Dungeon Master should keep the following points in mind as the players
decide what their PCs should do throughout the "Bridge Work"
by Foot (EL varies)
50-foot-high dwarf statues and a few glyph of warding spells
flank the entrance to the bridge. Safely dismissing the glyphs
requires a password AND a golden sigil. Both the archaeologist dwarves
and the oath dwarves have the golden sigil necessary to disarm the
glyph protecting the bridge. However, only the archaeologist
dwarves have the password written down on papers among their personal
effects. Learning the password from the oath dwarves can be done
only from speaking with their corpses.
who tries to step onto the bridge without the proper password and
sigil triggers the glyph. Several applications of the glyph
of warding spell delineate five 50-square-foot areas starting
at the head of the bridge. The glyph does 5d8 points of fire
damage to anyone who breaks it and all within 5 feet of the glyph
Glyph of Warding: CR 4; 5-ft. fire blast (5d8); Reflex
save halves damage (DC 14); Search (DC 28); Disable Device (DC 28).
cross any one section of the area requires one disarming action.
This means that after someone passes the first glyph, he
or she must pass a second glyph 50 feet later. Of course,
anyone may fly past the area of the glyph and walk harmlessly
on the bridge.
by Air (EL 7)
a flier attempts to fly more than 200 feet onto the length of bridge
at a height of more than 20 feet, that person attracts the attention
of the adult arrowhawks circling the vault island, three miles away.
(The arrowhawks do not care who walks on the bridge. They care only
about those who attempt to fly above the bridge.)
Arrowhawks (4): 16 hp each; see Monster Manual page 19.
by Water (EL 7)
the PCs attempt to swim to the island, they encounter tojanidas
Tojanidas (4): 19 hp each; see Monster Manual page 177.
and Other Important Matters
adventuring along this bridge, the PCs find little in the way of
extraneous loot around. In fact, they find only what is listed in
the possessions of each creature they vanquish. However, the final
encounter and the treasure hoard at the end should more than make
up for the expedition. As always, Dungeon Masters should feel free
to adjust the treasure to their campaign levels.