Retrieve Sextant
--- Smugglers' Warehouse Map ---
[Overturned Cargo Yard (1) - Entrance] --- [Main Loading Dock (2)] --- [Foreman's Office (3)] | | [Central Storage A (4)] --- [Sorting Bay (5)] --- [Makeshift Barracks (6)] | | [Contraband Stash (7)] --- [Hidden Vault Antechamber (8)] --- [Enchanted Goods Vault (9) - 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. A few heavily laden, unhitched wagons stand silently. The air smells of damp wood and stagnant water. This is the primary entry point to the warehouse's operations. Exits/Connections: To Main Loading Dock (2) (East).
--- Area 2 (Main Loading Dock) --- Description: The covered loading dock stretches along the side of the warehouse, sheltered by a broad overhang. Various pulley systems and winches hang idle, covered in dust. 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 Foreman's Office (3) (North), To Central Storage A (4) (South). Creatures: It has creatures (type: bandits).
--- Area 3 (Foreman's Office) --- Description: This small, cluttered office overlooks the loading dock through a grimy window. A heavy, iron-bound desk is piled with ledgers and manifests, though many appear to be blank or intentionally misleading. A smoldering pipe rests in an ash tray. Exits/Connections: To Main Loading Dock (2) (South).
--- Area 4 (Central Storage A) --- Description: This vast section of the warehouse is filled with towering stacks of crates and barrels, many 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 Sorting Bay (5) (East). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 5 (Sorting Bay) --- Description: A large, open space where goods are clearly processed and re-packaged. Empty wooden crates, bundles of straw, and various packing tools are scattered across the floor. The air is filled with the faint, sweet scent of exotic spices and the dry tang of raw wood. Exits/Connections: To Central Storage A (4) (West), To Makeshift Barracks (6) (North), To Contraband Stash (7) (South). Trap: It contains a trap (type: tripwire activating a falling net of packing materials). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Entanglement/Bludgeoning.
--- Area 6 (Makeshift Barracks) --- Description: This area is clearly converted into living quarters for the smugglers. Crude cots line the walls, and discarded food scraps litter the floor. The air is heavy with the smell of unwashed bodies, stale ale, and cheap tobacco. Weapons are haphazardly propped against the walls. Exits/Connections: To Sorting Bay (5) (South). Secret Passages/Areas: A loose floorboard under one of the cots (Perception DC 16 to find) conceals a small, waterproof pouch containing a few illicitly gained coins or a coded message.
--- Area 7 (Contraband Stash) --- Description: Hidden from immediate view by a wall of empty crates, this area contains an illicit stash of goods. Flasks of potent, unlabeled liquor, bundles of raw, uncut gems, and exotic animal pelts are haphazardly piled here. The air is pungent with various strong odors. Exits/Connections: To Sorting Bay (5) (North), To Hidden Vault Antechamber (8) (East). Creatures: It has creatures (type: bandits).
--- Area 8 (Hidden Vault Antechamber) --- Description: This small, heavily reinforced chamber acts as a buffer before the true vault. The walls are made of thick, unyielding stone, and a single, exceptionally heavy iron door, bearing complex locking mechanisms and faint arcane wards, dominates one wall. A faint magical hum can be felt in the air. Exits/Connections: To Contraband Stash (7) (West), To Enchanted Goods Vault (9) (East). Trap: It contains a trap (type: pressure plate triggering a burst of silencing gas). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Deafening/Stun. Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 9 (Enchanted Goods Vault - Objective) --- Description: This heavily guarded vault is smaller than expected, but its purpose is immediately clear. Shelves are lined with an array of finely crafted, glowing, or strangely humming magical artifacts. In the center, on a velvet cushion, rests the genuine, magically enchanted sextant, subtly pulsing with arcane energy, unmistakably distinct from a mundane replica. Exits/Connections: To Hidden Vault Antechamber (8) (West). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, likely the cunning leader of the smuggling ring or a magically adept agent responsible for the swap. The objective is to "track the real sextant" and "expose the network responsible" by retrieving the genuine sextant from this secure location and perhaps finding a ledger or document here that details the smuggling ring's operations and members.