I'll post some text and start reposting the maps. I have made a few changes.
Western Hill Fort
The half-elves and humans decided to build a place in the northwest of part of this area. The built a town and fort and called it Western Hill Fort. They learned early on to not put just humans on night watch as they had no infravision. And to not have torches and lanterns in the two keeps lit at night. Arrows came out of the dark.
Jolly Keep changed its name from Death Keep when visiting elf bowmen killed some kobolds trying to sneak up for some close range firing arrows at people in the keep.
North Keep never got in the habit of lighting any lamp or torch at night, their laziness saved them.
The other keeps were built after the walls went up and the roads were added.
The folk that live here soon learned to have places for adventurers and travllers to stay, eat, have a few drinks, and purchase items needed for their travels. Storage facilities also sprang up, they try to keep items for a year. Or until proof the person storing items there aren't coming back from their adventure. Then they are either sold at auction, or maybe given to new adventurers who are poorly equipped. And maybe they go somewhere else.
The local farmers grow apples and oranges for locals and travelers, and grain for the horses.
Adventurers wanted to retire here, so eleven houses were set aside for them to buy or rent. Some became bored with the idle life. They built, under contract, a place to get together in House 5. Chatting about old times wasn't enough, so the added a basement and had practice illusions added of 4 skeletons. That wasn't enough for some, so a sub-basement was added. It contained an archery range and a melee room where they could keep in practice. Sometimes, if an adventurer went into the sub-basement alone they didn't come back up. Most of them felt that person had left, but some doubted that is what happened.
They haven't noticed the kobold tunnel. They must be more out of adventuring shape than they realize.
Inhabited by half-elves and a few dwarves who help with construction.
Ground Level:
1) In Entrance. spikes, crunchy leaves, portcullis.
2) Redoubt: water feature in front of the wall and towers. The gatehouses have a drawbridge that stays up unless needed to be down. Various ballistae are on the walls. Thre trebuchet are between the walls for additional defense. A spiral staircase in the northeast end is covered by two smaller ballistae. The wood ladder up into the passageway to room 3 can be pulled up.
3) barracks. 9 beds and two fireplaces. Three nice carpets.
4) ready barracks to defend the entrance. 11 beds. Two fireplaces. Two storage places. Three chairs in front of a fiireplace and a nice rug so toes don't get cold from the stone floor. Ten chairs.
5) Kitchen. A number of different foods are prepared here. Various meats, squash, apples, and oranges. Several stoves and food preperation areas.
6) Dining area. Seating for 48 to dine at the same time. Fireplace. Three exits. The spiral stairs goes up to an upper level to a redoubt area.
Upper level.
1) upper level redoubt doesn't have a drawbridge, but they will toss you a rope to climb up with. Three ballistae, chairs to relax on. Baskets of apples to snack on. Two trubuchets behind the second wall.
2) Defense area. This is in case the ground level defenses have failed. Two ballistae, storage areas. Pit traps for tunnelrs trying to get past the wall. Five chairs. The back lighting torch is probably a bad idea.
3) barracks. Ten beds, 2 tables with chairs, storage. Three chairs and a rug in front of the fireplace. two barrels of apples.
4) Kitchen. Smaller than ground level, but they have great vooks and food. Several stoves and food preperation tables. Storage.
5) Dining Room. Seven tables, accomidate 42 diners. Three fireplaces.
6) Storage. Mostly foods, but there are hidden weapons if they are needed.
Still typing the rest. Have to do some shopping, so go ahead and comment.
1) Dining. Seven tables of 4 seats. One table of 8 seats. Two fireplaces. Baskets of apples and oranges.
2) Redoubt. Two walls with towers protected by moats. Ballistae and trubuchets.
3) Jakes. Six jakes and a wash basin. The only ones in these caves. A door into the room out in the passageway.
4) barracks. Eleven beds, one fireplace. Three chairs and a rug facing the fireplace. Seven chairs around the room. A table with six chairs. Two storage cabinets.
5) kitchen. Several stoves, preparation areas, and storage.
6) Storage. spiral stairs up to the ground level. Barrels and storage.
Danger Hills.
Home to a number of kobold and orc villages. The people who built the western hill fort didn't look hard enough to find them. Or those who did didn't report back. The Strike village is home to Orcs, a former human village. Death is a kobold village, also a former human village.
A hill fort, kobold and orc villages, and a set of caves. Mostly a wild area. Merchant caravans hire many guards of various levels to cope with attacks.
Rumors of human brigands were spread years ago, but half-elf patrols found their camp. From the looks of it, orc raiders had attacked and killed them all.
Large numbers of trees don't seem to grow well in these hills and mountains.
It is unknown if the light gray mountains, or the dark gray mountains, are the originals.
There are fish in the rivers, and it is claimed they are very tasty. But don't fish alone or in small groups.
The Maidar River goes to the River Watch to the southeast.
Western Hill Fort (16)
A hill fort of half-elves. There are humans, a few dwarf and elf travelers, and a few halfling merchants. But it is run by half-elves. A small group of homes are owned/rented by retired adventurers.
1 through 5 are retied adventurer homes. Number 5 has a basement and a sub-basement recreation area so they can 'keep in shape'.
To the northwest are two small farms growing potatoes and corn. The browning field is fallow for a season or two to recuperate.
Blu's Inn and Stables. Nice place, currently owned and run by the Greenfields' family of halflings. Blu died over a century prior.
Smithy, horses and oxen shoed. Sometimes cheerfully.
Storage buildings. Lock boxes and bins. Guarded, monthly or yearly rentals.
Shops: shoes, boots, armor, arrows and bows, swords and maces. Pikes by special order.
Handcrafted items. Various items like backpacks; satchels of leather; stone daggers, stone axes ( some monsters don't take damage from metal ); boots; adventurer clothes including jackets, hats, gloves, and knit caps. Coats and other winter gear must be ordered.
Barracks, where the various military who guard this town live.
North Keep. Once the only inhabitation of this fort. A plaque on the first level tells a bit about the early defenders, and their names of those lost to orc attacks.
Jolly Keep. Not exactly a place of laughter, but more to do with it being the second defense put up. North Keep inhabitants didn't feel so alone anymore.
Adventurer house 5) first floor. a nice place to sit and chat. 7 comfy chairs, rugs, and a fireplace. The owner, one Greg the Stout, doesn't keep food here as the other adventurers would eat it up. He goes over to the Inn and eats their food. Spiral stairs connects the bedroom to the basement and the sub-basement. Also has a trap door into the basement.
Adventurer house 5) upstairs bedroom Three chairs, a rug, a bed. Outhouse out back.
Adventurer house 5) basement. 4 skeletons under the control of the spell caster in the group. A storage cabinet. Two chairs and a rug.
Adventurer house 5) sub-basement. Entrance room: tables, chairs, work bench to repair items. Spiral stairs comes down onto a regular stairway.
Melee equipment room is storage for various weapons and shields. Changing room, for those sweaty clothes brought on by exercise. Archery storage and range. Bows, arrows, crossbows and quarrels. Three targets.
Yes, the compass seems off with the other floors, but the spiral stairs threw out the alignment with the regular basement and the ground floor.
2) redoubt) walls and towers as a last ditch defense, ballistae on the walls. Water feature in front of one wall. Spiral stairs that go to upper level and the basement.
3) barracks with fireplaces, beds.
4) barracks with storage, fireplaces, beds, dining table. This group can rush to the entrance to block attacks.
5) A well kept kitchen with a variety of foods.
6) Dining area. No more than one-third of all defenders are here at any one time. Up and down spiral stairs.
Some passageways have ladders that can be pulled up to block attackers.
Upper level. basically the same as ground level, but with more ballistae, more defenders, more weapons and storage.
basement storage. Why are the jakes only down here ? Must be bad planning. So must the passageway to the storage area.
I have copied out all of the text, there are differences in details, etc. So I will have to make sure I get all of the details to match what I want, and add some in where needed.
Okay, I haven't made any changes to the maps so I'll just post the text. I noticed I had some map filenames not matching the text files I typed up today, so I fixed that as well.
Each text file will have the name of the fcw file in it.
14 text files.
map 1) The Haunted Mountains area
map is Traraise_Faire_Caves_The_Haunted_Mountains_region.fcw
A hill fort with half-elves and humans, kobold and orc villages, and a set of caves run by half-elves. Mostly a wild area. Merchant caravans hire many guards of various levels to cope with attacks.
Rumors of human brigands were spread years ago, but half-elf patrols found their camp. From the looks of it, orc raiders had attacked and killed them all.
It is unknown if the light gray mountains, or the dark gray mountains, are the originals.
There are fish in the rivers, and it is claimed they are very tasty. But don't fish alone or in small groups.
The Maidar River goes to the River Watch to the southeast.
The Legephele Forests stop at the western edge of these mountains. Large numbers of trees don't seem to grow well in these hills and mountains.
The Treeles Valley fronts the Traraise Caves. There bare no trees, just a few small bushes here and there. Nothing that would block field of fire for weapons at the caves.
Sometimes the junction of Paragaino river and Maidar River can be very dangerous to river traffic. There is a road from the Paragaino river up to the Western Hill Fort.
The Pralo Triplets are snow covered mountains, they are also extinct volcanoes that haven't erupted in hundreds of years.
The River Watch, Western Hill Fort, and the Traraise Faire Caves have a mutual assistance agreement, but they haven't always been able to help each other.
Trolls and hill giants are rumored to be in the gray mountains of The Haunted Mountains.
map 2) Western Hill Fort
map is Western_Hill_Fort.fcw
The half-elves and humans decided to build a place in the northwest of part of this area. They built a town and fort and called it Western Hill Fort. They learned early on to not put just humans on night watch as they had no infravision. And to not have torches and lanterns in the two keeps lit at night. Arrows came out of the dark. There are humans, a few dwarf and elf travelers, and a few halfling merchants. But it is run by half-elves. A small group of homes are owned/rented by retired adventurers.
Jolly Keep changed its name from Death Keep when visiting elf bowmen killed some kobolds trying to sneak up for some close range firing arrows at people in the keep. Not exactly a place of laughter, but more to do with it being the second defense put up. North Keep inhabitants didn't feel so alone anymore.
North Keep never got in the habit of lighting any lamp or torch at night, their laziness saved them. Once the only inhabitation of this fort. A plaque on the first level tells a bit about the early defenders, and their names of those lost to orc attacks.
The other keeps were built after the walls went up and the roads were added.
The folk that live here soon learned to have places for adventurers and travllers to stay, eat, have a few drinks, and purchase items needed for their travels. Storage facilities also sprang up, they try to keep items for a year. Or until proof the person storing items there aren't coming back from their adventure. Then they are either sold at auction, or maybe given to new adventurers who are poorly equipped. And maybe they go somewhere else.
The local farmers grow apples and oranges for locals and travelers, and grain for the horses along with potatoes and corn. The brown field is fallow for a season or two to recuperate.
Adventurers wanted to retire here, so eleven houses were set aside for them to buy or rent. Some became bored with the idle life. They built, under contract, a place to get together in House 5. Chatting about old times wasn't enough, so the added a basement and had practice illusions added of 4 skeletons. That wasn't enough for some, so a sub-basement was added. It contained an archery range and a melee room where they could keep in practice. Sometimes, if an adventurer went into the sub-basement alone they didn't come back up. Most of them felt that person had left, but some doubted that is what happened.
They haven't noticed the kobold tunnel. They must be more out of adventuring shape than they realize.
Blu's Inn and Stables. Nice place, currently owned and run by the Greenfields' family of halflings. Blu died over a century prior.
Smithy, horses and oxen shoed. Sometimes cheerfully.
Storage buildings. Lock boxes and bins. Guarded, monthly or yearly rentals.
Shops: shoes, boots, armor, arrows and bows, swords and maces. Pikes by special order. Handcrafted items. Various items like backpacks; satchels of leather; stone daggers, stone axes ( some monsters don't take damage from metal ); boots; adventurer clothes including jackets, hats, gloves, and knit caps. Coats and other winter gear must be ordered.
Barracks, where the various military who guard this town live.
map 3) Danger_Hills
danger_hills_totunnels.fcw
Home to a number of kobold and orc villages. The people who built the western hill fort didn't look hard enough to find them. Or those who did, didn't report back. The Strife village is home to Orcs, a former human village. Death is a kobold village, also a former human village.
These two former human towns were destroyed and taken over by humanoids some years before the half-elves came into this area.
Inhabited by half-elves and a few dwarves who help with construction.
1) In Entrance. spikes, crunchy leaves, portcullis.
2) redoubt walls and towers as a last ditch defense, ballistae on the walls. Spiral stairs that go to upper level and the basement.
Redoubt: water feature in front of one wall and two towers. The gatehouses have a drawbridge that stays up unless needed to be down. Various ballistae are on the walls. Three trebuchet are between the walls for additional defense. A spiral staircase in the northeast end is covered by two smaller ballistae. These trubuchet can be disabled quickly so they cannot be used against the nearby walls. The wood ladder up into the passageway to room 3 can be pulled up.
3) barracks 9 beds and two fireplaces. Three nice carpets.
4) ready barracks to defend the entrance. 11 beds. Two fireplaces. Two storage places. Three chairs in front of a fireplace and a nice rug so toes don't get cold from the stone floor. Ten chairs. dining table. This group can rush to the entrance to block attacks.
5) Kitchen. A number of different foods are prepared here. Various meats, squash, apples, and oranges. Several stoves and food preparation areas.
6) Dining area. No more than one-third of all defenders are here at any one time. Up and down spiral stairs. Seating for 48 to dine at the same time. Fireplace. Three exits. The spiral stairs goes up to an upper level to a redoubt area.
Some passageways have ladders that can be pulled up to block attackers.
map 5) Traraise_Faire_Caves_upper_level.
map is Traraise_Faire_Caves_upper_level.fcw
1) upper level redoubt doesn't have a drawbridge, but they will toss you a rope to climb up with. Three ballistae, chairs to relax on. Baskets of apples to snack on. Two trubuchets behind the second wall.
2) Defense area. This is in case the ground level defenses have failed. Two ballistae, storage areas. Pit traps for tunnelers trying to get past the wall. Five chairs. The back lighting torch is probably a bad idea.
3) barracks. Ten beds, 2 tables with chairs, storage. Three chairs and a rug in front of the fireplace. two barrels of apples.
4) Kitchen. Smaller than ground level, but they have great cooks and food. Several stoves and food preperation tables. Storage.
5) Dining Room. Seven tables, accomedate 42 diners. Three fireplaces.
6) Storage. Mostly foods, but there are hidden weapons if they are needed.
map 6) Traraise_Faire_Caves_basement_level
map is Traraise_Faire_Caves_basement_level.fcw
1) Dining. Seven tables of 4 seats. One table of 8 seats. Two fireplaces. Baskets of apples and oranges.
2) Redoubt. Two walls with towers protected by moats. Ballistae and trubuchets.
3) Jakes. Six jakes and a wash basin. The only ones in these caves. A door into the room out in the passageway.
4) barracks. Eleven beds, one fireplace. Three chairs and a rug facing the fireplace. Seven chairs around the room. A table with six chairs. Two storage cabinets.
5) kitchen. Several stoves, preparation areas, and storage.
6) Storage. spiral stairs up to the ground level. Barrels and storage.
map 7) The_Water
Traraise_Faire_Caves_the_water.fcw
A series of caves with water.
1) the highest point in these caves. There are several orcs and bugbears in this cave.
2) trap room. Several open pits, and some hidden ones.
3) water tunnel leading into this area. Occasionally this tunnel has little water in it.
4) mid-point cave. Mostly water and a waterfall.
5) lowest point. Tends to flood. This tunnel leads off to the Cave of Tunnels.
map 8) Adventurer houses are numbered. There are 11 of them.
Number 5 is mapped.
WHF_adventurer_house.fcw
The owner, one Greg the Stout, doesn't keep food here as the other adventurers would eat it up. He goes over to the Inn and eats their food.
A nice place to sit and chat. 7 comfy chairs, rugs, card/book table, and a fireplace. Spiral stairs connects the bedroom to the basement and the sub-basement. Also has a trap door into the basement. The round circle is a wood post to help hold up the loft. The bedroom is upstairs. Why no east window ? Well, what group of retired adventurers wants to be startled by a morning sun ?
Five is larger than the rest. They decided to have weekend get togethers there. They miss the old days of adventuring. So there are the occasional, can get out of hand, punch up. Worse than the local tavern on Saturday night. The Town Watch told them to be quieter.
So they got permission and built a 'rec room' about 30 feet down. No fun hitting exercise dummies though, they don't fight back.
Into house 2, a new guy moved in. Since only retired adventurers can move into those houses, he was invited over to 'get to know ya' night. Talk turned to the exercise dummies. The new guy turns out to be an illusionist. Says he can make exercise dummies that can fight back, but don't believe in them too much, you know how illusions can hurt ya. Or maybe the new guy wants a larger place to live...
So, they agreed. But even then. Too loud.
They hired miners and dug down 150 feet, added in spiral stairs. Unbeknownst to the adventurers, this illusionist isn't a nice person. He knows orcs and kobolds. Some sneak in and stand behind the exercise dummy illusions. And wait for an adventurer to come down by himself. The adventurer, if they lose, are hauled away down a secret passage.
And if the young kobold or young orc loses the fight, well, there are plenty more just a few miles away via secret tunnel.
map 9) Adventurer_House_bedroom
WHF_adventurer_house_bedroom.fcw
Three chairs, a rug, a bed. Outhouse out back.
map 10) Adventurer_House_basement
WHF_adventurer_house_basement.fcw
Adventurer house 5) basement. 4 skeletons under the control of the spell caster in the group. A storage cabinet. Two comfy chairs and a rug.
The gray trapdoor is to show the location from the ground level entrance. Debris and blood splatters. Illusional skeletons.
map 11) WHF_adventurer_house_combat_basement
WHF_adventurer_house_combat_basement.fcw
Spiral stairs comes down onto a regular stairway. The room orientation is a bit off, that is why the compass rose is off.
The entrance room has logs of their adventures, tatami mats, chairs, a wine rack, etc. Archery storage has 3 bows and 30 arrows. As you can see from the archery targets, not all arrows hit the target.
Changing room is for their adventuring clothes so they don't wear sweaty clothing back to their homes.
Melee Equipment room is storage for various weapons and shields. Archery storage and range. Bows, arrows, crossbows and quarrels. Three targets.
Next to the wall torch are three rustic chairs. Out of caution, these were made. One takes apart into clubs. The other two have a mace, knives, and two short swords in cased in their structures. Some of the retired adventurers weren't told, they tend to talk over much when in their cups of beer. And the 'new guy' hasn't been informed for some reason.
remains/ruins of the mayor's house and the village market are still mostly intact. The rest are just ruins of walls. Fires, wood piles, a cage, cauldrons.
This was once a thriving community of humans who fished in the river, and tried to grow crops in this desolate land.
map 13) Strife, an orc village.
orc_village_strife.fcw
This place had towers, a manor house, and several now unknown buildings. A bit better well off. That didn't save them.
remains/ruins of the mayor's house and the village market are still mostly intact. One thatched hut kept, most likely by the leader. A few stone remains. Fires, wood piles, a cage, cauldrons.
This was once a thriving community of humans who fished in the river, and tried to grow crops in this desolate land.
map 14) Cave_of_Tunnels.
cave_of_tunnels.fcw
How the orcs and kobolds get around on their raids without being spotted by the half-elf patrols.
A) is human bones
B) kobold camp.
C) orc camp.
D) is monster bones.
E) kobold camp.
The Ghost Tunnel appears and disappears. The humanoids avoid it.
I have canned air, and cleaned them out, so it isn't that.
They had older 40" monitors on sale for $228. So, I had the money and bought one. The 4k ones are expensive. They must be getting rid of the non-4k ones.
There were power flickers last week, I think they damaged my now old monitor.
Comments
I'll post some text and start reposting the maps. I have made a few changes.
Western Hill Fort
The half-elves and humans decided to build a place in the northwest of part of this area. The built a town and fort and called it Western Hill Fort. They learned early on to not put just humans on night watch as they had no infravision. And to not have torches and lanterns in the two keeps lit at night. Arrows came out of the dark.
Jolly Keep changed its name from Death Keep when visiting elf bowmen killed some kobolds trying to sneak up for some close range firing arrows at people in the keep.
North Keep never got in the habit of lighting any lamp or torch at night, their laziness saved them.
The other keeps were built after the walls went up and the roads were added.
The folk that live here soon learned to have places for adventurers and travllers to stay, eat, have a few drinks, and purchase items needed for their travels. Storage facilities also sprang up, they try to keep items for a year. Or until proof the person storing items there aren't coming back from their adventure. Then they are either sold at auction, or maybe given to new adventurers who are poorly equipped. And maybe they go somewhere else.
The local farmers grow apples and oranges for locals and travelers, and grain for the horses.
Adventurers wanted to retire here, so eleven houses were set aside for them to buy or rent. Some became bored with the idle life. They built, under contract, a place to get together in House 5. Chatting about old times wasn't enough, so the added a basement and had practice illusions added of 4 skeletons. That wasn't enough for some, so a sub-basement was added. It contained an archery range and a melee room where they could keep in practice. Sometimes, if an adventurer went into the sub-basement alone they didn't come back up. Most of them felt that person had left, but some doubted that is what happened.
They haven't noticed the kobold tunnel. They must be more out of adventuring shape than they realize.
House 5
bedroom
basement of house 5.
Combat sub-basement of House 5.
Thrarasie Caves.
Inhabited by half-elves and a few dwarves who help with construction.
Ground Level:
1) In Entrance. spikes, crunchy leaves, portcullis.
2) Redoubt: water feature in front of the wall and towers. The gatehouses have a drawbridge that stays up unless needed to be down. Various ballistae are on the walls. Thre trebuchet are between the walls for additional defense. A spiral staircase in the northeast end is covered by two smaller ballistae. The wood ladder up into the passageway to room 3 can be pulled up.
3) barracks. 9 beds and two fireplaces. Three nice carpets.
4) ready barracks to defend the entrance. 11 beds. Two fireplaces. Two storage places. Three chairs in front of a fiireplace and a nice rug so toes don't get cold from the stone floor. Ten chairs.
5) Kitchen. A number of different foods are prepared here. Various meats, squash, apples, and oranges. Several stoves and food preperation areas.
6) Dining area. Seating for 48 to dine at the same time. Fireplace. Three exits. The spiral stairs goes up to an upper level to a redoubt area.
Upper level.
1) upper level redoubt doesn't have a drawbridge, but they will toss you a rope to climb up with. Three ballistae, chairs to relax on. Baskets of apples to snack on. Two trubuchets behind the second wall.
2) Defense area. This is in case the ground level defenses have failed. Two ballistae, storage areas. Pit traps for tunnelrs trying to get past the wall. Five chairs. The back lighting torch is probably a bad idea.
3) barracks. Ten beds, 2 tables with chairs, storage. Three chairs and a rug in front of the fireplace. two barrels of apples.
4) Kitchen. Smaller than ground level, but they have great vooks and food. Several stoves and food preperation tables. Storage.
5) Dining Room. Seven tables, accomidate 42 diners. Three fireplaces.
6) Storage. Mostly foods, but there are hidden weapons if they are needed.
Still typing the rest. Have to do some shopping, so go ahead and comment.
caves basement:
1) Dining. Seven tables of 4 seats. One table of 8 seats. Two fireplaces. Baskets of apples and oranges.
2) Redoubt. Two walls with towers protected by moats. Ballistae and trubuchets.
3) Jakes. Six jakes and a wash basin. The only ones in these caves. A door into the room out in the passageway.
4) barracks. Eleven beds, one fireplace. Three chairs and a rug facing the fireplace. Seven chairs around the room. A table with six chairs. Two storage cabinets.
5) kitchen. Several stoves, preparation areas, and storage.
6) Storage. spiral stairs up to the ground level. Barrels and storage.
Danger Hills.
Home to a number of kobold and orc villages. The people who built the western hill fort didn't look hard enough to find them. Or those who did didn't report back. The Strike village is home to Orcs, a former human village. Death is a kobold village, also a former human village.
Death, a kobold village.
remains/ruins of the mayor's house and the village market are still mostly intact. The rest are just ruins of walls.
Strife, an orc village.
This place had towers, a manor house, and several now unknown buildings. A bit better well off. That didn't save them.
Cave of Tunnels.
How the orcs and kobolds get around on their raids.
A) is human bones
B) kobold camp.
C) orc camp.
D) is monster bones.
E) kobold camp.
The Ghost Tunnel appears and disappears. The humanoids stay away from it.
The Water
A series of caves with water.
1) the highest point in these caves. There are several orcs in this cave.
2) trap room. Several open pits, and some hidden ones.
3) water tunnel leading into this area. Occasionaly this tunnel has little water in it.
4) mid-point cave. Mostly water and a waterfall.
5) lowest point. Tends to flood. This tunnel leads off to the Cave of Tunnels.
That is it.
Any suggestions, additions, corrections before I submit next week ?
I'm working on the text for this, but due to thunder storms and power flickers I'll be going off-line for the rest of today.
Double checking these maps to, adding compass roses and scale bars.
The Haunted Mountains area
A hill fort, kobold and orc villages, and a set of caves. Mostly a wild area. Merchant caravans hire many guards of various levels to cope with attacks.
Rumors of human brigands were spread years ago, but half-elf patrols found their camp. From the looks of it, orc raiders had attacked and killed them all.
Large numbers of trees don't seem to grow well in these hills and mountains.
It is unknown if the light gray mountains, or the dark gray mountains, are the originals.
There are fish in the rivers, and it is claimed they are very tasty. But don't fish alone or in small groups.
The Maidar River goes to the River Watch to the southeast.
Western Hill Fort (16)
A hill fort of half-elves. There are humans, a few dwarf and elf travelers, and a few halfling merchants. But it is run by half-elves. A small group of homes are owned/rented by retired adventurers.
1 through 5 are retied adventurer homes. Number 5 has a basement and a sub-basement recreation area so they can 'keep in shape'.
To the northwest are two small farms growing potatoes and corn. The browning field is fallow for a season or two to recuperate.
Blu's Inn and Stables. Nice place, currently owned and run by the Greenfields' family of halflings. Blu died over a century prior.
Smithy, horses and oxen shoed. Sometimes cheerfully.
Storage buildings. Lock boxes and bins. Guarded, monthly or yearly rentals.
Shops: shoes, boots, armor, arrows and bows, swords and maces. Pikes by special order.
Handcrafted items. Various items like backpacks; satchels of leather; stone daggers, stone axes ( some monsters don't take damage from metal ); boots; adventurer clothes including jackets, hats, gloves, and knit caps. Coats and other winter gear must be ordered.
Barracks, where the various military who guard this town live.
North Keep. Once the only inhabitation of this fort. A plaque on the first level tells a bit about the early defenders, and their names of those lost to orc attacks.
Jolly Keep. Not exactly a place of laughter, but more to do with it being the second defense put up. North Keep inhabitants didn't feel so alone anymore.
Adventurer house 5) first floor. a nice place to sit and chat. 7 comfy chairs, rugs, and a fireplace. The owner, one Greg the Stout, doesn't keep food here as the other adventurers would eat it up. He goes over to the Inn and eats their food. Spiral stairs connects the bedroom to the basement and the sub-basement. Also has a trap door into the basement.
Adventurer house 5) upstairs bedroom Three chairs, a rug, a bed. Outhouse out back.
Adventurer house 5) basement. 4 skeletons under the control of the spell caster in the group. A storage cabinet. Two chairs and a rug.
Adventurer house 5) sub-basement. Entrance room: tables, chairs, work bench to repair items. Spiral stairs comes down onto a regular stairway.
Melee equipment room is storage for various weapons and shields. Changing room, for those sweaty clothes brought on by exercise. Archery storage and range. Bows, arrows, crossbows and quarrels. Three targets.
Yes, the compass seems off with the other floors, but the spiral stairs threw out the alignment with the regular basement and the ground floor.
Danger Hills. Where Orcs and Kobolds live.
Kobold village. formerly a human town.
Orc village. Also formerly a human town.
Traraise Caves
Ground level
1) entrance has two portcullis and several traps.
2) redoubt) walls and towers as a last ditch defense, ballistae on the walls. Water feature in front of one wall. Spiral stairs that go to upper level and the basement.
3) barracks with fireplaces, beds.
4) barracks with storage, fireplaces, beds, dining table. This group can rush to the entrance to block attacks.
5) A well kept kitchen with a variety of foods.
6) Dining area. No more than one-third of all defenders are here at any one time. Up and down spiral stairs.
Some passageways have ladders that can be pulled up to block attackers.
Upper level. basically the same as ground level, but with more ballistae, more defenders, more weapons and storage.
basement storage. Why are the jakes only down here ? Must be bad planning. So must the passageway to the storage area.
The Water. Several caves with waterfalls.
Cave of Tunnels. How the Orcs and Kobolds get around without being spotted by the half-elf patrols.
The Ghost Tunnel appears and disappears. The humanoids avoid it.
I see I'll have to go over the text, and add back in things I posted before into the current text files.
Since this is a holiday weekend, I'll do this next week sometime.
I was thinking about adding more text to the Kobold and Orc villages. Maybe more detail in Western Hill Fort.
I have copied out all of the text, there are differences in details, etc. So I will have to make sure I get all of the details to match what I want, and add some in where needed.
Later this week, not sure about Monday though.
Working on the text. I am making progress on combining and working out the differences between text files.
Okay, I haven't made any changes to the maps so I'll just post the text. I noticed I had some map filenames not matching the text files I typed up today, so I fixed that as well.
Each text file will have the name of the fcw file in it.
14 text files.
map 1) The Haunted Mountains area
map is Traraise_Faire_Caves_The_Haunted_Mountains_region.fcw
A hill fort with half-elves and humans, kobold and orc villages, and a set of caves run by half-elves. Mostly a wild area. Merchant caravans hire many guards of various levels to cope with attacks.
Rumors of human brigands were spread years ago, but half-elf patrols found their camp. From the looks of it, orc raiders had attacked and killed them all.
It is unknown if the light gray mountains, or the dark gray mountains, are the originals.
There are fish in the rivers, and it is claimed they are very tasty. But don't fish alone or in small groups.
The Maidar River goes to the River Watch to the southeast.
The Legephele Forests stop at the western edge of these mountains. Large numbers of trees don't seem to grow well in these hills and mountains.
The Treeles Valley fronts the Traraise Caves. There bare no trees, just a few small bushes here and there. Nothing that would block field of fire for weapons at the caves.
Sometimes the junction of Paragaino river and Maidar River can be very dangerous to river traffic. There is a road from the Paragaino river up to the Western Hill Fort.
The Pralo Triplets are snow covered mountains, they are also extinct volcanoes that haven't erupted in hundreds of years.
The River Watch, Western Hill Fort, and the Traraise Faire Caves have a mutual assistance agreement, but they haven't always been able to help each other.
Trolls and hill giants are rumored to be in the gray mountains of The Haunted Mountains.
map 2) Western Hill Fort
map is Western_Hill_Fort.fcw
The half-elves and humans decided to build a place in the northwest of part of this area. They built a town and fort and called it Western Hill Fort. They learned early on to not put just humans on night watch as they had no infravision. And to not have torches and lanterns in the two keeps lit at night. Arrows came out of the dark. There are humans, a few dwarf and elf travelers, and a few halfling merchants. But it is run by half-elves. A small group of homes are owned/rented by retired adventurers.
Jolly Keep changed its name from Death Keep when visiting elf bowmen killed some kobolds trying to sneak up for some close range firing arrows at people in the keep. Not exactly a place of laughter, but more to do with it being the second defense put up. North Keep inhabitants didn't feel so alone anymore.
North Keep never got in the habit of lighting any lamp or torch at night, their laziness saved them. Once the only inhabitation of this fort. A plaque on the first level tells a bit about the early defenders, and their names of those lost to orc attacks.
The other keeps were built after the walls went up and the roads were added.
The folk that live here soon learned to have places for adventurers and travllers to stay, eat, have a few drinks, and purchase items needed for their travels. Storage facilities also sprang up, they try to keep items for a year. Or until proof the person storing items there aren't coming back from their adventure. Then they are either sold at auction, or maybe given to new adventurers who are poorly equipped. And maybe they go somewhere else.
The local farmers grow apples and oranges for locals and travelers, and grain for the horses along with potatoes and corn. The brown field is fallow for a season or two to recuperate.
Adventurers wanted to retire here, so eleven houses were set aside for them to buy or rent. Some became bored with the idle life. They built, under contract, a place to get together in House 5. Chatting about old times wasn't enough, so the added a basement and had practice illusions added of 4 skeletons. That wasn't enough for some, so a sub-basement was added. It contained an archery range and a melee room where they could keep in practice. Sometimes, if an adventurer went into the sub-basement alone they didn't come back up. Most of them felt that person had left, but some doubted that is what happened.
They haven't noticed the kobold tunnel. They must be more out of adventuring shape than they realize.
Blu's Inn and Stables. Nice place, currently owned and run by the Greenfields' family of halflings. Blu died over a century prior.
Smithy, horses and oxen shoed. Sometimes cheerfully.
Storage buildings. Lock boxes and bins. Guarded, monthly or yearly rentals.
Shops: shoes, boots, armor, arrows and bows, swords and maces. Pikes by special order. Handcrafted items. Various items like backpacks; satchels of leather; stone daggers, stone axes ( some monsters don't take damage from metal ); boots; adventurer clothes including jackets, hats, gloves, and knit caps. Coats and other winter gear must be ordered.
Barracks, where the various military who guard this town live.
map 3) Danger_Hills
danger_hills_totunnels.fcw
Home to a number of kobold and orc villages. The people who built the western hill fort didn't look hard enough to find them. Or those who did, didn't report back. The Strife village is home to Orcs, a former human village. Death is a kobold village, also a former human village.
These two former human towns were destroyed and taken over by humanoids some years before the half-elves came into this area.
map 4) Traraise Faire Caves ground level
Traraise_Faire_Caves_ground_level.fcw
Inhabited by half-elves and a few dwarves who help with construction.
1) In Entrance. spikes, crunchy leaves, portcullis.
2) redoubt walls and towers as a last ditch defense, ballistae on the walls. Spiral stairs that go to upper level and the basement.
Redoubt: water feature in front of one wall and two towers. The gatehouses have a drawbridge that stays up unless needed to be down. Various ballistae are on the walls. Three trebuchet are between the walls for additional defense. A spiral staircase in the northeast end is covered by two smaller ballistae. These trubuchet can be disabled quickly so they cannot be used against the nearby walls. The wood ladder up into the passageway to room 3 can be pulled up.
3) barracks 9 beds and two fireplaces. Three nice carpets.
4) ready barracks to defend the entrance. 11 beds. Two fireplaces. Two storage places. Three chairs in front of a fireplace and a nice rug so toes don't get cold from the stone floor. Ten chairs. dining table. This group can rush to the entrance to block attacks.
5) Kitchen. A number of different foods are prepared here. Various meats, squash, apples, and oranges. Several stoves and food preparation areas.
6) Dining area. No more than one-third of all defenders are here at any one time. Up and down spiral stairs. Seating for 48 to dine at the same time. Fireplace. Three exits. The spiral stairs goes up to an upper level to a redoubt area.
Some passageways have ladders that can be pulled up to block attackers.
map 5) Traraise_Faire_Caves_upper_level.
map is Traraise_Faire_Caves_upper_level.fcw
1) upper level redoubt doesn't have a drawbridge, but they will toss you a rope to climb up with. Three ballistae, chairs to relax on. Baskets of apples to snack on. Two trubuchets behind the second wall.
2) Defense area. This is in case the ground level defenses have failed. Two ballistae, storage areas. Pit traps for tunnelers trying to get past the wall. Five chairs. The back lighting torch is probably a bad idea.
3) barracks. Ten beds, 2 tables with chairs, storage. Three chairs and a rug in front of the fireplace. two barrels of apples.
4) Kitchen. Smaller than ground level, but they have great cooks and food. Several stoves and food preperation tables. Storage.
5) Dining Room. Seven tables, accomedate 42 diners. Three fireplaces.
6) Storage. Mostly foods, but there are hidden weapons if they are needed.
map 6) Traraise_Faire_Caves_basement_level
map is Traraise_Faire_Caves_basement_level.fcw
1) Dining. Seven tables of 4 seats. One table of 8 seats. Two fireplaces. Baskets of apples and oranges.
2) Redoubt. Two walls with towers protected by moats. Ballistae and trubuchets.
3) Jakes. Six jakes and a wash basin. The only ones in these caves. A door into the room out in the passageway.
4) barracks. Eleven beds, one fireplace. Three chairs and a rug facing the fireplace. Seven chairs around the room. A table with six chairs. Two storage cabinets.
5) kitchen. Several stoves, preparation areas, and storage.
6) Storage. spiral stairs up to the ground level. Barrels and storage.
map 7) The_Water
Traraise_Faire_Caves_the_water.fcw
A series of caves with water.
1) the highest point in these caves. There are several orcs and bugbears in this cave.
2) trap room. Several open pits, and some hidden ones.
3) water tunnel leading into this area. Occasionally this tunnel has little water in it.
4) mid-point cave. Mostly water and a waterfall.
5) lowest point. Tends to flood. This tunnel leads off to the Cave of Tunnels.
map 8) Adventurer houses are numbered. There are 11 of them.
Number 5 is mapped.
WHF_adventurer_house.fcw
The owner, one Greg the Stout, doesn't keep food here as the other adventurers would eat it up. He goes over to the Inn and eats their food.
A nice place to sit and chat. 7 comfy chairs, rugs, card/book table, and a fireplace. Spiral stairs connects the bedroom to the basement and the sub-basement. Also has a trap door into the basement. The round circle is a wood post to help hold up the loft. The bedroom is upstairs. Why no east window ? Well, what group of retired adventurers wants to be startled by a morning sun ?
Five is larger than the rest. They decided to have weekend get togethers there. They miss the old days of adventuring. So there are the occasional, can get out of hand, punch up. Worse than the local tavern on Saturday night. The Town Watch told them to be quieter.
So they got permission and built a 'rec room' about 30 feet down. No fun hitting exercise dummies though, they don't fight back.
Into house 2, a new guy moved in. Since only retired adventurers can move into those houses, he was invited over to 'get to know ya' night. Talk turned to the exercise dummies. The new guy turns out to be an illusionist. Says he can make exercise dummies that can fight back, but don't believe in them too much, you know how illusions can hurt ya. Or maybe the new guy wants a larger place to live...
So, they agreed. But even then. Too loud.
They hired miners and dug down 150 feet, added in spiral stairs. Unbeknownst to the adventurers, this illusionist isn't a nice person. He knows orcs and kobolds. Some sneak in and stand behind the exercise dummy illusions. And wait for an adventurer to come down by himself. The adventurer, if they lose, are hauled away down a secret passage.
And if the young kobold or young orc loses the fight, well, there are plenty more just a few miles away via secret tunnel.
map 9) Adventurer_House_bedroom
WHF_adventurer_house_bedroom.fcw
Three chairs, a rug, a bed. Outhouse out back.
map 10) Adventurer_House_basement
WHF_adventurer_house_basement.fcw
Adventurer house 5) basement. 4 skeletons under the control of the spell caster in the group. A storage cabinet. Two comfy chairs and a rug.
The gray trapdoor is to show the location from the ground level entrance. Debris and blood splatters. Illusional skeletons.
map 11) WHF_adventurer_house_combat_basement
WHF_adventurer_house_combat_basement.fcw
Spiral stairs comes down onto a regular stairway. The room orientation is a bit off, that is why the compass rose is off.
The entrance room has logs of their adventures, tatami mats, chairs, a wine rack, etc. Archery storage has 3 bows and 30 arrows. As you can see from the archery targets, not all arrows hit the target.
Changing room is for their adventuring clothes so they don't wear sweaty clothing back to their homes.
Melee Equipment room is storage for various weapons and shields. Archery storage and range. Bows, arrows, crossbows and quarrels. Three targets.
Next to the wall torch are three rustic chairs. Out of caution, these were made. One takes apart into clubs. The other two have a mace, knives, and two short swords in cased in their structures. Some of the retired adventurers weren't told, they tend to talk over much when in their cups of beer. And the 'new guy' hasn't been informed for some reason.
map 12) kobold village, Death
kobold_village_death.fcw
remains/ruins of the mayor's house and the village market are still mostly intact. The rest are just ruins of walls. Fires, wood piles, a cage, cauldrons.
This was once a thriving community of humans who fished in the river, and tried to grow crops in this desolate land.
map 13) Strife, an orc village.
orc_village_strife.fcw
This place had towers, a manor house, and several now unknown buildings. A bit better well off. That didn't save them.
remains/ruins of the mayor's house and the village market are still mostly intact. One thatched hut kept, most likely by the leader. A few stone remains. Fires, wood piles, a cage, cauldrons.
This was once a thriving community of humans who fished in the river, and tried to grow crops in this desolate land.
map 14) Cave_of_Tunnels.
cave_of_tunnels.fcw
How the orcs and kobolds get around on their raids without being spotted by the half-elf patrols.
A) is human bones
B) kobold camp.
C) orc camp.
D) is monster bones.
E) kobold camp.
The Ghost Tunnel appears and disappears. The humanoids avoid it.
That is it. Feedback requested. Thanks !
Any corrections ? I'll submit later this week if not.
Okay, I'll submit today or tomorrow on Thursday.
My computer video is shutting off randomly. So I have copied my maps to an external drive and I'll be going back to my previous computer.
Updating drivers had no effect. Adding a video card had no effect.
And my wifi keeps cutting in and out.
On my cell.
Did a Windows 10 update. I'll wait and see if that fixes it.
My monitor or the cable is going out. Both fairly new. Cable just a couple of months.
Can't afford a new monitor, so I'll try a new cable. I'll still try to submit the zip today or tomorrow.
Could it be dirt in the port? I had issues with that a while back on my rather old laptop.
I have canned air, and cleaned them out, so it isn't that.
They had older 40" monitors on sale for $228. So, I had the money and bought one. The 4k ones are expensive. They must be getting rid of the non-4k ones.
There were power flickers last week, I think they damaged my now old monitor.
No flickering for over an hour, and using the same hdmi cable. So the lightning and power flickers last week damaged the monitor.
I have a surge protector to prevent that kind of damage. They aren't terribly expensive, and well worth the money.