Lets get it boys.
I should have looked sooner, but I assumed we'd take the trouble to see if the shifter's dropped weapons were in the muck (especially since we were already covered in it). If either had a particularly nice blade, Swarbrick would have spent some time shuffling around trying to find it. If they looked fairly mundane (i.e. not masterwork) then he's willing to let the loot go to waste after only a half-hearted swearch... but even a normal dagger would be tradable for a nice flask of something to warm the belly after this trudge in the sewers.
As far as the current scene, Swarbrick takes a 20 to search, giving him a 26 to try to figure out how the door is suppose to work.
There is a remaining dagger left behind from the beasthide shifter. Swar finds it easily in the same spot where he dropped it. I will add it to the loot list.
If Swarbrick discloses that the door is magically trapped, Wrench will volunteer his efforts to disarm it. He infuses his thieves' tools with skill thenhancement, giving him a total bonus on his Disable Device check of +10. But I'll wait until they clear some space around the door before I make the roll - Wrench has damage reduction, but they don't.
"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken
Wrench ushers everyone away from the door and back to a safe distance, then examines the door to begin disabling whatever magical trap it contains.
Want to retry MI?
I'm your Huckleberry.
The spell description for skill enhancement is ambiguous. Read one way, its reference to "a specific skill check" could mean the +2 bonus only applies to one d20 roll. But it also has a duration of 10 minutes per class level and the check is determined by the caster, regardless of whether or not he or she is present for the entire duration of the spell (which is relevant because the description also clarifies that the caster needn't be the beneficiary of the bonus; the infusion is just applied to an item, as all infusions are, and the character whose possession that item is in is the one who gets the bonus). So that would be weird, because how could I pick whether or not to apply the +2 if I wasn't in the room when the roll was made? Also, the little one-sentence blurb for the infusion under the Artificer list says the bonus is applied to "skill checks," plural. So there's that.
Anyway. I'm rolling again. If the bonus is gone, then my roll is 2 less than whatever result I get. If this doesn't work, #1 can batter it down.
The alternative to letting #1 batter the door down with his bare fists is for Wrench to try to unlock it himself. He can take 20 for a total result of 27 (it occurred to me for the first time since composing my character sheet that Open Lock and Disable Device both use the same piece of equipment, so his modifier should be 2 higher and I will fix that now), and that will have to suffice. I'm not really interested in expending my last infusion on another skill enhancement; he would know enough to understand in a non-metagaming sense that the DCs for locks are usually set in increments of 5, so a 29 won't get us anywhere, and even if someone else in the party had ranks in Open Lock they would need a total modifier of +10 or higher to be able to aid another while I'm taking 20. That would push us up past the threshold for DC 30, but since he's the only game in town, if 27 isn't enough then the old heave-ho is our only recourse.
It would be his preference to leave the door intact for a lot of reasons but if #1 is eager to smash it to pieces, he won't physically prevent him from doing so.
So no obvious means of progressing like a stair or ladder? Margana isn't going to suggest climbing. No elevator call button?
Unfortunately, no. It looks like climbing is the only option. Or jumping. Jumping works too. :)
It's probably too much to hope for that our 100' of rope is measured with knots already factored in. That would be awesome, because it would reduce the Climb check to 0 here. But as it is, it's still only going to be as high as 5 as long as we have the shaft's walls to brace our feet against all the way down.
Unfortunately, the rope does not come knotted still measuring at 50'. But the DC to climb down is indeed set at 5. I am inclined to let the party take 10 on this skill check. Even though every PC except for Darker's is in the negative in the climb skill, due to armor penalties, Wrench can take 10 and still be at a 6.
If we can take a 10 and get down, let's do that.
That's how I would have ruled it as well. Barring any emergencies that makes descent time-sensitive or more hazardous than it has already been described (like if we are being swarmed by bats, or if some devious goblin is sawing the rope above our heads while we try to make it all the way down), we aren't technically being "rushed or distracted" any more than performing the physical act already places a strain on one's body. I guess in a roundabout way, the only thing keeping you from plummeting your death being the dwindling strength in your arms and legs is also "rushing" you while you climb, but not really.
My bad, "threatened or distracted." They don't really talk about being rushed at all under the Take 10 description but I would definitely count a pressing time limit as a distraction, and possibly also a threat.
I just want to point out that my negative climb modifier is in no way due to armor check penalties. I suck entirely due to my own physical limitations.
Does the door have a method of opening it from the other side as well? I just want to make sure this looks easy to do before we close it up and get trapped in here. If so, I say let's move forward with this climb down the rope plan!
The adventure is silent on this but I assume that it is possible to open and close the portal with the journal.
Then lets close it so nobody follows us.
So....how do you all want the rope order to be?
Swarbeck first, since he's the best climber. Then Wrench and No. One, because they are the worst. Then Margana, and then Dookie.
Wæs se grimma gæst Grendel haten,mære mearcstapa, se þe moras heold
Swarbrick isn't convinced. The bulk of the two warforged looks particularly painful and bone-crushing should one of them fall ungracefully down. He's for those two first, THEN him and the rest.
Okay to that, then.
Wrench is fine with going down behind #1, who I agree should go first. He's the biggest and toughest and Wrench is also made of adamantine, so he's no slouch. It seems like a horrible miscalculation to lower someone made of flesh down into the darkness when we don't know what's waiting for us and when rapidly pulling them back up by the rope might not be an option.