TEXT:   FVS4 
  Adventures in Filbar 
  By Frank Schmidt 
   
   
   
  Penchant for Adventure – 1 
   
  An adventure setting based in the Filbar campaign for a 
  single character of 1st 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 - 1 
   
   
  Player’s Background: 
  With your training nearly complete your master comes to you and congratulates 
  you on your efforts put forth during your training. Your mentor explains to you 
  that there is nothing more they can teach you and you are now ready for life on 
  the road to adventure. Before you are released from training the teacher makes 
  one final request of you. The Bu-San Monks have lost the head of their order and 
  are ready to elevate a new person to take over. Your master has been invited to 
  attend but cannot make due to other obligations. You are asked to go in their 
  stead as an envoy. While there is nothing special about the adoration of the new 
  head of the order, your master feels that it would be an interesting experience. 
  You are given a map, a burro, and several day’s rations. Your beloved master 
  wishes you well and asks that you report back to him when you have time.   
   
  DM Background:  
  This adventure was designed to be used as a solo “filler” adventure. Penchant for 
  Adventure – Episode 1 can be used to introduce a new player or character to the 
  game. It can be used for any character of first level to give them a feel for the 
  game or get them up to level two for existing characters. This adventure sends 
  the new PC out into the world to see a coronation of a new ruler of the monks in 
  a nearby vale. Along the way the new adventurer will find themselves in the 
  small town of Penchant where they can purchase basic supplies and weapons 
  before heading out to the monastery.  
  As an initial solo adventure the road to the monks will be fraught with peril and 
  some adventurers will simply not be able to complete the mission and that is 
  okay as it takes a special “character” to become a successful adventurer. This 
  adventure has been used on several occasions as a “throw away” when the 
  entire group cannot meet but a few or one of them can. The scenario is also 
  used to teach a character class that your players may not be familiar with. I 
  suggest using an open Player’s Handbook as a guide to make sure the PC is 
  
  getting all the advantages of the new class in play. That being said I hope you 
  enjoy the adventure!  
  *NEW – for Twitter users please check out #FilbarRPG for more information! 
   
   
  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.  
  This scenario involves the new PC passing through Penchant on their way north 
  to the ceremony but can serve as a purchase point for initial supplies. 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 
  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 
   
  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 
   
  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 in love with her father’s apprentice Boyd.  
   
  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 
  
  21. 
   Carpenter – Thomasine Halle 
   
  22. 
   Farm – Sybilla Cheyne 
   
  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. This location will be 
  featured in depth is different adventures and may not even come to play in 
  this one.  
   
  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. In a few days when the coronation is complete this will 
  not be the case and the inn will be filled to capacity. If the PC is planning on 
  returning this way they may wish to make a reservation and put down a 
  deposit. 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. Bandit on the Road 
  A mile outside of town you come upon a man lying the road. His leg is covered in 
  blood and he calls out to you in a weakened voice for help. Looking in all 
  directions you don’t see anyone else in the grassy plains. “Please, I think, I think, 
  I think I’m dying…” 
  
  DM: While this certainly sounds like a trap the blood on the leg may give the PC 
  pause to reflect that the downed man is a victim. This, of course, is not the case. 
  The man has soaked his pant leg in blood from a rabbit he killed while waiting 
  for a passerby to come along to be robbed. 
  The man is a bandit known as Tori of Spelling. He will appear to be quite weak 
  with blood loss and feign unconsciousness. If the PC falls for the ruse Tori will 
  leap up and gain first attack 5 out of 6 times. The bandit is armed with a short 
  sword and carries 14gp in coins of the realm. In a hidden pocket he has a silver 
  ring with an agate mounted on it valued at 6gp.  
   
  Bandit: Armor Class 12 (leather) Hit Points 11 (2d8 +2) 
  D +3 1D6 +1 Short Sword 
  STR DEX CON INT WIS CHA /11(+0) 12(+1) 12(+1) 10(+0) 10(+0) 10(+0) 
  Challenge 1/8 (25 XP) 
   
   
  C. Antiqua Forest 
  Entering the deep, dark Antiqua Forest two things begin to become readily 
  apparent to you. First, this place just feels scary and second, there seem to be a 
  large amount of sinewy webs floating through the air. As you make your way 
  down the trail you notice that the webs have been disturbed recently and are 
  now tattered strands. 
  DM: This conifer forest is quite thick and is the shortest way to the coronation 
  ceremony. The thick torn webs are a good indication at what the young PC will 
  face a short distance into the woods. While other travelers have been through 
  this way they moved in groups. A lone PC on a burro will bolster the creature’s 
  confidence and it will attack the party and surprise for first attack 50% of the 
  time.  
  The Giant Spider will be well masked in the dim conditions and will attack from 
  above initially. If the PC can defeat the creature the area can be searched. A 
  careful examination of the upper limbs will find a seed pod looking item dangling 
  
  from a branch. If cut down the adventurer will discover the body of a dead 
  merchant that fell behind his group and was felled by the arachnid. Once the pod 
  is cut open the body can be examined. A belt pouch on the bloated body will 
  contain 18gp and three small garnets worth 42gp.  
   
  Giant Spider: Armor Class 13 Hit Points 11 (2d8 + 2) 
  D +3 Bite 1D6 +1 
  STR DEX CON INT WIS CHA /12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) 
  Challenge 1/4 (50 XP) 
   
   
  D. Corpse on the Trail 
  Strange noises emit all around as the forest trees creak and groan. As you stay 
  on the well-worn trail your eyes move about looking for dangers from the woods. 
  As you move around a small bush you notice a body no the trail. Three large 
  flying creatures appear to be sucking the blood from the body. Upon seeing you 
  the creatures head towards you! 
  DM: The body on the road is a woodsman who fell to three Stirges that 
  happened upon him. These creatures have long noses that suck the blood from 
  their prey and the PC is now their main target. 
  If the creatures can be defeated the PC will be able to see the drained 
  woodsman. Dressed in buckskin the body is missing a boot and it appears the 
  man was running when he was killed. A silver bracelet adorns his right hand and 
  is worth 11gp. A successful hit by the Stirges will require at least a short rest (4 
  hours) to regain strength to carry on as the blood loss will be a detriment. If this 
  is not taken a -1 on attack rolls (hit/damage) can be assessed.  
   
  Stirges (3): Armor Class 14 (natural armor) Hit Points 2 (1d4) 
  D +5 1D4 +3 and blood loss 
  
  STR DEX CON INT WIS CHA /4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) 
  Challenge 1/8 (25 XP) 
   
   
  E. Cave of the Bear  
  As you reach the end of the trail you discover a small cave. Outside the cave is a 
  rotting bear with flies hovering over the corpse. Several arrows are sticking out 
  of its hindquarters and it appears it was the focus of a hunt. As you examine the 
  scene two Kobolds exit the cave. 
  DM: The huntsman from area “D” had been pursuing this bear as his quarry 
  when the Stirges found him and chased him to that area. The bear had been 
  mortally wounded attempted to return to its lair and was mostly successful but 
  succumbed to injuries at the mouth of the cave.  
  Three Kobolds had located the cave and were hiding when the bear returned. 
  The creature is freshly dead and now two of the Kobolds have exited the small 
  cave to check on the beast. These creatures will attack the PC and the following 
  round the third member of the group will emerge and also attack the PC. These 
  creatures have copper and silver coins that total 8gp each.  
   
  Kobolds (3): Armor Class 12 Hit Points 5 (2d6 − 2) 
  D +4 Dagger 1D4 +2 Sling 1D4 +2 (instead of bows) 
  STR DEX CON INT WIS CHA /7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1) 
  Challenge 1/8 (25 XP)  
   
   
  F. Dogmen of the Forgel Mountains  
  As the foothills of the Forgel Mountains loom ahead of you a scream is heard and 
  a Kobold jumps from the underbrush. The creature charges at you with a 
  
  menacing blade as a second Kobold emerges swirling a sling around his head. 
  The fight is on! 
  DM: The entrance to the secluded Vale of Silence is unmarked but fairly evident. 
  With all of the recent traffic for the coronation the Kobolds in the area have 
  taken notice and are going to attempt to waylay any weak groups or individuals 
  that may attempt entry into the area. The large groups have caused despair for 
  most of the Kobold tribe and they have moved on leaving two of their group as a 
  scouting party.  
  With a solo PC moving the scouts have determined that they can handle the 
  adventurer and have not called for assistance. One will close for melee while the 
  other slings stones at them for the first two rounds. After that the 2nd Kobold will 
  close to attack with their dagger. If the PC can defeat these small dog faced 
  creatures they will be able to loot the bodies for 10gp worth of silver and copper 
  coins on each body.  
   
  Kobolds (2): Armor Class 12 Hit Points 5 (2d6 − 2) 
  D +4 Dagger 1D4 +2 Sling 1D4 +2 (instead of bows) 
  STR DEX CON INT WIS CHA /7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1) 
  Challenge 1/8 (25 XP)  
   
   
  G. Vale of Silence 
  The trail shows signs of heavy recent wear and it is clear that you will be one of 
  many in attendance to the celebration. Berry bushes line the path and are 
  showcasing ripe, robust fruit. As you pick up the pace you see movement in one 
  of the small groves. A feathery plume bobs up and down as you continue but 
  then a strange squawk is heard and a sickly rooster springs out onto the trail and 
  struts towards you. 
  DM: This creature is actually a Cockatrice and a dangerous foe. While it appears 
  to be a large rooster this foe can turn its opponents to stone with a successful 
  
  strike of their magical beak. The creature will be combat with a large screeching 
  noise and flapping of feathery wings. 
  If the PC can defeat this creature successfully they can then examine the area 
  where the creature came from. A successful search will allow the PC to find a +1 
  dagger in a jeweled scabbard worth 35gp. Eighteen gold coins will be scattered 
  around a dead body that had been turned to stone. This stray traveler was 
  waylaid by the bird and killed prior to making it to the coronation.  
   
  Cockatrice: Armor Class 11 Hit Points 25 (6d6 +6) 
  D +4 1D4 +1 Bite & DC11 vs. Constitution or be restrained 2nd round failure 
  indicates turned to stone for 24 hours 
  STR DEX CON INT WIS CHA 6(−2) 12(+1) 12(+1) 2(−4) 13(+1) 5(−3) 
  Challenge 1/2 (100 XP)  
   
   
   
  If the PC continues on they will discover that they are just in time to see the 
  procession of the Bu-San Monks as they elevate one of their own to lead them. 
  After the ceremony the adventurer is able to get into the receiving line and send 
  your master’s regards to the new leader. A small, simple meal is served to all 
  those in attendance and the PC may discover new friends and adventuring 
  companions…. 
  
   
   
  Banquet Setting <above> Home of the Bu-San Monks <below> 
   
  
   
  DM Area Map <above> Penchant Map <below> 
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FVS4 Penchant for Adventure 1 (Filbar; 5e).pdf