This dungeon was made with Vermillion Morgan and John Serrrano of the Pangur Ban Collective, which is in funding for its sci-fi worldbuilding game Galactic Dawn, which I have been happy to help with.
Sionara Bazaar
Integrating Sionara Bazaar into play
The Sionara Bazaar is written as a small underground complex that might be placed in an underworld region or along a route connecting distant dungeons. With minimal changes, it can be made an above-ground area or its factions can be swapped out for groups already established in your setting.
Background
Some time ago, kobold monastics worked their way down into the earth, establishing the Sionara Bazaar as a place to do business with others groups, secretly employing mimics to surveil and defend it from more impious sorts. In modern times, its master of ceremonies was Tony, who recently ran afoul of a curse and was replaced by a mirror-image doppelganger calling itself Ynot. In this guise, the doppelganger has grown morbid and possessive, and the groups which trade in the bazaar seek for a change— either the replacement of Ynot or the seizure of the bazaar under their own administration.
Factions:
- Kobold Monastics: welcome pilgrims to Sionara and have taken on the role of administrators to augment their incomes and protect their holy sites from encroaching newcomers. Sells blessings, rums, and arbitrations. Their master of ceremonies being indisposed, the monk Knopflook receives guests and tries to handle things while Ynot seems to disappear for increasingly long episodes. He wears plain robes, but many golden spikes as jewelry driven through his ear, nose, and snakelike hood.
- Gnome Cooperative: long-standing neighbors, considered ungovernable because of their remote villages and unique folkways. Sells gems, ores, and exotic pets. Their most respected elder at the bazaar is Caro, an optimist who trusts Tony will return to take over from Ynot. She sports an unfashionable flat cap and has gnomish runes tattooed on her fingers, spelling out "GEMF" and "IEND"
- Elf-Dwarf Syndicate: relative newcomers, almost all operating under a syndicate charter that seems ill-fitting now that they're underground. Sells hardwoods, mosses, and metal goods. The highest-ranking member of the syndicate in the bazaar is Telia, their officious official representative. Telia is dressed like a stuffy redcoat, but green because elf.
Key
1. Entrance: lined with the stalls of those merchants who lack access to the privileged space that is the bazaar proper. Continuing in one direction leads along a pilgrim's path to come out in a copse in an adjacent hex, while going along the other leads to the administrative palace which serves as the locus of much near-surface underworld trade
2. Bazaar: bustling with business, the majority of stalls belonging to one of the three trade factions. Telia, the Elf-Dwarf Syndicate representative, is reliably found here.
- Speaking with Telia: they will take a friendly interest in the party and try to steer them towards uncovering secrets of the bazaar without directly asking.
- With tensions high, provocative questions can erupt into fighting— 1d8 1 HD brawlers uniting to deal with offensive individuals. If the conflict is factional, another 1d8 merchants will arise to fight the initial group of brawlers.
- Treasure: in various lockboxes (which are secretly mimics trying to be lowkey) a total of 3,000 gold coins are stored. Other treasures for sale include: a treasure map (100 gp), a wind-up walking bear toy (10 gp), a lacquered yak statuette (30 gp), a fine kaftan with a hidden pocket (40 gp), and a potion of lactation (15 gp). Thieves will be met with the force of ten armed merchants and five bazaar guards.
3. Bunks: residence of the kobolds who maintain the bazaar. Knopflook can often be found here. Stairs down lead to area 4 (kitchen).
- If questioned: some monks will blame the Gnome Cooperative for Ynot's ways, claiming they have not always been as good friends as Caro makes it seem. In general, they're wary of outsiders poking around too much and upsetting the apple cart.
4. Kitchen: In the basement below the bunks, the kitchens are also staffed by kobolds. Like their brethren upstairs they are mostly reticent to trust the newcomers.
- Here the party can meet a younger Kobold, Zyrinnia, who yearns for adventure, and sees the unfolding mystery as an opportunity to prove herself; as inexperienced as she may be.
5. Office: desk holds the key to the Bell Chamber. Well-appointed furnishings speak to the bazaar's historical success: Bronze sculpture of a bell god (400 gp), faberge egg (700 gp, fragile), tapestry showing the arrangement of forces during a famous battle (500 gp)
6. Still: hidden among the old alcohol still's workings is a sloshing mimic disguised as the barrel. Careful inspection reveals that it has a slight, drunken sway.
7. Tunnel: branches off to a dead-end filled with graffiti, then leads up to a series of larger brick tunnels with emptied channels, the remnants of a sewer system under a now-buried ancient city. Exploration of these tunnels reveals a couple advantageously placed exits in adjacent hexes.Inspecting the graffiti discerns a seam and inset handle, revealing a hidden passage into area 9 (storage).
8. Hallway: carved with simple geometric designs, as well as some old rumrunner signs that would be familiar to criminal PCs. 3-in-6 chance of finding Caro sneaking around, looking for clues.
9. Storage: crates and a tarp-draped mirror. A coppery scent fills the air, and there's sign of neon-green dust atop the crates. Entering causes a green fog to run from the walls, an ectoplasmic emanation. Exposed characters must save or swap bodies with their nearest ally until both next sleep. If one of the swapped characters dies before it wears off, the swap is permanent.
- The mirror: Initial source of the bazaar's haunting. Those who closely study their reflection in the mirror will find the reflection reaches out to strangle them— stats as doppelganger.Those killed by the mirror are replaced by mirror-image ghosts with reversed names.
10. Trash Chute: trapdoor chute in the floor is concealed by piles of trash. Stepping into the central area forces the floor open, depositing the character and piled rubbish to crash into the Heap below. (2d6 fall damage, save for half)
11. Heap: piles of rotting garbage, rusting metal, exc. Careful search will find the undigested bones of Tony's closest friends, consumed by the mimics, as well as a collection of loose coins and minor gems worth a total of 800 gold coins.
12. Bell Chamber: A baseball-sized brass bell, formed in the shape of a jellyfish, hangs at shoulder height in the center of the worn and empty chamber. It is attended by the ghostly Ynot, reverse of Tony, the rumrunner who first established the bazaar. (Stats as ghost)
- Reversing his name: Frees Tony's spirit to pass on to the afterlife. The ghostly image seems to horizontally invert, thanks the PCs, hands one a bottle of rum, and discorporate.
- His reflection in the mirror: mortifies him, dealing 1d6 damage and causing a save vs being paralyzed for a turn.
- Ringing the bell: summons the mimic from area 2 (Bazaar) and the mimic from area 6 (Still). They disgorge any stored coins before discretely returning to their places.
We hope you enjoyed the Sionara Bazaar. It was a lot of fun to work with Morgan and Serrano, whose inspirations and gaming cultural touchstones were a bit different from mine. I'll throw a link once more to Galactic Dawn, a project that I've seen these people working on for years and years now, which was initially inspired by some of the online nation-building games we played in high school and college, and eventually found its place as this one-of-a-kind game which is unlike everything else I've played. I hope the work I've done on it does right by the great contributions and vision that friends new and old have brought to the project.


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