TEXT: Dyson's Delve
  Level 10 (for level 5-6 characters)
  Entrances & Exits
  Entrances & Exits
  ●
  Natural stairs up (to level 9, area 15) in area 5.
  ●
  Natural stairs down (to level 11, area 8) west of area 7.
  ●
  Stairs up (to level 9, area 14) in area 1.
  ●
  Natural stairs down (to level 11, area 2) east of area 8.
  Wandering Monsters
  Wandering Monsters
  (none on this level)
  Contents & Description
  Contents & Description
  1. Noble Court. This old mausoleum has been converted into the court of 
  the wererats. The king holds court in this chamber when required. At 
  any time there will be 3 Wererats (AC: 7, HD: 3*, hp: 19, 7, 16, ATT: 
  1d8, Mv: 120 (40), Sv: F3, M: 8) in this room. Fighting will attract the 
  attention of the inhabitants of rooms 2-4.
  2. Clerical Chamber. This room houses the Wererat High Priest (AC: 
  7, HD: 4**, hp: 22, ATT: 1d6+2, Mv: 120 (40), Sv: C4, M: 9) and his 
  acolyte (a Wererat) (AC: 7, HD: 3*, hp: 14, ATT: 1d8, Mv: 120 (40), 
     Sv: F3, M: 8). The high priest has Hold Person, Cause Fear and Protection from Good prepared. He carries a mace +2, and 
  wears a jeweled holy symbol worth 1,500 gp. The vizier and high priest dislike one another and will not come to the other's aid.
  3. Royal Chamber. This room is home to the King of the Wererats (AC: 5, HD: 5*, hp: 27, ATT: 1d10+1, Mv: 120 (40), Sv: F5, 
  M: 9), a grizzled and mighty rat who wields a two handed sword +1, +2 against lycanthropes and wears a ring of protection 
  +1 (already included in his AC). He is accompanied by his wife and the prince (2 Wererats) (AC: 7, HD: 3*, hp: 16, 16, ATT: 
  1d8, Mv: 120 (40), Sv: F3, M: 8). They each wear a crown worth 1,800 gp, 1,400 gp and 1,000 gp respectively, and the king 
  wears a jeweled amulet worth 1,500 gp.
  4. The Royal Vizier. The king is advised in all matters by his trusted vizier, not a wererat, but a very clever Doppleganger (AC: 3, 
  HD: 4*, ATT: 1d12, Mv: 90 (30), Sv: F10, M: 10), who enters battle as a wererat would (as a bipedal giant rat) with his shield +1. 
  In the vizier's chamber is a scroll rack full of scrolls on arcane subjects, but also including a clerical scroll of Detect Evil, a magic 
  user scroll of Continual Light, Hold Person and Confusion and a treasure map to a location of the DM's choice containing 
  another stash of scrolls (including 3 scrolls of spells).
  5. Trap. The southern exit / entrance to this room is trapped, forcing those who know about it to travel through the minotaur's lair in 
  area 6. The narrow passageway is partially filled with rubble and more rubble is above. Under the rubble is a pressure plate that 
  removes the support of the rubble above. Each person passing through here has a 2 in 6 chance of triggering the trap, filling the 
  passage with rocks and dealing 3d10 damage to anyone in the passage. 
  6. Minotaur. This cave is home to a powerful Minotaur (AC: 6, HD: 6, hp: 28, ATT: 1d6(x2) or 1d10+2, Mv: 120 (40), Sv: F6, M: 
  12) who wields a massive two handed sword. His horns are decorated with a pair of rubies worth 1,000 gp each.
  7. Lurking Cavern. 2 Tuatera Lizards (AC: 4, HD: 6, hp: 39, 31, ATT: 1d4/1d4/2d6, Mv: 90 (30), Sv: F4, M: 6) lurk in this cave.
  8. Cave of Treasures. This cave contains the majority of Dulwin the Wyrm's treasure. A massive silvery pile of 95,000 sp and 
  20,000 ep is heaped in the room, holding up a pair of coffers. The coffers are both locked (Dulwin wears the keys) and trapped 
  with poison needles around the lock and a poison dart trap for when the coffer is opened. The coffers each contain 10 pieces of 
  fine jewelry worth roughly 1,000 gp each (some are worth more, others less, but the total is 10,000 gp of jewelry in each coffer). 
  Climbing the pile of coins will make enough noise to alert Dulwin in area 9 unless very specific precautions are taken (such as a 
  silence spell). Every turn spent in this room there is a 1 in 6 chance that Dulwin will come in to check on his treasure.
  9. The Wyrm's Lair. This cavern is home to Dulwin, a Black Dragon (AC: 2, HD: 7**, hp: 34, ATT: 1d4+1/1d4+1/2d10, Mv: 90 
  (30), Sv: F7, M: 8) who talks and commands the obedience of the local troglodytes. He has the spells Charm Person, Magic 
  Missile, Sleep and Read Languages prepared. 
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Dyson's Delves (LL)/Dyson’s Delve/Dyson's Delve Level 10.pdf