
| Andrea1 | 
 
	
 
                
                
              
            
            Well get out of the way so I can detect magic on them and perhaps determine what magic spell it uses.
Once Gerard moves, Andrea uses detect magic to determine what the trap is/was
Spellcraft+Guidance: 1d20 + 14 ⇒ (5) + 14 = 19
Perception+Guidance: 1d20 + 16 ⇒ (5) + 16 = 21

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Daniel moves forward and taps Gerard and Andrea with his wand of CLW
AndreaCLW: 1d8 + 3 ⇒ (4) + 3 = 7
CLW: 1d8 + 3 ⇒ (8) + 3 = 11
CLW: 1d8 + 3 ⇒ (6) + 3 = 9
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
Gerard
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (4) + 3 = 7
Stand back after you both have checked them out. I can take the mosr harm. I will open the doors.

| Andrea1 | 
 
	
 
                
                
              
            
            Thank you Daniel, if these doors will shoot lightning again, I will protect everyone from it. Since these doors are trapped, then there might be something of significance behind them. Gerard, do you have those gloves that allow you to look behind a door briefly?
Andrea peers at the door, trying to pick out any magical auras.
First two taps got me fixed up so you can save two. I gotta get another CLW wand.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Gerard you don't notice anything unusual about the door other than the previously noticed blue paint and draconic design.
The air electrifies again, there is bold to lightning that originates from the southern door and a second one originates from the east door. They cross in the center of the intersection.
Only one effects you. You need to make another DC 14 reflex save.
damage: 6d6 ⇒ (3, 2, 1, 6, 5, 6) = 23

| Gerard Nisroc | 
 
	
 
                
                
              
            
            Gerard is better prepared for this second door. He twists and watches lightning pass his face... reminding him he hasn't shaved in a few days.
The Reflex, evasion: 1d20 + 13 ⇒ (14) + 13 = 27
Gerard reaches for and opens the third eastern door, half expecting the same treatment.
The Reflex, evasion as needed: 1d20 + 13 ⇒ (4) + 13 = 17

| baldwin the merciful | 
 
	
 
                
                
              
            
            The same effect for door number three. You made the save.
The east and west doors did not open...the shook a bit and you suspected that they may be false. You can try another perception check each door if you like.
The south door is different to your touch, you don't think it is false, but you are not certain. You can try another DD?

| baldwin the merciful | 
 
	
 
                
                
              
            
            Gerald as you check out the west door again it zaps out again as you DD failed. Do another reflex save. In order to speed things up a bit, I took the liberty to apply this roll to the west door rather than the southern one.
dam: 6d6 ⇒ (1, 2, 3, 6, 6, 5) = 23
You have an ah-ha moment and figure out the device on the second attempt. Behind the false door is a simple stone wall inscribed with glowing runes of power that deactivate the trap when you defaced it. What is odd, you know Andrea stated that there was no magic on the doors but was obviously incorrect.

| baldwin the merciful | 
 
	
 
                
                
              
            
            You get it the second time...you realize there is a nondetection spell on the door. Using one of your earlier detect magic/spellcrafts checks from earlier to speed this up. You realize that there are several aura: Evocation and divination are the strongest. Evocation makes sense with the lightning bolt, divination makes sense with the nondection. There is also a weaker abjuration spell over the lock on the door that Gerard has had a difficult time disabling.

| Andrea1 | 
 
	
 
                
                
              
            
            So it looks like this door is important enough for multiple layers of defensive spells. The question is do we want to spend the resources to try to penetrate them? Remember that Dispel Magic is not assured. Plus I have no Dispel Magic spell

| Orsino 'Orsin' Bessatte | 
 
	
 
                
                
              
            
            Orsin rolls back his sleeves, cracks his knuckles and loosens his neck. He thrusts his hand forward as if punching the air, releasing an invisible wave that thrums in the air as he attempts to dispel the effect.
Dispel Magic!: 1d20 + 8 ⇒ (20) + 8 = 28

| Daniel Arrisen | 
 
	
 
                
                
              
            
            I can simply Sunder the door with my hammer if you wish, plus battle may be immediate. That is alot of protections on one door.

| Andrea1 | 
 
	
 
                
                
              
            
            Only with guidance. Lucrezia was the only other one with DD, Orsin doesn't the boost skill bard music due to him being a Chelish Diva, I don't have Cat's Grace or Stone Shape prayed for. So either he keeps at it, Daniel breaks the door or Andrea sends a dinosaur charging through it.
We will probably have to leave this for later until we get a scroll from Talbard's that can magicaly unlock doors.
Another door? We have 4 or so others to check.

| Azreal. | 
 
	
 
                
                
              
            
            Azreal shifts nervously from foot to foot, he growls through gritted teeth, his canine inscisors showing. This is taking too long. Gerard can't avoid the bolts forever. Let's just get this over with. I am immune to electricity anyway
Daniel slaps himself as though he should have thought of that AGES ago, and uses his wand of Divine Favor again, pulls his Lucerine hammer and hands it to the Archon as he approaches the offending slab of wood.
Stay back everyone, you too Gerard
Rd1Sunder+2 for hammer, Power Attack, Divine Favor. Door is a unnattended object so auto hit. DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (5) + 3 + 6 + 2 = 16
 DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (12) + 3 + 6 + 2 = 23
Rd2 DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (9) + 3 + 6 + 2 = 20
 DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (2) + 3 + 6 + 2 = 13
Rd3 DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (10) + 3 + 6 + 2 = 21
 DAMAGE ROLL: 1d12 + 3 + 6 + 2 ⇒ (9) + 3 + 6 + 2 = 20

| Andrea1 | 
 
	
 
                
                
              
            
            That marching order sounds ok. Let us not all go in a straight line though, have people stick behind corners like in Q,5 and Q,7 keeps us behind cover.
Andrea casts Resist Energy-Communal(Fire) on everyone (20 points protection 16 minutes) and Protection from Energy (Lightning) on everyone except for Azreal (120 points protection (20 minutes)
 
	
 
     
    