Overview

Kerse — Optional Adventure

Corven Vell's Hideout

A Respectable Townhouse Wrapped Around a Private Toxicology Laboratory

Sableglass Row is quiet by Kerse standards: narrow stone townhouses, polished brass knockers, clipped window boxes, and enough money in the masonry that nobody needs to advertise it.

Number seventeen looks almost aggressively ordinary. Pale stone. Dark shutters. A narrow greenhouse extension behind frosted glass. No crest hangs above the door, and the brass nameplate bears only two carefully engraved words:

C. Vell.

Corven Vell's Kerse residence is both a home and a private research site. The front rooms maintain the appearance of a successful independent alchemist's townhouse. The upper workrooms contain his legitimate toxicology practice. Beneath them, behind a reinforced laboratory door, Corven keeps the specimens, correspondence, and comparative research he does not trust to public laboratories or Golden Hand couriers.

Optional Means Optional

Nothing in this location is required to create the Blight Seedling Neutralizer or continue the campaign. The party can ignore the address completely.

Exploring the house provides three kinds of reward: alchemical treasure, evidence about Corven and the Golden Hand, and an optional research method that can reveal later Golden Hand sites earlier than the normal story path.

Three Levels

LevelAreasPurpose
Ground FloorH1–H2Public residence, security, conservatory.
Upper FloorH3–H5Working laboratory, specimen collection, private correspondence.
BasementH6–H7Golden Hand security and Corven's restricted comparative laboratory.
Corven Is Away

Corven is not present. He took his field case and several current notebooks with him. The house is protected because he expected thieves, rivals, creditors, Golden Hand rivals, or investigators eventually to come looking.

The defenses are not theatrical death traps. They are the precautions of a toxicologist who thinks exposure, contamination, and controlled retreat are perfectly reasonable answers to burglary.

Hook from Reiver's Right

Reiver's Right — E18

The Kerse Address

A routing slip among the Lower Works research papers identifies a private destination for material belonging to C.V.

C.V. — PERSONAL MATERIAL

Remaining RR specimens to be returned to Kerse residence.
Do not forward through Crucible stores.
Comparative work continues privately.

17 Sableglass Row, Kerse

Below the address, in a different hand, someone has added:

Vell says the house is warded. Send no one without him.

No Quest Marker Required

The note is enough. Do not have an NPC order the party to investigate the house. If they choose to follow the address while in Kerse, the hideout is available.

Running the Hideout

GM Guidance

Running Corven's Hideout

Corven's house is a compact optional mini-dungeon rather than a conventional residence. The public-facing rooms are neat and restrained. The farther the party penetrates, the more clearly the building becomes a private research facility.

Suggested Progression

  1. Entry Hall: respectable exterior, reinforced locks, first concealed toxin trap.
  2. Conservatory: cultivated poisonous plants and a living or constructed guardian.
  3. Preparation Laboratory: formulas, reagents, tools, unfinished consumables, and crafting treasure.
  4. Specimen Gallery: labeled samples from unusual plants, venoms, fungi, and contaminated environments.
  5. Study: correspondence, invoices, Golden Hand evidence, and Corven's private annotations.
  6. Lower Laboratory: hired guards or a laboratory guardian protecting the secure work area.
  7. Comparative Laboratory: final trap, assay equipment, reference specimens, and Corven's most important research.
Corven Is Not Here

Do not turn this location into an early confrontation with Corven. He should remain available as a recurring antagonist, reluctant informant, rival researcher, or future encounter. The danger here comes from what he left behind.

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.

Final Discovery

Campaign Unlock

Following the Blight Backward

Corven's deepest work is not a cure. It is a method of comparison. He discovered that infernal growths retain tiny chemical signatures from the stock, reagents, soil, stone dust, preservatives, and environmental contaminants present where they were propagated.

A neutralized specimen can therefore be compared against known samples. The result cannot name its creator or produce a magical arrow pointing toward a location, but it can establish that two specimens came from the same cultivated stock or identify unusual traces associated with a particular preparation site.

What This Opens

Later, after the party acquires a neutralized Infernal Seedling, Blightroot, Blight Crown, or comparable specimen, Corven's method can reveal an additional investigative lead toward a Golden Hand staging site.

The strongest use is an earlier lead toward the operation associated with the Pulgari Estate. Without the kit, the campaign reaches that material through its normal clues.