The Strange Back Streets of Sliberberg

Welcome to my inaugural encounter pack for the Märchenweltgrenze. Märchenweltgrenze is the place where the feyrealm and the mortal realm merge and overlap. One would expect that such a mixing would produce some weird byproducts. The encounter packs will explore the weird, wacky, and sometimes dark world that I have created

The Cerebral Heist

The Situation:

Colhan, the bugbear, is a mountain of a creature with a perpetually befuddled expression. His uniform seems a bit too large for him. He addresses you in a gravelly voice, fumbling through his words and occasionally getting lost in tangents.

On the other hand, Corporal Knobs, the goblin, stands at attention, attempting to look official in his ill-fitting uniform. His ears twitch nervously, and his eyes dart around with a mix of curiosity and unease. He occasionally fumbles with a notepad and pencil, trying his best to emulate a sense of authority.

Lady Beatrice, the victim, is in a state of distress, unable to communicate or recognize anyone. Colhan and Knobs express their concern, knowing that something far more peculiar is afoot than a simple robbery.

It is clear that none of these three characters has much brains or sense between them. If the players decide to investigate have them make the following checks

Investigation Check (DC 15): Success: The players notice a set of muddy footprints leading away from the crime scene. The footprints seem to be a mix of human and feywild creature tracks. Failure: The footprints are muddy, and it’s hard to discern any specific details.

Arcana Check (DC 12): Success: The players sense residual magical energy in the air, indicating a recent use of powerful enchantments. The magical disturbance seems to lead in a particular direction. Failure: The magical atmosphere in Sliberberg is chaotic, making it challenging to pinpoint the exact nature of the enchantments.

Persuasion Check (DC 14): Colhan leans in and says, “Folks around here talk, you know? Maybe you can sweet-talk a few witnesses or gather information from the local shops. Someone must have seen something.”

Success: A local shopkeeper mentions a strange group of individuals seen in the area earlier, acting suspiciously. Failure: The shopkeepers seem hesitant to share information, feeling uneasy about discussing the recent events.

If the players track the thieves down they find them in a tavern trying to figure out how to fence the stolen goods. The thieves are a trio of thugs. They are not the brightest bulbs around and can be easily intimidated by high-level parties to give back the stolen loot. If the player returns the stolen items Lady Beatrice gives them a large cash reward and a promise of patronage in the future.

The Quirky Quacker Nobility

As your party wanders through the city, you come across a peculiar sight. A well-dressed nobleman is strolling through the streets, seemingly unaware that there’s a living duck perched comfortably on his head. The duck, with an air of dignified nonchalance, quacks occasionally but maintains a posh silence otherwise.

The Situation: The nobleman, clad in fine clothing and carrying himself with an air of aristocracy, pays no attention to the curious glances and stifled giggles from onlookers. He engages in polite conversation, gestures with elegance, and even tips his imaginary hat to passersby, all while completely oblivious to the avian accessory adorning his head.

The Chatty Menagerie

As your party wanders through the lively streets of Sliberberg’s market ward, you stumble upon a quaint little shop named “Wishful Companions.” The sign creaks in the wind, and as you approach, you notice a flustered-looking man with a disheveled appearance trying to manage a crowd of chattering and squawking creatures inside small cages.

The pet seller, named Elden Thistledown, is in a state of distress. A recent surge of wild magic has affected his entire stock of animals with the Awaken spell. Now, every creature in his shop can talk, and they’re quite vocal about their opinions, desires, and complaints.

Elden explains the situation to your party, hoping for assistance. He’s desperate to get rid of his loquacious inventory, as the cacophony is driving him, and potential customers, crazy. Elden offers the party a discount on any awakened pet they choose if they help him find a solution.

The Undressed Chase

In the bustling streets of Sliberberg, your party witnesses an unusual sight – a finely tailored suit of clothes, complete with shoes and a hat, sprinting down the street. The clothes move with purpose, weaving through the crowd as if guided by an unseen force. In hot pursuit is a man in his underwear, frantically trying to catch up to his wayward Sunday best.

The Situation: As your party approaches the scene, the disheveled man, gasping for breath, explains that the clothes are, in fact, best suit. He was about to put them on for a special occasion when a sudden surge of wild magic animated his clothing, causing them to flee.

The man, named Reginald Finchley, is desperate to retrieve his runaway clothes before they cause any more chaos or embarrassment. He implores the party for assistance, promising a reward if they can catch the mischievous garments. I recommend creating your chase using the urban chase rules from the Dungeon Master Guide and feel free to make this chase as humorous as you wish.

Goblins Gone Fishing

While exploring the city of Sliberberg, your party comes across a rather peculiar sight—an ordinary-looking well, but with two goblin children perched on its edge, eagerly fishing with well-worn poles. The goblins seem excited and are in the midst of a fishing competition, casting their lines into the depths of the well.

The Situation: As your party approaches, one of the goblin children, a scrappy-looking boy named Grizzle, yells out for help. He’s struggling to reel in a massive catch, and his fishing pole is bent almost to the breaking point. The other goblin, a mischievous girl named Snickers, is cheering him on.

If one player succeeds on a dc 30 strength check or two players succeed on a dc 15 strength check they manage to haul in Grizzle’s catch. To everybody’s surprise, it is a bluefin tuna.

The Peculiar Salespitch of Nothing

As your party traverses the city streets, you encounter a persistent and rather annoying salesman. This charismatic but sleazy-looking pooka, dressed in an obnoxiously flashy suit, bombards you with his high-energy sales pitch. The product he’s peddling? Bottles containing nothing—highly concentrated nothing, to be precise. Despite the absurdity of the offer, the pooka’s energy is infectious, and he insists that these bottles of nothing are must-have items.

The Situation: The pooka, with an unsettling mix of charm and irritation, proudly displays his bottles of “highly concentrated nothing.” Each bottle is meticulously crafted, appearing empty but radiating a faint magical aura. The salesman claims that this magical nothingness has a plethora of applications but he does not explain what it does. This encounter is designed to get rather absurd quickly as it is a natural joke for the players to assume he is selling nothing rather than selling nothing in a bottle. I suggest you have the salesman speak a mile a minute and aggressively try to push his wares onto the players until he gives them a demonstration where it becomes clear that liquid nothing can instantaneously create a hole in anything.

Liquid Nothing

Wondrous Item (Potion), Rare

This small dropper bottle appears unassuming, containing a clear liquid that seems almost weightless. The label reads “Highly Concentrated Nothing.” When applied to a surface, this liquid has the extraordinary ability to create an instant, permanent hole proportionate to the amount used.

Properties:

  • Activation: As an action, the user can apply a few drops of the liquid from the bottle onto any surface. The amount used determines the size of the hole created.
  • Hole Size: The hole created is directly proportional to the amount of liquid applied, ranging from a small opening to a significant cavity. A single droplet might create a small peephole while using the entire bottle could create an opening large enough for a person to pass through.

The Cheese Conundrum

As your party strolls down the street, an unusual phenomenon unfolds before you. People along the way start to exhibit signs of momentary bafflement and confusion as if a wave of bewilderment is sweeping through the crowd.

The Situation: People temporarily lose track of their surroundings, their expressions becoming a mix of amusement and befuddlement. Then, one by one, each player experiences the same very strange thought: an overwhelming curiosity and fascination with cheese. The thought seems to linger for a moment, creating a shared sense of cheese-related pondering among the party, and then leaves. The players have encountered a disembodied thought.

Warrant’s Fury

As your party moves through the city, you come across a chaotic scene. The city watch and a city magistrate are cowering behind a wagon, seeking cover from a hag standing defiantly in a shop doorway. The hag, wielding two wands with menacing efficiency, shoots off lightning bolts and fireballs, turning the narrow street into a battlefield. The magistrate, fear evident in their eyes, explains that what they believed to be a simple warrant execution against a fence in the city’s underground memory trade has turned into a fierce confrontation with a powerful hag. They need assistance.

The Situation: The narrow street is filled with the sizzling aftermath of magical explosions and the acrid smell of burnt wood. The hag, her twisted form illuminated by the magical glow of the wands, cackles with malevolence. The city watch and the magistrate, desperately seeking cover, plead for your aid. If the players defeat the hag the magistrate breathes a sigh of relief and promises the players a reward if they come to his magistrates court. The reward can be in either money or a letter of recommendation.

Hag, Spellcaster of the Elements

Medium humanoid (hag), neutral evil

Armor Class 15 (natural armor)

Hit Points 120 (16d8 + 48)

Speed 30 ft.

Abilities

  • Strength 16 (+3)
  • Dexterity 14 (+2)
  • Constitution 16 (+3)
  • Intelligence 12 (+1)
  • Wisdom 14 (+2)
  • Charisma 18 (+4)

Skills

  • Arcana +5
  • Deception +7
  • Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Sylvan

Challenge 7 (2,900 XP)

Innate Spellcasting (Hag Coven). The hag’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: detect magic, disguise self, pass without trace
  • 3/day each: hold person, ray of enfeeblement, sleep
  • 1/day each: dream, phantasmal killer

Spellcasting (Wand of Fireball and Wand of Lightning Bolt). The hag has access to wands of fireball and lightning bolts, each containing 7 charges. She can expend charges to cast the respective spells as follows:

  • Fireball (3 charges): The hag casts fireball as a 5th-level spell (save DC 15).
  • Lightning Bolt (3 charges): The hag casts a lightning bolt as a 5th-level spell (save DC 15).

The wands regain 1d6 + 1 expended charges daily at dawn.

Actions

Multiattack. The hag makes two attacks, either with her claws or with her wands.

Claw (Bite in Hag Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with hag’s curse.

Hag’s Curse. A humanoid cursed by the hag has a disadvantage on ability checks and saving throws. The curse lasts until removed by a greater restoration spell or similar magic.

The Living Statue’s Transport Trouble

As your party strolls through the city streets, you come across an unusual scene – two perplexed workmen attempting to move a living statue. The statue is an elegant high elf noblewoman, adorned in exquisite attire and holding a delicate fan. Her features are frozen in an expression of disdain, and she radiates an air of entitlement. Then she swats at one of the workmen with her fan

The Situation: The workmen, sweating and struggling, are trying their best to relocate the living statue to the garden of a wealthy nobleman. However, the statue takes great offense at their handling, specifically where the workmen are placing their hands. She constantly admonishes them, delivering sharp smacks with her fans whenever she deems their actions unacceptable. The players can make a DC 15 intelligence check to determine how to move the statue without upsetting the statue and dc 20 charisma check to get the workmen on board with the plan. When the move is finished the statue promises to find a way to thank them.

The Outlandish Heist

As your characters navigate the streets of Sliberberg, they find themselves in a dimly lit alley. Suddenly, a group of flamboyantly dressed individuals emerges, wielding oversized weapons and blocking the exit. These eccentric figures appear to be more like a street gang than traditional knights. One of them steps forward, a particularly flamboyant character with a feathered hat, and he declares, “Halt! This is a hold-up! Hand over all your shrubberies!”

If players have shrubberies in their inventory, they can choose to hand them over. If the players have no shruberies the gang leader then demands a series of absurd things that the players do not have such as a rubber chicken, a wardrobe, or an encyclopedia, be creative.

Also as the players interact with the flamboyant gang, they notice something peculiar upon making an Insight check (DC 15): these eccentric individuals are intentionally avoiding saying a certain word. The players keenly observe that the gang members are going out of their way to avoid uttering the word “IT.”

Advantage in Combat Using “IT”: Armed with this insight, players can use the word “IT” strategically during combat encounters. When a player uses the word “IT” creatively or tauntingly during combat, they gain an advantage on their next attack, intimidation check, or any action that involves verbal communication.

Flamboyant Gang Member

Medium humanoid (any race), any alignment

Armor Class 11 (leather armor)

Hit Points 16 (3d8 + 3)

Speed 30 ft.

STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Skills Performance +4, Intimidation +4

Senses passive Perception 10

Languages Common, (Cannot say the word “IT”)

Challenge 1/2 (100 XP)

Fey Ancestry. The gang member has advantage on saving throws against being charmed, and magic can’t put them to sleep.

Actions

Multiattack. The gang member makes two attacks with its oversized weapon. Oversized Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Reactions Avoidance (3/Day). When a player uses the word “IT” creatively during combat, the gang member can make a Dexterity saving throw (DC 12). On a failed save, the gang member loses their next turn, overwhelmed by the forbidden word.

Fey Race in the Grand Market Chase

As your party wanders through the enchanting Grand Fey Market, a burst of colorful light and laughter catches your attention. A gang of mischievous fairies, their tiny wings a blur, is racing through the air, weaving between market stalls and leaving trails of sparkling dust in their wake. In hot pursuit is a group of frustrated city guardsmen, determined to catch the airborne troublemakers.

The Situation: The fairies, known as the Sky Glints, are infamous for their aerial races through the market, delighting in their ability to outmaneuver even the most nimble pursuers. The guardsmen, equipped with nets and wings of their own, struggle to keep up with the elusive fairies.

The players have a choice: they can either aid the guards in catching the Sky Glints or assist the fairies in evading capture. Depending on their choice, they may earn the gratitude of one side and a reward for their efforts.

Possible Approaches:

  1. Aid the Guards:
    • Players can attempt skill checks to create obstacles or distractions, hindering the fairies and making it easier for the guards to catch them. This might involve using spells, setting up barriers, or strategically positioning themselves in the fairies’ flight path.
  2. Assist the Fairies:
    • Alternatively, players can help the fairies by providing cover, creating illusions, or using magical abilities to enhance the Sky Glints’ agility. Skill checks might involve creating favorable wind currents, concealing the fairies, or confusing the pursuing guards.

Reward:

  • Aid the Guards:
    • The city guards express their gratitude and reward the players with official commendations or tokens that provide discounts at local shops.
    • The players gain favor with the city authorities, potentially leading to future assistance or information.
  • Assist the Fairies:
    • The Sky Glints, grateful for the players’ help, share a piece of their magical loot acquired from their travels. This might be a sparkling trinket, a vial of pixie dust, or a small enchanted item.
    • The fairies, impressed with the players’ abilities, offer guidance to secret locations or hidden treasures within the Grand Fey Market.

The Dream Thief


As your players stroll through the upper ward of Sliberberg late at night, they witness an unexpected sight. Out of thin air, a goblin dressed like a burglar materializes, carrying a large sack that emits a faint, captivating glow.

Scene Setting: The goblin is a notorious burglar who steals the dreams right out of sleepers’ heads. The upper ward is bathed in the soft glow of magical streetlights, and the air is thick with the enchanting mix of feyrealm and material plane energies. The Dream Thief seems startled by the players’ presence but quickly recovers, grinning mischievously.

Player Options:

  1. Approaching Peacefully:
    • If the players approach peacefully and attempt to converse with the Dream Thief, he may reveal that he steals dreams for a mysterious employer and that the glowing substance in his sack is the embodiment of dreams. Players can choose to negotiate, learn more, or let him go.
  2. Stopping the Dream Thief:
    • If the players decide to stop the Dream Thief, he reacts with a mischievous cackle and bolts away, initiating a chase through the upper ward’s winding streets.

Chase Sequence:

  • Use a series of Dexterity (Acrobatics) and Intelligence (Investigation) checks to navigate the maze-like streets of the upper ward during the chase. The Dream Thief uses his agility and knowledge of the area to stay ahead.

Combat Encounter:

  • If the players catch up to the Dream Thief, a combat encounter ensues. The Dream Thief fights with a mix of agility and illusions.

Dream Thief

Small humanoid (goblin), chaotic neutral

Armor Class 13 (leather armor)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 8 (-1) CHA 14 (+2)

Skills Stealth +5, Sleight of Hand +5

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin

Challenge 1 (200 XP)

Special Traits: Ethereal Step. Once per turn, the Dream Thief can use a bonus action to magically teleport up to 30 feet to an unoccupied space it can see.

Actions: Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dreamwoven Illusion (Recharge 5-6). The Dream Thief creates an illusory duplicate of itself, allowing it to disengage and move up to its speed without provoking opportunity attacks. The illusion persists until the start of the Dream Thief’s next turn.

Loot:

  • The enchanted sack contains shimmering essence bottles filled with dreams. They are worth a fortune in the goblin market

The Random Portals

As the players go about their business in the vibrant streets of Sliberberg, a sudden disturbance catches their attention. Without warning, a magical portal materializes in the middle of the street, and an owlbear emerges, bewildered and disoriented. Before the players can fully grasp the situation, they notice similar portals opening in the neighboring blocks, unleashing a variety of random and dangerous creatures into the city.

Scene Setting: The streets are filled with a bustling mix of feywild and material plane influences. Colorful market stalls, magical street performers, and enchanted architecture surround the players. The sudden appearance of these portals adds an element of chaos to the otherwise lively atmosphere.

Objective: Random portals appearing a disappearing without a trace is pretty common in the region however this recent portal storm has left many dangerous creatures behind. The players must handle the situation by dealing with the creatures that have emerged.

Creatures from the Portals:

  1. Owlbear: The initial creature that emerged from the first portal, causing a commotion in the street.
  2. Blink Dogs: Playful and elusive creatures that are teleporting around, creating confusion.
  3. Giant Fire Beetles: Emitting bright light, attracting attention, and potentially causing fires.
  4. Animated Armor: Roaming the streets and causing alarm as people mistake them for rogue constructs.
  5. Displacer Beasts: Wandering around, creating illusions and making it difficult to track them.

The Puppet Rebellion

In the bustling marketplace of Sliberberg, your party comes across a portable puppet theater surrounded by a large crowd. However, instead of the usual lively performance, you find a peculiar scene unfolding. The marionettes, ranging from knights and princesses to dragons, are on strike, holding miniature picket signs in front of the theater. The puppetmaster, a bewildered and frustrated individual, is attempting to understand the puppet rebellion.

The Situation: The puppets seem to have a straightforward demand, and their tiny picket signs bear a simple message: “WE WANT STRINGS!” The puppetmaster, named Jasper Tanglewood, is at a loss as to why his marionettes are protesting. The crowd is a mix of curious onlookers and amused spectators, and whispers of confusion fill the air.

Upon closer inspection, the strings that normally control the marionettes are conspicuously absent. The puppets, seemingly imbued with a form of sentience or magical consciousness, are advocating for their right to be manipulated by strings once more. If the players choose to intervene in the strike they can either try to convince Jasper to reattach the puppet’s string or convince the puppets that not having strings is a much more enjoyable way to live life. As always reward clever roleplaying.

The Musketeer Melee

As your party strolls through the city of Sliberberg, the sound of clashing rapiers draws your attention to a lively scene unfolding on the branch of a nearby tree. To your surprise, you see a cat and a rat engaged in an animated musketeer-style sword fight, both dressed in intricate and matching musketeer attire. A small crowd has gathered, watching the ongoing spectacle with a mix of amusement and fascination.

The Situation: Upon closer inspection, it becomes apparent that this isn’t a random skirmish but a recurring event. The cat, adorned with a feathered hat and a swashbuckling sash, faces off against the rat, whose tiny paws deftly wield a miniature rapier. The duo seems to be in the midst of a theatrical duel, complete with dramatic flourishes and agile acrobatics. Nobody knows why the two are fighting because as soon as somebody tries to ask either one of the pair disengages and the other gives chase.