TEXT:   FVS6 
  Adventures in Filbar 
  By Frank Schmidt 
   
   
   
  Penchant for Adventure - 2 
   
  An adventure setting based in the Filbar campaign for a 
  single character of low level. Part of the Filbar Solo series 
  it is Playable in any campaign with Minor modifications! 
   
   
  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: 
  This adventure consists of several “mini-adventures” for a solo PC of second level 
  and a DM. The story begins with the adventurer arriving in the small town of 
  Penchant to enjoy the local Reaping Festival that celebrates the crops being 
  harvested. A small festival, it is quite popular with the locals and is an all-day 
  event with a dance in the evening. The festival features music, merriment, and a 
  large pitch-in dinner for all to enjoy. The local farmers share their bounty in 
  preparation for colder weather. 
  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”.   
  The small community of Penchant is used in several different solo adventures 
  and evolves between each. Some businesses are unlikely to be contacted and 
  have not been fleshed out in this setting but would be looked at in depth in other 
  adventures. If a PC comes to one of the bland/empty encounters feel free to 
  show that the occupant has little information in the PCs current conundrum.  
   
   
  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.  
  Guards - Reynard Warde, Frances Sparrow, Amphelice Bacon, Matilda 
  Bennett, Piers Taylor, Barnard Merys 
   
  2. Tanner & Leather smith – Christopher Vaughan 
   
  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 
  farm horse that is ill suited for the road for sale but is asking 50gp at this 
  time. 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. They 
  purchased his supply of mounts but he should get more any day.  
  
  6. Farm – Anne Cobham 
   
  7. Teamster – Geoffrey Greenfeld 
   
  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 salve that has healing properties. She will have two jars of the 
  mixture which can cure 1d4 +1 (no “1” rolls) if rubbed on wounds. She will 
  ask for 20gp for each but would accept 10gp if pushed.  
   
  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 
   
  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 watered down Potion of Extra 
  Healing that will heal 1d8 +2 or two gulps curing 1d4 +1. He would sell this 
  
  item 20gp but would also accept a trade in strange ingredients. James will 
  have a larger role in a different scenario.  
   
  12. 
   Cartographer – Nathaniel Curteys 
   
  13. 
   Hunter – Valentine Dunham 
   
  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 
   
  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 mad at her father’s apprentice Boyd. She was in love with 
  him but he recently insulted her cooking. 
   
  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. The previous days before the PC arrived it was 
  a hive of activity with a multitude of people present on their last leg to get to 
  the monastery for the event. 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. Regular patrons will 
  be sparse in this adventure due to the upcoming festival but visitors will be 
  present some friendly and others not so much. One man in a clerical robe will 
  be noticed in the corner but if confronted will politely discard conversations 
  stating that he has to go to his room in the inn to pray.   
   
  24. 
   Sleepy Inn – Alys Jendryng 
  The Sleepy Inn is currently filling up with people wanting to stay in town for 
  the Reaping Festival. Currently some 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.  
   
   
  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. 
   
  Swarm of Crows: Armor Class 12 Hit Points 24 (7d8 -7) 
  D +4 1D8 +2 
  STR/DEX/CON/INT/WIS/CHA 6(-2) 14(+2) 8(-1) 3(−4) 12(+1) 6(−2) 
  
  Challenge ¼ (50 XP) 
   
   
  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.  
   
  Goblin: Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) 
  D +4 Scimitar 1D6 +2 or +4 Bow 1D6 +2 
  STR DEX CON INT WIS CHA /8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 
  Challenge ¼ (50 XP)  
   
  Worg: Armor Class 13 (natural armor) 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) 
   
  
  If the PC is successful in slaying the two creatures Sybilla and her children will 
  rush out and help tend to the PCs wounds. With no coin to spare Sybilla will 
  insist on lodging the PC and feeding them as a reward. The next morning the PC 
  will quickly discover that the town is abuzz with his/her exploits and honor them 
  by pointing out that THEY saved the festival which will occur later in the evening. 
  Sybilla’s children will refer to the PC as their hero and tell them everyone wants 
  to meet the hero.  
  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 
   
   
  D. The Silver Spoon 
  The business man will want to inquire if the PC has seen his silver stirring spoon. 
  He will point out that it has been lost and it is quite sentimental to him. If the PC 
  mentions the cleric-type Philippa will point out that the young man had been in 
  his business asking him about brewing techniques. Philippa will point out that he 
  believes the young man was headed back to his room at the inn or back to the 
  tavern.  
  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.  
  From examination of the contents of the chamber it will be evident that 
  something is going on but some items are clearly missing. The items on the list 
  are gone and a small corner piece of parchment is in the scroll tube but the page 
  present is not missing its corners. There will be no other indicators as to what 
  the cleric is up to or where he may have been. The PC can continue to speak 
  with people but no one will recall seeing the individual or seeing where he went. 
  An hour later the festival will begin and everyone will be gathered in the streets 
  celebrating.  
   
   
  F. Trouble at the Reaping 
  The small community of Penchant has really put on a big show. A wandering 
  troupe of musicians arrived late but has been playing most of the evening with 
  lively tunes and dancing. Tables have been brought out and form three lines on 
  the three sections of road in town. Games have been arranged for the youth 
  while the adults enjoy drinking, dancing and games of chance.  
  
  Shortly after nightfall while you take a drink of ale, you notice a young boy being 
  scolded by his mother. As the argument escalates you notice that the boy is 
  quite animated as he points to the woods behind the church. As you look on the 
  mother sees you, grabs her son by the ear and drags him over to where you are 
  standing.  
  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.  
   
  Skeleton: Armor Class 13 (armor scraps) Hit Points 15 (2d8 + 4) 
  D +5 1D6 + 2 Spear 
  STR/DEX/CON/INT/WIS/CHA 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 
  Challenge 1/4 (50 XP) 
   
   
  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.  
  Eli is being attacked by aggressive vegetation known as Vine Blight. As this 
  plant already has Eli entangled the normal attack of entangling vines will not 
  
  be in play for the PC. One option could be for the PC to have a time limit of 
  perhaps 4-6 rounds to defeat the growth before Eli is choked to death but 
  this is up to the discretion of the DM.  
  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”.  
   
  Vine Blight: Armor Class 12 Hit Points 24 each (4d8 +8) 
  D +4 2d6 +2 & Grappled DC12 vs. Strength to break free  
  STR DEX CON INT WIS CHA / 15(+2) 8(-1) 14(+2) 5(−3) 10(+0) 3(−4) 
  Challenge 1/2 (100 XP) 
   
   
  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.  
   
  Animated Armor: Armor Class 18 Hit Points 33 (6d8 + 6) 
  D +4 1D6 +2 Slam 
  STR/DEX/CON/INT/WIS/CHA 14 - (+2)11 (+0)13 (+1)1 (−5) 3 (−4)1 (−5) 
  Challenge 1 (200 XP) 
  
   
  Penchant <above> the Graveyard <below> 
   
   
  
          
   
  Images for the players – Clerical robe, checklist from the room, festival goers  
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FVS6 Penchant for Adventure 2 (Filbar; 5e).pdf