Room 3: Sister of Klees Cell.
This is the lock Klees was frantically trying to open. Years of soot, dirt, dust, etc has coated the sigils and wards around the solid metal and stone door. The lock is a master crafted metal lock, but there are also sigils and wards all the way around the door. The lock is a DC 15 Thievery Check to pick.
Any attempts to pry or force the door open, as it seems virtually unbreakable and stuck shut. The door opens into the room. If someone schooled in arcane writing, they could brush away enough soot and dirt to discern this door is intended to magically seal itself shut whenever a new occupant enters the room.
Inside the cell is a mighty stench of a desiccated, shriveled body of a long dead Salamander. Her torc, staff, scroll cases, and dagger all survived the ages. If anyone enters the room, the door slams shut hard and of the air is sucked out of the room through tiny holes in the ceiling. Characters stuck in the room must make a DC 10 + (number of rounds) CON check in the cell or fall unconscious.
The door can only be opened from the outside. Players will have to find a way to dispel the runes and glyphs of bonding and/or pick the lock again. Picking the lock only resets the trap.
The torc takes up one equipment slot and provides a magical +2 AC bonus.
The dagger is a very well crafted +1 Dagger.
The Staff of Pyromancy is a +1 Staff. Benefit: Cast Fireball as per regular Wizard Spell once per day. Unlike a wand, the staff remains intact if you roll a 1 on your spellcasting checks.
There are three intact scrolls amongst her bones.
Scroll 1: (Tier 1) Burning Hands
Scroll 2: (Tier 3) Protection From Cold
Scroll 3: (Cursed: Party can not add CHA to reaction checks.) (Tier 1) Light.
*GM Notes:
Players are encouraged to find new a creative ways to get at the loot. Or they could just leave it behind.
If Klees is still alive, he will be heartbroken at the loss of his beloved sister and might seal himself in her cell on purpose. Klees is at the end of his rope. After years of suspended animation and torment, he was finally freed to find out his only sister is dead. His brother/best friend is locked in the next cell.
If the Water Weird, Glrblbubl, is still in his pool and alive, he will mock and jeer the group if they attempt to unlock the cells. He knows all about the trap and glyphs. He will not offer any help or advice on getting around the trap or getting the treasure out. Onto the other cell, Room 4.

