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Slaughterhouse Fight

cofbaron

First Post
In one week’s time, my PCs will end up fighting in a slaughterhouse at night, while a group of bad guys try to destroy and disable as much of it as possible. (Trust me, there's a reason). I’ve searched online, but couldn’t find much in the way of maps of slaughterhouses, and am having to rely on memories of “The Jungle” for guidance. The world is D&D-style fantasy with occasional steampunk elements. So far, here is what I have sketched out:

The Stockyard – outdoors, large pens and corralls funnelling animals into the slaughterhouse itself. (No animals in the stockyard at night. Still smells, though.)

The Killing Floor – the main interior area. Filled with chains, hooks, assorted sharp and blunt objects, and large bloodstains. The chains and hooks are hanging down in rows on the main floor, making quasi-barriers between some areas. One of the characters is a spiked chain specialist, and I’m going to rule that he’ll take some nasty penalties if he tries to use it. It’s likely his chain will get caught up in them.

The Office – the office of the people who run the slaughterhouse. Paperwork, desks, and other white-collar stuff abounds. Lots of flammable ledgers and such.

The Smokers – Three large silo structures serve as smokehouses to cure meat in. The fires are powered by a trio of bound fire elementals. The bad guys will attempt to free the elementals, so they can wreak havoc on the rest of the slaughterhouse.

The Salting Room – where the beef and pork is salted down. I’m not familiar with the specifics of the salting processes; any advice is greatly appreciated. I’m guessing it involves basically packing a barrell full of meat and then dumping salt in it?

The Pickling Room – where meat is stored in barrels with brine for pickling. It’s a large room, piled high with casks and barrels. Smells like vinegar.

Assorted smaller warehouses and sheds – located outside the main slaughterhouse building but inside the compound. Used for storing various things.

The Bad Guys will have skins of flammable oil that they’ll spread over the entire compound, having trails of oil leading to and from each building. If all goes well, the flunkies will be chucking torches and then bailing out when the leader, wearing an amulet of fire resistance, blows the lid off the fire elemental containment chamber in the smokehouse. The elementals will then (presumably) begin to set everything on fire. This combined with the torches and the oil will level the compound, killing floor, warehouses, outbuildings and all. I’m mainly wondering if I have covered all the bases, and if there are any glaring flaws. A few specific questions I have:

Is brine, vinegar, or any similar pickling agent flammable? If so, how flammable?
How long does it take for meat to be salted, smoked, pickled?

Any maps or diagrams of how slaughterhouses are laid out (either modern or in the past) would also be greatly appreciated. Thanks in advance,


Cecil
 

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dave_o

Explorer
Well, as far as making ham, it takes a loooonng time. Around three months, of progressively sticking it in vats of saltwater, forcing the water/blood out of it that way.
 

Kahuna Burger

First Post
Well I grew up in an, er agricultural town, so I'll throw some comments out.

There may well be some animals in the stockyards at night waiting for the next morning. Stampedes are FUN!

Slaughterhouses smell BAD. Really bad. Any character with the scent ability will be majorly bumming and its fairly unlikely that administrative offices will be on site unless there's a consistent wind direction to count on.

In modern slaughterhouses, the blood from the main chopping floor is funneled off and disposed of by burning (hence part of the really bad smell). If your place channels blood to the fire elementals for disposal, the underlings could be in for a suprise if they pour too much oil around the main floor.

vinegar, brine and salt are all non flamable, though salt can get really hot and hold heat for a while. Now the tubs of fat are another story....

Speaking of which, you forgot byproducts, fat, bones and skins. They have to go somewhere and they all have value. (some modern slaughterhouses blast the bones with water to get off the last bits of meat. The meaty water (with some bits of nerve tissue from the spine) is then strained and dehydrated to form that fun mystery meat you were served in grade school.)

You have a room full of spiked chains and you're going to penalize the poor guy? Comeon, he should be grabbing one in each hand and going off jackie chan style...

ok, enough for now...

kahuna burger
 


WayneLigon

Adventurer
Hmmm. Other complications:

Maybe there is some sort of divine ward tied to the fire elemental enclosure (if they're binding fire elementals just to smoke meat, I'm assuming it's a pretty high-magic world) that keeps the slaughterhouse, a locus of death, pain and blood, from spontaneously generating undead. Maybe once the bad guys disable the enclosure, they also break the spell that keeps dozens of undead from coming into existance. There's some potential for a real horror show, here :)

Bad Guys break the binding spell while the fights are still going on in the slaughterhouse. Suddenly the bloodstains on the floor start to spread and form runes of pain and death. Next round, skeletal, zombie, or even spectral cattle start to manifest. Giant bone bulls with horns of solid blood, things like that. Both bad guys and good guys have to band together to fight their way out.

Maybe the slaughterhouse serves some other purpose. That much blood and death could be used to power all sorts of nasty necromantic ritual magic. Maybe the place is someone's secret power source, and the Bad Guys are part of some rival to that someone.
 

Sagan Darkside

First Post
cofbaron said:
I’m mainly wondering if I have covered all the bases, and if there are any glaring flaws.

It sounds like it is going to be a lot of fun.

The killing floor will allow for some cool scenes. Just remember to use a lot of balance checks during fights with oil slicked rooms. :D

SD
 

Dave Blewer

First Post
I see no mention of undead animals or (even better) extremely angry animal ghosts... I do believe that there is something in the first creature collection that fits this bill called a Butcher spirit I do believe....
 

WayneLigon

Adventurer
Dave Blewer said:
I see no mention of undead animals or (even better) extremely angry animal ghosts... I do believe that there is something in the first creature collection that fits this bill called a Butcher spirit I do believe....

No mention where? Skeletons, zombies, ghouls.. all those can be nonhumans, animals, monsters, whatever. Shadows or most of the incoporeal undead could easily be animals. If you were so far as to go with a Ghost, then just apply the ghost template to an animal. I don't have either CC, but anything called a 'Butcher Spirit' probably has to be cool :)
 

Dave Blewer

First Post
Ahh, yes I saw your earlier post just now... I was referring to the original poster :)

Butcher spirit is pretty good (although the illustration is pretty terrible) They basically possess people and wreak havoc during the evening... on reflection there is nothing here that can't be done with a ghost...

Name is cool though :)
 

BV210

Explorer
Tell you what, when you get your maps and descriptions all finalized, please post them so others of us can use this awesome idea. I can't wait to see it.
 

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