TEXT:   FVS9 
  Adventures in Filbar 
  By Frank Schmidt 
   
   
   
  Penchant for Adventure – 5 
   
  An adventure setting based in the Filbar campaign for a 
  single character of 5th level. Part of the Filbar Solo series 
  based near the town of penchant it is Playable in any 
  campaign with Minor modifications! 
   
   
  Exclusively at www.RPgnow.com 
  
  Penchant for Adventure – 5 
   
   
  Player’s Background: 
  With your last adventure causing quite a bit of problems, you and your cohorts 
  have decided to take a brief respite from the adventuring trail. Word has reached 
  your ears that a card tournament has just been announced in the small town of 
  Penchant. This burg is already setting up for the Reaping Festival which is a 
  staple of this farming region so there may be a shortage of rooms at the small 
  inn. After making a few quick preparations you head down the road for 
  Penchant! 
   
  DM Background:  
  This scenario pits a single 5th level PC into a community that is preparing for the 
  annual Reaping Festival dedicated to crop collection. A new addition to this 
  celebration is a card tournament featuring several well-known gamblers. 
  Normally the small town is just a way station to someplace else but the game is 
  being sponsored by an unknown benefactor thereby bringing in people from 
  every corner of Brados.  
  What the PC will soon discover is that one pair of gamblers are not like the rest. 
  Lord and Lady Delgado are from the southern reaches of the country near the 
  swampland south of Martine Lake. This area is largely considered less “civilized” 
  that the northern reaches with a wide variety of monsters wandering the area. 
  The Delgado’s are a brother (younger) and sister pair and are rumored to be 
  quite rich. Maltor actually organized the event to draw out the Timmons sisters 
  who are known to be gamblers of questionable morals. The three women have 
  heard of the Delgado heirs but never met them, whereas Maltor had a close 
  friend that was swindled by the Timmons ladies and is seeking revenge.  
  Maltor has secretly sponsored the event in the hopes that the sisters would 
  attend. He plans on finding out as much as he can about them and then ruining 
  their reputations once he returns to his homeland. Enid Delgado is unaware of 
  her brother’s plans and is under the impression it is just another gambling trip.  
  
  The main problem is that both Delgado siblings suffer from Lycanthropy but have 
  obtained magical amulets to keep the disease in check. This is a necessity with 
  the harvest moon being in full sight during the Reaping Festival.   
   
  A. Road to Penchant 
  The road to Penchant is well marked and has several roadside taverns to stop at. 
  As you draw closer to your destination you are beginning to wonder if what was 
  in the soup at the Newton Tavern you just left. Your stomach rolls but after 
  several belches you feel better. As you enter the Pique Forest you surmise you 
  will be in town for dinner this evening. As you round a corner the trail is blocked 
  by a large tree that seems to have fallen. You notice the base is rotted and try to 
  figure out a way around the blockage that your mount can handle.  
  DM: The way to Penchant there will be only one encounter. Once the PC 
  dismounts to seek a trail for his/her mount they will hear snapping of twigs. 
  Jumping atop the tree will be a trio of Worgs that are hungry and seeking a 
  meal. The aroma of the mount has drawn these creatures to the area and this is 
  where they will attack.  
  Worg attacks in the area are uncommon but not altogether out of the ordinary. 
  These creatures are part of the landscape here and are present as a slight 
  foreshadowing. They possess no treasure but their pelts would garner 20gp each 
  if the time was taken to properly skin them.  
   
  Worgs (3): Armor Class 13 (natural) Hit Points 26 (4d10+4) 
  D +5 bite 2d6 +3 DC13 v. Strength or knocked over 
  STR DEX CON INT WIS CHA /16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (−1) 
  Challenge ½ (100 XP) 
   
  B. 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 preparations are underway for the 
  Harvest Festival. Nathaniel Curteys the local cartographer will observe the PC 
  enter town and will immediately question them about their route of travel and if 
  they have any maps he may wish to purchase.  
   
  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.  
  Guards - Reynard Warde, Frances Sparrow, Amphelice Bacon, Matilda 
  Bennett, Piers Taylor, Barnard Merys 
   
  2. Tanner & Leather smith – Christopher Vaughan 
  The local leather contractor is Christopher Vaughan and he handles most of 
  the hide work in town. He and a few others have been actively seeking a 
  creature called “Grizzly Pete”, a bear with an appetite for the local farm 
  animals. If the creature is caught he would gladly fashion a warm cape from 
  its hide for a small price. He has a wife and two small daughters.  
   
  3. General Store/Pawnshop – Humphrey Staunton 
  Proprietor of the local merchant shop Humphrey is a rather obtuse man in 
  both stature and outlook. He doesn’t mind dealing with humans but has a 
  noted hatred for most demi-humans to the point where he inflates prices for 
  those of different racial backgrounds. While Penchant is a human settlement 
  his bias only shows up when travelers come to town. If you’re a human you’ll 
  get the best price on equipment, if you aren’t you should be prepared to 
  receive poor service at this location.   
  
  4. Farm – Lettice Smyth 
   
  5. Livestock Dealer – Jonathon Elynbrigge 
  Jonathon Elynbrigge is very tall but very skinny. His building is surrounded by 
  fences and has a variety of farm animals present. Ordinarily he would have 
  horses or ponies to sell but he is currently out of these animals. He does have 
  a pack mule available for sale but is asking 30gp at this time. Like others in 
  town he will be familiar with Bu-San Monks and the celebration that is 
  underway at their temple. If asked Jonathon will point out that a fair number 
  of travelers have already passed through Penchant and some were tired of 
  the long walk and purchased his mounts.  
   
  6. Farm – Anne Cobham 
   
  This farm is home to a variety of livestock and crops but will only have two 
  young children present if the PC stops by. Their mother, Anne Cobham, will 
  have gone to check on her 9 year old daughter Cecilia. “Cece” was sent to 
  the well to get some water for the livestock and hadn’t returned quickly 
  enough. Anne went to check on her daughter and discovered she is playing 
  with a small puppy that appears to be a wolf pup.  
   
  7. Teamster – Geoffrey Greenfeld – dies in this adventure 
   
  8. Witch – Nicholletta Gerard 
  This building appears to be distressed and is decorated with strange symbols 
  and dead animals. An elderly woman can usually be found brewing a foul 
  smelling concoction in front of the home. The brew is her laundry and smells 
  bad. If the PC was directed here or stops by they will find Nicholletta Gerard 
  present. Close to 60 years old the woman is still quite spry. If she has the 
  chance to speak with a PC she will ask them if they wish to purchase some 
  special herbal concoction that acts as a Potion of Persuasion that is for sale 
  for 110gp.   
   
  
  9. Jeweler – Leonard Sadler 
  This business is the jeweler from the placard. It is the business and home to 
  the widower Leonard Sadler. He is a slight man with large spectacles that he 
  uses for his ornate work. His shop has a large safe where he keeps his metals 
  and stones for his work. He enjoys purchasing new stones for his work and 
  his pleasure and often trades metal coins for gems for the portability factor 
  that adventurers enjoy.  
   
  10. 
   Magistrate – Mary Waleys 
  The local law in town is Mary Waleys. A retired adventurer she is an older 
  woman with numerous scars from battles. She is a “no nonsense” kind of 
  person but is well respected in Penchant. Of late a large bear has been killing 
  livestock in the area and there has been pressure on her to do something 
  about the situation. She currently has a bounty of 200gp to whomever kills 
  the creature. She will be out of town until the day after the festival.  
   
  11. 
   The Potion Pit – James Lytton 
  This building seems rather new and bellows to a man named James Lytton. 
  He and his new bride have recently settled here after hearing rumors that it 
  was a nice place to live. James is a tinker by trade but also dabbles in 
  alchemy. His inventory is currently low and he is lacking ingredients needed 
  to make magical potions. He currently has a Potion of Extra Healing that will 
  heal 2d8 +4 or two gulps curing 1d8 +2 for 50gp, a Potion of Gaseous Form 
  for 75gp, and three Potions of Healing for 35gp. He would also accept a trade 
  in strange ingredients in lieu of coin.  
   
  12. 
   Cartographer – Nathaniel Curteys 
  Nathaniel is the local mapmaker and one of the happiest people in Penchant. 
  The harvest festival always brings in a crowd for dancing and merriment but 
  only local or nearby residents. With the gambling event going on, Nathaniel 
  will be speaking with each and every newcomer about the route of travel, 
  landmarks, and any potential maps they have on them. With people from 
  
  every corner of the nation he has been able to compile a great deal of 
  information in a very short time.  
   
  13. 
   Hunter – Valentine Dunham 
  Valentine is a large man with an even larger beard. Always adorned in the 
  furs from his kills he can smell a bit gamey. He has a small circle of friends 
  and does not much care for outsiders. He is currently hunting a bear 
  responsible for the loss of livestock in the area but has not had much luck in 
  finding it. If the PC locates it and kills it there will be an air of animosity from 
  the huntsman.  
   
  14. 
   Town Water Supply 
  These three areas are open wells where citizens and farmers come to collect 
  water for the day’s needs. Each is denoted by a ring of stones and several 
  buckets along the edge. The water is free, fresh, and cold. Each of the wells 
  go down nearly 20’. Each of these wells allow access to a small collection of 
  caves that play out in a different adventure.  
   
  15. 
   Tailor – Baldwin Marshall 
  Baldwin Marshall is the local tailor and also handles the fabric needs for 
  Penchant. His resides on the second floor of his building and recently lost an 
  apprentice. For purposes of this adventure the PC will find there is no rooms 
  left at the Sleepy Inn (#24). As luck will have it Baldwin will notice the PCs 
  plight and offer them the backroom of his shop. Located at the crossroads it 
  is close to everything. He will ask 10gp for the entire week and will even 
  make them some fine clothes for 25gp and point out that the PC will need 
  nice clothes if they intend on gambling.  
   
  16. 
   Farm – Nicholas Shelly 
   
   
   
  
  17. 
   Shrine of the Holy – Alyson Stokys 
  This building is the largest in town and built with carved stones. A religious 
  icon sits on the steeple indicating that this is a church. It can be the location 
  of the PC’s religion or a different one. The pastor is Reverend Sister Alyson 
  Stokys. A veteran of the campaign trail for a few years she has settled down 
  to help her flock through the bad times. The church’s construction was paid 
  for entirely from her funds while adventuring. It is said that she is still the 
  areas richest person. She walks with limp where she took an arrow to the 
  knee.  
   
  18. 
   Blacksmith – Adam Kyngeston 
  Weapons and limited armor can be purchased from Adam Kyngeston, the 
  local blacksmith. Adam can create low-end weapons but spends most of his 
  days working on farm implements. He is more than qualified to put a keen 
  edge on weapons but to create items will take him twice as long and cost 
  four times as much as listed in the reference books. He is married with one 
  daughter who is in back in love with her father’s apprentice Boyd after he 
  gave her flowers recently. 
   
  19. 
   Guided Stick – Bartholomew Beauson 
  Bartholomew Beauson is the local fletcher. If a PC wants/needs a missile 
  weapon this is the man to see. He has long flowing hair that drips into his 
  eyes when he speaks with people. Those paying enough attention to him will 
  realize that he is half Elven in descent but it is very difficult to determine. 
  Strangely he is friends with Humphrey at area #3 who does not realize that 
  young “Bart” is neither young nor half Elven. He is a soft spoken young man 
  with excellent manners. He will not initiate conversations.  
   
  20. 
   Brewery – Philippa Pole 
   
  This long building smells of ale. A winch device propelled by a pair of 
  donkeys. Philippa Pole is a brewer by trade but because of his equipment he 
  also is the town miller. He is normally a jovial man who enjoys telling & 
  hearing jokes. He has a wife and a boy named Eli.  
  
  21. 
   Carpenter – Thomasine Halle 
   
  22. 
   Farm – Sybilla Cheyne  
  This basic farm is known for its large pumpkin patch in the back and the 
  owner’s ability to make delicious pies. Sybilla Cheyne is a widow and has 
  been struggling to handle the farm and her four children. While she has 
  struggled since the loss of her husband she has always managed to put food 
  on the table. She is an attractive but haggard woman making her look older 
  than she really is. She is pleasant but has been known to have anger 
  outbursts since the loss of her husband.  
   
  23. 
   Tavern of the Four Winds – Esmour Downer 
  The Tavern of the Four Winds is the local watering hole and place where the 
  people have social interaction. Job opportunities are usually posted just inside 
  the door of the establishment. For those who are illiterate the barmaid Jenna 
  Stansberry can read options to them. The owner is Esmour Downer that took 
  possession of the business after her husband was killed. This location will be 
  featured in depth is different adventures and will be the starting point of the 
  PC for this adventure.   
   
  24. 
   Sleepy Inn – Alys Jendryng 
  The Sleepy Inn is attempting to recover after the recent influx of travelers 
  headed to see the Bu-San Monks. Currently the rooms are open and available 
  at a reasonable price. Alys Jendryng has been the owner operator since her 
  husband was mauled by a bear over a decade ago. That bear has been 
  stuffed and mounted and will surprise first time visitors as it lunges out at 
  visitors when they come into the business.  
  This location will be full due to the Reaping Festival and the card tournament. 
  This is the location where the gambling will occur as well. A large tent has 
  been setup just outside the establishment.  
   
   
  
  C. Poker Tourney 
  Despite the Worg headache on the way to Penchant you make good time after 
  breaking through the forest. The edge of town heralds you with banners and a 
  large amount of people. Hay bales have been brought into town and a stage has 
  been erected near the crossroads of the small but bustling community. With the 
  festival set to begin in three days the community has already set up the 
  decorations.  
  DM: The PC should first attempt to find lodging but will have no luck at the inn. 
  They will however meet the local tailor, Baldwin, who will offer them a room and 
  finery. A good meal can be obtained at the tavern and the PC will be told that 
  the tournament begins in about two hours under the tent. The first night is 
  slated to have four tables of participants with the following day having two then 
  one to finish the tournament.  
  If the PC wants to buy in the cost will be 100gp. Penchant Poker is scored as 
  such. The first dice thrown will be 5d6. The higher the number the better with a 
  pair of likewise numbered dice being the lowest score followed by three of a 
  kind, four of a kind, a straight (1-5/2-6), a full house (3 of a kind & 2 of a kind), 
  followed by four and finally five of a kind which is the toughest. In case of a tie 
  on 'style', then the numbers indicated on the dice would be totaled with the 
  highest number being the winner. 
  If the PC opts in to play they will be seated at a table with three men and one 
  woman. Three other tables will have an assortment of people including one that 
  has a set of sisters dressed provocatively. As light dims braziers will be brought 
  in for illumination. After several hands a scream will be heard coming from down 
  the street and a child will run towards the tent yelling for help. 
  Down the street a Giant Boar will be tearing into a man. Geoffrey Greenfeld, the 
  town teamster, will have been caught by the beast and was unable to defend 
  himself succumbing to the vicious attack. People will scatter and the creature will 
  head towards the tent if the PC hasn’t moved that way already. It will be up to 
  the player to defeat the creature.  
   
  Giant Boar: Armor Class 12 Hit Points 43 (5d10 +15) 
  D +3 2d6 DC13 vs. Strength or knocked prone 
  
  STR/DEX/CON/INT/WIS/CHA 17(+3) 10(+0) 16(+3) 2(-4) 7(-2) 5(-3) 
  Challenge 2 (450 XP) 
   
  Once the tusked menace has been dealt with the PC can return to the tent to 
  find the game in disarray. Several braziers will be overturned and an argument 
  has broken out amongst some of the players at the table next to the PC’s. A man 
  playing will report the loss of his necklace and will be quite upset at the loss. As 
  tempers flare the inn’s proprietor, Alys Jendryng, will suspend the game until the 
  next day. The man’s female associate will pull him away from the table and 
  attempt to get him calmed down unsuccessfully.  
  With the game postponed until the next day the braziers will be extinguished and 
  the people will move to their respective rooms and homes. The PC can return to 
  the tailors, if he took Nathaniel up on the offer. A few hours later a ruckus will be 
  heard in the street. Upon going outside the PC will notice several guards are 
  present around a mangled body. Eli Pole, the brewer’s son, will be explaining 
  what he saw. As the PC listens in they will discover that Eli had to go to the 
  bathroom and in doing so observed the stranger get mauled by a wolf. Tracks in 
  the mud will confirm the boy’s account and show that the beast went south and 
  east. The guards will form a search party and attempt to track the beast. 
  Because of the extensive body damage the victim cannot be identified as one of 
  the gamblers from Lord Delgado at this time.  
   
  D. Dealing with Thieves 
  The next morning you awake and are told by Baldwin that the dead man was 
  discovered to be one of the gamblers from the game. As he continues to discuss 
  the issue you vaguely remember the man he is describing. As you thoughts drift 
  in the morning haze you also hear him mention that one of the other gamblers is 
  reporting the theft of a necklace. As you inquire about that incident it will be 
  clear that the dead man and the victim of the theft were both at the same table 
  next to yours.  
  Baldwin will report that he doesn’t have much food and you should head to the 
  tavern or the inn for nourishment. You get dressed and wander down the road 
  following the aroma of bacon. Halfway down the road a young boy runs across 
  the path and alerts you of a fight behind the carpenter’s home! 
  
  DM: Once the PC goes to investigate the child will move quickly down the road 
  in search of guards. Behind the carpenter’s (#21) building the PC will find an 
  unconscious Thomasine Halle who had attempted to intervene but was knocked 
  out. Three scantily clad women will be pummeling Lord Delgado at the rear of 
  the building and it will be apparent that the male is not faring well. Yelling will be 
  heard from the road and it will be obvious the guard has been alerted.  
   
  Thieves (3): Armor Class 12 (leather & Shield) Hit Points 32 (5D8 +10) 
  +4 1d6 +2 Mace (x2) 
  STR/DEX/CON/INT/WIS/CHA 15(+2) 11(+0) 14(+2) 10(+0) 10(+0) 11(+0) 
  Challenge ½ (100 XP)  
   
  The PC will have to defeat two of the three women in order to have the last 
  surrender. Once the battle has ended the town guards will appear and both Lord 
  Delgado and Thomasine will wake up from their beating. Lt. Hawtrey will 
  demand answers as the townspeople begin to gather. Thomasine will report that 
  she came upon the quartet behind her business and attempted to intervene and 
  was struck by one of the dead/unconscious thieves and knows little else.  
  An angry Lord Delgado will accuse the women of theft and report that they have 
  his necklace that was stolen last night. A search of the bodies will uncover the 
  missing item and he will demand its return. The surrendering thief (and any 
  unconscious ones) will be taken into custody by the guards. Lt. Hawtrey will 
  explain to Lord Delgado that the necklace will be taken as evidence until a 
  magistrate can arrive and deal with the issue. The gambler will protest 
  vehemently and demand the return of the item but will be stifled by the head of 
  the guards. The PC will be thanked by both the lieutenant and Lord Delgado for 
  their heroism and be dismissed.   
  The PC will quickly discover that due to all of the troubles the gambling event 
  has been cancelled with a partial refund given to those involved. Each of the 
  gamblers will be invited to remain in town for the Reaping Festival tomorrow. 
  The rest of the day the PC can relax, seek healing, or entertain themselves as 
  they see fit.  
  
  E. Werewolf Attacks 
  With the gambling event cancelled you searched the area for something to do 
  and located a wandering bard at the tavern. After a relaxing night of stories and 
  drinks you head back down the road dejected that the inn wouldn’t release the 
  room the thieves were staying in. A short distance from the tailor’s you stop by 
  one of the town wells to quench your thirst and hear a ruckus. A quick look 
  around and you observe shadows near the guard outpost. As you peer into the 
  darkness you notice a human fighting what appears to be a wolf.  
  DM: Lord Delgado has reverted into Werewolf form again due to the loss of his 
  necklace. He had gone to the guard station to plead for the return one last time 
  but met only one guard, Piers Taylor who was not in the possession of the item. 
  As the moon made an appearance the Lycanthrope changed into the Werewolf 
  form and took vengeance on the thief (thieves) behind detained in the small 
  holding cell.  
  Piers has fought bravely and wounded Lord Delgado but is no match for the 
  creature. As the PC rushes forward they will see the Werewolf strike down the 
  lone guard with blood spurting everywhere. The creature will sense the PC’s 
  approach and turn on them as well.  
   
  Lord Delgado/Werewolf: Armor Class 12 Hit Points 65 (9d8 +18) 
  D +4 1D8 +2 Bite DC12 vs. Constitution +4 1d8 +2 Spear 
  STR/DEX/CON/INT/WIS/CHA 15(+2) 11(+0) 14(+2) 10(+0) 10(+0) 11(+0) 
  Challenge 3 (700 XP) 
   
  As the Werewolf falls it will revert back to the form of Lord Delgado just as Lt. 
  Hawtrey and the other guards arrive. They will state they had reports of a large 
  Wolf running through town and went to investigate. The guards will have 
  witnessed the change and will ask what transpired. The PC will be detained until 
  the full account has been given twice as the guards are quite upset at the loss of 
  one of their own.  
  The next morning Lt. Hawtrey will send two guards to go find Lady Delgado to 
  answer some questions. The PC can attend if they wish but she will appear as a 
  
  normal woman and be quite upset that her brother is missing and inquire if the 
  guards know his whereabouts.  
  Once back at the guard station Lady Delgado will be quite upset and demand 
  answers. The guard commander will perform an intensive interrogation on the 
  woman and suspect that the necklace had something to do with the matter. Lady 
  Delgado will be told, and will comply, in taking off any and all jewelry she has 
  on. Once completed the guards will be ready to attack in case she changes but 
  no such change will occur.  
  The “grilling” of Lady Delgado will go on for several hours and will end with the 
  refusal to turn over the body or the necklace until the magistrate arrives 
  sometime tomorrow. It will be readily apparent that Lady Delgado is very upset 
  but as the guards have lost one of their own they will be less inclined to care 
  about her feelings. She will be told that she needs to remain in her room until 
  the magistrate arrives to hear the case. She will be asked NOT to attend the 
  Reaping Festival unless she can control herself.  
   
  F. Reaping Festival 
  After a few hours of fitful sleep you awake to the sound of music being played 
  outside. A quick peek outside reveals that the Reaping Festival has begun and 
  people from the region have descended upon Penchant for the entertainment. A 
  three piece band is playing and the bard from the previous night is ready to 
  perform after that. Baldwin can be seen in the street dancing and laughing as 
  most are. A new set of clothing hangs outside the door with a note of thanks 
  explaining the town is grateful for handling the werewolf problem.  
  DM: The clothes are a gift of gratitude from the citizens but the PC will find that 
  they don’t fit exactly right and will be uncomfortable in wearing them. They can 
  clean up their armor and opt to wear it in town but will find dancing to be 
  uncomfortable. The people in the streets do not seem to be aware of the events 
  from last night as the town guard has opted to not dampen the festive mood.  
  The PC can wander the streets for an hour as enjoy pastry, ale, music, and 
  entertainment as the festival goes in full swing. As the party shifts down towards 
  the Sleepy Inn the celebration is interrupted by a smashing window overlooking 
  the street. As everyone looks up Lady Delgado appears, spies the PC, and begins 
  to yell at them and blaming them for her brother’s death. As everyone takes the 
  spectacle in the lovely woman begins to change. 
  
  The view will be partially obscured but then Lady Delgado in the form of a 
  Wereboar will leap from the window and land on the street. A nearby guard will 
  swing their blade at her/creature and it will shatter on impact. The Wereboar will 
  smack the guard sending them into the bushes and then charge at the PC 
  causing the assembled throng to scatter. 
   
  Lady Delgado/Wereboar: Armor Class 11 Hit Points 78 (12d8 +24)  
  D +5 2D6 +3 Maul +5 2D6 +3 Tusks 
  STR/DEX/CON/INT/WIS/CHA 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1) 
  Challenge 4 (1100 XP) hit by silvered/magical weapons 
   
  Once the battle is complete the people will meekly come out of hiding and, once 
  they perceive the danger to have passed, wildly celebrate the PCs victory. Free 
  healing will be given by Pastor Stokys if the PC survived. The next day a bruised 
  and tired PC will be interviewed by the magistrate about the events of the past 
  few days and will be exonerated of any culpability.  
  The magistrate will declare that the Delgado’s belongings and the sisters will be 
  forfeit and now belong to the PCs. Innkeeper Alys Jendryng will gather the items 
  which amount to three sacks of 500gp, a platinum necklace (Delgado) worth 
  700gp, and a book entitled “Controlling Lycanthropy” by Hobart Wolfsbane. The 
  guard commander will also turn over Lord Delgado’s necklace which is magical. 
  It will allow anyone afflicted with Lycanthropy to DC12 vs. Constitution to avoid 
  succumbing to the urges during the full moon. While the PC may not have a 
  need for it, the item would fetch a considerable sum depending on the economic 
  state of the campaign. The book would also command a slightly lessor price but 
  does include instructions on how to make the amulet.  
  
   
  Community of Penchant <above> street vendor <below> 
   
  
   
   
  Lord and Lady Delgado, the contest & the trio of thieves 
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[1e Compatible, OSRIC]/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FVS9 Penchant for Adventure 5 (Filbar; 5e).pdf