Lyria picks up the masterwork heavy mace, dropping her own lower-quality mace. "I didn't use the old one, but I guess the new mace should be more effective if I will ever need to use it. It also looks better".
"I have the ability to close some of your more serious wounds, if anyone is hurt", Kem volunteers.
I have three second level slots, and five first level slots for cure Moderate, and/or Cure light. Feel free to take what you'd like, and roll the curing damage.
I suppose you'll be pressing on then. The question is if you will continue your search and go downstairs or if you want to explore the crypt of Saracek.
Unless convinced otherwise Ka'kara is not inclined to go disturbing the resting places of anyone (evil or otherwise) that are not actually causing anyone any difficulties or troubles.
Stairs it is then. After checking the stairs for traps you descend carefully. The stairs end in a rocky tunnel, which soon opens into a huge cavern, with dozens of rat tunnels along the walls and ceiling. The roof of the cave is too high to see, and bats swarm about in torchlight. The way is rocky, and you hear running water in the cave, somewhere out in the distance. In glowing green letters above the tunnel exit is inscribed, Beware of Purple Worms! Spiegel the Arch Mage.
Soon after you enter you are beset by a bunch of giant rats, but you make short shrift of them.
Roylenna sends her ubiquitous dancing lights out to shine on the walls and ceiling (if it's in range) of the massive cavern.
By 'tunnel exit', do you mean we walked under this warning as we exited the tunnel? Or that is it over the mouth of the tunnel facing into the cavern when we look back?
Have I ever heard of this Spiegel? Knowledge (Arcana)1d20 + 10 ⇒ (1) + 10 = 11
"Does anyone know anything about Purple Worms specifically?", Lyria says before advancing to examine the writing more carefully and casting a detect magic spell.
I will be travelling during the next week and a half, so my internet connection might be spotty.
Purple worms are huge creatures, capable of swallowing you whole, and while a stinger that is so poisonous that it is prizes by assassin. They are also burrowers, and they can feel you coming by your footsteps so watch your step.
"Lets see big enough to eat someone in one bite, very poisonous, they tunnel and hunt by feeling vibration on the ground" Tika explains reading out a page of a journal.
Caught daydreaming again, Roylenna hustles to catch up to the other halfling as she directs her lights around the cavern and up ahead, keeping them away from the party members themselves.
Sorry about all the delays. Conference in Amsterdam really took a chunk out of me. Now resuming.
The cavern is huge and filled with all types of fungi. Rats clatter along the walls. Several large piles of dung lie about, left by an enormous creature. An underground river roars with sound, winding its way through the cavern and then down deeper into the earth.
A quick passage around the cavern turns up a lot of twisting tunnels, but they all turn out to be blind alleys except one that ends in a door. That is, unless you'd like to follow the river downstream.
You can make Search checks if you'd like to examine the droppings or look for secret doors, but it might be dangerous to dally in the chamber and it will take considerable time to search all of it.
Ka'kara not being one to search any creatures droppings wrinkles her nose and suggests going through the door. She does appear disappointed that whatever made the droppings hasn't shown up yet though...
Perhaps someone wishes to sweep the area with Detect Magic while we go through. Should detect anything in the piles of dung.
Roylenna casts Detect Magic periodically and sweeps the room as they walk, pausing to adjust the position of the lights from time to time. She still takes care to keep them away from the party - if they attrack undue attention, she would rather it be 40' to their left (as an example) rather than right on top of them.
Humoring Lenna, Ka'kara follows her protectively but glances back to Tika when the sorceress is not looking. Her look seems to indicate that she isn't confident that her little spell-slinging sister can tell the difference between a pile of dung and something that will try and eat her. That, and the fact that Lenna is easily distracted by anything shiny...
Lyria moves around the piles of dung, casting a spell of her own to detect anything magical, but moving together with the group, as she obviously prefers to stay there as short as possible.
There is nothing magic in the droppings, and nowhere else except for you and what you are carrying.
After searching the door for traps, Ka'kara ventures to open it. You enter an oddly shaped but empty (except for a number of dire rat galls strewn about the floor) room with three visible doors, one to your left, one to your right and one straight ahead.
Sorry about the delays. Will try to pull myself together. Also I hope you can do without a map of the room. I'll try to get a map up when you need one.