
| Azreal. | 
 
	
 
                
                
              
            
            The Archon was at the rear, just outside the room. It was...disconcerting to not have full use of his powers but he was unafraid. He had existed for 1000 years and faced the possibility of true oblivion more than a few times.

| Andrea1 | 
 
	
 
                
                
              
            
            1d20 + 5 ⇒ (18) + 5 = 23
Actually it is Fire Resist 20 since I don't get 30 until level 11
Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Andrea manages to emerge unscathed, except for her hair of course, which is now burnt all the way off.
Well..bald is beautiful, right?

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            What is the dc?1d20 + 7 ⇒ (4) + 7 = 11 1d20 + 6 ⇒ (15) + 6 = 21
Frank:1d20 + 6 ⇒ (4) + 6 = 101d20 + 3 ⇒ (4) + 3 = 7
Only Andrea's magic helps Euphemia not be too terribly burned. 
Does Frank share the resistance? If not, he's singed and Euphemia will administer a CMW potion.2d8 + 2 ⇒ (3, 3) + 2 = 8

| Andrea1 | 
 
	
 
                
                
              
            
            Andrea will keep watch until the others recover from being dazzled.
If only we had a way to leave a trap in case the wizard return. Unfortunately I have nothing prepared. Shall we explore the other, rooms?
Andrea lets Frank lap up another CLW potion if he needs one. CLW: 1d8 + 1 ⇒ (4) + 1 = 5

| Andrea1 | 
 
	
 
                
                
              
            
            Wondering what just to do with Frank, Andrea scratches his chin and opens her haversack, allowing the hedgehog to hop onto a wig that Andrea had stashed in there but will probably need again soon.
The sheets of paper look suitable for bedding with a little work.

| Gerard Nisroc | 
 
	
 
                
                
              
            
            And what happens to familiar stuff that depends on "distance"? Sending several rolls, use them as needed.
Perception 1: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Disable Device 1: 1d20 + 18 + 2 + 1 ⇒ (8) + 18 + 2 + 1 = 29
Perception 2: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Disable Device 2: 1d20 + 18 + 2 + 1 ⇒ (8) + 18 + 2 + 1 = 29
Perception 3: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Disable Device 3: 1d20 + 18 + 2 + 1 ⇒ (2) + 18 + 2 + 1 = 23

| Andrea1 | 
 
	
 
                
                
              
            
            Andrea decides that it is not the best situation for Frank and...puts him in her spell component pouch. Don't mind the myrrh. If things look like they are going to be dangerous, I will set you down and you scamper to Euphemia or an out of the way spot.

| baldwin the merciful | 
 
	
 
                
                
              
            
            The door is locked but Gerard manages to pick the it without incident. He opens the door slowly as Daniel itches to move inside.
This bedchamber bears the marks of heavy use, its furniture battered and nicked by weapons play and its walls marred by errant blows. A pair of armor stands is located beside the fur-covered bed, one empty and the other bearing a suit of blackened studded leather armor. A huge, heavy footlocker rests beside the bed.

| baldwin the merciful | 
 
	
 
                
                
              
            
            The key fits perfectly into the heavy footlocker. Stiglor’s accumulated treasure in the form of assorted gems worth a total of 5,780 gp along with
half a dozen dried human heads kept as trophies from past foes. Folded neatly at the bottom of the footlocker is Stiglor’s spare suit of +1 shadow studded leather armor. sped things up a bit rather than rolling for the identification of items.

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Daniel looks over the room with Disdain. 
 It saddens me greatly when such a skilled warrior has to fall for the cause of evil. He could have stood for something better. Would have made a fine scout captain. I know I have been blessed with a better upbringing than most. Food for example was not something I wanted for, but there are so many shining examples of those who rise above horrible beginnings.  What was it that kept him on his trail until we met in combat? Could he ever have found redemption?  

| Andrea1 | 
 
	
 
                
                
              
            
            Hmm..Quite. Andrea muses as she packs away some things.
Guess we just have the middle north door left.

| baldwin the merciful | 

| Gerard Nisroc | 
 
	
 
                
                
              
            
            There is more here, and if it's left this high it's important. We need to find everything that could help. Don't be lazy, always check for secret doors.
This place is a gods be damned labyrinth.
Perception, secret doors: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Checking the NE door.
Perception, NE door: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Disable Device: 1d20 + 18 + 2 + 1 ⇒ (9) + 18 + 2 + 1 = 30

| baldwin the merciful | 
 
	
 
                
                
              
            
            Azreal does actually teleport behind Gerard.
Anyone with knowledge arcana can roll.
Gerard you find a bathroom in Stigor's room that NW door.
Andrea located a secret door and spy hole near where Orisn was standing. It is a simple hideout location, there is is a heavy and light cross bow with bolts in the room.
Spending a few more minutes thoroughly searching you find a second secret door on the east wall that is a hallway back out to guards sleeping quarters. Gerard's comments about this being a labyrinth is quite true.

| Andrea1 | 
 
	
 
                
                
              
            
            Let us head back into the guardroom. D8 and then down the east hallway that we bypassed when we first entered this place.. Andrea will head that way with the others if they agree.
Edit: Ponders [b]There is also the door here. NW of D11

| baldwin the merciful | 
 
	
 
     
     
     
	
  
	
 