Dungeons & Dragons in the late 1970s was a rapidly evolving beast. TSR had officially birthed the game into the world, but it was the fans who truly nurtured it, feeding it their homebrew dungeons, house rules, and imagination fuelled adventures. Enter The Dwarven Glory (1977), a fascinating, early third party adventure that gave players the chance to delve into the depths of a long abandoned dwarven stronghold. Published by Wee Warriors, this dungeon module holds a special place in the history of the game, showcasing not just a classic underground adventure, but also the ingenuity of early D&D enthusiasts.
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Who Were the Wee Warriors?
Before diving into the dungeon itself, let’s take a moment to appreciate Wee Warriors. Founded by Pete and Judy Kerestan, Wee Warriors was one of the first independent publishers to create supplements for Dungeons & Dragons, operating in the Wild West days before TSR really clamped down on third-party content. They were true pioneers, releasing some of the earliest adventure modules, including Palace of the Vampire Queen (1976), The Dwarven Glory (1977), and Mistress of the Ghost City (1978). Their works weren’t just notable for being firsts; they also featured fantastic hand drawn maps and a DIY aesthetic that modern RPG players can only dream of recreating.
What Is The Dwarven Glory About?
The adventure takes place in an ancient dwarven stronghold that has long since been abandoned, or rather, abandoned by its original owners. As is tradition in fantasy settings, if dwarves build something beautiful and functional, sooner or later, something nasty is going to move in. The players take on the roles of treasure seeking adventurers, delving into the depths of this forgotten fortress in search of wealth, secrets, and, if they’re lucky, a way out that doesn’t involve being gnawed on by monsters.
One of the standout aspects of The Dwarven Glory is its layout. It’s not just another underground labyrinth packed with orcs and goblins. This dungeon tells a story through its design. There are barracks, great halls, workshops, and evidence of the dwarves’ past lives. It feels like a lived-in world, not just a random assortment of rooms waiting to be looted. While modern adventures are filled with similar details, this level of world building was far less common in 1977.
The Dungeon Design: A Brutal Beauty
If you’re used to modern, balanced dungeon crawls, be prepared for a rude awakening. Early modules like this one weren’t necessarily designed for fairness; they were designed to test players’ cunning, adaptability, and willingness to throw their dice into the abyss and pray for mercy. The Dwarven Glory is no exception.
Traps abound, and wandering monsters are more than a mere nuisance. One moment, you might be sifting through the remains of an ancient dwarven banquet hall; the next, you’re fending off a well placed ambush from whatever horrors have taken residence in this once glorious fortress. There’s an underlying sense of challenge that rewards careful play, something that old school gamers fondly refer to as “player skill” (as opposed to “character skill”). You weren’t meant to rely on your character sheet; you had to use your wits.
Treasure and Rewards: The Dwarves Didn’t Hold Back
Of course, what’s a dungeon without treasure? The dwarves, being industrious folk, left behind more than just ghosts of their past. If players survive long enough, they might find caches of gold, ancient weapons, and enchanted items that make it all worthwhile. However, The Dwarven Glory isn’t a Monty Haul adventure. Every reward feels earned, and sometimes, even that gleaming pile of gold comes with a price, like, say, being guarded by something that’s been waiting centuries to sink its fangs into an adventurer’s soft, squishy flesh.
Influence on Later Modules
Wee Warriors didn’t just create a dungeon; they helped establish a blueprint that later modules would refine and expand upon. The Dwarven Glory set a precedent for how a setting could have history woven into its walls, something TSR would later embrace in modules like The Lost Caverns of Tsojcanth and The Temple of Elemental Evil. The notion that an abandoned stronghold should feel like it had a past, rather than being a collection of unconnected encounter rooms, became a hallmark of great adventure design.
Additionally, the independent spirit of Wee Warriors paved the way for future third party publishers, from Judges Guild in the late ‘70s to the countless indie RPG developers of today. Without The Dwarven Glory and its contemporaries, the landscape of table top gaming would look very different.
How Does It Hold Up Today?
If you’re the type of dungeon master who enjoys throwing players into a meat grinder while smiling politely, The Dwarven Glory is still an excellent module. Its old school design philosophy rewards creativity and caution, and its lore rich setting makes it more than just a series of monster closets. However, modern players used to a more narrative driven or balanced experience might find it a bit harsh.
Luckily, adapting it to contemporary playstyles isn’t difficult. The bones of the adventure are solid, GMs can tweak monster placement, adjust difficulty, or flesh out NPC encounters to bring the story further to life. If nothing else, it’s a fantastic example of early dungeon design, and a great piece of D&D history.
Final Thoughts
The Dwarven Glory is a gem in the rough hewn history of D&D. As one of the earliest third party modules, it stands as a testament to the creativity and passion of the game’s earliest adopters. It might not have the polish of modern adventures, but its depth, challenge, and historical significance make it well worth a look for any RPG enthusiast. Whether you play it, adapt it, or just read through it for inspiration, this adventure proves that the glory of the dwarves never truly fades.
So grab your torches, steel your nerves, and try not to anger whatever’s lurking in the darkness, you wouldn’t want to disappoint the long departed dwarven architects, after all.
