TEXT: Return to Fel'Valashar
  Adventures compatible with the Swords and Wizardry rules
  SWORDS AND WIZARDRY APPRECIATION DAY 2017
  STEVE GILMAN
  
  - 1 -
  RETURN TO FEL'VALASHAR
  Written by:
  Steve Gilman
  Editing:
  Sarah Gilman
  Cover Illustration:
  Jeshields
  Cartography:
  Steve Gilman
  Dyson Logos
  Interior Artists:
  Jeshields
  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
  DUNGEON MODULE D2
  A collection of Swords and Wizardry mini adventures designed for four to six
  characters of levels 4-5.
  
  - 2 -
  What is this?
  This book is a collection of mini dungeon
  adventures with a small region that they take
  place in.
  Return to Fel’Valashar picks up
  where Dungeons of Fel’Valashar left off, and
  complements it instead of requiring it.
  Each
  of the adventures contained within this book
  is written in such a way that they don’t have
  ties to each other or to Fel’Valashar.
  This
  means you can easily drop them into your
  own world with no fuss.
  Like its predecessor, this book was written in
  celebration
  of
  Swords
  and
  Wizardry
  Appreciation Day, this time for 2017.
  This
  holiday takes place every year in April, and
  it’s
  awesome.
  Publishers,
  bloggers,
  and
  gamers alike band together to celebrate our
  love for the game and have sales, giveaways,
  and much more.
  Fel’Valashar
  Long ago, the Kingdom of Valashar was a
  powerful and influential region of the world
  of Acteos. They were allies with their eastern
  neighbors,
  the
  dwarves
  of the
  Brightaxe
  Mountains, and colonized the uncharted lands
  to the west. Their relationship with their
  southern neighbors was much less positive.
  Many savage tribes inhabited the lands to the
  south of Valashar. When Valashar wasn’t at
  war with one tribe or another, their relations
  with the savage lands was unfriendly at best.
  This lasted until an orc chieftain named
  Waruk united the savage tribes and waged a
  long and brutal war, during which all of
  Valashar was lost.
  Waruk waged this war not for conquest or
  power, but simply because he and his people
  hated the Valasharans. They laid waste to
  Valashar and then returned to their lands,
  leaving the region up for grabs to all manner
  of
  creatures
  including
  some
  enterprising
  individuals that stayed behind to claim land of
  their own.
  Only very recently have humans returned to
  the northern reaches of the region, now called
  Fel’Valashar. Adventurers, opportunists, and
  would-be heroes have flocked to the newly
  rebuilt city of Anshuar in search of riches and
  glory.
  Anshuar
  This large city has recently been rebuilt,
  though the majority of it is still in ruins. Most
  of the businesses that have moved in to
  Anshuar and funded the reconstruction are
  adventuring
  related.
  In
  addition
  to
  restaurants, inns, and taverns, there are many
  shops that exist to both sell and purchase
  goods. The Bledry Mercenary Group has also
  set up camp here, offering the services of
  hirelings
  to
  would-be
  heroes
  at
  only
  a
  marginally higher cost than average.
  Manticore Lair and North Lakeside
  The town of North Lakeside, the cave to the
  north of it, and the creature that inhabits it
  are described in the micro adventure The
  Manticore’s Lair.
  South Lakeside
  South Lakeside was destroyed during the war
  with Waruk’s united tribes.
  The town still
  lays in ruins.
  The Tomb of Gimm the Gruesome
  This
  ancient
  underground
  tomb
  is
  the
  location of the adventure The Tomb of Gimm
  the Gruesome.
  Vault of Hal’om’shir
  Hidden in the Southridge Hills, a historian in
  Anshuar named Sithric is looking to hire
  adventurers
  to
  escort
  him
  here
  in
  the
  adventure Vault of Hal’om’shir.
  
  - 3 -
  Westgate
  This Anshuaran outpost has recently fallen,
  and Crusader Edrys in Anshuar is seeking
  adventurers to aid in a reclamation effort in
  the
  adventure
  Wanton
  Wickedness
  at
  Westgate.
  On the road
  In the back of this book is a player map of
  south-western Fel’Valashar,
  if any of the
  players seeks to have their character procure
  such a thing. Depending on your style as a
  Referee, you may want to roll for random
  encounters during travel. Roll on the table
  below for wilderness encounters in south-
  western Fel’Valashar.
  Random Encounters
  Roll 1d12 to generate a random encounter in
  the wilds of south-western Fel’Valashar.
  1. An abandoned campsite. Upon inspection,
  there are signs of a struggle and bodies being
  dragged in the direction of the Tomb of Gimm
  the Gruesome.
  2-3. 2d6 enthralled humanoids ambush the
  travelers and attempt to capture them.
  Any
  captured
  travelers
  are
  brought
  back
  to
  Chlithektelec
  at the
  Tomb
  of Gimm the
  Gruesome.
  Enthralled Humanoid: HD 2; AC 7 [12];
  Atk 1 weapon (1d8); Move 12; Save 16; AL N;
  CL/XP 2/30; Special: None
  4-5. A group of dead adventurers or explorers.
  Their bodies have been drained of blood
  through large stab wounds.
  6-7. A swarm of 4d6 blood-thirsty stirges.
  Stirge: HD 1+1; AC 7 [12]; Atk 1 proboscis
  (1d3); Move 3 (Fly 18); Save 17; AL N; CL/XP
  2/30; Special: blood drain (1d4), +2 to hit
  bonus
  8-9. A statue of an adventurer with weapons
  drawn, which was made with an unsettling
  level of detail. This is actually an adventurer
  that was turned to stone by a cockatrice. 50%
  chance to also encounter the cockatrice while
  inspecting.
  
  - 4 -
  Cockatrice: HD 5; AC 6 [13]; Atk 1 bite (1d6
  + turn to stone); Move 6 (Fly 18); Save 12; AL
  0; CL/XP 8/800; Special: bite turns to stone
  10. A cocktrice fighting an out-classed group
  of adventurers.
  Two
  have
  already been
  turned to stone, and the one remaining feebly
  attempts to fight off the beast.
  11-12. A patrol of orcs and goblins from
  either
  northern
  Fel’Valashar
  or
  from
  Westgate,
  depending
  on
  proximity
  to
  Westgate.
  1
  orc
  warleader,
  1d2
  goblin
  shaman, 1d6 orcs, and 2d4 goblins.
  Goblin: HD 1d6 hp; AC 6 [13]; Atk 1 spear
  (1d6) or 1 sling (1d4, 40 ft range); Move 9;
  Save 18; AL C; CL/XP B/10; Special: -1 to hit
  in sunlight, swarming tactics
  Swarming Tactics: Goblins receive a +1
  bonus to hit an enemy with a melee attack for
  each additional goblin that is within melee
  range of their target.
  Goblin Shaman: HD 3; AC 7 [12]; Atk 1
  dagger (1d4), or conjured flame dart (1d4+1,
  40 ft range); Move 9; Save 14; AL C; CL/XP
  3/60; Special: -1 to hit in sunlight, spells
  Spells: faerie fire 1/day, hold person 1/day,
  sleep 1/day.
  Can convert these spells into a
  destructive effect, dealing 2d8 (or 4d8 for hold
  person) fire damage on a successful ranged
  attack roll.
  Orc: HD 1; AC 6 [13]; Atk 1 spear (1d6) or 1
  light crossbow (1d4+1, 60 ft range); Move 12;
  Save 17; AL C; CL/XP 1/15; Special: None
  Orc Warleader: HD 5+4; AC 5 [14]; Atk 1
  battleaxe (1d8+1); Move 12; Save 12; AL C;
  CL/XP 5/240;
  Special:
  Blood-frenzy (when
  injured, enrages and gains +2 to atk, +4 to
  dmg)
  
  - 5 -
  The Manticore's Lair
  A micro adventure for four to six characters of levels 4-5.
  After scouting out the area, settlers from
  Anshuar set out to rebuild the town of North
  Lakeside.
  They
  brought
  with
  them
  a
  company of mercenaries, and they were, for a
  time, successful.
  Four months ago, people
  started being brutally murdered and eaten.
  Some people went missing. A manticore that
  nests in the hills to the north of town had
  found the settlers and a new food supply.
  Some adventurers set out from Anshuar a few
  months ago, but no one has heard from North
  Lakeside in 2 months.
  North Lakeside
  The greater area of North Lakeside is still in
  ruins from the war, but the center of town has
  been partially rebuilt. It is now a ghost town.
  Everyone who lived here has either been
  eaten or taken by the manticore.
  Searching
  the town, the heroes can find a dozen bodies
  that have been stripped of flesh by the
  manticore. In the mercenary leader’s office is
  a
  journal
  that
  details
  the
  travel
  to
  the
  settlement, skirmishes with goblins and orcs,
  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
  hit points, the manticore flies back up to her
  nest to stand guard over her young.
  In the lower section of the platform, the
  manticore has stored valuables it has taken
  from its prey. The following valuables can be
  found here: a sapphire worth 104 gp, a silver
  longsword worth 120 gp, 40 square yards of
  silk worth 1,000 gp, 100 pounds of silver bars
  worth 500 gp, and 491 gold pieces.
  Manticore: HD 6+4; HP 49; AC 4 [15]; Atk 2
  claws (1d3), 1 bite (1d8), 6 tail spikes (1d6);
  Move 12 (Fly 18); Save 11; AL C; CL/XP 8/800;
  Special: Flies, tail spikes (24)
  Manticore, Young (2): HD 1; HP 7, 6; AC 8
  [11]; Atk 2 claws (1d2), 1 bite (1d3); Move 6
  (Fly 9); Save 17; AL C; CL/XP 1/15; Special:
  Flies
  1 sq = 10 feet
  
  - 6 -
  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
  Gruesome was a notorious murderer who was
  cursed, mummified, and entombed in what is
  now the Southridge Hills of Fel’Valashar. The
  six
  adventurers
  who
  captured
  Gimm
  sacrificed their lives to eternally stand guard
  over his tomb.
  Gimm’s tomb had remained
  undiscovered until a few years ago when
  Chlithektelec, an intelligent, giant spider with
  venom that enthralls humanoids, uncovered
  the
  tomb
  and
  claimed
  it
  as
  its
  lair.
  Chlithektelec has enthralled a small force of
  humans
  and
  orc-kind,
  which
  have
  been
  searching
  the
  hills
  west
  of Anshuar
  for
  additional people to capture to become slaves
  and/or food.
  Captured Heroes
  If the heroes are captured by enthralled
  humanoids
  in
  the
  wilderness,
  they
  are
  brought to area 2 where they meet with
  Chlithektelec. The spider will bite each hero,
  injecting them with venom. Any that do not
  fall under the spider’s domination will be
  cocooned and placed in area 4.
  Gimm’s Tomb
  1. Concealed on the hillside is a large set of
  double doors leading into Gimm’s tomb
  complex. Two enthralled humanoids stand
  guard on the inside of the door and will
  raise an alarm if they detect intruders.
  2. This vestibule is used by Chlithektelec to
  meet with her thralls and receive captured
  people for enthrallment. Those that do not
  succumb to her venom are cocooned in
  webs and stored in area 4 for future
  consumption. If the alarm was sounded as
  the heroes entered the complex, 12
  enthralled humanoids are here at the ready
  to defend their home from the intruders.
  They will use the adjacent halls to flank the
  heroes if possible. If the alarm was not
  sounded, 4 enthralled humanoids are here
  awaiting orders from their master.
  3. This room is completely empty and is used
  for sleeping chambers for Chlithektelec’s
  thralls. If the alarm was sounded, the
  thralls that were in this room have moved
  to area 2 to defend the complex. Otherwise,
  8 enthralled humanoids rest here, laying on
  the stone floor.
  4. This great hall is completely covered in
  thick spider webs. There are many cocoons
  here containing humanoids, some alive but
  many dead. Moving through this room
  requires a series of saving throws made at
  the Referee’s discretion. A failed saving
  throw reduces movement to 5 feet per
  round. Chlithektelec is hiding at the far end
  of the hall and will attack if the heroes
  become stuck in the webs, and retreats to
  area 5 when reduced below half hit points.
  In combat, Chlithektelec focuses on biting
  as many enemies as possible to attempt to
  enthrall them.
  5. More webs fill this room, though less in
  density than the great hall. Chlithektelec
  has adorned the room with treasures
  captured from its prey. Valuables have been
  stuck into the webs on the walls of this
  room in a manner similar to hanging
  pictures on a wall. There are three potions
  (healing, extra healing, and heroism), a
  bronze statue of a woman worth 157 gold
  pieces, a beautifully crafted battle axe worth
  138 gold pieces, a suit of full plate armor,
  and an ancient chest containing exactly 100
  platinum coins.
  6. This hall is the tomb of Gimm the
  Gruesome. Chlithektelec has purposefully
  avoided entering this room, both out of fear
  of the undead contained within and in
  hopes that any intruders would end up here
  and be taken out by the mummy. Six doors
  line the side walls of the hall, but have no
  
  - 7 -
  noticeable opening mechanism. Behind
  these six doors are the six adventurers who
  now stand eternal guard over Gimm’s tomb.
  At the end of the hall is an ornate door that
  is inscribed with warnings written in the
  ancient tongue, which, if deciphered,
  proclaim this as the eternal prison for
  Gimm the Gruesome and warn off all who
  dare to enter. The door is locked, and must
  be either forced open or picked. Opening
  the door causes the other six doors to
  loudly slide into the floor, after which the
  guardians will attack. Gimm has been
  waiting for thousands of years for the door
  to open and will take any opportunity he
  can to use both the heroes and the
  guardians to his advantage against each
  other. In addition to Gimm’s magical blade,
  there is a large ruby inset into the lid of his
  sarcophagus that is worth 770 gold pieces.
  Gimm’s Blade of Murder
  The true name of Gimm’s blade has been lost
  to the ages.
  This sword is of an ancient
  design that most closely resembles a present-
  day short sword, and functions as a +1 short
  sword, +2 versus humans. Once the blade has
  tasted the blood of a human, it becomes
  charged with chaotic energy, causing it to
  deal 1d6 additional points of shadow damage
  on each successful hit for the next 24 hours.
  This blade also has a terrible curse laid upon
  it, which compels the blade’s owner to satiate
  the blade’s thirst for blood at least once per
  day.
  A saving throw is allowed to avoid
  each instance of the compel, but the blade
  will not stop until its thirst is sated.
  Monster Listing
  Enthralled Humanoid: HD 2; AC 7 [12];
  Atk 1 weapon (1d8); Move 12; Save 16; AL N;
  CL/XP 2/30; Special: None
  Gimm the Gruesome: HD 5+1; HP 34; AC 3
  [16]; Atk 1 blade of murder (1d6+3) or 1 fist
  (1d12); Move 6; Save 11; AL C; CL/XP 7/600;
  Special: Rot, hit only by magic weapons, half
  damage from magic weapons, blade of murder
  Rot: Touch inflicts a rotting disease that
  prevents magical healing and causes woulds
  to heal at one-tenth of the normal rate.
  A
  Cure Disease spell increases natural healing to
  one-half normal, but a Remove Curse spell is
  required to completely lift Gimm’s curse.
  Blade of Murder: Gimm wields an ancient
  +1 short sword that gains an additional +1 to
  hit and damage versus humans.
  If the blade
  hits a human, it becomes charged with chaotic
  energy and deals an additional 1d6 points of
  shadow damage per hit for the next 24 hours.
  Skeletal Guardian: HD 1; AC 7 [12]; Atk 1
  longsword (1d8); Move 12; Save 17; AL C;
  CL/XP: 1/15; Special: Takes half damage from
  edged weapons
  Spider, Enthralling: HD 5; AC 4 [15]; Atk
  bite (1d6+2) + poison; Move 18; Save 12; AL C;
  CL/XP: 7/600; Special: enthralling venom (on
  bite, save or become dominated), webs
  1
  2
  3
  4
  5
  6
  1 sq = 10 ft
  
  - 8 -
  Long
  ago,
  the
  Valasharan
  arch-mage
  Hal’om’shir practiced powerful magic using
  shards of crystals to defend himself and as
  offensive weapons.
  He used the crystals to
  craft powerful magic items as well as to create
  an army of crystalline constructs.
  When the
  Emberstorm came hunting for him to destroy
  the knowledge of his magical art, Hal’om’shir
  hid his creations in various vaults across the
  northern kingdoms.
  One such vault is in
  Fel’Valashar.
  Starting the Adventure
  A
  historian
  named
  Sithric
  has
  come
  to
  Fel’Valashar looking for one of the vaults of
  Hal’om’shir.
  He believes he has determined
  where one was hidden, and his knowledge is
  correct.
  He is offering 500 pieces of gold to
  any group that can escort him to the vault and
  keep him safe.
  In addition, he only makes
  claim to items found that he deems to be of
  historical value.
  Sithric is a practitioner of the arcane arts.
  This is a secret that he keeps until he finds it
  necessary to reveal it, typically because the
  use of his limited magic is needed for survival.
  Sithric: HD 2; HP 5; AC 9 [10]; Atk staff (1d6)
  or lightning spark (1d4, 40 ft range); Move 12;
  Save 16; AL L; CL/XP 2/30; Special: spells
  Spells: detect magic 1/day, read languages
  1/day. Can convert either of these spells into
  a healing effect, healing a touched creature
  for 1d8.
  Crystalline Constructs
  The vault is guarded by numerous crystalline
  constructs. These creatures are attuned to the
  relics of Hal’om’shir and will not attack if
  presented with one, such as the shield in the
  vault. Otherwise, they attack any intruder on
  sight.
  Full
  details
  on
  the
  crystalline
  constructs can be found in the appendix.
  Vault of Hal’om’shir
  A mini dungeon for four to six characters of levels 4-5.
  Traps
  In addition to the constructs, Hal’om’shir set
  up several traps throughout the halls of his
  vault. The pit traps are all covered pits 20 feet
  deep, and there is a 2-in-6 chance when
  sprung of having a grey ooze trapped inside
  them. The other traps are marked on the map
  and described below.
  a) This magical trap triggers as any living
  creature passes through this hall and
  silently alerts all the constructs that
  someone has entered. If the trap has been
  sprung, none of the constructs can be
  surprised. Disarming this trap requires the
  use of Dispel Magic or similar spell effect.
  b) As the pressure plate on the floor is
  weighed down, crystalline spikes extend
  from both walls. These spikes attack with a
  +5 to hit and deal 1d8 points of damage.
  They reset immediately if the weight is
  taken off the pressure plate.
  c) If the pressure plate on the floor is weighed
  down, a large block of stone falls at the
  western entrance to the hall. This blocks
  passage through this way. Resets after 1d6
  days.
  d) As the door is opened, a cable connected to
  the door pulls, causing the area in front of
  the door to be flooded with magical fire
  from spouts in the ceiling. Deals 2d6 fire
  damage (saving throw to avoid) and lasts as
  long as the door is open.
  e) Crystals in this hallway reflect light from
  any light-source, shooting a beam into the
  room and triggering the trap. Magical
  shards of crystal shoot repeatedly about the
  room, attacking any creature in the room or
  adjacent hallway once per round. The
  shards attack with a +5 to hit and deal 1d6
  points of damage. The effect lasts for 10
  minutes, after which the trap resets and can
  be sprung again.
  
  - 9 -
  f) As either door is opened, a cable connected
  to the door pulls, causing the area in front
  of the door to be flooded with magical fire
  from spouts in the ceiling. Deals 2d6 fire
  damage (saving throw to avoid) and lasts as
  long as either of the doors are open.
  g) A thin beam of light shoots across the
  room from the corner and across the pit
  trap. Breaking this beam causes a
  crystalline shard to shoot out, attacking in a
  line until it successfully hits a creature. It
  attacks with a +5 to hit and deals 1d6 points
  of damage. This trap shoots each time the
  beam is broken and once per round while
  the beam stays broken.
  Rooms in this Dungeon
  None
  of the
  rooms
  or hallways
  in this
  dungeon have ever served any purpose other
  than
  to
  provide
  obstacles
  for
  intruders
  attempting to gain access to the vault. Unless
  otherwise specified, the rooms are completely
  barren and unfurnished.
  1. The cavern leads down to an underground
  complex of worked stone. The two large
  double doors are decorated with crystal
  formations. These doors are magically
  sealed and can only be opened by finding
  the control device further in the dungeon.
  2. This large, empty room has a stand with a
  smashed panel on the far end. This control
  device is a decoy and has never been
  functional.
  3. Crystal formations along the walls of this
  hall reflect light and cause any light source
  to illuminate the entire hall.
  4. Two crystalline shard-throwers stand in
  this hall between the two traps. They throw
  shards at any creature that comes into view
  in an attempt to draw intruders into the
  traps.
  5. Crystal formations along the walls of this
  room reflect light and trigger the trap in
  this room.
  6. A crystalline behemoth stands guard in this
  room.
  7. Two crystalline shard-throwers stand guard
  in this room. They attempt to draw
  intruders into the room to spring the pit
  trap.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  a
  b
  c
  d
  e
  f
  g
  1 sq = 10 ft
  
  - 10 -
  8. This hidden room contains the real control
  panel to unlock the vault door. On a stand
  in the corner is a panel with a 3-inch
  diameter socket. There is also a 3-inch
  diameter crystal laying on the panel. As
  long as the crystal is inserted into the
  socket, the door to the vault (area 10)
  remains unlocked.
  9. In the far corner of this room is another
  decoy panel. 2 shard-throwers and one
  behemoth stand guarding the panel, and
  they attempt to draw intruders through the
  2 traps in this room before engaging in
  melee combat.
  10. This large vault room contains chests of
  valuables. Standing up on a crystalline
  display on the far side is a shield made of
  crystal. This shield is Crysalar, the
  Protector of Hal’om’shir. The combined
  total of all the chests is: one pair of bracers
  (bracers of defense AC 6 [13]), a chipped
  amethyst worth 5 gp, a hematite ring worth
  2 gp, a crystalline hand mirror worth 98 gp,
  a signet ring worth 55 gp, 998 pieces of
  gold, 8,418 pieces of silver, and 4,220 pieces
  of copper. There is also a handful of
  books which Sithric lays his claim on.
  If Sithric sees the signet ring, he
  attempts to claim it as well, but can
  be haggled to pay 55 gp for it (his
  remaining gold after paying the
  party for their services).
  Crysalar, the Protector of
  Hal’om’shir
  This +1 light shield is made from a formation
  of crystals. It is as hard as steel but extremely
  light, weighing only 3 pounds.
  Magic-users
  can wield this shield and gain its full benefits
  without any impact to spell-casting. Once per
  day, the wielder can use the shield’s magic to
  refract light toward a target, blinding them for
  1d4 rounds on a failed saving throw.
  Monster Listing
  Crystalline Behemoth: HD 4; AC 3 [16];
  Atk slam (2d6); Move 12; Save 13; AL N;
  CL/XP: 5/240; Special: explosive death
  Crystalline Shard-Thrower: HD 3; AC 4
  [15]; Atk slam (1d6) or thrown shard (1d6);
  Move 12; Save 14; AL N; CL/XP: 4/120;
  Special: explosive death
  Grey Ooze: HD 3; AC 8 [11]; Atk 1 strike
  (2d6); Move 1; Save 14; AL N; CL/XP 5/240;
  Special: Acid, immune to spells, heat, cold,
  and blunt weapons
  
  - 11 -
  For the Kingdom of Valashar, Westgate tower
  was a key strategic point since it guarded the
  north-west road leading into the kingdom.
  Travelers were stopped here for inspection
  before
  being
  allowed
  admittance
  to
  the
  kingdom,
  and
  if
  one
  wanted
  to
  avoid
  inspection they would have to travel through
  the hills or through the Aldwell Forest to the
  north.
  A small garrison of troops from
  Anshuar
  had
  been
  stationed
  here,
  and
  Westgate served as a hub for reclamation
  efforts in the area. The garrison was recently
  overrun by orc soldiers from the northern
  tribes.
  Starting the Adventure
  One of the many groups that have taken up
  post at Anshuar is a group of warrior-priests
  led by Crusader Edrys.
  She is interested in
  reclaiming Westgate for her expedition but
  cannot currently spare the troops necessary to
  do so.
  She is looking to hire a group of
  adventurers to lead a few of her warriors in a
  campaign to retake Westgate. She is offering
  2,000 pieces of gold plus an additional 25 gold
  piece bonus for each confirmed orc and goblin
  kill.
  The hired adventurers will accompany
  Sergeant-brother
  Bearn
  and
  two
  of
  his
  subordinates.
  Sergeant-brother Bearn: HD 3+3; HP 21;
  AC 4 [15]; Atk 1 longsword (1d8); Move 9;
  Save 14; AL L; CL/XP 3/60; Special: Inspiring
  presence (grants subordinates a +1 to hit on
  attacks made against the last creature Bearn
  attacked)
  Equipment: Longsword, chain mail, light
  shield.
  Shield-brother Feran: HD 2+2; HP 17; AC 3
  [16]; Atk 1 spear (1d6); Move 9; Save 16; AL L;
  CL/XP 2/30; Special: none
  Equipment:
  Spear,
  chain
  mail,
  heavy
  shield.
  Wanton Wickedness at Westgate
  A mini dungeon for four to six characters of levels 4-5.
  Sword-sister Lynet: HD 2+2; HP 14; AC 5
  [14]; Atk 1 two-handed sword (1d10); Move 9;
  Save 16; AL L; CL/XP 2/30; Special: none
  Equipment:
  Two-handed
  sword,
  chain
  mail.
  Westgate Tower
  1. The entryway to the tower is on a large
  step that is 10 feet up from the ground. A
  ladder is used to climb up, which has been
  pulled up into the tower by the defending
  orcs and goblins. The doorway into the
  tower was bashed in when the orcs took the
  tower, and has not been repaired. Two orcs
  protect the entry, using their crossbows and
  switching to spears to stab anyone who
  attempts to climb up to the door.
  2. On the roof of the tower are 3 orcs and 3
  goblins, who shoot at invaders with their
  crossbows and slings from a position of
  cover. Due to the construction of the
  battlements, only three of the defenders can
  have line of sight on a particular target.
  3. A small supply room beneath the main
  floor is accessed through a trapdoor. The
  room contains 5 spears, 100 crossbow bolts,
  1 light crossbow, 1 light wooden shield, and
  20 days of crude, but eatable, rations. 2 orcs
  hide behind the secret door waiting to
  ambush the invaders while they rummage
  through the supplies and search the room.
  4. Stairs lead down to a hidden complex built
  beneath the tower, which was built into a
  cave structure. On the right wall, ten-feet
  up is a ledge overlooking the entry where 3
  goblins a ready to rain sling bullets down on
  the invaders. There are also 2 orcs hiding
  around the corner waiting to surprise the
  invaders as they are engaged by the goblins.
  5. This large hall has a set of stairs on the far
  side that lead up to a 10-foot raised
  platform. The statues here once depicted
  great human soldiers but have since been
  
  - 12 -
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1 sq = 10 ft
  defaced. The orc warleader, his goblin
  shaman, and 2 of his orcs are on the
  platform, overlooking 2 more orcs and 6
  goblins. The orcs and goblins have their
  ranged weapons at the ready and will shoot
  before dropping them to engage with melee
  weapons when necessary. The warleader
  watches the fight from the platform, but he
  will engage if he feels his troops aren’t
  decisively winning. If the defenders suffer
  heavy losses, or the warleader drops below
  half hit points, he will attempt to flee and
  regroup with his rear guard in area 8.
  6. A few rooms in this area serve as living
  quarters for the orcs and goblins. One room
  has a few nicer beds, but otherwise the
  rooms have been filled with crude bedding.
  Searching through these rooms results in a
  total of 46 pieces of gold, 12 pieces of
  copper, and a cheap ring with a chipped
  peridot worth 4 gp.
  7. The current inhabitants have repurposed
  this supply room into a dining hall and
  kitchen. Several old crates have been set up
  on one side of the room to function as
  tables. Behind the curtain is 83 days worth
  of crude rations, 3 barrels of water, and a
  partially eaten hog that smells like it was
  roasted at least a week ago.
  8. 4 orcs and 4 goblins are stationed here as
  the outpost’s rear guard. The cave tunnel
  leads up and out of the complex to a hidden
  back entrance in the hills.
  9. Much nicer than the other living quarters,
  this room serves as the warleader’s
  quarters. In a chest on the right wall is the
  sum of the warleader’s wealth: 385 pieces of
  gold and a sapphire worth 148 gold pieces.
  Concluding the Adventure
  After
  Westgate
  has
  been
  reclaimed,
  the
  remaining warrior-priests take up a defensive
  position here.
  Sergeant-brother Bearn writes
  a letter to be brought back to Crusader Edrys
  that details the accomplishment and requests
  additional warriors when available.
  He also
  includes details on the bounty, including how
  many orcs and goblins were slain as well as
  any losses (such as if a warrior-priest fell in
  combat, or if any of the orcs managed to flee).
  Upon receipt of this letter, Edrys will pay out
  the promised amount to the party.
  
  - 13 -
  Monster Listing
  Goblin: HD 1d6 hp; AC 6 [13]; Atk 1 spear
  (1d6) or 1 sling (1d4, 40 ft range); Move 9;
  Save 18; AL C; CL/XP B/10; Special: -1 to hit
  in sunlight, swarming tactics
  Swarming Tactics: Goblins receive a +1
  bonus to hit an enemy with a melee attack for
  each additional goblin that is within melee
  range of their target.
  Goblin Shaman: HD 3; AC 7 [12]; Atk 1
  dagger (1d4), or conjured flame dart (1d4+1,
  40 ft range); Move 9; Save 14; AL C; CL/XP
  3/60; Special: -1 to hit in sunlight, spells
  Spells: faerie fire 1/day, hold person 1/day,
  sleep 1/day.
  Can convert these spells into a
  destructive effect, dealing 2d8 (or 4d8 for hold
  person) fire damage on a successful ranged
  attack roll.
  Orc: HD 1; AC 6 [13]; Atk 1 spear (1d6) or 1
  light crossbow (1d4+1, 60 ft range); Move 12;
  Save 17; AL C; CL/XP 1/15; Special: None
  Orc Warleader: HD 5+4; AC 5 [14]; Atk 1
  battleaxe (1d8+1); Move 12; Save 12; AL C;
  CL/XP 5/240;
  Special:
  Blood-frenzy (when
  injured, enrages and gains +2 to atk, +4 to
  dmg)
  New Monsters
  Crystalline Constructs
  Creature Type:
  Hit Dice:
  Armor Class:
  Attacks:
  Saving Throw:
  Special:
  Move:
  Alignment:
  Challenge Level/XP:
  Crystalline Behemoth
  4
  3 [16]
  Slam (2d6)
  13
  Explosive death
  12
  Neutrality
  5/240
  Crystalline Shard-Thrower
  3
  4 [15]
  Slam (1d6) or thrown shard (1d6)
  14
  Explosive death
  12
  Neutrality
  4/120
  These constructs resemble humanoids whose entire bodies are composed of crystals.
  Shard-
  throwers are about the size of a human, while behemoths stand about ten feet tall. Crystalline
  constructs are crafted by powerful magic-users and are typically used to guard lairs.
  When a
  crystalline construct dies, its body shatters in an explosion of crystal shards. All creatures within
  10 feet suffer 2d6 points of damage (a successful saving throw halves the damage).
  Crystalline Behemoth: HD 4; AC 3 [16]; Atk slam (2d6); Move 12; Save 13; AL N; CL/XP: 5/240;
  Special: explosive death
  Crystalline Shard-Thrower: HD 3; AC 4 [15]; Atk slam (1d6) or thrown shard (1d6); Move 12;
  Save 14; AL N; CL/XP: 4/120; Special: explosive death
  
  - 14 -
  Spider, Enthralling
  Hit Dice: 5
  Armor Class: 4 [15]
  Attacks: Bite (1d6+2) + poison
  Saving Throw: 12
  Special: Enthralling venom, web
  Move: 18
  Alignment: Chaos
  Challenge Level/XP: 7/600
  These enormous, intelligent spiders occupy caves and subterranean structures that have long
  been abandoned. They build lairs in these underground complexes, where they set webs to trap
  invaders and are defended by their thralls. They are rarely seen outside of their lairs and prefer
  to instead send their thralls to capture and bring back people for enthrallment and food.
  Enthralling spiders cannot speak or understand spoken word but can communicate orders
  telepathically to their thralls.
  An enthralling spider’s body is about six feet wide. Their bite causes any living creature with
  human-like intelligence to become completely enthralled. Enthralled creatures live to serve their
  spider master and follow any commands it gives them.
  Bitten creatures are allowed a saving
  throw to avoid the effect, and enthralled creatures may make an additional saving throw once
  per week to recover from the effect. Thralls are completely aware of what they are doing but are
  unable to do anything but follow their master’s command. If a thrall’s spider master is slain, they
  remain a thrall and continue to carry out their last order. When their next weekly saving throw
  comes up, they automatically succeed.
  A creature that passes through an area webbed by an enthralling spider must make a saving
  throw to avoid becoming stuck. Those who make a saving throw can fight in and move through
  the webs, but movement speed is limited to 5 feet per round.
  Spider, Enthralling: HD 5; AC 4 [15]; Atk bite (1d6+2) + poison; Move 18; Save 12; AL C;
  CL/XP: 7/600; Special: enthralling venom (on bite, save or become dominated), webs
  
  - 15 -
  South-Western Fel'Valashar (Player Map)
  Also Available
  Visit sunderedblade.com to check out these other titles and more!
  Heroes of the
  Sundered Chronicles RPG
  Currently in open playtest!
  Dungeons of
  Fel'Valashar
  Available in PDF as Pay
  What You Want
  Betrayal at Lucir
  Available in PDF and Print
  
  - 16 -
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
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  Legal Appendix
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/D2 Return to Fel'Valashar (SW).pdf