RETURN                 TO         FEL'VALASHAR
D UNGEON MODULE D2
 A collection of Swords and Wizardry mini adventures designed for four to six
                           characters of levels 4-5.
                                               Written by:
                                               Steve Gilman
                                                 Editing:
                                              Sarah Gilman
                                          Cover Illustration:
                                                 Jeshields
                                              Cartography:
                                               Steve Gilman
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                                               Dyson Logos
                                            Interior Artists:
                                                 Jeshields
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Copyright © 2017 Steve Gilman. All rights reserved. Dungeons of Fel'Valashar, Return to Fel'Valashar, Heroes of
the Sundered Chronicles, The Sundered Blade, Sundered Chronicles, and Sundered Blade Games are trademarks
of Steve Gilman.
Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. Sundered Blade and Steve
Gilman are not affiliated with Matthew J.Finch, Mythmere Games™, or Frog God Games. Swords & Wizardry
Compatibility Logo by Christopher Arendt is licensed under a Creative Commons Attribution ShareAlike 4.0
International License.
Product Identity: The following items are hereby identified as Product Identity, as defined by the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, artifacts, places, etc), dialog, plots, storylines, language, concepts, incidents,
locations, characters, artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents of this product are
Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written
permission.
SBG-D2 - First edition - April 2017
Visit us on the web at www.sunderedblade.com
                                                    -1-
           What is this?
This book is a collection of mini dungeon              individuals that stayed behind to claim land of
adventures with a small region that they take          their own.
place in. Return to Fel’Valashar picks up              Only very recently have humans returned to
where Dungeons of Fel’Valashar left off, and           the northern reaches of the region, now called
complements it instead of requiring it. Each           Fel’Valashar. Adventurers, opportunists, and
of the adventures contained within this book           would-be heroes have flocked to the newly
is written in such a way that they don’t have          rebuilt city of Anshuar in search of riches and
ties to each other or to Fel’Valashar. This            glory.
means you can easily drop them into your
own world with no fuss.                                Anshuar
Like its predecessor, this book was written in         This large city has recently been rebuilt,
celebration of Swords and Wizardry                     though the majority of it is still in ruins. Most
Appreciation Day, this time for 2017. This             of the businesses that have moved in to
holiday takes place every year in April, and           Anshuar and funded the reconstruction are
it’s awesome. Publishers, bloggers, and                adventuring related.          In addition to
gamers alike band together to celebrate our            restaurants, inns, and taverns, there are many
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love for the game and have sales, giveaways,           shops that exist to both sell and purchase
and much more.                                         goods. The Bledry Mercenary Group has also
                                                       set up camp here, offering the services of
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            Fel’Valashar                               hirelings to would-be heroes at only a
                                                       marginally higher cost than average.
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Long ago, the Kingdom of Valashar was a
powerful and influential region of the world           Manticore Lair and North Lakeside
of Acteos. They were allies with their eastern         The town of North Lakeside, the cave to the
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neighbors, the dwarves of the Brightaxe                north of it, and the creature that inhabits it
Mountains, and colonized the uncharted lands           are described in the micro adventure The
to the west. Their relationship with their             Manticore’s Lair.
southern neighbors was much less positive.
                                                       South Lakeside
Many savage tribes inhabited the lands to the
                                                       South Lakeside was destroyed during the war
south of Valashar. When Valashar wasn’t at
                                                       with Waruk’s united tribes. The town still
war with one tribe or another, their relations
                                                       lays in ruins.
with the savage lands was unfriendly at best.
This lasted until an orc chieftain named               The Tomb of Gimm the Gruesome
Waruk united the savage tribes and waged a             This ancient underground tomb is the
long and brutal war, during which all of               location of the adventure The Tomb of Gimm
Valashar was lost.                                     the Gruesome.
Waruk waged this war not for conquest or               Vault of Hal’om’shir
power, but simply because he and his people
hated the Valasharans. They laid waste to              Hidden in the Southridge Hills, a historian in
Valashar and then returned to their lands,             Anshuar named Sithric is looking to hire
leaving the region up for grabs to all manner          adventurers to escort him here in the
of creatures including some enterprising               adventure Vault of Hal’om’shir.
                                                 -2-
Westgate                                               2-3. 2d6 enthralled humanoids ambush the
This Anshuaran outpost has recently fallen,            travelers and attempt to capture them. Any
and Crusader Edrys in Anshuar is seeking               captured travelers are brought back to
adventurers to aid in a reclamation effort in          Chlithektelec at the Tomb of Gimm the
the adventure Wanton Wickedness at                     Gruesome.
Westgate.                                              Enthralled Humanoid: HD 2; AC 7 [12];
                                                       Atk 1 weapon (1d8); Move 12; Save 16; AL N;
             On the road                               CL/XP 2/30; Special: None
In the back of this book is a player map of
south-western Fel’Valashar, if any of the              4-5. A group of dead adventurers or explorers.
players seeks to have their character procure          Their bodies have been drained of blood
such a thing. Depending on your style as a             through large stab wounds.
Referee, you may want to roll for random               6-7. A swarm of 4d6 blood-thirsty stirges.
encounters during travel. Roll on the table
below for wilderness encounters in south-              Stirge: HD 1+1; AC 7 [12]; Atk 1 proboscis
western Fel’Valashar.                                  (1d3); Move 3 (Fly 18); Save 17; AL N; CL/XP
                                                       2/30; Special: blood drain (1d4), +2 to hit
Random Encounters                                      bonus
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Roll 1d12 to generate a random encounter in            8-9. A statue of an adventurer with weapons
the wilds of south-western Fel’Valashar.               drawn, which was made with an unsettling
1. An abandoned campsite. Upon inspection,             level of detail. This is actually an adventurer
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there are signs of a struggle and bodies being         that was turned to stone by a cockatrice. 50%
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dragged in the direction of the Tomb of Gimm           chance to also encounter the cockatrice while
the Gruesome.                                          inspecting.
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                                                 -3-
Cockatrice: HD 5; AC 6 [13]; Atk 1 bite (1d6           Goblin Shaman: HD 3; AC 7 [12]; Atk 1
+ turn to stone); Move 6 (Fly 18); Save 12; AL         dagger (1d4), or conjured flame dart (1d4+1,
0; CL/XP 8/800; Special: bite turns to stone           40 ft range); Move 9; Save 14; AL C; CL/XP
10. A cocktrice fighting an out-classed group          3/60; Special: -1 to hit in sunlight, spells
of adventurers. Two have already been                     Spells: faerie fire 1/day, hold person 1/day,
turned to stone, and the one remaining feebly          sleep 1/day. Can convert these spells into a
attempts to fight off the beast.                       destructive effect, dealing 2d8 (or 4d8 for hold
                                                       person) fire damage on a successful ranged
11-12. A patrol of orcs and goblins from               attack roll.
either northern Fel’Valashar or from
Westgate, depending on proximity to                    Orc: HD 1; AC 6 [13]; Atk 1 spear (1d6) or 1
Westgate. 1 orc warleader, 1d2 goblin                  light crossbow (1d4+1, 60 ft range); Move 12;
shaman, 1d6 orcs, and 2d4 goblins.                     Save 17; AL C; CL/XP 1/15; Special: None
Goblin: HD 1d6 hp; AC 6 [13]; Atk 1 spear              Orc Warleader: HD 5+4; AC 5 [14]; Atk 1
(1d6) or 1 sling (1d4, 40 ft range); Move 9;           battleaxe (1d8+1); Move 12; Save 12; AL C;
Save 18; AL C; CL/XP B/10; Special: -1 to hit          CL/XP 5/240; Special: Blood-frenzy (when
in sunlight, swarming tactics                          injured, enrages and gains +2 to atk, +4 to
   Swarming Tactics: Goblins receive a +1              dmg)
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bonus to hit an enemy with a melee attack for
each additional goblin that is within melee
range of their target.
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                                                 -4-
                               The Manticore's Lair
                     A micro adventure for four to six characters of levels 4-5.
After scouting out the area, settlers from hit points, the manticore flies back up to her
Anshuar set out to rebuild the town of North nest to stand guard over her young.
Lakeside. They brought with them a In the lower section of the platform, the
company of mercenaries, and they were, for a manticore has stored valuables it has taken
time, successful. Four months ago, people from its prey. The following valuables can be
started being brutally murdered and eaten. found here: a sapphire worth 104 gp, a silver
Some people went missing. A manticore that longsword worth 120 gp, 40 square yards of
nests in the hills to the north of town had silk worth 1,000 gp, 100 pounds of silver bars
found the settlers and a new food supply. worth 500 gp, and 491 gold pieces.
Some adventurers set out from Anshuar a few
months ago, but no one has heard from North Manticore: HD 6+4; HP 49; AC 4 [15]; Atk 2
Lakeside in 2 months.                              claws (1d3), 1 bite (1d8), 6 tail spikes (1d6);
                                                   Move 12 (Fly 18); Save 11; AL C; CL/XP 8/800;
North Lakeside                                     Special: Flies, tail spikes (24)
The greater area of North Lakeside is still in
ruins from the war, but the center of town has Manticore, Young (2): HD 1; HP 7, 6; AC 8
been partially rebuilt. It is now a ghost town. [11]; Atk 2 claws (1d2), 1 bite (1d3); Move 6
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Everyone who lived here has either been (Fly 9); Save 17; AL C; CL/XP 1/15; Special:
eaten or taken by the manticore. Searching Flies
the town, the heroes can find a dozen bodies
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that have been stripped of flesh by the
manticore. In the mercenary leader’s office is
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a journal that details the travel to the                                            1 sq = 10 feet
settlement, skirmishes with goblins and orcs,
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and most recently, the murders,
disappearances, and some alleged sightings of
a flying beast covered in golden fur.
The Manticore’s Lair
Hidden in the hills north of town is a large
cave containing the nest of the manticore
responsible for the deaths of all the townsfolk.
On the far side of the cave is a raised platform
40 feet high at one end, with a slope leading
down to section 30 feet up. The manticore
nest is at the highest section of the platform.
The manticore is here and is protecting two of
her young.
The manticore is well hidden, will attempt to
surprise any intruders, and has a 3-in-6
chance to do so. She fires her tail spikes from
range and then swoops down to finish off any
remaining intruders. Once she is below half
                                                -5-
                      The Tomb of Gimm the Gruesome
                        A mini dungeon for four to six characters of levels 4-5.
In the ancient ages of Valashar, Gimm the              sounded, 4 enthralled humanoids are here
Gruesome was a notorious murderer who was              awaiting orders from their master.
cursed, mummified, and entombed in what is 3. This room is completely empty and is used
now the Southridge Hills of Fel’Valashar. The          for sleeping chambers for Chlithektelec’s
six adventurers who captured Gimm                      thralls. If the alarm was sounded, the
sacrificed their lives to eternally stand guard        thralls that were in this room have moved
over his tomb. Gimm’s tomb had remained                to area 2 to defend the complex. Otherwise,
undiscovered until a few years ago when                8 enthralled humanoids rest here, laying on
Chlithektelec, an intelligent, giant spider with       the stone floor.
venom that enthralls humanoids, uncovered 4. This great hall is completely covered in
the tomb and claimed it as its lair.                   thick spider webs. There are many cocoons
Chlithektelec has enthralled a small force of          here containing humanoids, some alive but
humans and orc-kind, which have been                   many dead. Moving through this room
searching the hills west of Anshuar for                requires a series of saving throws made at
additional people to capture to become slaves          the Referee’s discretion. A failed saving
and/or food.                                           throw reduces movement to 5 feet per
                                                       round. Chlithektelec is hiding at the far end
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Captured Heroes                                        of the hall and will attack if the heroes
If the heroes are captured by enthralled               become stuck in the webs, and retreats to
humanoids in the wilderness, they are                  area 5 when reduced below half hit points.
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brought to area 2 where they meet with                 In combat, Chlithektelec focuses on biting
Chlithektelec. The spider will bite each hero,
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                                                       as many enemies as possible to attempt to
injecting them with venom. Any that do not             enthrall them.
fall under the spider’s domination will be 5. More webs fill this room, though less in
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cocooned and placed in area 4.                         density than the great hall. Chlithektelec
Gimm’s Tomb                                            has adorned the room with treasures
                                                       captured from its prey. Valuables have been
1. Concealed on the hillside is a large set of         stuck into the webs on the walls of this
   double doors leading into Gimm’s tomb               room in a manner similar to hanging
   complex. Two enthralled humanoids stand             pictures on a wall. There are three potions
   guard on the inside of the door and will            (healing, extra healing, and heroism), a
   raise an alarm if they detect intruders.            bronze statue of a woman worth 157 gold
2. This vestibule is used by Chlithektelec to          pieces, a beautifully crafted battle axe worth
   meet with her thralls and receive captured          138 gold pieces, a suit of full plate armor,
   people for enthrallment. Those that do not          and an ancient chest containing exactly 100
   succumb to her venom are cocooned in                platinum coins.
   webs and stored in area 4 for future              6. This hall is the tomb of Gimm the
   consumption. If the alarm was sounded as            Gruesome. Chlithektelec has purposefully
   the heroes entered the complex, 12                  avoided entering this room, both out of fear
   enthralled humanoids are here at the ready          of the undead contained within and in
   to defend their home from the intruders.            hopes that any intruders would end up here
   They will use the adjacent halls to flank the       and be taken out by the mummy. Six doors
   heroes if possible. If the alarm was not            line the side walls of the hall, but have no
                                                 -6-