Only text from that would be read by the DM. No spoilers.
A 1. Palace Quarter Entrance
The carved reliefs of two dwarves face one another in profile to complete an arch beyond the ledge. Through the arch, the blocky contours of a lost dwarven city sprawl in the subterranean night. From somewhere within comes an agonized wail, followed by a breathless ramble of whimpering pleas. Then the whole city seems to join the chorus with the screams of creatures mad from torment.
A 2. Gate house
A squat stone gatehouse stands at the entrance to the dwarven city. Beyond the open gates, an arched corridor zigzags past sturdy stone walls where arrow slits squint from every angle. At the far end of this murderous hallway stands the entrance to this lost dwarven city.
A 3. Machine Chamber
Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes, creating giant wheels. Two robed figures whip five sorry-looking humans into pushing against the crossbeams of the westernmost wheel with all their might. As the wheel turns slowly counterclockwise, you hear the grinding of enormous gears hidden deep below the stone floor.
A 4. Plaza of the Muses
A stone fountain stands in the middle of a grand plaza, its sides sculpted into the shapes of dwarves bearing drums and horns. Near the fountain, several figures in feathered attire play a shrill, discordant tune on flutes made of bone.
A 12. Moradin’s Shrine
Frescoes cover two walls of this chamber, one depicting the creation of the dwarves by Moradin, the other a massive battle between orcs and dwarves. The far wall is pocked and pitted with holes in the masonry where gemstones once surrounded an altar in the shape of an anvil. Now only the chipped remnants of garnets and agates remain. In the middle of the room, three bird-headed creatures torment a group of shackled prisoners.
A 14. Living Quarters
These buildings are more or less intact, although the furnishings and decorations have long since been removed. Shards of rubble, broken pottery, and bits of bone litter the floor.
A 15. Plaza of Fallen Spires
Cracked flagstones of ultramarine marble pave this plaza. An avenue to the east ends at a wall of fallen masonry and
stone. To the west, a pillared colannade stretches across a moat to a step pyramid.
This is where we found the Djinni Ahtayir. Aerisi Kalinoth commanded the djinni to restore the dwarven city to its former glory. Aerisi controls the Djinni with the magic Horn.
A 16. Obelisk Row
Three tapered obelisks, their sides inscribed with ancient pictographs, stand in a row, their peaks scraping the fifteen-foot-high ceiling. Each obelisk has a gaunt human tied to its base. Around the obelisks, a colored cobblestone
mosaic depicts Moradin, a huge warhammer slung over his shoulder.
A17. The Palace Way
This stone colonnade spans the moat surrounding the step pyramid. Stone pillars line the way like enormous trees, engraved with the names and likenesses of notable dwarves of the past. Broken pieces of wood and stone litter the floor.
A 18. Grand Hall
Two rows of pillars support the twenty-foot-high ceiling of this marble hall. The pillars are sculpted to resemble dwarves locked in solemn stares. Each one clutches a stone axe. East of the pillars are two ascending marble staircases without handrails. In the middle of the room, several cultists in gray feathered robes levitate a few feet above the floor while chanting a hymn. Howling air rises from a pit in the middle of the floor.
A19. Temple of Elemental Air
The stairs rise twenty feet to a spacious, twenty-foot-high chamber containing a map of an ancient dwarven realm meticulously etched into the flagstone floor. At the far end of the chamber, a high throne atop a marble dais overlooks
all. Peaked arcades hung with gossamer sky-blue curtains run the length of the chamber on either side. From behind
these a heady incense wafts, its sweet smoke moving like a creature of air. Behind the high throne, a great spiraling horn rests in an alcove.