Barrowmoor: Exploration and Ecdysis.
Re: Barrowmoor: Exploration and Ecdysis.
Raust turns her focus to the wounded Carca, communing with her companion in whimpers and low growls as she spreads the hurtloam mud upon his wounds. Namma paces nearby, hackles raised in unease, a clear warning to any others who might approach the trio. With the casting complete, the druid curls up at the wolf's side and Namma finally sits near them, all resting into fitful sleep from the exhaustion of the day's events without other concern.
In the morning, Raust communes with the Hunter, breaking her fast on the dried meats from her last kill. She is moody, disturbed by the death of Marcel.
"What will the Town-Lord say about the death of his Book-Priest? Will he send his men for vengance on the Snakemen now?" she asks eventually, looking to Gerdal foremost, still less comfortable with the eye contact of others.
As the course of action is discussed, she still wishes to scout this tunnel and know its opportunity. She is less ardent on the need to slay the snake priestess for revenge immediately, and alone if she must... she still wishes it, but the corpse lying in-state next to them has made her reflection that much more sober.
In the morning, Raust communes with the Hunter, breaking her fast on the dried meats from her last kill. She is moody, disturbed by the death of Marcel.
"What will the Town-Lord say about the death of his Book-Priest? Will he send his men for vengance on the Snakemen now?" she asks eventually, looking to Gerdal foremost, still less comfortable with the eye contact of others.
As the course of action is discussed, she still wishes to scout this tunnel and know its opportunity. She is less ardent on the need to slay the snake priestess for revenge immediately, and alone if she must... she still wishes it, but the corpse lying in-state next to them has made her reflection that much more sober.
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal stares into the cave wall while answering
"I...don't know actually. He came here by his own will, and nothing we say or do can change the fact that he was killed here. I don't think they will blame us."
Looking at the tunnel.
"Raust, do you want to scout ahead and come back to us before we proceed? I sense that we could be close. If the task seems futile, we'll simply have to return without any slain queen, but then at least we will hopefully be able to provide some evidence of her existance."
"I...don't know actually. He came here by his own will, and nothing we say or do can change the fact that he was killed here. I don't think they will blame us."
Looking at the tunnel.
"Raust, do you want to scout ahead and come back to us before we proceed? I sense that we could be close. If the task seems futile, we'll simply have to return without any slain queen, but then at least we will hopefully be able to provide some evidence of her existance."
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand jumps up I can scout ahead, if you'd like!
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal seems a bit surprised, as if she'd forgotten about Isvand's particular skill set. But then she grows more content.
"Yes, good suggestion. Just don't get any funny ideas this time. No pulling strange levers or drinking potions you find on the floor. Okay?"
"Yes, good suggestion. Just don't get any funny ideas this time. No pulling strange levers or drinking potions you find on the floor. Okay?"
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand smiles. Awww..... Okay, I guess.
If the rest of the party agrees, he will start forward, after making sure there is a rope around his waist.

If the rest of the party agrees, he will start forward, after making sure there is a rope around his waist.
Re: Barrowmoor: Exploration and Ecdysis.
Raust sees the wisdom in their small, quiet, well-sighted friend going forward, though it takes several attempts to explain what the rope is for.
She readies her bow and comforts Namma and Carca as she explains the plan to them in a series of low growls, prepared for her part.
Do our NPC rangers have quiet abilities? If so, they are better than the druid, I think. If not, she is willing to follow at rope length with bow and wolves in case he needs cover and escape.
She readies her bow and comforts Namma and Carca as she explains the plan to them in a series of low growls, prepared for her part.
Do our NPC rangers have quiet abilities? If so, they are better than the druid, I think. If not, she is willing to follow at rope length with bow and wolves in case he needs cover and escape.
Re: Barrowmoor: Exploration and Ecdysis.
Barrow Moor, South-west of Helix, Duchy of Aerik.
May 30th 1066.
Hurtloam Cave.
Hurtloam healing [1d4+8]=4+8=12
Taking a full nine hours to rest and give time for the healing mud to dry and be adsorbed, the druid is amazed once she breaks the thick cast that the deep bites in Carca's fur have been cleansed and the flesh renewed. A scar remains but the wolf companion has full health restored. So to Pasquel, injured from burns and grazes receives a blessing from nature's bounty.
The mud flow from the combination of mineral waters, alkaline clay deposits and crystalline rocks is extraordinarily slow, the drips constant but the supply of healing loam is quickly exhausted. Enough to plaster cast one humanoid or animal figure fully or to bind minor wounds in a couple more. Assessing the strange earth; taste, smell, touch Raust & Gerdal agree that it may be hours, perhaps days before sufficient mud is reproduced along the deposit of mud-fall that could be harvested.
Discussions are had regarding Marcel. Every expedition has risk and reward, he paid with his life on this one. You collect his personal belongings that could be returned to a next of kin and determine his will be the only memorial you raise. Going forward, Isvand suggests sneaking off ahead of the group. With a little more separation from otherwise encumbered and noisier comrades he can take advantage of his racial gifts to blend into the cavern shadows and using a limited infravision scout some more.
Figuring from the generalised regional map and the description from the python, a half mile traverse or more might be needed to come close to the waterfall and caves said to be the Snake-men's lair. You have no particular skill in direction orienteering though you believe the trickling stream tends to flow in a fairly parallel path to the exterior draining river waters. Trailing a long rope 'just in case' and marking little scratches on the wall or dabbing some dye to note this way or that, Isvand progresses.
No more Darkmantles, no Cave Troll, subterranean goblins or Neanderthal albinos. Deep in the narrowing confines, you bless yourself for your short stature, in parts taller figures will more than bend double.
Eventually though your luck runs out.
Not a creature leaping on you in the dark, something more mundane. You arrive at an apparent dead end. The trickling stream, added to by constant drips and more arbitrary veins of water draining from the Moor becomes almost knee deep and fills the passage floor so only by wading in the waters can you continue. It starts to get cold, a chill from icy stone walls, shivering occasionally but sweating too from exertion. A rock wall, above and on either side. The waters though must continue to drain for it flows through rather than fills the passage. Marks on the walls may indicate where floodwaters rise during the winter season. Lighting a firebrand, for some warmth as much as observation, you can see that there is a gap underwater between the bed of the stream and the rock, a narrow passage but without stripping off and diving through, you have no way of knowing if it exits anywhere except a slim crevice in the earth or continues as a passage or cave beyond. Not risking going further alone, you report back to the others.

actions and thoughts everyone please.
May 30th 1066.
Hurtloam Cave.
Hurtloam healing [1d4+8]=4+8=12
Taking a full nine hours to rest and give time for the healing mud to dry and be adsorbed, the druid is amazed once she breaks the thick cast that the deep bites in Carca's fur have been cleansed and the flesh renewed. A scar remains but the wolf companion has full health restored. So to Pasquel, injured from burns and grazes receives a blessing from nature's bounty.
The mud flow from the combination of mineral waters, alkaline clay deposits and crystalline rocks is extraordinarily slow, the drips constant but the supply of healing loam is quickly exhausted. Enough to plaster cast one humanoid or animal figure fully or to bind minor wounds in a couple more. Assessing the strange earth; taste, smell, touch Raust & Gerdal agree that it may be hours, perhaps days before sufficient mud is reproduced along the deposit of mud-fall that could be harvested.
Discussions are had regarding Marcel. Every expedition has risk and reward, he paid with his life on this one. You collect his personal belongings that could be returned to a next of kin and determine his will be the only memorial you raise. Going forward, Isvand suggests sneaking off ahead of the group. With a little more separation from otherwise encumbered and noisier comrades he can take advantage of his racial gifts to blend into the cavern shadows and using a limited infravision scout some more.
Figuring from the generalised regional map and the description from the python, a half mile traverse or more might be needed to come close to the waterfall and caves said to be the Snake-men's lair. You have no particular skill in direction orienteering though you believe the trickling stream tends to flow in a fairly parallel path to the exterior draining river waters. Trailing a long rope 'just in case' and marking little scratches on the wall or dabbing some dye to note this way or that, Isvand progresses.
Eventually though your luck runs out.
Not a creature leaping on you in the dark, something more mundane. You arrive at an apparent dead end. The trickling stream, added to by constant drips and more arbitrary veins of water draining from the Moor becomes almost knee deep and fills the passage floor so only by wading in the waters can you continue. It starts to get cold, a chill from icy stone walls, shivering occasionally but sweating too from exertion. A rock wall, above and on either side. The waters though must continue to drain for it flows through rather than fills the passage. Marks on the walls may indicate where floodwaters rise during the winter season. Lighting a firebrand, for some warmth as much as observation, you can see that there is a gap underwater between the bed of the stream and the rock, a narrow passage but without stripping off and diving through, you have no way of knowing if it exits anywhere except a slim crevice in the earth or continues as a passage or cave beyond. Not risking going further alone, you report back to the others.

actions and thoughts everyone please.
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand has a thought, but thinks better of it and returns and reports to the group. I think we may have to swim for it. I feel it's the right path, but I have no idea how long or deep it is, or what would be on the other side.
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal looks a bit sceptical.
"I don't know honestly. There could be things lurking in the water, and truth be told, the cold embrace of the cave stream won't do me any good (CON 5....) I might just be too old for this. Maybe if you just check ahead a little bit Isvand? If we're talking about 10 seconds submerged, maybe I'll be up for it."
There's no reason to suspect any secret door in a natural cave, but Gerdal checks walls and, where possible, ceiling.
"I don't know honestly. There could be things lurking in the water, and truth be told, the cold embrace of the cave stream won't do me any good (CON 5....) I might just be too old for this. Maybe if you just check ahead a little bit Isvand? If we're talking about 10 seconds submerged, maybe I'll be up for it."
There's no reason to suspect any secret door in a natural cave, but Gerdal checks walls and, where possible, ceiling.
Re: Barrowmoor: Exploration and Ecdysis.
no secret doors. Isvand followed the stream as it cut through the cave interior. There are very few
side passages, a cave here and there, some extra waterways trickling in but this is the main route and swimming through a slim passage in the dark, exiting in the dark too if it indeed leads to a cave or exit within reasonable distance.
Maybe you could Augure some futures to get further insight?
side passages, a cave here and there, some extra waterways trickling in but this is the main route and swimming through a slim passage in the dark, exiting in the dark too if it indeed leads to a cave or exit within reasonable distance.
Maybe you could Augure some futures to get further insight?
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal brings out her strange dishes, fills them partly with cave water, and stirs, mumbling unintelligibly.
Some rolls, trying to augur the future of herself, Isvand and Raust entering the caverns Isvand explored
Heirloom Augury vs 72: [1d100]=42
Heirloom Augury vs 72: [1d100]=3
Heirloom Augury vs 72: [1d100]=56
nice
Some rolls, trying to augur the future of herself, Isvand and Raust entering the caverns Isvand explored
Heirloom Augury vs 72: [1d100]=42
Heirloom Augury vs 72: [1d100]=3
Heirloom Augury vs 72: [1d100]=56
nice
Re: Barrowmoor: Exploration and Ecdysis.
passage from the Hurtloam Cave.
In the cold and chill and dark it is easy to be discouraged. You have come to a dead end bar swimming under a narrow passage that must be no more than waist high. Tea is called for, as much for the warming brew as the reading of the tea leaves. The sorceress studies the dregs and nods affirmatively. Each of the soothsay fortunes appear to promise the same prophecy; the passage is a tight confine and a test of endurance. But those who keep in the flow will emerge on the other side of the rock; to danger, to challenge, to carve their names with pride.
It ends with the cryptic words. Does that promise success and honour or a grave headstone raised in memoriam.
A suggestion is made that wineskins could be emptied and used as an extra breath of air incase the passage seems to long. The waterway too many be impassable to the wolf and chameleon animal companions.
So to swim the passage I would like a [4d6] vs Con as you hold your breath. Also what precautions do you take and how do you waterproof any gear you take.
Alternatively, to access the Snake-men lair may need a trek down river.
actions please
In the cold and chill and dark it is easy to be discouraged. You have come to a dead end bar swimming under a narrow passage that must be no more than waist high. Tea is called for, as much for the warming brew as the reading of the tea leaves. The sorceress studies the dregs and nods affirmatively. Each of the soothsay fortunes appear to promise the same prophecy; the passage is a tight confine and a test of endurance. But those who keep in the flow will emerge on the other side of the rock; to danger, to challenge, to carve their names with pride.
It ends with the cryptic words. Does that promise success and honour or a grave headstone raised in memoriam.
A suggestion is made that wineskins could be emptied and used as an extra breath of air incase the passage seems to long. The waterway too many be impassable to the wolf and chameleon animal companions.
So to swim the passage I would like a [4d6] vs Con as you hold your breath. Also what precautions do you take and how do you waterproof any gear you take.
Alternatively, to access the Snake-men lair may need a trek down river.
actions please
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Re: Barrowmoor: Exploration and Ecdysis.
It looks like my reply may have gotten eaten by a Gru...
Isvand looks at the cold water I... don't know if I can hold my breath long enough, without knowing how far we would have to go. I'll give it a try. I can maybe call on my special friend if it gets bad...Well, I survived that swim in the barrow maze Isvand quickly strips down to just his clothing, with his boomerang in its banodleer, and his two daggers, putting everything else in his pack & a sack. If anyone has some rope, he will tie one end to himself and the other end to his pack & sack. If I'm successful, I will tug the rope, and then start slowly pulling it through. If I'm not successful, I've got some cool stuff. Before he can think better of it, he dives into the water.
Hard Con Check target 13 [4d6]=7
I should have actually had a target of 11, since I haven't recovered from the light spell.... but still cleared it
Isvand looks at the cold water I... don't know if I can hold my breath long enough, without knowing how far we would have to go. I'll give it a try. I can maybe call on my special friend if it gets bad...Well, I survived that swim in the barrow maze Isvand quickly strips down to just his clothing, with his boomerang in its banodleer, and his two daggers, putting everything else in his pack & a sack. If anyone has some rope, he will tie one end to himself and the other end to his pack & sack. If I'm successful, I will tug the rope, and then start slowly pulling it through. If I'm not successful, I've got some cool stuff. Before he can think better of it, he dives into the water.
Hard Con Check target 13 [4d6]=7
I should have actually had a target of 11, since I haven't recovered from the light spell.... but still cleared it
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal wishes the tall halfling good luck, knowing well he wouldn't take no for an answer even if she would try to convince him not to go.
"I don't think my condition permits me to go either way, but it might be that some of us will join you on the other side. I suggest, if possible, that you come back anyway so that we can discuss further actions. This might not even be the correct way."
She'll stay at the other end of the rope, waiting/hoping for Isvand to tug it eventually.
"I don't think my condition permits me to go either way, but it might be that some of us will join you on the other side. I suggest, if possible, that you come back anyway so that we can discuss further actions. This might not even be the correct way."
She'll stay at the other end of the rope, waiting/hoping for Isvand to tug it eventually.
Re: Barrowmoor: Exploration and Ecdysis.
Raust purses her lips as she shes the halfling dive in, then simply nods, the decision made. The druid bends down and with a series of growls and woofs lets Namma and Carca know she will return, and they should protect Gerdal. The druid's large leather sacks are waterproof enough as is her bear-fur, both treated with mink oils to survive the wild elements in which she lives without rot. She drops her backpack and its gear, removes her headdress, and uses the bag to protect her bowstring, quiver, and arrows -- taking only them, her protective bear-fur, and her spear.
Her mass of unruly hair no longer contained, she brushes it back behind the points of her elven ears, which she previously had concealed within the tresses and antlered headdress. She looks solemnly at Gerdal, both younger and older than she was before, steeling herself against apprehension. "I will protect the small one. And if possible, end this priestess." She lowers herself into the pool, takes a deep breath, and goes under.
Constitution (13) [4d6]=13
Her mass of unruly hair no longer contained, she brushes it back behind the points of her elven ears, which she previously had concealed within the tresses and antlered headdress. She looks solemnly at Gerdal, both younger and older than she was before, steeling herself against apprehension. "I will protect the small one. And if possible, end this priestess." She lowers herself into the pool, takes a deep breath, and goes under.
Constitution (13) [4d6]=13
Re: Barrowmoor: Exploration and Ecdysis.
updating here next. Thank you for you patience.
Re: Barrowmoor: Exploration and Ecdysis.
Beyond the Hurtloam Cave
Preparations are made. Diving blind and into the unknown, only feeling your way. Holding your breath and holding out in hope that the passage underwater can be navigated quickly and it opens past a crevice you can wriggle through. Isvand, Venwynn and Raust enter through the submerged crack. It takes a moment for infravision to kick in, everything is dark as you expect. The three push themselves along, trying not to bash their heads on the craggy rock above them and scraping elbows and knees on the bed of the underground stream. Each of you have a rope tied to your ankle, anchored by a comrade back in the tunnel. Three tugs to pull you out and crash-course CPR on a drowning victim. The ropes, knotted in pairs to give you approximately 100 feet of security. By the end of the rope you feel almost at the end of your breath. Hearts beat faster, almost audibly, the sound of bubbles, straining bodies and lungs and another sound, a scraping, a garbling, incoherent but not too distant. Though sound underwater carries. One 'do-or-die' volunteer slips off his ankle loop to swim those extra metres in the dark and exit to a breath of gasping air and a rock pool. Water streams in from the surrounding walls and crevices, splattering noisily. The pool drains as a stream which must flow further on through a larger cavern to mingle with the waterfall. Above the rock pool is some light, not sunlight but the flickering of tarred firebrands.
Isvand and Raust emerge. There is no sign of Venwynn who was swimming behind you. In the dark passage she has taken a wrong turn and reaching the limit of her breath begun to drown. Those in the cave receive the alarm 'three tugs' on her rope and furiously pull her back out. -5hp. She splutters, thankful for rescue.
"The passage is long and narrow, the others swam ahead. I hope they made it".
Swim to rock pool or dead end? Isvand, Raust, Venwynn [1d2]=1[1d2]=1[1d2]=2
Venwynn drowning [1d6]=2[1d6]=3
No point in turning back straight away, the scout SEAL duo sneak over to a boulder to peek into a larger cavern.
Orphidians! Grotesque changelings slither about in a cavern a bowshot wide that extends deeper into the darkness behind you. The 'Snake-men' (and women) have a basic camp here, individual plots of ledges and outcroppings claimed and furnished with personal tokens; a head on a stake, a reptilian skin used as a mat, a rack of dried fish being smoked over a charcoal fire, a prized bow or war like headdress of exotic feathers. They camp at the far side of the cavern, a drier spot meaning you can stay hidden by the rock pool as long as one doesn't come too close to approach. To your left an exit from the cave mouth under the waterfall, to your right the dark open throat of tunnels leading to 'the Mistresses' inner sanctum.
The pair can swim back to give a report or sneak further.
I used this in my Pirates game to cover underwater action.
Venwynn lost her way swimming because of the dark. Unfortunately with Marcel passing, you have no source of Light spell which could help navigate the underwater passage and remove the chance to get lost and run out of breath. Though as demonstrated in the Hurtloam Cave, Isvand was able to summon a brilliant (some would say too brilliant) Light at the cost of some of his Constitution.
To swim from dead-end to rock pool has taken an unencumbered swimmer four rounds.
Health status:
Raust: 8/8
Gerdal: 5/5
Isvand: 13/13
Dale: 11/11
Traeliorn: 10/10
Venwynn: 12/17
Ricardo: 8/8
Pasquel: 2/6
Marcel: deceased

actions please
Preparations are made. Diving blind and into the unknown, only feeling your way. Holding your breath and holding out in hope that the passage underwater can be navigated quickly and it opens past a crevice you can wriggle through. Isvand, Venwynn and Raust enter through the submerged crack. It takes a moment for infravision to kick in, everything is dark as you expect. The three push themselves along, trying not to bash their heads on the craggy rock above them and scraping elbows and knees on the bed of the underground stream. Each of you have a rope tied to your ankle, anchored by a comrade back in the tunnel. Three tugs to pull you out and crash-course CPR on a drowning victim. The ropes, knotted in pairs to give you approximately 100 feet of security. By the end of the rope you feel almost at the end of your breath. Hearts beat faster, almost audibly, the sound of bubbles, straining bodies and lungs and another sound, a scraping, a garbling, incoherent but not too distant. Though sound underwater carries. One 'do-or-die' volunteer slips off his ankle loop to swim those extra metres in the dark and exit to a breath of gasping air and a rock pool. Water streams in from the surrounding walls and crevices, splattering noisily. The pool drains as a stream which must flow further on through a larger cavern to mingle with the waterfall. Above the rock pool is some light, not sunlight but the flickering of tarred firebrands.
Isvand and Raust emerge. There is no sign of Venwynn who was swimming behind you. In the dark passage she has taken a wrong turn and reaching the limit of her breath begun to drown. Those in the cave receive the alarm 'three tugs' on her rope and furiously pull her back out. -5hp. She splutters, thankful for rescue.
"The passage is long and narrow, the others swam ahead. I hope they made it".
Swim to rock pool or dead end? Isvand, Raust, Venwynn [1d2]=1[1d2]=1[1d2]=2
Venwynn drowning [1d6]=2[1d6]=3
No point in turning back straight away, the scout SEAL duo sneak over to a boulder to peek into a larger cavern.
Orphidians! Grotesque changelings slither about in a cavern a bowshot wide that extends deeper into the darkness behind you. The 'Snake-men' (and women) have a basic camp here, individual plots of ledges and outcroppings claimed and furnished with personal tokens; a head on a stake, a reptilian skin used as a mat, a rack of dried fish being smoked over a charcoal fire, a prized bow or war like headdress of exotic feathers. They camp at the far side of the cavern, a drier spot meaning you can stay hidden by the rock pool as long as one doesn't come too close to approach. To your left an exit from the cave mouth under the waterfall, to your right the dark open throat of tunnels leading to 'the Mistresses' inner sanctum.
The pair can swim back to give a report or sneak further.
I used this in my Pirates game to cover underwater action.
To swim from dead-end to rock pool has taken an unencumbered swimmer four rounds.
Health status:
Raust: 8/8
Gerdal: 5/5
Isvand: 13/13
Dale: 11/11
Traeliorn: 10/10
Venwynn: 12/17
Ricardo: 8/8
Pasquel: 2/6
Marcel: deceased

actions please
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Re: Barrowmoor: Exploration and Ecdysis.
How many snake-men are in the cavern?
Looking at their personal effects and living space, do I see anything familiar that might indicate they retain personality or memories from the people I once knew, now re-hatched?
Looking at their personal effects and living space, do I see anything familiar that might indicate they retain personality or memories from the people I once knew, now re-hatched?
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Re: Barrowmoor: Exploration and Ecdysis.
So scenario-wise, do we need someone to swim all the way back again? Or do we is there a rope that goes all the way back that we can just find & tug?
Full disclosure, If we need someone to go all the way back, Isvand will go, but not have a great time of it... May need to play a quick hand of cards.... which would be suboptimal
Fail con save
There [4d6]=16
But don't get lost
foo [1d2]=1
Full disclosure, If we need someone to go all the way back, Isvand will go, but not have a great time of it... May need to play a quick hand of cards.... which would be suboptimal
Fail con save
There [4d6]=16
But don't get lost
foo [1d2]=1
Re: Barrowmoor: Exploration and Ecdysis.
No you can swim back by following the rope. I am trying not to make this harder than it is.
The Snake-men have resorted to a tribal like existence. Without a more detailed search of specific camping spots, you might not tell if they retain any portion of their previous humanity. If so, it might only be trinkets and implements. Certainly none would have continued as a follower of Herne, at least that would be your expectation.
You could reasonably assess more than a dozen ledges with camp spots and figures in and another dozen vacant . This is just one cavern.
The 'snake-men' phenomenon has only recently started to affect the settlement areas and count maybe a dozen plus people as missing victims, presumed changed. Kang the carnivorous ape suggested such creatures have been by the Riverside for a while so may count ex-Moor inhabitants (lizardmen, froglings, humanoids) among their victims.
The snake spoken to inferred they followed a leader 'the Mistress' though it is unclear who or what she may be. Gerdal had some commune and Augury which added little detail. Speculations have been guessed from a Swamp Hag, a medusa, a demonic figure representative of Kali, a Naga, twisted halfling babe, ....
The Snake-men have resorted to a tribal like existence. Without a more detailed search of specific camping spots, you might not tell if they retain any portion of their previous humanity. If so, it might only be trinkets and implements. Certainly none would have continued as a follower of Herne, at least that would be your expectation.
You could reasonably assess more than a dozen ledges with camp spots and figures in and another dozen vacant . This is just one cavern.
The 'snake-men' phenomenon has only recently started to affect the settlement areas and count maybe a dozen plus people as missing victims, presumed changed. Kang the carnivorous ape suggested such creatures have been by the Riverside for a while so may count ex-Moor inhabitants (lizardmen, froglings, humanoids) among their victims.
The snake spoken to inferred they followed a leader 'the Mistress' though it is unclear who or what she may be. Gerdal had some commune and Augury which added little detail. Speculations have been guessed from a Swamp Hag, a medusa, a demonic figure representative of Kali, a Naga, twisted halfling babe, ....