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Steamunk Mafia: “The Gears of Vice”

Setting: City of 8. Brimstone Gazette: A newspaper office that can


provide vital information but is also suspected of
Brimstone being influenced by the mafia.
Brimstone is a bustling metropolis characterized by 9. The Gearbox: A high-end hotel and restaurant that
steam-powered trains, factories belching smoke, and serves as neutral ground for the various factions to
intricate machinery embedded into its very meet.
infrastructure. The city is divided into various districts, 10. The Clocktower: Said to be the control center for the
each ruled by different mafia families. city’s steam and gear mechanisms; a potential target
for sabotage.
Factions:
1. The Ironclads: Control the railways and are in Adventure Hooks:
charge of importing and exporting goods. Known for 1. The Brass Heist: The party is tasked to steal or
their ruthless efficiency. intercept a shipment of precious brass needed for
2. Cogswell Family: Specialize in the creation and automaton production.
distribution of illegal automatons for fighting, 2. Boxing Shadows: Investigate a series of mysterious
gambling, and other illicit activities. deaths in the underground boxing world of the Brass
3. The Sootblowers: Own the factories and are Knuckles.
responsible for producing most of the steam that 3. Smoke and Mirrors: The Sootblowers are accused of
powers the city. poisoning the city’s air supply with a deadly toxin; is
4. The Brass Knuckles: A violent gang that provides this a set-up or an internal coup?
muscle-for-hire and specializes in underground 4. Clocktower Conspiracy: Plans for the Clocktower
boxing matches. have gone missing; the party must retrieve them
before they fall into the wrong hands.
Main Plot: 5. The Great Train Caper: A secret meeting on a
The party starts as a group of private investigators, moving train controlled by the Ironclads; the party
bounty hunters, or aspiring gangsters. They are must infiltrate it to gather evidence.
approached by a mysterious informant known only as 6. Cogs of War: The Cogswells have developed a new
“Mr. Wheel,” who provides them with evidence pointing type of war automaton; can the party intercept it
to a grand conspiracy: a plot to assassinate key figures before it’s used for nefarious purposes?
in the Brimstone government and replace them with
mafia-controlled doppelgangers—automatons created by
the Cogswell Family.
Key Locations:
1. Central Terminal: A major railway hub controlled by
the Ironclads, ripe for investigation or a dramatic
confrontation.
2. Cogswell Manor: An opulent mansion where the
Cogswell Family lives and conducts its business.
3. The Boiler Room: An underground club known for
gambling and illicit automatons; owned by the
Sootblowers.
4. The Factory District: A grimy, dangerous area full of
working-class folks and factory workers, controlled
by the Sootblowers.
5. Red Leather Gym: An underground boxing arena
where the Brass Knuckles hold their fights.
6. City Hall: An imposing structure, with labyrinthine
offices where corrupt officials make deals with mob
families.
7. Grey Alley: A notorious backstreet known for being a
black market where anything and everything is for
sale.

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