Tuesday, June 24, 2025

Ironwood Docks Warehouse (Arson Investigation) Map

 --- "Ironwood Docks" Warehouse (Arson Investigation) Map ---

[Overturned Cargo Yard (1) - Entrance] --- [Main Loading Dock (2)] --- [Supervisor's Booth (3)] | | | | [Storage Bay Alpha (4)] --- [Forklift Repair Pit (5)] --- [Storage Bay Beta (6)] | | | | | | [Receiving Office (7)] --- [Central Aisle (8)] --- [Packing & Crating (9)] | | | | | | [Hazardous Materials Lockup (10)] --- [Smugglers' Cache (11)] --- [Disused Cold Storage (12)] | | | | [Generator Room (13)] --- [Arsonist's Hidden Den (14)] --- [Plot Chamber (15) - Objective]

--- Area 1 (Overturned Cargo Yard - Entrance) --- Description: This outdoor yard, serving as the main approach to the warehouse, is a chaotic jumble of splintered crates, discarded packing straw, and mud-churned earth. The remnants of a recent, smaller fire are evident in scorched earth and blackened debris. The air smells of damp wood and stale smoke. This is the primary entry point for the "infiltrators." Exits/Connections: To Main Loading Dock (2) (East).

--- Area 2 (Main Loading Dock) --- Description: The broad, covered loading dock stretches along the side of the warehouse, sheltered by a broad overhang. Various manual pulley systems and a large, unused freight scale stand idle. The air is still and cool, carrying the faint scent of old canvas and wood polish. Heavy, sliding doors lead into the warehouse interior. Exits/Connections: To Overturned Cargo Yard (1) (West), To Supervisor's Booth (3) (North), To Storage Bay Alpha (4) (South). Creatures: It has creatures (type: bandits - disguised as longshoremen).

--- Area 3 (Supervisor's Booth) --- Description: This small, glass-fronted (or barred-windowed) booth overlooks the loading dock. Inside, a sturdy desk holds a few ledgers and a discarded pipe. A suspicious stain darkens a section of the wooden floor near the desk. Exits/Connections: To Main Loading Dock (2) (South).

--- Area 4 (Storage Bay Alpha) --- Description: This vast section of the warehouse is filled with towering stacks of general cargo crates, some reaching almost to the high ceiling. Narrow, winding paths weave between the piles, making the area feel like a disorienting labyrinth. Dust motes dance in the few shafts of light that pierce the gloom. Exits/Connections: To Main Loading Dock (2) (North), To Forklift Repair Pit (5) (East), To Receiving Office (7) (South). Creatures: It has creatures (type: bandits - disguised as longshoremen). Encounter Type: Battle Area

--- Area 5 (Forklift Repair Pit) --- Description: This area, smelling strongly of grease and hydraulic fluid, features a sunken pit for repairs. Several large, wheeled carts or hand trucks are parked here, along with various heavy tools and spare parts. A recent oil spill stains the concrete floor. Exits/Connections: To Storage Bay Alpha (4) (West), To Storage Bay Beta (6) (East), To Central Aisle (8) (South). Trap: It contains a trap (type: hidden pressure plate triggering a burst of flammable gas from a leaky pipe). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Fire Damage.

--- Area 6 (Storage Bay Beta) --- Description: Similar to Alpha, this bay is packed with goods, though these crates appear slightly more valuable or fragile. The air here is still and somewhat humid, and the occasional creak of settling timbers can be heard. Exits/Connections: To Forklift Repair Pit (5) (West), To Packing & Crating (9) (South). Creatures: It has creatures (type: bandits - disguised as longshoremen).

--- Area 7 (Receiving Office) --- Description: A small office cluttered with incoming manifests, tally sheets, and customs forms. The air here is dry and smells of old paper. A bulletin board is plastered with various notices, some recent, some faded. Exits/Connections: To Storage Bay Alpha (4) (North), To Central Aisle (8) (East), To Hazardous Materials Lockup (10) (South).

--- Area 8 (Central Aisle) --- Description: This wide, main aisle stretches through the heart of the warehouse, acting as a thoroughfare. Overhead gantry cranes hang motionless, and the sheer scale of the place is evident here. Burn marks on the floor, though small, are more frequent here than elsewhere. Exits/Connections: To Forklift Repair Pit (5) (North), To Receiving Office (7) (West), To Packing & Crating (9) (East), To Smugglers' Cache (11) (South). Creatures: It has creatures (type: bandits - disguised as longshoremen). Encounter Type: Battle Area

--- Area 9 (Packing & Crating) --- Description: This area is dedicated to the final preparation of goods for shipment. Workbenches are covered in wood shavings, packing straw, and tools for sealing crates. A few empty barrels of pitch or lamp oil stand near a workbench, perhaps used for repairs, perhaps for something more sinister. Exits/Connections: To Storage Bay Beta (6) (North), To Central Aisle (8) (West), To Disused Cold Storage (12) (South). Trap: It contains a trap (type: rigged crate designed to fall and pin). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning/Restraint.

--- Area 10 (Hazardous Materials Lockup) --- Description: A heavily reinforced chamber with a single, thick iron door. Inside, secure shelving units hold various volatile or dangerous substances in clearly labeled (or deceptively unlabeled) containers. The air is sharp with the scent of chemicals. Exits/Connections: To Receiving Office (7) (North), To Smugglers' Cache (11) (East), To Generator Room (13) (South). Secret Passages/Areas: A false wall disguised as a stack of empty chemical barrels (Perception DC 17 to find) conceals a narrow passage leading to a secret, personal stash of arson tools or a small amount of illicit, highly flammable liquid.

--- Area 11 (Smugglers' Cache) --- Description: Tucked away behind a false wall of mundane goods, this area reveals a hidden cache of illicit items: exotic furs, smuggled liquor, and a few locked strongboxes. The air is surprisingly fresh, as if rarely disturbed. Exits/Connections: To Central Aisle (8) (North), To Hazardous Materials Lockup (10) (West), To Arsonist's Hidden Den (14) (South). Creatures: It has creatures (type: bandits - potentially off-duty or guarding specific goods).

--- Area 12 (Disused Cold Storage) --- Description: This large, metal-lined chamber is unusually cold and damp. The refrigeration unit is long defunct, but the lingering chill and the smell of mildew persist. Empty meat hooks hang from the ceiling, swaying slightly. Exits/Connections: To Packing & Crating (9) (North), To Plot Chamber (15) (South). Trap: It contains a trap (type: rusted machinery collapsing when disturbed). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Piercing Damage.

--- Area 13 (Generator Room) --- Description: This noisy room houses a large, clanking steam engine and various gears that power parts of the warehouse. The air is hot and humid, smelling of coal smoke and oil. Loose tools lie about, and the floor vibrates gently. Exits/Connections: To Hazardous Materials Lockup (10) (North), To Arsonist's Hidden Den (14) (East). Creatures: It has creatures (type: bandits - potentially an engineer or guard).

--- Area 14 (Arsonist's Hidden Den) --- Description: A grimy, secluded space, partially walled off from the main warehouse. Crude cots and a makeshift table are here, along with empty bottles and discarded, oil-soaked rags. The walls are covered in disturbing diagrams of warehouse layouts with highlighted "weak points" for structural integrity or highly flammable areas. Exits/Connections: To Smugglers' Cache (11) (North), To Generator Room (13) (West), To Plot Chamber (15) (East). Creatures: It has creatures (type: bandits - possibly the arsonists themselves). Encounter Type: Battle Area (Potential confrontation with a small cell of arsonists)

--- Area 15 (Plot Chamber - Objective) --- Description: This dark, claustrophobic chamber is the innermost sanctum of the arsonists. A large map of the entire dock district, including the warehouse, is crudely tacked to one wall, marked with planned ignition points and escape routes. Several barrels of highly volatile lamp oil and sacks of pitch-soaked kindling are stacked nearby, along with a detailed schedule for upcoming "accidental" fires. Exits/Connections: To Disused Cold Storage (12) (North), To Arsonist's Hidden Den (14) (West). Objective: This area is designed for the final confrontation or discovery related to the arsonists' plot. There is no traditional "boss mob" but rather the crucial evidence. The objective is to "uncover the arsonists' plot" by finding the detailed plans (the map with ignition points, the schedule of fires) and possibly identifying key members of the "disgruntled guild or extremist group" through documents or symbols found here, thus preventing future fires and fulfilling Captain Hammerfall's request for "concrete proof."

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