Monday, June 23, 2025

Retrieve Stolen Blueprints

 Retrieve Stolen Blueprints


Artisan Workshop Dungeon Map 

[GROUND FLOOR] [Main Entrance (GF1)] --- [Reception Area (GF2)] --- [Showroom (GF3)] | | [Workshop Floor 1 (GF4)] --- [Storage Room (GF5)] | | (Stairs Up) V [SECOND STORY] [Stairwell Landing (SF1)] --- [Workshop Floor 2 (SF2)] --- [Material Prep (SF3)] | | [Private Office (SF4) - Objective] | | [Hidden Alcove (SF5) - Secret]

--- Ground Floor ---

--- GF1 (Main Entrance) --- Description: The heavy wooden doors of the workshop stand slightly ajar, revealing a grand but dusty entrance hall. Ornate carvings adorn the walls, now partially obscured by cobwebs. A faint scent of woodsmoke and old metal hangs in the air. Exits/Connections: To Reception Area (GF2) (East).

--- GF2 (Reception Area) --- Description: A circular desk, now overturned, dominates this once elegant reception area. Broken pottery and scattered papers litter the floor, signs of a recent struggle or hurried departure. Light filters in from a high, grimy window. Exits/Connections: To Main Entrance (GF1) (West), To Showroom (GF3) (North), To Workshop Floor 1 (GF4) (South). Creatures: It has creatures (type: bandits).

--- GF3 (Showroom) --- Description: Numerous display cases, many shattered, line the walls of this once-impressive showroom. Remnants of intricate metalwork and finely carved wooden figurines lie scattered on the floor, testament to the artisan's lost craft. Exits/Connections: To Reception Area (GF2) (South).

--- GF4 (Workshop Floor 1) --- Description: This large, open workshop floor is filled with various workbenches, anvils, and half-finished projects. Tools lie haphazardly, and a forge in one corner is cold, its embers long extinguished. The air is thick with the scent of sawdust and coal. Exits/Connections: To Reception Area (GF2) (North), To Storage Room (GF5) (East), Stairs up to Stairwell Landing (SF1). Trap: It contains a trap (type: spring-loaded blade from workbench). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Slashing Damage. Creatures: It has creatures (type: bandits). Encounter Type: Battle Area

--- GF5 (Storage Room) --- Description: Shelves overflowing with raw materials – planks of wood, coils of wire, bags of ore – line the walls of this cramped storage room. The air is heavy with the smell of untreated timber and rust. Exits/Connections: To Workshop Floor 1 (GF4) (West). Secret Passages/Areas: A loose section of shelving (Perception DC 16 to find) conceals a small, hidden compartment containing a few valuable tools or a small amount of gold.

--- Second Story ---

--- SF1 (Stairwell Landing) --- Description: The top of the grand staircase opens onto a small landing. Dust motes dance in the slivers of light filtering through a grimy skylight. The sounds from the floor below are muffled here. Exits/Connections: Stairs down to Workshop Floor 1 (GF4), To Workshop Floor 2 (SF2) (East).

--- SF2 (Workshop Floor 2) --- Description: Similar to the floor below, this workshop area specializes in finer, more delicate work. Intricate contraptions and delicate tools are scattered across numerous smaller worktables. A faint magical residue seems to linger in the air. Exits/Connections: To Stairwell Landing (SF1) (West), To Material Prep (SF3) (North), To Private Office (SF4) (South). Trap: It contains a trap (type: arcane ward shock trap on a workbench). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Lightning Damage. Creatures: It has creatures (type: bandits). Encounter Type: Battle Area

--- SF3 (Material Prep) --- Description: This room is dedicated to the preparation of materials, with various grinding stones, polishing wheels, and chemical baths. The air here is sharp with the scent of solvents and abrasives. Exits/Connections: To Workshop Floor 2 (SF2) (South).

--- SF4 (Private Office) --- Description: This office, though ransacked, still holds an air of importance. A large, sturdy desk is overturned, and an intricate, locked safe is built into one wall. Scrolls and broken quills are strewn across the floor. This is where the stolen blueprints are held. Exits/Connections: To Workshop Floor 2 (SF2) (North), To Hidden Alcove (SF5) (South). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, a cunning leader of the bandits, who holds the stolen blueprints. The blueprints are likely secured within the prominent safe or a hidden compartment in the desk, demanding the players retrieve them to complete their objective.

--- SF5 (Hidden Alcove) --- Description: A small, cramped space behind the office, surprisingly clean compared to the rest of the building. A single, dusty stool and a small, empty cabinet are its only furnishings, hinting at its past as a secret observation point or quick escape route. Exits/Connections: To Private Office (SF4) (North). Trap: It contains a trap (type: gas nozzle releasing calming gas). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Psychic Damage.

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