
William-Scott Hathaway |

The village is eerily quiet. The pool that lies in the break in the wall is still and un-moving. Not even a breeze can be felt. All of the buildings, except for the collapsed and destroyed one, stand on stilts that extend fifteen feet into the air. You can walk underneath the raised buildings and walkways with ease. There are numerous ladders, 8 to be precise, that allow access to the raised platforms and walkways.
Just inside the the destroyed gate is a small, fence enclosed pit in which there appear to be several mostly cremated remains.
Just tell me what you wish to investigate and I'll give you a more detailed information. Roll perception checks when you decide what you want to investigate. If you want to move up to the walkways/buildings just pick a number between 1 and 8. These are the ladders going from north to south. Ladders 1, 3, 5, and 7 all lead up to doors. Ladder 8 leads nowhere, it's leaned up against a wall of one of the buildings. And the remaining ladders lead up to a walkway.

Aerin Starsong |

While every one focuses on the buildings aerin will use her tracking skills in order to get a better pictures of who went where. She will also look for tracks that are not goblinoid in nature.
She is takin 20 if possible if not:
Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Survival: 1d20 + 3 ⇒ (10) + 3 = 13
Once done she will point to ladder 1 and say
i'll investigate this one

Treygan Gorski |

"We should probably stick together, just in case. Even if there aren't any goblins, something else may be here." He emphasizes the something, thinking to the earlier tracks Aerin discovered.

William-Scott Hathaway |

Miles
Taking a twenty over this whole area will take a very long time so I'm going with the rolls.
Looking over the ground level of the village shows that a great struggle occurred here recently. There are foot prints visible that do not belong to goblins. All of them that do not come from goblins are medium sized and the same shape size as each other, but you can't identify what they might belong to.
The ladder that you scale is rather creaky but it does support your weight. The door at the top opens easily enough and you are able to clamber inside. The building has a bit of a low roof, not low enough to make you uncomfortable, but still pretty low. The building is a single room, sparsely decorated with furs and bones. Six small, haphazardly constructed beds are placed seemingly randomly around the room.

Aerin Starsong |

We rapidly search the building, and when that is done we go to N2.
All of the foot prints that do not belong to the goblin's are they wearing shoes, manufactured or poorly made (like an uncivilized barbarian or a hobgolin for example?)

Miles of Magnimar |

"Hey, Ray. Y'know what the only good goblin is?"
With a jocular smile, Miles looks over his shoulder to point out the small pit of charred goblins, but everyone is already heading up the ladder. He hops down from the fence and runs over to climb up into the first building. "Whoever built this must have been expecting flood waters or a really, really high tide."
He looks around Building 1, drawing his rapier and using it to toss any ragged linens or objects aside. This is a goblin bedroom from the looks of it. "Beds. And here I thought they just slept in their own filth."
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
After checking Building 1 out himself, he follows along behind Aerin to Building 2.

William-Scott Hathaway |

A brief investigation of the room turns up nothing but rags, bones, furs, and filth.
The only other door in the room leads out onto the walkways. Stepping out you all move a short distance down the walkway before coming up against the next door. Pushing it open reveals a smaller room than the last, about ten feet by ten feet, with another door on the far side of the room. The room has only 2 chairs for furnishings. There are numerous windows on all sides of the room, except the far wall, affording the room an excellent view in practically every direction.
Map of the area is up on roll20 if anyone wants to take a look.

Treygan Gorski |

"While I don't like the fact the residents aren't here, we can at least be thankful they aren't in this room. This is a good vantage point to rain arrows down upon attackers."
So continue south, work our way around?

Miles of Magnimar |

Miles puts a hand on Aerin's shoulder and slips ahead of her towards the closed door, his rapier still in one hand. The others may notice that he, out of habit more than anything else, looks the door up and down - at the hinges, the knob, the frame, the corners - and then reaches down to experimentally test the door's handle, quietly opening it if it is unlocked.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Treygan Gorski |

sounds good on the exploration path.

William-Scott Hathaway |

Perfectly understandable Miles.
Miles
Miles tests the latch experimentally and finds that it gives easily. The doors opens inward towards him so he gives it a tug.
On the other side of the door is a very short hallway ending in another door. On the left hand wall is another door about halfway down the hallway.

Treygan Gorski |

Treygan follows as well, though attempting to keep an eye to either side for possible ambushes.

Miles of Magnimar |

While he is checking the door on the south end of the room, Miles' head stiffens and then turns to the left, ear angled at the door on the eastern wall. He turns around and crosses the room to that door, gives it a once-over as well, and then puts a finger to his lips.
"Something's on the other side," he whispers. "Be ready."
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Barring any trouble, he slowly manipulates the handle and opens the door.