McScrute's Timber Mill
Kinsly McScrute keeps a tight watch on his business and a tighter grip on his property. Light crystals luminate the exterior and interior of the buildings during the night, and security crystals oversee the property 24/7. The 200ft x 100ft log mill and 100ft x 100ft loading bay are made of wood with reinforced iron, bolstering the defence of the walls (20AC, 50HP). Both buildings are connected and powered by a crystal conduit box located on the exterior of the log mill with a keyswipe lockbox (same material as building). A backup crystal generator sits inside of the loading bay ready to kick in should the main power be disconnected, and an alarm crystal is activated during the night surrounding the buildings that alerts Kinsly of any intruders. There is another alert button in the foreman's office that notifies the NGX to send mercenaries to Kinsly's aid. Workers are always around, whether they are operating equipment during the day or patrolling the areas during the night with message crystals. Kinsly himself is no stranger to battle with his trustly Kinsly's Crippler in his holster (Unfortunately he has to leave it in his office when he leaves for the night due to several incidents in the town leading to a ban on his weapon). If somebody wants to try and rob Kinsly of his posessions, he's prepared to put up a fight!
The lumberyard is a field covered in debris from log piles stripped of branches as they lay everywhere. Workers patrolling the area have message crystal if a creature is detected, and will investigate the area if a creature is detected with the security camera. Workers will try and intimidate the creature off the property, but will not resort to violence. If that does not work, they will call for security. The logpile debris is considered rough terrain, highly flammable, and provides +5 to Stealth rolls during a surveillance sweep. 2d4 Loggrabs can be found throughout the yard with a worker inside patroling the area.
Security:
When security is alerted, 1d4+2 thugs appear the first time to deal with intruders. If the thugs are losing, they will attempt to call for reinforcements, in which 1d8+4 thugs appear. If the threat isn't dealt with, security will begin to take a defensive stance and attack from afar with slingshots.
The loading bay is where woodhauls go to unload logs from the lumberyard into the log mill, as well as load timber piles from the production line. When a Woodhaul is loading or unloading inside, the tiny alarm crystal goes off closing all bay doors. An Investigation check (DC10) reveals a button that deactivates the alarm and reopens the bay doors. The bay doors are 15ft high, 25ft wide which close and lock during the night from another button below the alarm deactivation button, acting as a wall. An access door inbetween the infeed and outfeed doors, and another beside the bay door leading outside is locked with a keyswipe on it. The generator sitting next to the operator chair has a table with evocations crystals in the drawer used to power the generator should the main power be disconnected. The roof of the loading bay connects to the 2nd level platform, and 1d4-1 Woodhauls can be found inside.
The log mill in its entirety is hazarous rough terrain, with Kinsly McScrute the only one who knows the layout and can freely take movement and avoid the lair action. A 2nd level platform that circles around the walls of production connects with the foreman's office as well as the 2nd level platform outside via a locked door with a keyswipe, and trap floors placed in various locations on the 2nd level. Any creature that falls through the trap lands into the chaos below and takes an additional 1d6 slashing damage on top of the damage dealt by the trap. An Investigation or Perception check (DC10) reveals security crystals on the ceiling in the corners of the log mill, and a nat 20 reveals the button to turn off and on the entire production line.
Lair Action: While production is running, all creatures make an Dexterity (Acrobatics) saving roll DC15 (Kinsly's workers have advantage). A successfull roll allows the creature to see an incoming machine, while a failed save causes a 1d6 bludgeoning/piercing damage (DM's discretion). Creatures in the "SAFE WAY" path gain a +2 to their saving rolls. If there is no power going to production or the button is in OFF mode, this lair action cannot be used.
The foreman's office is located in the middle of the production line on the 2nd level. The door is locked with a keyswipe, and the alert crystal inside is what's used to activate the alert ward covering the entire building. The control panel is what Kinsly uses to manually control machines in the production line, while underneath the desk is a button that activates an alarm spell at the NGX, calling for 1d8+2 NGX mercenaries. Kinsly will always try to get inside this room so he can watch through the security crystals and control the production line to attack, as well as fire his gun at any intruders.
Noticable Items:
Treasure Chest - A small chest containing valuables up to 200gp (Refer to player backgrounds and spell components for ideas). It is rigged with a Vitriolic Sphere spell that will trigger when opened without a unique key that Kinsly keeps on a chain around his neck. An Investigation or Arcana DC15, as well as detect magic can reveal the trap, and it can be removed with a dispell magic or disintegrate spell.
Surveillance Crystal - A small white crystal the size of your palm, this magical object fused with divination magic is capable of linking with multiple security crystals and displaying images through a holographic projection. It has a range of up to 500ft. before the link becomes unstable and the screens become fuzzy. It is a self sustaining object, meaning it does not require any spells slots or consummables, nor does it require attuning. It does however require a charging period of one hour per day, which it powers down.
Alarm Crystal - A blue crystal that glows with abjuration magic, this magical object can range from small to large, its size determining the strength of the ward. It requires 10 minutes for up to each 50ft. radius to activate the ward, and once set up becomes self sufficient. The ward can be set per the owner's discretion; They can set it to let certain creatures in and out without going off, or have it activate and deactivate at certain times. The ward remains operative until it is either deactivated with a code made by the owner, or destroyed.
Kinsly's Crippler - A small wooden engraved revolver infused with evocation magic, this ranged finese item gives a +1 to attack and a +1 to damage. It glows red when an attack roll is made, and is recommended that magical bullets are used to attack. When an attack is successfull using Kinsly's Crippler, the creature takes 2d4+3 and makes a Constitution saving roll DC15. On a failed save, roll a 1d6 on the chart below to determine the effect that happens to the creature:
1) Fatigue Bullet: The creature gains 1 point of exhaustion.
2) Blind Bullet: The creature becomes blind until the end of their next turn.
3) Maim Bullet: The creature has disadvantage on attacks and saving throws until the end of their next turn.
4) Confuse Bullet: The creature cannot make an attack roll until the end of their next turn.
5) Fear Bullet: The creature uses their movement action to move as far away as they can from you until the end of their next turn.
6) Heal Bullet: The creature gains 1d4 hit points.
This item does not require attunement, and with a Wisdom (Arcane) DC20 roll or an hour to study, all information can be determined.
Lumberyard
| Approaching the rickety wooden fence serving more as a borderline than a defence, a sign with the words "TRESPASSERS WILL FORFEIT THEIR POSESSIONS" scribbled on it is nailed to a post. Piles of logs are scattered all over the yard with trails inbetween for large vehicles to pass through. The two main roads leading to the loading bay and two-story warehouse are riddled with wheel tracks as white crystals overlook the property. Several large makeshift vehicles with claws attached to flatbeds can be seen making their way through the logpiles. |The lumberyard is a field covered in debris from log piles stripped of branches as they lay everywhere. Workers patrolling the area have message crystal if a creature is detected, and will investigate the area if a creature is detected with the security camera. Workers will try and intimidate the creature off the property, but will not resort to violence. If that does not work, they will call for security. The logpile debris is considered rough terrain, highly flammable, and provides +5 to Stealth rolls during a surveillance sweep. 2d4 Loggrabs can be found throughout the yard with a worker inside patroling the area.
Security:
When security is alerted, 1d4+2 thugs appear the first time to deal with intruders. If the thugs are losing, they will attempt to call for reinforcements, in which 1d8+4 thugs appear. If the threat isn't dealt with, security will begin to take a defensive stance and attack from afar with slingshots.
Loading Bay
| Approaching the two buildings, the inside of the shorter one becomes visible allowing you to see though the windows into the loading bay. Two large mechanical arms attached to cranes are operated by workers to the right as another weird looking vehicle with a caged flatbed is parked awaiting its next delivery. Two doors lead into the log mill, one labelled "INFEED" and the other "OUTFEED". Guards with spears and slingshots patrol the area, while . A generator sits unpowered on a platform 10 feet above beside the crane operator chair, and a surveillance crystal can be seen in the corner on the ceiling. A tiny alarm crystal is suspended above a sign that reads "NO ENTRY WHEN FLASHING". The door next to it has a lock with a keyswipe on it. |The loading bay is where woodhauls go to unload logs from the lumberyard into the log mill, as well as load timber piles from the production line. When a Woodhaul is loading or unloading inside, the tiny alarm crystal goes off closing all bay doors. An Investigation check (DC10) reveals a button that deactivates the alarm and reopens the bay doors. The bay doors are 15ft high, 25ft wide which close and lock during the night from another button below the alarm deactivation button, acting as a wall. An access door inbetween the infeed and outfeed doors, and another beside the bay door leading outside is locked with a keyswipe on it. The generator sitting next to the operator chair has a table with evocations crystals in the drawer used to power the generator should the main power be disconnected. The roof of the loading bay connects to the 2nd level platform, and 1d4-1 Woodhauls can be found inside.
Log Mill
| Entering the log mill, you see a massive combination of conveyor belts and large machines all jumbled together somehow makes a functioning production line. No rhyme, rhythm, or reason to this madness, logs are loaded onto the infeed as it passes through a series of conveyor belts through choppers, planers, graders, stackers, strappers, wrappers, and through the outfeed. A small office stands on four columns in the middle of the room, as rickety wooden stairs lead down into this chaotic maze. |The log mill in its entirety is hazarous rough terrain, with Kinsly McScrute the only one who knows the layout and can freely take movement and avoid the lair action. A 2nd level platform that circles around the walls of production connects with the foreman's office as well as the 2nd level platform outside via a locked door with a keyswipe, and trap floors placed in various locations on the 2nd level. Any creature that falls through the trap lands into the chaos below and takes an additional 1d6 slashing damage on top of the damage dealt by the trap. An Investigation or Perception check (DC10) reveals security crystals on the ceiling in the corners of the log mill, and a nat 20 reveals the button to turn off and on the entire production line.
Lair Action: While production is running, all creatures make an Dexterity (Acrobatics) saving roll DC15 (Kinsly's workers have advantage). A successfull roll allows the creature to see an incoming machine, while a failed save causes a 1d6 bludgeoning/piercing damage (DM's discretion). Creatures in the "SAFE WAY" path gain a +2 to their saving rolls. If there is no power going to production or the button is in OFF mode, this lair action cannot be used.
Foreman's Office
| Opening the door, you find the small office cramped with security equipment, filing cabinets, and a desk with papers piled on top. A security crystal catches you as you see yourself appear on a holographic screen projected among several others by a serveillance crystal. An alert crystal hovers next to a control panel as it illuminates a small chest sitting below the desk. |The foreman's office is located in the middle of the production line on the 2nd level. The door is locked with a keyswipe, and the alert crystal inside is what's used to activate the alert ward covering the entire building. The control panel is what Kinsly uses to manually control machines in the production line, while underneath the desk is a button that activates an alarm spell at the NGX, calling for 1d8+2 NGX mercenaries. Kinsly will always try to get inside this room so he can watch through the security crystals and control the production line to attack, as well as fire his gun at any intruders.
Noticable Items:
Treasure Chest - A small chest containing valuables up to 200gp (Refer to player backgrounds and spell components for ideas). It is rigged with a Vitriolic Sphere spell that will trigger when opened without a unique key that Kinsly keeps on a chain around his neck. An Investigation or Arcana DC15, as well as detect magic can reveal the trap, and it can be removed with a dispell magic or disintegrate spell.
Surveillance Crystal - A small white crystal the size of your palm, this magical object fused with divination magic is capable of linking with multiple security crystals and displaying images through a holographic projection. It has a range of up to 500ft. before the link becomes unstable and the screens become fuzzy. It is a self sustaining object, meaning it does not require any spells slots or consummables, nor does it require attuning. It does however require a charging period of one hour per day, which it powers down.
Alarm Crystal - A blue crystal that glows with abjuration magic, this magical object can range from small to large, its size determining the strength of the ward. It requires 10 minutes for up to each 50ft. radius to activate the ward, and once set up becomes self sufficient. The ward can be set per the owner's discretion; They can set it to let certain creatures in and out without going off, or have it activate and deactivate at certain times. The ward remains operative until it is either deactivated with a code made by the owner, or destroyed.
Kinsly's Crippler - A small wooden engraved revolver infused with evocation magic, this ranged finese item gives a +1 to attack and a +1 to damage. It glows red when an attack roll is made, and is recommended that magical bullets are used to attack. When an attack is successfull using Kinsly's Crippler, the creature takes 2d4+3 and makes a Constitution saving roll DC15. On a failed save, roll a 1d6 on the chart below to determine the effect that happens to the creature:
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