Security & Consequences
GM Guidance
Security, Noise, and Retreat
The house is occupied by a small hired security detail, not an army. Most of Corven's defenses are locks, toxic irritants, controlled ventilation, secure doors, and disposable laboratory hazards.
- H1: Two hired house guards may be present. Use level 1 Guard statistics or an equivalent low-level humanoid guard.
- H2–H5: Primarily hazards and investigation. Loud fighting gives the basement guards time to prepare.
- H6: Two additional guards protect the restricted laboratory. They are paid professionals, not fanatics, and may surrender if clearly outmatched.
- H7: The final defense is an alchemical archive-destruction system rather than another squad of enemies.
Kerse Is Still a City
This is not an abandoned dungeon. If the party breaks windows, starts a prolonged street fight, sets the building on fire, or leaves bodies in public view, neighbors and authorities can become involved.
A careful infiltration can be completed without creating a citywide problem. The location rewards stealth, deception, Crafting, Thievery, Medicine, Nature, and alchemical knowledge as much as combat.