--- "Blackwood" Warehouse (Smugglers' Den) Map ---
[Overgrown Loading Bay (1) - Entrance] --- [Main Storage Floor (2)] --- [Foreman's Abandoned Office (3)] | | [Crate Maze A (4)] --- [Makeshift Workshop (5)] --- [Guard's Quarters (6)] | | [Hidden Cellar Access (7)] --- [Secure Goods Area (8)] --- [The Star Shard Cache (9) - Objective]
--- Area 1 (Overgrown Loading Bay - Entrance) --- Description: The massive, weather-beaten loading bay doors hang ajar, revealing an interior choked with dust and cobwebs. Lush, aggressive vines have begun to creep in through shattered windows and cracks in the brickwork. The air is still and thick with the scent of damp earth and decay. This is the primary entry point. Exits/Connections: To Main Storage Floor (2) (East).
--- Area 2 (Main Storage Floor) --- Description: This vast, open floor is sparsely populated with scattered, empty crates and forgotten industrial machinery. Dust lies thick on every surface, undisturbed for weeks. The silence here is profound, broken only by the occasional scurry of unseen creatures. Exits/Connections: To Overgrown Loading Bay (1) (West), To Foreman's Abandoned Office (3) (North), To Crate Maze A (4) (South). Creatures: It has creatures (type: bandits).
--- Area 3 (Foreman's Abandoned Office) --- Description: This small office is coated in a thick layer of dust, suggesting it hasn't been used in years. An overturned chair and scattered, faded ledgers hint at a hasty departure. A single, grimy window looks out onto the desolate yard. Exits/Connections: To Main Storage Floor (2) (South).
--- Area 4 (Crate Maze A) --- Description: Hundreds of crates, varying in size and origin, are haphazardly stacked in this section of the warehouse, forming a confusing and claustrophobic maze. Many are sealed, others broken open, revealing straw packing or mundane goods. The faint smell of stale tobacco clings to the air. Exits/Connections: To Main Storage Floor (2) (North), To Makeshift Workshop (5) (East). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 5 (Makeshift Workshop) --- Description: This area has been crudely converted into a workshop. A battered workbench is covered in metal filings, simple tools, and discarded fragments of wood. The air smells of sawdust and cheap oil. A few half-finished, unremarkable wooden carvings lie forgotten on the bench. Exits/Connections: To Crate Maze A (4) (West), To Guard's Quarters (6) (North), To Hidden Cellar Access (7) (South). Trap: It contains a trap (type: tripwire connected to a falling stack of empty barrels). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 6 (Guard's Quarters) --- Description: This section serves as crude sleeping quarters for the bandits. Several stained mattresses lie on the floor, surrounded by discarded food scraps and empty bottles. The air is thick with the unpleasant odor of unwashed bodies and stale ale. Weapons are propped carelessly against the walls. Exits/Connections: To Makeshift Workshop (5) (South). Secret Passages/Areas: A loose brick in the wall behind a particularly dirty mattress (Perception DC 17 to find) conceals a small, secret stash containing a few bandit coins or a crude map of local patrol routes.
--- Area 7 (Hidden Cellar Access) --- Description: Tucked away behind a stack of particularly large, seemingly forgotten crates is a heavy, padlocked trapdoor leading down into darkness. The air here is noticeably cooler and carries a faint, musty scent. A few boot prints are visible in the dust near the trapdoor. Exits/Connections: To Makeshift Workshop (5) (North), To Secure Goods Area (8) (East). Creatures: It has creatures (type: bandits).
--- Area 8 (Secure Goods Area) --- Description: This section of the warehouse is more organized, with valuable goods neatly stacked and secured with chains or tarpaulins. The air is surprisingly clean here, and the light is dimmer, suggesting a more deliberate control over this space. Exits/Connections: To Hidden Cellar Access (7) (West), To The Star Shard Cache (9) (South). Trap: It contains a trap (type: pressure plate triggering a cross-corridor bolt launcher). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Piercing Damage. Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 9 (The Star Shard Cache - Objective) --- Description: This small, heavily fortified room is the heart of the smuggling operation. Inside, on a velvet-lined pedestal bathed in a faint, ethereal glow, rests Lady Seraphina's prized heirloom, the necklace. The "shard of a fallen star" within it pulses with a subtle, internal light, unmistakably the genuine article. Around it are other rare, stolen magical items, indicating a sophisticated network. Exits/Connections: To Secure Goods Area (8) (North). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, likely the disgraced former servant who stole the necklace, or the cunning leader of the sophisticated smuggling ring. The objective is to discreetly recover "Lady Seraphina's prized heirloom" (the necklace) and, in doing so, "expose the network responsible" by discovering documents or clues within this highly secure final room that reveal the full scope of their operations. The "secret" of the necklace itself might be hinted at here, if the player chooses to investigate further.