The dwarves wearing light-colored clothes are archaeologists who discovered the crushed dwarven kingdom. They learned of the vault island at the end of the bridge by studying the ruins. When they arrived to begin studying the bridge, these thin, hard dwarves dressed in dark chain attacked them.
The thin, hard dwarves are the current generation of a dwarven clan who took an oath to protect the king's treasure with their lives. They have dwelt in secret near the head of the bridge for centuries protecting it from any who would plunder the king's treasure . . . or anyone who just gets too close.
Archaeologist Male and female Dwarves Exp2 (5); CR 1; Medium-size humanoid; HD 2d6+2; hp 9; Init +0; Spd 20 ft.; AC 14 (touch 10, flat-footed 14); Atk +2 melee (1d6+1, club); SQ Dwarf traits; AL LN; SV Fort +1, Ref +0, Will +3; Str 12, Dex 10, Con 13, Int 12, Wis 10, Cha 10.
Skills and Feats: Craft (metalworking) +3, Craft (stoneworking) +3, Decipher Script +5, Disable Device +5, Gather Information +5, Knowledge (history) +5, Profession (archaeologist) +7, Search +4, Sense Motive +4, Spot +4, Use Magic Device +1, Use Rope +1; Skill Focus (Profession [archaeologist]).
Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids; +2 racial bonus on Will saves against spells and spell-like abilities; +2 racial bonus on Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Possessions: Chain shirt, club, backpack, history books, magnifying glass, 1 week's rations.
Male Oath Dwarves Ftr2/Rog1 (4): CR 3; Medium-size humanoid; HD 2d10+4, 1d6+2; hp 20; Init +1; Spd 15 ft.; AC 17 (touch 11, flat-footed 16); Atk +6 melee (1d10+2/x3, masterwork dwarven waraxe) or +3 ranged (1d8/19?20, light crossbow); SA Sneak attack (+1d6); SQ Dwarf traits, traps; AL LN; SV Fort +5, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +2, Craft (metalworking) +2, Craft (stoneworking) +2, Hide +2, Jump +2, Listen +3, Spot +3; Blind-Fight, Dodge, Exotic Weapon Proficiency (dwarven waraxe), Weapon Focus (dwarven waraxe)
Sneak Attack: If an oath dwarf's target would be denied a Dexterity bonus to AC (whether that target actually has a bonus or not), or when the oath dwarf flanks his target, the the oath dwarf's attack deals +1d6 points of extra damage.
Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids; +2 racial bonus on Will saves against spells and spell-like abilities; +2 racial bonus on Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Traps: Oath dwarves can use the Search skill to locate traps when the task has a DC higher than 20 and can use the Disable Device skill to disarm magic traps.
Possessions: Masterwork chain mail, masterwork buckler, masterwork dwarven waraxe, light crossbow, 20 bolts.
If the party waits to see what happens, the archaeologist group sees them and begins to fall back toward them, pleading for their help against "bandits and ruffians." If the party does not help, the archaeologist dwarves are cut down eventually.
If the party assists the archaeologists and helps them win, the dwarves thank them profusely and invite the party to join their expedition. (See Development for more information on this.)
If the party helps the oath dwarves, the dwarves thank them for their help against the thieves. Then they talk to the group to discover their intentions. If the party admits to wanting to journey on the bridge or get the treasure in the vaults, the oath dwarves shout their eternal oath of vigilance and protection, and launch into new battle against the PCs.
Development: If the PCs accept the help of the archaeologists, these worthy dwarves tell them that they will assist as they may when it comes to traps and information, but that they don't hold much with combat and will defend themselves only. They prefer to talk their way through encounters with intelligent creatures. That's what they tried to do with the oath dwarves, but they failed miserably.Effectively, the dwarves will not be participating in any combat, but they will aid in other situations.
In return for any combat aid that the PCs grant the dwarves, the dwarves will give them first dibs on one item within the treasure vault. After that, the dwarves will choose anything that is of historical value (including one of any coins of old mint) and leave the rest for the PCs.