Room 1 was a steep roll down a chute down to a giant forge.

Luckily, everyone made it in one piece, right?

After emerging from the forge and dropping another five feet onto the floor, the enormous room is only lit by the glows of the open forge, akin to a Campfire in terms of lighting. Unfortunately, the room is much larger than a meager campfire can fully illuminate.

Next to the massive forge sits an anvil, tool rack full of giant hammers, tongs, etc. There’s a bucket of what appears to be stagnant water nearby as well. Someone has been using the forge recently, but for what reason?

The room opens up into a round, almost circular chamber. On the south end is a pool of water. On the northwest wall is an open cell door. Directly across from the pool on the North wall is a locked, runically sealed door with similar set of wards and warnings as the one above ground. To the right of the sealed door are two more cell doors, still locked and occupied.

A large scaled being is hunched over the lock of the cell next to the hallway furiously scratching and rattling a tool around in it. He occasionally hisses in frustration. As he rattles around trying to open the magic locks, a faint laugh can be heard from the pool. 

If the group approaches the pool, they will encounter the Water Weird, Glrblbubl. It explains that it was forced to retreat to the pool after a battle with the first Salamander. After they fought, the Salamander attempted to forge some crude lockpicks to open the cells containing his brother and sister. The Weird will offer the gear hidden in the bottom of its pool if the group will help it escape and reseal the tomb.

The talking will undoubtedly attract the attention of the Salamander who will break off from his feeble attempt to open his brother’s lock. Kleess is bitterly angry about centuries of imprisonment at the hands of mere overworld mortals. If challenged in combat, he will start with his fire abilities and claw attacks while trying to reach something in the forge area.

In the corner along with a barrel full of scrap metal and iron bars is a Fiery Warhammer (Details with Kleess.) He will attempt to reach it in order to heal himself and fend off the PCs. The Water Weird jeers Kleess as the group fights him. The Salamander spits back several epithets in Elemental.

“You betray everyone water bag!” he shouts with his last breath if needed. “You betrayed the master and then turned on the mortals. You drink from the living to preserve your life, betrayer. You have no more right to exist than I.” If the Salamander dies, it erupts into flames and thanks the group for finally freeing him from the mortal world.

Otherwise, the group is faced with Kleess and his desire to free his family. They were bound to serve the Djinn, but eons of imprisonment has eroded their bond. All they want to do is escape the mortal realm and go back to the Plane of Fire.

Onto Room 3 soon. Thanks for being here. I appreciate it.