1) small alcove 2) open area, some loose floor pieces 3) a floating floor piece, good place to put a large open chest of coins. But will it support anyone that jumps over to it ?
4) a loose area, it could top someone into the foggy depths 5) a loose area that wobbles 6) safe passage to door 7.
7) a cave type opening in a regular wall. Could it be a mouth instead ? 8) open area 8A) a nice hiding place for am onster 8B) teleport, no problems, to the ruins area
9) shaky path to the lake. 10) probably the only completely stable floor area in the Broken Grounds.
Map 33: dungeon_city_thedeep01.fcw
The Deep, a city
1) entrance from somewhere 2) a tunnel entrance 3) defensive walls
4) lower defensive walls with wood stakes 5) main stone walls 6) killing ground, kobold bones. Some pit traps are still open.
7) killing ground, kobold bones. Some pit traps are still open. 8) killing ground, kobold bones. Some pit traps are still open. 9) kobold assembly area
10) broken bridge to area 8. Shaky bridge between 9 and 10, 11) broken bridges between 9, 11, and 8 12) another entrance. Is this from the human entrance above ?
13) mayor's house 14) military commander's house
Map 34: dungeon_city_entrance01.fcw
1) Most likely human entrance from the surface. 2) cage area that blocks exit. Could be a secret door or two in these metal walls. 3) an innocent looking metal door and bones in the room.
4) Rubble blocks the path to 5. open on one side, drop off to sand down below. Did the sand just move ? 5) a cave-like area. Rubble blocks path to room 6. 6) Loose rocks on floor
7) the water can be slow, or swift and sweep characters away Connects to The Ruins. 8) a cave area, the water is moving and can sweep a character off into the depths of sand. 9) a floating stone area that connects 7 and 8
1) entrance from somewhere 2) room has a pile of rocks and two broken pillars that look like a bed. 3) hole in the wall from 1 to 2.
4) a stone door that leads to the foggy depths 5) stone rubble and two broken pillars. 6) room with two cages. Nothing to see in them, but they quietly humm.
7) A long path, open on one side. Leads to The Entrance area. 8) A room with low walls. The cave entrance leads to 13. 9) shaky stairs that lead from 6 down to 8. And the teleport over to The Deep's from gate. No teleport error.
10) stairs that lead from 5 down to a small platform of stone. 11) stone steps that lead down to a small platform of stone 12) humming stiars from 7 down to 17
13) No matter how well oiled, the hinges on this wooden door always make a loud rusty hinge creaking sound 14) a small room, whispers can be heard here 15) Two chests. Stallagmites, and holes in the floor. Path that connects to The Lake.
16) stairs from 17 on one side, and stairs that go no where. Path to the Broken Grounds. 17) a room with a treasure.
Map 36: dungeon_city_small_lake01.fcw
1) Entrance from somewhere, maybe a tunnel from the other side of the mountains ? 2) path to The Deep, a city. 3) floor pieces look loose, but they aren't.
4) open pit trap, it closes and opens at random intervals. 5) low walled room. Scratch marks like some being had been grabbed from below, and had frantically tried to stay on this level. 6) open door to the water. Is it drinkable ? Or is something swimming in it ?
7) The metal cage slides open at random intervals. Careful, it could snap back and close quickly. 8) Why is there a stalagmite in a stone room ? Is it a mimic who is confused ? 9) Could be a resting area, or drop characters into the lake.
10) Large open area. 11) Good hiding spot for monsters 12) small room with a path to The Ruins.
13) a floating island. Looks like a regular place to rest after a swim. Even has 3 small chests on it. 14) A locked door, with a key hanging on both sides to unlock it with. Or are the keys traps ? 15) a shaky bridge from 14 to 15. 15A is a pit trap. The cable/portcullis doesn't move.
16) leads to Broken Grounds
17) through 26) floating islands. Or are they, and the monsters and treasures an illusion ?
The Desolate Fens. Small ruins and towers to help defend them. Only village left has a wooden palisade around it. These folk gather peat, dry it, and then sell to nearby villages, towers, and castles as winter fuel for cooking and heating.
Late at night, especially when there is no moon, travelers near the fens can hear howls in the distance, or the wind whispers tales of death and horror.
The last village doesn't show lights at night. The others did, and they were attacked and are no more.
Tales of coins and various magical items abound about the ruined towers. Those who go there to look, never come back.
Map 41: Zosh_store01.fcw
A general store in Zosh. General supplies, a few potions, no weapons nor armor.
That is it, unless I missed one.
I'll try putting each location in one zip; like all of Dungeon City in one zip, etc. depending on zip file sizes. Otherwise I'll split them up into two parts.
Any comments before I start submitting later today or Friday ?
Just send them when you prefer, and I'll handle them as I have time.
Map 32: Dungeon_City_broken_grounds.fcw8A) a nice hiding place for am onster
Minor spacing error here
I have to admit, this got a bit overwhelming and difficult to follow. Perhaps stay to smaller batches in the future. I prefer to get multi-level dungeon complexes and buildings in a single batch, because the way maps have to be linked back and forth between floors, but that isn't necessary for overland/city maps.
I missed more than one or two, but I am checking each map.
Text for the first set of 3 maps.
Moroni Range, South
Moroni_Range01.fcw
Elves in the Starshine Forest to the north and east.
Castle Defender wasn't much, they had weak attackers, until the day stronger opponenets showed up. Now it is a Motte and Bailey, with three support towers nearby.
The various evil people in the mountains started attacking the villages. More towers with enclosed stone baileys were built to better defend these areas.
desolate_fens01.fcw
Desolate Fens. No detail maps for this area.
The Desolate Fens. Small ruins and towers to help defend them. Only village left has a wooden palisade around it. These folk gather peat, dry it, and then sell to nearby villages, towers, and castles as winter fuel for cooking and heating.
Late at night, especially when there is no moon, travelers near the fens can hear howls in the distance, or the wind whispers tales of death and horror.
The last village doesn't show lights at night. The others did, and they were attacked and are no more.
Tales of coins and various magical items abound about the ruined towers. Those who go there to look, never come back.
castle_defender01.fcw
Castle Defender. A Motte and Bailey with 3 support towers nearby. The roads into the forest interior can bring more elf defenders.
Bell Town has several shops, but no Inn. Adventurers are advised to have tents for camping outside the walls. There is no water well for outsider use.
outstretched_tower01.fcw
Outstretched Tower has an open air market, A large nice Inn and Stables, and a tax collector. No repairs, but some of the Inn folks can make repairs in leather and cloth items.
Bell_adventure_store01.fcw
Bell shop for adventurers. Has a variety of items to help with an adventure. Some items might be too bulky for a backpack.
Bell_storage01.fcw
Bell storage has 2 floors. Do not mess with the caretaker.
Bell_storage02.fcw
Second floor of the storage building.
Bell_bread_cheese01.fcw
Bakes bread daily, and also has cheese for sale.
Bell_repairs01.fcw
They can do minor repairs. Busted up chain mail or a broken sword is beyond what they can fix.
outstretched_tower_and_bell01.fcw
This map shows the general area for these two locations. The henge is not detailed.
Both town and tower have crop fields. And a small path leads into the Starshine Forest where farmers go to sell fresh vegetables. The elves don't always allow the farmers entry to the forest. The elves did allow the farmers to plant apple and pear trees.
forest_tower01.fcw
Inn, Stables. Well at the Inn.
That Weird Rock. Well, its not exactly weird, I mean, it just sits there in water no one will drink from, quietly humming songs to itself. It doesn't bother anyone, at least, as far as anyone knows.
Zosh_villagearea01.fcw
1) main gate 2) food stall 3) weapons stall The store and sundries building between the two stalls carries more items.
4) secondary gate 5) one of several apple trees 6) shops, family lives upstairs.
Zosh_store01.fcw
A general store in Zosh. General supplies, a few potions, no weapons nor armor.
Shows the outer walls, towers, and the interior of the bailey.
Keeper_Tower_basement01.fcw
Food and water barrels. A small group of potions on one table. Locked door to a small treasury.
Keeper_Tower_groundlevel01.fcw
Entrance, 3 water barrels that are more to help defend this floor than
Three sacks of food, two chairs for visitors. A nice decorative plant, don't touch, it growls when people do that.
Spiral stairs going up.
Under the potted plant is a hatch. Wooden stairs down into the basement. Might need to make the plant larger.
Keeper_Tower_level02.fcw
Note that the color of the spiral steps can be used to track level of this keep in closeups.
A storage box with quivers of arrows. A weapon wrack. Barrels of apples on the rug. Stools to rest on.
Keeper_Tower_level03.fcw
Two small storage boxes, benches for resting. Two wooden toilets.
Spiral stairs up and down.
======================================== Part 2 =================
Keeper_Tower_area01.fcw
This map has more places than most of the rest.
Moo is a nice place, sells beef and various farm crops in season.
Yonder Spring, nothing odd about it.
The Small Wood: trees aren't crowded, you can see through it to the other side.
Two ruins areas, believed to be built by former inhabitants of the area.
Desolate Fens is marshy and evil lives there in a tower.
Keeper Tower tries to protect the human entrace down to The Deep, a dungeon city.
Two kobold villages, and the might be using the kobold entrance to Dungeon City areas.
Keeper_Tower_level04.fcw
Third floor.
Three beds, toilets, food on two small tables. Benches for resting.
Keeper_Tower_toplevel.fcw
Top of the tower. Correct, the Lord and family don't live in this building.
Spears, baskets with quivers of arrows, water buckets to put out fire arrows, Two toilets, 4 benches for resting.
Trap door opens to a spiral stair going down.
Moo_villagearea01.fcw
Inn and Stables, Repair shop that can fix minor armor problems. A General store for supplies. Not mapped.
yonder_spring_ruins01.fcw
ruins south of Yonder Pond
Greenish buildings, must be moldy.
1) the old tower, tree growing close to it. 2) two walls left, cracked ground 3) four partial walls, tree growing into the building. Might have been a house at one time.
4) two walls barely standing, shrub growing inside.
5) an old well. Looks like something comes out of the well and wanders about the ruins.
Either something growing in the 7) garden, wandered around, and went into the well. Or something came out of the well, wandered around for a bit, and stopped at the garden.
6) some reddish weeds... they appear to almost be in formation. 7) the previously mentioned garden
8) a tree that appears to be an autumn tree, even in the spring. 9) a reddish tree in several locations. Sometimes move when there is no wind.
yonder_spring_ruins02.fcw
1) older keep than map 13. Has a snow covered maple tree growing on one side of it. 2) a snow covered bush growing in a house 3) 3 snow covered bushes growing in a house 4) unknown, appears to be a large house or store. Has a snow covered maple tree next to it 5) unknown, appears to be a large house or store. Has a snow covered maple tree next to i and a snow covered bush growing in it. 6) an old religious building, with a snow covered pine tree. 7) wall remnant with a snow covered pine tree. 8) older keep same as 1) 9) a small pergole 10) This tree seems older than the rest. 11) snow covered tree
Wrel Tower doesn't have much in the way of amenties. A small store. Adventurers are advised to have tents for camping outside the walls. There is a water well.
wrelna_town01.fcw
Wrelna Town has places for adventurers to stay and buy supplies.
a) main gate b) military commander's house c) town hall d) wizard tower e) merchant homes f) Bill's Inn and Bar g) Town water fountain and well h) wells j) storage k) commoner houses l) town militia or town military homes m) tax man n) stables o) warehouses p) store
general_general_store01.fcw
general General Store is in Wrel Tower
They have most everything an adventurer would want, except custom items. Those have to be ordered.
The exercise yard is available for 1 copper piece per hour.
Submitting this one soon. Submitted.
Text for:
Shoro Town and Stout Tower
shoro_town01,fcw
Inn, Stables, repair shop, general store, and storage. Not mapped.
A row of shops, not mapped.
Bee Hill.
Well, a large colony of honey bees live there. The farmers are glad of them as they pollinate these fields.
Why are there no guard towers like the other arable land ?
Many years ago, kobolds attacked via this road and field. The bees saw their favorite gardner killed by some large beings. He had been kind to them, getting them water and planting flowers when their water supply had dried up. The other field hands gave report that they distinctly heard small trumpets being sounded. The guards on the walls didn't hear them.
But the bees in Bee Hill did. They attacked the kobolds who never attack this town using this direction ever again.
A traveling druid did communicate with the bees on behalf of the town. Both the bees and the town resolved to come to each other's aid in all such future events.
The field hands, and two adventurers, did convince some bears to leave the bees alone. Find their honey elsewhere.
All has been quiet on this side of town for years.
stout_tower01.fcw
Stables, warehouses, 2 Inns, open air market, and the tax collector. This tower is a backup for Keeper Tower.
stout_and_shoro_area01.fcw
Shows their relationship to each other and the Contentious Hills. The dotted road is old and worn out, partially goes to ruins off to the southeast.
Submitting soon. One more zip to go after this one.
Submitted and about to submit The Dungeon City.
Dungeon_City_maps
Dungeon_City_human_entrance01.fcw
Old decrepit buildings. A trap door leads down into a tunnel to the Dungeon City.
The grill in the upper left ruin is for ventilation of the dungeon city.
Dungeon_City_kobold_entrance01.fcw
The hole in the ground just above the scale bar is the entrance.
Who maintains these paths ? Not the kobolds.
Dungeon_City_broken_ground01.fcw
1) small alcove 2) open area, some loose floor pieces 3) a floating floor piece, good place to put a large open chest of coins. But will it support anyone that jumps over to it ?
4) a loose area, it could topple someone into the foggy depths 5) a loose area that wobbles 6) safe passage to door 7.
7) a cave type opening in a regular wall. Could it be a mouth instead ? 8) open area 8A) a nice hiding place for a monster 8B) teleport, no problems, to the ruins area
9) shaky path to the lake. 10) probably the only completely stable floor area in the Broken Grounds.
dungeon_city_thedeep01.fcw
The Deep, a city
1) entrance from somewhere 2) a tunnel entrance 3) defensive walls
4) lower defensive walls with wood stakes 5) main stone walls 6) killing ground, kobold bones. Some pit traps are still open.
7) killing ground, kobold bones. Some pit traps are still open. 8) killing ground, kobold bones. Some pit traps are still open. 9) kobold assembly area
10) broken bridge to area 8. Shaky bridge between 9 and 10, 11) broken bridges between 9, 11, and 8 12) another entrance. Is this from the human entrance above ?
13) mayor's house 14) military commander's house
dungeon_city_entrance01.fcw
1) Most likely human entrance from the surface. 2) cage area that blocks exit. Could be a secret door or two in these metal walls. 3) an innocent looking metal door and bones in the room.
4) Rubble blocks the path to 5. open on one side, drop off to sand down below. Did the sand just move ? 5) a cave-like area. Rubble blocks path to room 6. 6) Loose rocks on floor
7) the water can be slow, or swift and sweep characters away Connects to The Ruins. 8) a cave area, the water is moving and can sweep a character off into the depths of sand. 9) a floating stone area that connects 7 and 8
dungeon_city_ruins01.fcw
1) entrance from somewhere 2) room has a pile of rocks and two broken pillars that look like a bed. 3) hole in the wall from 1 to 2.
4) a stone door that leads to the foggy depths 5) stone rubble and two broken pillars. 6) room with two cages. Nothing to see in them, but they quietly humm.
7) A long path, open on one side. Leads to The Entrance area. 8) A room with low walls. The cave entrance leads to 13. 9) shaky stairs that lead from 6 down to 8. And the teleport over to The Deep's from gate. No teleport error.
10) stairs that lead from 5 down to a small platform of stone. 11) stone steps that lead down to a small platform of stone 12) humming stiars from 7 down to 17
13) No matter how well oiled, the hinges on this wooden door always make a loud rusty hinge creaking sound 14) a small room, whispers can be heard here 15) Two chests. Stallagmites, and holes in the floor. Path that connects to The Lake.
16) stairs from 17 on one side, and stairs that go no where. Path to the Broken Grounds. 17) a room with a treasure.
dungeon_city_small_lake01.fcw
1) Entrance from somewhere, maybe a tunnel from the other side of the mountains ? 2) path to The Deep, a city. 3) floor pieces look loose, but they aren't.
4) open pit trap, it closes and opens at random intervals. 5) low walled room. Scratch marks like some being had been grabbed from below, and had frantically tried to stay on this level. 6) open door to the water. Is it drinkable ? Or is something swimming in it ?
7) The metal cage slides open at random intervals. Careful, it could snap back and close quickly. 8) Why is there a stalagmite in a stone room ? Is it a mimic who is confused ? 9) Could be a resting area, or drop characters into the lake.
10) Large open area. 11) Good hiding spot for monsters 12) small room with a path to The Ruins.
13) a floating island. Looks like a regular place to rest after a swim. Even has 3 small chests on it. 14) A locked door, with a key hanging on both sides to unlock it with. Or are the keys traps ? 15) a shaky bridge from 14 to 15. 15A is a pit trap. The cable/portcullis doesn't move.
16) leads to Broken Grounds
locations 17) through 26) floating islands. Or are they, and the monsters and treasures an illusion ?
I have something important that I am working on right now that takes nearly all my spare time, so I need to let these wait for a some days before I import them.
I must say, however, that I am relieved that the next set will be smaller than this one. I have trouble keeping track of what is what when there are so many.
Oh, I can handle that response. I thought you might have found another typo.
Its basically a string of towers and towns between Starshine Forest and Moroni Mountains. With a few buildings detailed. And nearby is a dungeon city deep underground.
I got confused as well. I had to write the list of maps down and write some text with circles and arrows on the back of each one. Yes, I know, that is why I was confused. The circles and arrows go on the front.
And Alice had nothing to do with it. Alice in Wonderland that is.
I was working on preparing your maps for the atlas, and I found that the dungeon_city_entrance01.FCW and dungeon_city_ruins01.FCW maps used the fill @Bitmaps\Tiles\Overland\land light brown_VH.png as the background. This fill doesn't come from the standard installs, so it won't work for the atlas. Can you replace it with something else.
Comments
Map 30: Dungeon_City_human_entrance01.fcw
Old decrepit buildings. A trap door leads down into a tunnel to the Dungeon City.
The grill in the upper left ruin is for ventilation of the dungeon city.
Map 31: Dungeon_City_kobold_entrance02.fcw
The hole in the ground just above the scale bar is the entrance.
Who maintains these paths ? Not the kobolds.
I think I'll quit for the day, my typos are on the increase.
Any feedback ?
1) small alcove
2) open area, some loose floor pieces
3) a floating floor piece, good place to put a large open chest of coins. But will it support anyone that jumps over to it ?
4) a loose area, it could top someone into the foggy depths
5) a loose area that wobbles
6) safe passage to door 7.
7) a cave type opening in a regular wall. Could it be a mouth instead ?
8) open area
8A) a nice hiding place for am onster
8B) teleport, no problems, to the ruins area
9) shaky path to the lake.
10) probably the only completely stable floor area in the Broken Grounds.
Map 33: dungeon_city_thedeep01.fcw
The Deep, a city
1) entrance from somewhere
2) a tunnel entrance
3) defensive walls
4) lower defensive walls with wood stakes
5) main stone walls
6) killing ground, kobold bones. Some pit traps are still open.
7) killing ground, kobold bones. Some pit traps are still open.
8) killing ground, kobold bones. Some pit traps are still open.
9) kobold assembly area
10) broken bridge to area 8. Shaky bridge between 9 and 10,
11) broken bridges between 9, 11, and 8
12) another entrance. Is this from the human entrance above ?
13) mayor's house
14) military commander's house
Map 34: dungeon_city_entrance01.fcw
1) Most likely human entrance from the surface.
2) cage area that blocks exit. Could be a secret door or two in these metal walls.
3) an innocent looking metal door and bones in the room.
4) Rubble blocks the path to 5. open on one side, drop off to sand down below. Did the sand just move ?
5) a cave-like area. Rubble blocks path to room 6.
6) Loose rocks on floor
7) the water can be slow, or swift and sweep characters away Connects to The Ruins.
8) a cave area, the water is moving and can sweep a character off into the depths of sand.
9) a floating stone area that connects 7 and 8
1) entrance from somewhere
2) room has a pile of rocks and two broken pillars that look like a bed.
3) hole in the wall from 1 to 2.
4) a stone door that leads to the foggy depths
5) stone rubble and two broken pillars.
6) room with two cages. Nothing to see in them, but they quietly humm.
7) A long path, open on one side. Leads to The Entrance area.
8) A room with low walls. The cave entrance leads to 13.
9) shaky stairs that lead from 6 down to 8. And the teleport over to The Deep's from gate. No teleport error.
10) stairs that lead from 5 down to a small platform of stone.
11) stone steps that lead down to a small platform of stone
12) humming stiars from 7 down to 17
13) No matter how well oiled, the hinges on this wooden door always make a loud rusty hinge creaking sound
14) a small room, whispers can be heard here
15) Two chests. Stallagmites, and holes in the floor. Path that connects to The Lake.
16) stairs from 17 on one side, and stairs that go no where. Path to the Broken Grounds.
17) a room with a treasure.
Map 36: dungeon_city_small_lake01.fcw
1) Entrance from somewhere, maybe a tunnel from the other side of the mountains ?
2) path to The Deep, a city.
3) floor pieces look loose, but they aren't.
4) open pit trap, it closes and opens at random intervals.
5) low walled room. Scratch marks like some being had been grabbed from below, and had frantically tried to stay on this level.
6) open door to the water. Is it drinkable ? Or is something swimming in it ?
7) The metal cage slides open at random intervals. Careful, it could snap back and close quickly.
8) Why is there a stalagmite in a stone room ? Is it a mimic who is confused ?
9) Could be a resting area, or drop characters into the lake.
10) Large open area.
11) Good hiding spot for monsters
12) small room with a path to The Ruins.
13) a floating island. Looks like a regular place to rest after a swim. Even has 3 small chests on it.
14) A locked door, with a key hanging on both sides to unlock it with. Or are the keys traps ?
15) a shaky bridge from 14 to 15. 15A is a pit trap. The cable/portcullis doesn't move.
16) leads to Broken Grounds
17) through 26) floating islands. Or are they, and the monsters and treasures an illusion ?
updated this map, numbering was incorrect.
Desolate Fens. No detail maps for this area.
The Desolate Fens. Small ruins and towers to help defend them. Only village left has a wooden palisade around it. These folk gather peat, dry it, and then sell to nearby villages, towers, and castles as winter fuel for cooking and heating.
Late at night, especially when there is no moon, travelers near the fens can hear howls in the distance, or the wind whispers tales of death and horror.
The last village doesn't show lights at night. The others did, and they were attacked and are no more.
Tales of coins and various magical items abound about the ruined towers. Those who go there to look, never come back.
Map 41: Zosh_store01.fcw
A general store in Zosh. General supplies, a few potions, no weapons nor armor.
That is it, unless I missed one.
I'll try putting each location in one zip; like all of Dungeon City in one zip, etc. depending on zip file sizes. Otherwise I'll split them up into two parts.
Any comments before I start submitting later today or Friday ?
Remy I can delay until next week if you prefer.
I have to admit, this got a bit overwhelming and difficult to follow. Perhaps stay to smaller batches in the future. I prefer to get multi-level dungeon complexes and buildings in a single batch, because the way maps have to be linked back and forth between floors, but that isn't necessary for overland/city maps.
I'll check that typo, I type faster sometimes than my fingers can keep up, or my brain.
I have the Moroni Range, Desolate Fens, and Defender Castle in one zip. The Fens doesn't have a detail map.
Keeping text files separate to.
Sorry.
Map 42: no details except the tower itself. I did work hard on this one, using traps to show the roofs of the towers could be reached.
No, I don't have any more up my sleeve.
And besides, isn't the answer to everything, 42 ?
edit: I did post this map; however, I never mentioned it again.
1) the general General store is in with Wrel Tower and Wrelna Town.
2) Moo and Keeper Tower maps had to be put in two zips. 991Kb and 996 kb.
3) Bell and Outstretched Tower.
4) Dungeon City maps
5) Forest Tower and Zosh
6) Moroni Range, Desolate Fens, and Castle Defender
7) Stout Tower and Shoro Tower
8) the two Kobold Villages
All of the zips and text files are 5.1 megabytes total.
I need to go back over them, to make sure I found all typos, then I'll submit a few on Friday or Saturday.
On my cell.
Text for the first set of 3 maps.
Moroni Range, South
Moroni_Range01.fcw
Elves in the Starshine Forest to the north and east.
Castle Defender wasn't much, they had weak attackers, until the day stronger opponenets showed up. Now it is a Motte and Bailey, with three support towers nearby.
The various evil people in the mountains started attacking the villages. More towers with enclosed stone baileys were built to better defend these areas.
desolate_fens01.fcw
Desolate Fens. No detail maps for this area.
The Desolate Fens. Small ruins and towers to help defend them. Only village left has a wooden palisade around it. These folk gather peat, dry it, and then sell to nearby villages, towers, and castles as winter fuel for cooking and heating.
Late at night, especially when there is no moon, travelers near the fens can hear howls in the distance, or the wind whispers tales of death and horror.
The last village doesn't show lights at night. The others did, and they were attacked and are no more.
Tales of coins and various magical items abound about the ruined towers. Those who go there to look, never come back.
castle_defender01.fcw
Castle Defender. A Motte and Bailey with 3 support towers nearby. The roads into the forest interior can bring more elf defenders.
Each part has been separated out in the zip file.
kobold_ost01.fcw
bones in a cage.
kobold_sud01.fcw
more bones in a cage.
There is some rivalry between these two villages, but it has more to how many captives they can bring back. Not otherwise against each other.
I didn't have much to say about these maps.
Bell_villagearea01.fcw
Bell Town has several shops, but no Inn. Adventurers are advised to have tents for camping outside the walls. There is no water well for outsider use.
outstretched_tower01.fcw
Outstretched Tower has an open air market, A large nice Inn and Stables, and a tax collector. No repairs, but some of the Inn folks can make repairs in leather and cloth items.
Bell_adventure_store01.fcw
Bell shop for adventurers. Has a variety of items to help with an adventure. Some items might be too bulky for a backpack.
Bell_storage01.fcw
Bell storage has 2 floors. Do not mess with the caretaker.
Bell_storage02.fcw
Second floor of the storage building.
Bell_bread_cheese01.fcw
Bakes bread daily, and also has cheese for sale.
Bell_repairs01.fcw
They can do minor repairs. Busted up chain mail or a broken sword is beyond what they can fix.
outstretched_tower_and_bell01.fcw
This map shows the general area for these two locations. The henge is not detailed.
3.5 megs left.
Forest Tower and Zosh text separated out.
forest_tower_and_zosh01.fcw
Both town and tower have crop fields. And a small path leads into the Starshine Forest where farmers go to sell fresh vegetables. The elves don't always allow the farmers entry to the forest. The elves did allow the farmers to plant apple and pear trees.
forest_tower01.fcw
Inn, Stables. Well at the Inn.
That Weird Rock. Well, its not exactly weird, I mean, it just sits there in water no one will drink from, quietly humming songs to itself. It doesn't bother anyone, at least, as far as anyone knows.
Zosh_villagearea01.fcw
1) main gate
2) food stall
3) weapons stall
The store and sundries building between the two stalls carries more items.
4) secondary gate
5) one of several apple trees
6) shops, family lives upstairs.
Zosh_store01.fcw
A general store in Zosh. General supplies, a few potions, no weapons nor armor.
Keeper_Tower_bailey01.fcw
Shows the outer walls, towers, and the interior of the bailey.
Keeper_Tower_basement01.fcw
Food and water barrels. A small group of potions on one table. Locked door to a small treasury.
Keeper_Tower_groundlevel01.fcw
Entrance, 3 water barrels that are more to help defend this floor than
Three sacks of food, two chairs for visitors. A nice decorative plant, don't touch, it growls when people do that.
Spiral stairs going up.
Under the potted plant is a hatch. Wooden stairs down into the basement. Might need to make the plant larger.
Keeper_Tower_level02.fcw
Note that the color of the spiral steps can be used to track level of this keep in closeups.
A storage box with quivers of arrows. A weapon wrack. Barrels of apples on the rug. Stools to rest on.
Keeper_Tower_level03.fcw
Two small storage boxes, benches for resting. Two wooden toilets.
Spiral stairs up and down.
======================================== Part 2 =================
Keeper_Tower_area01.fcw
This map has more places than most of the rest.
Moo is a nice place, sells beef and various farm crops in season.
Yonder Spring, nothing odd about it.
The Small Wood: trees aren't crowded, you can see through it to the other side.
Two ruins areas, believed to be built by former inhabitants of the area.
Desolate Fens is marshy and evil lives there in a tower.
Keeper Tower tries to protect the human entrace down to The Deep, a dungeon city.
Two kobold villages, and the might be using the kobold entrance to Dungeon City areas.
Keeper_Tower_level04.fcw
Third floor.
Three beds, toilets, food on two small tables. Benches for resting.
Keeper_Tower_toplevel.fcw
Top of the tower. Correct, the Lord and family don't live in this building.
Spears, baskets with quivers of arrows, water buckets to put out fire arrows, Two toilets, 4 benches for resting.
Trap door opens to a spiral stair going down.
Moo_villagearea01.fcw
Inn and Stables, Repair shop that can fix minor armor problems. A General store for supplies. Not mapped.
yonder_spring_ruins01.fcw
ruins south of Yonder Pond
Greenish buildings, must be moldy.
1) the old tower, tree growing close to it.
2) two walls left, cracked ground
3) four partial walls, tree growing into the building. Might have been a house at one time.
4) two walls barely standing, shrub growing inside.
5) an old well. Looks like something comes out of the well and wanders about the ruins.
Either something growing in the 7) garden, wandered around, and went into the well. Or something came out of the well, wandered around for a bit, and stopped at the garden.
6) some reddish weeds... they appear to almost be in formation.
7) the previously mentioned garden
8) a tree that appears to be an autumn tree, even in the spring.
9) a reddish tree in several locations. Sometimes move when there is no wind.
yonder_spring_ruins02.fcw
1) older keep than map 13. Has a snow covered maple tree growing on one side of it.
2) a snow covered bush growing in a house
3) 3 snow covered bushes growing in a house
4) unknown, appears to be a large house or store. Has a snow covered maple tree next to it
5) unknown, appears to be a large house or store. Has a snow covered maple tree next to i and a snow covered bush growing in it.
6) an old religious building, with a snow covered pine tree.
7) wall remnant with a snow covered pine tree.
8) older keep same as 1)
9) a small pergole
10) This tree seems older than the rest.
11) snow covered tree
The snow doesn't melt as the seasons change.
Three zips left, for 1.2 megabytes.
"Keeper Tower tries to protect the human entrance down to The Deep, a dungeon city."
"9) a small pergola"
edit: corrected the text and reuploaded.
Onward into Infinity !
Wrel Tower and Wrelna Town.
No local area map.
wrel_tower01.fcw
Wrel Tower doesn't have much in the way of amenties. A small store. Adventurers are advised to have tents for camping outside the walls. There is a water well.
wrelna_town01.fcw
Wrelna Town has places for adventurers to stay and buy supplies.
a) main gate
b) military commander's house
c) town hall
d) wizard tower
e) merchant homes
f) Bill's Inn and Bar
g) Town water fountain and well
h) wells
j) storage
k) commoner houses
l) town militia or town military homes
m) tax man
n) stables
o) warehouses
p) store
general_general_store01.fcw
general General Store is in Wrel Tower
They have most everything an adventurer would want, except custom items. Those have to be ordered.
The exercise yard is available for 1 copper piece per hour.
Submitting this one soon. Submitted.
Text for:
Shoro Town and Stout Tower
shoro_town01,fcw
Inn, Stables, repair shop, general store, and storage. Not mapped.
A row of shops, not mapped.
Bee Hill.
Well, a large colony of honey bees live there. The farmers are glad of them as they pollinate these fields.
Why are there no guard towers like the other arable land ?
Many years ago, kobolds attacked via this road and field. The bees saw their favorite gardner killed by some large beings. He had been kind to them, getting them water and planting flowers when their water supply had dried up. The other field hands gave report that they distinctly heard small trumpets being sounded. The guards on the walls didn't hear them.
But the bees in Bee Hill did. They attacked the kobolds who never attack this town using this direction ever again.
A traveling druid did communicate with the bees on behalf of the town. Both the bees and the town resolved to come to each other's aid in all such future events.
The field hands, and two adventurers, did convince some bears to leave the bees alone. Find their honey elsewhere.
All has been quiet on this side of town for years.
stout_tower01.fcw
Stables, warehouses, 2 Inns, open air market, and the tax collector. This tower is a backup for Keeper Tower.
stout_and_shoro_area01.fcw
Shows their relationship to each other and the Contentious Hills. The dotted road is old and worn out, partially goes to ruins off to the southeast.
Submitting soon. One more zip to go after this one.
Submitted and about to submit The Dungeon City.
Dungeon_City_maps
Dungeon_City_human_entrance01.fcw
Old decrepit buildings. A trap door leads down into a tunnel to the Dungeon City.
The grill in the upper left ruin is for ventilation of the dungeon city.
Dungeon_City_kobold_entrance01.fcw
The hole in the ground just above the scale bar is the entrance.
Who maintains these paths ? Not the kobolds.
Dungeon_City_broken_ground01.fcw
1) small alcove
2) open area, some loose floor pieces
3) a floating floor piece, good place to put a large open chest of coins. But will it support anyone that jumps over to it ?
4) a loose area, it could topple someone into the foggy depths
5) a loose area that wobbles
6) safe passage to door 7.
7) a cave type opening in a regular wall. Could it be a mouth instead ?
8) open area
8A) a nice hiding place for a monster
8B) teleport, no problems, to the ruins area
9) shaky path to the lake.
10) probably the only completely stable floor area in the Broken Grounds.
dungeon_city_thedeep01.fcw
The Deep, a city
1) entrance from somewhere
2) a tunnel entrance
3) defensive walls
4) lower defensive walls with wood stakes
5) main stone walls
6) killing ground, kobold bones. Some pit traps are still open.
7) killing ground, kobold bones. Some pit traps are still open.
8) killing ground, kobold bones. Some pit traps are still open.
9) kobold assembly area
10) broken bridge to area 8. Shaky bridge between 9 and 10,
11) broken bridges between 9, 11, and 8
12) another entrance. Is this from the human entrance above ?
13) mayor's house
14) military commander's house
dungeon_city_entrance01.fcw
1) Most likely human entrance from the surface.
2) cage area that blocks exit. Could be a secret door or two in these metal walls.
3) an innocent looking metal door and bones in the room.
4) Rubble blocks the path to 5. open on one side, drop off to sand down below. Did the sand just move ?
5) a cave-like area. Rubble blocks path to room 6.
6) Loose rocks on floor
7) the water can be slow, or swift and sweep characters away Connects to The Ruins.
8) a cave area, the water is moving and can sweep a character off into the depths of sand.
9) a floating stone area that connects 7 and 8
dungeon_city_ruins01.fcw
1) entrance from somewhere
2) room has a pile of rocks and two broken pillars that look like a bed.
3) hole in the wall from 1 to 2.
4) a stone door that leads to the foggy depths
5) stone rubble and two broken pillars.
6) room with two cages. Nothing to see in them, but they quietly humm.
7) A long path, open on one side. Leads to The Entrance area.
8) A room with low walls. The cave entrance leads to 13.
9) shaky stairs that lead from 6 down to 8. And the teleport over to The Deep's from gate. No teleport error.
10) stairs that lead from 5 down to a small platform of stone.
11) stone steps that lead down to a small platform of stone
12) humming stiars from 7 down to 17
13) No matter how well oiled, the hinges on this wooden door always make a loud rusty hinge creaking sound
14) a small room, whispers can be heard here
15) Two chests. Stallagmites, and holes in the floor. Path that connects to The Lake.
16) stairs from 17 on one side, and stairs that go no where. Path to the Broken Grounds.
17) a room with a treasure.
dungeon_city_small_lake01.fcw
1) Entrance from somewhere, maybe a tunnel from the other side of the mountains ?
2) path to The Deep, a city.
3) floor pieces look loose, but they aren't.
4) open pit trap, it closes and opens at random intervals.
5) low walled room. Scratch marks like some being had been grabbed from below, and had frantically tried to stay on this level.
6) open door to the water. Is it drinkable ? Or is something swimming in it ?
7) The metal cage slides open at random intervals. Careful, it could snap back and close quickly.
8) Why is there a stalagmite in a stone room ? Is it a mimic who is confused ?
9) Could be a resting area, or drop characters into the lake.
10) Large open area.
11) Good hiding spot for monsters
12) small room with a path to The Ruins.
13) a floating island. Looks like a regular place to rest after a swim. Even has 3 small chests on it.
14) A locked door, with a key hanging on both sides to unlock it with. Or are the keys traps ?
15) a shaky bridge from 14 to 15. 15A is a pit trap. The cable/portcullis doesn't move.
16) leads to Broken Grounds
locations 17) through 26) floating islands. Or are they, and the monsters and treasures an illusion ?
updated this map, numbering was incorrect.
I have something important that I am working on right now that takes nearly all my spare time, so I need to let these wait for a some days before I import them.
I must say, however, that I am relieved that the next set will be smaller than this one. I have trouble keeping track of what is what when there are so many.
Its basically a string of towers and towns between Starshine Forest and Moroni Mountains. With a few buildings detailed. And nearby is a dungeon city deep underground.
And Alice had nothing to do with it. Alice in Wonderland that is.
@JimP
I was working on preparing your maps for the atlas, and I found that the dungeon_city_entrance01.FCW and dungeon_city_ruins01.FCW maps used the fill @Bitmaps\Tiles\Overland\land light brown_VH.png as the background. This fill doesn't come from the standard installs, so it won't work for the atlas. Can you replace it with something else.