TEXT:  
   
   
  OP19 – KALAR’S CRYPT 
  An Adventure in Filbar™ 
   
   
   
   
  You and your associate have discovered 
  the recent rains have opened a sinkhole 
  into an old chamber. Does the room hold 
  lost wealth? Powerful magic? Only a 
  dungeon delve will uncover those 
  answers! 
   
   
   
  A scenario for a two, 2nd level PCs & a 
  DM for 5th edition rules! 
   
   
  By Frank Schmidt 
  @FilbarRPG 
   
  
               
   
  Player’s Info: The region has been inundated 
  by heavy rains recently but it has uncovered a 
  strange sinkhole leading to an old stone room. 
  Seeking fame and fortune, you and your best 
  friend gear up to investigate!  
   
  DM Info: The monsoon rains have created 
  swollen rivers and dismal conditions, but it 
  has also weakened a section of a forgotten 
  crypt belonging to the warlord Kalar.  
  The 2 PCs will have obtained the information 
  from a young shepherd boy that lost a 
  member of his flock to the sinkhole. The flood 
  waters has also cut through a Bullywug clan 
  and the crypt itself cutting off several 
  chambers. The years, and environment, have 
  not been kind to the old crypt and there is a 
  great deal of smelly mold covering the walls, 
  ceiling, and floor of the old tomb.  
  This scenario was designed to be a short, 
  side quest for a pair of 2nd level players from 
  the 5th edition ruleset. It can be easily altered 
  for different rulesets.  
   
  1. Entry – After following the directions given by the young shepherd, the PCs will find the sinkhole. Once visual 
  acuity has been obtained, the adventurers will spot a dead sheep lying on the floor of a mud covered cobblestone 
  chamber. A pillar will be close to the opening and may be used to climb down safely. A Swarm of Insects is feasting 
  on the corpse and will need to be dealt with to continue exploration. A fast moving stream blocks the western 
  chambers and a DC13 vs. Dexterity will be required to cross it with a failure landing them between chamber #4 & #5 
  after suffering 1d6 of damage. Swarm of Insects AC12 HP25 D+3 4d4 (bite) -4/+1/-0/-5/-2/-5 The pillar will outline 
  the heroic deeds of “Warlord Kalar” several centuries earlier. 
   
  2. Antechamber – Heavy strands of spider webs will be present in this room along with several mummified bodies. It 
  is currently home to a pair of Shadows that will emerge from two of the mummies when examined. Once the 
  undead have been defeated, the PCs will locate a copper key that will allow passage through the copper portcullis 
  (100gp value). 2 Shadows AC12 HP16 D+4 2d6 +2 (necrotic) lose 1d4 Strength points until next short rest -
  2/+2/+1/-2/-0/-1 
   
  3. Kalar – This small chamber has a carving on the wall above a small alcove stating “Kalar”. Inside the alcove are the 
  cremains of the fabled warlord in a gold gilded pot worth 75gp. A wooden trunk sits on the floor of a sidewall and is 
  unlocked. Inside the trunk, are several items including Animated Armor and a pair of Flying Swords. These three 
  items will animate and defend the trunk until defeated. Resting at bottom of the trunk is a +1 buckler shield, and a 
  leather eyepatch that holds a Gem of Seeing.  Each of the animations will have a 25gp gemstone for the taking 
  upon defeat. Animated Armor AC18 HP33 D+4 1d6 +2 (slam) +2/+0/+1/-5/-4/-5 and 2 Flying Swords AC17 HP17 
  D+3 1d8 +1 (long sword) +1/+2/+0/-5/-5/-5 
   
  4. Webbed Chamber – The tunnel leading to this chamber had a high density of cobwebs but this room is coated in 
  the sticky strands. The easiest way to clear the room is through fire. This approach will cause the Giant Spider to 
  burst through the entry way and gain advantage on initiative. If the party attempts to move through the strands, they 
  will automatically be attacked the first round and then the creature will roll advantage (initiative) on the succeeding 
  round. There is also a pressure plate trap that will cause 1d6 +2 if a DC17 vs. Investigation is missed. Among the 
  broken urns is a copper necklace with agate stones worth 50gp. Giant Spider AC14 HP26 D+5 1d8 +3 (bite) & 
  DC11 vs. Constitution or 2d8 poison (save for half) +2/+3/+1/-4/+0/-3. Can shoot web +5 requiring struck target to 
  DC12 vs. Strength or be captured.  
   
  5. Repository of Knowledge – This room is in poor condition and appears to have suffered from environmental 
  shifting. Broken shelves housed books and scrolls that are now piled on the floor. Searching the damage are six, 
  small amphibians armed with crude spears. If the adolescent Bullywug can be defeated, the moldy papers can be 
  searched and an ivory scroll case containing 2 first level mage spells and one 2nd level spell will be located. The 
  case is worth 40gp. Bullywug (6) AC14 HP15 D+3 1d4 +1 (bite) and +3 1d6 (spear) +2/+2/+1/-1/-0/-1 
   
  OP19 – Kalar’s Crypt 
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/OP19 Kalar's Crypt (Filbar;5e).pdf