Sodo Warehouse

North Industrial District

Purpose / Function

This is a warehouse owned by Steel Cross, a medical company owned by Draco Industries, that is used to store supplies for making cybernetic implants.

Design

Entries

There is 1 door and 2 windows on the north side of the building. On the South side of the building, there are 3 doors and no windows. There are also the 3 garage doors as well as the 2 unloading bay doors. 1 door leads into the internal unloading garage area. 1 door leads to the upper platform where the internal unloading happens. The last door leads to where the unloading bays open to. There is one door on the west side of the building that leads into where the chemical tanks are.

Sensory & Appearance

This is a well lit work area with large over head lights. There are tanks for storing chemicals and smaller storing bins. There is equipment and pallets for moving loads from the trucks to the storage areas.

Denizens

During the day, this inside of the building would be populated with those who work here. The warehouse manager would likely be found in the office area. The other workers would be milling about the property inside and outside the building. There will also be 2 security guards that will walk the perimeter of the property. The workers and office manager will not resist the characters if they are threatened or weapons are brandished. However, they will alert the police if able. The guards will attempt to protect the facility.  

Guard

Medium Human, Lawful Neutral

Armor Class 15
Hit Points 56 (10d8+11)
Speed: 30 ft

STR

14
( +2 )

DEX

16
( +3 )

CON

12
( +1 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

13
( +1 )

Skills Perception +2
Senses Passive Perception 12
Languages English
Challenge Rating 4 (1100)

Description

A standard company guard. Well trained and invested to keep the company assets safe.


Crouch. 

The guard can spend 30 feet of movement to have advantage on its assault rifle attacks until the end of this turn.

Actions

Multiattack. 

The guard makes two combat knife attacks or two assault rifle attacks.  

Combat Knife. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.  

Assault Rifle. 

Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit: 9 (2d6+3) piercing damage.

Contents & Furnishings

  1. These are the indoor chemical storage tanks.
  2. Stairs that are on the outside of the building, on the north side, that lead up to the roof of the building.
  3. Large bins for storage of smaller items
  4. The computers that regulate/control the chemical storage tanks.
  5. These two rooms are small bathrooms.
  6. This is a break room. There is a small kitchenette and a table to sit at. There is a window over the sink. There are also 2 windows that look out into the warehouse.
  7. This is the manager's office. There is a window that looks out at the north parking area. There is a second window that looks into the warehouse space.
  8. These are the large external chemical storage tanks.
  9. This is the raised platform where the trucks are unloaded. It is raised about 5 feet above the lower area where the trucks park.
  10. This is the internal unloading area. There are 3 garage doors that provide the trucks access.
  11. This is the external loading dock. It is raised about 5 feet above the lower area where the trucks park. There is an unloading platform with two large garage doors that provide access to the warehouse. 
The parking area is surrounded by a wrought iron fence that has several access points that have a boom gate. There are two such access points to the south and one in the north of the parking area. There is a small access panel that allows workers to scan a badge that provides access. Otherwise an intercom can be used to speak with the person in the office to request access to the property.

Valuables

There is nothing of much value to the general market here. All of the items being stored here are specialized chemicals that are used in the processing and implanting of cybernetics. That being said, there is a black market for cybernetics so if the characters had the means to fence these chemicals they could feasibly load the tanker truck with one load which would be worth $100,000 on the black market. The rest of the items in this warehouse are mundane lifting and safety equipment that wouldn't be of value.

Hazards & Traps

There are no traps in the warehouse. However, the chemicals in the tanks can cause the characters problems if the tanks are ruptured. Each tank has an AC 19 and has HP 27. If the tank is reduced to 0 HP then the tank is ruptured and spills its contents into the warehouse space. If the tank spills, it will splash its contents onto the entire western area (1, 3, 4). Anyone in the spill area will need to make a CON save DC 15 or become poisoned. A poisoned creature has disadvantage on attack rolls and ability checks. They will remain poisoned as long as they remain in the spill zone. Once they leave the western area (either going out of the building through the west door, leaving through the south external loading dock or moving into the eastern area of the warehouse) they can make a save throw at the end of each of their turns to end the poison effect.

Architecture

Description from the North Side

The concrete building is a single story. Bins and wooden pallets are stacked along the wall. There is a stairwell that leads up to the roof of the building. Next to the bottom of the stairs there is a door that leads into the building. There is a small truck parked near the building. There are three large chemical tanks on the eastern side of the building with a tanker truck parked next to them.  

Description from the South Side

The concrete building is a single story. It is a smaller facility with 2 truck unloading bays. Both bay doors are closed. There is also an external unloading dock with a truck parked near by. This loading area is also closed. There are three doors here. There are three large chemical tanks on the eastern side of the building with a tanker truck parked next to them. There is one door on the western side of the building.

Defenses

The doors are all protected with electronic locks that require an engineering DC 20 to open. They are metal doors that require a strength DC 20 to force open. The door can also be bludgeoned open with a large hammer or similar tool. If a character attempts to break the door down use the following stats: AC 19, HP 18. Keep in mind that the effort of using a strength check to force the door or breaking it down would create a great deal of noise and alert those that are inside.
3301 6th Ave. S. Seattle, WA 98134
Parent Location
Owning Organization
Related Report (Primary Locations)
Related Plots

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