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The Redhook Hideaway — in-engine capture (dungeon architecture kit)

THE LEDGER · THE VALE

The Redhook Hideaway

The bolt-hole cave in the western cliffs where the Redhook crew cache the real takings — while their tents on the east road draw the eye. Vera keeps the best of it here, behind a crew split down the middle.

Everyone in Valenfeld knows the Redhook camp: hide tents pitched on the east road in plain sight, smoke where the watch can see it, Vera Redhook daring anyone to come collect. That camp is the decoy. The real Redhook is a dry smugglers' hold in the western cliffs — an old bolt-hole the crew took over and stuffed with the salvage they lift off the Vale road: bronze that never reached a boat, House goods off a robbed cart, salt-barrels come up one short. Vera keeps the best of it in the deepest chamber and calls it hers. The crew that fills the hold is not made of villains but of the Lean Years' leavings — failed farmers, played-out miners, a debt-jumper or two, people who did the arithmetic and decided other people's carts were easier than a dead field. They came for a cut and a roof, and lately they have started counting what the others take. Because the hold is split. A recent quarrel opened a crack straight down the crew: Vera's loyalists on one side, her quartermaster Orin Pell and his cheap-market crew on the other, each convinced the other is skimming. They have trapped the passages between their territories and hidden shares from each other, and the walls now carry as many accusations as they do soot. What still binds them is the fence-road out: the take moves on through Hewngate for the Broken Lances' cut, an arrangement older than the quarrel and the only thing both halves still agree is worth keeping. Cut down Vera and the hold is a rabble squabbling over hidden coin — which is the whole shape of the Redhook problem, and the whole of its solution.

KIND

dungeon

REGION

the-vale

CONTROLLING FACTION

The Redhook Crew

DANGER TIER

Tier IV

Connected

Type Fields
kinddungeon
regionthe-vale
controlling_factionfaction.the-redhook-crew
danger_tier4
All Relationships (12)

located_in

  • Vera RedhookVera holds the deepest chamber of the hideaway and keeps the best shares there.
  • Orin PellPell runs his market out of the hideaway's near galleries.
  • Halder VaneHalder sleeps and keeps his tally in the hideaway.

guards

  • The Redhook CrewThe crew fills and defends the western-cliff hold where the real takings are cached.

owns

  • The Redhook CrewThe bolt-hole and its cached salvage belong to the crew; the surface camp is the decoy.

references

  • Redhook CampThe east-road camp is the decoy that draws the watch off this hidden western-cliff hold.
  • Hewngate KeepThe hideaway's fence-road runs the take up the castle road to Hewngate.
  • quest.the-redhook-split (unresolved)The split quest sends the player into the hideaway to read Pell's counter-tally.
  • A Fence's ChitThe other end of the fence line.
  • Scrawled Across the Sealed PassageThe notice walls off the hideaway's shared passage between the two crew halves.
  • Feeding the HooksThe kennel care-note for the crew's ash-hounds in the hideaway.

hidden_in

  • The Hewngate CutThe fence-agreement is kept with the shares in Vera Redhook's deep hold.

This world ships in Valenfeld. Play the game →

The Redhook Hideaway — Valenfeld — Valenfeld