Warehouse Heist: Retrieve Tibbs' Stolen Goods
[Entrance Office] --- [Main Storage - North] --- [Crate Maze - West] --- [Secure Vault] | | | [Receiving Dock] --- [Main Storage - South] --- [Crate Maze - East] --- [Loading Bay] | | [Break Room] ------------------------------------------------------------- [Boss's Office (Objective)]
--- Area 1 (Entrance Office) --- Description: This small, dusty office serves as the initial entry point, with a grimy counter and a few overturned chairs suggesting a hasty departure or a past struggle. Papers are strewn across the floor, and a single, flickering fluorescent light hums overhead. Exits/Connections: To Main Storage - North (North), To Receiving Dock (West). Features: An old, locked filing cabinet (easily pried open, but empty), a bulletin board with faded notices.
--- Area 2 (Main Storage - North) --- Description: Towering stacks of crates and industrial shelving dominate this vast space, casting long, shifting shadows. The air is thick with the scent of dust and something vaguely metallic. A narrow aisle weaves through the center. Exits/Connections: To Entrance Office (South), To Crate Maze - West (West), To Main Storage - South (South). Creatures: It has creatures (type: bandits).
--- Area 3 (Receiving Dock) --- Description: A large, open bay with a massive roll-up door, currently slightly ajar, letting in a sliver of weak daylight. Pallets are stacked near a hydraulic lift, and the concrete floor is stained with oil and grime. The sound of distant city life can be faintly heard. Exits/Connections: To Entrance Office (East), To Break Room (North). Features: A heavy-duty hand truck, empty shipping labels.
--- Area 4 (Break Room) --- Description: This small, cramped room smells faintly of stale coffee and cigarettes. A dented vending machine stands against one wall, its glass cracked. A cheap plastic table and a few mismatched chairs are scattered haphazardly. Exits/Connections: To Receiving Dock (South). Secret Passages/Areas: A loose floorboard (Perception DC 13 to find) hides a small compartment that connects to the Loading Bay, allowing for a quick, if dusty, shortcut. Features: A grimy sink and counter, a small, cracked mirror.
--- Area 5 (Main Storage - South) --- Description: Even more densely packed than its northern counterpart, this section of the main storage area features teetering stacks of forgotten inventory. The silence here is unnerving, broken only by the occasional scuttling sound from within the crates. Exits/Connections: To Main Storage - North (North), To Crate Maze - East (East). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area
--- Area 6 (Crate Maze - West) --- Description: This area is a claustrophobic labyrinth of tightly packed crates and boxes, some reaching almost to the ceiling. Narrow, winding paths twist through the stacks, making visibility difficult and sounds echo strangely. Exits/Connections: To Main Storage - North (East), To Secure Vault (North). Trap: It contains a trap (type: collapsing crate stack). A tripwire causes a precariously balanced stack of empty wooden crates to topple. Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage. Creatures: It has creatures (type: bandits).
--- Area 7 (Crate Maze - East) --- Description: Similar to its western counterpart, this section is a tangled maze of forgotten goods. The air is particularly stuffy here, and a faint, sweet smell, like rotting fruit, lingers. A few crates appear to have been recently disturbed. Exits/Connections: To Main Storage - South (West), To Loading Bay (South). Trap: It contains a trap (type: toxic gas vent). A pressure plate triggers a hidden vent to release a cloud of noxious gas from a forgotten chemical barrel. Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Poison Damage.
--- Area 8 (Secure Vault) --- Description: A heavy, reinforced steel door stands in stark contrast to the rough warehouse surroundings. Inside, the vault is dark and cool, with empty shelving units lining the walls and a single, sturdy pedestal in the center. The air here feels stagnant and old. Exits/Connections: To Crate Maze - West (South). Creatures: It has creatures (type: bandits). Encounter Type: Battle Area Secret Passages/Areas: A hidden lever behind a loose brick (Perception DC 17 to find) slides open a section of the back wall, revealing a narrow passage leading directly into the Boss's Office. Features: A large, empty floor safe, a discarded uniform patch.
--- Area 9 (Loading Bay) --- Description: This large, open area features several more roll-up doors, one of which has been forced open, leading to an alleyway outside. Forklift tracks are clearly visible on the concrete floor, and empty pallets are scattered about. Exits/Connections: To Crate Maze - East (North), To Boss's Office (East). Trap: It contains a trap (type: spring-loaded blade). A camouflaged pressure plate near the largest loading door triggers a blade to swing out from a hidden compartment. Perception DC 16 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Slashing Damage. Features: A broken forklift, several large, industrial waste bins.
--- Area 10 (Boss's Office) --- Description: Despite its location in a warehouse, this office attempts a veneer of authority, with a large, battered desk, a comfortable-looking but worn leather chair, and a few tattered maps pinned to the wall. A single, powerful lamp illuminates the center of the room. Exits/Connections: To Loading Bay (West). Creatures: It has creatures (type: bandits). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final boss mob, likely a powerful bandit leader or a particularly cunning bandit boss. Tibbs' stolen goods are prominently displayed here, perhaps locked in a reinforced chest behind the desk, or spread out on the desk as the boss gloats over their recent haul.