The Marlarkoid Cartel thrives in Scarcity’s Entertainment District due to its proximity to pre-apocalyptic financial institutions, stored tech, and the visibility of the CN Tower. Their mastery of Faustian Mechanics cements their dominance over trade, negotiation, and governance in post-apocalyptic Toronto. They use their alien mystique to maintain control over a diverse population.
Adelaide Firehall
Located at the corner of Adelaide Street and Duncan Street, the Firehall is now a heavily fortified bunker for the Flamebringers. The gang reveres fire as both a tool and a weapon, adorning their base with salvaged firetrucks, scorched relics, and makeshift forges. They’ve even rigged an ancient fire engine to shoot streams of molten slag in battle. While they commonly use extortion, they save their ire for the painted brigade.
Plot Hook: The players are approached by a desperate merchant whose caravan has been raided by both the Flamebringers and the Painted Brigade. Each gang now claims the cargo for themselves, and the merchant offers the players a hefty reward to retrieve it from the Firehall. The job, however, isn’t just about theft—it’s about surviving the Flamebringers’ molten defenses and navigating the tension between the gangs without igniting an all-out war.
CBC Broadcast Center (The Hub)
The CBC Broadcast Center, known as "The Hub," remains a symbol of Toronto’s resilience and a battleground for influence in the Hodgepocalypse. In its shadow, a supremacist faction calling themselves the "Pureblood Vanguard" exploits the airwaves to spread fear and division, recruiting followers through propaganda. Opposing them is a coalition of outcasts and diverse survivors who see the Broadcast Center as the key to uniting Toronto’s fractured communities. The struggle for control over this symbolic and literal platform becomes a fight for the soul of the city.
Plot Hook: A resistance group known as "The Unity Frequency" enlists the party to infiltrate The Hub and broadcast a counter-message exposing the Pureblood Vanguard’s true motives. The mission involves navigating the crumbling tower’s traps, evading elite Pureblood enforcers, and making moral decisions about the nature of truth and persuasion. Will the party deliver a unifying message, manipulate the narrative to their advantage, or succumb to the temptations of controlling the city’s last bastion of mass communication?
CN Tower (The Spire)
The CN Tower, now called The Spire, is a fortified vertical settlement. Its lower levels act as a bustling trade hub and checkpoint, while the upper levels house settlers and a regional radio station. As the stronghold of the Marlarkoid Cartel, it extends their reach and influence over the district.
Plot Hook: The Spire's radio station has fallen silent after broadcasting garbled messages. The settlement leaders hire adventurers to investigate, claiming a rogue AI may have overtaken the SkyPod. But whispers of darker threats suggest something more sinister is at play.
The Keg Mansion Spectral Court
This former restaurant is a nexus of spectral energy. Ghost factions led by the tragic Massey family and their maid gather here for diplomacy. The haunted mansion is a hotbed of political intrigue, where the living and the dead intersect in uneasy harmony.
Plot Hook: A brewing dispute between two ghost factions threatens to disrupt the balance of the court. The party is invited to mediate but must uncover the true instigator: a malevolent spirit stirring unrest. Their challenge is balancing diplomacy with survival.
Metro Hall (Iron Spire Command)
This fortified hub serves as the regional headquarters of the M.L.F., housing mechanical guards and advanced technology. It is both a command center and a symbol of their iron grip on the district and their contension against the Marlarkoid Cartel.
Plot Hook: A whistleblower offers evidence of M.L.F. infiltration in exchange for safe extraction. The party must navigate Metro Hall’s defenses to secure the informant before the evidence disappears.
Princess of Wales Theatre (The Whispering Stage)
Abandoned yet alive with mysterious holographic performances, the theatre is a haven for rogue Faustian Mechanics. Rumors suggest a trapped AI is responsible for the spectral projections.
Plot Hook: A hologram broadcasts warnings of an imminent raid by the M.L.F. The party must decode these cryptic messages to either protect the workshop or determine if it’s a clever trap.
Rogers Centre (The Crater)
The Rogers Centre has partially collapsed into a sinkhole, forming a flooded battleground where scavengers and settlers clash over artifacts. Hidden tunnels beneath the ruins supposedly lead to a lost techno-wizard vault, filled with ancient secrets.
Plot Hook: Settlers trapped in the lower tunnels after a Fossilborn raid send distress signals. Some believe they’ve awakened a forgotten terror, and the players must decide if the rescue is worth the potential cost.
Royal Alexandra Theatre (The Technicolor Tomb)
Just down the road on King Street West, this former cultural landmark has become a technicolor nightmare. The Painted Brigade, a gang of anarchist clowns, thrives on chaos, pranks, and brightly-colored mayhem. They have filled the theatre with carnival games, booby traps, and lurid graffiti, using the stage for chaotic gatherings and as a war room to plan their anarchic operations. The bright facade acts as a beacon for chaos—and a warning for intruders. Their deep-seated hatred for the Flamebringers fuels a bitter rivalry that often spills into the Entertainment District and Graffiti Alley.
Plot Hook: The players are approached by the Flamebringers, who offer a tempting reward to infiltrate the Painted Brigade’s stronghold and plant evidence of a staged betrayal. Once inside, they’ll have to navigate deadly traps, endure twisted carnival games, and uncover the clowns’ dark secrets while deciding if playing both sides is worth the risk.
Roy Thomson Hall (Echo Dome)
Renamed the Echo Dome, this former concert hall is now a sound laboratory for rogue Mechanics experimenting with sonic weaponry. Their work attracts attention from rival factions and creates dangerous sound-based anomalies.
Plot Hook: After a catastrophic explosion, a stolen sonic weapon threatens regional stability. The adventurers must track down the thief before the device wreaks havoc.s
Scotiabank Arena (The Crucible)
This arena serves as a gladiatorial battleground controlled by Faustian Mechanics, who use it to test experimental combatants and mechanized creations. The arena is a spectacle of cruelty and innovation, drawing crowds and rivals alike.
Plot Hook: A former champion seeks the party’s help to sabotage the arena’s power source and liberate the enslaved fighters. However, the arena’s grid also powers nearby settlements, raising questions of sacrifice and morality.
Steam Whistle Brewing
Nestled beneath the shadow of the CN Tower, the former Steam Whistle Brewing facility has transformed into a steampunk nightmare dubbed "The Whistling Forge." Once famous for its craft beers, it is now a volatile steamworks operated by an eccentric inventor cult. The boilers churn endlessly, powering bizarre contraptions and weapons fueled by scavenged scrap and raw ingenuity. The air is thick with hissing steam, the clanging of metal, and the occasional wail of malfunctioning machines. Despite its dangers, the Forge has become a hub for tinkers and mercenaries seeking custom-made tech—if they can survive the chaotic atmosphere and the inventors' questionable experiments.
Plot Hook. A rival faction hires the players to infiltrate the Whistling Forge and steal a prototype steam-powered weapon. However, the cult has discovered the intruders and threatens to unleash a catastrophic explosion unless the players negotiate, sabotage, or fight their way out.
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