Reiver's Right — Location 6

Workers' Bunkhouses

The People Who Expected to Come Back

Rows of narrow bunks fill the workers' cabins, packed closely enough that a person could cross half the room by stepping from bedframe to bedframe. Blankets remain tangled from sleep. Mud-stained boots sit beneath beds. Cheap playing cards, letters from home, carved wooden figures, shaving kits, spare shirts, and little personal hoards occupy shelves and footlockers.

A half-finished game of cards still covers one small table. Someone left a pair of dice where they fell.

Nothing here looks properly packed. Some beds are stripped of blankets, a few footlockers stand open, and several shelves have conspicuous empty spaces. But most of the workers' belongings remain exactly where they were left.

The bunkhouses should humanize the missing workforce. Reiver's Right was not an empty company site; more than fifty people lived and worked here. Fifty workers eventually fled the camp in two groups, leaving behind wages, clothing, personal correspondence, tools, keepsakes, and much of what they owned.

Their departure was hurried rather than orderly. Most had expected to return to their beds until the worsening corruption and Hendrick's disappearance made remaining at Reiver's Right untenable.

Automatic Discovery: A Hurried Evacuation

No check is required to establish that the workers left in haste. Spare boots, traveling cloaks, money purses, letters, tools, and personal belongings remain throughout the cabins. Some workers managed to collect food, blankets, and a few essential possessions, but many left with little more than they could carry.

Several beds appear to have been slept in shortly before the camp went silent. The abandoned possessions suggest that the workers had not anticipated leaving permanently.

Careful observation also reveals that the cabins were not all abandoned at precisely the same moment. Some belongings were hastily collected, while others remain completely undisturbed.

Challenge 1: Search the Cabins

Careful examination of the workers' clothing and equipment reveals that some members of the camp had recently been working somewhere very different from the surface logging areas.

Primary Check Perception DC 15, Survival DC 16, or Mining Lore DC 14
Critical Success Several pairs of boots, trouser cuffs, gloves, and kneepads are stained with a fine gray clay that does not match the dark forest soil around the bunkhouses. The same workers' bunks also contain stone dust, frayed gloves, and clothing marked by repeated contact with rough rock. Clue: If the party has examined Hendrick's records, the names associated with these bunks correspond to workers repeatedly assigned to the Lower Works.
Success Several workers' clothes and boots carry fine gray clay and stone dust unlike the soil found around the surface camp. Clue: Some of Reiver's Right's workers were regularly laboring underground or inside exposed rock.
Failure The cabins contain enough mud, sawdust, and work grime that the unusual residue does not stand out.
Critical Failure The character mistakes the gray residue for ordinary road dust or dried river mud.
Personal Notes and Rumors

Do not turn every bunk into a puzzle. Most of what the characters find should be ordinary evidence of the people who lived here: letters from spouses, crude jokes scratched into bedframes, IOUs from card games, sketches, spare socks, cheap liquor, and small amounts of saved coin.

A few notes and letters can contain fragments of the growing unease around Reiver's Right. None should explain the entire conspiracy by itself.

  • A worker complains about carts moving after midnight even though no timber shipments were scheduled.
  • Another mentions being told by a guard to stay away from the river bluff after dark.
  • One letter jokes that certain crews have become "moles" because they disappear for days and return covered in pale clay.
  • A worker complains about hammering beneath the camp continuing long after the sawyard had gone quiet.
  • A rough note mentions two laborers reporting headaches, strange dreams, and black residue beneath their fingernails after working a special shift.
  • One bunk has been untouched for several days. Its owner was supposedly reassigned to Lower Works and never returned for his belongings.

Challenge 2: Piece Together the Workers' Rumors

The notes are fragmentary and written by people who did not understand the larger operation. Comparing several of them can reveal a common pattern.

Primary Check Society DC 16, Perception DC 16, or Labor Lore DC 15
Critical Success The character realizes the rumors all point to the same pattern: workers were being reassigned in small groups, taken toward the river bluff, and kept away from the ordinary camp for extended shifts. Late-night carts and underground hammering increased shortly before Reiver's Right went silent. Clue: The hidden operation beneath the bluff was expanding shortly before the disaster.
Success Multiple workers independently mention restricted bluff access, unusual night activity, and crews disappearing from normal logging duties. Clue: The rumors support the existence of a concealed work site separate from the visible logging camp.
Failure The complaints sound like ordinary camp gossip: unpopular assignments, night shifts, and resentment toward supervisors.
Critical Failure The character concludes that most of the notes are exaggerations written by bored laborers.

From somewhere near the back of the cabin comes a faint scrape.

Then silence.

A moment later, something beneath one of the lower bunks shifts again.

Recognizing Halven Dorr

If the party has already spoken with Orvik Brasshand about Halven's disappearance, the identification is immediate once Halven gives his name.

Halven still carries a compact leather tool case containing calipers, a small magnifying lens, a grain probe, chalk, and several notes describing pieces of darkwood he inspected before the camp collapsed. These items support his explanation that he came to Reiver's Right on legitimate business rather than as part of the logging workforce.

Finding Halven resolves the central question of Orvik's request—he did reach Reiver's Right—but his condition and eyewitness account create much larger questions about what happened after his arrival.

Earning Halven's Trust — Stabilizing the Blight

Halven fears that the black veins spreading through his arm will transform him like the creatures elsewhere in camp. Food, water, and reassurance may help, but showing him that the blight can be held in check earns his confidence much more quickly.

If the characters administer the blight-stabilizing treatment, the burning in Halven's arm subsides and the dark veins stop advancing. The treatment stabilizes the blight for 24 hours; it does not cure the infection.

Halven watches the dark veins beneath his skin, slowly flexing his injured hand. His grip on the woodcutting knife loosens.

"It's stopped. Gods, I think it's actually stopped."

He looks up at you. "How long will it last?"

When you explain that the relief is temporary, he swallows hard, then sets the knife aside. "All right. Ask what you need to ask."

Mechanical Benefit — Trust Gained Successfully administering the treatment automatically produces at least the Success result for Challenge 3: Halven sets down his knife, accepts help, and shares the essential eyewitness clues under What Halven Knows. No additional check is required for this information. The party also gains a +2 circumstance bonus to one subsequent Diplomacy check made to gain his confidence and obtain his complete eyewitness account. On a critical success, Halven also remembers several names used by workers assigned to the Lower Works. The circumstance bonus does not stack with another circumstance bonus to the same check.

Temporary relief: The treatment halts progression for 24 hours but leaves the underlying corruption in place. Halven asks the characters to help him return to Old Macridi and reach someone capable of treating the infection. Feeding, hydrating, or tending his injuries can improve his immediate condition, but does not independently suppress the blight.

Challenge 3: Calm Halven Dorr

Skip this check if the party has already administered the blight-stabilizing treatment. That treatment automatically earns Halven's cooperation; a further Diplomacy check is optional and only needed to obtain additional personal details. Otherwise, resolve the challenge below.

Halven grips a woodcutting knife and warns the characters to stay back. He is frightened, sleep-deprived, and struggling to distinguish actual threats from the sounds and memories of what happened in the camp.

Primary Check Diplomacy DC 16, Medicine DC 15, or Intimidation DC 18
Critical Success Halven recognizes that the party is trying to help. He lowers the knife, accepts food or water, and gives a coherent account of what he witnessed. Reward: He provides all of the witness information below and remembers several workers repeatedly associated with the Lower Works.
Success Halven calms enough to speak. He provides the most important parts of his account but remains frightened and confused about some details.
Failure Halven refuses to leave his hiding place and answers only in fragments. The party can try another approach after giving him time, food, water, or medical attention.
Critical Failure Halven panics. He lashes out once with his knife or attempts to flee deeper into the bunkhouse. Characters can restrain or disarm him normally; he is not trying to kill them and surrenders as soon as he is safely subdued.
What Halven Knows

Halven was an outsider visiting Reiver's Right on legitimate business. He was not a member of the Golden Hand and was never employed by the logging camp. His purpose was to inspect finished darkwood before arranging its purchase for Orvik Brasshand.

Because Halven spent time examining lumber, speaking with workers, and waiting for suitable stock to be prepared, he observed more of the camp's activity than an ordinary passing visitor might have.

If calmed, he can provide several important eyewitness details:

  • The Darkwood: Some of the finished timber showed unusual dark staining or fine contamination beneath the grain. Halven initially believed this was the same kind of infestation Orvik had sent him to investigate, but he became increasingly uncertain.
  • The Lower Crews: Hendrick regularly reassigned workers to a job everyone called the Lower Works. Workers said it involved bluff stabilization and drainage.
  • Night Work: Halven noticed crews leaving after the evening meal and returning shortly before dawn. Some came back covered in pale gray clay and stone dust despite supposedly working at a logging camp.
  • The Equipment: Halven saw carts carrying braces, picks, chains, lamp oil, pipe, and other heavy equipment toward the river-bluff side of camp.
  • The Consultant: A well-dressed outsider arrived shortly before conditions worsened. Halven heard workers refer to the visitor only as Hendrick's alchemist or the consultant.
  • The First Sick Workers: Several members of the Lower Works crews began complaining of burning skin, strange dreams, and black residue on their hands and clothing.
  • The Final Night: Shortly before the camp collapsed into chaos, Halven heard shouting near the bluff followed by a deep impact or tremor beneath the ground.
  • Hendrick's Disappearance: Halven heard workers discussing Hendrick carrying a piece of black root-growth in his chest pocket. The thing eventually penetrated his clothing and embedded itself in his skin. Workers attempted to remove it, but Hendrick refused. After behaving increasingly strangely, he disappeared before dawn.
  • The Evacuation: Fifty workers fled in two groups, one heading for the Cedar Court and the other for the Court of Endless Revelry. Halven remained behind because of his symptoms and his fear that he might infect the refugees.
  • The North Road: Both groups avoided the North Road because of rumors that the blight was especially dangerous at the crossroads near the Pulgari Estate.
  • The Missing Workers: A few workers were already unaccounted for when the evacuation began. The refugees did not want to remain at Reiver's Right long enough to search for them.

Halven cannot confirm whether either refugee group reached its intended destination. He knows nothing of the Golden Hand's larger plans or the true origin of the infernal blight.

The Flight of Fifty

By the time the workers decided to evacuate, Reiver's Right had become increasingly dangerous. Hendrick had disappeared, several laborers were missing, and frightening rumors circulated about the corruption spreading beneath the camp.

Fifty workers gathered whatever supplies they could carry and abandoned Reiver's Right. They divided into two groups, hoping that the fey courts might offer sanctuary or assistance.

Group One — Cedar Court: One group followed woodland trails toward the Cedar Court, avoiding the North Road and the approaches to the Pulgari Estate.

Group Two — Court of Endless Revelry: The remaining workers took another route through the forest toward the Court of Endless Revelry. They likewise avoided the crossroads where the blight was rumored to be especially severe.

Neither group's arrival is confirmed at this stage. The party can discover additional information about their fate during later encounters with the fey courts.

Halven remained hidden inside the bunkhouses rather than joining either group. His presence explains why the camp contains a living survivor even though the main workforce has departed.

Halven's Exposure

The dark lines beneath Halven's skin are an early reaction to infernal blight exposure, not a fully established transformation like Hendrick's. Food, water, and ordinary treatment can help his exhaustion and injuries, but only the linked blight-stabilizing treatment stops the corruption from advancing for 24 hours; it is not a cure.

A Medicine or Nature DC 16 check determines that his symptoms are similar to the lignification caused by the Infernal Blightling, but far less advanced.

On a critical success, the character also notices that the corruption is concentrated around several shallow scratches on his forearm rather than spreading uniformly through his body. This suggests physical exposure to contaminated roots, sap, or infected timber rather than the embedded seed fragment responsible for Hendrick's transformation.

What This Location Should Establish

The Bunkhouses should make the disappearance personal. Fifty workers fled Reiver's Right in a hurried evacuation, leaving behind wages, letters, clothes, tools, and personal belongings because they had not expected to abandon their homes until the situation became intolerable.

Investigation adds a second conclusion: some workers were regularly being sent somewhere underground. Their clothing carries gray clay and stone dust, their own notes describe late-night activity and restricted bluff access, and Halven can confirm that carts loaded with excavation equipment were moving toward the Lower Works.

Halven also establishes that the workers split into two groups bound for the Cedar Court and the Court of Endless Revelry, deliberately avoiding the North Road crossroads near the Pulgari Estate.

His presence provides a separate thread into the mystery: an ordinary visitor sent to investigate questionable darkwood became trapped inside the disaster and exposed to the same corruption affecting the camp.

Most importantly, Halven's account supports the conclusion that the ordinary workforce was largely being used rather than initiated into the conspiracy. Hendrick and the Golden Hand knew far more about what was happening beneath Reiver's Right than the people doing much of the dangerous work.

The party should leave this location having found Orvik's missing assistant and gained several leads, but not a complete explanation of the conspiracy, the fate of the refugees, or the true source of the infernal blight.