Under the adrenaline rush, Hunter successfully disarms the lock with a click and pushes the door open, in her great hurry only failing to notice the magical rune concealed and engraved in the wood. As soon as throws the door open, a faintly shimmering rune explodes into sparkling dust from where the door has been, compelling the adventurers to cease all resistance, while certain doom crawled closer and closer!<br/>Beyond the doorway is a more neatly kept room with another exit, decorated in the unmistakable fashion of temple architecture with some minimal furniture to provide a short rest for pilgrims who took the underground path. It wasn't much more than a table and few chairs, a small cabinet with a few sets of clean acolyte robes, and a well with a bucket.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magical Trap</div><div class="spoiler_body">A deep slumber spell fires off from the door the instant it is opened. Everyone (except Bree who is immune to magical sleep) must make a DC:14 Will save or fall asleep on the spot! Those of you who didn't use the rally granted reroll this round may still use it on this save if you choose.<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div> <br/>On her action Yustissa will shake the person closest to her (in the back row) awake and will try to hold the line until everyone is safely through the door before joining them.</div></div>