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
- Entry Hall: respectable exterior, reinforced locks, first concealed toxin trap.
- Conservatory: cultivated poisonous plants and a living or constructed guardian.
- Preparation Laboratory: formulas, reagents, tools, unfinished consumables, and crafting treasure.
- Specimen Gallery: labeled samples from unusual plants, venoms, fungi, and contaminated environments.
- Study: correspondence, invoices, Golden Hand evidence, and Corven's private annotations.
- Lower Laboratory: hired guards or a laboratory guardian protecting the secure work area.
- 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.