A safe house for the blue sector of The Eye has been taken over by a group of orcs who have stolen several items from citizens of Miutia. It's an important safehouse for the Eye, used to hide and change labels for fenced goods, like potions, restricted alchemical components, and distilled essence. It's also a storage area for specifically illegal things, like illicit substances or smuggled people
The Boat House
(1) The Facade of the safehouse is a simple boat shed next to the nearest river by Miutia, it's a small building, appearing as though it's boarded up and dilapidated from years of neglect. The Eye does this dilapidated appearance purposefully so that no one thinks this old ruined building is a safe house for a criminal organisation.
(2) Within the boat shed facade, and behind the rotting store counter, is a single trapdoor. This is a metallic trapdoor with a special cover on it to help it match in with the dilapidated and waterlogged wooden floor, but if you pay attention well enough, you can hear the dull metal thud from footsteps.
The Entrance
(3) Below the trapdoor is an entrance to a rather large and sprawling safe house. And the main entrance does fit the appearance of the boatshed above, just a simple stone chamber filled with barrels, crates, and chests. Around the walls of the room are simple tapestries of differing designs and make, some look religious in nature, others are historical, and others are just for beauty.
(4) Directly across the ladder leading down from the trapdoor is a large door, it's a strong and sturdy door made primarily of stone with metal and dark wood facade on it. The door is seamless with the rest of the doorway, there are no gaps along the edges of the door. On the door are five locks, one in each corner of the door and the fifth in the very centre of the door. Above the central lock is an eye symbol with a square in the middle and a vertical line and another diagonal line from the bottom left to the bottom right. Each of the five locks has a different make and a different mechanism behind them, above or below each lock is a copper plate engraved in a different language.
Human Lock
The central lock is just a very mundane-looking lock, though much more heavy duty and of sturdier make. On the copper plate under the lock is an engraving in common, it reads "I am opposite my closest relative, but following the lock of a different world". This lock has no special trick to it, it's just a very difficult lock to pick (DC 18).
Elven Lock
The top left lock is a rounded lock made of silver and green metal, engraved around the sides of the lock are different arcane symbols. On the copper plate under the lock is an engraving in elvish, it reads "Stuck between my greatest foe, the two who call underground home". This lock is what's known as an arcane lock, in order to pick the lock a cantrip or spell must be cast at the same time. The person picking must make a lock picking check and the caster must make a check with their Spellcasting Ability modifier and their Proficiency bonus (both DC 15).
Polder Lock
The top right lock is just a simple-looking lock but a lot smaller leading to a restriction on how many tumblers can be put in the lock. On the copper plate under the lock is an engraving in halfling, it reads "Keep me far from the conflict of other races, but I'll stay with my stout brothers by my side". This lock is what's called a flash pan lock, in order to be picked, the lock must have heat applied to it constantly. It's an easy-to-pick lock, but also requires a Constitution saving throw or take 1d6 fire damage (DC 13 for picking and DC 15 for the saving throw).
Shadow Elf Lock
The bottom left lock is a black metal lock with a purple shimmer to it, at the bottom of the lock is a large needle. On the copper plate above the lock is an engraving in undercommon, it reads "Much like in my home, I live low and prefer staying towards the bottom". This lock is what's known as a blood sacrificial lock, the lock cannot be picked until enough damage is sacrificed with it dealing 1d6 or 1d8 depending on what body part you use, once sacrificed the needle retracts and can be picked (10+ hit points sacrificed and DC 15 for picking).
Dwarven Lock
The bottom right lock is an angular lock made of bronze and copper, and if you lean into the lock you can hear a ticking noise. On the copper plate above the lock is an engraving in dwarvish, it reads "Same as in the eyes of the world, my lock is second". This lock is a pick breaker lock, sending down a hammer to break any picks, and getting harder to pick every time a broken pick is left in there (DC 15 to pick with the DC increasing by 2 for each failure).
(5) Another way out of the entrance area is a hidden door behind a tapestry against the wall, the way of unlocking this secret door is by tracing the central design onto the "wall". The symbol is the symbol of the Omniscient with the eye actually having a trapezoid in the centre with a vertical line and a diagonal line from the bottom left to the top right.
The Foyer
(6) This room is just a simple foyer area with only two details that would stand out, the first being a simple shrine to Eela, the Harvest Bringer, specifically in her Ulidas form. The shrine has simple offerings on it full of pilfered goods, and at the back is a stained glass window with a light behind it showing the Harvest Bringer carrying her scythe and her form shifting into a different form.
Opposite the shrine is a small table, it appears to be what could be a card table. On one side of the table is a rather lavish and plush chair with blue upholstery and golden trim and designs. On the other side of the table are just two simple black cushions.
The Socket
(7) The Socket is the name of the tavern within the safe house, as well as the name of the tavern within every Eye hideout. Within this tavern are simple tables and chairs with a bar at the back of the room. Within this room are a group of orcs resting within the tavern area of the safe house, drinking what alcohol they found.
A lot of the liquor behind the bar has been ransacked with the empty bottles laying around the room, either whole or broken. A cask of ale and a couple of bottles of wine and liquor can be found in the drawers and cabinets behind the bar.
The Cells
(8) The cells are just what it sounds like, a set of 10 cells primarily used for anyone who is being smuggled in or out of the sector until their new identity has been secured. But it can also be used for anyone who is being kept when the Eye has any information that the person is keeping hidden and they need to get that information out in some way. Within the cells are a couple of orcs, one sitting at the desk and a couple in the actual cells.
Against the left wall is a shelf which has some ledgers, listing people who have come in and out of this area. Their old identities and their new identities, what was given to the Eye in exchange, what they're getting away from, etc.
The Storage Room
(9) In the hallway leading to the back storage room is a trap that was activated by members of the Eye on their way out of the safe house, in an attempt to slowly clear it out of orcs and prevent them from accessing the important goods in the storage room. If someone steps on the pressure plate, they must make a DC 14 Dexterity saving throw as a blade swings out from the wall and into the other, where the trap resets from that side. On a failure, they take 2d6 slashing damage and none on a success. The DC for the blade is the same for busting the trap.
(10) As another safety precaution, just in case the King's Guard were to make their way into the facility, the actual storage room is hidden behind a wall. There are two different ways to open the door, either by speaking the code of the Eye or by pressing a hidden button in the wall slot where the blade from the trap swings. If the trap is still active when this is attempted, the person pressing the button must make a DC 14 Dexterity check in order to avoid the blade while still pressing the button. On a failure, the person can decide whether to withdraw their hand to try again, or to press the button but take damage.
(11) This is the actual storage room facility, with shelves against the left wall and a table and some crates against the right wall. On the shelves are a bunch of different fragile materials, like alchemical liquids, salves and medicinal supplies, as well as illicit substances. While on the table are more durable items, like weapons, ore, as well as the items stolen by the orcs. Inside this room are the Orc Commander, the Orc Shaman, as well as a couple of Orcs.