The purpose of the choice of districts in the One Shot is to communicate the variety of lives lived in the city. Each district is radically different in design, purpose, creation, culture and the very species that make it up. Since it is impossible to cover the whole city in the One Shot, instead it is to make the players feel like they are in a massive environment by communicating these radical differences. The settlements will be in order of the campaign.
DeeprunDeeprun is a set of former mining tunnels. Once the mineral resources were exhausted dwarves converted the maze of tunnels into living spaces leading to a small middle-class dwarven town. While there are a few services there most dwarves are actually day laborers who walk to farms outside of town. The town is dimly lit thanks to dwarven sight in the dark, but they keep the planters filled with glowing cave mushrooms to serve as a light source and occasional food or drink source.
Culture: Entirely dwarven except for one resident. The dwarves here are isolationist. They aren’t outright hostile to travelers, but one can feel the uncomfortableness they have around them. Major crimes are unheard of in such a small community, especially as exile is usually the punishment for most things.
The town gains new residents only when a house opens. They keep a list, in the order of when you made the request, and go down it. This can take a lifetime though and so species like humans can simply never get in and elves have no interest. This leaves it a thoroughly dwarven town as dwarves keep up with family histories meticulously and keep the documentation. This fed into the dwarves finding non-dwarves uncomfortable
Services: The local tavern is not an inn. It doesn’t have beds available and travelers must camp in the passages outside of town. They do serve food and drink though and it is the gathering place of most workers before and after work.
There is no need for weapons, armor or potions here, but there are work tools for sale.
Due to ventilation concerns the town only has one bakery where all can communally make bread. The owner is also a mushroom florist who sells spores for farmers and bouquets. All these items are more valuable at lower levels of the city.
The town keeps archives with thorough record keeping going back to its founding making accessing information on any previous resident easy.
Town QuestThe players arrive in time to find a murder investigation underway- murder being entirely unseen by the dwarves in the area- and can easily talk their way into the case. The locals and sheriff are predisposed to thinking the only goblin resident in the town did it simply because she is a goblin. Without player intervention she will be accused and cast out(or worse) The players may also decide she IS guilty and go that route. Either way the true culprit was Dana Frostmourne who killed the elderly dwarf for attempting to blackmail and intimidate her. The implied urgency, secrecy and dangerousness of their main mission might make the party choose to do this quest for one reason or another or not at all! Factor that in and use Ral Ivoryink to question and explore their minds a bit.
Major Characters Nirra Stonebread - Baker/Florist
Nirra has on display in her store many types of glowing mushroom stalks of every color on the spectrum. Strange vine-like plants with growths and roots with flowers just jutting from the ground. While beautiful the majority of these plants are edible and so she uses them also for baking and the ones that can be are sold to brewers to make alcohol. She is a gossip with mostly useless information contaminated by vast hyperbole. She will attempt to sell a beautiful fungi-floral set glowing in an array of colors said to mimic a portion of the night sky found on the surface centuries ago! She also has a bag of Furrow-Morel spores for sale for 10gp. These would actually be worth more if resold on the lower districts.
Ducim Cobaltfeet - Sheriff
Ducim is the law in Deeprun although it being such a slow and well-to-do town this means virtually no work and he is mostly untested. He has a massive belly that requires him to waddle to get around and a large handlebar mustache that is only centimeters away from being able to touch it. The town jail can only fit three prisoners because of how safe the town is. He will bluster and blunder about jurisdiction, but will easily give way if the players press him at all in regards to the case as he has never dealt with a murder.
Nurah Venomfang - Strand-Gatherer
Nurah is the only goblin in Deeprun and the locals wish she wasn’t there. She miraculously won the drawing to get a vacant home in town despite centuries of the town ensuring non-dwarves did not get in. This sparks countless rumors and conspiracies. Like many locals she works out of town and comes home at the end of the day, but because of her race locals accuse her of working for the goblin king in secret and spying on the town and all manner of other conspiracies. The truth is that she works on a silk farm in the nearest cavern where she harvests silk to be spun into a variety of items. She is hard-working and determined, but truly hurt and embittered by the treatment she endures. While she does have former connections to the goblin court she has no active relationship nor a desire to maintain one. She truly wishes to live an honest life and will attempt to deflect and argue if pressed too much. She knew the dwarf that was murdered. The female dwarf was blackmailing Nurah into acquiring a special hallucinogenic chemical from the goblin court in exchange for not being ratted out for her previous connections and being evicted from the town. Nurah obeyed the arrangement miserably, but denies knowing anything about the murder despite the town’s beliefs.
If pressed and pressured by the party she will lead them to the goblin court, but the court will ambush and slay the party sparing Nurah. Nurah attempts to keep the young Kivuk at a distance for his own safety in the community.
Kivuk Brokenshale - Apprentice Rat-Catcher
Kivuk comes from a family of miners who helped mine the original tunnels that make up Deeprun. Most miners went deeper into the earth when Deeprun ran dry, but Kivuk’s ancestors hung up their picks and settled down. Kivuk dreams of adventuring in the lower layers of the city and seeing fantastic creatures and making a name for himself. He will pester the party endlessly and does in fact know that Dana Frostmourne met with the murdered dwarfess right before her death. He is afraid to testify, but also fears that Nurah will be prosecuted and evicted otherwise. He begs the party to take him with them deeper into the city. He will have boots, leather gloves, knee and elbow guards and a miners helmet along with his ancestor’s pick.
Hubesli Cragslane - Murder victim - Retired
Hubesli is the murdered dwarf in question. Murdered by Dana Frostmourne for attempted blackmail. Hubesli is a community pillar of Deeprun, but maintains it through intimidation, gossip, slander and blackmail. Many influential people in town are in her pocket against her will as she uses information to hold their positions hostage. She blackmails Nurah, convincing the goblin that it was HER that got Nurah a house in town and that she only did it to get access to the drug trade. Threatening that if Nurah ever stops helping or confesses the truth she will be convicted and imprisoned. She attempted something similar on Dana who sought Hubesli for information on getting into the elven nobles district for an unstated purpose. Hubesli could not help her in actuality, but told her of a contact in the lower layer district of Redwall. Following the blackmail attempt Dana killed her and fled to pursue the lead.
The UnderwayThe underway is the network of roads, tunnels, ramps and grand staircases connecting the districts to each other. They are entirely underground. Due to how long the underway is and how many roads it has patrolling is difficult and often not regular leading it to be a dangerous place to dally or go alone. Inns and roadside taverns are popular and are usually made from old miner's bunkhouses or abandoned guard houses. Despite difficulties maintaining it and keeping it thoroughly explored it still plays a vital role in the life of the city as most districts interdepend upon one another. It varies from total darkness to being dimly lit from elf-lights or patches of glowing fungus.
Culture: The Underway doesn't have one, but regular travelers on it are often suspicious of others as well as on guard. Goblin bandits or the occasional cavern monster slip into the underway and ambush travelers.
Services: Taverns, inns, and the occasional merchant can greet parties as they travel reminding them that despite the overwhelming darkness they aren't truly alone in this world.
NPCs:
You can generate whatever you need friendly NPC wise.
As far as threats go ask yourself what would be down here: Goblins, large rats, bandits, swarms of creeping hands from the lower layers, reachers, etc.
RedwallRedwall is one of the first cavern layer settlements and used to be the “frontier” of expansion. Even if not the frontier though it is still dangerous. Situated at the top of the Lower Layer, this town was built onto a strip of land surrounded by lake with only one entrance to the surrounding underdark. Here the locals have fought for generations against hostile tribes and monsters who viciously fight for territory. They have refused to become an official part of Swordburn meaning they don’t receive military support. They are ruled by several militia gangs that are held together by mutual fear of the many dangers of the underdark. It is a fungiwood settlement with many little homes made from the glowing tree and a wall surrounding the town made from it as well. There are a few large stalagmites that have been hollowed out and turned into buildings.
Culture:The town is very diverse and hostile. It relies on immigration to maintain its numbers. One might run into humans, elves, half-elves, dwarves, goblins and underdark natives. Several tribes were destroyed in its history and some of those natives have been forced to live in the town as survival alone in the underdark is unfeasible.
The town has access to things that are invaluable to the rest of the City: lumber, hides, meats, fish, farming, and adventuring. Many adventurers go to underdark settlement to venture out and acquire treasures from tribes, forgotten civilizations or more likely from the dead adventurers who came before them.
Services: Everything an adventuring party could need should be present here.
Former tribal merchants also sell exotic weaponry that you can invent at your leisure. It should be incredibly expensive, but also have neat buffs.
Mining guilds from the lower layer are also here to buy “workers” from anyone to send down below
Mercenaries are available for hire and are a good way to offer your party alternative ways to play or help them if they have a very unbalanced party. It should still be an expensive service for a useful mercenary though.
Town Quest:There is no specific quest in mind for the town as the locals are really only interested in the players money. It is important to note that the death of Slicer and/or his crew would deeply upset the locals. Even though the gang is dangerous and crazy they played an essential role in the town's defense. There is an on-going war with a tribe of Molemarians who have moved into the area and it should be a topic of frequent discussion amongst the locals. Molemarians are three times the size of humans.
Major Characters:Rakust of the Golden Hills: A gorlak. Strange and rare underdark natives that travel the caves looking for people to help and wrongs to right. He has been serving in the town for 4 years as a guide for merchants and protector for laborers. He believes the reckless expansion of the town is dangerous. Can be hired as a guide into the forest.
Roktan the Reptilian Merchant: His tribe was one of several that at one point fought for the territory that Redwall now controls. As far as he knows his people have been mostly wiped out and he hates the people of Redwall passionately, but no one can survive alone in the underdark and so he remains in town selling exotic tribal gear to make a living. He does not bother to hide his disdain for surface races.
Slicer: Scarred and half-mad leader of a militia gang only dubbed as “slicer’s crew.” He is an older human and quite knowledgeable on the town, the coming and going of travelers, and the surrounding region. It is only a matter of overcoming his overbearing hostility. He is as likely to attack as he is to cooperate.
Salvian Matius: Human mercenary. According to him his name comes from a noble lineage that existed on the surface pre-collapse, but he also doesn’t care at all about such a heritage and is looking for glorious battle and adventure. He charges a lot for his services, but can be negotiated down with feats of strength or proof that this particular adventure shall be suitably intense.
Renald the Fair: An eye-patched half elf "merchant" present on behalf of the Motus Mining Company. If the party has any NPCs with them, other than Ral, he will offer to buy them for a considerable sum. He wishes to sell them as slaves, "employees" as he dubs it, to the company at the lowest parts of the city where they will work in mines. The death toll in these mines is atrocious.
The Mushroom ForestThis is a 3 day traveling portion of the campaign as they pursue their quarry into the forest following her trail. Without a hired guide they will get lost and will have to rely on a specific event in the forest happening to them. At some point before leaving town or at least on their way out, an NPC informs them of the ongoing war with a Molemarian tribe and that the forests are incredibly dangerous.
Rather than having a map of the forest instead one should rely on artwork and music and instead communicate the passing of time as the party searches. Every half day roll a d20 to determine if they are attacked or not 11 or higher and they are attacked. Lower and they are not.
Then you can run a table of underdark and dwarf fortress cavern creatures and roll to see what they encounter and roll again for numbers.
Note: It is okay to throw an encounter that is too dangerous for them, as this communicates the tone better, but they should be allowed to escape if it is an animal. Most predators will not try to devour creatures from unfamiliar environments and so it would not be strange for an underdark predator to simply chase them away rather than kill.
The Shrine:A shrine to the elven god Cacame. Wood elves live nomadically and sometimes pass through the region. Properly interacting with the shrine, which may require a translation of its text to do, or otherwise waiting around it long enough can cause a wild elf encounter. A negative encounter would be looting it's valuables. If the players have a positive interaction this will also lead to a better wild elf encounter down the line.
Area Quest:At some point on their return trip from Torag's hideout they are likely to encounter a cave-dragon feeding off of a beast it slew. If the party had a positive shrine interaction the wild elves will intercept them before running into it and guide them safely from the forest. If they didn't they may stumble upon the dragon and will be forced to stage an escape. This is done to help communicate the idea that life outside the city is near impossible for most people.
Culture:The underdark is hostile, mysterious and cold. Two seasons exist: Decay and Growth as unlike on the surface with a growing plant life here the plant life simply feeds on decay before it also decays.
Due to the space and limited food species can be overbearingly hostile and most tribes attack on sight rather than talk.
Adventurers often think to find their glory and wealth in the underdark looking for ruins or treasure. They usually just end up as food for the fungi.
Wild elves live nomadically here. Most of their species has fully adapted to city life, but these traditional followers of the nature spirit Cacame wander the depths of cavern forests living at one with nature and protecting it. They can be cold, but they are not hostile and welcome anyone who wishes to live at one with nature. They will help people in need, but this is often to prevent nature from becoming unbalanced
A Molemarian tribe is the current tenant of these lands. These quasi-intelligent abominations are overbearingly hostile and will attack anything on sight. They do not wear clothes, but often string the severed heads of victims onto their bodies.
They are led by an earth shaper shaman
Silvery ExileThe first home of the elves in the city and the most beautiful district above all. Silvery Exile is a glowing bastion of elven culture and history. One should communicate that this is likely the most beautiful sight the party has ever seen.
Magic:While few know of magic’s existence the elves have used it commonly. The over-government relies on the elves for a large variety of things and has been unable to deal with them, but the tension is present. The elves' magic not only provides lighting in many places, but has made it possible for some surface crops and animals to survive underground.
Culture:Elves are immortal and so relationships with short lived species can be tragic for them. The city is for elves only and no one from outside is allowed to explore. Instead if one has an acceptable reason to be allowed in the guards will escort one straight to their destination and then back out.
The elves have reached a pinnacle of magical advancement, but this has come at the cost of cultural and religious stagnation. The once nomadic wild elves are now magical noble houses playing overly-complicated games of intrigue and drama. Non-noble elves look for excitement in these houses as spies, bards, courtesans and more.
While most of the noble houses are led by elves from the surface a few are locals. Essentially, all elves born inside the city have largely fallen into moral degeneracy and the beauty of the city might occasionally be contrasted by deeply inappropriate artwork.
The society openly follows Cacame, but is largely agnostic in practice as the elves realize the hypocrisy of worshiping the nature spirit while actively defying and abusing any actual balance of nature. Elven philosophers range from arguing that Cacame died on the surface to him only being a local nature spirit. Wild elves argue he is everywhere in nature while some even argue that he is a collective consciousness of elves.
“Lesser” races are a passing curiosity to the elves and most would simply find them entertaining.
There are no services as there is only one specific reason to enter Silvery Exile and the guards will not permit anyone to wander.
NPCLord Alelu Miwafe: He is the heir to one of the most powerful noble houses in Silvery Exile and also born in the city. He is selfish, vain, incredibly intelligent and evil. He finds the situation in the city to be boring and seeks excitement in life. Dana's interactions promising interesting times of which he definitely desires. He should mock the players and make them deeply uncomfortable and irritated while at the same time offering free support and resources.
The City of the DeadThis is a massive multi-level complex where all of the city’s legally existing dead can be interred. Dwarves take burial more seriously than anyone although anyone who legally exists may be interred. Tombs range from entire levels stuffed with coffins, to royal mausoleums, and more.
The city is guarded by a Tombs Guard, a ceremonial military, and unbeknownst to most they don’t actually patrol the majority of the city. Just the well appointed parts. Entry into the city for anything other than burials has been strictly forbidden for many years now.
Culture:
Each level should communicate the variety of cultures of those buried. It is a wonderful opportunity to communicate through the environment.
Some of those buried may have even arranged for dangerous traps due to not trusting anyone.
The Tombs guard is largely dwarven and human. The order is dedicated to the dwarven goddess of death, birth and rebirth: The Spry
Traps:
The tomb that is needed to get into the palace is filled to the brim with zombies. Too many for the players even with NPC allies. The secret passage should require checks to identify, open, and then close. All while others fight or distract the horde. I made my checks very high so that they had to fail and try again next turn multiple times adding onto the pressure. "you fumble with the lock and the pins fall back into place causing you to have to restart" all while a zombie horde bears down on their backs.
The PalaceThe palace is the upper most portion of the city. It was built and renovated upon the old entrance to the surface which has now been sealed by a golden gate behind the queen’s quarters.
It is largely filled with noble suites although there is a garrison of royal guards.
There is also secret passage connections that lead to both the Onyx Tower and the City of the Dead
Culture:While it is the height of dwarven opulence most of the residents are intelligent undead. The queen has slowly replaced every major member of the government with them.
One may run into the occasional living resident who lives blissfully unaware.
The intelligent undead will immediately attack an intruder or run to inform others.
Services:The only thing to do here is to loot noble suites and confront the queen.
Traps:Upon reaching the room right before the throne room the players may notice or not that the room is trapped. If they open the door to the throne room then the room they are in fills with a poisonous and very lethal gas. If they let go of the lever the door to the throne room closes immediately. With a very high check the players can disable the trap. Otherwise someone will need to stay behind and expose themselves to the gas so everyone can get through. This is ideal for an NPC companion to sacrifice themselves, but players can too.
NPCs:General Martok: He has been the leader of the Swordburn military for ages and is an intelligent undead of supernatural power. He doesn't speak unless commanded to or issuing a command and has total loyalty to the queen. He is a martial fighter and should tie up the players. If he dies he can be resurrected at full health the next turn
The Queen: She uses magic to cause her to appear both simultaneously overflowing with authority and also beauty. Her royal scepter glows green with the power of her throne and she will offer the players the opportunity to surrender. If they do so willingly they will be killed and then brought back as intelligent undead. If not the queen promises to raise them as mindless zombies after she kills them. She has the raw power of a lich, thanks to the throne, but her body is as vulnerable as any other. Not only that, but her more powerful abilities require her to use a turn to charge them up. In our game players would have a turn to duck behind a statue before a blast of pure power obliterated it. Dana was the first victim of the spell and after that the party caught on.
There is an opportunity after the battle to flee to the surface using the queen’s key to the gate.