Dyn Singh Night Market

As the sun dips below the horizon, the Dyn Singh Night Market twinkles to life, gradually igniting in a dazzling display. The smells of food carts filled with pot stickers, coconut desserts, spiced meats, sticky buns, and more drift amid bright bouquets of glowing flowers and magical lights in the shapes of vendors’ wares and whimsical mascots. Crowds of shoppers wander the stalls, drawn by the colors, smells, and music.
  Hundreds of temporary stalls, tents, and vendor carts fill the Dyn Singh Night Market with wonders to tempt even the pickiest customers. The shops surround three golden tents in a sunken plaza. Merchants set up during the afternoon, but most don’t open until twilight when the evening’s cool air attracts customers.  
Type
Market square

Description

The vendors are a tight-knit community, and many have attended the market for decades. Their wares vary from common goods to rarities. Some merchants price their wares plainly; others haggle, trade, or exchange goods for favors. Notable shops in the market include the following:  
  • Madam Kulp’s Silk. This store sells luxurious silk garments for no less than 50 gp apiece.
  • Spicy Brothers. This stall sells spices, peppers, and spicy dishes like cucumber fire smoothies and honey-glazed hot chips for 5 sp each.
  • Trusty Leek. This street food cart specializes in bite-sized and skewered seafood dishes. It relocates regularly throughout the evening.
  • Tyenmo Noodles. This food vendor offers vegetarian noodle bowls made with handmade noodles and fresh green tree beans for 1 gp.
  • Vada’s Otherworldly Goods. This shop sells pastries and desserts for 1 sp each. The signature vanilla bun is made from a secret family recipe and sells for 2 gp.
  • Va’s Lucky Amulets. This shop hocks a mixture of charms and curios, the most popular being monkey’s bane charms and owl’s wing rings, both of which are said to fend off sickness and animal attacks. The trinkets are nonmagical and cost 2d10 cp each.
  • Xungoon Family Seafood. This food vendor sells fishcakes, fresh wailing slug, diamond-throated carp, and shimmering vampire fish for 1 gp apiece.
 

Games

The Market Games take place inside three golden tents located in the Event Grounds, which are situated in the center of the Dyn Singh Night Market. Vendors sponsor events to advertise their wares and attract visitors to the market. The current sponsor of each tent decides how its interior is arranged. The following three events are now being hosted:  
  • Aroon Family Pepper Challenge. A test of endurance hosted by the Spicy Brothers.
  • Battle Prawn Challenge. A cooking competition hosted by Sid Squid of the Trusty Leek.
  • Hide-and-Seek Challenge. A game hosted by Madam Kulp’s Silk.
  Characters who wish to participate in the Market Games need only show up at an event tent and ask to compete. The Market Games run several times throughout the evening.  

Aroon Family Pepper Challenge

The Spicy Brothers, Kasem and Vi Aroon, are energetic and eccentric lovers of all things spicy. They sponsor the Aroon Family Pepper Challenge in the southwest event tent. This test of fortitude and willpower was created by their father years ago, and it’s a tradition they’ve kept up now that they own the family business.   One of the Spicy Brother’s assistants, a gith garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules:  
  • Participants sit at a table with a basket of mixed peppers and several pitchers of milk.
  • During each of the event’s three rounds, participants must select one pepper from the basket and eat it.
  • Any participant who eats a pepper each round without reaching for milk or leaving the table until the three rounds are over is declared a winner.
  Violence and magic are not permitted during the event, but no one checks for magic effects cast prior to the competition.   If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the only contenders in the event. If fewer characters take part, other locals (commoners) join the event from the audience, ensuring there are at least four participants.   After a short wait, the characters are escorted into the main area of the tent.  
A crowd applauds from nearby bleachers as you’re led into the broad, open space of the event tent. Before you is a square table bearing a massive basket of colorful peppers and several pitchers of milk.   “Welcome, challengers, to the Aroon Family Pepper Challenge!” shouts a bombastic announcer standing near the table and wearing a red, pepper-themed costume. “I’m your host, Vi Aroon! Is everybody ready to Greet. The. Heat?!”
  The characters are directed to sit at the table. As soon as they’re seated, Vi (chaotic good, gith noble) briefly recaps the rules and asks if there are any questions. Once any questions are addressed, the challenge begins.  

Running the Challenge

The challenge unfolds over three rounds, with challengers eating their peppers one at a time, starting with the participant closest to Vi and going clockwise around the table.   On their turn during each round, each participating character must choose a pepper from the basket and eat it. The peppers are from the Spicy Brothers’ unique stock, and nothing about them reveals their taste or intensity. The character must roll on the Random Spicy Pepper table to determine what sort of pepper they pull, along with any special effects that pepper has. The character must then make a Constitution saving throw. The DC depends on the pepper they chose. On a successful saving throw, they manage to eat it. On a failed saving throw, they eat the pepper but have disadvantage on the next saving throw they make during the challenge. If a character fails a saving throw by 10 or more, they either reflexively reach for milk or leave the table. Either way, they lose.   Vi offers color commentary during the event, encouraging the crowd to cheer participants and daring competitors to take dramatic bites.  
Random Spicy Pepper
d10 Pepper
1 Dud! The pepper is not a pepper, but a cherry tomato. You do not need to make a saving throw.
2-5 Common Pepper (DC 10). This pepper has no special effects.
6-7 Sweet Heat Pepper (DC 12). The pepper is hot but delicious. You do not have disadvantage on this saving throw if you would normally have it as a result of eating another pepper.
8 Burning Waves Pepper (DC 16). The heat from this pepper comes in waves. You must make two consecutive Constitution saving throws this round against this pepper.
9 Flamethrower (DC 18). If you fail your saving throw against this pepper, you belch or gasp spice into the air. The next challenge participant to eat a pepper has disadvantage on their saving throw.
10 Skull-Face Pepper (DC 20). The spice is intense. For an instant, every participant’s face looks like a skull to you. This is unsettling but has no other effect.
 

Ending the Challenge

The challenge ends when every participant is disqualified or has eaten three peppers. Winners and losers alike are rewarded with big bowls of creamy yogurt.  

Battle Prawn Challenge

Sid Squid’s Trusty Leek sponsors Battle Prawns: The Shrimpening. Sid’s shrimp cakes were voted best dish during a festival competition last year. This challenge, held in the northern event tent, tests participants’ inventiveness and versatility as they prepare giant versions of his signature dish.   The tent is decorated in a nautical theme, heavy on rope decor and brass fixtures. Sid (chaotic good, gith noble) and five assistants, all wearing yellow chef’s outfits, eagerly invite visitors to participate in Battle Prawns. If characters ask, Sid explains the challenge is simple: assist in making a gigantic shrimp cake in record time. Participants must rapidly prepare prawn meat and chop beans for the sous-chefs. If they perform these preparations fast enough, they might complete the recipe in record time. Unless the characters specifically ask, no one mentions the unusual prawns used in this challenge.   Up to four characters may participate in the event. If fewer characters take part, some of Sid’s assistants (commoners) join them to create a team of four. No rules forbid magic during this event.   Characters who participate are invited to don yellow aprons that match those of Sid and Sid’s assistants. The next challenge begins shortly.   Sid’s assistants lead participating characters into the main part of the tent.  
Excited onlookers crowd the bleachers within this vast, open tent. One half of the space is crowded with cooking tools: a pair of oversized woks and two long cutting stations containing bundles of foot-long green beans. The other side holds a pool-sized glass tank filled with water. The water churns as large, shadowy shapes move within.
  The western half of the arena holds the cooking implements and ingredients needed to prepare the shrimp cakes. The eastern half contains a 10-foot-tall tank of water and several gigantic jagged koi prawns. Steps at either end lead to the top of the tank.   Participating characters are directed to take places near the preparation tables at the center of the tent. Sid welcomes the crowd and enthusiastically announces they’ll prepare giant shrimp cakes—hopefully, in record time. Sid directs the audience’s attention to two special ingredients: delicious green tree beans and giant, jagged koi prawns.  

Running the Challenge

One of Sid’s assistants explains what participants need to do in more detail than before: prepare a bundle of green tree beans and slay a jagged koi prawn. If the characters can perform both tasks in 6 rounds or fewer, they win the challenge. While Sid works the crowd, the assistants can answer any questions with details from this section. The assistants direct participants not to move from the preparation tables until Sid gives the signal.   Starting the Challenge. Once any questions are answered, Sid’s sous-chefs position themselves around the large woks, ready to transform the ingredients into the final dish. Unless fewer than four characters are participating in the event, these assistants won’t help to prepare the beans or the prawns. Sid leads the audience in counting down; “Three… two… one… start!” At this point, the characters and prawns should roll initiative.   Bean Preparation. Massive bundles of green tree beans cover both preparation tables. Participants must chop or mash the beans with the various cooking knives at the table (treat them as daggers), their own tools, or other methods. Each pile is a single Small object with AC 10; hp 15; and immunity to cold, poison, and psychic damage. A pile is rendered unusable if it takes any amount of acid, fire, lightning, necrotic, or radiant damage. Once a pile of beans is reduced to 0 hit points, the sous-chefs add the prepared beans to the woks.   Prawn Preparation. The large tank contains four 8-foot-long jagged koi prawns (use the giant sea horse stat block). Participants must slay one of the prawns. Waiting sous-chefs then fish the prawn out and drag it to a wok. The prawns are not initially hostile but defend themselves if they take damage. They have half cover from any creature attacking from outside the water.   If the prawns reduce a character to 0 or fewer hit points, Sid ends the challenge while the sous-chefs get any wounded participants to safety.  

Ending the Challenge

The challenge ends when participants complete both tasks, give up, or are defeated by the prawns. If the characters fail at either preparation, Sid’s assistants complete the preparations and then cook and serve the giant shrimp cakes.   If the participants completed both tasks in 6 rounds or fewer, the shrimp cakes are made in record time. If the challenge took longer than 6 rounds, Sid’s crew and the audience remain in high spirits as they eat the delicious shrimp cakes.  
 

Hide-and-Seek Challenge

The Hide-and-Seek Challenge is sponsored by Madam Kulp, who creates luxurious fashions from silk spun by tut-krogh caterpillars. Her event takes place in the eastern event tent. This challenge doesn’t have an audience.  
Seated at the middle of this sizable empty tent is a wizened gith at work amid tangles of colorful yarn. Several fuzzy, kitten-sized blue caterpillars drowse on her, nestled in her clothing and hair. The gith peers up and says, “Welcome! I am Madam Kulp. Are you here to play hide-and-seek with my gentle friends?”
  Madam Kulp is an elderly gith woman (neutral noble). If the characters accept her challenge, she hops up and opens a trapdoor at the center of the tent. A ladder descends into a dark, messy room full of boxes and furniture.   Madam Kulp explains that below are a series of rooms where several tut-krogh caterpillars (use the lizard stat block) are hiding. Her challenge is simple: descend the ladder and bring back four caterpillars within 1 minute. Any number of characters may participate, and they may use magical assistance as long as the caterpillars aren’t harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready.  

Running the Challenge

The ladder descends into a dimly lit room smelling of dust and sweet spices. Musty furniture and crates are strewn about the space. A door leads north.
  The challenge area includes seven rooms. Unlocked doors connect the spaces, all of which are filled with colorful but worthless clutter. The doors are rickety and fit loosely in their frames, allowing tut-krogh caterpillars to move between the rooms unimpeded. The sarting area is lit by a lantern shedding dim light; the other areas are dark.   Starting the Challenge. When the last character reaches the bottom of the ladder, Madam Kulp shouts, “Ready? Go!” At this point, the characters should roll initiative.   Finding Caterpillars. Four tut-krogh caterpillars hide among the cluttered rooms, one each in areas H3, H4, H5, and H7. A character can determine whether there is a caterpillar in a room by spending an action and succeeding on a DC 13 Intelligence (Investigation) or Wisdom (Perception) check.   Collecting Caterpillars. Once a character finds a tut-krogh, they can convince the caterpillar to come with them by succeeding on a DC 10 Wisdom (Animal Handling) check. Alternatively, a character can grab a caterpillar by succeeding on a DC 12 Dexterity (Sleight of Hand) check. A caterpillar flees to an adjoining room if attacked or if a character tries to grab it and misses.  

Ending the Challenge

The challenge ends either when the characters bring the four caterpillars to area H1 or after 10 rounds pass, whichever occurs first.   If the characters successfully complete the challenge, the shop owner is delighted and declares them winners. If the characters fail, Madam Kulp invites them into the tent and commiserates that tut-krogh caterpillars are tricky creatures. She invites the characters to try her challenge again later.  

Map



Cover image: Farewell by Greg Rutkowski

Comments

Please Login in order to comment!