TEXT: A Labyrinth Lord Adventure
  
  The Dying Sword
  A Mid Level Labyrinth Lord Adventure
  By
  Unbalanced Dice Games
  Copyright  © 2017 Unbalanced Dice Games
  
  The Dying Sword
  Introduction
  1
  The Adventure Uses Labyrinth Lord
  1
  The Player's Mission
  1
  The Stones
  2
  1 A Skull That Talks
  3
  2 Arm Bones
  3
  3 The Wolves Of Hell
  4
  4 The Dying Warriors
  4
  5 A Glimpse Of The Priest
  5
  6 A Chest Partly Exposed
  6
  7 Writing On A Stone
  6
  8 Skulls Rise
  6
  9 Stones Start Moving
  7
  10 Where The Dying Sword Was Dug Up
  7
  When Delldrell Arrives
  8
  The Dying Sword
  9
  Delldrell
  9
  After Delldrell's Destruction
  11
  Maps
  13
  Hill Map
  13
  Top Map Without Surrounding Hill
  14
  
  Introduction
  The stones have always been 
  strange.  Stones floating in the air, 
  children attacking their parents after 
  playing around them and the specter 
  that can always be seen in the 
  moonlight after someone was up 
  there.  It was a week ago that the wild 
  wolves dug it out: the Dying Sword.  
  The temple worshipers saw them run 
  up on the hill and what ran out were 
  not wolves anymore.  The specter 
  stood there and looked down on the 
  people with the sword in its hand.  It 
  turned and walked back into the 
  stones.
  The men went up there a night 
  later and what ran out wasn't human 
  anymore.  The priest walked up into 
  the stones and saw the sword laying 
  there.  All around it skulls had risen 
  from the ground.  The specter was 
  leaning over it.  It looked at the priest 
  and said “Find the fated ones, they 
  must come here, their skulls must 
  litter the ground like the hero's of the 
  past.  Only then will the sword let us 
  go... you.. me.. .”.  The priest turned 
  and saw his temple crumble.  He 
  knew it was the sword, a party he 
  must find or who knows what else it 
  would destroy.  The sword...
  The Adventure Uses Labyrinth 
  Lord
  The adventure uses Labyrinth 
  Lord and Advanced Edition 
  Companion.  Armor Class is 
  descending and starts at 9.
  The Player's Mission
  The priest will find the party.  He 
  will look terrible.  The skin on his face 
  seems to hang off the bones, his hair 
  completely white.  A dirty black robe 
  he wears and an amulet with a tree 
  branch inscribed on it hangs from his 
  neck.  “I.. need you to fight a specter.  
  The thing haunts the stones on a hill 
  above where the temple I worshiped 
  at sat.  It is nothing but rubble now.  
  The specter is killing everything it 
  can... I do not know how far it can 
  reach.  Come with me and end this 
  evil.” the priest tells the party.  He has 
  no name now for has given it up.  He 
  is only known as “the priest” by all.    
  What other name would fit him better? 
  He tells the party that his 
  religious order will make them rich, a 
  sum he does not know yet but wealth.  
  The religious order is a group the 
  party will never have heard of.  He 
  calls it “The Local Branch”.  They are 
  like druids almost but worship 
  whatever nature spirits inhabit an 
  area.  These are typically worshiped 
  by the local inhabitants.  He gets no 
  magical abilities from worshiping them 
  1
  
  but is adept at communicating with 
  them.  This isn't always easy for the 
  regular people to do.  The priest has 4 
  HP, 1 HD and is AC 9.  His only 
  defense is a big stick he uses for 
  walking that functions as a club(-1 to 
  damage).
  If the party agrees he takes 
  them to the edge of his temple 
  remains and points up at the stones.  
  “Up there it haunts.  I... will stay here.  
  Wait for night for that is when he 
  enters this world.” he says.  It is now 
  up to the party to kill Delldrell.  
  Delldrell is the specter the priest is 
  talking about.
  The Stones
  The stones covered the Dying 
  Sword ever since it was buried.  As 
  the years passed the stones were 
  removed.  Some were even used to 
  build the temple.  All that are left are 
  the ones that are covering the hill.  
  The party will have to explore the area 
  enough for Delldrell to appear.  If they 
  return to the priest before fighting 
  Delldrell he will implore them to return. 
  The specter is there, he has seen it!
  The stones are black and their 
  hieght is proportional to how big they 
  are on the map.  The shortest is 10' 
  tall while the tallest is 30'.  The hill 
  they are on is flat on the top and it is 
  difficult to climb up to it, 1/4th the 
  normal movement rate.  The grass 
  that was growing on the top has been 
  pulled up by the roots and is a brown 
  and black carpet.  
  A stairway allows easy access 
  to it.  The bottom of the stairs is about 
  1000 feet from the ruined temple and 
  where the priest will be waiting.
  If the party retreats the priest will 
  want to know what is wrong.  He can't 
  offer anything more at this moment.  
  As they leave the area they will hear a 
  terrible scream.  If they return they will 
  find the priest in the state as 
  described in After Delldrell's 
  Destruction.
  2
  
  1 A Skull That Talks
  A stone that has been carved to 
  look like a ridiculously fat woman sits 
  here.  Where the head would be is a 
  human skull.  A woman's voice comes 
  from it and says one of these 
  things(roll to see which):
  1. “Delldrell, the fool that made us 
  fools is here.  He has been 
  waiting for men like you.  
  Delldrell is nothing now, the 
  sword is the true enemy.  The 
  Dying Sword will have your 
  souls if you do not take 
  Delldrells with it.  Run run run 
  away before he sees you. The 
  Dying Sword has called for 
  you.”.
  2. “There is no Delldrell, there is 
  only the sword.  It dies but 
  wants you to go before it. Ignore 
  Delldrell, the sword the sword 
  the sword.... you must have the 
  sword!”.
  3. “The battle is not over.  Even 
  now Delldrell looks for the army.  
  Are you its generals?  We may 
  be dead but Delldrell will fight all 
  of you, the hundreds, the 
  thousands, the millions.  
  Delldrell will be an army 
  himself!”
   A couple of fishes pop out of the 
  skull's mouth and lie dead on the 
  ground.  Then the skull turns into 
  stone and becomes a part of the 
  larger stone it is on.  The fish seem to 
  have lips, human lips.
  The priest will recognize these 
  fish as gifts from a fish spirit that still 
  inhabits a dried up pond.  He can go 
  and speak with it and see if it will 
  assist further.  He will leave and return 
  in a couple of minutes.  The party 
  must give him 100 GP to give to the 
  spirit.  If they do so the skull will speak 
  again.  The spirit told him it has 2 
  more things to tell the party.  The gold 
  will allow the spirit to intercede.
  Once the gold is given to the 
  priest he disappears for a few minutes 
  and returns.  “It will speak again.” he 
  says.  When the party returns the 
  original scenario will replay itself but 
  the party will hear the other 2 things 
  the skull has to say.  It has nothing 
  more to say then that.
  2 Arm Bones
  Skeleton arms, 20 of them, stick 
  out of the stones in this area.  The 
  hands seem to be grasping something 
  unseen.  If given weapons skeletons 
  will emerge when Delldrell appears 
  and fight the party.  The hands will 
  clasp the weapon and not let go.  Only 
  when the hand is destroyed will the 
  weapon be let go.  The Skeletons 
  walk out of the stones and begin 
  marching to Delldrell's side.
  3
  
  Each of the stones that have an 
  arm has an inscription on it “Delldrell's 
  Warriors, Betrayed By Him In ...”.  The 
  last part has been hammered out.  
  Underneath one of the arms is a stone 
  hammer.  Must have been dropped by 
  one of the arms.  If the party digs 
  under each of the arms they will find a 
  hammer just like this one.  After the 
  party find the hammer all of the hands 
  of the others arms will point 
  downwards towards their hammers.
  (AL CE, MV 60'(20'),
   AC 7, HD 1, AT 1,
   DG 1d6, 
   SV F1, MR 12, XP 13)
  Immune to charm and sleep 
  spells.
  HP: 4, 4, 5, 8, 7,
         3, 5, 7, 6, 8,
                  5, 7, 8, 7, 4,
                  8, 2, 4, 4, 6
  3 The Wolves Of Hell
  At this point the wolves that dug 
  up the Dying Sword come charging at 
  the party from all directions.  They are 
  no longer ordinary wolves.  Flesh has 
  been ripped off in different places and 
  fire shoots from their feet.  They 
  attack not by biting but by opening 
  their mouths.   A sharp long sword 
  shoots out of their mouths, like a 
  tongue.  Any character they kill they 
  impale and run off with the body, 
  disappearing behind a stone after a 
  round or 2 of running.  
  When Delldrell arrives the wolf 
  will return and unleash the dead 
  character who now fights as a wight 
  for Delldrell.  The wolf will run off 
  again.
  Delldrell's Wolves
  (AL CE, MV 150'(50'),
   AC 5, HD 2, AT 1,
   DG 1d6, 
   SV F2, MR 12, XP 38)
  HP: 8, 6, 11, 13, 5, 
         10, 9, 8, 14, 5
  Wight
  (AL CE, MV 90'(30'),
   AC 5, HD 3, AT 1,
   DG Drain life energy, 
   SV F3, MR 12, XP 110)
  Only harmed by magic 
  weapons, spells and silver weapons.  
  Immune to sleep and charm spells.  
  Attack drains 1 HD.
  HP: 14 each
  4 The Dying Warriors
  The undead bodies of the men 
  that investigated the stones are 
  hidden in a large blue fire.  The party 
  will see their shadows, 15 of them, 
  walking in it.  The shadows are dark 
  4
  
  and the fire around them is red.  The 
  fire is 20' in diameter.  The moans of 
  the dead in it can be heard 50' away.
  Once the party gets within 20' of 
  it the warriors will notice them.  One of 
  them will speak for the group to the 
  party in a high pitched scream 
  “Delldrell put us in the fire.  The priest 
  the priest the priest he made us look 
  for him!  Now we will roast you and 
  your rotten priest.  Damn his 
  unburning branch!”.  The group and 
  the fire will begin moving towards the 
  party at 20' a round and continue 
  tracking them.
  Attacking the thing isn't easy.  
  Any attack must be made vs AC 5 and 
  target one of the undead.  They will be 
  close to the outer edges of the fire.  A 
  hit means that the fire cannot move 
  for 2 rounds nor can it attack.  But 
  nothing beyond that occurs.  The fire 
  may diminish for a bit, the undead in it 
  go quiet but that is all.  
  To destroy it Delldrell must be 
  destroyed, the fire must be hit with the 
  Dying Sword or the Mace Of 
  Disruption from the A Chest Partly 
  Exposed area.  When that happens 
  the fire goes out and all that remains 
  are the charred remains of the 
  undead.  Blackened skeletons litter 
  the ground.
  The fire does not attack but 
  does either 1 of 2 things to those 
  within 10' of it: a -2 to hit for all or one 
  character will lose their attack/spell 
  casting for a round.
  The fire does not try to consume 
  any characters.  Being close enough 
  is good enough.  But any character 
  that is foolish enough to enter the fire 
  will take 1d6 HP of damage and must 
  make a saving throw each round in 
  the fire.  A failure means the character 
  has become like the rest of the 
  undead in the fire.  Another body for 
  the fire to torment.
  5 A Glimpse Of The Priest
  Two places on the map are 
  marked with this area.  One the party 
  enters to trigger the illusion, the other 
  is where they see it.  The party will 
  think they see the priest talking to 
  some unworldly being holding a 
  sword.  It may seems as though they 
  are exchanging money.  As they 
  watch a stone obstructs their view and 
  then it does not.  After they can see 
  again both are gone.
  If they investigate the spot 
  where they saw the two they will find 
  some dead fishes.  Written in the dirt 
  is a question “Where are the promised 
  adventurers priest?”.
  The priest if asked why he was 
  up on the hill will tell the party he was 
  not there.  He will seem guilty if the 
  party tells him what they found written 
  on the ground.  “No no, I do not work 
  with the specter.  He is trying to turn 
  you against me.” is what he will say.
  5
  
  6 A Chest Partly Exposed
  Beneath a stone part of a chest 
  is sticking.  It will take 5 rounds to dig 
  it out.  When they do the party will find 
  some nice treasure: polished irregular 
  black translucent stones that are 
  worth 10 GP each(50 of them).  Some 
  of them seem to be shaped like fish 
  heads.  Under the stones are 4 scrolls 
  of Cure Moderate Wounds written on 
  empty crab shells and a Mace Of 
  Disruption.  If the party looks under 
  where the chest was they will see 
  something wrapped in a blanket.  It is 
  Delldrell's Trident + 1, Fish 
  Command(20 charges). 
  The blanket has a picture 
  stitched into it: A man is leading a 
  great group of men, women and 
  children.  He is holding a trident.  An 
  ocean is in the background.  Rising 
  from the ocean appears a giant water 
  elemental. 
  7 Writing On A Stone
  The stone here has writing on it 
  that tells the story of Delldrell and his 
  people.  As the party reads it they will 
  wish they were being lead by Delldrell 
  against the civilized world.  What a 
  great fight that would be they will 
  think.  Strange things will come up as 
  they are reading it such as Delldrell's 
  plans to build giant fishing boats 
  wherever they win a battle.  Subjected 
  people of Delldrell would be expected 
  to have fish bowls in their houses and 
  feed the fish before even their own 
  children.  Castles were to be rebuilt 
  into giant pools and ocean creatures 
  imported to swim in them.  The 
  strangest thing of all was a plan to 
  replace the sun and moon with large 
  whales.  The stone also tells of the 
  dozen battles Delldrell lead and lost.
  At the end they will feel as 
  though Delldrell is a great loser.  How 
  could someone lose so many fights?  
  Why did he have all these strange 
  ideas? 
  8 Skulls Rise
  As the party walks through this 
  area skulls and fish skeletons start to 
  emerge from the ground.  The skulls 
  moan in a dead croaking voice 
  “Delldrell...”.  From this point on as 
  long as Delldrell exists fresh skulls 
  and fish skeletons rise up from the 
  ground wherever the party is.
  The skulls say nothing if picked 
  up, they are just dead things.  If a fish 
  skeleton is picked up the bones 
  expand rapidly and are very sharp.  
  Anyone who picks up one will take 
  1d4 HP of damage.  After inflicting the 
  damage the skeleton shoots out of the 
  holder's hand and slams into a stone.  
  The stone hit shakes strongly and the 
  skeleton becomes stuck in it.
  6
  
  9 Stones Start Moving
  As soon as the party reaches 
  this point the stones start to shake.  
  Some fall over then right themselves.  
  Some will sink into the ground and 
  quickly shoot back up.  From this point 
  on as long as Delldrell exists the 
  stones continue to move.  
  If Delldrell has lost the Dying 
  Sword and it is in the possession of a 
  character the stones become more 
  aggressive.  Once every 5 rounds a 
  piece will break off of one and fly 
  through the air and try to hit a 
  character.  Attack with Delldrell's HD.  
  If hit the character takes 1d6 HP of 
  damage.
  10 Where The Dying Sword 
  Was Dug Up
  A 10' diameter, 5' deep hole has 
  been dug here.  Dirt surrounds the 
  hole.  The impression of a sword is on 
  the bottom.  Flames jut out of the 
  impression.
  If the Dying Sword is returned 
  here and covered up Delldrell rises 
  from the pit with the sword in his 
  hand.  At first though it seems that the 
  party has won the adventure.  
  Everything returns to normal for a 
  minute.  Even the sky becomes 
  daylight.  When Delldrell emerges he 
  will mock them and tell them the 
  Dying Sword will never be buried 
  again! 
    
  7
  
  When Delldrell Arrives
  After the party has(in no order):
  1. Fought the Wolves Of Hell.
  2. Has as least seen the Dying 
  Warriors.
  3. Activated the Skulls Rise area
  4. Activated the Stones Start 
  Moving area
  5. Where The Dying Sword Was 
  Dug Up must be visited.
  6. It must be night time.
  does Delldrell arrive.  The 
  Labyrinth Lord can decide how close 
  they need to get.  Perhaps right on the 
  square or even 50' away!  As the party 
  reaches the necessary areas things 
  happen.  The party will see eyes 
  looking at them from a stone, a hand 
  will reach up from the ground and feel 
  a sword, a character will feel like they 
  are traveling back in time, etc... .  
  Each time the party will sense that 
  something terrible is drawing closer.
   
  10 minutes(1 turn) after the last 
  requirement is met a stone near the 
  party explodes in a great flame.  
  When it is extinguished Delldrell 
  stands there with the Dying Sword in 
  his hand.  “The battle continues...” he 
  gasps.  He will try to get the party to 
  come to him to fight.  He will hold off 
  until he is damaged.  Once damaged 
  he will start his chase.  He prefers to 
  have the party come to him in all 
  cases as this allows him to hold tightly 
  to the Dying Sword.
  Every day the top of the hill 
  resets itself.  All encounters are 
  restored to their original form.  During 
  the daylight hours there is nothing at 
  all on the top of the hill, just the 
  stones.  Even the writing on the stone 
  in the Writing On A Stone area is not 
  there.  When the sun has set 
  everything appears.  When it rises 
  everything disappears, even if the 
  party is in the midst of combat.  
  Acquired treasure returns to its chest.  
  The Dying Sword turns to mist.  Only 
  with the destruction of Delldrell/The 
  Dying Sword does the party get to 
  keep the treasure.  The monsters will 
  not follow the party if they leave the 
  top of the hill.  They are bound there 
  for now.  Though free at first Delldrell 
  has bound them tighter to himself.  A 
  Skull That Talks area will not divulge 
  anymore information if its already 
  spoken to the party when things are 
  reset.  Used items are used up and 
  not replenished such as the crab 
  shells with healing spells written on 
  them.  Damage and level drains do 
  not disappear with the daylight.
  When nighttime resumes the 
  party does not have to go through the 
  steps to make Delldrell appear.  He 
  and his minions will appear when the 
  Labyrinth Lord decides.  Perhaps 
  better organized than before.  “The 
  battle continues!” Delldrell shouts.
  8
  
  The Dying Sword
  A long sword blade that is 
  mostly rusted metal.  Chunks have 
  fallen off revealing red flesh 
  underneath.  Bones stick out of it and 
  a pair of teeth are near the end of it.
  The blade came into being 
  centuries ago when the sword pierced 
  Delldrell.  Delldrell cursed it, hoping to 
  curse its wielder.  Things did not go as 
  he wished as the blade consumed his 
  physical being and the sword became 
  the evil dying body of Delldrell.  The 
  sword is dying, just as Delldrell was 
  dying when he unleashed his curse.  
  Eternal pain, never death.  Always the 
  pain of dying.
  When used by someone who 
  isn't Delldrell the long sword resists 
  them and tries to break from their 
  grasp.  They suffer a -2 to hit.  It does 
  +2 to damage against anyone(1d8+2). 
  Minions of Delldrell take 1d20 HP of 
  damage and must make a saving 
  throw or instantly be destroyed.  
  Against Delldrell it only does the HP 
  damage.
  The sword will fly from the hand 
  of anyone but Delldrell if a hit roll 
  misses by 4 or more.  If Delldrell is 
  around it will fly to his hands instantly.  
  If not the sword flies and hits the 
  ground 10'-30' feet away from the 
  wielder.
  Delldrell
  Delldrell was a shaman who had 
  led his tribe away from their normal 
  life to conquer civilization.  Every 
  battle they fought they lost.  Driven to 
  the hill Delldrell fought his last there 
  until his heart was pierced by a 
  soldier's blade.  He let loose his last 
  magic but that to did not go as he 
  desired.  Now his spirit haunts the 
  ground where his body, the Dying 
  Sword, was buried.  It wants men like 
  the ones that buried it here to kill.  
  Men like the adventurers.  Delldrell 
  will wield it and maybe it will be free 
  once the battle is ended with a victory. 
  Is he even Delldrell anymore or just 
  the shadow of someone that is now a 
  sword?
  Delldrell appears like a 6' man 
  with a white robe on when he is 
  wielding the sword.  When he isn't 
  holding the sword his flesh becomes 
  translucent.  A skeleton appears 
  underneath and little skeletal fishes 
  can be seen swimming inside of him.
  Delldrell requires magical 
  weapons to damage.  As with any 
  undead he is immune to mind and 
  sleep spells.  Delldrell cannot be 
  turned or manipulated by a cleric.  
  The sword pulls itself out of Delldrell's 
  hands and leads him where it wants to 
  go.  Only when he has finished 
  moving does the sword let him hold it 
  again.  Delldrell follows the sword like 
  a dog.  Anytime Delldrell moves the 
  sword is relinquished, as the sword is 
  9
  
  the true master and leads the way.  It 
  is during this movement that the 
  sword can be grabbed by an 
  adventurer and used.  Whenever the 
  Sword and Delldrell move he attacks 
  last.  He can move before the others 
  yet his attack comes after.  After 
  everyone has attacked does the 
  sword enter Delldrell's hands.  This 
  gives the adventurers the chance to 
  grab the sword every time Delldrell 
  moves.  For example Delldrell wins 
  initiative and moves.  But his attack is 
  delayed to the end of the round.  A 
  character can then grab the sword 
  when his combat moment in the round 
  occurs.  Characters should be allowed 
  to give up their declared attacks if 
  they want to grab the sword.  The 
  Labyrinth Lord can tell them that they 
  can grab the sword instead of 
  attacking.  To grab the sword requires 
  a hit against an AC equal to Delldrells.
  Delldrell has 40 HP.  Anytime he 
  is brought to 0 HP but the killing blow 
  is not delivered by the Dying Sword 
  he will return in 2d4(2-8) rounds.  
  Delldrell sinks quickly into the ground.  
  The sword falls to the ground and 
  sticks in it by the blade.  At this point 
  the sword can be grabbed without a 
  roll to hit.  If the party is taking the 
  sword to the Where The Dying Sword 
  Was Dug Up area to bury it wait for 
  them to do that.
  Each hit Delldrell from the Dying 
  Sword causes him to howl in pain.  
  Fire shoots briefly from the wound it 
  inflicts.  The wielder of the Dying 
  Sword will feel like Delldrell is truly 
  dying before his eyes.
  At the end of this time he rises 
  up with all his HP restored.  He will 
  rise from the ground 10'-30' away 
  from the Dying Sword if possible.  If 
  the Dying Sword is free it will fly to 
  him.  If a character is holding it he 
  must make a Strength attribute roll or 
  lose his grasp at it.  The Dying Sword 
  wants to be in Delldrell's hands.  If the 
  sword cannot get to Delldrell, Delldrell 
  will move at triple his normal 
  movement rate to get to the wielder.  
  He who holds it becomes the focus of 
  his and his minions attacks. 
   
  If for some reason the Dying 
  Sword has been transported far away, 
  even another dimension, it will 
  transfer more power to Delldrell.  
  Delldrell will be able to use all the 
  powers that he has when wielding the 
  Dying Sword.  The party will 
  eventually be destroyed by him for he 
  will not relent.
  If the Skeletons in the Arm 
  Bones area have not already been 
  activated Delldrell will begin 
  summoning them after he has been 
  destroyed once.  On his second rise 
  he will call 4 of them every 3 rounds.  
  Their hammers will rip out of the 
  ground and into their hands.  To 
  Delldrell they will march, to fight 
  alongside their old shaman.  When 
  Delldrell summons them he does not 
  attack that round.
  When Delldrell does not have 
  the sword he does 1d6 HP per hit.  
  With the sword the damage is 1d10 + 
  a level is drained.  A character killed 
  10
  
  or drained of all levels rises as a wight 
  one round after death.  Wight stats 
  are in the Wolves Of Hell area.
  Besides damage with the Dying 
  Sword he can Dispel Magic as a 10th 
  level spell caster.  He must score a hit 
  against an opponent and instead of 
  doing damage he uses the force of 
  the blow to dispel.  Magical barriers 
  cannot block the attack of the Dying 
  Sword.
  Once every 10 rounds Delldrell 
  can summon 2-5 Shadows.  He uses 
  his attack for the round and cuts the 
  night air.  Black blood flows out and 
  forms the Shadows.
  Shadow
  (AL CE, MV 90'(30'),
   AC 7, HD 2+2, AT 1,
   DG 1d4 + Strength drain, 
   SV F2, MR 12, XP 83)
  Can't be turned.  Magic weapon 
  to damage.  Unaffected by charm and 
  sleep spells.  Each hit drains 1 point 
  of Strength.  When a character 
  reaches 0 Strength points he rises as 
  a shadow.
  Delldrell can walk through the 
  stones.  When he is wielding the 
  Dying Sword the stones part as if cut 
  by something hot.  A red line goes 
  down the middle and they split.  A bit 
  later the stones come back together 
  and heal.  Delldrell will not chase the 
  party away from the stones.  Though 
  free the Dying Sword cannot get it out 
  of itself that the last battle it fought is 
  not over.  The party is just another 
  group of warriors that it has never 
  stopped fighting.  Maybe they are all 
  that remains of this army?
  When Delldrell is killed with the 
  sword both go through a slow 
  destruction process.  The Dying 
  Sword flies into the air and homes in 
  on Delldrell.  Delldrell starts to look 
  like a fish and grabs his throat as if he 
  cannot breathe. The sword starts to 
  beat him.  With each hit a puddle of 
  water grows under Delldrell.  As the 
  puddle grows Delldrell and the sword 
  begin to sink into it.  When they are 
  both gone the puddle runs away in all 
  directions.  All the activity that has 
  been going on reverses itself.  Skulls 
  sink into the ground, the stones stop 
  shaking, undead minions fall apart, 
  etc... .
  No. Enc.: 1
  Alignment: Chaotic Evil
  Movement: 120'(40')
  Armor Class: 3
  Hit Dice: 8(40 HP)
  Attacks: See Description
  Damage: See Description
  Save: F8
  Morale: 12
  XP: 3060
  After Delldrell's Destruction
  When the party returns after 
  killing Delldrell the priest will be laying 
  dead on the ground.  His eyes will 
  11
  
  have melted out of their sockets, his 
  tongue will lay on the ground next to 
  his head.  It looks as though a very 
  sharp blade has cut out his heart.  
  That is the end of the priest.  If they 
  try to contact his religious order they 
  will never find it.  It is like it never has 
  existed.
  12
  
  Maps
  1 square = 10'
  Darker gray squares indicate a hard climb, movement cut to 1/4th.  This is a hill.  
  The top is flat and movement occurs normally.  The stairs up allow normal 
  movement.
  Hill Map
  13
  
  Top Map Without Surrounding Hill
  14
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - The Dying Sword [ver2](LL).pdf