--- "Crimson Tide" Warehouse (Morequindi Infiltration) Map ---
[Exterior Loading Dock (1) - Entrance] --- [Main Warehouse Floor (2)] --- [Supervisor's Office (3)] | | [Crate Storage Alpha (4)] --- [Guard Bunkroom (5)] --- [Common Mess Hall (6)] | | [Crate Storage Beta (7)] --- [Maintenance Bay (8)] --- [Smugglers' Personal Stash (9)] | | [Hidden Passage Entrance (10)] --- [Abyssal Relic Chamber (11)] --- ["Heavy Textiles" Cache (12) - Objective]
--- Area 1 (Exterior Loading Dock - Entrance) --- Description: The massive, grimy loading bay doors of the warehouse stand half-open, revealing a dark interior. The outdoor dock is littered with splintered pallets and discarded packing materials. The air is thick with the scent of damp wood and stagnant water, and faint, unnatural scorch marks mar the concrete. This is the primary point of entry. Exits/Connections: To Main Warehouse Floor (2) (East).
--- Area 2 (Main Warehouse Floor) --- Description: This cavernous space is largely empty, but the floor is heavily stained and scarred, showing signs of frequent, hurried movement. The high ceiling is draped with thick, unsettlingly dark cobwebs that shimmer faintly in any light. A subtle, cold draft sweeps through the area. Exits/Connections: To Exterior Loading Dock (1) (West), To Supervisor's Office (3) (North), To Crate Storage Alpha (4) (South). Creatures: It has creatures (type: bandits).
--- Area 3 (Supervisor's Office) --- Description: This small, glass-fronted booth overlooks the main floor. The desk inside is overturned, and scattered ledgers lie on the floor, many with pages torn out. A few discarded, mundane trade manifests are visible, though they don't seem to account for the true scale of operations. Exits/Connections: To Main Warehouse Floor (2) (South).
--- Area 4 (Crate Storage Alpha) --- Description: Towering stacks of wooden crates, all stenciled with generic "textile" labels, fill this section of the warehouse. Many are sealed, but a few have been clumsily forced open, revealing nothing but packing straw. The air is dry and dusty. Exits/Connections: To Main Warehouse Floor (2) (North), To Guard Bunkroom (5) (East), To Crate Storage Beta (7) (South). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 5 (Guard Bunkroom) --- Description: This cramped room is filled with several crude cots, discarded food scraps, and empty bottles. The air is thick with the smell of stale ale and unwashed bodies. Weapons are haphazardly propped against the grimy walls, and suspicious scuff marks lead to a hidden space. Exits/Connections: To Crate Storage Alpha (4) (West), To Common Mess Hall (6) (South). Secret Passages/Areas: A loose floorboard under a particularly unkempt cot (Perception DC 16 to find) conceals a small, personal pouch containing a few illicitly gained coins and a crude, half-eaten block of a strange, dark, subterranean fungus.
--- Area 6 (Common Mess Hall) --- Description: This communal area is a mess of overturned tables and benches, stained with food and drink. The remnants of a recent, chaotic meal are evident. The walls bear crude carvings of various gang symbols, but also a few unsettling, elegant, spider-like symbols subtly integrated. Exits/Connections: To Guard Bunkroom (5) (North). Trap: It contains a trap (type: tripwire connected to a clattering cascade of rusted tools). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Sonic/Alarm.
--- Area 7 (Crate Storage Beta) --- Description: Similar to Alpha, but these crates seem more carefully stacked. The air is still and cold, and a faint, sweet, earthy scent (like damp soil and mushrooms) lingers, out of place in a warehouse. Exits/Connections: To Crate Storage Alpha (4) (North), To Maintenance Bay (8) (East). Creatures: It has creatures (type: bandits).
--- Area 8 (Maintenance Bay) --- Description: This area is filled with various disused tools, broken handcarts, and spare parts. The air smells strongly of oil and rust. A patch of floor here seems unusually clean, as if something heavy has recently been dragged across it. Exits/Connections: To Crate Storage Beta (7) (West), To Smugglers' Personal Stash (9) (South). Trap: It contains a trap (type: rusted gantry crane rigged to drop a heavy counterweight). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 9 (Smugglers' Personal Stash) --- Description: Tucked away behind a stack of seemingly mundane crates, this area contains the rival gang's personal ill-gotten gains: small bags of coins, stolen trinkets, and a few flasks of potent, unlabeled liquor. However, tucked among them are a few small, intricately carved obsidian spiders. Exits/Connections: To Maintenance Bay (8) (North), To Hidden Passage Entrance (10) (East). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 10 (Hidden Passage Entrance) --- Description: A section of the warehouse wall here is unnaturally dark, draped with heavy, unnatural cobwebs that seem to pulse faintly in the dim light. A small, almost invisible opening is partially obscured by hanging burlap sacks, leading into a deeper, colder part of the warehouse. The air grows noticeably colder, carrying a distinct earthy, fungal odor. Exits/Connections: To Smugglers' Personal Stash (9) (West), To Abyssal Relic Chamber (11) (East).
--- Area 11 (Abyssal Relic Chamber) --- Description: This chamber feels utterly alien to the rest of the warehouse. The air is impossibly cold, and the walls are covered in shimmering, bioluminescent fungus that casts an eerie, purplish glow. Strange, elegant, web-like structures stretch from floor to ceiling, woven from an unknown, dark material. A low, guttural murmur seems to resonate from the deeper shadows. This is where the direct influence of the Moquendi becomes apparent. Exits/Connections: To Hidden Passage Entrance (10) (West), To "Heavy Textiles" Cache (12) (South). Creatures: It has creatures (type: Moquendi). Encounter Type: Battle Area
--- Area 12 ("Heavy Textiles" Cache - Objective) --- Description: This innermost chamber is protected by heavy, reinforced iron doors, etched with faint, unsettling Moquendi symbols. Inside, the room is dominated by a single, large, unadorned wooden crate, tightly bound with strange, almost living webbing. A faint, sickeningly sweet yet pungent aroma, unmistakably that of "Abyss-touched fungi," emanates from within. This is the cargo Grok needs. Exits/Connections: To Abyssal Relic Chamber (11) (North). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final confrontation. The "boss" here is likely a cunning Moquendi agent or a powerful rival gang leader who has made a pact with the Moquendi, guarding the "stolen cargo." The objective is to retrieve the "crate of rare Abyss-touched fungi" before the Morequindi buyer sends enforcers, thus saving Grok and potentially exposing the illicit smuggling operation.