Guildmasters Guide To Ravnica

(Jeff_L) #1

WAREHOUSE LOCATIONS


The following locations are keyed to map 4.11, which
shows the interior of the warehouse.

OFFICE


This room is unlit. If the characters have darkvision or a

light source, describe the room as follows:

This room is twenty feet square and has a ten-foot-high
ceiling. It appears to be an office and makeshift living
quarters. A heavy wooden table stands in the center of
the room, ringed by six chairs. Under it is an iron box. To
the south is a cot covered in blankets. Beside it is a sack
full of clothes and the remains of several meals served
on fine dinnerware. A door sits in the middle of the wall
to the east, with a large window beside it offering a view
of the warehouse beyond.

Krenko (see below) is holed up here- with two
gob lin bosses that serve as his enforcers-planning
a preemptive strike on the Shattergang Brothers. In
addition to his weapons, Krenko carries a vial of acid, a
flask of alchemist's fire, a bag of caltrops, a vial of basic
poison, and the key to the iron strongbox (see "Trea-
sure" below).

KRENKO
Small humanoid (goblinoid), neutral evil

Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.

STR
10 (+O)

DEX
14 (+2)

CON
10 (+O)

INT
10 (+0)

WIS
8 (-1)

Skills Deception +4, Persua sion +4 , Stealth +6
Senses darkvision 60 ft. , passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)

CHA
14 (+2)

Nimble Escape. Krenko can take the Disengage or Hide action
as a bonus action on each o f his turns.

ACTIONS
Multiattack. Krenko makes two attacks with his scimitar.

Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft. , one
target. Hit: 5 (ld6 + 2) slashing damage plus 2 (ld4) poi-
son damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft. , one target. Hit: 6 (1 d 8 + 2) p iercing damage.

REACTIONS
Redirect Attack. When a creature Krenko can see ta rgets him
with an attack, Krenko chooses another goblin with in 5 feet of
him. The two goblins swap places, and the chosen goblin be-
comes the target instead.

168 CHAPTER·~ I CRF..\llNGADV~~lUIHS


TREASURE
The iron strongbox under a desk contains funds Krenko
was gathering to pay off Falish. It is locked and can be
opened with the key in Krenko's possession, or with
thieves' tools and a successful DC 15 Dexterity check.
Inside the box are 350 zinos (gp), two gold rings inset
with small rubies (worth 50 gp each), and a potion of
giant strength (hill).

CATWAL K
A 3-foot-wide wooden catwalk is attached to the inside
walls of the warehouse 20 feet above the floor. A creaky,
charred, narrow, wrap-around wooden staircase near
the center of the east wall leads up to it.
Two goblin gang members (see the stat block) patrol
the catwalk at all times, rotating in a s imilar way to the
lookouts outside.

WEAKENED STAIRCASE
One of the steps of the catwalk staircase is ready to col-
lapse. This fragile board is located 10 feet off the ground
and can be spotted by anyone on the stairs who has a
passive Wisdom (Perception) score of 13 or higher. A
creature that weighs more than 100 pounds that steps
on the board must succeed on a DC 10 Dexterity saving
throw or fall 10 feet to the ground below. The gap that
the collapsing board creates can be easily avoided by
other creatures walking up the stairs.
If one side of the catwalk takes 10 or more damage,
that side collapses. Creatures on the walkway when this
happens fall 20 feet to the warehouse floor below.

MAIN FLOOR
---
The warehouse is lit inside by lanterns placed on hooks
located 5 feet up on the wall every 30 feet or so, below
the catwalk. The goblins keep this area brightly lit , s ince
their darkvision only extends for 60 feet. When the char-
acters enter, read:

The glowing lantern light reveals a warehouse charred by
a fire. To the north and south are large, iron-reinforced
bay doors, operated from the ground by chains and pul·
leys. The western wall has a square room in the center
that fills a twenty-foot-by-twenty-foot section of the ware-
house floor. The room has a door and window on the
side facing the center of the warehouse floor.
A catwalk encircles the interior twent y feet above the
floor. Stairs lead up to it near the center of the eastern
wall. Dozens of large boxes and crates are scattered
around the warehouse, their integrity in question due
to fire damage. A pair of wooden rails runs through the
center of the room. On the rails s its a giant wooden
wheeled cart. Towering over the cart is a ten-foot-high,
soot-stained iron statue. It looks vaguely humanoid, with
claw-like appendages at the ends of its arms. In place of
its head is a cavity containing a seat with a series of le -
vers all around it.
Q
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