Wednesday, May 29, 2024

The Mausoleum Catacombs: Level 1
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

22) Dungeon Level Access: You descend down the spiral stone staircase into a short hallway, maybe 20 feet in length. It opens up into a hallway that stretches north and south. From the moment you steps off the stairs below, you can hear an eerie, incessant chant echoing throughout. It’s impossible to gauge where the sound is coming from, from where you currently stand. [until they reach area 26 or 29] The chanting seems to be reverberating off the walls in all directions. You also can’t currently discern its words [until they reach area 35].

23) Crypts: [Several crypts have been forcibly opened, either by a pick or some other similar tool. Each crypt is sealed with a stone slab unless noted otherwise. Removing a slab from its fitting requires a successful DC 15 Strength (Athletics) check; using a crowbar or the like grants advantage on the check.]

23A) Empty Crypt: The blank stone slab meant to seal this crypt leans against a nearby wall. The crypt is empty.

23B) Wallace's Crypt: The stone slab meant to seal this crypt leans against a nearby wall. Etched into it is the name Wallace Dunn. The crypt is empty.

23C) Garak's Crypt: The stone slab is etched with the name Garak Dunn. The chamber beyond contains an empty coffin atop a stone shelf.

23D) Liza's Crypt: The stone slab is etched with the name Liza Dunn. The crypt contains a stone shelf above this crypt with an empty coffin atop it. [A swarm of insects (centipedes) boils out of the back wall and attacks if the coffin is disturbed.]

23E) Rose's Crypt: The stone slab is etched with the name Rosalita Dunn.

23F) Thomas's Crypt: The stone slab is etched with the name Thomas Dunn. The chamber beyond contains an empty coffin on a stone bier (shelf).

[In the crypt above Thomas's crypt is an Undead Skeleton that will attack if disturbed.]

AC [14], HD 2 (10hp), Att 1 × weapon
(1d8 Rusty Longsword), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 50, NA 3d4
(3d10), TT None
▶ Surprises on 2-in-6 chance
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Treasure: 50stl Ring

24) Cult Initiates Quarters: A wooden table and four chairs stand in the center of this room. Cobwebs line the corners of this room, giving it an unused feel.

24) Cult Initiates Quarters (Annex): To the south of the table room, are four alcoves containing moldy straw pallets. It appears they have been slept in, in the past but it seems it has been a bit since these were used. 25) Well & Cultist Quarters: A 4-foot-diameter well shaft with a 3-foot-high stone lip [descends 30 feet] to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well.

Five side rooms [once served as quarters for senior cultists]. Each contains a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. Each bed has a layer of dust on them and are covered in cobwebs. Each chest is secured with a rusty iron padlock [that can be picked with thieves’ tools and a successful DC 15 Dexterity check].

▶ Treasure: In addition to some worthless personal effects, each chest contains one or more valuable items.
25A. This room’s chest contains 11 stl and 60 sp in a pouch made of human skin.
25B. This room’s chest contains three moss agates (worth 10 stl each) in a folded piece of black cloth.
25C. This room’s chest contains a black leather eyepatch with a carnelian (worth 50 stl) sewn into it.
25D. This room’s chest contains an ivory hairbrush with silver bristles (worth 25 stl).
25E. This room’s chest contains a silvered shortsword (worth 110 stl).

26) Hidden Spiked Pit: The ghostly chanting heard throughout the dungeon gets discernibly louder where you currently are now along this tunnel. [A successful DC 15 Wisdom (Perception) check reveals an absence of footprints. Characters searching the floor for traps find a 5-foot-long, 10-foot-deep pit hidden under several rotted wooden planks, all hidden under a thin layer of dirt. The pit has sharpened wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking (1d10) piercing damage from the fall/spikes].

27) Dining Hall: This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor
[the remains of the cult’s vile banquets].

In the two southern corners of the room is piled debree and trash. Anyone digging around these will provoke 4 Giant Rats that will attack.

Giant Rat: (4)
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
+ disease), THAC0 19 [0], MV 120’ (40’)
/ 60’ (20’) swimming, SV D12 W13 P14
B15 S16 (1), ML 8, AL Neutral, XP 5, NA
3d6 (3d10), TT C
▶ Disease; Afraid of fire; Attacking in
water: See main entry.
▶ Treasure: N/A

28) Larder: This alchove has all kinds of discusting refuse, rotted food . . . basically just piled with whatever nasty stuff you can think of.

[This alcove contains a grick that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom (Perception) score under 12 is surprised by it].

Large Snake:
(5’ long)
AC 6 [13], HD 2* (9hp), Att 1 × bite (1d4
+ poison), THAC0 18 [+1], MV 90’ (30’),
SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 25, NA 1d8 (1d8), TT None
▶ Infravision: 60’. (Pits in the head allow
heat sense.)
▶ Poison: Causes an additional 1d4 (save vs poison).
▶ Treasure: If they are brave enough to really dig into this trash Gem (500stl value)

29) Skeleton Encounter: The ghostly chanting heard throughout the dungeon is noticeably louder here but still you can't figure out the direction it comes from since it bounces off the walls. Humanoid bones are scattered across the floor down the east and south tunnels.

Skeletons (6)
AC 7 [12], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 10, NA 3d4
(3d10), TT None
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Treasure: N/A

30) Stairs Down: It’s obvious to you, standing at the top of this 20-foot-long staircase that the ghostly chants originate from somewhere below.
[Characters who descend the stairs and follow the hall beyond arrive in area 35].

31) Stairs Down Room: This room is decordated with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the east wall contains a painted wooden statue carved in the likeness of a woman, wearing black robes, with five dragon heads behind her. In her right hand, he holds a smoky-gray crystal orb. [DC 12 Check to know this is Takhisis]

The room has an exit in the north wall with a staircase that leads down. The chanting can be heard coming from the staircase.
▶ Treasure: The orb from the statue is worth 25stl. (Maybe is magical, decide later)

32) ??:

33) Hidden Trapdoor: A chandelier is suspended above a broken down table in the middle of the room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. Iron candlesticks stand in two corners, their candles long since melted away.

In the southwest corner of the room is an old linen closet. The front doors to it have long since fallen apart. The closet is empty.

34) Bedroom: This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.

Two ghasts are hidden in cavities behind the earthen walls, marked X on the map; they burst forth and attack if someone removes one or more items from the footlocker. The ghasts wear tattered black robes.

Zombie (2)
AC [12], HD 4 (18hp), Att 1 × weapon
(1d8 or by weapon), THAC0 18 [+1],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 20, NA 2d4
(4d6), TT None
▶ Guardians: Always attack on sight.
▶ Initiative: Always lose (no roll).
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).

▶ Treasure: Characters searching the footlocker find a folded [Cloak
of Protection], a small wooden coffer (unlocked) containing
four potions of healing, a chain shirt, a mess
kit, a flask of alchemist’s fire, a bullseye lantern, a set
of thieves’ tools.

(If a Wizard is in the party) Spellbook with a yellow leather
cover containing the following wizard spells:
1st level: disguise self, identify, mage armor, magic missile,
protection from evil and good
2nd level: darkvision, hold person, invisibility,
magic weapon

Level Two
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Make sure to hammer home that this also is dwarven construction, Hordus can tell easily.

Pit Traps: (1-in-6 chance) Roll random times.
- 10 foot pit with unpleasently sharp branches and brambles at the bottom. DC18 to notice. 1d6 fall damage.

Random Encounters: (1-in-6 chance) Roll random times.

1) Goblin Patrol 1d6
2) Giant Rats 1d6
3) N/A
4) N/A

Goblin
AC 6 [13], HD 1–1 (3hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Giant Rat
3’ long (or larger), with black or grey fur.
Often live in dark, dungeon areas and
close to undead monsters.
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
+ disease), THAC0 19 [0], MV 120’ (40’)
/ 60’ (20’) swimming, SV D12 W13 P14
B15 S16 (1), ML 8, AL Neutral, XP 5, NA
3d6 (3d10), TT C
▶ Disease; Afraid of fire;

Specific Encounters:
1) Gelatinous Cube (Looks like a transparent ooze of mindless, gelatinous matter in the shape of a cube.)
3’ 10' Cube
Often live in dark, dungeon areas
AC [12], HD 4 (32hp), Att 1 (1d8)
+ Paralyzation), MV (30’)
SV D12 W13 P14 B15 S16
ML 8, AL Neutral, XP 450,
▶ Surprise on 1-3 (D6)
▶ If Hit: Save vs Paralyzation 5-20 rds;
Cold Attacks (Save vs Spell for No Damage, if Save is Failed - Cube moves 1/2 speed & Does 1/2 Damage)
1) The Entrance Hall: As you step through the threshold of the entrance, you can see a large room, approximately 80x80 feet with a 30 feet high ceiling. The room is in a state of complete and total disarray. This appears to have once been some sort of massive library, with bookshelves against all the walls. Books lie scattered across the floor in front of and around the bookshelves. Also around the room are a half dozen tables with various things scattered across them from food, to papers and random trash.

In the center of the room on the floor is a large emblem of a dragon head with some strange lime green arcane runes "that seem to shed a soft green'ish light" encircling it.

The floor, once smooth granite, is now nearly completely covered in dirt and dust. In some corners of the room you can see different types of mold and fungus, of all different colors running along the walls and the floor. You do see on the far side of the room, a group of Goblins [Numbers vary depending on size of group] mulling about the room - one Goblin is asleep on a table, two other Goblins are playing dice on the floor, rolling the dice against the far wall. At this moment, they do not notice you.

Goblin (equal to party size)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’
▶ Hate the sun: –1 to hit in full daylight.

2) The Offering Chamber: This large chamber is approximately 100x100 feet. Eight pillars support the higher ceiling (50 feet). Each pillar is solid stone, with a statue of a armored dwarf carved out of it. One wields a great axe, one a two-handed sword, one a thick book and another holds a dagger in hand - the other 4 columns are just dwarves without weapons. All are depicted in wearing different styles of plate armor, but all have a stone ring with the same sigil [nic nic Sigil on a DC12], several of the stone column dwarves have shields [Dwarven designed Shields on a DC12].

The West wall has a raised floor (two stairs) with two torch wall sconces each with lit torches. Bookshelves line the room against the walls. Books lie scattered across the floor in front of and around the bookshelves. In the southern wall you see what once was a tunnel but has collapsed in on itself. In the south/west corner of the room is a cauldron filled with bones. Around the room, hang tattered old tapestries depicting various scenes of dwarves fighting strange, dark, ghostly figures wielding various sorts of weaponry. On the largest tapestry it shows many many dwarves standing in the background watching three dwarves holding their fists high with clench fists. Beams of energy stream from their fists to an enormous evil looming over them. Larger than any evil, dominating the background over the dwarves heads is the scene of a [5 headed dragon], each head being a different color - (red, blue, green, black, and white), [DC8 to know this is Takhisis].

If any of the characters say the name Takhisis, the name will echo through their minds over and over for 30 seconds, causing the players extreme pain. If the character is any Dwarf type class, the pain will be doubled and they will fall to their knees.

Goblin (equal to party size)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: 20sp, 1 dagger (good condition), black gemstone woth 20stl.
On the raised floor is a cloak with the Thorbardin emblem crumbled up against the wall with a bloodstone gem inside worth 50stl.

3) Table Room: This room is 60x60 feet and has a 20 feet high ceiling. Formerly this room appears to have been quite ornate, in reference to worshipping a platinum dragon [Paladine], now it is just a room full of tliter and trash. In the center of the room is a massive sized round table. Books, trash and papers scatter across the table. The room is in a state of complete and total disarray. This appears to have once been some sort of massive library, with bookshelves against all the walls. Books lie scattered across the floor in front of and around the bookshelves.

Two Goblins are in this room. If the Goblins are threatened, they will both not attack, speaking in goblin to try and de-escalate the encounter but for mercy but they both still appear very aggressive. [Anyone speking Goblin or something similar] You can tell these goblins do not want to fight, probably because they are out numbered. [They will both attempt to back outa the room as they talk eventually turning and running towards room 4].

Goblin (2)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

4) The Toilet: You are aware of this room before you reach it, the smell is horrible, almost to the point of making you vomit. In the corner of the room reclined on a pile of filth you see a rather sturdy looking Goblin, slightly larger than the others. [Once combat begins, the other 4 Goblins rush in to fight]. If the players start searching the refuse . . . a Gray Ooze attacks.

Bogan Redcap
AC [13], HD 4 (4hp), Att 2/rd two shortswords
(1d6),
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: Wearing a Ring of the city of Thorbardin - Stashed in the refuse 229stl

Goblin (4)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

Gray Ooze
AC [12], HD 2 (12hp), Att 2/rd two shortswords
(1d6),
Immunities: Blind, Charm, Deafened, exhaustion, fear, prone
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)

6) Barracks: At the far side of the room, you see a huge statue of a Dwarven warrior standing tall, as if watching over the room. The entire state is made of some sort of pale stone. [Hordus would know this was crafted around the time of the cataclysm]. Along both sides of the room, raised two feet higher than the center of the room are many tables. In the center of the room down both sides are bookshelves that completely block the left/right sides of the room. Four tables are in the center of the room. Many books lie scattered across the floor around the bookshelves. The tables have half eaten rotten food on them.

[If Hordus character is wearing the ring, the statue begins to glow a soft white light from it. The ring on the finger also glows with a soft white light. The Dwarf statue will seemingly come to life, extending it's hand toward the ring bearer. If the ring bearer touches the statues hand, the group is teleported to the secret room].

Goblin (6)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

Secret Room: You suddenly appear in a 60x60 feet room. The room has a soft green glow coming from the coins that are piled atop the three northernmost tables. A few bookshelves stand in two corners of the room along with two tables with chairs on either side of the room. In the center of the room a man sized statue of a Dwarven warrior, sits on a small stone block - dressed in heavy plate armor and a medium shield with the Thorbardin emblem engraved upon it. The Dwarf has a heavy looking hammer on his side. The entire statue and block seems to have some type of magical glow surrounding it. The statue seems stone but very realistically carved.

[When the statue is approached by the Dwarf, it seems to come to life and it speaks to him by name].

"name" - you have proven yourself worthy. You have many trials ahead of you and many hardships. If you do not stand true to your beliefs these trials will break you. Take this mighty dwarf, may it show you the light even in your darkest hour - the dwarf pulls out the warhammer and hands it to you and says . . . "use it well". It then returns to its former stone form. You and your companions are then transported back to the entrance of the tomb where you started.

Treasure: 2,500stl (total amount)
Warhammer [Picture]
1d8 (+1 to attack/damage)
vs Dragons & Draconians gives additional 2d6
When commanded it gives off a (Dim) soft ghostly light 20ft radius

Chest: 500stl, (3) Scrolls: Spider Climb, Wizard Lock, Water Breathing

Tuesday, May 28, 2024

Campaign Draft
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

1) Do the Delian Tomb. When finish, let them go to Gateway (allow for Random Encounter).
2) When they reach Gateway, let them return to the Steel Piece. Allow for some roleplay. Have Stan Whiteguard inform party that the mayor (Alrick Mangaloe) has requested to speak with them.

Level One
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

As nightfall sets in, you are your companion are making idle conversation with one another.
(DC14 to hear someone approaching your campsite) On a successful DC . . .

(Player(s) Name) hears a noise just outside of camp, you reach down, grab your weapon and quickly turn to face the direction you heard the sound come from. A figure approaches you . . .

Goblin Patrol: You enter into a nearby wooded area, tracking the trail left by the goblins, what appears to be hours ago, keeping sight of the tracks has been hard due to it being the dead of night.
On a successful DC12 roll.
As you break through the treeline, you briefly spot two small forms moving about the hilltop ahead of you. It appears to be a patrol from the way the goblins are looking around as they walk.
The characters may surprise on a DC10.

The goblins will fight until one takes damage or is slain. Once this happens they will retreat to the caves to warn the others.

Goblin
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

The Dwarves Tomb
1. Entrance:
Two Goblins stand guard.

Goblin
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
On the goblins' first turn of combat, they will both attempt to retreat inside.

After they fight the Goblins at the main door . . .

As you open the door, a 60x60ft room opens up in front of you The walls and such appear to be dwarven in construction. The room is dimly liit, mostly from the light coming in through the open door you just opened. The room itself is mostly empty, with only two old, broken wells, an old tablet with a few stills sitting around it. The table has some remains of food and such on it. Along the walls you can see trash and debree, and vines grow along most of the walls. On the far side of the right wall, you clearly see it open up to a set of stone stairs that appear to go down slightly.

2. Stairs & Offering Room:
It's very dark as you move down the steps and into the tomb, the musty air cools by the step. You can hear faint, rhythmic chatter echoing up from the heart of the structure.

Entering the Offering Room . . .

The Brazier at the center of this room gently illuminates the walls of this room well enough that you notice 4 Goblins loitering around in the room. On the far wall you can see another corridor leading out of this room.
Depending on Elora's positioning with the torch will dictate if the players get surprise or not. If not, then the Goblins will see the torch and start towards then for normal initiative.

Goblin:
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

After the Goblin fight . . .
On one side, a detailed carving depicts a company of dwarven warriors fighting back a torrent of monsters! On the other wall, there is an inscription, it reads in dwarven: "In Defense of Thorbardin".

3. Preasure Plate Trap:
A character who succeeds on a passive DC12 will notice the trap, if the DC succeeds then the faint light of the brazier just barely catching the raised bit of floor.

Any other creature who steps on the pressure plate will trigger the trap, causing a scythe to sweep down from the ceiling. The character who triggered the trap must succeed a on a DC 15 Dexterity saving throw or suffer 1d8 slashing damage. Once the trap has either been disabled, or triggered it is exhausted and will not be triggered again.

4. Hall of the Oathkeeper:
Dominated by a giant stone statue of a heavily armored dwarf, dressed in a set of full plate armor & shield while holding a war hammer, raised up on a dais, standing tall with its war hammer planted down between its feet.
A thick haze billows up from a makeshift altar in the center of the room where a goblin adorned with jewelery and warpaint chants rhythmically while it rocks back and forth. Behind the goblin, a young girl lies motionless, her mouth gagged, head flopped to one side, from a small cage near the foot of the statue - you see bllod on her clothing around her stomach.
Allow a DC10 to recognize the Bugbear.
Next to the goblin, you see a large hairy (Bugbear) turn to look at you and start walking your way.

[When they enter the room, a Fire Trap goes off dealing 1d4+1 damage to first person entering room]

Goblin Shaman:
AC 6 [15] (+1 from Barkskin), HD 3 (15hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Spellcasting (Druid Spells):
1st Level (4 slots): Entangle
2nd Level (2 slots): Trip x2 (2-5 damage), Cure Light Wounds, Barkskin
Treasure: 2 Potions of Healing, 200stl in small chest

Bugbear:
AC14, HD 3+1 (14hp), Att 1 × weapon
(2d4 or by weapon +1), THAC0 16
[+3], MV 90’ (30’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Chaotic, XP 50, NA
2d4 (5d4), TT B
▶ Surprise: On a 1–3, due to stealth.
Treasure: Potion of Healing (if he does not use).

Once the fight has finished . . .

The characters can inspect the little girl, she is clearly dead after an inspection from a stab wound to her stomach.
The makeshift altar is covered with bits of charcoal, cork, sulfur, and other spellcasting materials. You can see ancient drawings on the walls of warbands of heavily armored dwarves riding armored mountain goats engaged with a horde of goblins. Near the cage you see a jumble of blankets, apparently where someone slept.

The blankets are littered with 2d20+10stl

The statue of Delius and the wall immediatley behind the statue bot have an inscription at the base of the statue and at head level on the wall, it reads: If you are to keep this, you must first give it to me.

If any character speaks, "I give my word" — or anything in the spirit of that — the secret door leading to the tomb will open!
Read the following if they succeed with the riddle . . .
Directly behind the Dwarf statue, you hear a loud clicking sound and the wall near the corner of the room opens slightly.

5. The Tomb of the Dwarven Company:
As you enter this 80x80ft chamber, you see six sarcophagi (3 on each side of the room) and one larger sarcofogai on the far side of the room which has a tome laying on top of it. Along the walls are paintings of heavily armed dwarven warriors of Thorbardin fighting goblins, evil looking men and even dragons.

Reading the tome . . .
We have fallen back, into the cave. We have barred the door at the entrance, but we know it will not hold for long. The door shudders from the blows coming from outside. We are trapped, we must stand our ground. A great evil is soon coming through that door, we will stand our ground - and fight . . .
If anyone other than a Dwarf tries to open a sarcofogai, a Guardian Skeleton will spring out as soon as the lid opens.

Treasure: 3 Potions of Healing
Each sarcophagi holds skeletons wearing standard chainmail, as well as a normal longsword and a shield.

The Dwarf lords' sarcophagus holds the lord of this company of dwarves, who wears a set of standard chainmail, and a shield bearing the crest of Thorbardin, as well as a finely crafted non magical warhammer wwith runes etched into the blade that reads "In Defense of Thorbardin".

6. The Staircase:
Stepping through the secret door, you see a short corridor in front of you that opens up into a small 20x20 room

Entering the room, you see it is basically empty other than scattered refuse and a staircase that leads down. Near the staircase, you notice carved into the wall that reads "in common" "The gods may have forsaken the dwarven nation, but we have not forsaken the gods".

- Choose the highest INT of party, allow a DC10 check. If successful, they can determine this was from hundreds of years ago, possibly as far back as the cataclysm.