The body of the lizard is covered in fattened Rot Grubs, mangy wriggling critters that feast upon fresh blood. You do well to steer clear of them. They must be kept as a delicacy by the Snake-men. There is actually little to find, the crates and jars full of unusable goods except one jar that contains some strange, dried Arachnid body parts.
Raust identify glands vs 17 [4d6]=16
You succeed in identifying two of the organs as Flagelliform glands, the organ that helps produce the spider web threads. Often harvested that can be expended by forcefully squishing them which causes a web of sticky threads to erupt. They are still fresh and operable as an entangling device should you wish to play spider to some Orphidian flies.
Orphidian menace vs 1-2 [1d6]=3
Searching over, the group pool various finds. Isvand offers to lead, Raust sneaking in his shadow. You pass Venwynn who guards the head of the passage. As it turns the corner you find yourself deafened by the sound of rushing water which erupts from the rock wall to your left. The water drops a rope's length or more into a bubbling pool below that churns furiously before lapping on the shore of a pebbly beach that leads to two other cave entrances. Sickly green smoke comes from one, floating upon the water and rising up to perfume the cave with a heady scent.
The passage descends on your left, a thin, meandering ledge that traverses the contours of a larger cavern. A few tarry firebrands light the interior along the way. Descending into the cavern deep, a large camp has been erected at the bottom. Within you see more than two dozen Orphidians hunched around campfires, preening weapons or working with tools.
Orphidians dressed for rituals come and go from the nearby clouded area, swaying rhythmically though the sound is drowned out by the rushing waters.
One sound is not drowned out though. A horn sound like a hunting call echoes from the passages behind you. A fiery arrow passes above your heads warning you that the humanoid Snake-men from the first rock-pool cavern are approaching in numbers.
You have a choice, limited as it may be. Stand and fight the incoming wave of Orphidian humanoids and risk being pincered in the passage by any of the Warcamp alerted to your presence. Or sneak below, though not through the camp; that might be impossible for all except the invisible. Descend the waterfall and bypass the camp, straight into the ritual cave and a confrontation with The Mistress.
next actions please. add a dexterity check with your action please.
A current map:

For inspiration: https://youtu.be/-4o24VOSm1w