
Altair Mooncalf |

I'll take that examining the other passages dead end revealed nothing.
Altair nods as he looks to the underground waterwheel. " It does have a natural luster. It is possible the catacombs were built underneath this place, or whoever lives here now has shaped the place to their liking."
The man standing near the edge of the cliff and feeling for the direction of the wind before breathing deeply.
Percep: 1d20 + 8 + 8 ⇒ (20) + 8 + 8 = 36
Scent based perception(+8 from Scent ability), does Altair smell the same sort of scents from the beast man camp earlier?

GM JC Spooks |

The water seems pure and drinkable.

Norowas |

The water is pure, and I am parched. Let's rest a moment. Norowas sets down his flag and shield and begins drinking the water.

Altair Mooncalf |

Altair shrugs at the ivory knight, eyes scanning the water.
" Nothing to indicate it yet but I just saw something in the water. that basin seems much deeper than it looks so be cautious whatever is down there does not look small."

Firekeeper Shandara |

The firekeeper walks towards the village, her eyes glancing to the water occasionally, but more interested in the structures ahead. She holds her bonfire blade up to provide light in the dark places, should they encounter any.

GM JC Spooks |

Approaching the structures, they could hardly be called a village. Really, it's only a half-dozen buildings built into a large, hollowed out area along the cave wall. There's a convenient platform that levels out before the path you were following leads down further. From here you have a decently sized open space before the first of the structures.
Unlike with the home of the beastmen, the construction and design of these wooden shanties is clearly one of human origin.
Upon closer examination you can now tell that the building with the water wheel is actually a sluice house, designed to control the flow of water from within.

Firekeeper Shandara |

I go looking around the whaterwheel buildings
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Norowas |

I apologize, I thought I posted!
Knowledge Local: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge Engineering: 1d20 + 4 ⇒ (2) + 4 = 6
These houses were made by human hands, not the rough work of beasts. Perhaps some still yet dwell here, Norowas muses, following Shandara.

GM JC Spooks |

Moving through the shacks you are struck by a profound sense of stillness. You spy no people as you go, though it would follow that this place remain just as abandoned as the rest of the forbidden lands - at least, the areas that you have visited so far.
The building with the waterwheel is dark inside and the windows have dusty, stained glass that makes it difficult to see inside. The one door and only obvious entrance is shut and is barred from the inside.
There are deep claw marks gouged in the wooden door. Upon further extension, you can see that there are also marks on the walls and even on the roof of the building.

Firekeeper Shandara |

"I wonder..." the fire keeper whispers.
She turns to the others. "We should be wary of whatever it is you saw lurking in the water. Its reach may be quite long."
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Norowas |

Norowas accompanies the knight, addressing whomever waits behind the door. Please, speak with us. Perhaps we can help each other.
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23