The Serpants headquarters
Adventuring Gear
Varies
1st Floor:
Purpose: A cover operation, appearing as an ordinary, run-down business.
Main Room: A poorly lit area with worn furniture and a perpetually damp atmosphere.
A bar or counter manned by a low-ranking operative pretending to be the
A small group of regulars (other Veil Serpent members or paid actors) loiter around.
Storage Closet: A mundane-looking storage space with cleaning supplies. Conceals a secret door to the basement.
Trapdoor: Located in a backroom, leading down to the basement. Well-hidden under a rug or crates.
Security Measures:
Two guards posing as drunken patrons monitor the main room.
A poison needle trap.
2nd Floor:
Purpose: Where mid-level members handle daily operations and logistics for the organization.
Operations Room:
A central table strewn with maps, schedules, and coded messages.
A wall with a large map of the city showing key smuggling routes and rival gang territories.
Storage Rooms:
One filled with mundane supplies like tools, disguises, and basic weapons.
Another holding records of low-priority transactions and minor smuggling deals.
Sleeping Quarters: Shared bunks for mid-level operatives.
Each bunk has a small footlocker with personal items and a few silver pieces.
Security Measures:
A trapped chest containing false documents—opening it releases a cloud of sleeping gas.
Guards patrol the floor, including two stationed at the stairs.
3rd Floor:
Purpose: The personal living and working space of the Veil Serpent.
Karnis’s Office:
A large wooden desk piled with documents, some coded and others listing debts and blackmail targets.
A hidden safe built into the wall containing:
40gp, 120sp, 280cp, and the Veil Ledger.
Security Measures:
A magical alarm alerts Karnis if someone tampers with his desk or safe.
Basement:
Purpose: The hidden and secure nerve center of the Veil Serpents' operations.
Contraband Vault:
Crates and barrels of stolen goods (exotic spices, fine fabrics).
A locked iron chest containing the following loot:
A Bag filled with stolen goods.
5 gp worth of gems.
Prison Cells:
Two reinforced iron-barred cells used to hold hostages or disobedient gang members.
One cell currently contains a captured city guard who knows about the operation.
Smuggling Tunnels:
A narrow tunnel leading out to the nearby sewer system.
Used to discreetly transport goods or as an escape route during raids.
Security Measures:
Two elite guards stationed at the vault.
The escape tunnel is rigged with a collapsing trap.