*Sargon can try to get his glaive farther down the hole, but the tunnel is too low and too narrow to really get it down there. There is no fresh slime the second time around, and Sargon thinks he missed it. With a bit of ingenuity, the group can tie a dagger at an angle to the glaive. This way the blade can be pushed down into the holes without having to try to break the glaive in two. Sargon keeps plunging the dagger in until the squealing and moving stops. Satisfied that the things are dead, Fluke can carefully dig out the ceramic trap and carry it further down the corridor so no one can inadvertantly step on it.*
*Kobolds are annoying little buggers, tending to have their lairs behind labyrinths of corridors and traps. As the group moves further into the corridor, it begins to close down to a level where the larger members of the party have to crawl on hands and knees. Fluke finds another ceramic trap, a pit trap, and a trip wire that would have brought rocks down on peoples' heads, and deals with each one carefully. Then the place begins to divide into lots of little passages. Tyralis moves up to see what he can see. While the kobolds have gone down all the passages, probably to confuse trackers, there's one that had deeper impressions, as if the kobolds on this path were carrying heavy objects.*
*Now knowing where to go, the group proceeds more swiftly, though with a healthy dose of caution. Fluke manages to uncover a few more traps before his luck runs out. Tyralis sends a knee right into one of the ceramic traps, which proves to be filled with shards of metal and glass, as well as thorns and something both smelly and sticky. Tyralis feels a burning sensation as he eases back and plucks out the bits of glass and metal. It's not a bad wound, but it hurts like the dickens, and is going to make walking difficult.*
*Another dozen yards and the group finally reaches a hatch-like door. Listening carefully, Fluke hears nothing. Opening the door and sliding through, the group finds themselves in a small cave. Off to the left is a small corridor that's actually tall enough for everyone to stand, lined with two doors on each side, and continuing onward into the darkness. They can see a faint orange glow at the bend of the corridor. Other than that, there's no light sources. It's oddly warm in here, and smells of both sulfer and truly bad stew.*