Tuesday, October 14, 2025

The Dig – Part 5 - Fort Mac continued and the Camps

Dread Treasures

Fort Mac thrives at the intersection of resourcefulness and exploitation. The crystal trees, once mere botanical oddities, are now coveted for their arcane properties and energetic potential. This creates a vibrant marketplace where traders, scavengers, and wizards mingle, offering a wide range of items from dazzling crystals to bizarre contraptions crafted from salvaged technology. The community is rife with festivals celebrating both the harvest and the mysterious properties of the Dread Tar Oozes, blending tradition with an unsettling undercurrent of anxiety.

The Slick (Former Clearwater River Area)



Once a flowing artery of the north, the river that once carried trade and life has become a tar-slicked trench dividing Fort Mac from the Dig proper. Its surface glistens deceptively solid, masking sinkholes that swallow the unwary without a trace. Salvagers risk the crossing in hopes of unearthing pre-collapse structures buried beneath the ooze — fragments of technology and history locked away in black sludge. Yet the Slick is more than physical danger; at night, shimmering oil-ghosts drift along its banks, spectral figures that whisper warnings, bargains, or threats to those who dare approach.

Plot Hook: A local scavenger has vanished after claiming to find an intact bunker beneath the Slick. His last message spoke of “something watching him from below.”

The Convergence

 


Fort Mac is one of the great Crossroads of the North.  The Athabasca and its tributaries still converge here, but their courses have been diverted, dammed, or partially contained to prevent collapse into the pit. Massive levees and weirs are designed to keep the waterways from being swallowed by the Dig.  To preserve shipping, new canals or dredged channels were created. These “engineered rivers” became part of the lore: you can still barge goods, but every trip risks eddies of slick or unstable banks.  Locals often compare the Dig to a festering wound in the land, with the rivers as the veins that both feed and bleed it. This imagery makes it clear why Fort Mac is “the heart of the north.”

Gameplay / Adventure Hooks

  • The Dam Breaks: A containment wall collapses and a tributary floods into the Dig. Adventurers must stop an ooze tide before it surges downstream.
  • River Smugglers: PCs escort a barge of contraband Slick past both river pirates and lurking oozes.
  • The Dry Season: A magical drought lowers the rivers, cutting Fort Mac off from trade. Suddenly, overland convoys are the only lifeline, and raiders thrive.
  • The Bargeman’s Curse: An old ferryman hires the PCs to find his lost crew — last seen drifting into a side channel that doesn’t appear on any maps.

Notable Locations

Birchwood Trails



A network of scenic nature trails winding through lush, wooded areas, Birchwood Trails is ideal for exploration and encounters with local wildlife. Its serenity can quickly turn into peril, as adventurers might face natural challenges or hidden dangers lurking in the shadows of the trees.

Plot Hook: As adventurers traverse the trails, they stumble upon a hidden camp of outlaws using the forest as a cover for their illicit dealings. The adventurers must decide whether to confront the outlaws directly, devise a clever plan to report them, or enlist the help of wildlife on the trail to secure the area.

The Crystal Grove



A mystical area where the crystal trees flourish, each blooming with iridescent colors that pulse with energy. Traders and mages gather here for seasonal festivals where they celebrate the harvest and their interaction with the oozes. The Grove is adorned with makeshift stalls and illuminated by magical lights.

Plot Hook: Rumors circulate about a legendary crystal referred to as the Heart of Luminara, said to grant immense power to its bearer. As the locals gear up for the upcoming Harvest Festival, adventurers are tasked with locating the Heart before it falls into the hands of a criminal syndicate eager to exploit its powers, threatening the entire balance of Fort Mac’s economy.

Downtown Fort McMurray



The vibrant hub of social interaction, Downtown Fort McMurray is characterized by a mix of modern architecture and smaller, local shops that reflect the town’s unique character. Here, community events unfold, and residents seek respite from the harsh realities of the surrounding wasteland, making it a key location for adventurers to gather information and form alliances.

Plot Hook: During a town fair intended to strengthen community ties, a mysterious figure appears, stirring up unrest among the factions present. Adventurers must uncover the figure’s motives and prevent an escalating conflict that threatens to divide the community.

The Empress



Once the proud movie theatre of Fort McMurray, the Empress has survived fire, flood, and collapse to become one of the city’s most eccentric strongholds. Now run by Minotaur clans who found the building’s labyrinthine hallways and projection rooms to be “sacred ground,” the theatre is both fortress and festival hall. The lobby is lined with battered posters of long-forgotten blockbusters, reinterpreted as sagas of Minotaur ancestry, while the concession stands dish out oozewort popcorn and bootleg hooch. The Minotaurs treat screenings as both ritual and revelry, projecting salvaged reels or live bard-metal performances onto the massive screen for rowdy audiences of workers, wranglers, and wanderers. Rumor has it the old storage vaults beneath the theatre still house untouched film reels — or stranger artifacts that whisper to the Minotaurs in their dreams.

Plot Hook: During a packed festival screening, the Minotaurs proudly unveil a newly unearthed film reel, claiming it to be a lost classic. But as the projector whirs to life, the images on the screen twist into something alive — summoning whispers, lights, and creatures that shouldn’t exist outside the film. The adventurers must either shut down the cursed reel or risk the Empress becoming a doorway to something far worse than bad cinema.

Heritage Park



Serving as a tribute to Fort McMurray's rich cultural and historical heritage, Heritage Park is filled with artifacts, exhibitions, and events that reflect the town's past. This site holds valuable information about the old world, making it an important place for character backstory development and exploration.

Plot Hook: While exploring Heritage Park, ancient relics mysteriously activate, sparking visions of a forgotten past or hidden knowledge. The adventurers must engage with the park’s enigmatic curator, gather clues, and solve puzzles to unlock the secrets of the relics—revealing connections to the current conflicts in Fort Mac.

MacDonald Island Park



A bustling recreational area featuring indoor and outdoor activities, MacDonald Island Park is a community gathering place where residents participate in sports, cultural events, and festivals. The park serves as a focal point for social interaction and provides a picturesque setting for adventures.

Plot Hook: During a celebrated community festival, a rare artifact from the park’s history goes missing, leading to tensions among the different factions. The adventurers must work together with local residents to locate the missing artifact before it fuels further discord and shifts power dynamics within the community.

Mayor’s Office



The hub of Fort Mac’s administration, heavily fortified and cluttered with maps and plans symbolizing the town’s ongoing struggle for stability in the post-apocalyptic landscape. The mayor is a charismatic figure attempting to unite the conflicting interests of the community amid rising tensions.

Plot Hook: A series of sabotage incidents have left Fort Mac on edge. The mayor seeks help to identify the perpetrator behind the unrest, believing that a shadowy organization is stirring conflict to seize control of the town and its resources. The adventurers must navigate a tangled web of deception, rival interests, and dangerous allies as they uncover the truth.

The Oil District

 


Once a center of energy extraction, this industrial zone is now a crumbling maze of rusted machinery and dilapidated structures. It's here that the oozes roam freely, often leading to both lucrative and dangerous encounters—professionals known as “wranglers” brave the district daily, trying to harness this strange new resource.

Plot Hook: A rogue ooze has begun to disrupt operations in the Oil District, leading to widespread panic and chaos. An influential oil baron hires the adventurers to either capture or eliminate the ooze. However, as they delve deeper into the ooze's strange behavior, they uncover a secret: it has developed abilities that affect the very machinery extracting the town's most vital resource.

Oil Sands Operations.



The lifeblood of Fort Mac’s economy, the oil sands operations are expansive sites filled with heavy machinery, towering rigs, and processing plants. The sprawling facilities are both a testament to human ingenuity and a landscape fraught with danger, drawing adventurers seeking opportunities to explore, salvage, or sabotage.

Plot Hook: A renowned scientist goes missing while investigating a significant anomaly in the oil sands, sparking rumors of a hidden discovery beneath the surface. The adventurers must navigate the dangerous operations to find the scientist and uncover the truth behind the anomaly that could either be a groundbreaking find or a catastrophic disaster.

The Rust Harbor



Once the Fort McMurray Heritage Shipyard, this riverside hub was where rail met river and barges fed the north. In the Hodgepocalypse, it has become The Rust Harbor — a half-flooded graveyard of dredges, busted tugs, and derelict railcars fused into a ramshackle waterfront bazaar. Traders patch up barges with crystal tree resin, blacksmiths reforge ooze-tainted steel, and Slick barrels are rolled straight from convoy to keel under armed guard. The air stinks of iron, tar, and desperation, and at night, bioluminescent stains ripple in the waters where containment has failed. Despite the dangers, the Rust Harbor is Fort Mac’s beating artery — the only way bulk goods flow in and out of the Dig.

Plot Hook: When a barge bound for Ed-Town vanishes just beyond the harbor, the crew must decide whether to hunt river pirates or confront something darker dragging vessels beneath the black water. A desperate guild offers rich pay for anyone bold enough to keep the Rust Harbor’s lifeline open.

The Skysprawl



Once Fort McMurray International Airport, the Skysprawl is now a fractured expanse of cracked runways, rust-streaked hangars, and a half-collapsed terminal that serves as both marketplace and fortress. Airships stitched from scavenged rigs, jury-rigged bush planes, and tethered balloons dot the horizon. At the same time, smugglers and wranglers barter for landing rights under the shadow of Baron militias. Ooze seeps up through the tarmac in slick patches, forcing constant reroutes and risky improvisations. Locals call it both a gateway and a graveyard—where fortunes can take flight or vanish in the tar below.

Plot Hook: A battered cargo dirigible staggers into the Skysprawl and crash-lands on the ruined tarmac, its crew missing and its hold sealed shut. Rumors spread that it carried contraband too valuable to ignore—drawing in smugglers, Barons’ militias, and the adventurers themselves, who must uncover whether the cargo is treasure, a weapon, or something alive that should never have flown.

Wranglers' Tavern



A rough-and-tumble establishment catering to those who dare to face the dangers posed by the oozes. The atmosphere is thick with exhilaration and tales of wild adventures. Wranglers, traders, and adventurers gather here to share their stories over strong brew and dubious dealings.

Plot Hook: Tensions rise when a prized ooze goes missing—the tavern owner claims a rival group stole it. The adventurers are enlisted to track down the missing ooze and uncover a larger conspiracy involving the manipulation of the oozes for illegal oil trade. Their investigation could either restore order or plunge Fort Mac into chaos.

Camp Life in the Dig



"Work hard, breathe shallow, die quick — unless you get lucky."
— Common wrangler toast

The camps of the Dig are equal parts frontier town, refinery, and battlefield. Roughneck wranglers treat oozes like livestock, driving them into corrals with flame-jets, plasma lassos, and bone-steel poles in a daily gamble of survival. Around these corrals cluster ramshackle shacks and processing rigs, where the creatures are bled for volatile fuel amid choking smoke that reeks of burning plastic and tires. Life here is hard and short, but for many it’s the only way to make a living from the Dig’s toxic bounty.

Daily Routine



 Life in the Dig follows a rhythm as unforgiving as the land itself. Dawn begins with plastic-smelling fog rolling through the camps, clinging to lungs and machines alike. Workers rise to the sound of clanging valves and hissing pressure lines, checking siphon rigs, patching corral walls, and stringing red plastic tape barriers around hot work zones. Tool-box talks are brief but vital — reminders of safety, schedules, and who’s on watch when the ooze gets restless. By mid-morning, the wrangling runs begin. Crews mount battlebuses or ride with packrats, armed with siphon hoses, bone poles, and flame-lances, pushing deep into the Dig to drive herds of tar oozes back toward containment. Roping an ooze is part suicide mission, part performance — a dance of fire and grit in a pit that wants you dead.

Afternoons bring the refining fires, when the camp stinks of melted plastic and scorched gasoline. Oozes are bled into crude pipelines that stretch toward Ed-Town, their volatile fluids cooked in jury-rigged vats. Black smoke rises in pillars above every camp, a grim beacon that something is still alive down here. Nights are the most dangerous: the Steep whispers rise with the darkness, and guards double their posts with lanterns and alarms. In winter, the rhythm shifts to take advantage of the Ooze Freeze — when tar creatures harden in the cold, wranglers corral and bleed them while they’re sluggish. But frozen oozes sometimes crack open, birthing strange, shuddering spawn that make the night more dangerous still. For those who live in the Dig, survival depends on ritual, routine, and the constant hope that today’s work won’t end in fire, collapse, or whispers from the pit.

The People



Wranglers – Equal parts cowboy, miner, and daredevil. They carry flame-lances like lariats and wear patchwork masks strung with charms.

Camp Cooks – Keep bellies full with fried Spam, powdered potatoes, and mutant meat. Everyone knows a good cook is more valuable than an extra guard.

Fixers – Jury-riggers and engineers who keep pumps, filters, and siphons running. Their word is law, since a broken rig means dead wranglers.

Smokers – Nickname for camp medics, because they carry lungs full of fumes from working without filters too long.

Slang & Sayings

“Filter-burner”: A greenhorn who wastes respirator filters by breathing too deep.

“Riding the Slick”: Hauling ooze barrels in a convoy; also slang for a fool’s errand.

“Scoopy’s Shadow”: A phrase meaning you’re tempting fate, used when someone pushes their luck near the pit.

“Smell of Home”: The reek of melted plastic. Spoken ironically.

Rituals & Beliefs

The Mask-Tap – Before each shift, wranglers knock their respirator three times for luck. Forgetting is considered a death sentence.

Offering the First Barrel – Some camps pour the first refined Slick onto the ground, believing it keeps the oozes docile.

Songs of the Pit – Roughneck ballads, half cowboy, half dirge. Popular themes: firestorms, lost friends, and the smell that never leaves your clothes.

Ol’ Scoopy Legends – Some say the AI excavator is more than a 

The Dig’s Economy: Offerings to the Machine



The Dig is no longer just a scar in the land. It is a machine — a god of steel and hunger. Wranglers whisper prayers to it when they descend into the pit, for every barrel bled and every bone pulled is another tithe to keep the camps alive. Its economy is ritual as much as trade, a cycle of offerings and sacrifices that bleed into the wider world.

Local Layer: What the Dig Produces & Consumes

Exports (the Offerings)

Bitumen Bone – Fossilized remains of ooze-consumed beasts, dense and blackened with faint magical charge. Raw material for necrotech, charms, and weapons.

Ooze Fuel (“Slick”) – The lifeblood of Dig Valley. Distilled tar ooze secretions burn hotter than gasoline and can power vehicles, generators, and even arcane engines. Dangerous to transport — barrels sometimes crawl on their own.

Plastic Resin Bricks – Hardened ooze byproducts resembling waxy plastics, used for cheap construction, waterproofing, jury-rigged armor, or dirty-burning forges.

Toxic Flora Harvests – Flame willow resin, plastic bloom spores, ooze-fungus. Prized by alchemists and Faustian Mechanics, but handling them without protection is suicidal.

Imports (the Tithes)

Breathable Air – Filters burn out fast, so enchanted charms and salvaged masks fetch obscene prices.

Food & Water – The Dig cannot feed itself. Caravans and barges bring grain and meat (mostly from Kalyna Country) and trade it for Slick.

Medicine – Burns, lung rot, and parasite fevers demand a constant flow of herbs, drugs, and clerical healing.

Weapons & Tools – Flamethrowers, siphon rigs, containment gear. Usually scavenged military surplus, jury-rigged mining tools, or arcane equivalents from Ed-Town’s Faustian Mechanics.

Regional Layer: The Northern Square

 


If the Dig is the altar, the Northern Square is its congregation — four hubs that define the flow of Slick across the north.

Fort Mac (The Barrel Crown): Hub of Slick refining and ooze wrangling. The Barons dominate southbound routes to Ed-Town and broker northern trade.

Uranium City (The Radiant Veins): A cursed mine-city run by Nucleomancers, exporting radioactive relics, crystals, and dangerous tech in exchange for Slick.

Edmonton / Ed-Town (The Southern Throne): The great festival city of Strathcan and its many suburbs. Vampire bankers, Castledowns warlords, and Greasehold franchises all depend on Slick.

Fort Chipewyan (The River Gate): A reborn river town and crossroads of the Athabasca and Mackenzie. Barges, caravans, and Buccaneers all converge here.

Together, these four form the Northern Square — a circuit of trade, politics, and conflict that pumps Slick into the greater Mackenzie system.

Continental Layer: The Mackenzie Spine



Beyond the Northern Square lies the Spine — the great artery of northern trade. The Mackenzie River links cursed cities, haunted ruins, and distant outposts, all kept alive by Slick.

Cameron Falls Haven: A modest but vital rest-stop with hot springs and neutral ground for truce-bound diplomacy.

Delta City (The Delta Crown): Thriving city-state at the river’s mouth, fueled by repurposed oil refineries and bio-fuel.

Fort Providence (The Crossing): Southern gate of the Mackenzie system.

Fort Simpson (Sanctuary Point): Refugee bastion at the Liard–Mackenzie confluence, neutral and fortified.

Great Bear Lake (Crystal Shores): Bio-fuel crystals fished from the waters. A rare neutral ground for diplomacy.

Hay River (Merchant’s Respite): Black-market capital thriving on contraband and pilots.

Hive Cradle (Wood Buffalo Ruins): Void Covenant breeding ground. Whoever controls it chokes or frees the Spine’s flow.

Inuvik (Gateway of the North): Fortified northern hub, part trade station, part research post, launching point for Arctic expeditions.

Rankin Inlet (Geothermal Forge): Industrial hub powered by geothermal veins, feeding trade with the east.

Yellowknife (City of Echoes): Haunted resistance stronghold in detoxed mine caverns, strange echoes weaponized against the Covenant.

Trade Routes (the Veins)

Airship Drops:

Rare, elite buyers. Mercenary skyships lower nets to pluck fuel directly from refineries — often fending off leaping oozes

Athabasca River Barge-Lines:

Flat-bottom boats haul Slick downstream in exchange for food. Faster than roads but plagued by ooze-spawn and drowned husks.

Highway 63:

Lifeline of the valley. Convoys of trucks, ooze tankers, and scavenger wagons face ambushes, landslides, and rogue herds.

Trade Partners

The Arsenault Angel Company

The people of this land pay well and the Angels are worth every penny. They often send some of their people to the Dig, usually because something got out of control and needs a discrete touch.

Boreal Buccaneers

For the people of the Dig, the Boreal Buccaneers are both a curse and a lifeline. Wranglers curse their raids when Slick convoys vanish into the night and camps wake to smoldering ruins. Yet just as often, the Buccaneers swagger into the pit with barrels of food, medicine, and stolen luxuries to barter — at prices only desperation can justify. They buy ooze byproducts in bulk, hauling them south and east along their pirate routes, and in turn sell weapons, filters, and forbidden tech that no one else dares move. Camps along Highway 63 call them parasites; refinery bosses call them indispensable middlemen, but everyone knows the Dig wouldn’t flow nearly as much fuel without the Buccaneers greasing its veins, whether by trade or by theft.

Capital Parkland

The festival city Ed Town and its many suburbs prize Slick for their machines, offering enchanted goods, fine steel, and rare luxuries in return. Greasehold Chains Franchise-feudal lords deal in cheap calories (meat paste, fried breads, cola) and act as middlemen, flipping Dig Slick to Ed-Town or further abroad.

The Dam Good Trading Co

The DGTC has carved out a steady niche in the north, treating the Slick economy as both opportunity and proving ground. Unlike the Barons of Fort Mac or the vampire financiers of Ed-Town, the Beaverfolk traders frame their presence in terms of stewardship and mutual gain—though their prices still bite. They maintain fortified lodges and forts along key waterways and portages, using the Athabasca and Mackenzie corridors as their lifelines.  

Kalyna Country

Grain and livestock in exchange for Slick. Their psychic crystal forests also feed an exchange of unstable alchemical reagents, as well as the Mackenzie Trade Web.

Plot Hooks

General

  1. Ooze Round-Up – A camp hires the PCs to help corral a rogue colony of tar oozes. The herd is more intelligent than expected—and whispering with the Steep’s voice.
  2. The Burning Lake – Gregoire Lake has caught fire, and something massive stirs beneath its boiling waters.
  3. Ol’ Scoopy’s Descent – The AI digger still operates deep in the pit. A group of prospectors claims to guard a vault of untouched pre-Fall technology.
  4. The Plastic Plague – Spores from plastic blooms are infecting workers, twisting them into living mannequins of melted flesh.
  5. Steep Awakening – The Steep is trying to push beyond the Dig, using ooze-ridden beasts as carriers. Stopping it may require descending into the heart of Millennium Mine.

Camp Hooks

  1. The Wrangler’s Funeral – A camp’s favorite wrangler died “riding the Slick.” The PCs are invited to the wake, only for the corpse to start whispering with the Steep’s voice.
  2. Mask Shortage – A filter shipment never arrived. The camp asks the PCs to run a trade deal before everyone suffocates.
  3. Scoopy’s Call – Workers swear they hear their names called from deep in the pit. The PCs are hired to check if Ol’ Scoopy has awoken… or if it’s the Steep.

Trade Hooks

  1. The Crawler Convoy – A Slick caravan has gone missing along Highway 63. Did raiders hit it, or did the barrels themselves revolt?
  2. Blood for Fuel – A Beaumont vampire embassy offers a high price for steady Slick shipments. The camp needs PCs to guarantee safe delivery… but rival buyers might not allow it.
  3. The River Runs Black – Barges bound for Kalyna Country are disappearing on the Athabasca. Rumors whisper of a new Steep hive beneath the waterline.
  4. Smuggler’s Gambit – The Arsenault Angel Company wants rare ooze strains transported out of the Dig. The job is lucrative, but the cargo hungers.


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