Kharesh Hammerfist, dwarven monk

Kharesh didn't notice much, but one did not need to be a scout to see the female gnoll lose her temper. When she slammed the table and threatened Sadar, Kharesh moved within arms length with a fluid, step, eyes locked on a potential foe. However, when another bystander broke the tension, he relaxed a margin, waiting to release his full attention until Kathalra sat back down.

The dwarf waited a moment, then moved to support his companions at the new table, all the while watching the room for signs of violence. Fortunately, this discussion was much more civilized and earned information that would hopefully pan out. Unless it was a trap, and the potential for more slaves on the market.

After a few minutes of travel, the team arrived near what appeared to be an abandoned warehouse. Peering at the facility, Kharesh leaned in and whispered, "Trusting the tip, yes? I'll check the back." With that, he slipped into the shadows and moved to where the hatch was, eyeing it and gauging if he could climb any portion of the building without it coming down on him.

Sneak over and check out the back ... can Kharesh climb up to the hatch? And lights on in the place? As we approach, any sounds to indicate numbers / types of people?
Stealth - (1d20+5)[11], Perception - (1d20+5)[24], Athletics - (1d20+7)[12] to climb
Effects / Status / Conditions: Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)

Spoiler: Crunch& Status
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AC: 17 HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18 Dex 14 Con 14 Int 10 Wis 14 Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)