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Any original content is © 2023 Jim Northrup. CC BY-SA.

The Village of �Woodlands Crossing

Maps & Descriptions

Original PowerPoint source files are here: https://sites.google.com/view/riverlandsreach

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

CC BY-SA. Use and enjoy.

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Tips & Tricks for Editing these Maps:

  • The map on the next page was made by using lots of PowerPoint “cloud” shapes. That makes it easy for you to edit the landscape. But when it comes to populating icons and text on top of this map, you’re probably better off copy-and-pasting the map as a picture into a new slide. Otherwise, it’s just too many objects for the PowerPoint software to easily keep up with.
  • You’ll notice I use a lot of almost-transparent shapes to provide additional “shading” to some areas. For example, the centerlines of the roadways are darkened by adding almost-transparent shading objects.

1 sq = 5’

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paddock

stable

Wagonwright’s

lean-to

broken

wagon

Wagonwright’s home

Tailor’s shop & home

Cobbler’s shop

Cobbler’s home

Weaver’s shop and home

The Village of �Woodlands Crossing

East-West byway (“Timberman’s Trail”)

North-South byway

(“Old Wool Road”)

chickencoop

The Ill-Tempered Lamb

Tavern

The Weary Peddler

Inn

apple

orchard

Herbalist’s shack

Village map

well

parked wagons

small homestead

goat pen

small barn

garden

shed

Candlemaker’s

hut

bees

Baker’s shop and home

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Second

Floor

Innkeeper’s

suite

Kitchen

A covered porch attached to the front of the tavern faces south, toward the East-West byway called “Timberman’s Trail”

Each of the eight guest rooms has at least one bed, chest, and lantern (candle). Some rooms also have a table and chairs. The innkeeper’s suite has a fireplace; it’s the only room with a lock on the door. A ladder leads upstairs to a narrow, empty attic.

The Weary Peddler

The Ill-Tempered Lamb

root

cellar

From the tavern’s kitchen is a root cellar well-stocked with preserves of every kind; wines, meads, and ales; and root vegetables such as potatoes and carrots. Boil ‘em, mash ‘em, stick ‘em in a stew.

The innkeeper and his wife do quite a good business. In addition to a steady stream of travelers, many of the village folk frequent the tavern on pleasant evenings. Their dog is a standard fixture in the kitchen. The village is generally prosperous and most of the village’s population enjoys modest-to-comfortable lifestyles.

chimney

root cellar

Inn / tavern

1 sq = 5’

Ground

Floor

to attic

woodshed

wash

tub

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chimney

The attic

1 sq = 5’

Low angled beams crisscross the roofline, making it difficult to move in all but the center area of the empty attic

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Rear door of inn

Kitchen

Well

Two outhouses �(no waiting!)

woodshed

tack & feed

Map of the inn’s backyard

1 sq = 5’

For a fee, travelers can overnight their animals in a crude stable that has seven small, straw-covered stalls. A typical night sees 2-3 animals staying in the stable. The eighth stall stores tack & feed, and offers a ladder to the small hayloft.

Travelers can rest their animals (horses, donkeys, mules) in the paddock while visiting the tavern, or simply tie-up to the fence if it’s just a quick visit.

Water is supplied by good wells sprinkled around the village.

Offscreen to the left, a chicken coop provides the tavern with eggs. By day, chickens are often wandering in the yard.

washing tub

clotheslines

Stable

Hayloft

Offscreen to the right, travelers’ wagons can be parked behind the stable,

For a fee, the innkeeper’s wife will wash a traveler’s clothes.

Use of the tub to wash up is free to guests. The tub is used to wash people, clothes, whatever. The water is often changed when it gets too dirty.

Paddock

Trough

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Random Travelers at the Inn & Tavern

There are typically 1d4+2 parties at the inn & tavern. They may be selected from:

  1. Vorik Creekside & Ida – a local farmer and his daughter making a delivery of meats, milk & produce to the inn. They’re not staying the night, but they will stay for a meal. Their horse and farm wagon are temporarily parked out back after having unloaded. Humans.
  2. Shui Pan – a tough-looking traveling adventurer looking for work. Her horse is in the stable. She’ll stay for a few nights to see if anything interesting turns up. Her strange accent suggests she was born far away. Female human Ranger, level 10 (AC 9, 65 HP, +4 to hit @ 3d6)
  3. Franklin, Farkle, Finkle & Sue -- traveling performers: three brothers and their sister, all human. They sing, play instruments (lute, fiddle, flute, hand drum), recite epic poetry, and perform short classic scenes. Franklin is a level 3 Bard (AC 12, 25 HP, +1 to hit @ 1d8). Their covered wagon and horse are parked out back, as they travel to the next large town. If asked, they will perform for tips; they harmonize quite well.
  4. Kynder Oceantide & Grif -- a traveling merchant and his young assistant. They sell small items: cookware, spices, hand tools, knives, parchment, pens & ink, needles & thread, etc. Their horse and locked wagon are parked out back. Male humans.
  5. Heinrad Mirsk & Bartusk – a traveling wine merchant and his assistant. Their two horses and locked wagon are parked out back. Male dwarves.
  6. Brothers Samar, Sakhum, Braa, and Joesecka – four human males on a pilgrimage to a distant holy site. They travel on foot. They are each level 3 monks (AC 11, 20 HP, +2 to hit @ 1d8).
  7. Evelyn Starglow – recently widowed and still grieving, she’s traveling to a distant town to stay with her sister’s family. She travels on foot. Female half-elf.
  8. Leonard Pierce – a very elderly retired soldier who’s been on a years-long quest to avenge the murder of a friend whom he now barely remembers. He travels on foot but is quite tired lately; perhaps he’ll stay for a few days to rest up, it’s been so long. Male human.
  9. Strum Ashrock – a thief, conman, and card-cheat who was recently found out and barely escaped the city. He travels on foot but is contemplating stealing a horse. Male human.
  10. Giselle Mori – a messenger for a local lord, on her way to the capitol to deliver a message. She’s circumspect, as a messenger should be, but friendly. Her horse is stabled. Female half-elf. Level 3 fighter (AC 11, 24 HP, +1 to hit @ 1d8).
  1. Bonnie Jem & Viri – two whalers who’ve been at sea for the last few years. They’re traveling back to their village for a short vacation with their loved ones, then it’s back to the sea for them. They travel on foot. Female humans.
  2. Ider, Baher, Soondock and Jeng – professional trappers and hunters, they’re well known to all the villages in the area. They trade fairly in furs, teeth, claws, fish, and game meat. They travel on foot. Humans, two male and two female.
  3. “Jon” – a mysterious stranger who visits the inn for several days at a time, several times per year. He keeps to himself by the tavern’s fireplace and is evasive about his business. He claims to be scouting wares for a distant merchant. In truth, he’s scouting the the inn on behalf of a wizard who lives several days to the north. He’s looking for people who won’t be missed. Male human, level 10 fighter (AC 10, HP 45, +5 to hit @ 3d6).
  4. Burnam & Braun – two brothers, sons of a sheep farmer, on their way to the city to sell fleeces. Their mule is in the paddock, and their wagon is parked behind the stable. They’re rough and rowdy, but good natured. Male halflings.
  5. Inglin, Baerlin & Marlyn – prospectors, on their way to investigate a ravine that’s rumored to have iron and gold. They travel on foot. Female dwarves.
  6. Vorhim Lastlight – a down-on-his-luck cobbler who had hoped to find work in this village, but the local cobbler had no work for him. He travels on foot. Male gnome.
  7. Xavier Stoutbrand – a financially successful stonemason traveling to the city for a new assignment. His horse is in the paddock and his small wagon is parked behind the stable; a wheel has come loose and he’s looking to have it repaired before traveling on. Male dwarf.
  8. Dainya Goindelsperger – a traveling apothecary, she makes and sells potions, brews and elixirs; some of these are recreational. Her pony is in the paddock. Female gnome.
  9. Aesandoral Xemistri – a scrivener and limner, on his way to the capitol to practice his craft. Though he loves books, it’s clear he’s extensively traveled too. He travels on foot. Male elf.
  10. Marianne Picklebrine – a tutor, on her way to a distant lord’s estate to become his children’s teacher. She’s very educated, a bit prim, but sometimes whimsical. Her pony is in the stable. She is a petite (even by gnome standards) female level 3 wizard (AC 13, 12 HP; traveling alone as she does, her go-to spells are usually Find Familiar, Guiding Hand, Unseen Servant, Shield, and Fly (which she has somehow trained her pony to use while she’s mounted)).

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= chest

= shelf

= table

= stool

woodshed

Weaver’s

shop and home

Candlemaker’s

hut

Village buildings (north end of village)

1 sq = 5’

The weaver and his wife live alone, their child having sadly died a few years previous. The weaver’s biggest customer is of course the village tailor.

The weaver obtains his raw linen and wool from nearby farms. Like many villagers, the weaver has a garden behind his home to supplement what local farmers provide.

The candlemaker lives a modest life alone with her faithful doggo, Jasper. She also serves as the local midwife.

The baker is one of the more prosperous businesses in town, as travelers often crave fresh breads. The baker and his wife live with their three children.

The baker’s ovens are busy from dawn to dusk, and they keep the upstairs attic very warm and cozy!

root

cellar

Baker’s shop and home �(ground floor)

front door

front door

front door

chimney

Baker’s shop and home �(attic)

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Village buildings (Miller’s homestead)

On the north end of town is a homestead that’s not quite big enough to qualify as a farm. The owner has a very substantial garden though and raises goats, chickens, and bees. The goats graze the adjacent fields by day. The homesteader ferments his own ales and meads; not surprisingly, his biggest customer is the tavern. This family also mills most of the town’s lumber when needed. The homestead family consist of husband & wife, their 7 children, and the husband’s elderly uncle.

small barn

goat pen

homestead �second floor

homestead ground floor

shed

The homesteader has a mule that’s (like the goats) is let outside during the day, and sleeps in the barn at night. The homesteader has a small wagon that he uses with the mule to make deliveries. The barn is where the homesteader and his sons mill lumber by hand when needed, and where he ferments his ale and mead. Two cats live in the barn and patrol the homestead along with the family dog. Surpluses of materials are kept in a shed across the yard.

A small root cellar is located just out the side door of the house.

front door

woodshed

(firewood)

chicken coop

bee hives

lumber

The chicken coop has two doors; if it had four doors it would be a chicken sedan.

barn

loft

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Herbalists shack

Wagonwright’s lean-to

Chests and shelves contains a combination of woodworking, metalworking, and leatherworking tools and supplies.

broken wagon

Village buildings (southeast corner of the village)

1 sq = 5’

The herbalist lives alone in a small shack in the apple orchard. He and the candlemaker (midwife) are the closest the village has to healers.

The wagonwright and his wife live in a very small house. They rely on their garden to help make ends meet.

The town’s wagonwright is a jack-of-all-trades who makes his living by repairing travelers’ wagons or doing other odd repair work. He’s talented enough to make a horseshoe for example, but not a sword. Work comes to him sporadically.

= chest

= shelf

= table

= stool

Wagonwright’s home

front

door

front

door

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Tailor’s shop and home

To root cellar

tool

shed

Cobbler’s shop

To root cellar

Cobbler’s home

Village buildings (southwest corner of the village)

1 sq = 5’

The tailor / clothier is one of the most prosperous people in town, always having a steady supply of work. He and his wife have three children who assist with the family business. The tailor’s shop is a large room on the front of their home; it is frequented by travelers looking to replace or repair worn garments. Behind the house is substantial garden and a chicken coop. This family eats well!

While not quite as successful as his neighbor the tailor, the cobbler does quite a good business with travelers through the village. He and his wife have three children; the oldest assists with the family business.

tailor’s

root cellar

cobbler’s

root cellar

= chest

= shelf

= table

= stool

front door

front door

front door

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The Villagers

The Innkeeper and his Wife

  • Brenna, female, dwarf, 64. Elusive, ageless beauty (by dwarf standards).
  • Thorgrim, male, dwarf, 54. Loveable innkeeper, endless storyteller.

Weaver and his Wife

The weaver and his wife live alone, their child having sadly died a few years previous. The weaver’s biggest customer is of course the village tailor.

  • Elora, female, human, 35. Shy, a talented spinner.
  • Finn, male, human, 40. Naive, hard working, a bit of a dreamer.

Baker and his Family

The baker is one of the more prosperous businesses in town, as travelers often crave fresh breads. The baker and his wife live with their three children.

  • Ayrica, female, human, 32. Stern but fair
  • Triston, male, human, 28. Devoted baker, secretly longs for adventure
  • 3 children: Elora, Jethro, Brann

Candlemaker

The candlemaker lives a modest life alone with her faithful doggo (“Jasper”). She also serves as the local midwife

  • Eleri, female, half-elf, 78. Fearless and loyal

Herbalist

The herbalist lives alone in a small shack in the apple orchard. He and the candlemaker (midwife) are the closest the village has to healers.

  • Felerae, male, elf, 238. Mysterious, wise counselor, but keeps to himself

Wagonwright

The wagonwright and his wife live in a very small house. They rely on their garden to help make ends meet.

  • Orla, female, dwarf, 69. Retired miner with injuries, kind hearted
  • Balasar, male, dwarf, 85. Gruff, but also with a good heart

Cobbler and his Family

While not quite as successful as his neighbor the tailor, the cobbler does quite a good business with travelers through the village. He and his wife have three children; the oldest assists with the family business.

  • Bree, female, halfling, 41. Cheerful, is curious and likes to gossip
  • Eamon, male, halfling, 47. Jovial, a terrible but enthusiastic singer
  • Faust, male, halfling, 125. Moody, philosophical, with hidden depths. Bree’s father
  • 3 children: Eymon, Little Faust, and Briana

Tailor and his Family

The tailor / clothier is one of the most prosperous people in town, always having a steady supply of work. He and his wife have three children who assist with the family business. The tailor’s shop is a large room on the front of their home; it is frequented by travelers looking to replace or repair worn garments. Behind the house is substantial garden and a chicken coop. This family eats well!

  • Sable, female, human, 31. Crafty worker, blunt talker
  • Kipp, male, human, 38. Energetic and loves his work
  • 3 children: Silk, Kael, and Kendra

Homestead Family

On the north end of town is a homestead that’s not quite big enough to qualify as a farm. The owner has a very substantial garden though and raises goats, chickens, and bees. The goats graze the adjacent fields by day. The homesteader ferments his own ales and meads; not surprisingly, his biggest customer is the tavern. This family also mills most of the town’s lumber when needed. The homestead family consist of husband & wife, their 7 children, and the husband’s elderly uncle.

  • Saffron, female, half-elf, 35. Bold, adventurous spirit who enjoys bow hunting for game.
  • Saren, male, human, 23. Strong, unassuming farmer, a natural leader
  • Gaius, male, human, 67. Still energetic, secretly a rebel in his youth. Saren’s Uncle
  • 7 Children

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Villager Valuables

If a person were to search a villager home, there is a chance they would find items such as:

The Innkeeper and his Wife

  • A case of Elven wine, a prized vintage, from a distant region. The innkeeper bought the case from a traveling merchant months ago and is saving the case for very special guests.
  • A small but sturdy lockbox in which the innkeeper keeps his money. Unless a magic word is whispered, the lockbox will weigh 200 lbs and can only be opened by a strong force (such as a crowbar in hands of Str 18). When the magic word is whispered though, for several minutes the lockbox will open easily and weighs only one pound, even when filled with heavy coin.

Weaver and his Wife

  • A bolt of burgundy colored cloth that feels very smooth and pleasing to the touch. Silky even.
  • A very old and tattered wall tapestry that the weaver and his wife have been repairing. They purchased the tapestry cheap from a traveling merchant; they thought they might be able to make a good profit by repairing and reselling it. The tapestry appears to depict a famous historical battle. Unknown to the couple however, the tapestry is actually a treasure map.

Baker and his Family

  • Mittens of the Flaming Cauldron – two mittens that the bakers use as potholders. A traveling merchant sold these to the baker family years ago, not realizing they were magic. The bakers love these things! When worn, a hand is completely immune to all fire and heat, even magical fire and heat.

Candlemaker

Occasionally a traveling wizard (Yahn-Key) comes through town who knows how to enchant candles. The candlemaker pays the wizard to enchant some of her candles for her.

  • Bright Burning Candles – 6 white candles that each lasts 30 minutes. They light up an area within 60’ as bright as daylight, even outdoors in total darkness. They also smell like vanilla.
  • Solstice Hearth Candles – 12 candles that each lasts an hour. For that hour the candles will comfortably warm a room as large as 15’ x 15’ no matter how cold it is outside. These smell like peppermint.
  • Candles of Contentment – 24 candles that each lasts an hour. The candlemaker uses these in her midwifery. When burning, people within arm’s reach of the candle feel relief from pain, anxiety, and distress. These smell like lavender.

Herbalist

  • Amulet of Health - an amulet that enhances the wearer's constitution by +1 and boosts their overall health, making them much less likely to fall ill from natural causes.

Wagonwright

  • Signet Ring of the Watch Commander – this has been in the family for generations. In principle, a person could use it to forge letters from the watch commander of a nearby city, so theoretically it’s quite valuable (perhaps as much as 25 gp if the bidder desired the ring for nefarious intent). The wagonwright would never sell the ring though, no matter how hard his luck gets.

Cobbler and his Family

  • Monocle of Night – the grandfather believes that his vision is simply weakening due to old age, so he uses this monocle to help him see in low light. He believes the monocle is a simple lens and doesn’t realize the monocle is actually magic.

Tailor and his Family

  • Scissors of Running (cursed) – always-sharp scissors that have been in the family for generations. Their curse is that anybody who tries to steal them trips and falls on the scissors, now too injured to make a getaway. The tailor’s family think that’s just karma for being a thief. The scissors cannot be stolen by any creature born of flesh, but they can be sold, gifted, or inherited.

Homestead Family

  • Cloak of the Huntress – the wife’s hunting cloak provides extra stealth against wild animals. She inherited the cloak from her mother (now deceased) and does not realize it’s magic; she thinks the cloak is just her mom’s lucky ol’ hunting cloak.
  • Shortsword +1 – from Uncle Saren’s rebellious days. He keeps his old sword wrapped in cloth at the bottom of the chest in his bedroom.

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Utility Graphics

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= 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

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We stand on the shoulders of those who came before us

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Player Maps

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paddock

stable

Wagonwright’s

lean-to

broken

wagon

Wagonwright’s home

Tailor’s shop & home

Cobbler’s shop

Cobbler’s home

Weaver’s shop and home

The Village of �Woodlands Crossing

East-West byway (“Timberman’s Trail”)

North-South byway

(“Old Wool Road”)

chickencoop

The Ill-Tempered Lamb

Tavern

The Weary Peddler

Inn

apple

orchard

Herbalist’s shack

Village map

well

parked wagons

small homestead

goat pen

small barn

garden

shed

Candlemaker’s

hut

bees

Baker’s shop and home

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Second

Floor

Innkeeper’s

suite

Kitchen

A covered porch attached to the front of the tavern faces south, toward the East-West byway called “Timberman’s Trail”

The Weary Peddler

The Ill-Tempered Lamb

root

cellar

chimney

root cellar

Inn / tavern

1 sq = 5’

Ground

Floor

to attic

woodshed

wash

tub

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chimney

The attic

1 sq = 5’

Low angled beams crisscross the roofline, making it difficult to move in all but the center area of the empty attic

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Rear door of inn

Kitchen

Well

Two outhouses �(no waiting!)

woodshed

tack & feed

Map of the inn’s backyard

1 sq = 5’

For a fee, travelers can overnight their animals in a crude stable that has seven small, straw-covered stalls. A typical night sees 2-3 animals staying in the stable. The eighth stall stores tack & feed, and offers a ladder to the small hayloft.

Travelers can rest their animals (horses, donkeys, mules) in the paddock while visiting the tavern, or simply tie-up to the fence if it’s just a quick visit.

Water is supplied by good wells sprinkled around the village.

Offscreen to the left, a chicken coop provides the tavern with eggs. By day, chickens are often wandering in the yard.

washing tub

clotheslines

Stable

Hayloft

Offscreen to the right, travelers’ wagons can be parked behind the stable,

For a fee, the innkeeper’s wife will wash a traveler’s clothes.

Use of the tub to wash up is free to guests. The tub is used to wash people, clothes, whatever. The water is often changed when it gets too dirty.

Paddock

Trough

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= chest

= shelf

= table

= stool

woodshed

Weaver’s

shop and home

Candlemaker’s

hut

Village buildings (north end of village)

1 sq = 5’

root

cellar

Baker’s shop and home �(ground floor)

front door

front door

front door

chimney

Baker’s shop and home �(attic)

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Village buildings (Miller’s homestead)

small barn

goat pen

homestead �second floor

homestead ground floor

shed

A small root cellar is located just out the side door of the house.

front door

woodshed

(firewood)

chicken coop

bee hives

lumber

The chicken coop has two doors; if it had four doors it would be a chicken sedan.

barn

loft

25 of 26

Herbalists shack

Wagonwright’s lean-to

broken wagon

Village buildings (southeast corner of the village)

1 sq = 5’

The town’s wagonwright is a jack-of-all-trades who makes his living by repairing travelers’ wagons or doing other odd repair work. He’s talented enough to make a horseshoe for example, but not a sword. Work comes to him sporadically.

= chest

= shelf

= table

= stool

Wagonwright’s home

front

door

front

door

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Tailor’s shop and home

To root cellar

tool

shed

Cobbler’s shop

To root cellar

Cobbler’s home

Village buildings (southwest corner of the village)

1 sq = 5’

tailor’s

root cellar

cobbler’s

root cellar

= chest

= shelf

= table

= stool

front door

front door

front door