Hammerang Keep

Ancient Blood – Secrets of the Riverdans
Author: Kelly Berger
2014

Hammerang Keep can be geared for a generally tougher party than the starting characters. As such, it is intended as a after-thought to the [sub-dunst] series and should happen at the end. One of the campaign characters learned the craft of magic in its secluded rooms and should be drawn back by the persistent rumors of treasure and lost items of power that he can vouch for first hand.

About a year ago, ‘Great’ Jon Quirrelmyn, brother of Flaumen Quirrelmyn the 3rd, hereditary Riverdan lord of Bluewhal Keep, discovered what he believed to be a plague of rats in the summer ‘palace’ of Hammerang Keep.
The keep is an ancient family castle now used as a hunting lodge and spring feast hall. The keep lies in ruins mostly, but Great Jon’s son discovered a way into some of the sealed rooms. He opened other passages in his explorations over years and the rats attacked his son, causing bad scarring. He sealed up the tunnels and hallways once again, taking no chances. Rumors and talk have sprung up anew of ancient treasures and dangers lurking in the old pathways of the castle.

Now the Great Jon has to keep a watch posted to keep away adventurers; several young men have broken limbs and gotten pretty banged up trying to navigate the crumbling keep at night, away from the eyes of the guards.
In the village of Vitaan, next to the ruins, strangers are viewed with suspicion and the local watch warn them away from the keep – if you wish to explore the ruins, its best not to announce it to the locals. Stay at the the tiny steading of Poorcroth’s Path – a busy crossroads with 2 Inns and three alehouses about 10 miles up the road.
The Inn’s are friendly, there’s lively dance and music from many local farmers and field hands and silence can be bought.

Cover: A smart group can use the campaign character family background to stay in the hunting lodge. A rich group of non-campaign background characters could hire the lodge. Regardless, to keep their cover, they must hunt by day/explore by night – a grueling schedule.

Hammerang Keep

Keegil’s Watch: Night and day a brave group of men (and a few women) watch the ruins for signs of activity. Their job is to arrest and escort trespassers to the borders of Horpan. These are mostly hunters and adventurous types. Since one of the family’s stumbled across magical accouterments in recent memory, theres been
a concerted effort to keep everyone away. Any light in the ruins day or night will attract their attention!

Upper Ruins

Well sealed and only exploration in rainy months can cover the sound. There are some secret passages known tot he family, who still use it as a store house and keep certain rooms well cared for.

Grumwell’s Arch

Grumwell, one of the family, opened one dark passage. The top of the archway is the only thing visible now – rubble fills 3-4 meter of the tunnel he uncovered now.

Cult Home

Cult Home – a local hidden cult of Sun Stealer has made a hidden shrine in the ruins. There is not much to discover, but if it is looted, the members will know within 24 hours. They will announce the part’s presence to the town and guards if possible, in a sly fashion so they cannot be traced. If they discover who the culprits are are in the Poorcroth’s Path a pair will be sent to seduce and murder one of the party under the guide of a local bumpkin pair being seduced in turn by the worldly, cosmopolitan adventurer who will take them away from all their misery.

Lower Ruins

Sealed well, but many entrances exist to the known catacombs and a few entrances to the ancient tunnels of the Eyeless Ones, defeated in battle by the original Riverdan Lord of this land.

Animations – zombies, skeletons
Strange fungi
Walking statue
Spirits
Blood Spirit
Undead: an ancient ghoul magus that was murdered while exploring and became lord of the denizens in the old tunnels. The tunnels lead into a deep warren of orrish (goblins) to the west and the ghoul is wise, raiding only for the meager food he needs to survive. His mind is cracked, he simply wishes to remain undisturbed, master of his domain.

Seeking the Family Records

The ruins of Oxbridge Tower at Broken-Spear Ford serve as the town hall and jail. The mayor’s office is there, and he will direct the party to seek out Charles Quirellmyn, owner of White River Dairy on the southern edge of town.

Charles Quirellmyn – He is the cousin of Flaumen, who rules from Bluewhal Keep. Charles is the family representative in the old capital. He will put on a good front, and tell the party the records are safe, but that
they are sealed in the vaults of the famly tombs to the north, in the hills outside of Dartmith’s Point. Unsealing these is possible, but its a lot of pomp, a big affair, very costly. He could be persuaded to talk to the family if the group would help him.

Charles wants the group to steal cattle from county Faer! If not, he’ll tell them that it will cost 5000 silvers for the right ceremonies and signs to be observed. Or, for 1000 silvers and no whispers in the dark, he could tell them of an old entrance known only to him and a few of the family – they could then sneak in and verify themselves.
He does warn the party, there are a few restless spirits that may bar the way, but they are slow or dim-witted and most can simply be ran away from.

Real Story: Its a setup. There is an ancient cursed village in the hills north of Bluewhal Keep. Going through it will trigger spirits. The cave, where there is an entrance to the family crypts, is guarded by skeletons of drowned villagers and the victims they have killed over the years.

Cattle Raid: If the cattle raid sounds appealing to the group, there is a slim chance they will be able to pull it off. There’s over 40 head of cattle (he needs ‘more than half’), and almost 20 miles of driving to go – with likely no one in the group having ever worked as a drover. For Charles its just a way to make himself some money in addition to what he may gain in directly the group to another solution.

Bluewhal Keep

(Pop. 580); ruled by Flaumena Quirellmyn III

Bluewhal Road

Branches from the old road to the keep.

ENCOUNTERS:
A mule-mounted patrol will see the party and ride to the keep 2 miles away

Flaumena is paranoid. There was an attempt to kill her as a child and one a few years ago. His father, Great Jon, ‘retired’ and left the family. It is said he lives in the hills, mad as a hermit. Flaumena suspects anyone asking questions about her or the family. Those in the keep want to prevent the dead of Tunwelsh from awakening.
They have an understanding with Elancil and the cult stays hidden and protected.

DEFENSES: Newly built 5m tall walls surround a fortified bailey and courtyard on 7m tall plane bordering the river.

AREA: The keep is about 100m from the river itself, separated by the Ghostwood – a small forest of cottonwood trees. Along the road to the keep is a small mill and hamlet with an Inn.

  • Dartmith’s Point – a trading post nestled in the south at the top of a hill near a creek as it slopes down hill. It has a small mill and a few homes and a shrine to the Green Mother (Gaia) in addition to an Inn and trade post. In the hills is the ancient crypt of family Quirellmyn. The old abandoned mining village of Tunwelsh, said to be cursed and empty now, stands a lonely vigil of the entrance to the family catecombs.
  • Groman’s Steading
  • Manse Bar-Quirellmyn

Cattle Raid

Karl Herzog = tracker to help party (track 6+1); he knows his father who did the last raid 4 years ago.
Hand axe, dagger. lasso

Its a small creek valley, the north hill is about 9 miles into county Faer.

5 cowboys, 4 dogs; 2×2 shift. +1 cook and +1 teamster.

  • Village of Carsmich (remote)
  • Village of Vitaan
  • Poorcroth’s Path – a busy crossroads with 2 Inns and three alehouses about 5 miles up the road

Other Adventures

Kidnaping the Flanders

This adventure takes place as the PC’s may be leaving the area of Broken Spear Ford.
See https://incarna.net/set/srlm/play/kidnap/ for more details.

Ambushed on the road

– try and kill just one of the group!
GM – pick the toughest PC to try and kill first.

Tactics: Kill one PC and send a message. If kill is not possible, encourage them to “leave” after a serious beating.

Attackers: Staff, dagger, club – basic ruffians.