Careful not to make too much more noise, the group creeps through the intersection leading to the beetle-filled chamber, heading north down the unexplored corridor.
After two shallow alcoves studded with numerous pegs halfway down its length, the corridor seems to run into quite an obstacle. Twenty-five feet from the intersection steps lead down to a lower section of this sub-level of the Whispering Cairn. Sadly, this lower level seems completely underwater. The water seems quite clear and smells fresh, allowing you to see that the steps continue another 10 feet underwater before opening up into a larger chamber, also underwater. From here it is impossible to tell if there are any air pockets in this room. Add-in: The water has no discernable current and is cold, although not unaturally so.
OOC: Just as a reminder, the non-warforged in the group can hold their breaths for a number of rounds equal to twice their Constitution scores, as long as they are only taking move or free actions. Taking a standard or full-round action reduces this period of time by one round. After that period of time, one must make a DC 10 Constitution check to continue holding one's breath, or begin to drown. Each round one succeeds at this roll, the DC increases by 1. When drowning you first fall unconscious (0 hp) in the first round. In the following round, one drops to -1 hp and is dying. In the third round, one dies.
By making a successful DC 10 Swim check one can swim one quarter one's speed as a move action.