players witness paintings in a gallery or art stand suddenly changing frames.

Duel Interrupted or restarted

The players witness a pair of noblemen either fighting a duel and then suddenly stopping, unsure what they were fighting over, or restarting a duel that had ended.

Fleeting Illusions of Power

For the next 3 minutes, people in a 40-foot radius around the players believe they have gained new magical powers. The players must succeed on a DC 15 Wisdom check or be affected by the same phenomenon.

Changing murals

The players witness a mural on a wall suddenly animate. Objects and people in the mural start to move about. The effect lasts 1d8 minutes.

Visions of the past

The players encounter a group of phantoms enacting a scene from the last 100 years. The phantoms seem unable to notice the players or anything else.

Sudden bouts of song

Without warning, every person and animal in a 40-foot radius centered on the players feels compelled to perform music. People start singing or playing improvised instruments, and animals join in by barking, meowing, chirping, etc. The players must succeed on a DC 15 Wisdom check, or they join the song, too.


 Phantom assailants

The players witness watchmen being assaulted by invisible assailants. The phantom assailants play tricks on the watchmen, such as turning their helmets the wrong around, kicking them, and pushing them.

Judgmental Gargoyle

A group of gargoyles on a nearby building come to life and make harsh comments to nearby pedestrians. The gargoyles return to normal in 20 minutes.

Sudden absentmindedness

Everybody within a 20-foot radius of the players suddenly forgets what they are doing for 4 minutes. The players must succeed on a DC 15 intelligence check, or they will also forget what they are doing.

Illusionary statues

The players encounter a strange statue in a place where they never noticed a statue before. The statue is completely incorporeal and disappears after an hour.

Phantom Guardsmen

The players encounter a complete set of antiquated watchmen’s armor, including a spear and knife stick, standing guard without anyone wearing it.

Sudden bouts of song
 

Oddities in the Lower city

DC20oddity
1Strange Guest Lecturer
2The Great Cheese Heist
3Barnabas Quimby
4Chicken Legs
5Vanishing Vendors
6Walking Furniture
7Moving Doors
8Endless Streets
9Sudden Hunger
10Changing signs
11Illusory Crowds
13Impromptu Fashion show
14Chaotic Familiars
15Random Spell Effects
16Barking Shadows
17Runic Marks
18Invisible walls
19Invisible pedestrians
20Echoing Laughter

The great cheese heist, generated using Google Imagen3.


 Strange Guest Lecturer

The players encounter a strange guest lecturer from the Coláiste Draoidheil.

D8Lecturers
1Professor Thistlewick Tanglefoot is a gnome druid giving a lecture on talking to vegetables. The players see him demonstrating his talent to a crowd of students by talking to the vegetables in his salad at a restaurant.
2Sir Percival the Perplexed. A human professor who seems perpetually confused is giving a lecture on Confounding Magical Artifacts to a grove of trees. He honestly thinks he is in the right place for his lecture.
3Mr Webworth. This giant awakened spider is giving a lecture on web design and demonstrating the subject to his class by creating a web between two trees.
4Professor Balthazar Poppinfizz: A gnome alchemist with a singed appearance. Mr Poppinfizz is lecturing on floating potions outside in the middle of a courtyard. His students are standing 60 feet away and straining to hear what he says.
5Professor Wispwillow of the Faintlight is an elven wizard who randomly transitions from being visible and invisible. He is delivering a lecture on the Art of Becoming Unseen to a group of students who are struggling to keep up with his constant shifts between visible and invisible
6Dr. Gurney Greasehand. A dwarf artificer who giving a lecture on Automaton Ethics while an automaton  criticizes everything he says
7Madam Pyxilittle Moonshine. A Fairy professor is giving a lecture titled Transmuting Everyday Objects into Goldfish. However, every time she demonstrates the object seems to turn into something completely random, much to her students’ exasperation.
8Dr. Grimble Swillwater. A dwarf geomancer who is giving a lecture on The Conversational Qualities of Rivers. He is standing knee-deep in Silverflow River, gesturing dramatically to demonstrate his points. His students are standing on the bank furiously, taking notes.

The Great Cheese Heist

The players see 6 giant wheels of cheese rolling down the street. Atop each wheel of cheese are mice in bandit attire. Not far behind is a man in an apron calling for the watch to stop the thieves

Barnabas Quimby

The players encounter Barnabas Quimby, An exuberant and persistent salesman with a flair for the dramatic. He is selling a strange consumable item from the following table.

DC6NameEffect
1Bottles of nothingThe bottles contain holes in liquid form. Pour the contents out to instantly make a perfectly circular hole.
2EverythingThis fizzy drink tastes like ginger ale and gives the imbiber 10 seconds of Omniscienceand then drives the drinker insane
3Instant AttractionThe beverage renders the imbiber magnetic for an hour
4Fine whineThe bottle contains liquified complaints that taste like sour grape juice with a sweet aftertaste when drunk. Drinking causes the imbiber to become irritable and constantly complain for the next two hours
5SpiritsThe bottles contain distilled ghosts. The beverage is strangely cool on the tongue and fills one’s mind with ghostly screams.

Chicken Legs

The players witness a food shack on chicken legs with a sign proclaiming that the stand is called Chicken Legs. The shop walks down the street and sit down. A halfling inside opens a window, and the savory smell of fried chicken walks out.

Vanishing Vendors

The players witness a merchant or vendor and his or her merchandise disappear and appear in a completely different location.

Walking Furniture

The players witness furniture walk out of a house or store and march down the streets.

Moving Doors

It is common for doors to disappear from walls for a few minutes or move to change location. The players witness just such a happening to humorous results.

Endless Streets

For the next 1d6 minutes, the street the players are walking down becomes an endless loop, with the players passing the same set of landmarks repetitively.

Sudden Hunger

Players are overcome with an intense and sudden hunger. No matter how much they eat, the feeling persists for 1d6 minutes before vanishing.

Changing signs

The players witness shop signs change. The signs show entirely different signs or cryptic messages.

Illusory Crowds

A crowd in the distance proves to be an illusion; it fades as soon as the players enter the crowd.

Impromptu Fashion show

The players witness an impromptu Fashion show. Outfits from a boutique, tailor, or seamstress shop come to life, float onto the street and start to showcase themselves in a choreographed performance. The show lasts for 1d8 minutes.

Chaotic Familiars

Strange magical familiars (a miniature dragon, a talking raven, or a magical construct) appear out of nowhere, scurrying about the streets and pestering passersby.

Random Spell Effects

Every few minutes for an hour, the players hear the sound of incantations for spells being cast when nobody is around.

Barking Shadows

The players witness shadows of dogs detach themselves and start acting like dogs, including barking at passersby and playing with each other.

Runic Marks

Harmless glowing runes briefly appear on the players’ skin for 1d12 minutes. Stealth checks are made with a disadvantage while the marks persist.

Invisible walls

The players encounter a wall hidden by an illusion of a street or alleyway.

Invisible pedestrians

The players stumble into 1d6 invisible pedestrian. The player bumps into the invisible people without even noticing they are there. The pedestrians are perfectly invisible and can only be detected using tremor sense or magical detection.

Echoing Laughter

For 1d8 minutes, the players hear the sound of laughing children despite no children around.


 Oddities in the Dock Ward

DC20oddity
1Leprechaun invasion
2Sir Octos
3The world’s smallest ship
4Whale taxi
5Living Ropes
6Floating Barrels
7Salt Rain
8Talking ships
9Sudden fog
10Seafoam Shapes
11Barnacle Shifts
12Phantom Shanty
13Salt talk
14Charmed Seagulls
15Hydrophobc ship
16Localized Hurricane
17Tide of Goldfish
18Strolling pier
19Fishy limbs
20Disappearing cargo

Leprechaun invasion

The players witness a warship the size of a keelboat, complete with tiny ballistas and catapults, arrive at the dock. A boarding ramp is extended, and a platoon of armored Leprechauns riding hamsters charges out and demands to be shown the way to Murtagh’s castle. If the players inform the tiny knights that they are the resistance to Murtagh, the knights join them in the good fight

Sir Octos

The players encounter an Octopus wearing a monocle and a top hat slithering over the dock while carrying a sack filled with little signs. Sir Octos is the world’s smartest octopus, with several degrees from prominent universities all over the multiverse. He is, however, unable to speak normally, so he resorts to charades and his collection of signs to talk. Despite his unusual speaking method, he has a prominent British accent.

The world’s smallest ship

The players discovered a ship with a hull the size of a washtub and a mast 30 feet tall with a single sail. The Ship belongs to Mathew Small, who uses it as his personal yacht.

Whale taxi

The players walk on the water beside the pier and notice foam in the water. A white whale suddenly surfaces at the dock. A man in a soaking wet suit and bowler cap climbs off the whale’s back, tips his hat, throws several coins in the water, and strolls off. The whale then asks where the players want to go. The whale runs a taxi service and can ferry the players anywhere in the harbor for 10gp. The whale speaks with a New York accent.

Living Ropes

For the next 1d12 minutes, all the ropes and cords around the players come alive and start moving independently. Any character that steps on a rope will find themselves restrained and take 1d4 bludgeoning damage as the rope retaliates.

Floating Barrels

For the next 1d12 minutes, random barrels around the players float in the air, bobbing as if they were in the harbor.

Salt Rain

For 1d8 minutes, it rains salt crystals the size of a pea.

Talking ships

A face suddenly appears on a nearby ship’s bow, and a conversation starts with the players. The ship is friendly and knows everything that has happened in the last hour along this particular stretch of dock.

Sudden fog

A dense fog bank forms around the players and follows them. Visibility in a 20-foot radius around the players is reduced to 8 feet.

Seafoam Shapes

The players witness thick seafoam washing onto the docks, briefly taking the form of animals, people, or strange symbols before dissolving.

Barnacle Shifts

The players witness an entire dock or ship hull covered in fast-growing barnacles that vanish when touched.

Phantom Shanty

The players hear a shanty being sung by unseen singers. The voices singing the shanty are raspy like the singers are long dead. Sailors near the players can be seen invoking holy symbols and muttering quiet prayers at the sound of unearthly voices.

Salt talk

For the next 1d20 minutes, everybody in a 20-foot radius around the players can’t talk about anything but salt. The players must succeed on a DC 15 Wisdom check, or they are affected, too.

Charmed Seagulls

Seagulls gather unusually close to the players, watching them intently as if they understand every word spoken.

Hydrophobic ship

The players witness a ship sailing about the harbor on very long stilts as if the ship is scared to touch the water.

Localized Hurricane

For the next 1d10 minutes, the weather in a 150-foot radius changes to a hurricane. Any character caught outside must make a Dexterity saving throw (DC determined by the DM) to avoid being knocked prone by the winds.

Tide of Goldfish

The tide rolls in, bringing with it hundreds of tiny goldfish that flop around the piers for a few minutes before being swept away again.

Strolling pier

The players witness a small pier come alive. The now living pier starts to walk randomly around the harbor for half an hour.

Fishy limbs

Without warning, the player’s limbs transform into ones more appropriate for aquatic living. Feet and hands become webbed, or legs turn into merfolk tails. The changes last 1d20 minutes

Disappearing cargo

The players witness crates and barrels suddenly become invisible. The cargo remains translucent for 30 minutes.


 Underberg oddities

DC20oddity
1Phantom Singing
2Shifty Merchandise
3Dancing echos
4Living Tattoos
5Pocket of Stale Air
6Red rain
7Undertow of Memories
8Underground Reflection
9Cave Stars
10Phantom holes
11Circular Secret Passageway
12Shifting walls
13Dancing lanterns
14Sudden Magnetism
15Spontaneous relief
16Comic Reliefs
17Phantom echos
18Protesting Merchandise
19Vanishing Figures
20Lover’s Quarrel

 

Phantom Singing

The players hear voices singing Heigh-Ho off in the distance.

Shifty Merchandise

A random piece of merchandise at a stall the players are perusing disappears and reappears elsewhere, looking slightly different.

Dancing echos

For 1d12 minutes, the player’s footsteps echo exaggeratedly, almost comically.

Living Tattoos

The players encounter a man whose tattoos seem to writhe across the wearer’s skin.

Pocket of Stale Air

The players walk through a pocket of air that feels impossibly still and stale, as though no one has passed through in centuries. For a moment, breathing becomes difficult, and whispers of forgotten miners seem to drift by.

Red rain

For the next 30 minutes, red rain falls from the cavern’s roof and evaporates into red mist as soon as it hits the ground.

Underground Reflection

The players encounter a puddle of water that perfectly reflects the sky above.

Undertow of Memories

The players feel something pull at their memories. They randomly recall strange and forgotten memories from their past for the next hours without explanation.

Cave of Stars

Without warning or explanation, hundreds of little crystalline points of light appear on the tunnel roof or cave the players are in, giving the roof the appearance of the night sky. The points of light shine for an hour before fading.

Phantom holes

Without warning, a perfect illusion of a 20-foot deep, 20-foot diameter hole appears in the middle of the player’s path. The hole is entirely harmless but requires a DC 15 Wisdom check to realize it is an illusion.

Circular Secret Passageway

The players find a secret passageway off one of the tunnels or caves. After traveling down the passage for 1d6 minutes, they arrive back where they started, and the passageway is gone.

Shifting walls

The players witness the walls of the chamber or tunnel they are in seemingly stretch or compress. A slight claustrophobia or vertigo exists before the walls revert to their original position.

Dancing lanterns

The players witness lanterns rise from tables and wall mountings up into the air and start moving about in circles as if dancing.


 Sudden Magnetism

Without warning, the players are in one of the walls of the chamber or tunnel, which becomes magnetic. Any character in the chamber with a metal weapon or armor must make a DC 15 strength check or be attracted to the wall and stuck there. The attraction lasts for 15 minutes.

Spontaneous Reliefs

The player witnesses a stone relief suddenly form on stone walls. The reliefs depict strange scenes.

Comic Reliefs

The player witnesses reliefs on the walls come to life and starts to perform slapstick comedy.

Protesting Merchandise

The merchandise in the stand or shop near the players comes to life and starts to loudly protest their treatment by the shopkeeper.

Vanishing Figures

The players witness a person disappear into a doorway, only to be replaced by someone entirely different when they enter the same door.

Lover’s Quarrel

Two spirits appear mid-argument, fighting over a long-forgotten love affair in the middle of a tunnel street, only to vanish after a heated exchange.

dancing Lanterns
 

Goblin Market oddities

DC20oddity
1The Walking bag
2The Repeater
3Invisible Conflict
4Potion Roulette
5The Smiling Merchant
6The Talking Chest
7Borrowed Faces
8Traded Faces
9Dream dealer
10The Forgotten Stall
11The Reverse Merchant
13The Pet Rock Dealer
14Bad joke stand
15Bottles of Something
16The identity dealer
17Memory Thief
18Wooden Porter
19Sudden blackouts
20Banned book dealer

The Walking bag

A massive burlap sack on spider legs scurries up to the players and asks in a muffled voice for something shiny. If fed, it spits out a trinket.

The Repeater

The players encounter a merchant selling blind boxes for 1gp. The boxes contain a trinket like a small bell or a rusty locket. Oddly, every box contains the same exact trinket. Every time a new person buys a box, the trinket disappears from the last customer’s possession.

Invisible Conflict

As the players pass through a dark part of the market, they hear the unmistakable sounds of a heated argument—fists hitting flesh, glass shattering—though nothing is visible in the area.


 Potion Roulette

A booth is filled with multicolored bottles of potions at a steal price of 1gp each. However, none of the bottles are labeled. The vendor claims they all have beneficial effects, but the fact some of the bottles are cracked, empty, or emitting strange fumes makes that claim seem doubtful. Each time the players buy a potion from the vendor, choose a random potion or poison from the dmg.

The Smiling Merchant

The players encounter a goblin merchant with a permanent, unsettling grin who claims to be able to sell the players things belonging to their future selves, including memories, love, and other intangibles. The cost, he claims, is “the things you’ll never miss… until you do.”

The Talking Chest

An open chest in a nearby stall calls out the players. The chest claims that it can give advice in exchange for a coin. The vendor shrugs and says, “It’s mostly right… sometimes”

Borrowed Faces

The players encounter a vendor who wears a mask that mimics the face of whoever looks at them.

Traded Faces

A vendor and a customer close a deal only for the players to realize they’ve swapped faces, seemingly without the owners noticing

Dream dealer

The players encounter a stall selling bottled dreams run by a goblin dressed like a gypsy. She claims that the dreams are all the most pleasant fantasy imaginable, worth the 20gp she charges for each bottle.

The Forgotten Stall

The players encounter a seemingly abandoned stall in the middle of the marketplace. There is no vendor, and the merchandise is covered in cobwebs. If they get close to the stall, they feel an overwhelming sense of dread.

The Reverse Merchant

The players encounter a merchant who offers to buy anything the players are willing to sell him. He will sell the item back at twice the price but with a new property from the magic item minor property table on page 223 of the DMG.


 The Pet Rock Dealer

A goblin with a bag of rocks claims that each is a highly trained pet capable of performing simple tricks such as rolling, sitting, or even balancing on its edge.

Bad joke stand

The players encounter a nilbog in a jester costume, selling novelty toys and pranks. However, the items he sells are defective or broken.

Bottles of Something

The players encounter a vendor selling glass bottles containing something inside for 5gp a pop. The vendor has no clue what the bottles contain; he just knows that it is something.

The identity dealer

The players encounter A satyr in an elaborately painted false face mask that everybody calls Mag. He speaks exclusively in the third person. He sells little books containing assumed personas. Open the book, and you will be that person for the next few days. His price per book is a few unimportant details about your life to use as raw materials for the book.

Memory Thief

The players encounter a goblin trying to steal one of their memories using a memory bottle. The players can make a DC 15 dex check to catch the thief; failure results in a minor memory being stolen.

Wooden Porter

The players witness a goblin leading a massive basket piled high with boxes and sacks.

Sudden blackouts

Without warning, the lights in the market go out for 5 seconds before coming back on. Nobody seemed to mind the sudden blackout, but several vendors’ locations have changed.

Banned book dealer

The players encounter a vendor selling banned books. The books are written in a foreign language (English) and include titles like Catcher in the Rye, Lord of the Flies, and The Handmaiden’s Tale.


 Schwarzrauchgasse oddities

DC20oddity
1Euphoria Spill
2The Kook Kluck Klan rally
3The River’s Glow
4Unattended Forge
5The Feral Alchemist
6Sudden Lightning
7The Crawling Mist
8The Gutter Snakes
9The Sunken Road
10Unseen Healers
11Alchemical Rain
13Ghostly Carts
14Musical Factory
15Ghost march
16Teleporting beggars
17Weapons duel
18Transforming Draft Animals
19Levitating debris
20Runaway vat

Euphoria Spill

The players encounter an overturned wagon leaking purple liquid. Surrounding the puddle are people acting like gleeful idiots. The wagon was transporting highly concentrated euphoria in liquid form, and the gleeful idiots they encounter are people exposed to the euphoria. Any player who gets too close to the puddle and its vapors must make a DC 15 intelligence check or be affected by the vapors, too.

The Kook Kluck Klan Rally

In the back alley behind a tenement, the players encounter a rally of the Kook Kluck Klan. The Kook Kluck Klan is a chicken-based terrorist group that wants to enforce barnyard purity and relegate ducks to second-class citizen status. They believe and share some pretty outlandish, contradictory, and usually nonsensical claims about ducks, geese, and other barnyard fowl and seem to consider humanoids to be equal to god.

The River’s Glow

For 1d20 minutes, the river turns bright, glowing green as the players walk alongside it. Workers claim it’s a harmless chemical reaction from the tanneries, but an unsettling hum emanates from the water.

Sudden Lightning

The players witness a lightning strike starting at a lightning rod atop one of the buildings in the ward and then slowly ascend into the (usually cloudless) heavens.

Unattended Forge

The players encounter a blacksmith shop that is completely unattended. The tools are still working, though: Tongs grab chunks of hot iron, and hammers strike the anvils on their own.

The Feral Alchemist

A wild-haired alchemist in stained robes approaches the players and offers them a vial containing a concoction with implausible effects but offers no further explanation. He then disappears into the smog before they can ask more.

The Crawling Mist

The players encounter a cloud of fog that seems to cling to them. The players can feel it coil around their legs.

The Gutter Snakes

The players spot long, translucent snakes that blend perfectly with the dark, wet streets. When touched, the snake vanishes, but the players can still hear hissing nearby.

The Sunken Road

As the players travel down the road, it suddenly appears to sink into the earth despite no change in elevation actually occurring.

Unseen Healers

The players feel the brief touch of cold hands on their skin, and suddenly, 1d4 hitpoints are healed.

Alchemical Rain

The players are caught in a brief shower of technicolored liquid that burns when it touches the skin, causing 1d4 damage and leaving strange rainbow-colored puddles.

Ghostly Carts

The players witness creaking carts drawn by invisible horses roll down the streets, seemingly carrying invisible loads.

Musical Factory

The players encounter a factory where all the machinery and people produce melody as they work. The various grinding, banging, and clanking noises produce sounds like the Rocky Road to Dublin being played on hammers.

Ghost march

The players witness a line of heavy-duty boots, like the ones soldiers wear, march down the street without anyone wearing them. Nearby, soldiers start to murmur prayers and invoke holy symbols.

Teleporting beggars

The players encounter a man begging by the side of the street. If they ignore the beggar and continue walking, they will encounter the same beggar just before them. This continues until one of the players gives him some money.

Weapons duel

A pair of weapons, such as a sword and ax, come to life and start floating in midair. They start a fight with each other, striking each other as if wielded by unseen hands. The duel ends as quickly as it begins, and both weapons drop to the ground lifelessly.

Transforming Draft Animals

The players witness the draft animals pulling a wagon rapidly transform into stallions, donkeys, white mares, unicorns, pegasuses, and finally, clydesdales.

Levitating Trash

Random trash floats after the players as they walk down the street for a few minutes.

Runaway vat

A massive mixing vat passes the players and continues down the street. Several men in alchemist’s gear run after the cauldron, screaming for it to stop.

Strange People

DC20oddity
1Aimsir Stoirme
2Comic Man
3Fearghas Gruamach
4Drollish Slapstick
5Strange hairdo
6Jack Hammer
7World’s greatest Comedian
8Sir Maxwell Hoots,
9Herman’s City Tours
10O Cult
TThe players encounter the Silver Lady of Sliberberg
12Mr. Shivers
13Strange ride
14The Hopping Head
15The Ghostly Socialite
16The Hedgehog Rider
17The Frog Bard
18The Forgotten Soldier
19The Night Fisherman
20The Faceless Tailor

Aimsir Stoirme

Aimsir Stoirme is a living thunderstorm notorious for his bad attitude. People usually give him a wide berth when he goes down the street unless they want to be struck by a stray lightning bolt.

Comic Man

Comic man is a man made of pulp paper. He wears brightly colored clothes and speaks exclusively via speech bubbles.

Fearghas Gruamach

Fearghas Gruamach is a bugbear cursed to look like a giant fur ball.Whenever he tries to cut the hair all over his body, it grows back almost instantly. He is tired of his hairy appearance and would certainly owe a favor to anybody who can lift his curse. Ironically, he works as a wigmaker in Alteburg

Drollish Slapstick

The three drolls named Seaghdhán, Rónán, and Fionnbharr are having an argument n in the middle of the street that mixes verbal sparring with assorted comical blows various parts of the body. They argue over who will present the treasure they have acquired to the Grand Absurdist, occasionally accentuating their nearly incomprehensible cockney-laden retorts with kicks, slaps, punches, and pokes to the eye. The treasure they are arguing over is nothing of the sort; it is a cracked chamberpot.

Strange Hairdoos

Strange hairdos are common among the city’s upper crust. Here are some examples of hair fashion disasters players can spot.

  • A woman with a flower garden woven into her hair
  • Women with her hair sculpted into the shape of a bird with actual feathers.
  • A man who shaped his hair like a castle tower
  • A man with a pompadour colored to look like a speeding comet
  • A man with braids that look like a crawling spider when he walks
  • Women whose hair is shaped like a flame that dances when she walks.
  • A Woman who’s black hair is studded with diamonds

Jack Hammer

The brute known as jack hammer has an actual iron claw hammer for a head

The World’s Greatest Comedian.

John Smith is the funniest man alive due to a mishap with a little fey magic. People find his every word funny. When the players get within 20 feet of him, they need to make a wisdom check DC 12 or else be affected by Tasha’s hideous laughter.

His Honor Maxwell Hoots

The long-serving head of Sliberberg Criminal Court, Sir Maxwell Hoots, is 6 a 6-foot-tall Great Horn Owl. Even with the courthouse closed by the regime, he still serves the community by unofficially officiating over informal trials. He is notoriously tight beaked about exactly how a 6-foot-tall awakened owls serving as a judge for the city.

Mr. Shivers

Mr. Shivers, as he is called, is a thin and tall human man who always wears the heaviest fur coats regardless of whether the weather is hot or cold. He also constantly complains about how cold it is. Incidentally, he is an importer of fur coats.

Herman’s City Tours

Herman’s City Tours is a tour service operated by the gnome Herman that caters mainly to rich magic tourists from beyond the Feengrenze. As the carriage travels around the flatter parts of the city streets, he regales the tour takers with implausible but true facts about famous landmarks and city history. The players can determine the truthfulness of the claims by a DC 15 history check to recall the relevant info or a DC 10 Charisma check to ask locals about the claims. Some example claims are

  • The Silver Moon Bakery’s interior is actually an extra planer space the size of Castle Sliberberg, containing a full-sized farm and boarding school for witches.
  • Castle Sliberberg has no staircases, instead using magical paintings to provide connections between floors.
  • The trees that form Elmwood Hall are not only the same species as the trees in Market Grove Bazaar but actually grew from acorns from said trees.
  • The old castle predates the city by several hundred years.
  • The fountain at the center of Market Grove Bazaar is enchanted to provide cool mist during the summer.

The O Cult

These cultists are not your typical religious group. They have a unique and strange belief system that revolves around the letter O. Their obsession with this letter Is so intense that they use words containing the letter O as much as possible.

The Silver Lady of Sliberberg

The players witness a woman with elvish features, brown hair, and an old-fashioned wedding dress walk out of thin air. The woman is Aoibheann, King Fredrick’s long-since missing wife. The same transformation that turned Fredrick into a beastman fey soverignturned her into the living essence of the kingdom itself. The valley of New Mountainheart is her body, and the wild magic throughout the city is her power at work. Every 1d12 night, she manifests an apparition of herself in place in the city of her choosing for a few hours. She generally appears in Fairy Court, Market Grove Bazaar, and Slibermond. She knows everything going on in the city, and the players can ask her 1d4 questions about what is happening in the city when they encounter her. If the players encounter her 3 times, she asks the players to deliver a letter from Her to Fredrick (See the letter from the past sidequest)


 Strange Rides

The people of Sliberberg are known for their strange means of transportation. When the players are walking down the street, they can come across the following odd modes of transportation.

  • A man riding a giant caterpillar like it is a horse.
  • A buggy driven by a gnome with no horses and mechanical spider legs instead of wheels
  • A stagecoach with a large wing mounted on top instead of wheels
  • A Hanson cab mounted onto the back of a giant beetle.
  • A carriage carried by a pair of Stone Golems like a sedan chair
  • A wagon hitched to a pair of giant chickens
  • A Fairy carriage pulled by a hedgehog
  • An omnibus mounted on the back of a tamed basilisk with anti petrifying eye coverings
  • A sedan chair carried by a roc
  • A wagon that seems to stretch and contract when it starts and stops
  • A man riding piggyback on a shield guardian

The Hopping Head

The players encounter a disembodied head hopping along the street. The head is friendly and talks to anyone who listens. The head claims that he is looking for his lost body and suggests that there might be a reward for the players if they find it. The players can glean 1d6 rumors from the head.

The Ghostly Socialite

The players encounter ghostly women dressed in the latest fashions, mingling among ordinary people as if they were at a ball. She invites the players to a grand soirée at her mansion.

The Hedgehog Rider

The players encounter a tiny knight riding on a hedgehog. The knight claims to be on a grand quest for his lady, but the details of the quest change every time he tells the players about the pursuit.

The Frog Bard

The players encounter a giant awakened frog who fancies himself a bard. He sings frog-themed loved songs in a croaking offkey tenor, much to the annoyance and ear pain of everybody in the vicinity.

The Forgotten Soldier

The players encounter a knight in rusted armor and a sword sticking out of the side, stumbling through the street. He mumbles about battles that happened long ago and looks for his comrades. The moment the players look away, he disappears.

The Night Fisherman

The players encounter an old man sitting on the edge of a Silverflow river or a pier, wielding a fishing pole without a line. He says he is fishing for shadows and warns the players about the things that lurk in the dark.

The Faceless Tailor

A tall figure in a robed hood approaches the players and offers to mend their clothes for free. If the players agree, the tailor immediately starts working without first letting them remove their clothes. The tailor’s hands move so fast that it appears that there are a dozen of them.

Random Oddities

d20Oddity Name
1Altered Gravity
2Color Changes
3Funhouse Transformation
4Illusionary Objects
5Insane Addresses
6Laundry on Parade
7Living Graffiti
8Meeting Oneself
9Shadow Play
10Strange Rides
11Unusual Sounds
12The Wandering Inn
13Wandering Thoughts
14The Ground Turns to Water
15Unexpected Nostalgia
16Temporal Glitch
17Reversing Rain
18Sudden Silence
19Whispers in the Wind
20Animal Antics


 Altered gravity

The pull gravity changes its direction for the next few minutes. The direction and strength of the pull of gravity are chosen by the dm and can be as strong or weak as you like.

Color changes

For the next 1d12 minutes, everything within 40 radius takes on a new color or texture.

Funhouse transformation

The players’ bodies warp, stretch, and compress in a fashion similar to that shown by a funhouse mirror; the changes last 10 minutes.

Illusionary objects

Illusionary versions of random objects appearing in random places for unknown reasons are common in the city. Whatever causes the oddities seems to intend the illusion to be humorous; a street suddenly blocked by a brick wall, doors appearing on previously featureless walls, and random things flying through the air seem to be the most common forms of this oddity.

Insane Addresses

Murtagh addresses the city’s citizens to convince the populace he is in control. However, he comes off as a rambling crackpot. As resistance gains traction in the city, there is less and less sense. Specifically, there are three addresses in total.

  • The first address is confident and arrogant. Murtagh regales the public with tales of the military victories and condemns the player’s resistance
  • The second address takes a darker turn. Murtagh rambles at length about what he plans to do to the resistance.
  • The third address is entirely unhinged. Murtagh starts to actively defend the legitimacy of his coup. There are references to contracts and agreements with higher powers throughout the speech.

Laundry on Parade

Strange as it seems, laundry escaping their lines and strolling throughout the city is a common sight that people hardly notice anymore, except when said laundry is being chased by an individual in various states of undress. The players might earn a reward for reuniting runaway garments with their owners.

Living Graffiti

Multiple pieces of living graffiti are all over the city. They are mostly content with silently mocking passersby.

Meeting Oneself

The players encounter a version of themselves from 1d6 days in the future. At the dm digression, the future selves can give the players bits of information from the future.

Shadow Play

For the next 1d6 minutes, the player’s shadows move on their own accord. The shadows will do humorous things while the players are not looking, like doing silly dances or handstands.

Unusual Sounds

For the next 15 minutes, all the sounds made in a 40-foot radius are incongruous with the things making the sound. The sound of walking on cobblestones might be replaced with the sound of a chicken clucking, or somebody’s voice could be replaced with a donkey braying.

The wandering Inn

The Wandering Inn is a small, modest inn that moves about the city. It moves to a random building in the city every night at midnight.

Wandering Thoughts

Disembodied thoughts that travel from brain to brain are common in the region. Most of these thoughts with a mind and will of their own are very odd. Role on the wandering toughs table to determine what thought passed through the player’s heads.

1You have a sudden urge to stare at wheels of cheese for hours on end
2You are compelled to use windows instead of doors to enter buildings.
3You suddenly have the urge to wear the frilliest pink clothing you can find
4You are convinced that you are a Fairy princess
5You suddenly want to wear a duck on your head like a hat.
6You suddenly need to go to a specific unusual place
7You think that it’s the middle of wintertime despite all evidence to the contrary
8You suddenly have a desire to shout your deepest, darkest secrets from the rooftops

The Ground Turns to Water

For 1d4 minutes, the ground beneath the players turns into ankle-deep water.


 Unexpected Nostalgia

A strong wave of nostalgia washed over the players. They sense a strong, familiar smell, sound, or taste from their past. Any character caught in the wave must make a dc10 wisdom check or be stuck for 1d4 minutes in revelry.

Reversing Rain

Rain (or any falling debris, like leaves or snow) in the area briefly reverses direction, falling upwards into the sky for a few seconds before resuming its natural course.

Sudden Silence

For 1d4 minutes, all noise in a 40-foot radius around the players abruptly cuts off before sound gradually fades back in.

Whispers in the Wind

A wind blows past the players, laden with faint, almost unintelligible whispers. The players can attempt a dc15 perception check to hear 1d4 true bits of information about the city.

Animal Antics

For 1d6 minutes, every character in a 40-foot radius turns into a small mammal.


 Strange Outsiders

DC20oddity
1The Enigmatic Envoy
2The Clockwork Knight
3Cloud Castle Emporium
4Fey Ambassador
5Genie Shopping Expedition
6Dragon tourist
7The Sandman
8The Empyrean Prophet
9The Forgetful Visitor
10Goblin Assassins
11Lost Celestial herald
13Lysandaorin Sultan
14Chronomancer Out of Time
15Merchant of Broken Things
16SpellJammer Crew
17Dunklemere Barbarian
18Familiar Face
19Githzerai Sage
20Mirthwood Emissary

The Enigmatic Envoy

As the players move through the city, they spot a figure in foreign heraldry leading a group of watchmen to make an arrest or on some other errand. These envoys have been spotted throughout the city, leading squads of soldiers and watchmen and running other errands. If a player makes a DC 15 intelligence check, they realize that the envoys are wearing the colors and heraldry of the fey soverignFionnuala the Fair. Why her envoys are leading the watch and army around is a mystery.


 The Clockwork Knight

Sanding in the street is a life-sized clockwork knight stuck in mid-stride. The knight Sir Nigel Springforth is a knight errant from  Mainspring on a quest for Queen Charlotte Evermore. However, his spring ran down and left him stuck where he stands. If the player rewinds his key, he returns to life and expresses gratitude to the players. He explains that he is on a secret quest for his majesty and cannot dawdle in their city; he will tell the queen of the city’s plight and hope she sends aid. Roll a d8 on an even roll, and the queen will send a shipment of 10 clockwork springalds (See Appendix C) that will arrive 1d12 days later.

Cloud Castle emporium

A strange cloud hangs a few dozen feet over the city. It is shaped like a massive castle. There is an iron spiral staircase leading up into the cloud hanging from the cloud. The store belongs to Hefbrog, a cloud giant that regularly visits the city to sell and buy magic items. Players can find any item on magic item Arcana-Uncommon and a random selection from Arcana-rare, Armaments-uncommon, Relics-uncommon, and Relics-Rare tabes from the dungeon master guide. However, all items are at a hefty 15% markup. He seems to be friends with Fariad.

Fey Ambassador

The players encounter an ambassador from another fey court passing through on his way to another realm

Genie shopping expedition

A djinni and his servants are on a shopping expedition. They descended some shops in the grand Fey marketplace or Zollstock and buy everything in sight.

Dragon tourist

The players encounter a young or an adult Silver dragon visiting the city and taking in the ‘whimsical charm’ of the city seemingly oblivious to brutal dictatorship the city is under

The Sandman

The players are approached by a man in robes constantly shifting around him. He offers them a vial of sand that, if used, will grant pleasant dreams.

The Enigmatic Prophet

The players encounter a prophet preaching about a cataclysmic event that will happen in the future but giving no details that allow one to make plans to deal with said future.

The Forgetful Visitor

The players encounter a traveler in strange clothes wandering aimlessly about the city. The traveler mutters about forgetting something important that being in the city will help him remember, but he forgets what he needs to do.

Goblin Assassins

The players encounter goblin rouges wearing the colors of the Lady of Enchantment. They argue where to find their assassination target and offer increasingly outlandish theories about where King Fredrick is hiding.

Lost Celestial herald

The players encounter a celestial herald who has gotten lost and is trying to find his way to a place on another plane of existence. He asks the players for directions and is satisfied with whatever answer they give him.

Lysandaorin Sultan

The players encounter a grand procession of servants and a sultan from Lysandor on a golden horse. His herald proclaims his many ridiculous titles and his long and silly-sounding name.

Chronomancer Out of Time

The players encounter a disheveled mage constantly consulting a broken pocket watch. The mage insists they are from the future and is prone to mentioning things that might or might not happen.

Merchant of Broken Things

The players encounter a merchant who sells broken or incomplete items, insisting that they are worth the extortionate prices he charges.

Airship Crew

The players encounter a crew of a airship on a pub crawl. The crew consists of the strangest species one can find on the material plane.

Dunklemere Barbarian

The players encounter a hulking human man in ice-encrusted furs and hide armor carrying a battle axe. There is an uncanny sensation of cold in the air around him.

Familiar Face

The players catch a fleeting glimpse of a famous adventurer or wizard. The figure disappears into the crowd before the players have time to blink.

Mystic Sage

The players encounter a sage floating down the street while meditating in the lotus position. The sage does speak instead of using telepathy to communicate and holds his position while shopping and eating.

Mirthwood Emissary

The players encounter a fey jester from the Mirthwoods. The character is dressed in the most elaborate jester costume the players have ever seen. The jester offers a player a joke before going on his merry way.

mirthwood emmisaries are always good for a laugh