TEXT: Gregorius 21778:
  B oarswood
  A fiefdom somewhere in England
  by Kai Pütz © 2018
  Version 1.2
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Cover Art is a public domain picture purchased from Fantasy Forge
  Page background art by The Knotty Works; used with permission.
  Further artwork by "Publisher´s Choice Quality Stock Art (c) Rick 
  Hershey / Fat Goblin Games; used with permission (taken from Public Domain).
  Some artwork by Unza RPG; used with permission (taken from Public Domain).
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  Welcome to Boarswood! A small fictional barony that was written as a staging area for your own sessions. Tiny
  hamlets, proper villages and a small town form the fiefdom that Baron Payton rules over. The assumed period is
  “somewhere in the Tudor area / during the 15th or 16th  century”. All locations come with a brief description that helps
  to imagine the place but does not weighs itself down with an abundance of details that would be tiresome to read and
  hard to reference. Only the most likely NPC to deal with the party are given names and a brief description. Taverns
  and inns received the same treatment, as the PC are likely to spend much time there in-between adventures. Same is
  true for the vendors of  special goods, as a gun maker or armorer may easily becomes a given PC´s best friend
  (everybody loves a returning customer). 
  A large part of the document is made up of detailed price lists for locations and special vendors alike, all of them
  meant to  be printed as handouts for the players or as handy cheat-sheets for the Referee.  Ten plot hooks/ideas for
  side quests are included as well, so that Boarswood itself may become the stage for more adventures. 
  Have fun!  
  Index:
  Boarswood, The Keep & Keepsfoot
  p.03
  Calvenhill
  p.04
  Cornfork
  p.05
  Merryshire
  p.06
  Abbotspit
  p.07
  Mudheath & the Thornmist Fens
  p.08
  Ravenpine
  p.09
  Boarswood Forest
  p.10
  The Witch of Boarswood Forest
  p.11
  Traveling & Investment
  p.13
  Plot Hooks
  p.14
  Price Lists: Keepsfoot
  p.15
  Price Lists: Calvenhill
  p.16
  Price Lists: Waywell Point
  p.18
  Price Lists: Merryshire 
  p.19
  Price Lists: Abbotspitt
  p.20
  Price Lists: Ravenpine
  p.21
  Recommendations/Advertisement
  p.22
  
  Boarswood is an English fiefdom named after the
  large forest at its center. It consists of the town of
  Calvenhill,  the  prosperous  village  of  Merryshire,
  Abbotspit and  several  hamlets,  the  only  truly
  noteworthy of which is  Mudheath. Its borders are
  marked to the north by a low mountain ridge, and by
  Ravenpine Forest from northeast to southeast. At the
  south the arable land merges into rocky and broken
  hills that form the “Borderbarrens”, a region no noble
  pays heed to as the few souls that eke out a living
  there are not worth the trouble of taxing or policing
  them.  A similar stretch of land is found in the west,
  but as this region contains a valuable trade route
  that connects Boarswood to the next fief it is neither
  lawless nor ignored. The current lord of Boarswood is
  Baron Payton, who rules from an old keep that has
  been home to his line for the last two centuries.
  Of course, all of this is fictional, and not even historically
  accurate. The aim of this fiefdom description (that started
  out as a sandbox for a monster hunting session of my
  LotFP group) is to provide a starting (or “base”) region for
  the PC, and thereby a collection of places where they may
  rest, heal, sell their loot and buy new equipment. The
  period I used for orientation(!) was the Tudor area in
  England, somewhere in the 15th century or so. You will find
  arquebuse and pistols, but no muskets. Padded/Quilted
  protective clothing (also known as “gambeson”) is treated
  as buffcoats (LotFP p.162). Shields are still available, but
  uncommon for foot soldiers. Rapiers, while already in use,
  are omitted. 
  The area descriptions as well as the simple map of it
  provide enough space for a Referee to fill in own ideas and
  material.
  Boarswood Keep has been erected centuries ago on
  a steep hill, and served as the home of the fief´s ruler
  ever since. Baron Payton (in his early 40s) and his only
  remaining son, Sir Durham (21 years and knighted two
  years ago) life here with their household staff and a
  total of 20 men-at-arms (all trained in the use of mace,
  pike and arquebuse). Sir Payton´s wife died 16 years ago
  while giving birth to the Lord´s third son, Allan. The
  child died due to a fever in the following year. His
  daughter Myra has been married with a noble, and lives
  with her husband now. 
  The keep and the buildings that belong to it (stable,
  granary, bakery, a small chapel, smithy, smoking house,
  barracks, etc) are surrounded by a 10 feet wall with a
  small gatehouse and portcullis. From both the top of
  the keep and the gate house the guards have a good
  view on the surroundings. 
  At the northern foot of the hill lies the small hamlet of
  Keepsfoot,  made  up  of  a  dozen  cottages  and  some
  modest huts. The serfs living there toil the Lord´s fields
  (found further north) and a yeoman runs a little tavern
  called the Old Mug.  The tavern is heavily frequented by
  the men-at-arms of the keep, which are the best source
  of income of the owner (a  man reminding of a weasel,
  named  Farrow). Other than the tavern, Keepsfoot has
  not much to offer but for an oxen-powered mill and a
  shop  that  belongs  to  a  merchant  in  Calvenhill.  The
  people are poor but self-sufficient and happy to life this
  close to the castle “right at the feet of the Baron, and under
  his protection”.  Peasants may be hired for simple tasks
  for the right price, and PC who are on good terms with
  Baron Payton (either due to noble birth, good standing
  or previous deeds) might be able to “lend” a soldier or
  three from the keep. 
  Baron Payton is a 3rd level Fighter who lives a quiet and
  rather mirthless life, as he still has not overcome the
  loss of his wife Annalynt. He never married again and
  does not intent to, but tries to arrange a good marriage
  for  his  son  Durham,  so  that  the  family  line  may
  continue. He sees to it that the fiefdom is kept in order,
  and  rides  to  Calvenhill,   the  abbey and  the  major
  settlements at least once a month to have a look at
  things and to show the people that their ruler cares for
  the fief. Due to an event in his past, Baron Payton
  despises Magic-Users and does not trust them (-3 on all
  reaction rolls).
  Sir Durham, the son of Baron Payton, is a 2nd level
  Fighter  (ST:14;  CON:14:  DEX:12)  that  is  often  absent
  from the fiefdom. He attends to as many tournaments
  as possible and  spends a lot of time visiting other
  nobles (the latter is due to his father´s attempts to
  arrange a marriage for him). He thirsts for excitement.
  Should formidable PC (Level 3 or more) seek an ally, he
  can be won as such with a Reaction roll of 9+ as long as
  the deed ahead is not against his knightly principles.
  His father will disapprove of his son heading out on
  foolish quests, and the PC will earn his scorn for it (-2
  on all future Reaction rolls). Thereby, Sir Durham will
  only be accompanied by his squire (a level 0 human
  with a gambeson and a light weapon), but still have his
  warhorse, a horse that carries the squire and the other
  belongings as well as his knightly armament (full plate,
  shield, sword, lance). 
  Father  Acton is  the  chaplain  of  the  keep  and  a
  counselor to the Baron and his son.  The elderly priest is
  indeed a 1st level cleric who is able to cast  Detect Evil.
  Aside from this sparsely used ability, he has a keen eye
  for the true intents of people, and is a well respected
  mediator even beyond the borders of the fiefdom (WIS:
  15; INT: 13).
  
  Luella is a simple but shrewd young broad that works
  as  a serving wench  in  the Old  Mug. It  is  commonly
  known that she spreads her legs for coin (which makes
  her VERY popular with the keep´s soldiers), and so she
  is shunned by most of the others: the married women
  hate her, the men risk their reputation and/or their
  wives trust if they are seen with her. Luella may be of
  value to those who want to learn some gossip from
  within the keep´s walls. Some of the soldiers talk a lot
  after the act. Aside from that, she is one of the few in
  the village who is willing to talk about  the witch of
  boarswood -and- knows her in person. 
  Learning  about  the  witch  is  hard  in  Keepsfoot,  as
  nobody wants to raise the Lord´s ire by talking about
  such things to strangers. Only on a Helpful reaction will
  any local talk about the witch. The only exception is
  Luella, who visits her on a regular basis. She may tell
  the  PC  about  her  (unless  they  are  declared  witch-
  hunters) on an  Indifferent or better reaction, and may
  even describe the way to her. Of course she will demand
  money for it, and will try to act as a go-between instead
  (to earn even more money). 
  The town of Calvenhill is with more than 700 souls
  the largest center of population in the otherwise rural
  fiefdom, and the Baron´s main source of tax income: it
  is not a free city with a wall but part of the Baron´s
  tenure. Calvenhill lies along an old but still serviceable
  road that is the major trade route of the region. South
  of it are the fringes of  Boarswood Forest. The nearby
  woodland has been thinned out for miles by Calvenhill
  ´s demand for wood. While about half of the townsfolk
  live a peasant´s life and toils on the arable land found
  near the north of the city, the income of the majority is
  linked to what the hills further north hold in store: tin
  and coal.
  Many open ditches dot the rocky hills, and scores of
  sturdy man toil away with picks and shovels to dig up
  ore and coal for the fuming smelts of Calvenhill. What is
  taken from the earth is put into baskets (often by the
  hands of children) that are emptied into carts. Mules
  pull them back and forth between the town and the
  mining sites, from dusk till dawn. Many of the farmers
  are yeoman, and a lot of those who toil in the mines and
  ditches are free men as well. But it is a backbreaking
  work, and those whose bodies fail before their time
  have to make baskets, lead donkeys for a living or must
  rely on their children to provide for them “till God calls”.
  Calvenhill has  everything  that  a  town  can  offer,
  including a small militia (of which five at a time keep
  the peace in town and act as guards on the streets), a
  weapon smith, armorer, more than one blacksmith, an
  inn, two taverns, a bathhouse, a church, a medicus and
  even a Dwarf gunsmith.
  Master Terrel,  the  Armorer (32  years) takes  great
  pride in the fact that his father is employed by Baron
  Payton and lives at the keep (also he already has to give
  some  tasks  to  his  grandson,  Eldon,  who  is  his
  apprentice). Both of his sons (Eldon, who works at the
  keep, and Edgar) learn their father´s trade, and Eldon
  will sooner or later become the new smith of Baron
  Payton. As he equips both the local militia and the
  Baron´s men, Master Terrel is always able to offer a
  (minor or small) weapon to a prospective buyer. More
  sophisticated armament he is able to create on order,
  but  making a  good  weapon  takes  time (one or two
  adventures/scenarios), and a suit of armor even more
  so (at least three). Strangers (e.g. PC) that order a suit of
  armor will have to pay 1/3 of the price up front. He can
  adjust any provided armor to fit a certain person (which
  will cost 1/5 of the list price of the armor). 
  Medicus Doyle Oakes  is the man to go to when it is
  something worse than the common cold or a mere cut.
  He  has  not  studied  at  one  of  the  universities,  but
  learned  the  trade  from  somebody  who  did.  The
  characters may hire him as a physician on a daily basis
  for 28sp. Furthermore, they may purchase bandages
  and  healing  herbs  from  Master Oakes  to  tend  their
  wounds (roll twice for natural healing of light wounds
  and keep the higher result; 3sp per application). 
  Master Askell Hollowbelt is the only Dwarf in town,
  and  the only gun  maker as well. The gray bearded
  Dwarf had already set up shop in a former smithy as the
  grandfathers of today were children back then. Even at
  that time, he was the most grumpy fellow in the whole
  town. People wonder why somebody who does not get
  along with men decided to settle among them. Some of
  the  eldest  remember  an  incident  where  traveling
  Dwarfs came through town. Everybody was surprised
  that they did not paid Master Hollowbelt a visit, and
  that he did not entered the inn to greet them neither.
  Still, the settlement takes a bit of pride in “bearing that
  Dwarf”, for he is able to craft the finest mechanics all
  around and builds masterful wheel-lock pistols. Their
  firing mechanism is so delicate that the chance for a
  misfire is only 1 in 10, but it will automatically break
  when the weapon is used as a club. The prices are...
  typical for a dwarf.  Askell Hollowbelt reacts bad (-3) to
  other Dwarfs for reasons he is unwilling to talk about.
  He could for sure create a wheel-lock arquebus as part
  of an order, but won´t do so unless a character either
  pays 10x the list price (instead of 7x) or achieves a
  Talkative or better response on a reaction roll.
  
  The Jolly  Carter is  the  inn  of  the town, and  caters
  mostly  to  merchants  and  those  craftsmen  that  can
  afford the prices. It lies just at the edge of Calvenhill.
  The inn (which includes a well, a large yard and a
  stable) is surrounded by an 8 feet high wooden wall,
  and  offers  enough  space  for  up  to  six  coaches  or
  merchant wagons. All rooms have feather beds, the
  common  sleeping  hall  only  has  hay  mattresses  and
  simple blankets. 
  Most of the miners and farmers frequent the Coalface, a
  large tavern. The ale is thin, but the price for a mug is
  low in turn, and the stew is always worth the money.
  For those who cannot afford the stew, there is always a
  cauldron  with  oatmeal  porridge  over  the  fire.  The
  miners are a noisy lot when drunk, but  the Coalface is
  one of the most peaceful taverns the PC may ever enter:
  those who work hard all day are not quick to pick
  fights.  Furthermore,  gambling  is  forbidden  by  the
  owner (a fat little man named Howard). The Coalface is
  the only place in town that serves the beer from  the
  abbey (which is the best beer of the region).
  Those who like to throw dice or play a game of cards do
  so at  the
   
      Red Rooster. In the main tap room in the
  ground  floor,  miners  rub  shoulders  with  coachman,
  carters, farmers, workers and everyone else that looks
  for a stiff drink and some gambling. Sometimes fights
  break out and may even get out of hand. Last year a
  drunken argument lead to one man dying the very
  same night from a knife to the gut while the culprit
  found his end at the gallows the day to follow. Those
  who are of better standing (shown by being able to pay
  for the better food and drink the Rooster has to offer) are
  served at the tables at the second floor, where guests
  may also play a game of chess, backgammon, cards or
  dice.  Violence  is  less  common  up  there,  but  not
  unheard of.
  While not officially an inn, the Red Rooster has four small
  rooms with a bed that may be rented for a night. As the
  tavern has no stables it is uncommon for travelers to
  stay here. The real reason for the rooms is that some of
  the wenches in the tavern may provide “company” if
  one has been rented. 
  The St. Peter´s church in town is catholic, as are the
  majority  of  people  in  Calvenhill.  About  1/5  of  the
  miners and workers are Anglican, and a traveling monk
  has took it upon him to see to their spiritual needs till
  he is able to collect enough money for the construction
  of a simple, wooden church (that will also need the
  permission of  Baron Payton before it can be erected).
  Neither  Father  Ainsley (the  catholic  priest)  nor
  Brother Walby (the Anglican friar) are clerics in the
  sense of the character class, and thereby cannot cast
  any spells.  The two do not get along, and refuse to talk
  to (but not about) another.
  Cornfork is not a single village or hamlet, but a wide
  area  of  fertile  land  dotted  with  many  a  farmstead
  surrounded by corn fields. The peasants here are used
  to a simple but safe life, and toil the acres generation
  after generation. Each homestead grows corn on the
  fields, vegetables in a garden and has a few cows, swine,
  chicken or goats.  What the people here cannot provide
  for themselves, they get at Waywell
   
    Point, a place that
  is nothing more than a well, a blacksmith, a merchant
  shop and an inn, all next to the middle of the only road
  that links the homesteads with one another and the rest
  of Boarswood. 
  The smith, a burly but aging man named Brinley, is not
  only able to forge tools and shoe horses but doubles as a
  carpenter if an axle needs to be replaced. His son Ogden
  still works as his apprentice, and patiently waits for the
  day when his aging father will hand over the smithy to
  him, so that he may finally marry the lovely Nara (the
  third  daughter  of  one  of  the  local  farmers).  Smith
  Brinley is against this marriage, but then again there is
  not much he ever approved of. 
  The shop is run by the son and daughter of a merchant
  from  Calvenhill, and even to a casual observer it is
  obvious that the two young siblings do not get along.
  Roberta, a  nondescript woman in  the right  age for
  marriage, makes sure that everyone knows what a do-
  no-good her brother is, while the raven-haired Timothy
  spends most of his evenings (sometimes: nights) in the
  inn, where he drinks and sometimes gambles with any
  travelers that may happen to be there. He carries a
  short sword at his side and hopes that his father will
  not leave him  “to rot in this little shop”, as he all-to-
  openly admits when drunk. He dreams about traveling
  to different cities, “perhaps even to Paris”. 
  The inn Waywell is centered on is the Fieldside Inn. The
  place is run by a jolly, round-faced man going by the
  name of Quintine. After a few words it will be clear that
  he is not from around here, and likely not even of
  English  stock.  He  will  admit  to  that  quickly:  he
  inherited this inn from his father, who inherited it from
  his father, who bought it after he finished a tour as
  mercenary  in  the  service  of  the  English  Crown  in
  France, where his family hails from. The old bihander of
  his grandfather still hangs above the door frame of the
  tap room (on the inside, and thereby overlooked by
  almost anyone upon entering the place). Quintine was
  raised speaking French at home, but speaks English,
  Dutch  and  Wallon.  He  hires  young  folk  from  the
  surrounding farms as helping hands while he sticks to
  the kitchen and the tap room. Behind the counter, he
  keeps a loaded wheel-lock pistol, a further heirloom.
  The inn keeper secretly despises Timothy, but as he is
  his best customer he grins and bears him. One would
  think he would thereby get along with Roberta, but  she
  shuns him for his manners and rude spree. Quintine in
  turn flirts a lot with her, just because she is so prudish. 
  
  Merryshire is located in the southeast of Boarswood,
  between  Cornfork and  Abbotspitt. With a little more
  than 400 souls it is the second largest settlement of the
  fiefdom, and is made up of cottages and half-timbered
  houses that sit close by another, left and right along the
  road. The houses spread out a little more towards the
  extension of the forest in the north as well as towards
  the cornfields, carp pounds and many an apple orchard
  in the south. Further south, the ground grows rocky
  and is only home to shrubbery, patchy fields of hardy
  grass and scattered trees. This region is the forecourt of
  the Borderbarrens. 
  Unlike the majority of the populace in the fief, the
  people of Merryshire are Anglican Protestants. Only a
  handful of families kept their Catholic roots. This was
  not a process that took generations, but  happened in a
  matter of weeks after a group of Anglican clerics visited
  Merryshire. They sought shelter for the night after the
  the cloister in Abbotspitt refused to welcome them. The
  story  goes  that  this  lack  of  hospitality  caused  an
  outrage  with  the  people  of  Merryshire  (especially
  among the cider brewers, who had a long established
  rivalry with the beer brewing monks of the abbey).
  Many a family in the village renounced the Pope and
  the Catholic church in that night, and asked the clerics
  to  help  them  raise  an  Angelican  community  in
  Merryshire, which they did. Two month later, most of
  the village was Anglican, a wooden church had been
  erected on the edge of an orchard and the Catholic
  stone  church  had  many  an  empty  pew  on  Sunday.
  Rumors say that some ugly scenes happened in town
  that involved the priest and the most outspoken of the
  converted Anglicans (which happened to be the families
  most involved in the cider trade), and in the end the
  priest asked officially for a re-assignment while officials
  of the Anglican church made an offer for the stone
  church  in  Merryshire.  The  negotiations  with  the
  Catholic Church were anything but fruitful, and so the
  stone church remained Catholic and the keys in the
  hands of the eldest of the families still faithful to their
  ancestor´s believes. 
  The  situation  calmed  down  over  time,  but  the
  dwindling Catholic community has no priest since that
  day. They open the church regularly to offer prayer to
  God and the saints, but the individual families need to
  travel  to  Abbotspitt  for  confession  and  the  other
  sacraments  (which  they do  at  least  once a month).
  Monks from the abbey avoid to stay in Merryshire, and
  if they have to they rather spend the night in the old
  church than in the inn. Many catholics of the fiefdom
  refuse to drink the cider from Merryshire ever since
  they  heard  rumors  about  the  maltreatment  of  the
  former parish priest. The cider in turn is nowadays sold
  to merchants from the environs.
  The Grancourt House is the inn of Merryshire, named
  after the family that has owned and run it since the
  founding of the village. While it has ample stables and a
  large court to accommodate multiple wagons at once, it
  usually sees no patrons unless it is a market day or a
  merchant is visiting. Even  Newell, the balding, pot-
  bellied owner and current head of the family, drinks in
  Ye ol´Rython, in which case his (far younger and fairer)
  wife Darrene and his eldest son, the burly Carvell, look
  after the inn. This is all fine and well with the family, as
  the inn is only a secondary source of income and rather
  an object of family pride and prestige to them: the
  Grancourt´s are the most affluent orchard owners and
  cider brewers in Merryshire. A stay at the inn is a quiet
  one, but when guests are in the house Newell himself
  will cater to them while his wife plays the harp for
  entertainment. At such days, at least one member of
  each family that has an orchard or a hand in the cider
  trade (be it a as field worker or barrel maker) will drop
  by for a meal or at least a drink. The Grancourts makes
  sure that nobody has a reason to speak ill of their
  house. 
  The best tavern in Merryshire is Ye ol´ Ryhton, named
  after the drinking horn that is its business sign. It is one
  of the few houses that is at least partially build of stone
  (the second floor that was later added is half-timbered),
  and  the tap  room  is  cool  in  summer  and  warm  in
  winter. The tables are never empty, which is not only
  due to its rich wines, dark beer and good kitchen but
  also to its size: as soon as 40 guests are present, the
  room gets crowded. Over the years an order of who will
  visit it on a given day has established itself, and when
  there are travelers in town one table in the corner is
  reserved for them till late in the evening. This way the
  owner,  Cedric,  always  keeps  himself  a  chance  to
  welcome a new face in his house. Cedric has earned
  himself the nickname Big Cedric in the village, for he is
  short of statue but speaks with a voice so loud that it
  could rival that of much bigger men. 
  The  other  tavern  is  the  Longhouse,  literally  an  old
  longhouse not far from the main road. Its interior is
  dominated  by  a  rectangular  fire  pit  in  the  middle,
  enclosed by rows of tables to the left and right. The
  kitchen is located in an annex that was added as the
  erstwhile home was put to its current use.  Its owner is
  Marlow, a man like a beanstalk, who at first seems to
  be a bit shy for running a tavern. After the first offish
  greeting his convivial nature comes to the forth. When
  the Longhouse has a busy day and sees lots of patrons,
  Marlow will spit-roast a piglet on the central fire pit. He
  is keen enough to know how good an appetizing scent is
  for business.  While the Longhouse is no inn and has no
  rooms, the owner may arrange for a stay in a barn for
  honest  travelers  that  cannot  pay  for  a  stay  at  the
  Grancourt House. 
  
  While the village has a blacksmith, and even one that is
  versed in making weapons, there is no armor to be had
  in Merryshire. The same is true for medium and great
  weapons,  but  arquebus  and  pistols  are  available.
  Master Sanford, the maker of them, is a little less
  skilled than he would ever admit to himself or others,
  and some of his wares are even of a dangerous quality. 
  When a character purchases an arquebuse or pistol,
  there is a 1 in 6 chance that this weapon´s barrel is
  flawed and will explode when an attack with it would
  deal maximum damage. In that case the shooter takes
  1d8 damage instead.  The flaw may be noticed by a
  Specialist  with  a  successful  Tinkering roll  upon
  inspection. A Fighter has a x in 8 chance as well, where
  “X” is the INT bonus of the fighter. 
  If Master Sanford is called out on such a flaw, he will
  deny that there is any and throw the one saying so out
  of his shop, as well as anybody with this character. He
  will not sell any goods to those anymore. Those who
  were with the accuser may change the smith´s mind if
  they approach him not sooner than the other day with
  an apology (and achieve a result of 9 or better on a
  Reaction roll). 
  The one that cares for the spiritual well-being of the
  Anglican flock is Vicar Rishley, who hails from Derby.
  He is a well-meaning and enthusiastic man of old age
  who prefers to dress more lowly as he could afford to.
  The vicar is respected on all hands, and tries to ease
  “the situation with the abbey”. While being a spiritual
  man (and a 2nd level cleric that knows Bless, Turn Undead
  and Protection from Evil), he focuses on the care of the
  sick and runs a small spital at the edge of Merryshire,
  with  the  help  of  several  volunteers.  Everyone  is
  welcome at the spital, but those who have the means to
  are supposed to give alms appropriate to their standing.
  Vicar  Rishley  has  one  special  possession  that  he
  received as a gift from his mentor as he was ordained: a
  Scroll of Protection against Witches. Characters that have
  gained his trust,and turn to him for aid in a matter that
  will have them face such an enemy, may receive this
  scroll as a gift. 
  Abbotspitt is a village in the south of the fiefdom,
  nestled against the flanks of a kidney-shaped hill on top
  of which the St. Gytha abbey sits. The abbey lies right on
  the edge of the vertical drop, where once was a quarry
  that  took the stones out of the hill flank with which the
  abbey has been build. The village itself counts about 200
  souls, all of whom toil on the southward fields. A road
  runs around the hill and the northern edge of it. To the
  west  lies  Merryshire,  to  the  east  the  hamlet  of
  Mudheath and the  Thornmist Fens.  In the south, the
  foothills mark the transition into the Borderbarrens. To
  the north, only a few hundred yards of cleared pasture
  separate the hill from  Boarswood Forest. For a mile it
  has been thinned by years of use as a source of wood by
  the abbey, for the lands around it have been granted to
  it by an ancestor of the current baron (a gift of penance,
  so that the monks may pray for his soul and that of any
  of his lineage). After a mile, the nature stands wild and
  untamed, like a wall that separates the realm of man
  from  the  wild:  just  like  a  silently  reminder  to  any
  trespassers  whose domain  they  now  leave,  and  that
  another´s they enter. 
  The village proper is as simple as a rural community can
  get. Aside from a blacksmith  and  a carpenter, little
  other  crafts  are  found  but  those  that  are  common
  means of additional income for a peasant household.
  Merchants stop by twice a month. They do most of their
  trade with the abbey, but always bring further goods
  along and stay for an additional day to give the villagers
  a chance to spend their money as well. Often they sell
  peat that they bought in Mudheath.
  St. Gytha Abbey is small in comparison to others, but
  holds the relics of St. Gytha and brews the best beer of
  the fiefdom. Since the rise of the Anglican Church the
  monks  (or  more  precisely:  the  abbot)  have  become
  choosy as to whom it is sold to, and the monks hold a
  silent but well-known and unforgiving grudge against
  all Anglicans of Merryshire. 
  Abbot Hollace is a stern man with a narrow face that
  shows his age and concerns for the current state of
  affairs in England. While he will never admit it in public
  nor to anybody that does not wear a catholic vestment,
  the rise of “the heretics”(the Anglicans) bothers him
  deeply, to the point that he fears that it might be the
  end of proper Christianity in England. 
  “To all Christians” the abbey offers the treatment of
  wounds and illnesses (for a price). Those of catholic
  faith that make a proper donation (based on standing)
  or  those  of  christian  faith  that  make  a  substantial
  donation, the monks will include in their daily prayers.
  While non of them is truly a cleric, their combined faith
  and the relics of St. Gytha will either have the effect of a
  1st level Cure Light Wounds divided over two days, of a 2nd
  level  Bless  or  that  of  3rd level  Remove  Curse/Remove
  Disease which effects set in after 1d4+1 days.
  
  Abbotspitt has only one inn that is also the village´s
  tavern: the Hooded Friar. It is owned by the abbey and
  currently  rented  to  Wells  Brington,  eldest  of  the
  villagers and head of his family. Crooked and elderly,
  he delegates all daily tasks to his three sons and two
  daughters  (a  third  he  already  had  married  to  a
  carpenter in  Ravenpine), who he keeps in check with
  the threat to disinherit them: while the inn is not his
  own, the old miser was able to save an all but meager
  sum over the years, all under lock and key in the abbey.
  Additionally, non of the family members could hope to
  rent  the  inn  after  their  father´s  death  if  he  would
  disinherit any of them, for abbot Hollace sees Wells as a
  prime example of a good, god-fearing man.  
  The inn offers no wine but ale, beer and liquor as well
  as  simple  but  good  meals,  clean  rooms  with  straw
  mattresses and a stay in the locked tap room for all that
  cannot afford the former. But even that little comfort
  will not be given to anybody that is not human. Wells
  Brington does not suffer Dwarfs, Elves and Halflings
  under  his  roof,  and  any  of  those  who  practice
  “witchcraft” better leave before he was able to fetch a
  whip  from  the  stable.  Those  wearing  a  catholic
  vestment will be given a warm welcome, and offered
  free lodging for a night. 
  Demi-humans that are for one or the other reason in
  good standing with abbot Hollace may have him speak
  to Wells on their behalf. This will be quite a shock for
  the elderly innkeeper, but afterwards he will not turn
  them down anymore (but simply avoid any word or
  contact with them). Otherwise, they may find a serf
  willing to let them sleep in a barn for 1cp on a Reaction
  of Talkative or better. Those known to be Magic-Users
  will find not one soul in the village willing to give them
  shelter. 
  The stables may accommodate up to eight horses, but
  that is more space than is usually needed. In the case
  that this should not be enough, the abbey will take in
  the horses, wagons and carts of further travelers for a
  fee equal to what the inn would charge. 
  Once a year pilgrims from near and afar visit Abbotspitt
  on the death day of St. Gytha (which is a market day as
  well), on  which  a mass  is  given  and  the relics  are
  presented in the abbey. All pilgrims are welcome to
  camp in the yard, as well as left and right of the road
  leading up to the abbey. 
  Mudheath is to small for a village, but just a bit to
  important to be called a mere hamlet. At least that is
  how the inhabitants of the hovels and cottages feel
  about the patch of land they call home. As it is located
  next to the road that leads to the Baron´s keep and not
  far from a fork towards  Ravenpine and  Abbotspit, it
  even used to have an inn. Nowadays the ramshackle
  building is used to coop up the sheep during the winter,
  but travelers are still welcome to sleep in the house. The
  roof is intact and the ground is dry (but after spending
  just a night in there, one will reek like a shepherd on
  the following day). 
  The small community counts more hovels than cottages,
  and much more sheep than inhabitants. Its name hails
  from the surrounding heaths, 3/4 of which are lower
  than the ground of the hamlet itself. Each autumn the
  heavy rain gathers there from the surrounding land and
  soaks the earth. The the grazing sheep then scrunch the
  ground and turn it bit by bit into a mud field. The
  majority of people in Mudheath are serfs and rather
  poor. Aside from herding sheep and spinning wool, they
  each own a swine or two, some chickens or rabbits, and
  tend to a vegetable garden. Every fifth of them works
  either as charcoal burner in the nearby woods or as a
  peat digger in the Thornmist Fens. 
  The Thornmist Fens are a couple of miles south of
  Mudheath,  and  are  only  frequented  in  spring  and
  summer. When autumn sets in, none of the locals will
  dare to get closer than a mile. What of the ground is not
  covered in sturdy grass is home to groups of thorny
  bushes that bear most wicket thorns, as well as the one
  or the other odd looking willow. Little wildlife is found
  there, and when autumn comes the ground becomes
  bog-like from the rain. Mist seems to hang constantly
  over it, and shrouds the few willows so that they look
  like malformed fiends through the haze. 
  The peat diggers from Mudheath uncover at least one
  bog mummy each year, a circumstance that provides
  steady fodder for the local legends about the fen having
  been  a  place  of  devil-worship  before  the  dawn  of
  Christianity. Never would any peat digger stay in the
  fen over night, and each spring the abbot of St. Gytha
  comes to Mudheath to give a blessing to all diggers, so
  that they may stay safe over the course of the year (and
  collects some of last years peat as a donation in return). 
  Sometimes, during  autumn  evenings,  the people  say
  that they hear the wails of the  Foolish Young Thistle in
  the fens. Generations ago, so the old folks say, a maiden
  had been raised to be braver than it is good for a woman
  to be. She laughed about all the legends regarding the
  fen, and swore that she would spend the night of her
  18th birthday on that ground. The day she went out to do
  so was the last time she had been seen.
  
  Ravenpine is not a part of the tenure of Baron Payton,
  but would not exist without a deal between a wealthy
  merchant  and  the  baron.  Ravenpine  is  first  and
  foremost the name of the forest that forms the eastern
  boundary  of  the  fiefdom  of  Boarswood.  Unlike
  Boarswood Forest, it consists solely of conifers  and is
  home to many a murder of ravens, which  are a plague
  to all the surrounding farmers. Baron Payton sold the
  right to untimber the western part of Ravenpine for a
  certain number of years to  Thomas Benyt, a wealthy
  merchant  magnate.  Benyt  wasted  no  time,  hired
  workers and saw to it that as much trees as possible are
  logged and transported to the next sawmill. Over the
  course of the first year, barracks have been erected for
  the workers, as well as an inn. A bakery for fresh bread
  followed, a merchant erected a small blockhouse to use
  it as a shop and storeroom, and the lumbers themselves
  collected money to erect a bathhouse (as part of a deal
  with a barber-surgeon). The settlement grew.
  Now, the logger´s camp is known as Ravenpine as well,
  and counts more than 100 souls. Most are loggers, but
  there is also a small smithy, the baker, the inn, the bath
  house (that doubles as laundry) and some other shops
  that all line up left and right of the road that leads
  through  Ravenpine  and  to  Boarswood.  To  maintain
  order, the foreman has appointed a few “trusted men”
  that have an eye on things. Each of them wears a small
  wooden  whistle  and  a  not-so-small  truncheon.
  Troublemakers become a stern warning at first, then
  they lose a days payment or  end up fired and  thrown
  out  of  the  settlement.  Every  building  in  Ravenpine
  belongs  to  Thomas  Benyt,  and  the  foreman  collects
  money for the rent. Those who sleep in the barracks
  pay with a part of their wages, so do those that buy
  bread. The foreman has a lot of money running through
  his hands. Just a little further away from the proper
  blockhouses, a few hovels can be found. Most of those
  are home to women with no husbands. Their trade is
  obvious, and the foreman connives. “Man have needs” he
  says “in a way these women keep the wenches in the inn and
  those at the bathhouse save”. Those who bother to keep an
  eye on who goes where in the night know that one of
  the “trusted man” goes to each of the hovels on the
  night before Sunday. He then returns to the foreman´s
  house. Sometimes, men are gathered on the following
  day to tear down a hovel and drive away its inhabitants.
  In  summer,  numerous  tents  appear  on  the  cleared
  ground,  as  many  people  with  no  work  come  to
  Ravenpine to earn money as laborers. Those must rent
  the right to camp their from the foreman, too. 
  Said foreman is Gerard Duncomb, but next to everyone
  just calls him “the foreman”. He is in his 40s, barrel-
  chested, cleanly-shaved and wears the best boots in
  Ravenpine. A stern man that is jovial to those that doe
  his  bidding  and  seemingly   submissive  to  those  of
  higher standing. He is a 2nd level Specialist with no
  attribute beneath 11, CON of 14 and WIS of 12.  He owns
  a blockhouse where he lives with a 15 year old 
  maidservant that does not speak much, and not at all
  when the foreman is around. 
  Edmund Cuthberting is a young hunter and the son of
  the huntmaster of the local lord. As the lord of this
  fiefdom  has  sent  him  there  (to  make  sure  that  no
  poaching  happens  and  to  take  care  of  dangerous
  animals that may threaten the loggers), he is one of the
  few people in Ravenpine that is not on the foreman´s
  payroll, and thereby does not fear him a bit. In fact, he
  thinks little of Gerard Duncomb and gives him a wide
  berth whenever possible. With most of the others the
  lanky young hunter gets  along well, but everyone who
  is new among to the settlement he treats like a potential
  poacher during the first weeks. Edmund sleeps in a
  hovel he build himself, as he cannot stand the large
  communal sleeping rooms in the barracks the others
  live in. Most of the time, he is out in the forest and only
  shows up in the inn once a week. If the PC are around to
  deal with any trouble in the forest, Edmund Cuthberting
  may  become  a  “henchman”  (zero  level  specialist;  3
  points in Stealth and Bushcraft). 
  Lewes is the barber-surgeon in charge of the bathing
  house.  He  pays  rent  for  it  to  the  foreman,  but  is
  otherwise  his  own  master.  Handsome,  if  small  and
  growing gray before his time, he is popular with his
  servants and aides (most of whom are women of every
  age) as well as with the lodgers: he happens to have a
  voice made for singing and knows a LOT of tavern songs
  (back  from  the  days  when  he  traveled  across  the
  country  to  earn  his  living).  He  knows  that  this
  settlement will become deserted as soon as the contract
  between Thomas Benyt and Baron Payton runs out, so
  he makes the best out of these good times. For 20sp a
  day Lewes will work as a physician, but there is a 2 in 8
  chance that his techniques and treatments will fail to
  have any effect (but at least, he knows enough to do no
  harm). Among his aides there are two women (a former
  traveling  whore  and  a  young  runaway  with  loose
  morals) whom are from time to time willing to join the
  men in the bath tubs. In this case, they make it known
  to Lewes who in turn makes an offer to the fellows in
  question, and haggles the price for them. 
  Cedric is the second son of the inn owner of the next
  town to the west. As the inn was erected in Ravenpine,
  his father arranged it that Cedric could rent the place,
  which is now known as “the Axe & Stump”. He is close to
  30 years and as good an inn owner as it gets. “The
  trusted” get an ale for free each evening, to make sure
  that somebody that the loggers respect is present most
  of the time. The tap room is large, as it doubles as a
  meeting hall for the foreman in the morning and as the
  church on every third Sunday. The tables are trees split
  in half, with long benches to the left and right. Three
  round tables with eight chairs each are reserved for the
  foreman, his “trusted” and any special guests of the inn.
  The foreman himself can be found in the tap room on
  any given evening. The quarters of the innkeeper, those 
  
  of his aides (one for the men and one for the women) as
  well  as  a  couple  of  rooms  with  two  beds  each  are
  located in the upper floor. A stone-walled annex holds
  the large kitchen. The larder is next to it and the size of
  small house itself.  “The Axe & Stump” serves thin ale,
  good beer and the kind of hearty meal that loggers need
  at the end of a workday. To those, a meal and two ale
  are served each day (paid from their wage). As popular
  as the ale is “the stump plate”: cheese, bread, a bit of
  sausage and a small bowl of cooked and spiced beans.
  As literally everyone in Ravenpine eats at  the Axe &
  Stump, Cedric employs a large number of aides and is
  rarely seen outside of the kitchen during the hours of
  noon, sunrise and sunset. 
  Boarswood Forest lies right at the center of the
  fiefdom. At the edges it is a mix of broad-leaved trees
  and conifers, with the latter being the exception. Away
  from the hamlets, villages and the town of Calvenhill,
  spruces, fir trees and pines become more dominant. At
  its middle the forest is dark: little light touches the
  ground. The heart of it, so it is said, has not been seen
  by the eye of men yet. Those who have the permit to do
  so drive swine into the outskirts and collect firewood,
  while  Baron Payton and  his son use it to hunt boars,
  which are plenty therein.
  At  the  edge  of  the  wood,  an  encounter  with  wild
  animals is unlikely as the proximity of men has driven
  most of them deeper into the forest. There is only a 1 in
  8  chance  every  two  hours  to  encounter  1d6  boars.
  Wolves only come close to human settlements if a hard
  winter makes them hungry enough to do so (which is
  indicated by a result of 8 in that season).  A few miles
  deeper into the wood, things are different: a d6 is rolled
  every hour: a 1 indicates an encounter with one or
  more wild boars, while a 6 indicates an encounter with
  wolves (see below). Of course, herbivores (e.g. common
  deer) and other predators (e.g. lynx, foxes) inhabit the
  forest as well, but these are to shy to be encountered by
  chance.
  Fully grown wild boars are HD:1 +2 and do 1d6 damage
  on a charge and 1d3 damage thereafter. They receive a
  -2 penalty on all attacks against opponents with an
  unadjusted AC:15+.  Their own AC: is 12; Moral is 8.
  Solitary  male  boars are  HD:2  +3,  do  1d6  or  1d6+1
  damage  on  a  charge  and  1d4  or  1d4+1  damage
  thereafter. They will use a charge at the start of a battle
  and  receive  a  -2  penalty  on  all  attacks  against
  opponents with an unadjusted AC:15+.  Their own AC: is
  13, Moral is 9. Any other boar that is not a piglet is a
  HD:0 monster that deals 1d4 damage and has an AC: of
  12 and a Moral of 7. 
  Roll 2d6 to determine the number and kind of boars
  encountered. Any case of “doubles” means that the
  characters encounter a solitary male boar, between 2
  and 5 years old.  
  3-5
  that number of young male boars, 1d4 of them 
  will count as fully grown wild boars. 
  6-8
  a sounder with that many female boars, non  
  younger than a year. 2/3 of them count as full-
  grown wild boars.
  9
  a sow encountered with piglets or near the  
  “ditch” that contains its young. This turns her 
  into an aggressive MW: 12 creature.
  10-11
  That number of boars. 1/3 of the sounder are 
  young,  the  rest  are  full  grown  females
  accompanied by one impressive male (treat as 
  solitary male). 
  The wolves in this area are gray wolves. The number
  encountered is determined with 2d6, and a “12” means
  that a solitary old wolf is encountered. There is a 2 in 6
  chance that such an animal is a man-eater that will not
  shy away. Wolves are HD:1 creatures that are twice as
  fast as humans. Their bite deals 1d4+1 damage, but they
  receive a -2 penalty on all attacks against opponents
  with an unadjusted AC:15+. Their own AC: is 14 (due to
  agility), they are likely to  ambush when they attack.
  Their moral is equal to their number +3. A man-eater
  will try to use stealth to attack a human, but will retreat
  as soon as it meets any serious resistance: man-eaters
  are what they are because they discovered that killing
  humans is -easy-. If a  specimen proves to be different,
  they give up or try again later on.
  
  The Witch of Boarswood Forest
  Somewhere in the forest, not to far from  Keepsfoot,
  there is a lone cottage under an ancient oak. This, so
  the people say, is the home of the witch of Boarswood. 
  Her name is  Fiona, but few know it and she is not
  introducing herself by name to everyone. “Who do you
  think I am?” she asks instead with her raspy voice, and
  whatever is replied she will answer with “well, then
  that shall be me then” with a cackling laugh. She is old,
  but not the kind of hag most people think of when they
  imagine a witch: she is not hunchbacked nor crooked
  over, has a swollen round nose instead of a hooked one
  and looks rather friendly and hearty (aside from the
  missing teeth in her mouth and the gray-white bushy
  hair that stands away from her head in every direction).
  Those that follow her into her hut will find it full of
  drying herbs and roots, all tied to nails in the ceiling.
  Aside from very simple furniture (a small table, three
  stools, a bed) there are cupboards filled with animal
  bones, pelts and hides, a jaw trap, blocks and a tackle as
  well as a few bound books in between. A trap door leads
  down into a hole under the cottage that functions as a
  cellar. In a stone chimney rests an iron cauldron over
  the fire place. Fire wood is piled up next to it, on top of
  which rests a hatchet. Near the bed more than a dozen
  clay vials cover the ground, each ranges in size from a
  gallon jug to flasks so small that they can only hold a
  dram of liquid.
  Fiona  is  a  witch  and  3rd level  Magic-User.  Her
  Intelligence is 13, her Wisdom is 15 and all her other
  attributes are 7. Her spellbook she hides in a small chest
  under the bed, stored beneath her other belongings and
  wrapped in linen. She knows the following spells: Read
  Magic; Comprehend Languages, Magic Missile; Detect Magic;
  Identify; Bookspeak; ESP, Invisibility; Speak with Animals. On
  a  usual  day  Magic  Missile,  Comprehend  Languages  and
  Invisibility are those she will have prepared and ready.
  Most  people  that  visit  her  seek  cures  for  minor
  ailments.  Others  seek  her  service  as  “angelmaker”
  (abortionist), and some want to buy a poison from her.
  At times people come to have others cursed, and she
  gladly takes the money of those fools after she learned
  why they wish somebody else ill. Few visitors come for
  her true powers, and those that do must pay her good.
  ...if she helps them at all!  A Reaction roll decides
  about that. An Unfriendly or worse reaction means that
  she will turn  Invisible once she becomes aware of the
  characters presence.  If she is  Hostile she may even
  attack with Magic Missile once a character disturbs her
  home or dares to steal from her. She will only do that
  when she thinks that she can kill all present this way, or
  when the group is leaving and she may thereby attack
  from the back. Her reaction is -2 on an initial encounter
  with  any group  of three or more.  Magic-Users  that
  reveal their profession gain a +3 bonus, Clerics give a (-
  1)  penalty and Elves a +1. 
  #d12 Rumors
  1
  2
  The beasts of the forest are under her command.
  3
  Those that displease her, she turns into boars
  4
  5
  6
  7
  8
  9
  10
  11
  She is nothing but an old woman.
  12
  She is as old as the forest itself, and commands 
  its spirits.
  She steals the children out of the wombs of 
  unfaithful women.
  She knows the future, the past and the answer to 
  all riddles.
  She bewitched the Baron, who is in love with her 
  and her protector.
  She is the whore of the devil, and able to curse 
  anyone with just a gaze.
  She summons devils deep in the woods, and 
  seduces young women to dance naked with her 
  around bonfires
  She brews poisons and elixirs, and is versed in the 
  dark arts.
  She mates with the boars, and has hideous 
  children that hide near her cottage to do her 
  biding.
  She knows the heart and soul of everyone she 
  looks at.
  
  Services of the Witch Fiona
  Bookreading: if somebody brings her a book and wants
  to learn about its content, she will want the book for a
  day so that she may answer two questions about it on
  the next (that must be named to her before). For each
  answer she will charge 15sp, and will use Bookspeak on
  the next morning to learn the desired information. 
  Identify  a  magic  item:  Fiona´s  “laboratory”  is  a
  talisman tree with an old druid altar in front of it. It is
  hidden deeper in the forest, about two hours away from
  her cottage. She adorned the talisman tree with rune-
  carved  animal  bones  and  skulls,  buried  aborted
  children next to its roots and sacrifices small animals
  on the altar on a regular basis. To her, the place is a
  1000sp laboratory that she may use to  Identify magic
  items. Before she even gets started, she demands 30sp
  “for taking a look at it”, and tells the characters to
  come back tomorrow (as she needs to prepare  Detect
  Magic). If the item turns out to be magical, she will
  demand different ingredients (worth a total of 100sp)
  and another 30sp (sometimes in goods instead of coins,
  depending on her current needs) to reveal its secrets.
  Magic potions: Fiona will only sell potions to those
  that gained a better reaction than Indifferent, and even
  then she will only sell potions of ESP and Invisibility. One
  of each she will always have in her home, as well 1d4
  concoctions of Anti-Venom. If the latter is imbibed 1d6
  rounds after a Saving Throw against a Venom (a poison
  delivered by a beast) was failed, a second roll may be
  made to fend off the effects. The anti-venom she sells
  for 25sp a dose (they go off after 1d4 weeks); the others
  for 500sp per potion (and will demand much of it to be
  paid in ingredients).  All of them are 2nd level.
  Spell  scrolls: some  of  the  tanned  hides  on  her
  cupboard are spell scrolls (one of each of the following
  spells at 2nd level: Magic Missile, Detect Magic;  Invisibility,
  Speak with Animals).  She will trade those for other 2nd-
  level spell scrolls, or one of  them  for two  1st level
  scrolls. If the PC suggest to pay her in coin, she will
  demand a fortune for a scroll (1.000 sp).
  Cures & treatments: the witch can brew many a cure
  for  minor  ailments  and  knows  a  lot  about  treating
  minor  wounds.  For  5  to  25  sp  (depending  on  how
  wealthy  a  character  appears  to  be)  she  can  offer
  concoctions, salves and tinctures that will either aid in
  wound healing (a re-roll of the dice for natural healing;
  the better result is kept) or in overcoming a disease (+2
  bonus on all Saving Throws to cure it, but never against
  an infection as such). Each vial will hold enough for 6
  applications.  While  wound  treatment  is  rather
  “universal”,  a  given  cure  will  only  work  against  a
  specific type of disease or malady. 
  Poison: the witch knows how to brew a deadly tincture
  out of mandrake, wolfsbane and toadstool. The taste is
  peculiar,  even  when  covered  in  spiced  wine,  but  a
  character  that  imbibes  only  a  little  of  it  will
  immediately become weak, have trouble to breath, lose
  orientation and will fall into a coma after a turn. If a
  Save vs Poison (-2) is passed  the victim will wake up
  again  after  2d6+3  hours,  but  with  STR  and  CON
  temporarily halved (regained at a rate of 1 point per
  day each). On a failure, the victim dies before the next
  turn is over. Fiona sells this tincture for 40sp, but only
  to those that received a better reaction than Indifferent
  from her.
  
  Traveling in Boarswood
  A hex equals 3 miles. The road that leads to Ravenpine
  as well as the one from there to  Mudheath and to
  Abbotspit is in a shoddy state and only counts as a path
  (2/3  of  the  regular  traveling  speed).  Otherwise,  the
  roads around the central forest and near Cornfork are
  in a good condition (regular traveling speed).
  Cornfork
   
   : there is a 1 in 6 chance every day that the
  Fieldside Inn has a traveling merchant among the guests
  on the way to Calvenhill, and the same chance for one
  traveling to Merryshire (and often to Abbotspit as well;
  4 in 6 chance). Usually, those are willing to take a few
  people along (Reaction Roll) for a few coins (1d4+1 cp). 
  Calvenhill: a coachman in Calvenhill will take travelers
  around: from there to Merryshire, to Abbotspit and the
  same route back again. The tour starts in the morning
  and the coach never spends more than half an hour at
  any stop. The price is 1sp per stop per person. 
  Ravenpine: every 1d6 days merchant wagons arrive
  from the next city with provisions and trade goods.
  Those will travel back the following day, and may take
  the  PC  back  with  them  (see  “Cornfork”  for  the
  conditions).  It is a rare thing for somebody to  travel
  from Ravenpine to Mudheath. 
  Investments
  A new shop in Calvenhill, run by a craftsman or aspiring
  merchant that already has some capital on his own,  will
  need between 600sp and 1200sp. The yearly return will
  be 1d6-3%, the chance of bankruptcy is 7% in the first
  year, but will decline by one percent per year till it
  reaches 3%.
  A share in the mining/smelting in Calvenhill is a bit risky.
  The  investment  will  grow  by  1d20-10%  a  year.  The
  chance for bankruptcy is 25% in the first year, 10% in
  the second and 7% from then on. At least 1500sp need to
  be invested.
  An inn in Mudheath (or more precisely, bringing the old
  inn back to life) is a risky investment as written in the
  book (see LotFP p. 54). At least 750sp would have to be
  invested.
  A new shop in Abbotspit would be a stable investment as
  written in the book, and calls for 500sp to 1000sp. 
  
  Plot Hooks & Ideas for Sidequests
  There will be Trolls!
  Sir Durham became aware of a growing number of
  rumored sightings in the Borderbarrens of what is
  described as trolls. While his father brushes those aside
  as “peasant ramblings”, he wants to set out into the hills
  and have a look at things himself. The PC seem to be just
  the right kind of men to take along (especially as Baron
  Payton is unwilling to send any men-at-arms onto such
  a foolish errant). Sir Durham is willing to pay a piece of
  gold, plus 10sp per day. If they really encounter “a troll
  nest”, Sir Durham offers equal shares of the spoils for
  everyone that joins him in the fight. What will the group
  find in the Borderbarrens...?
  Take me Home!
  Master Hollowbelt had been exiled for decades. Now, the
  sentence is served and he wants to return to his people
  as quickly as possible. As he knows the characters as
  adventurers, he offers each of them 350sp if they escort
  him back to the underworld city of his kin. This is a
  three day travel into the depth of the earth, two of
  them through a region that is home to strange things
  no man knows about. The latter is a fact the Dwarf will
  not reveal to the PC at first.
  To good to be true...
  At the Red Rooster the characters win (or buy) from a
  dubious traveler as piece of silver jewelry (45sp). This
  jewelry will turn out to be a magic item of no small
  power. What the characters do not know is that it has
  been stolen from an Elf, and he and two other 3rd level
  Elves now use Locate Object to follow its trails to get it
  back. First, they will try to gain it through stealth and/
  or trickery, then(!) they will ask the characters to turn it
  over to them. In the end, they will try to ambush them.
  Oh brother
  Timothy is gone. The last time he was seen, he had
  been drinking heavily with a bunch of armed strangers
  in the Fieldside Inn. His sister is afraid that he is doing
  something stupid, and is thereby willing to pay the PC to
  bring him back. The stupid decision of Timothy was to
  drink with armed strangers, for those were highwaymen
  that have now abducted him, and currently discuss how
  a high a ransom they shall demand. Their hideout is an
  abandoned homestead in the hills
  What a night!
  The PC are staying at the Fieldside Inn on a rainy night
  as some of the other guests (a bunch of ruffians) start a
  brawl. Quintine acts quickly and tells them to leave his
  house, at gunpoint! After doing so, he locks all doors
  and windows, for he has a hunch that this is not over
  yet. After an hour to sober up a bit, the ruffians will try
  to break into the place to get revenge.
  A just cause...
  After hearing more and more tales about the Witch of
  Boarswood, Vicar Rishley decides that it is time to find
  that hag and put her on trial. He hires the characters to
  help him, and pays them twice as much as a guard
  would usually earn. How will the PC react when he
  orders them to capture Luella so that he can question
  her? What do they do when said questioning includes
  torture, and they are to hold her still? How far are they
  willing to go during a witch hunt?
  Things at Night
  The farmers in Merryshire are confronted with nightly
  disappearances of their life stock. As a shot in the dark
  fells a thief, it turns out to be something neither man
  nor dog, but closer to both than any wholesome thing
  should be. Now, howling cries are heard in the night,
  and odd tracks are found near the homesteads during
  the day.
  The Ghost in the Fens
  The wails attributed to the ghost of Foolish Young Thistle
  are heard every night now, and they grow louder. There
  is no doubt that something calls from inside of the
  Thornmist Fen, and animals are found to shy away from
  it now. Is it really a ghost? A dread akin to a banshee?
  What can be done about it? What will happen if nothing
  is done?
  Attack on Ravenpine
  The logger´s settlement is under attack by weird forces:
  foxes, badgers and other creatures of the forest, grown
  to gigantic proportions, assault the settlement and
  scare the workers away. This is the doing of a group of
  dryads that fear that at some point, the loggers will
  come for them and their trees, too. Setting out to find
  the source of the giant creatures will lead the PC to
  these very trees. They will end up facing the dryads on
  their very own ground. Is negotiation possible? Will
  trees fall or will flesh fail first?
  The Wulfen of Boarswood Forest
  A month ago the nights of the full moon saw the
  slaughter of many sheep and even some cows and other
  life stock. According to the tracks that were found, all
  this had been done by one monstrous wolf that came
  out of and retreated back into Boarswood Forest. It
  stopped after a few nights, as the moon was no longer
  full. But the full moon has now returned, and with it the
  beast and the slaughtering. Baron Payton is quick to
  offer a bounty for the beast´s head via a herald. Will the
  characters be able to collect it in the two remaining
  nights of the full moon? And what is it that they have to
  face?
  
  Offers & Prices: the Old Mug (Keepsfoot)
  Retainers Keepsfoot & other hamlets
  Animal Handler
  15 sp/day
  Guide
  15sp/day 
  Laborer
    7 sp/day
  Linkboy
    3 sp/day
  The soldiers of Baron Payton will only be “lend”
  to characters that have already performed a valuable
  deed to either Baron Payton or to his fiefdom as such.
  Even then, a result of Talkative or better on a Reaction
  roll  is  needed.  If  this  prerequisites  are  met,  Baron
  Payton  may  order  up  to  three  of  his  men-at-arms
  (AC:13; armed with small weapons or a pike) to assists
  the  PC,  based  on  the  following  compensations  (up
  front).
  Guard Duties
  10 sp/day
  Soldiering
  25 sp/day
  /with arquebus
  +25 sp/day
  No  matter  what,  Baron  Payton  will  not  “lend”  his
  soldiers  for  tasks  that  take  them  further  than  a
  neighboring fiefdom, and will not send them away “for
  treasure  hunting”:  their  must  be  a  danger  to  “the
  populace” that needs to be dealt with. In addition, he
  will demand 100sp per soldier as a deposit: if a man
  does not return, this is to cover the Lord´s expanses in
  recruiting new men-at-arms.
  Offers & Prices: Keepsfoot & other hamlets
  Some items are only available in limited numbers: new
  wares for the merchant arrive in the middle of each
  month  with  a  wagon  from  Calvenhill.  Sometimes  a
  traveling merchant makes a stop  (2 in 6 chance each
  month). 
  The peasants will offer the characters to stay in one of
  their barns over night on a Reaction roll of Indifferent or
  better.  They  will  only  sell  weapons  to  them  on  a
  Reaction roll result of 8 or better. 
  Beer; tankard (cheap)
  1cp
  Beer, tankard (not bad)
  2cp
  Beer; tankard (from the abby)
  3cp
  Soup; thin
  1cp
  Stew
  2cp
  Stew; with extra meat
  3cp
  Pie; hearty
  3cp
  Roasted Chicken /w vegetables
  4cp
  Item
  Price
  Available
  Backpack
  1sp
  1d4
  Pouch
  1cp
  enough
  Sack
  2cp
  enough
  Cart
  25cp
  1d4
  Ration; Standard
  4cp
  enough
  Ration; Iron
  2sp
  enough
  Feed; Animal
  5cp
  enough
  Lodging; Barn
  1cp
  Reaction
  Candle
  1cp
  enough
  Chain; per foot
  1sp
  2d6 foot
  Chalk
  1cp
  enough
  Clothes; Normal
  2sp
  2d6 foot
  Clothes; poor
  5cp
  enough
  Clothes; winter travel
  6sp
  1d6+1
  Cooking Pots
  5cp
  enough
  Flask of Lamp Oil
  5cp
  2d6+2
  Lantern
  5sp
  1d4
  Lard
  1cp
  enough
  Mallet
  1cp
  1d6+1
  Nails
  2cp
  enough
  Pipe
  5cp
  enough
  Rope; 50´
  3sp
  2d6+2
  Shovel/other iron tools
  3sp
  1d6+2
  Spike; iron
  5cp
  enough
  Spike; wood
  1cp
  enough
  Tinderbox
  7sp
  1d6+1
  Torch
  1cp
  3d6
  Waterskin
  1sp
  enough
  Whistle
  1sp
  1d6+1
  Minor Weapon
  6sp
  Reaction
  Spear
  4sp
  Reaction
  Bow, short
  30sp
  Reaction
  Arrows
  6cp
  2d6+10
  
  Offers & Prices:   the Jolly Carter (Calvenhill)
  The Jolly Carter has a good reputation, and the owner
  does not welcome rabble and do-no-goods in his house.
  Armed strangers (“PC”) that are not the guard of a
  merchant  may  learn  that  they  are  not  welcome
  (Reaction roll of worse than Indifferent).
  Offers & Prices: the Coalface (Calvenhill)
  While the crowd in the Coalface is loud and sometimes
  raunchy, they are all in all well-meaning souls. The
  miners will break up any fight immediately, gambling
  of any kind is not tolerated by the owner. If somebody
  ends up to drunk to leave on their own, the miners will
  bring the drunkard home. A stranger they will carry to
  the stable of a mule breeder who will charge 1cp for the
  lodging on the next morning. 
  Offers & Prices:  the Red Rooster (Calvenhill)
  Characters may gamble in the Red Rooster. In game
  terms, the player decides about the amount of money
  he wants to risk (between 10cp and 100 cp with the
  commoners below, between 10sp and 100sp with the
  better-offs on the second floor), and then rolls 2d6 to
  check on the table below (modified by INT bonus). The
  result is that of an evening of gambling. 
  2
  All the money is gone.
  3
  All the money is gone.
  4
  Half of the money is gone.
  5
  1/3 of the money is gone.
  6
  1/5 of the money is gone.
  7
  Won some, lost some; no changes
  8
  Gains equal to 1/10 of the money. 
  9
  Gains equal to 3/10 of the money. 
  10
  Gains equal to half of the money. 
  11
  Gains equal to the money. 
  12+ 
  Gains equal to twice the money. 
  If a PC ends up with 10+, a Reaction Roll decides if
  somebody accuses the character of cheating (hostile
  reaction; an NPC will demand the money back and may
  draw a dagger or other weapon). 
  Characters that want to sell loot may find the owner of
  the Red Rooster willing to buy (as he is a fence). On a
  reaction  roll  of  Indifferent or  better,  he  will  buy
  whatever the PC have to offer BUT weapons and armor
  for 50% of the list price. On any giving week, he is not
  able to spend more than 200sp on such goods, but will
  ask the characters to come again next week (and will
  then be able to pay up to 400sp). 
  Bottle of Liquor (decent)
  1sp
  Bottle of Wine (decent)
  2sp
  Bottle of fine Wine
  5sp
  Drink (Liquor)
  2cp
  Drink (Wine)
  3cp
  Drin (Fine Wine)
  5cp
  Meal (Standard)
  5cp
  Meal (Rich)
  12cp
  Stableling 
  5cp (per animal/day)
  Room
  6sp (per night/person)
  Bed in the common room
  2sp (per night/person)
  Drink (Thin Ale)
  1cp
  Drink (Strong Liquor)
  3cp
  Drink (Beer from the Abby)
  2cp
  Bottle (Ale)
  5cp
  Bottle (Strong Liquor)
  2sp
  Bottle (Beer from the Abby)
  1sp
  Meal (Oatmeal)
  1cp
  Meal (Stew)
  3cp
  Meal (Stew with more flesh)
  5cp
  Drink (Cheap liquor)
  1cp
  Drink (Ale)
  2cp
  Drink (Wine)
  3cp
  Bottle (Foreign Wine)
  10sp
  Meal (Standard)
  3cp
  Meal (Fancy)
  5cp
  Meal (Delicate)
  7cp
  One of the four rooms
  5cp
  „Company“
  2sp
  
  Master Terrel, the Armorer (Calvenhill)
  Master Terrel has a a supply of  spears, minor weapons
  (iron  daggers  and  short  cudgels)  and  small  weapons
  (hatchets and iron-banded clubs). 
  Furthermore, he will have 1d4 leather armor/s, 1d4
  lance/s, 1d6+1 pole arms and 1d6+1 medium weapons
  (maces, axes and one sword) when the PC meet him for
  the first time. Everything else on the price list above, he
  is able to forge on order. Shields do not take long (a
  couple of days), weapons take far longer and any kind of
  armor but those made of leather will take a long time
  (one or two adventures/scenarios for a weapon, at least
  three for a suit of armor). Strangers (e.g. PC) that order
  a suit of armor will have to pay 1/3 of the price up
  front. He can adjust any provided armor to fit a certain
  person (which  will cost 1/5 of the list  price of  the
  armor). 
  Weapons and armor the PC offer to Master Terrel for
  sale will be bought for 40% of the list price. On any
  given week, the armorer has up to 500sp to spend on
  those items. If the characters are willing to include the
  the items they want to sell in a bargain to acquire some
  goods from Master Terrel, he will treat those as being
  worth 50% of the list price.  Furthermore, he will buy
  any other metal item for 40% of its worth. 
  Master Hollowbelt, the Dwarf (Calvenhill)
  Master  Hollowbelt  will  always  have  a  few  (1d4+1)
  crossbows and wheel-lock pistols ready for sale. “Mere
  matchlook´s” he will only build on order. He is skilled
  enough to produce any kind of specialist tools that any
  character may be able to think of, and chances are that
  he even has one set in store (3 out of 6), but tools for
  lock picking he will only sale on a Reaction roll result of
  9 or better. Same is true for firebombs, as he is not
  selling “to a scoundrel”
  The mechanics of his wheel-lock weapons are so precise
  and delicate that the chance of misfire is reduced to 1 in
  10, but they break automatically if the weapon is used
  as a club. While he sells gunpowder and matchcord, he
  does not sell shots as he “will not bother myself with such
  trivial work. Go to the smithy down the street, there you get
  cast iron.”
  Leather Armor
  35sp
  Chain
  100sp
  Plate
  1000sp
  Shield
  15sp
  Barding, leather
  250sp
  Barding; chain
  500sp
  Barding; plate
  1000sp
  Lance
  10sp
  Mancatcher
  20sp
  Polearm
  30sp
  Rapier
  15sp
  Spear
  4sp
  Weapon, great
  50sp
  Weapon, medium
  25sp
  Weapon, minor
  5sp
  Weapon, small
  10sp
  Crossbow, Heavy
  32sp
  Crossbow, light
  27sp
  Lock
  10sp
  Specialist´s Tools*
  50sp
  Pistol*
  40sp
  Arquebus*
  40sp
  Pistol; wheellock
  300sp
  Arquebus; wheellock
  300sp
  Firebomb*
  7sp
  Gunpowder; shot
  5cp
  Matchcord; meter
  1sp
  Powder Horn
  1sp
  
  Offers & Prices: Calvenhill
  Offers & Prices:  Waywell Point
  Offers & Prices:  Fieldside Inn
  Bedroll
  1sp
  Lard
  1cp
  Block and Tackle
  2sp
  Mallet
  3cp
  Book, blank
  10sp
  Manacles
  10sp
  Book, reading
  20sp
  Map, local
  3sp
  Caltrop
  5cp
  Mirror, glas
  10sp
  Candle
  1cp
  Mirror, silver
  30sp
  Chain, per foot
  1sp
  Mirror, steel
  3sp
  Chalk
  1cp
  Nails
  1cp
  Clothing, extravagant
  >25sp
  Paper
  2cp
  Clothing, normal
  4sp
  Pick, Miner´s
  6sp
  Clothing, poor
  1sp
  Pipe
  1sp
  Clothing, winter travel
  8sp
  Pole, 10´
  1sp
  Cooking Pots
  5cp
  Riding Gear
  15sp
  Crampons
  5sp
  Rope, 50´
  3sp
  Crowbar
  2sp
  Scroll Case
  1sp
  Drill
  5sp
  Shovel;
  3sp
  Fishing Gear
  1sp
  Soap
  1cp
  Flaks of Lamp Oil
  5sp
  Spike; Iron
  3cp
  Garlic
  3cp
  Spike, Wooden
  1cp
  Grappling Hook
  5sp
  Tent, grand
  25sp
  Holy Symbol, silver
  50sp
  Tent, paviliion
  50sp
  Holy symbol, steel
  10sp
  Tent, personal
  7sp
  Holy Symbol, wood
  1cp
  Tent, regular
  15sp
  Holy Water
  25sp*
  Tinderbox
  1sp
  Hourglass
  100sp
  Tobacco
  1sp
  Ink
  3cp
  Torch
  1cp
  Instrument
  >5sp
  Empty Vial
  5cp
  Jewelry
  >10sp
  Waterskin
  1sp
  Ladder, 10´
  10sp
  Whistle
  1sp
  Lantern
  4sp
  Wolvesbane
  1sp
  Retainer
  Wage/d
  Wage/m
  Animal Handler
  14sp
  140sp
  Craftsman
  -
  100sp
  Guard
  9sp
  84sp
  Guide
  14sp
  Laborer
  6sp
  56sp
  Linkboy
  5sp
  42sp
  Servant
  6sp
  56sp
  Teamster
  10sp
  100sp
  Bedroll
  1sp
  Nails
  2cp
  Block and Tackle
  3sp
  Paper
  2cp
  Candle
  1cp
  Pick, Miner´s
  12sp
  Chain, per foot
  2sp
  Pipe
  5cp
  Chalk
  1cp
  Riding Gear
  25sp
  Clothing, normal
  2sp
  Rope, 50´
  3sp
  Clothing, winter travel
  5sp
  Scroll Case
  3sp
  Cooking Pots
  5cp
  Shovel
  3sp
  Crampons
  5sp
  Soap
  1cp
  Crowbar
  2sp
  Spike; Iron
  5cp
  Drill
  5sp
  Spike, Wooden
  1cp
  Fishing Gear
  1sp
  Spyglass
  250sp
  Flaks of Lamp Oil
  5sp
  Tent, grand
  25sp
  Lyra
  8sp
  Tent, personal
  10sp
  Ink
  5cp
  Tent, regular
  20sp
  Jewelry
  >10sp
  Tinderbox
  5sp
  Ladder, 10´
  7sp
  Tobacco
  1sp
  Lantern
  5sp
  Torch
  1cp
  Lard
  1cp
  Empty Vial
  7cp
  Lock
  10sp
  Waterskin
  1sp
  Mallet
  3cp
  Whistle
  1sp
  Map, local
  5sp
  Mirror, glas
  15sp
  Mirror, steel
  5sp
  Local Liquor; bottle (bad)
  10 cp
  Drink, cheap liqour
  1cp
  Drink, wine
  5cp
  Drink, beer from the Abby
  3cp
  Drink, thin beer
  2cp
  Meal, simple
  3cp
  Meal, hearty
  5cp
  Meal, rich
  10sp
  Ration; iron
  1sp
  Ration, standard
  5cp
  Ration, animal
  5cp
  Stable (per animal)
  5cp
  Room for the night
  5sp
  Night in the tabroom
  5cp
  
  Offers & Prices: Merryshire
  Offers & Prices: Master Sanford
  Offers & Prices: The Grancourt House
  Offers & Prices: Ye ol´ Ryhton
  Offers & Prices: The Longhouse
  Equipment
  Price
  Equipment
  Price
  Bedroll
  1sp Lock
  10sp
  Block and Tackle
  3sp Mallet
  3cp
  Book, blank
  10sp Manacles
  15sp
  Book, reading
  20sp Map, local
  5sp
  Candle
  1cp Mirror, glas
  15sp
  Chain, per foot
  2sp Mirror, steel
  5sp
  Chalk
  1cp Nails
  2cp
  Clothing, normal
  2sp Paper
  2cp
  Clothing, poor
  5cp Pick, Miner´s
  12sp
  Clothing, winter travel
  5sp Pipe
  5cp
  Cooking Pots
  5cp Pole, 10´
  5cp
  Crampons
  5sp Riding Gear
  15sp
  Crowbar
  2sp Rope, 50´
  3sp
  Drill
  5sp Scroll Case
  3sp
  Fishing Gear
  1sp Shovel
  3sp
  Flaks of Lamp Oil
  5sp Soap
  1cp
  Garlic
  1cp Spike; Iron
  5cp
  Grappling Hook
  10sp Spike, Wooden
  1cp
  Holy Symbol, silver
  50sp Tent, personal
  10sp
  Holy symbol, steel
  10sp Tent, regular
  20sp
  Holy Symbol, wood
  1cp Tinderbox
  5sp
  Ink
  5cp Tobacco
  5 cp
  Instrument
  >5sp Torch
  1cp
  Jewelry
  >10sp Empty Vial
  7cp
  Ladder, 10´
  7sp Waterskin
  1sp
  Lantern
  5sp Whistle
  1sp
  Lard
  1cp
  Animals
  Price
  Containers
  Price
  Carrier Pigeon
  100sp Backpack
  1sp
  Dog
  2sp Barrel
  6sp
  Horse, riding
  100sp Chest
  5sp
  Livestock
  6 sp Pouch
  1cp
  Mule
  25sp Quiver
  10sp
  Pony
  50sp Sack
  2cp
  Saddlebag
  5cp
  Food
  Price
  Ration; iron
  1sp
  Ration, standard
  5cp
  Ration, animal
  5cp
  Weapon & Armor
  Price
  Spear
  4sp
  Staff
  3sp
  Weapon, minor
  5sp
  Weapon, small
  10sp
  Whip
  25sp
  Morion
  30sp
  Pistol; matchlock
  50sp
  Arquebus; matchlock
  50sp
  Gunpowder; shot
  6cp
  Powder Horn
  1sp
  Scattershot
  1sp
  Shot Bag
  1sp
  Food
  Rural
  Decent wine; bottle
  1sp
  Drink; decent
  2cp
  Drink, good
  4cp
  Meal, fancy
  5cp
  Meal, rich
  10sp
  Meal, standard
  3cp
  Room; 1 bed/night
  3sp
  Room; 2 bed/night
  5sp
  Room; 4 bed/night
  9sp
  Stable; animal/night
  5cp
  Offer
  Price
  Decent wine; bottle
  2sp
  Drink; decent
  3cp
  Drink, good
  5cp
  Meal, fancy
  5cp
  Meal, rich
  10sp
  Offer
  Price
  Drink; cheap
  1cp
  Drink; decent
  3cp
  Drink; good
  4cp
  Meal, horrid
  1cp
  Meal, standard
  3cp
  Meal, fancy
  7cp
  
  Offers & Prices: Abbotspitt
  Offers & Prices: the Hooded Friar
  Offers & Prices: St.Gytha Abbey
  Lodging for the ill or wounded
  2cp per day
  /plus medical care (physician)
  20sp per day
  for five days
  /plus prolonged medical care
  30sp per day
  Access to the relics of St.Gytha
  >10sp per  
  (aside of her her deathday, counts
  person
  as 2st level Bless once a month)
  Equipment
  Price
  Equipment
  Price
  Bedroll
  1sp Lard
  1cp
  Block and Tackle
  4sp Lock
  12sp
  Book, blank
  12sp Mallet
  3cp
  Candle
  2cp Manacles
  20sp
  Chain, per foot
  3sp Mirror, steel
  6sp
  Chalk
  1cp Nails
  2cp
  Clothing, normal
  2sp Paper
  3cp
  Clothing, poor
  5cp Pick, Miner´s
  12sp
  Clothing, winter travel
  6sp Pipe
  5cp
  Cooking Pots
  7cp Pole, 10´
  5cp
  Crampons
  5sp Rope, 50´
  3sp
  Crowbar
  3sp Scroll Case
  4sp
  Drill
  6sp Shovel
  3sp
  Fishing Gear
  1sp Soap
  2cp
  Flask of Lamp Oil
  6sp Spike; Iron
  5cp
  Garlic
  2cp Spike, Wooden
  1cp
  Holy Symbol, silver
  60sp Tent, regular
  20sp
  Holy symbol, steel
  12sp Tinderbox
  5sp
  Holy Symbol, wood
  1cp Tobacco
  6 cp
  Holy Water
  25sp Torch
  1cp
  Ink
  6cp Empty Vial
  7cp
  Instrument
  >6sp Waterskin
  1sp
  Ladder, 10´
  7sp Whistle
  1sp
  Lantern
  6sp Wolvesbane
  3cp
  Item
  Price
  Shield
  30sp
  Spear
  4sp
  Staff
  3sp
  Weapon, minor
  7sp
  Weapon, small
  14sp
  Bow, short
  35sp
  Sling
  5cp
  Arrows
  7cp
  Sling bullet
  2cp
  Backpack
  1sp
  Barrel
  7sp
  Chest
  6sp
  Pouch
  1cp
  Quiver
  12sp
  Sack
  2cp
  Dog
  3sp
  Livestock
  5 sp
  Mule
  30sp
  Food
  Price
  Liquor; bottle/decent
  1sp
  Drink (Liquor)
  1cp
  Drink (Beer from the abbey
  2cp
  Drink (Milk)
  1cp
  Soup and Bread
  1cp
  Lamb /w vegetables
  6cp
  Stew
  3cp
  Ration; iron
  1sp
  Ration, standard
  5cp
  Lodging
  Price
  Room; person/night
  3 sp
  Night in the tap room
  1cp
  Stabling; per animal
  6cp
  
  Offers & Prices: Ravenpine
  Offers & Prices: The Axe & Stump
  Other offers and services in Ravenpine
  Bath; tub with up to six other
  1sp
  Bath; tub with up to two other
  2sp
  Bath; private 
  4sp
  Half price for “second usage”
  “Company” (willing bathhouse wench) >2sp
  Laundry
  1cp
  Pulling out a bad tooth
  1cp
  Wound care (prevents infection)
  3cp
  Cutting the hair/beard 
  >3cp
  Amputation; finger/toe
  2cp
  Amputation; limb
  6cp
  Bloodletting
  2cp
  Medical care (barbar-surgeon)
  20sp/day
  A night with a hovel whore
  1sp
  Permit to erect a tent; day
  1cp
  Permit to erect a tent; week
  4cp
  Peddler´s permit (to sell goods)
  >5cp
  Equipment
  Price
  Equipment
  Price
  Bedroll
  2sp Pick, Miner´s
  12sp
  Block and Tackle
  3sp Pipe
  5cp
  Candle
  1cp Pole, 10´
  5cp
  Chain, per foot
  2sp Rope, 50´
  3sp
  Chalk
  1cp Shovel
  3sp
  Clothing, normal
  4sp Soap
  1cp
  Clothing, poor
  6cp Spike; Iron
  5cp
  Clothing, winter travel
  7sp Spike, Wooden
  1cp
  Cooking Pots
  1sp Tent, personal
  10sp
  Crampons
  6sp Tent, regular
  20sp
  Crowbar
  3sp Tinderbox
  5sp
  Drill
  6sp Tobacco
  1sp
  Fishing Gear
  2sp Torch
  1cp
  Flask of Lamp Oil
  6sp Empty Vial
  7cp
  Holy Symbol, wood
  1cp Waterskin
  1sp
  Instrument
  >5sp Whistle
  1sp
  Ladder, 10´
  7sp Ration; iron
  2sp
  Lantern
  5sp Ration, standard
  1sp
  Lard
  1cp Ration, animal
  1sp
  Lock
  10sp Backpack
  2sp
  Mallet
  3cp Barrel
  1sp
  Manacles
  15sp Chest
  10sp
  Mirror, steel
  5sp Pouch
  5cp
  Nails
  2cp Sack
  3cp
  Food
  Price
  Simple Liquor; bottle
  7cp
  Drink, Liquor
  1cp
  Drink, thin Ale
  2cp
  Drink, good beer
  3cp
  Drink, good wine
  2cp
  Drink, good
  5cp
  Meal, fancy
  1sp
  Meal, simple
  2cp
  Meal, standard
  5cp
  Lodging
  Price
  Stabling, per animal
  5cp
  Room for the night
  1sp
  
  Recommendations & Self-Advertisement
  Rampaging Monsters by Zzarchov Kowolski
  In fact, the Barony of Boarswood started out as nothing
  more than a number of hamlets with names and brief
  descriptions that I had created with Rampaging Monsters.
  I wanted to see if I could be able to write a one-session
  adventure (all my early attempts ended as multi-session
  events).  The names  of Mudheath  and  Abbotspit  are
  products of the hamlet generator found therein, and I
  would be a liar if I would claim that Ravenpine and
  Cornfork had not been inspired by it as well.
  England Upturn´d by LotFP
  If you have a taste for England as a backdrop for LotFP
  games, I suggest to buy this release. It gives you lots of
  material to  work with, plus an adventure that  may
  change your England forever.
  100 Old English Names (Male) by Ennead Games
  ...just in case you need a few more and do not want to
  search for free online lists on the net. It simply spares
  you some time if you spend some coin instead.
  Creepy Copses by Gallant Knight Games
  This is an “inspiration generator” for descriptions. I
  like it a lot, also I usually omit the “senses” table. 
  100 Medicinal Herbs & Their Uses by Lee´s Lists
  Do you like to drop in some non-fictional names of
  herbs when the medicus or the wise woman administers
  something? Then, consider this list.
  Lusus Naturae by Neoplastic Press
  If you want to ramp up the weirdness, release one or
  more of the monsters described in this release into my
  plain, simple Boarswood. WARNING! On my personal
  weird-meter, Lusus Naturae is a 12 on a 0 to 10 scale: this
  is not for everyone.
  RPG Sound Tracks by Plate Mail Games
  Dark  Woods;  The  Hinterlands;  Blood  Peat  Moors;
  Farmlands; Medieval City Slum;
  Fords Faeries by Kortex Studios
  A collection of monsters, fairies and others inspired by
  the artwork of Henry Justice Ford. A FREEBEE.
  Gregorius21778: What the Smithy has to offer
  A  list  with  weapons  and  armor  that  the  characters
  might be offered. Pay-what-you-want.
  Gregorius21778: Beware of the Spirits of the Woods
  Some strange encounters for a mystic forest. Perhaps
  just  the  right  thing  for  the  heart  of  Boarswood  or
  certain places in Ravenpine. Pay-what-you-want.
  Gregorius21778: The Day of Manifest Misfortune
  A good way to ruin the day of your party. Pay-what-you-
  want.
  Gregorius21778: Works&Misfortunes of Ye Alchemist
  Just  exchange  Turlough  Coalbelly  with
   Askel
  Hollowbelt, and you can insert ye alchemist straight
  into Calvenhill.
  Gregorius21778: Good Help is Hard to Find
  Are your hirelings and retainers a bit bland? Do you
  want to sneak a foul egg into the basket? Than this title
  is for your.
  Gregorius21778: Foul is all Magick
  A simple table to create ingredients necessary for a spell
  or ritual. Just the right thing to spice up Fiona´s price
  for a potion or deed a little. Pay-what-you-want.
  Gregorius21778:20 Sacred Site
  Do you want to place a sacred site into the region?
  Perhaps into the heart of Boarswood Forest or into the
  Borderbarrens? Or somewhere else to travel to as a part
  of an adventure? Have a look at this one then.
  Gregorius21778: What is on the Mule?
  A sheet to note the items that the characters leave on
  their trusted mule (or pony) most of the time. Pay-
  what-you-want.
  
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  Gregorius21778  includes  (but  is  not  limited  to)  :  The  artist  name
  “Gregoriu21778”,  the  product  layout,  graphics,  its  presentation  and
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  Identity  of)  Wizards  of  the  Coast(tm),  Goblinoid  Games(tm)  and
  Lamentations of the Flame Princess(tm) and texts/graphics from the
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  marks and trade dress, are Product Identity.
  NO CHALLENGE TO COPYRIGHT:  Gregorius21778 makes no claim of
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  of
   
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  is
   
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  DESIGNATION OF OPEN GAME CONTENT: to the extent, and only to the
  extent, required by Open Game License Version 1.0a (Copyright 2000
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/Boarswood [v1.2] (LotFP).pdf