FVS6 Penchant For Adventure 2 (Filbar 5e)
FVS6 Penchant For Adventure 2 (Filbar 5e)
Adventures in Filbar
By Frank Schmidt
Exclusively at www.RPgnow.com
Penchant for Adventure - 2
Player’s Background:
After a little excitement under your belt you are now an experienced adventurer.
According to some local farmers, the town of Penchant is having the annual
Reaping Festival as the crop harvest is completing. With some hard won coins in
your pocket you head off down the trail to Penchant. With two days before the
festival maybe those folks know of another adventure for you can experience!
DM Background:
As the PC enters town they will see the town is busy with decorating the streets.
Hay bales have been brought in for people to sit on and a temporary stage is
being built at the crossroads in town for the music. While the general mood is
upbeat there is some concern from different people about a “monster” roaming
the farms. The PC can speak with people about the issue to gain more insight on
the matter.
The “monster” in question will be described as a large hairy creature with blood
dripping from its fangs and eyes that burn like embers. The citizens will describe
the beast as coming from the fires of hell and only at night to steal children and
animals. The overall sense will be that the festival may be cancelled for safety
concerns. The PC will need to contact the farmer in question, Sybilla Cheyne
(#22), for further information on this matter.
The monster is actually a Worg riding Goblin that got separated from his tribe
and has found the pumpkins in Sybilla’s garden a wonderful treat. The creature
only comes out at night to avoid detection and the description of the thief has
now grown way out of proportion.
Another adventure the PC will come into contact with is a pair of thefts that has
two merchants quite upset. One of the town visitors is not here for the festival
but has other, nefarious plans in mind. A secretive cultist has come to town with
an item in the hopes of speaking with the dead at the local cemetery and is
responsible for the thefts. The cultist was in need of two items to complete his
spell and has taken liberties with the local jeweler and brewer to obtain these
items. This theft will be discovered on day #2 in Penchant after the PC deals
with Sybilla’s “monster”.
A. Town of Penchant
This small town has a variety of shops that can be utilized by adventurers for
supplies and for information. The buildings are constructed of wood and wooden
shingles with placards denoting their course of business with the only exceptions
being the church and guard outpost which are stone and half stone respectively.
The people are friendly and are just trying to live their lives without issues.
Flowers adorn most of the buildings and there is a tranquil feeling about the
community…in this adventure.
The town will be fleshed out in further adventures but the PC should probably
stop by #8 or #11 to obtain a healing balm in their trek through the land. Both
of these places sell a viscous paste that heals 1d4 +1. It is recommended that
this be in short supply and be within the economic baseline for the adventurer
(20gp and two doses total available).
1. Guard Outpost – Lieutenant Kateryn Hawtrey
The town has a group of guards present although their workload is rather
non-existent. These men and women are led by Lt. Kateryn Hawtrey a
veteran of the recent wars. She is widely respected by the people of
Penchant as well as those under her command. With the town at the
crossroads the guards are used to travelers and only make their presence
known if visitors appear to be unsavory or troublemakers. The building here
will be a place of wanted postings for any outlaws believed to be in the area.
B. Sybilla’s Monster
After hearing all the chatter about the monster at one of the farms and the
threat of a cancelled celebration, you decide to look into the issue yourself. While
the reports of what the creature is they all have the Cheyne farm as the location
of the issue. You gather directions and come to a small squat farmhouse nestled
in large oak trees that keep her home shaded. A vast pumpkin patch sits to the
side of the home and spreads to beyond the back of the home.
Upon your arrival at the house you find a haggard looking woman directing four
children to collect the crops and ripe pumpkins. Upon spotting you, she gathers
her children around her which range in age from 5 to 12 from appearances. They
rush to her side and encircle her. “Can I help you?” she says.
DM: Sybilla is a widower and has had to run the farm for the past year on her
own. The recent theft of her crops has garnered the attention of nearly everyone
in town. Many will give vivid descriptions of the creature responsible but only
Sybilla has actually seen it although never in daylight.
Sybilla will ask the PC if they intend to remedy the situation for her and point out
that she has little money to compensate the PC. If accepted Sybilla will point out
that the creature comes by in the middle of the night and it would appear to be a
two-headed Wolf. She will go on to explain that with the creature lurking about
many have considered cancelling the festival.
Sybilla will offer to house the PC inside in the backroom that faces her crops.
This room is normally used for the children so it is filled with obscure toys and
there is no exit so the PC will have to run through the house to get to the back if
something is spotted.
There will be two encounters at this location on this evening. The first will be an
hour after nightfall. Clouds in the evening sky will make for poor visibility unless
the PC has come up with an alternate plan. The first encounter is movement
near the corn stalks by a poorly built scarecrow. As the PC watches they will see
movement and it will appear to be man sized.
In reality it is a Swarm of Crows that are on the scarecrow making it move and
seem like a creature. The birds will remain on the cloaked visage until attacked.
If the PC has dark vision they will determine what the “threat” is and be able to
attack normally. If the PC is using a torch or other means of illumination then
there is a 50% chance of believing the scarecrow is the opponent and lose the
first round of attack.
The Swarm of Crows will attack until brought to 50% or less hit points at which
time they will flee “cawing” loudly. Upon returning into the home Sybilla will be
present holding her youngest. She will address the PC in a snarky tone pointing
out that they were supposed to locate a monster, not a flock of birds. She will be
quite upset that the PC disturbed the children and it will require an apology.
D +4 1D8 +2
The second encounter will occur just after midnight. A DC10 vs. Constitution will
be required with a failure indicating that they fell asleep on watch. If this occurs
they will be awoken by the 5 year old little girl who will tell the PC the monster is
outside. If the DC was a failure the PC will roll all initiatives at -1. If they did not
fall asleep there is no penalty, the little girl will not have come in, and they will
have spotted a creature lurking in the shadows. The PC will also notice that the
moon is out and will be able to spot their opponent roaming through the
pumpkin patch.
As the PC heads towards the “monster” they will quickly discover that the
monster is actually a pair of monsters. A young Goblin riding a young Worg has
become separated from its tribe and has taken up residence in the woods
nearby. They discovered the open crops last week and have been coming in after
nightfall to steal food from the farmers. It wasn’t until the other day when Sybilla
spotted them. This young creature only has 8gp in a belt pouch for treasure. If
the Worg strikes to bowl over the PC all will fall down if the PC fails the roll.
STR DEX CON INT WIS CHA /8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)
STR DEX CON INT WIS CHA /16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (−1)
If the PC suffered extensive wounds they will discover that James Lytton (#11)
will have sent over a Potion of Extra Healing to insure the new ‘hero’ can be
recognized by the citizens at the festival. If the PC fell during the combat they
will be buried in an unmarked grave and forgotten about quickly. Sybilla will
point out that she is very grateful for the heroism in slaying the monsters. She
can/will give directions to the PC so they may thank James for the potion as well.
C. Jeweler’s Loss
After leaving the Potion Pit and thanking James for the potion you make it to the
crossroads where the bandstand is being erected. Several citizens and visitors to
town come out to thank you for your service. Apparently news of last night has
spread quickly. While accepting your deserved accolades a clamor breaks out
from behind you. The jeweler, Leonard Sadler, will exit his shop exclaiming that
he has been “robbed”. He will charge into the assembled group with the PC and
starting yelling about how a thief robbed him of his largest stone.
DM: The PC will have to get Leonard into a calmer state to understand what has
occurred. The meek jeweler will point out that he was showing some stones to a
man dressed in a clerical robe. After bring out several stones the man thanked
him but declined to purchase anything today. While putting away the items he
had been showing he noticed that a large tiger eye gemstone was missing.
Leonard will explain that the item is quite rare and valuable and he would be
willing to offer a reward of nearly 50gp to the person able to get it back. He will
then recognize the PC and ask if they are up to another challenge. Leonard will
give a description of cleric-type and describe him as a young man in a black robe
with gold embroidery on it.
If the PC visited the Tavern of the Four Winds (#23) while in town they may
have noticed the subject sitting quietly in the corner. If the PC has not been to
the establishment yet one of the visitors in the crowd will point out that they
were seen in that business not too long ago. Several of the people eager to get
the reward will run to the tavern.
The PC can opt to go to the tavern as well but may be flagged down by the
brewer Philippa Pole #20. The PC may ignore the flag down or come back but
the encounter with Philippa offers another opportunity for a reward. If Philippa is
skipped over and contact is made at the tavern the serving wench will point out
that quiet cleric was there but wanted to speak with the brewer and directions
were given to him to #20
Philippa will not accuse the cleric of theft but will point out that the item went
missing about the same time he was discussing brewing techniques with the
cloaked man. Philippa was describe the missing item as a long handled silver
spoon that he uses for brewing. The item is nearly 3’ long and engraved with his
name. The item was a gift from his wife on their anniversary.
He will offer the PC a small keg of his ale if they can locate the missing item.
That item is worth 50gp and is a quality brew. If gained the item can be sold off,
or if the PC wants to up their reputation, given to everyone at the festival making
for a truly heroic gesture.
E. Room at Inn
At some point in time the PC should find their way to the Sleepy Inn (#24) to
further the investigation of the missing items. Innkeeper Alys Jendryng is the
proprietor. If asked about the man in clerical garb she will confirm that he does
possess a private room at her establishment and is paid up through tomorrow.
She can also confirm that he is not present at the moment.
Alys is a just woman and will need to be moved through a solid argument and a
DC14 vs. Charisma or a “gift” of coins. If an offering is made to appeal to her
economic side the party will have to name the price and successfully beat a
DC10 vs. Charisma to determine if she agrees with the amount. This amount
should begin for her at 10gp to sell out her ideals. If a PC offered her 11gp but
failed the DC10 they could add money until the DC is successfully made.
Once the PC has persuaded Alys to allow them into the room (or break in) they
will be able to examine the contents. The cleric subject has several personal
items in the room including a small diary showing him to be Rufus Bartleby. An
empty scroll case sits on a small desk and a piece of parchment lays under it.
The page appears to be a checklist of some kind and all but two items have been
crossed out.
DM: It is assumed that the PC will enjoy the festival as there have been no leads
on the thief. The food and beverages are free and the PC may want to try their
hand at gambling or dancing while they enjoy the festival atmosphere. As the
festival is the largest draw in the area the PC may feel that they stand a chance
of spotting the alleged thief. Despite being very attentive the cleric is not present
at the festival.
After being approached by the mother she will ask the PC to tell her son there is
no such thing as ghosts. If asked the PC will be given the explanation that the
young man and his friend ventured away from the festival to the graveyard in
back in the woods. The boy became scared and ran back to the event
whereupon he explained to his mother that ghosts had taken over the graveyard.
If asked he will not know the whereabouts of his friend.
The mother will explain that her son is prone to wild tales and she doesn’t
believe this story. He will protest and exclaim that the ghost probably got Eli,
who is a boy her son was with. Banter will go back and forth between the two
until the mother finally asks if the PC would mind going to check. The mother will
explain that the old cemetery is behind the church through the woods. The boy
has an unlit lantern with him that he will give to the PC for illumination if needed.
G. The Cemetery
The festival was winding down anyway and the chance to visit a cemetery at
night will only strengthen your position as a brave adventurer anyway. The
mother was quite certain that her son was fooled and you move behind the
church and find a small trail in a small grove of pine trees. Curving through the
trees you come upon a gray sheet hanging from the branches. As the breeze
whips it around you discover the “ghost” and yank it from tree. Laughing to
yourself you relish your vanquishing of the corporeal visage but then hear a
young boy yell for help from the cemetery!
Breaking through the woods you notice that the small cemetery has a low stone
fence with a small wooden fence atop the stones. A small building sits inside the
fenced area and a wooden gate is open to the interior.
DM: The old graveyard has three points of interest for the PC and each is more
formidable than the last. Upon coming out of the woods the adventurer will
clearly see a gate to allow entrance to the complex. The yells for help will be
coming from inside but as the PC gets to the gate they will be confronted by an
animated Skeleton.
1. Gate
This creature has been raised accidently by the cleric who can be found in the
mausoleum. The creature was freed from the mausoleum when the cleric
read a magic scroll that had unexpected results. The creature does not
possess any treasure.
D +5 1D6 + 2 Spear
2. Eli
The yelling is coming from the corner opposite of the small building. The
ground is littered with headstones and you are unable to see anyone. The
cries are becoming more harried.
DM: The PC will find the young man known as Eli hiding against a headstone.
The lower half of his body is covered by thick vines that are creeping further
up his body.
If successfully rescued, Eli will point out that he was playing a prank on his
friend when he noticed a man in dark robes go into the mausoleum. He
attempted to look in but the windows aren’t clear enough to see anything. As
he was going around the corner the door opened and a Skeleton came out.
He ran over to hide and that is when the vines got him. He will ask to go
back to the festival and is quite fearful. If released, Eli will run back to the
village at full speed to warn the village of the “rampaging undead”.
STR DEX CON INT WIS CHA / 15(+2) 8(-1) 14(+2) 5(−3) 10(+0) 3(−4)
3. Mausoleum
The small stone building has a small set of double doors that are unlocked.
Peering inside you see a small grey stone altar with an open, wooden coffin
to one side and the slumped body of a man in black clothing with gold
embroidery laying on the floor in a pool of blood on the opposite side. The
flagstone floor has bits of weeds strewn about.
DM: This small mausoleum is the final resting place of Sir Elmor of Barnes. A
knight of some repute who died in a cave system not too far away. The
mausoleum has been locked for years but the cleric had found the key and
learned of the origin. Sir Elmor was said to have been buried with a secret of
a hidden shrine.
The cleric, Baldwin Marshall, told his superior about the information and
asked for a Speak with the Dead scroll to garner information from the dead
knight. Instead he was accidently given a Raise Undead Scroll. Upon reading
it, the skeletal remains of Sir Elmor animated and stabbed Baldwin to death.
After killing the cleric the Skeleton moved out into the courtyard.
The coffin is empty but hanging on the wall is a set of ½ plate armor
encrusted with two large gems in the shoulder areas. The armor is actually
animated and can only be handled by Sir Elmor. It will attack anyone who
disturbs it for as long as they remain within the building. If “killed” the two
gems can be removed and are large pearls worth 60gp each. The missing
items from town will also be recovered under the body of Baldwin. If the PC
is successful he will be greeted outside the cemetery by the worried citizens.
If severely wounded the citizens will carry their hero back to Penchant where
the witch, Nicholletta #8, will administer a healing concoction. Alternately if
the PC falls to the Animated Armor the citizens could come to rescue the
adventurer before death. No experience would be given if this occurs and the
citizens would expect to keep the gemstones for themselves but it does beat
the other alternative.
D +4 1D6 +2 Slam