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Batterstorm Keep
Maps & Descriptions
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The maps in this file were developed using native PowerPoint objects: imported textures or shapes were strenuously avoided. That makes it easy for anybody to edit or expand upon these maps. Any artwork is by either DALL-E or Stable Diffusion. Any and all original content by me in this file (maps and descriptions) is Creative Commons
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GM’s Maps
The Keep
Batterstorm keep was established several hundred years ago by the local lord of the time. Its purpose was to ensure law & order in the surrounding countryside. It’s not designed to support full-scale siege warfare. Instead, this keep was designed to provide a secure location from which a local sheriff or constable can conduct operations as necessary against local gangs, bandits, roving bands of orgs, etc. Against that class of threat, the keep has proven to be very effective.
That having been said, the keep was placed strategically to identify and respond if necessary to foreign threats. The rocky beach provides one of the few landing spots along the nearby coastline for any sea-based approach, and the keep is within a short ride of nearby land borders. If push came to shove, the keep could hold its own until reinforcements arrived.
Military Strength
The keep is home to three separate fighting forces:
In total capacity then, the keep can muster a fighting force of 31 fighters – sufficient to secure the keep and the local countryside.
Batterstorm Keep
Local Industry
Because the keep has been successful at enforcing law & order, local villages have been thriving. The nearly 50-person keep is a steady customer for village consumables: fruits and vegetables, meats, wine and ale, lamp oil, candles, etc. The rocky beach provides good access to fishing as well. Nearby industry includes fishermen, boatwrights, rope and net makers, etc. Other local businesses include small farms as well as hunters & trappers. In fact, there’s enough local industry near the keep to support a tavern. The tavern is kept busy by local villagers, the nearly two dozen guards and soldiers of the keep, and the occasional coastal merchant.
The weather near the keep tends to be overcast and stormy, as implied by the keep’s name. Decades ago, one of the sheriffs commissioned a simple lighthouse to be built on a rocky island just off the beach. On foggy evenings, if fishermen or other boaters are believed to still be out at sea, one of the keep’s guards will light a large oil lamp on the top floor of the lighthouse, so that boaters might better find the dock in the dark.
The Keep’s Staff
In support of the fighting force, the keep employs:
In terms of keep operations there are:
Structure
Batterstorm Keep was built on a mostly flat tract of land overlooking a rocky beach on the sea. The foundation of the keep is a raised, stone foundation, rising approximately 4’ above ground. The keep’s three floors rise to a height of about 50’ above that, providing a commanding view of the local countryside. The keep’s construction is very solid, its framework being thick stone walls. Entry to the keep is achieved via a raised courtyard that is itself protected by a low (3’) stone wall. Broad stone steps lead up to the courtyard, through a wooden gate that can be manually raised and lowered.
Curtain Wall
The keep is surrounded by a stone outer wall. This was not designed to be a proper siege wall though; this wall is only about 5’ thick and only 20’ high – easily overcome by a committed army. Near the top of the wall, wooden platforms have been constructed to form a narrow parapet for the keep’s defense. Access to the parapet is via ladders spaced along the wall. The parapet would be manned only if the keep were under attack, which has rarely occurred in the keep’s history.
At each corner of the outer wall is a 4-story guard tower. These towers rise to a height of about 50’. By day, only 1-2 towers are manned (there’s no perceived need to keep guards in all four towers during peaceful seasons). By night though, all four towers are always manned. There are accommodations in each tower that make guards comfortable for standing shifts in the tower. In fact, some guards prefer the relative quiet a good night’s sleep in a tower to the ribald sport of the guardhouse.
On the east side of the wall, entry is achieved via a gated portcullis. On the beach side there is a conventional wooden gate with a stone ramp leading down to the lower elevation nearer the sea.
Batterstorm Keep
Sea Dock
After the keep was first constructed, locals took advantage of its safety by building just outside its walls. This included local fishers, who worked together to build a simple dock off the rocky beach. A wooden ramp leads down to the dock. In addition to being the home to small fleet of fishing boats, the dock is nowadays also visited by coastal merchants looking to do business with the keep and its surrounds.
Lighthouse
Built decades after the main keep, the lighthouse has become a de facto part of the keep. The lighthouse is usually unlit and unmanned. Only on foggy evenings when the captain of the guard feels that local fishers and boatman might need assistance does he order a guardsman to man the lighthouse and ignite its oil-fed flame. As with the guard towers, there are accommodations in the lighthouse to make it comfortable for such shifts. As with the guard towers, over the decades there have been some guards who prefer a quiet night’s sleep in the lighthouse, especially when the weather is warm.
The lighthouse’s outer shell is stone construction, with wooden interior work. The lighthouse was built on a small rocky island near the beach, easily accessible via a skiff.
Outer Fence
First came the keep, then a local fishing industry, then a lighthouse…eventually it became evident to one of the previous sheriffs that the low side of the keep needed more protection. So a thick wooden fence was built to extend from the keep to the beach. The fence is about 6’ high and is usually well maintained. It has no gate; The fence is not intended to stop incursion so much as channel it.
The guards consider this lower area to be part of the keep also, so they include the dock, the local industry in and around the fence, and especially the tavern to be part of their routine patrol.
Tips & Tricks for editing this map:
Guard
Tower
Gate
House
raised courtyard
Guard
Room
Stable Master’s Cottage
Great
Hall
Blacksmith
Stable
Blacksmith’s Cottage
Tavern
Fishermen’s
Cottages
farm
Trappers
lower gate
inner gate
upper gate
Great Hall
Council Chamber
Chapel
Kitchen
Lavatory
Inner
Guardhouse
Raised Courtyard
Larder
Sheriff’s Study
Main floor of keep
Second floor of keep
Chaplain’s Apartment
Soldier’s
Barracks
Officer’s
Quarters
Steward & wife
Cellarer
Baker
Cooks’ quarters
Butcher quarters
Interior walls of timber have been added to the load-bearing stone framework to create additional interior chambers
Staff
salon
Third floor of keep
Sherriff's Solar
Garderobe
Marshall’s
Apartment
Knights Chambers
Dovecote
Squire’s Barracks
Balcony
Sub-floor of keep
This level of the keep is buried only about 3 feet into the ground, with an additional 4 feet above ground, providing a raised foundation for the main level. This dark and damp sub-floor was constructed windowless.
Undercroft
Stocked to withstand short sieges or storms, if necessary
Dungeon
Cells are usually empty and are never full for long. They typically hold bandits or other criminals awaiting execution
Armory
The armory is plentifully stocked, with weapons of poor to medium quality. The keep’s soldiers keep the weapons clean and well oiled
Guard Towers & Gatehouse
1 square = 5’
Guard Towers, top floor
just a central table & the ladder down
= ladderway down
Guard Towers, 3rd floor
shift bunks & another ladder up
Guard Towers, 2nd floor
table & another ladder up
Guard Towers, ground floor
weapons chests & ladder up
The towers on the east side are a mirror image of this
= vertical timber
Gatehouse, ground floor
portcullis mechanism
Gatehouse, top floor
a lookout above wall height
Stable & Guardhouse
1 square = 5’
Guardroom
stable boy’s loft
stable
loft
tack shed
Cottages, Smith & Paddock
1 square = 5’
Paddock
Blacksmith
Horseshoes, nails, hinges, latches, simple tools
Blacksmith’s Cottage
Stablemaster’s Cottage
with husband & son
Paddock
Battlestorm Tavern
1 square = 5’
Kitchen
Tavern
root cellar
Cottages
1 square = 5’
Fisherman’s Cottage
with wife and two daughters
Fisherman’s Cottage
widow
Fisherman’s Cottage
father and son
Trappers’ Cottage
mother and daughter
Farm
farmhouse
A small root cellar is located beside the house
chicken coop
barn
Lighthouse & boats
1 square = 5’
Lighthouse, top floor
just a central flame pit & seaside windows
= ladderway down
Lighthouse, 3rd floor
lamp oil kegs, and another ladder up
Lighthouse, 2nd floor
Small table, supply chest & another ladder up
Lighthouse, ground floor
Lighthouse on rock island
25’ fishing boat
10’ skiff
40’ Coastal merchant
hatch to cargo & sleeping mats below
steering board
(starboard)
Sherriff
Like his predecessors, this sheriff is a skilled administrator who has earned the loyalty of the people he protects. He is well-spoken and is a shrewd judge of character. Despite his noble bearing, he is approachable and friendly, willing to listen to people’s concerns. He is a skilled diplomat.
Knights
These knights are 3rd and 4th offspring of regional nobles, with little prospect to inherit. So they take their charter at the keep seriously; supporting the keep is their livelihood.
Soldiers
Guards
The soldiers and the guards have a friendly rivalry, each claiming that the other’s job is “cushy”.
Military Support
Population, about ~65 full time residents
Keep Staff
Though each staff member has a primary role, they of course assist each other in their assignments as needed to maintain the keep.
Villagers
Farm
Coastal Merchant
The merchant’s docked boat is offers various goods normally available only in a city: spices, fine fabrics, knitted and embroidered items, pottery, glasswork, cutlery, lanterns, locks & keys, etc.
Danté Blackheart - The Bandit King
Race: Human
Gender: Male
Age: 32
Class: Bard
Level: 10
Alignment: Chaotic Evil
Danté is a bard who travels the countryside, often in disguise, seeking out the most ruthless gangs of bandits and brigands to incite. With his charm, charisma, and silver tongue, he can easily convince these groups to conduct raids of his design, but always leaving them with the belief that it was their idea in the first place. He takes a cut of their loot as payment for his planning and support.
Danté is a tall, lean man with long, jet black hair and piercing blue eyes. He is quick-witted and clever, always thinking two steps ahead of his enemies. When not in disguise, he dresses in light, black leather armor adorned with silver studs. He carries a silver recorder in his cloak.
Danté uses his bardic magic to support his criminal activities, often using his spells to inspire and enable his minions. He is also skilled in combat, wielding a rapier with deadly precision.
Despite his evil alignment, Danté has a magnetic personality that draws others to him. He is a master manipulator, able to convince even the most virtuous of individuals to join his cause. He is a dangerous foe to have, and even more dangerous ally to betray.
Armor Class: 17 (Leather Armor + Dexterity bonus)
Hit Points: 85
Rapier: +9 to hit, 1d8+4 piercing damage
Shortbow: +9 to hit, 1d6+4 piercing damage
It has taken Sheriff Alaric Nightshade a decade to even learn the name “Danté”, and Alaric still has no good description of the man. Though he cannot prove it, Alaric suspects that Danté is the cause of much of the banditry and raiding that happens in Batterstorm Keep’s domain.
Local Villains
Grommash – Orc Battle Master
Race: Half-Orc
Gender: Male
Age: 34
Class: Barbarian
Level: 9
Grommash is a brutal half-orc who has made a name for himself as a fearsome warrior in the region. However, he harbors a dark secret - he has been secretly organizing the goblins and orcs in the area, teaching them better tactics and strategies to make them more effective in their raiding and pillaging.
Grommash is a towering figure, standing at over 6 feet tall and weighing more than 250 pounds. He has a shaved head, a thick black beard, and piercing green eyes. His body is covered in scars and tattoos, evidence of the many battles he has fought and won.
As a barbarian, Grommash is a formidable opponent in combat. He wields a massive greataxe with deadly precision, and his rage makes him almost unstoppable. He is also surprisingly quick and nimble for his size, allowing him to close the distance to his enemies quickly.
Despite his cruel and calculating nature, Grommash has a commanding presence that earns him respect and loyalty from the goblin and orc tribes he has organized. He is careful to maintain his power and influence from the shadows, keeping his true intentions hidden from those who might seek to stop him.
Armor Class: 16 (unarmored defense)
Hit Points: 108
Greataxe: +10 to hit, 1d12+5 slashing damage
Javelin: +7 to hit, 1d6+5 piercing damage
Captain Jaren Silverkin and his patrols have come up against raiding parties organized by Grommash on several occasions. Jaren has even seen the imposing half-orc in combat. He suspects that Grommash is a ringleader, but Jaren does not know that Grommash is the ringleader. Grommash has always been clever enough to retreat with his forces intact whenever the tide appears to be turning against his raiding party. By that time, the raiding party usually already has what it came for anyway.
Adventure-Specific Maps
Carrier Pigeon
1-3. Gameplay begins enroute to the keep
4. Attack begins while in the Great Hall
9. Players make their way to the kitchen
10. Then upstairs to the dovecote
12. Then somehow get to the tavern
14. Then to the lighthouse
15. Finally, fight their way back inside. END
Utility Graphics
Player Maps
Guard
Tower
Gate
House
raised courtyard
Guard
Room
Stable Master’s Cottage
Great
Hall
Blacksmith
Stable
Blacksmith’s Cottage
Tavern
Fishermen’s
Cottages
farm
Trappers
lower gate
inner gate
upper gate
Great
Hall
Kitchen
Inner
Guardhouse
Raised Courtyard
Main floor of keep
Second floor of keep
Interior walls of timber have been added to the load-bearing stone framework to create additional interior chambers
Third floor of keep
Dovecote
Balcony
Sub-floor of keep
This level of the keep is buried only about 3 feet into the ground, with an additional 4 feet above ground, providing a raised foundation for the main level. This dark and damp sub-floor was constructed windowless.
Undercroft
Dungeon
Armory
Battlestorm Tavern
1 square = 5’
Kitchen
Tavern
root cellar
Lighthouse & boats
1 square = 5’
Lighthouse, top floor
just a central flame pit & seaside windows
= ladderway down
Lighthouse, 3rd floor
lamp oil kegs, and another ladder up
Lighthouse, 2nd floor
Small table, supply chest & another ladder up
Lighthouse, ground floor
Lighthouse on rock island
25’ fishing boat
10’ skiff
40’ Coastal merchant
hatch to cargo & sleeping mats below
steering board
(starboard)
= chest
= shelf / shelves
= table
or desk
= stool
Legend
= door
= window
= double door
= locked door
S
= secret door
= stairs down
= stairs up
= fireplace / oven / kiln / forge
= chimney
= rough table �with chairs
= rough table with benches
= bench or pew
= comfortable chair
= crate
= barrel
= washing tub
= water well
= hay bales
= woodshed
= ladder
= bed
= horse trough
= spinning wheel
= loom
= bee hives
= bunk bed
= chest of drawers
= anvil
= crops / vegetable garden
= trees
= shrubs
= flower or herb garden
= locked
chest
= brazier or flame pit
= religious ornamentation
= statue / monument
= wardrobe or cabinet
= hatch / trap door on floor
F
= spiral stairs
= settee
= divan
= harpsichord
= wine press
= open cart
= covered �carriage
= catapult or trebuchet
= water wheel
= milling wheel
= small boat
= windmill�blade
= plow
= still or brewery copper
= tent / camp
= campfire