Retrieve the Sky Iron Ore
-- Warehouse Dungeon Map ---
[Main Entrance (1)] --- [Overseer's Alcove (2)] --- [Guard Barracks (3)] | | | | [Loading Yard East (4)] --- [Central Stockpile (5)] --- [Loading Yard West (6)] | | | | | | [Stacked Crates A (7)] --- [Wagon Repair Bay (8)] --- [Stacked Crates B (9)] | | | | [Underground Smugglers' Tunnel (10) - Secret] [Vault Antechamber (11)] --- [Sky Iron Vault (12) - Objective]
--- Area 1 (Main Entrance) --- Description: The massive, rusted iron doors of the warehouse stand slightly ajar, creaking ominously in an unseen breeze. Dust motes dance in the slivers of light filtering through high, grimy grates, illuminating a wide, open space that smells of disuse and damp stone. Exits/Connections: To Overseer's Alcove (2) (East), To Loading Yard East (4) (South).
--- Area 2 (Overseer's Alcove) --- Description: This small, shuttered alcove was likely an overseer's station. A splintered wooden desk is overturned, and scattered tally sticks and torn ledgers lie on the floor. A lingering scent of stale pipe smoke hangs faintly in the air. Exits/Connections: To Main Entrance (1) (West), To Guard Barracks (3) (East), To Central Stockpile (5) (South).
--- Area 3 (Guard Barracks) --- Description: This heavily fortified room contains several crude cots, a discarded leather jerkin, and a locked weapon rack. The air is cold, and the only sound is the persistent drip of water from a cracked pipe in the ceiling. Exits/Connections: To Overseer's Alcove (2) (West). Trap: It contains a trap (type: tripwire-activated poisonous gas phial). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Poison Damage.
--- Area 4 (Loading Yard East) --- Description: High stacks of empty wooden pallets and discarded packing straw line the walls of this loading area. A large, broken set of double doors allows a gusty wind to sweep through, rattling loose sheets of metal sheathing. Exits/Connections: To Main Entrance (1) (North), To Central Stockpile (5) (East), To Stacked Crates A (7) (South). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 5 (Central Stockpile) --- Description: This cavernous space is filled with a chaotic jumble of crates, barrels, and ancient machinery. Narrow, winding paths weave between the towering stacks, making navigation difficult and vision limited. The air is thick with dust and the scent of aged wood. Exits/Connections: To Overseer's Alcove (2) (North), To Loading Yard East (4) (West), To Loading Yard West (6) (East), To Wagon Repair Bay (8) (South). Secret Passages/Areas: A false wall disguised as a stack of empty barrels (Perception DC 17 to find) leads to the Underground Smugglers' Tunnel (10). Creatures: It has creatures (type: bandits).
--- Area 6 (Loading Yard West) --- Description: Similar to its eastern counterpart, this bay is dominated by a non-functional loading ramp and scattered debris. The silence here is broken only by the distant creaking of the warehouse structure. Exits/Connections: To Central Stockpile (5) (West), To Stacked Crates B (9) (South). Trap: It contains a trap (type: floor plate triggering falling crates). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 7 (Stacked Crates A) --- Description: Impossibly high stacks of sealed wooden crates reach almost to the ceiling in this dense section of the warehouse. The labels on the crates are faded or unreadable, hinting at long-forgotten contents. Exits/Connections: To Loading Yard East (4) (North). Creatures: It has creatures (type: bandits).
--- Area 8 (Wagon Repair Bay) --- Description: This area smells strongly of axle grease and splintered wood. Several broken-down wagons are parked here, one with a shattered wheel, another missing its hitch. Various tools and spare parts are strewn across a grimy workbench. Exits/Connections: To Central Stockpile (5) (North). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 9 (Stacked Crates B) --- Description: Unlike the other crate sections, some of the crates here appear to have been recently opened, their contents partially spilling out. The air is still and heavy, and a faint metallic smell is discernible. Exits/Connections: To Loading Yard West (6) (North), To Vault Antechamber (11) (South). Trap: It contains a trap (type: pressure plate activating a weighted net trap). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Entanglement Damage.
--- Area 10 (Underground Smugglers' Tunnel) --- Description: This narrow, damp earthen tunnel seems to have been crudely dug beneath the warehouse. The air is cool and stagnant, and the only light comes from faint glows of phosphorescent moss on the uneven walls. Exits/Connections: To Central Stockpile (5) (Secret Passage).
--- Area 11 (Vault Antechamber) --- Description: This small, reinforced room serves as a buffer before the main vault. The walls are made of thick, unyielding stone, and a single, heavy iron door, marred with scratch marks, dominates one wall. A sense of foreboding hangs in the still air. Exits/Connections: To Stacked Crates B (9) (North), To Sky Iron Vault (12) (South). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 12 (Sky Iron Vault) --- Description: The vault itself is surprisingly small but incredibly robust. Gleaming with a faint, unnatural blue light, a substantial chunk of Sky Iron ore rests on a reinforced pedestal in the center of the room. The air here feels strangely charged, almost magnetic. Exits/Connections: To Vault Antechamber (11) (North). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, a formidable leader of the bandits, who is guarding the valuable Sky Iron ore. The ore is prominently displayed on a pedestal or secured within a protective magical field, emphasizing its importance as the objective.