Jund walks over to the door and kneels down next to it. Closing his eyes he begins to run his hand across the wood as if he is searching for something. When his hand comes to rest he opens his eyes and with incredible speed brings his arm back, balling his hand into a fist, and strikes the wooded door where his hand rested moments ago.
The stench of rot belches forth from this rank
cellar. A chipped, blood-stained oaken table
rests against one wall, with all manner of
blades and barbed instruments laid out on it.
A single pair of rusted shackles is bolted into
the opposite wall, whose bricks are stained in
a bloody account of pain and cruelty. The robed
corpse of a woman on the floor is the source of
the reeking stench of decay.
"Twould seem tha tables were turned somehow, I would expect tha victim tah be shackled in yon manacles, likely tha hope was tha fire would destroy everything."
"Caution evil might still lurk here."
Looks over the instruments of torture for markings or other features
knowledge arcane
1d20 + 8 ⇒ (19) + 8 = 27
knowledge nature...regular metal, cold iron or something else....
1d20 + 8 ⇒ (20) + 8 = 28
Arianna gags at the stench of suffering and death, the horrific scene far worse than anything that would occur in the natural world. Once again she was reminded why she preferred the wilds.
She studies the corpse hoping to determine a cause of death as well as how long ago it may have occurred.
Even Stinky holds his nose at the stench, "Urghh! not good, not good at all." His curiosity though takes him in as he helps Arianna determine the cause of death. "Now you see these bugs, they've laid their eggs in the flesh, so it must have been here ... at least ... hmmm!!"
Stinky retreats away from swarm at Jund's order, watching the man jumping up and down, squashing the creatures. He looks on intently watching the seething mass of blackness.
Knowledge (Nature) 1d20 + 7 ⇒ (8) + 7 = 15 to know about the creatures strengths and weaknesses.
As Stinky retreats from swarm, he cries out to Jund. "Let me throw a special at those critters, they are too small and too many to be stopped by weapons. Even your stomping doesn't seem to hurt them. Run out of that mass, or you will be hurt and poisoned. The only thing that might disperse them is something that will damage the whole area. One of my specials might do it, unless someone else has something that would work?" He replaces the notebook, from which he seemed to glean this information, back into his pocket.
Seeing his stomping is having no effect and the critters are starting to climb up his leg and biting him Jund heeds Stinky's guidance and leaps back away.
Acrobatics, if you need it 1d20 + 7 ⇒ (6) + 7 = 13
Entangled: The character is ensnared. Being entangled
impedes movement, but does not entirely prevent it unless
the bonds are anchored to an immobile object or tethered
by an opposing force. An entangled creature moves at half
speed, cannot run or charge, and takes a –2 penalty on all
attack rolls and a –4 penalty to Dexterity. An entangled
character who attempts to cast a spell must make a
concentration check (DC 15 + spell level) or lose the spell.
Dennvyn keeps struggling, Why can't I get out of this white fluff? Oh, right... The guardsmen's nets were never this sticky... Well, except that one time. Ew.