Retrieve Medicine for a sick sibling
[Storage Office (1)] --- [Main Loading Bay (2)] --- [Crate Storage A (3)] --- [Shipping Office (4)] | | | | [Security Checkpoint (5)] --- [Crate Storage B (6)] | | | | [Workshop (7)] --- [Break Room (8)] --- [Medical Supply Storage (9) - Objective] | | [Underground Cellar (10) - Secret]
--- Area 1 (Storage Office) --- Description: This small, cluttered office smells faintly of stale coffee and dust. Stacks of old manifests and broken equipment lie haphazardly across a desk, and a single, grime-covered window looks out onto a grimy brick wall. Exits/Connections: To Main Loading Bay (2) (North). Features: Overturned desk, empty shelves, cobwebs.
--- Area 2 (Main Loading Bay) --- Description: A vast, open space with a high ceiling, this loading bay is chilly and echoes with every footstep. Large, roll-up doors stand shut on one side, and several forklifts are parked haphazardly. The air is thick with the scent of oil and old wood. Exits/Connections: To Storage Office (1) (South), To Crate Storage A (3) (East), To Security Checkpoint (5) (North). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 3 (Crate Storage A) --- Description: Towering stacks of wooden crates fill this section of the warehouse, creating a labyrinthine path. Many crates are dusty and appear undisturbed, while others show signs of recent movement. Exits/Connections: To Main Loading Bay (2) (West), To Shipping Office (4) (North), To Crate Storage B (6) (South). Trap: It contains a trap (type: collapsing crate stack). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage. Creatures: It has creatures (type: bandits).
--- Area 4 (Shipping Office) --- Description: This smaller office, unlike the first, appears more organized, with ledgers neatly stacked and a functioning looking desk lamp casting a dim glow. Papers with shipping labels are scattered across a large table. Exits/Connections: To Crate Storage A (3) (South).
--- Area 5 (Security Checkpoint) --- Description: A makeshift security booth made from stacked crates and corrugated metal stands here, with a crude wooden barricade blocking the path forward. Flickering fluorescent lights hum overhead. Exits/Connections: To Main Loading Bay (2) (South), To Crate Storage B (6) (East), To Workshop (7) (North). Trap: It contains a trap (type: tripwire connected to alarm bell). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Sonic Damage. Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 6 (Crate Storage B) --- Description: This section of the warehouse is even more densely packed with crates than the first, with narrow, winding passages between them. The air here is colder, and there's a faint metallic tang. Exits/Connections: To Crate Storage A (3) (North), To Security Checkpoint (5) (West), To Break Room (8) (East). Secret Passages/Areas: A loose panel behind a stack of barrels (Perception DC 16 to find) opens into the Underground Cellar (10).
--- Area 7 (Workshop) --- Description: Tools of various sizes hang neatly on pegboards in this surprisingly organized workshop. A large workbench is covered in metal shavings and partially disassembled mechanical parts. The smell of oil and grinding metal is strong here. Exits/Connections: To Security Checkpoint (5) (South), To Break Room (8) (East).
--- Area 8 (Break Room) --- Description: This small, dingy room has a stained coffee maker, a few mismatched chairs, and a table littered with discarded food wrappers. The walls are adorned with crude, hand-drawn pin-ups and notices. Exits/Connections: To Workshop (7) (West), To Crate Storage B (6) (West), To Medical Supply Storage (9) (North). Creatures: It has creatures (type: bandits).
--- Area 9 (Medical Supply Storage) --- Description: This chamber is cleaner and more organized than the rest of the warehouse. Shelves are neatly lined with various medical containers, bottles, and bandages. A faint antiseptic smell hangs in the air, hinting at the valuable contents within. This is where the medicine is held. Exits/Connections: To Break Room (8) (South). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, a powerful leader of the bandits, who guards the medical supplies needed to retrieve the medicine for a sick sibling. The medicine is prominently displayed on a central shelf, perhaps behind a locked cage or on a pedestal, emphasizing its importance.
--- Area 10 (Underground Cellar) --- Description: This hidden cellar is damp and dark, with a low ceiling supported by rough-hewn wooden beams. The air is musty, and the only items present are a few moldy crates and a lingering sense of disuse. Exits/Connections: To Crate Storage B (6) (Secret Passage). Trap: It contains a trap (type: noxious gas vent). Perception DC 12 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Poison Damage.