Rextree Campaign V2wiki

Smoke

Summary

Smoke (also known as New Smoke or colloquially as "the rig") is a rough frontier settlement of approximately 100-120 people located as far into the wastes as any place dares to exist. Established only a few years before Session 4, the settlement serves as a harsh but economically viable wasteland outpost. The settlement's survival depends on collecting scrap and junk from the surrounding wasteland, melting it down into usable materials, and trading these resources for essential supplies including food, oregano (marijuana), hippie blankets, and hair dreading solution. Despite its wealth from materials trade, Smoke exists in an almost inhospitable environment with severe food scarcity.

The settlement is described in Session 4 as "a pretty shitty rough and tumble place" that attracts laborers willing to trade their physical health for high wages. The town is explicitly compared to oil rig work camps—referred to in the campaign as "the patch" or "the rigs"—suggesting a culture of transient workers, dangerous conditions, and heavy industry. The settlement has historically attracted working-class residents and "a rougher sort of element," serving as a hub for those seeking "a fair day's work for a fair day's wage." Smoke serves as the destination for the party's escort mission involving Guzman's Shipment.

Description

The settlement is surrounded by walls rising 20-25 feet high, constructed from a combination of wooden palisade and pounded sheets of metal. Everything in New Smoke is smashed together from different salvaged materials, with buildings constructed from whatever sources the inhabitants could salvage. Black smoke continuously belches into the sky from the foundries and smelters that dominate the settlement's economy and landscape. The town is laid out in a horseshoe shape, with extensive foundries and smelters producing constant smoke, noise, and industrial activity. The atmosphere is thick with smoke that causes breathing difficulties, and the constant sound of hammering metal on metal fills the air.

The main gate at the end of the road features a long line of people waiting to go through a question and search process before being allowed entry. Guards at this entrance are rough, mean-looking individuals wearing scavenged leather armor with metal pieces and carrying clubs, swords, and rudimentary firearms. These guards brutally search people entering the town, confiscating technology, and dragging those who fail to comply to jail.

The settlement contains a dried-up canal system that once functioned as an aqueduct when the region had running water. This underground drainage system predates the town's construction. The canal runs underneath the walls, with a metal grate set into the wall where it passes through, hidden behind a pile of shattered boulders. A wood etching above the grate reads "for thieves and thieves," marking it as a smuggling route. The canal is dry for 20-30 feet before filling with dirt and rocks away from the town. The canal's interior metal grating has been compromised, allowing smugglers to bypass the official gates. Underground tunnels exist beneath the town.

Residential structures are typically large shed-sized buildings made of ramshackle boards with holes that let light through. The settlement's most prominent feature is the foundry, a metal smelting facility that towers over the other structures with its multiple smokestacks. The foundry has become the center of the guards' power in the town, and three weeks before Session 9, it became the prison for the town's mayor following the guards' violent takeover. During reconnaissance, one notable anomaly was identified: a single smokeless chimney that stands out among the active stacks.

Beneath the foundry lies a multi-level underground complex serving as the base of operations for the gang. The facility is organized across multiple levels connected by staircases. The lower level contains prisoner holding cells arranged along corridors, with shadowy areas suitable for concealment and a population of rats and cockroaches. The upper level contains a mixture of functional spaces, including barracks-style rooms equipped with beds and storage chests that serve as personal quarters for gang members. At least one corridor on the upper level has cells along its length, with a staircase positioned at one end. A large assembly chamber serves as the facility's assembly hall, where dozens of gang members can gather. A separate back room connects to this chamber, featuring a door leading directly outside and serving as an interrogation space. This assembly hall is referred to as "the central hall of New Smoke," a significant piece of the settlement's underground infrastructure.

The market district occupies the town center, featuring dozens of stalls selling diverse goods including hammocks, shoes, weapons, chariots, candy, and various other merchandise. Tents and strings of decorative bulbs are strung between stalls. Despite the harsh industrial environment, the market has what is described as "a very community vibe." A smithy operates near the market area, with the sound of hammering audible nearby. At the far end of the horseshoe-shaped settlement lies a huge pile of scrap—mostly metal and building materials mixed with garbage.

The food court area includes establishments serving the settlement's population, with plastic chairs and tables covered in checkered tablecloths. The settlement also features the aftermarket—a night market for salvaged and unusual technology that operates after the main market closes each day. The aftermarket has a distinctive layout shaped like a flux capacitor: one main corridor with two branching corridors, converging at an all-day food court junction at the top. This specialized market serves as the "first stop on the market for weird and potentially dangerous shit," where salvaged items make their initial appearance for sale before entering other trade channels. As evening approaches and the regular market closes, vendors begin transforming their stalls, with regular merchants carrying away their tents while aftermarket vendors set up in their place. The transition is marked by the lighting of lanterns and the activation of strings of electric lights overhead—an uncommon technology in this setting that creates "this kind of, like, buzz in the air" as the lights come to life, a perceptible humming sensation that can be felt "humming through the air." Aftermarket vendors employ a distinctive reveal method for their wares: they flip over table covers to expose unusual items underneath, similar to a pawn shop display. Multiple night markets exist, including the "post after night market"—described as a lost and found market where vendors sell items dropped during the other two markets, particularly driver's licenses that are "constantly" dropped.

At the far end of town stands a heavily fortified town hall surrounded by guard towers and floodlights, serving as the administrative center for the settlement's leadership. The building can be seen from the aftermarket, visible across and through the purples and oranges of the setting sun. The guard towers provide elevated positions for surveillance and defense, while the floodlights ensure the building remains secure even after dark. The town hall operates as headquarters for the gang that seized control of the settlement, serving as the base for a gang leader who makes all decisions regarding salvage distribution and town governance but has never been directly seen by the general population.

A guard storage shed is positioned against the wall approximately 60-70 feet from the foundry, near the furthest wall that sits on the edge of the Wastes. Guards have been observed entering this shed but none have been seen exiting, suggesting a possible underground connection or hidden passage between the shed and the foundry. The shed contains a secret staircase that leads down to the underground tunnel network, forming part of the gang's underground foundry complex.

Smoke maintains a constant industrial presence, with scrap melting operations running continuously as the settlement processes wasteland salvage into tradable materials. The town operates as a rough and tumble frontier outpost, drawing comparisons to real-world oil rig work camps in Alberta. Local culture includes a distinctive practice of modifying and souping up carts, reflecting both the settlement's technical capabilities and its harsh, competitive environment. The settlement also includes a swine herding industry.

The settlement's character is established in Session 4 through descriptions emphasizing its reputation as a place "if you're like a laborer and you want to make a lot of money and also ruin your body in the process, then New Smoke is a great place to go." The town is sometimes colloquially referred to as "the rig" by locals and travelers, as demonstrated when a character states: "I'm gonna go. I'm gonna go to the rig to New Smack and I'm gonna make like a ton of money."

The settlement is accessed via dirt roads that pass through rolling grassland terrain. The journey from Rex Tree to New Smoke takes approximately a day and a half under normal travel conditions, though the roads are "fraught with dangers" and "bandit infested at best" rather than monster-infested.

History

Session 4

Smoke appears in Session 4 as the destination for the party's three-day escort mission from Rex Tree. Louise Guzman contracts the party to deliver a shipment to the settlement, describing the task as "accompanying a shipment from here to near Smoke," with payment of 45 coins to be collected from his agent stationed there. Guzman notes that he has "professional dealings" there, indicating an ongoing relationship between his operation and the settlement. The location lies at the edge of viable settlement territory, accessible via roads that are "bandit infested at best" rather than monster-infested.

During Session 4, the party learns that a caravan bound for Smoke will depart two days after their shopping day in Rex Tree. The journey is explicitly stated to take no more than three days. Various NPCs reference the settlement, including a Teenage Dealer who mentions plans to travel to "the rig" to make money, demonstrating Smoke's reputation as a destination for workers seeking high-risk, high-reward employment.

Session 5

When Session 5 begins, the party has already departed Rex Tree and begun the journey to New Smoke carrying goods for Louise Guzman. At a point approximately one day from New Smoke, the party encounters the Money Pumpkins creature. This discovery prompts immediate entrepreneurial planning centered on New Smoke as the target market, with the party proposing: "All right, guys, I'm gonna propose a business to you. Scott. What if we collect these pumpkins, pull out the coins, and then sell the pumpkins to near. Near flood of smoke. Near smoke. New smoke." The plan relies on New Smoke's food shortage creating demand: "And any leftover pumpkins we could sell to New Smoke because they have a food shortage."

Various business models are discussed for selling pumpkin-based products at New Smoke, including pumpkin pies and processed foods, with plans to take advantage of the city's food scarcity.

Session 6

In Session 6, New Smoke becomes the subject of critical intelligence gathering as the party prepares to enter the city with their cargo. Nick Silver, encountered while traveling down from the settlement, provides detailed information about recent developments. He explains that the settlement "was bad before with the food shortages, but some fairly rough folks seem to have place under new management." These new rulers are "shaking people down pretty good going in and going out," demanding the lion's share of whatever goods travelers are transporting.

Nick clarifies that the settlement has always been "a place for the working hard, living... a place that attracted a rougher sort of element," but emphasizes the change in leadership quality. Previously, it was "under the governance of people that just wanted people to do a fair day's work for a fair day's wage." Now it is controlled by "people that want to take what they want because they can." This shift prompted Nick to leave, as the city is "not really the place for me anymore."

The gang controlling the settlement does allow those with nothing of value to pass through unmolested, focusing their extortion on travelers carrying goods. This creates a significant problem for the party, who are transporting both Louise Guzman's cargo and pumpkin seeds they plan to sell to capitalize on the food shortage.

Nick also tells the party about a hidden entrance through the dried-up canal system, providing information about a smuggling route that bypasses the heavily guarded main gate.

Session 7

New Smoke serves as the primary location for Session 7's events. After their meeting with Nick Silver, the party approaches the walls of New Smoke. The party arrives at New Smoke and observes the 20-25 foot walls with black smoke belching into the sky. Safia takes an aerial vantage point to scout the settlement, observing the horseshoe-shaped layout with extensive foundries and smelters producing constant smoke, a busy market area in the town center with tents and string lights, and large scrap piles at the far end. From above, Safia witnesses the guards conducting violent searches at the main gate, confiscating technology (including what appears to be a Game Boy-like device) and dragging non-compliant individuals to jail.

During her reconnaissance, Safia flies down to the market and lands on top of a stall while in pigeon form, performing typical pigeon behaviors including the characteristic head-bobbing motion. She walks from one end of the market to the other, observing the various stalls and vendors.

The party locates the canal entrance, hidden behind shattered boulders as Nick Silver had indicated. They navigate through the maze-like underground canal system, which has heavy metal grating overhead that allows occasional shafts of light to penetrate. The party successfully infiltrates New Smoke through this underground canal entrance, bypassing the heavily guarded main gate.

The party emerges inside the Pine Cone Man's marketplace tent, immediately creating a violent disturbance. The inside of the tent is described as "absolutely full of shit," packed with merchandise and goods. The session's events unfold within New Smoke's market area, with the party now positioned inside the settlement they had been approaching throughout earlier sessions.

Session 8

The market becomes the setting for a time-sensitive shopping expedition when Brusque sets a strict deadline for the party to spend their 45 gold. With the market scheduled to close at 9:25, the party receives only 15 minutes to complete their purchases. Brusque characterizes the market as "nothing but bargain bins," indicating a heavily thrifted, secondhand economy where most goods are previously owned or discounted. Brusque notes that despite the tight timeframe, he believes he "could probably squeeze a few extra shins out of people," suggesting his familiarity with the market's vendors and his confidence in his mercantile abilities.

The market operates on a strict schedule, with merchants warning customers to spend all their coin before closing time—any unspent currency is confiscated when the market closes.

During the session, the campaign reveals information about the recent takeover. According to one vendor, "last couple weeks, you know, a bunch of. Bunch of thugs rolled in, took over the place. Said they were in charge. There were a lot of them." Since seizing power, the new regime has been "roughing everybody up, asking for money," establishing a system of daily protection payments from merchants throughout the settlement. When questioned about the justification for these payments, the vendor relays the guards' explanation: "Costs are getting high. There's a lot of holes in the wall"—suggesting the new leadership claims the tribute finances wall maintenance and security.

The town hall is identified during a conversation as "the central" location that could be called "a town hall kind of thing," serving as headquarters for the gang that recently seized control of the settlement. The building operates as the base for a gang leader who makes all decisions regarding salvage distribution and town governance but has never been directly seen by the general population.

The campaign describes widespread celebration occurring across the settlement: "you can hear, like, cheering and stuff across New Smoke. Like there's. They're just. They're crushing it"—indicating some form of successful event or entertainment taking place throughout the town.

Session 9

At the start of the session, the party dines at the food court, where the mood is described as "lighter than it's been in new smoke since you've arrived," suggesting their musical performance has temporarily lifted spirits after "a very harrowing three weeks" under guard control.

The party learns their pigs are "in and around the canal area." A swine tasting event is mentioned as planned "in a few days," indicating the continuation of the town's swine herding industry despite the occupation.

As the party prepares to infiltrate the foundry, they navigate through the settlement's closing night markets. They pass through "this like closing down, quieting market" before reaching the foundry district. The foundry was established as the target of the party's infiltration mission to rescue the imprisoned mayor, who had been held within the building for approximately three weeks following the guards' violent takeover. The smokeless chimney identified during earlier reconnaissance is recognized as a potential entry route.

Session 10

In Session 10, New Smoke continues under gang occupation. The party conducts a rescue mission to liberate the mayor and free the town from this control. The party uses the supply shed's secret staircase to infiltrate the underground tunnel network beneath the town, beginning their mission to reach and rescue the mayor.

One individual departs through the gate to New Smoke "into the distance and is never seen again" during the session.

Session 11

The party conducted an infiltration of the underground facility beneath the foundry. During their operation, they subdued multiple guards and left them unconscious in various cells throughout the corridors.

While exploring the facility, the party obtained access cards from incapacitated guards and attempted to determine their function. They received intelligence about the facility's layout and prisoner movements, learning that most detainees had been relocated upstairs to "the big room."

During the party's exploration of the underground facility, they discovered information about New Smoke's current situation. Guards stationed in the facility expressed their desire to complete their mission and leave "this dump," revealing the gang's temporary occupation of the town. The gang has taken over the militia role while systematically exploring the wasteland around New Smoke.

The party found a crude map on a guard showing New Smoke depicted as a half-circle at the bottom with small buildings inside. The map revealed that the guards have been using New Smoke as their base for wasteland exploration activities.

The infiltration was complicated by the facility's communication infrastructure. At one point, guards attempted to contact each other through the ear cuff network, with one calling out: "guys, where are you? The boss is calling everybody. We gotta go." This communication revealed that the gang leader could summon all guards to assemble, creating time pressure for the party's operation.

While the party debated their next moves in the corridor, they heard "steps coming down the staircase at the end of the corridor," forcing them to make rapid decisions about concealment and tactical positioning. The facility's organizational structure became apparent, with guards answering to "the boss" and responding to centralized commands.

The party eventually made their way to the large assembly chamber. The Mayor of New Smoke revealed the nature of the location to the party, identifying the assembly hall as "the central hall of New Smoke" and stating: '"This is the central hall of Newsmark. I can get us out of here. I can sneak out."' Her knowledge of the facility's layout proved crucial, as she offered to navigate an escape route from the gang's stronghold. The mayor had been held in the back room connected to this chamber during her imprisonment.

Despite the town's current occupation by the gang, the party discussed future business opportunities in New Smoke. After resolving the town's situation, they plan to establish a pie-selling business in the settlement. As one party member stated: "We should sell pies here."

Notable Features

  • Scrap Processing Industry: The settlement's primary economic activity involves collecting wasteland salvage, melting it down, and trading the resulting materials
  • Extreme Location: Positioned as far into the wastes as any settlement dares to be, representing the frontier edge of civilization
  • The Walls: 20-25 foot high barriers constructed from wooden palisade and pounded sheets of metal, with guards patrolling and commenting on passing birds
  • Foundries and Smelters: Extensive industrial facilities producing constant smoke, noise, and activity; the foundry towers over other structures with multiple smokestacks and serves as the center of the guards' power, imprisoning the mayor for three weeks
  • Smokeless Chimney: A single inactive chimney on the foundry identified as a potential infiltration point
  • Underground Facility: Multi-level complex beneath the foundry with holding cells, barracks quarters, storage areas, and a large assembly chamber known as "the central hall of New Smoke"; features electronic access control using keycard technology and networked communication infrastructure employing silver ear cuff devices; populated by rats and cockroaches
  • Dried-up Canal System: Formerly functioned as an aqueduct, now used by smugglers to bypass the main gates via a compromised metal grating entrance; the underground drainage system predates the town's construction
  • Canal Entrance: Hidden behind shattered boulders with a wood etching reading "for thieves and thieves," marking it as a route for smuggling and thieves
  • Market District: A busy market district with dozens of stalls, tents, and decorative string lights creating a "community vibe" despite the harsh surroundings; characterized as dealing primarily in bargain and secondhand goods; operates on a strict schedule with confiscation of unspent coin at closing time
  • Aftermarket: Night market specializing in salvaged and unusual technology with a flux capacitor-shaped layout (one main corridor with two branching corridors converging at a food court junction); lit by strings of electric lights that create an audible and palpable hum in the air; vendors flip table covers to reveal hidden wares; serves as the first stop for "weird and potentially dangerous" items fresh from the wastes
  • Post After Night Market: A lost and found market where vendors sell items dropped during the other two markets, particularly driver's licenses that are "constantly" dropped
  • Food Court: A dining area with plastic chairs and checkered tablecloth tables where the settlement gathers
  • Canal Area: Location where pigs are kept
  • Scrap Pile: A huge pile of metal, building materials, and garbage at the far end of the horseshoe-shaped settlement
  • Food Dependency: Complete reliance on imported food due to the inhospitable local environment, resulting in a severe food shortage that makes it an attractive market for food goods
  • Trade Goods: Regular shipments include oregano (marijuana), hippie blankets, and hair dreading solution alongside essential food supplies
  • Work Camp Culture: Comparable to oil rig work environments, attracting transient laborers seeking high wages despite dangerous conditions
  • Modified Vehicles: A culture of souped-up carts, reflecting both technical capability and competitive local attitudes
  • Technology Control: Strict enforcement by guards who confiscate devices at the gate, suggesting technological items are either prohibited or highly regulated
  • Smithy: A working forge near the market area producing the sound of metal on metal
  • Louise Guzman's Agent: A representative stationed in town who handles payments and business transactions for Guzman's operations
  • Recent Establishment: Founded only a few years before Session 4, making it a relatively new settlement
  • Bandit Threats: The roads to Smoke face bandit activity rather than monster threats, requiring armed escorts for caravans
  • Gang Control: As of Session 6, under "new management" by a gang extorting travelers for the lion's share of transported goods; gang members wear torn-off denim vests with spikes and patrol both the regular market and aftermarket
  • Protection Racket: Daily payment system imposed on merchants by the new regime following the recent takeover
  • Fortified Town Hall: Administrative center surrounded by guard towers and floodlights, housing the settlement's leadership and serving as headquarters for the gang's operations
  • Supply Shed: Storage facility positioned against the town wall, 60-70 feet from the foundry; contains a secret staircase leading to the underground tunnel network used by the gang
  • Residential Structures: Large shed-sized ramshackle buildings with holes letting light through
  • Swine Herding Industry: The settlement maintains pig herding operations
  • Scavenged Construction: All buildings are smashed together from different salvaged materials

Last updated 8/24/2026

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