Zephia takes time to skirt the edges of the village. Because she manages to be so nonchalant about her walking around, she is both quite visible and at the same time unobtrusive. On occasion a Black Earth villager will stop to watch her, but most simply go about their business.
After a bit of investigating, she returns with a smirk on her face.
OOC: SEIGE engine time. Zephia needs to make two Intelligence Checks with a +1 due to the simple challenge of her scouting. Because Intelligence is a prime of hers, she needs to roll a 13 or higher on both (12 base + 1 for challenge score). Due to her level and Intelligence bonus, Zephia gets a +4 to her roll. So roll 1d20+4 twice, and if you make it, you can check the following:
1st Check
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You notice that the villagers are slowly emptying the large central building where the village leadership resides. They are trying to it slowly enough so not to attract attention, but you can't help but notice the large amounts of people carrying ceramic pots out of the building over a period of a couple hours. They are bringing those pots to other huts nearby.
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2nd Check
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You find a vacant boat landing to the south-eastern part of the village. It wouldn't seem strange, except that most of the boat traffic appears to be conducted on the western side of the village, and this one is comprised of muddy, flat beach with stakes and ropes in place to act as tethers. The odd thing is an attempt was made to conceal it with reeds. After a quick look, you attempt to make the area look untampered.
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