TEXT: Adventure in Filbar  
   
   
  F2 - Crypt of Kendall Furfoot 
   
  
  Crypt of Kendall Furfoot 
   
   
  Players Background: 
  Decades ago the Cleric Kendall Furfoot was a great and powerful healer in the region. He grew 
  up from humble beginnings to become an ardent warrior of his holy faith. Kendall survived 
  many adventures with several groups of adventurers and his fame and fortune grew as did his 
  skill in the clerical arts. Kendall specialized in the creation of healing mixtures and made a habit 
  of curing plague victims as his own parents succumbed to disease when he was very young. 
  Many villagers owe their lives to Kendall’s tireless pursuit to finding healing methods to diseases 
  that afflicted the land. Kendall’s quest to cure disease finally led him to the demise in a remote 
  part of the Meltoss Forest. There among his comrades Kendall fell at an old dungeon complex. 
  Out of respect the local gentry helped build his crypt to honor his memory. In the years that 
  have past and humanoid incursions became more frequent taking over the land around the 
  crypt. The humans of the area have moved on and as a result knowledge of its location has 
  been lost to the ages.  
   
  DM Background: 
  Hidden among the high pine trees of the Meltoss Forest is a small stone structure dedicated to 
  the Cleric Kendall Furfoot. Many years ago the great healer Kendall fell to the forces of evil as 
  he was attempting to find a mighty healing pendant. The structure above ground is dedicated 
  to the deceased cleric but it is not his crypt. The final resting place of the healer is below 
  ground in the dungeon he was searching. His adventuring party hired a Dwarven stonemason 
  to construct the visible ‘tomb’ to memorialize him for those visitors to give thanks.  
  The actual final resting place of Kendall was constructed out of the old dungeon where Furfoot 
  met his demise. This information of his crypt was a closely guarded secret and is unknown as 
  the above ground tomb has never been disturbed. Two angel statues “guard” the marble crypt. 
  The stonemason worked a locking mechanism into the tomb. The crypt can be unlocked by 
  repositioning the angels to face the tomb.  
  Kendall Furfoot was a renowned healer for his time. While his skill was based a great deal on 
  intelligence he also utilized a host of magical items to increase his skill as a doctor. One of his 
  most cherished items was the Necklace of Tallis. This artifact allowed a healer to turn ordinary 
  water into a healing potion that could cure most diseases. The artifact requires a golden chalice 
  of high value to be filled with water and the necklace to be dipped into the chalice and kept 
  there to create a magical elixir. The exact times and amounts were lost to history but Furfoot 
  
  was able to find one of the lost tomes and it also resides within the tomb. The Necklace of Tallis 
  did him little good in the end as his wounds were too severe for him to operate the artifact.  
  The grounds of the tomb are currently the home of a large Cyclops. The creature has moved 
  into the area with his herd of goats. While a difficult fit, he has nonetheless made the tomb his 
  current abode. While this creature is quite formidable the party will have to discover a way 
  around it to explore the Crypt of Kendall Furfoot. 
   
  A. Mortis the Cyclops 
  As you first approach the edge of the woods where the crypt is located you see a rather 
  large goat herd feeding in a clearing. Also located in the clearing is the Crypt of Kendall 
  Furfoot. The structure itself is made of stone and has a rectangular base with a rounded 
  rooftop. The vale itself tilts on a slope over the course of approximately a 1/8th of a mile 
  ending in a small cliff which drops approximately 50’ into a small lake. The goat herd has 
  spread itself out in this clearing under the watchful eye of its giant cycloptic master who 
  roams throughout the area keeping an eye on his herd and armed with a very large knotty 
  club.  
  DM: Mortis the Cyclops is a relative newcomer to the area having coming from the lower 
  lands with his flock. The giant has been wandering for several months for a suitable area 
  where he can reside. While he has only recently found the hidden glade he has claimed it as 
  his own and enjoys the crypt as a shelter. Although it is cramped it does keep him out of 
  the elements during inclement weather. Due to his size Mortis cannot explore the crypt area 
  he does find it useful for his purposes. Mortis spends most of the time he is outside tending 
  to his flock which is his food source and personal pleasure. Any party member which at least 
  average intelligence should be able to determine that attacking the Cyclops is going to be a 
  futile endeavor as he is a very powerful and highly aggressive creature. The only logical 
  solution would be to distract the creature to gain entry to the crypt area. If the party insists 
  on combat with Mortis he can be compared to a full hit pointed stone giant. This encounter 
  is used to make the players come up with an innovative solution as opposed to a standard 
  hack and slash approach.  Worst case scenario Mortis has an AC 5 and 55 hp D 1-10 +2 
   
  B. Crypt of Kendall Furfoot 
  While the outside of the crypt is made of rough hewn granite the interior is completely 
  different. The domed ceiling above the crypt is held up by four large columns constructed of 
  the same rough hewn granite but the floor and accoutrements within the tomb are all 
  constructed out of a white marble with gold veins throughout. An elaborate marble crypt 
  stands in the middle of the floor with a decorative red pentagram below it. This area is 
  raised approximately 2’ off the floor so that all who enter have to gaze up out of reverence. 
  
  Two marble angels sit on either side of the crypt facing the entrance each armed with a 
  sword pointed at the doorway. The angels are in a crouched, battle ready position and 
  appear quite menacing as they hold protection over the crypt.  The base of the crypt is 
  decorated with bas relief eagles holding the platform up on their wings. Two spiral 
  staircases in the back corners of the crypt that lead up to a viewing deck in the rotunda of 
  the structure. Unlit brass braziers are throughout the crypt area.  
  The initial entrance to the crypt has dirt, debris, and a smattering of bones scattered 
  throughout. This area is the location that Mortis utilizes as his bed chamber. While he keeps 
  his valuables on him at all times the rotted remains of dinner are still present. This area is 
  dirty but the remainder of the area is quite clean and undisturbed leading one to believe 
  that the Cyclops hasn’t ventured throughout the area.  
  DM: The Crypt of Kendall Furfoot is a beautiful place of striking beauty despite the initial 
  entrance. Anyone venturing forth to the raised dais area will feel calm and at peace. The 
  area was enchanted by a fellow cleric associate of Furfoot and has a protection from evil 
  spell cast upon it the dais which Mortis has detected and avoids.  
  The façade of the crypt has served the structure well although the great cleric is buried 
  within the ruins below. Upon inspection of the crypt party members will notice that the 
  marble crypt appears to have a semblance of the great cleric lying upon a padded bed. If 
  the crypt is examined no seams will be located and the item appears to be carved 
  completely from a single piece of marble. In reality the Dwarven stone carver did such a 
  fantastic job he was able to make it appear as a single marble piece. No amount of pulling, 
  prying or tugging will lead the party to believe otherwise. The secret entrance is protected 
  by the two angels who stand “guard” next to the tomb.  
  The angels are the unlocking mechanism to the crypt itself. As they stand when the party 
  enters the angels have their marble swords pointed at the doors. The angels will need to be 
  repositioned in order for the crypt to be opened. The angel to the left of the crypt must 
  have the sword arm raised first then the body pivoted to the crypt. The angel on the right 
  must be pivoted first then have the sword raised. Once both angels are “saluting” the crypt 
  an audible “click” will be heard and the crypt will be unlocked. The lid can then be lifted 
  lengthwise. Inside the crypt is a full set of cobwebs will be covering a set of steps down into 
  dungeon below. The stone work is similar to rough hewn granite like the exterior as 
  opposed to the classic marble of the interior of the building. The stairwell is standard size 
  and there is little chance the Cyclops will be able to follow the party down. At the bottom of 
  the stairs is a lever. If the lever is pulled the crypt will close and the party will be consumed 
  in darkness unless they have taken reasonable precautions such as artificial illumination. 
  NOTE – if the party shuts the lid then returns to the surface with the Cyclops inside the 
  crypt he will think the dead are rising and flee for several hours. 
   
  
  C. Dungeon of Kendall Furfoot 
  The dungeon below the crypt is constructed of old granite and bears marks of ancient 
  construction. The walls have wrought iron, empty torch sconces with old burn scars on the 
  walls. Clearly this dungeon has been around for many years and was once a secure 
  structure. Currently cobwebs and dust appear to be the primary residents. Well below 
  ground there is no ambient light and torches or lanterns will be required. It appears that no 
  one has ventured into the depths since Kendall and his party “cleaned out” the dungeon. 
   
  1. Antechamber 
  This small chamber is blanketed in a thick coating of webs from floor to ceiling. The 
  depth of the room cannot be determined through the thick curtain of webbing. 
  DM: This antechamber had a use at one time but until the webs are cleared out the 
  faded frescoes on the wall will be unseen. The frescoes depict ordinary life at the 
  time when the dungeon was part of a small keep. The years have not been kind to 
  the frescoes and many pieces are missing but the general theme is apparent. The 
  spider webs are from standard spiders that inhabit the dungeon areas.  
   
  2. Barracks  
  This room has several old broken bunk beds and piles of bones are in this room. 
  From the way the bones are spread out it would appear that this area was the site of 
  a battle but only four skulls are present. There are several piles of debris in the 
  room. Several footlockers are present but appear to be devoid of any items. Rotted 
  strips of cloth are also present and wrapped around some of the bones. The strips 
  appear to have been sliced by an edged weapon of some kind. A broken sword blade 
  is embedded into one of the piles of bones.  
  DM: This was one of two barracks rooms in the old dungeon complex. This room is 
  part of the cursed grounds that Kendall and his party investigated. Monsters of 
  humanoid descent had been present but whatever they were they are no longer of 
  this life. There is nothing of value in this room.  
   
  3. Barracks 
  This room has several old broken bunk beds similar to area #2. This room also has 
  several broken clay pots in it, the contents apparently lost to the sands of time. 
  
  Unlike the other room there do not appear to be any bones among the multiple piles 
  of debris. 
  DM: This was a second barracks chamber used by the old inhabitants. Unlike the 
  previous chamber there were no guardians lurking within this room. There is nothing 
  of value in this chamber either. 
   
  4. Training Room 
  Empty weapons racks line the South wall and a large ogre-sized skeleton hangs on 
  the west wall lined with bones. A faint outline of words can be seen on the wall if 
  examined closely indicating where to strike an opponent. The skeleton hangs on the 
  wall as a guide for these strikes. 
  DM: This chamber was formerly used as a training room for fighters. The skeleton 
  was present before the fall of the castle and is an ancient relic. While the wall 
  “decoration” won’t animate it will shift suddenly due to atmospheric conditions at the 
  most inopportune time such as when the party decides to leave. Aside from some 
  non-violent training weapons there is nothing of value in this room. 
   
  5. Armory 
  Empty weapons racks are present but are overturned creating a large pile of debris 
  throughout the room. Broken ancient weapons are also strewn about the room. A 
  large wooden chest sits at the back of the room and appears unopened. The room is 
  a general mess but it would appear that this was for weapons storage.  
  DM: This chamber was the old armory but the weapons are old and broken. The 
  chest at the back is empty but it will have to be opened in order to make that 
  determination. Once the party enters and begins to make its way to the chest they 
  will notice full skeletons on the floor. As they notice them one of the characters will 
  most likely kick a skeleton giving it the impression that they are animating. 
   
  6. Waterfall Room 
  This chamber has a cobblestone pillar in middle of the room. Water steadily pours 
  down the pillar and empties into a grate. The water is at a constant flow and may 
  have been the water source for the dungeon. The water glistens off the well worn 
  stones and is cool to the touch. 
  DM: This chamber served two purposes the first being a washroom for the dungeon. 
  The second function of this area is a secret door in the back of the pillar leads down 
  
  to the next level of the crypt. The secret door will require a successful location check. 
  There are no opponents in this chamber. This was the entrance that Kendall and his 
  party never located.  
   
  7. Minor Chapel 
  This large circular chamber has all the adornments of a chapel setting. Religious 
  frescoes and rows of skulls decorate the walls. Also on the walls are six skeletal 
  monks holding ceremonial scythes. The monks keep a silent vigil over the altar which 
  is made of an obsidian stone frame. 
  DM: This chamber was a minor chapel for the dungeon and has been looted of 
  valuables by Furfoot’s group. Signs of the deity this chapel was dedicated to are now 
  lost to history. The skulls on the wall seem to have been present since the dawn of 
  time. The brown cloaked monks stand on the wall to protect their temple from 
  intruders. The skeletal monks have been present so long that they are about to fall 
  which should serve to scare the PC’s during the investigation. For game 
  enhancement one of the skeletons can fall <intact> on to a PC investigating them. 
   
  8. Library 
  Bookshelves and books line the walls of this chamber. Numerous books are on the 
  floor and loose paper litters the floor. This section is obviously an old library. 
  DM: This section is the ancient library and only a few books present are written in the 
  common language. Most of the books are written in a long dead language. If the 
  party searches for longer than 3 turns they will discover an ancient tome explaining a 
  workout regimen that, if followed for thirty days, will increase a fighter’s constitution 
  by one point. The drawback to this book is that it is written in a very old language and 
  will have to be deciphered first. The drawings however are enough to determine it is 
  a workout book. An old scroll trapped against the bookshelf should contain 
  information on the Pendant of Alimar which was what Kendall and his group were 
  searching for. The pendant is a healing device similar to the Necklace of Tallis that 
  Kendall had but the pendant will cure the zombie curse while the necklace will not. 
  Instructions on its use are written in an ancient druidic language. 
   
  9. Crypt of Kendall Furfoot 
  In the middle of this room is a glass coffin containing a lich adorned in gemstone 
  encrusted garments. The item rests on a marble table with the words “Kendall 
  Furfoot” etched in the side of the dais. Five faded murals decorate the sides of the 
  
  chamber and indicate that Furfoot was looking for a pendant in the ruins when he 
  met his demise. Upon closer inspection the murals depict the following: 
   
  -A young cleric <Furfoot> witnessing cultists killing his family 
   
  -Furfoot with his adventuring party 
   
  -Furfoot and party posing with a dead green dragon 
   
  -Furfoot healing peasants 
   
  -Furfoot meeting his demise in the dungeon…electrical damage  
  DM: This is the crypt of Kendall Furfoot and the “lich” is the deceased cleric. Within 
  the coffin is the cleric wearing his gem studded attire. Next to his body are a silver 
  holy symbol and a broken footman’s mace which was his preferred weapon of 
  choice. The Necklace of Tallis is under his surcoat and still functional. The total value 
  of the gemstones is 350gp if separated and sold off. The mace was magical but was 
  broken during his last fight and is thereby worthless. The glass can be lifted up to get 
  to the cleric or smashed if so desired. The necklace can be dunked into a golden 
  goblet to create a potion of cure serious wounds <5 portions> and has five more 
  “uses” afterwards it is only a standard pendant worth 350gp. This item will NOT be 
  able to cure zombie curse. 
   
  Lower Crypt Level 
  The lower portion of the old dungeon was never breeched by Furfoot or his companions 
  as they were unable to locate the secret entrance in area #6. The stonework is much the 
  same although skulls are prevalent everywhere. The floor is dotted with inlaid skulls and 
  the stonework has streaks of rust or blood on the walls...it is difficult to say which it is. 
  There are no cobwebs, no wind, and no noise. The entire area is eerily quiet. This area 
  was an evil shrine and as such those characters of good temperament will find it uneasy 
  to remain in the lower level and suffer -1 to “hit” rolls. Turning of the undead will not 
  function either. It is also pitch black with no light sources whatsoever. 
   
  10. Summoning Room 
  The door to this room is nothing but charred wood. This area has a broken circle of 
  protection on the floor and the walls are charred. A broken podium lies on its side 
  and is partially charred. A burned book is on the floor. Three blackened skeletons are 
  on the floor. One of the skeletons is pointing at the podium. 
   
  
  DM: This area was used as a summoning chamber but as evidence shows the 
  summoning went poorly and whatever was summoned wreaked havoc on the 
  chamber and its occupants. It was at this moment that evil took a foothold in the 
  dungeon and the inhabitants changed forever. The two charred skeletons will 
  animate if the charred remains of the book of summoning is examined. The book is 
  currently useless but will trigger the ‘defense’ of the room.  
  MONSTER: Skeletons (3) AC7 HD1 HP6 #AT1 D1-6 SD edged weapons do ½ damage 
   
  11. Main Crypt 
  This crypt area is similar to Furfoot’s crypt area above except instead of painting 
  burn marks and bloodstains decorate this chamber. A black obsidian coffin sits in the 
  middle of the chamber. The name “Naius” is carved into the coffin and the symbol of 
  a long forgotten deity is embossed on the coffin. On the walls hovering in silent vigil 
  are five brown cloaked monks similar to area #7 on the upper level. 
  DM: Unlike area #7 these “monks” are animated skeletons and will attack when the 
  party enters the crypt area. Once the skeletons are dealt with the crypt can be further 
  examined. Once the lid is removed the contents of the crypt can be examined. Inside 
  the obsidian tomb is an old cloak and nothing more. The cloak is dusty and trimmed 
  in gold and was the burial cloak of Naius who is in area #14. The cloak is non-
  magical and won’t inhibit the skeletons from attacking the party.  
  MONSTER: Skeletons (5) AC7 HD1 HP6 #AT1 D1-6 SD edged weapons do ½ damage 
   
  12. Evil Chapel 
  This round chamber has all the trappings of a chapel. As you enter from the hallway 
  you can see multiple monks bowing their heads in unison to some unseen prayer. A 
  large robed figure stands at the front of the chapel holding service. While the service 
  is silent you recognize the religious movements. The altar trappings are made of gold 
  and ivory and behind the altar is a giant four armed skeleton.  
  DM: The chapel of darkness is dedicated to the long lost gods of doom. The 
  worshippers present are actually more animated skeletons. When the party enters a 
  total of six skeletons will attack. Three will be the worshippers, one will be the cleric 
  and the final one will be the giant four armed skeleton. These cursed monks will 
  follow the party until they are destroyed and cannot be turned. 
  The altar trappings are neither good nor evil and are worth 500gp if melted down or 
  sold as an antiquity. The powerful magic that once imbued the items has long since 
  dissipated.  
  
  MONSTER: Skeletons (4) AC7 HD1 HP6 #AT1 D1-6 SD edged weapons do ½ damage 
  MONSTER: God-Skeleton AC7 HD4 HP12 #AT4 D1-6 SD edged weapons do ½ damage 
   
  13. Hall of History 
  This large chamber has suffered a cave in at the North end of the chamber. Painted 
  frescoes line the hall showing a civilization that has been gone for several centuries. 
  The various frescoes show daily life around a very large keep that this dungeon was 
  built on.  
  DM: Aside from a history lesson this area has little of value. Many years ago the 
  North end of the chamber fell in upon itself and it would take many weeks with a 
  multitude of workers to dig through the collapse to several other areas of the 
  dungeon.  
   
  14. Personal Chamber of Naius 
  This medium sized room has all the trappings of a personal residence. The 
  furnishing of this room were probably quite expensive at the time but now show 
  advanced age and use. A wardrobe sits on the North wall and is open revealing 
  tattered remains of clothes. A bed on the South wall is filled with old blankets. A thick 
  coat of dust is on all items inside this room.  
  DM: Once inside this room the sole occupant will burst from the bed. The ancient 
  cleric Naius is now a Wight and hates all forms of life. Naius was once a good cleric 
  but he and his fellow acolytes was victim to a foul curse by a witch. As a result they 
  have been cursed to be undead until vanquished. They have suffered for almost two 
  centuries. Naius/Wight will attack immediately when the party enters the room and 
  will fight without hesitation. There is nothing of value in this room and the wardrobe 
  hides a secret door leading to his treasure chamber. 
  MONSTER: Wight/Naius AC 5 HD 4+3 HP 22 #AT1 D1-4 SD energy drain but can be hit 
  by standard weapons 
   
  15. Treasure Room 
  Once past the secret door you discover the personal treasure room of Naius. A small 
  altar sits on the West wall and atop the marble altar is the Pendant of Alimar resting 
  next to a golden chalice worth 300 gp. Two unlit candles sit on either side of the 
  items. If the pendant is dunked into the chalice filled with holy water it can create a 
  
  potion of cure disease that would fix any disease including the zombie curse. It has 
  three more uses that can cure up to thirty people total. 
   
  
   
  
   
   
  
   
  
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