Mervin holds up his hand to stop the group. "This door is magically protected with a ward. It seems like a good thief could pick the lock, but otherwise I'm not yet sure how to bypass it."
[sblock=ooc]Yeah, don't just open it (yet). It's a DC 20 thievery, and we get a +2... Does anyone have higher than a +3 to thievery (my skill level)? We may want to have one person try and another assist (if possible), and everyone else just stand back in case it's bad. I still think this will be better than completely backtracking at this point, however. No other methods seem available. HMG, should I roll an arcane check to see if I can figure out any other way to bypass?
(And before anyone asks, no, I don't have any kind of "knock" spell, sadly.)
Holiday: yeah, it will be VERY slow posting for me after today as well, although I will be around. Back again to full speed in January.[/sblock]
[sblock=Tenchuu]Per your Arcana check, see Mervin's spoiler in the description above. Not much different, but you too get a +2 to a Thievery check against the glyph.[/sblock]
EB/Tenchuu: I looked over everyone's CSs and it appears that Mervin and Gensai actually have the best Thievery bonuses (+5 each, when you include the result of your Arcana checks).
Recommendation: The PCs with lower bonuses can use Aid Another at a (Thievery DC 13)
[sblock=Aid Another Rules]AID AN ALLY’S SKILL OR ABILITY CHECK
Action: Standard action. When a creature takes this action, it chooses a target adjacent to it.
DC: The creature makes a skill check or an ability check with a DC equal to 10 + one-half the creature’s level.
Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of the assisting creature’s next turn.
Failure: The target takes a -1 penalty to the next check using the same skill or ability before the end of the assisting creature’s next turn. This penalty represents the distraction or interference caused by the failed assistance.
A creature can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check, for a maximum bonus of +8 or a maximum penalty of -4.
In certain circumstances, the DM might decide that only one, two, or three creatures can try to aid a check. For example, it is unlikely that four creatures can assist in picking a lock.
Aid Attack
A creature can aid an ally’s attack against an enemy. This action represents a feint, a distraction, or some other action that makes it easier for the ally to hit the enemy. [/sblock].
[sblock=WD]Below is a copy of the spoiler that I gave to Tenchuu and EB: [sblock=Arcana success]A magical presence seizes you. It seems to be coming from above the door. At first, you just stare, thinking that the dim light must be playing tricks on your eyes, but after a few moments of inspection it is unmistakable. There is magical glyph carved above the door:
The meaning is clear. Passage is dangerous.
GM:
This is a glyph of warding.
Countermeasure: Thievery DC 20 (you get a +2 bonus. Not much, but every little bit helps).
Unfortunately, there seems to be no magical countermeasure to the glyph.
[/sblock] I surmise that you used this +2 Thievery bonus on your check. Please let me know if this is an attempt to disarm the glyph or Aid Another.[/sblock]
ooc: Disarm check. Doesn't include the arcana check bonus. Riardon has thievery +3 when his shield is on his back and not in his hand. So we have now 3 characters with a +5 bonus at least.