BTW - with Grim down 6 str, his movement works out to 10' (although I am not sure if that gets reduced due to him being a dwarf). Needless to say, he will not be able to contribute much to any fights if we manage to open the door. Hopefully it is a vault full of potions and skittles.
I'll break the fourth wall here and tell you that all you need to do is open this door and the dungeon is complete. Now, if only you could get that door open...
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Lapis lazuli is blue, per wiki. So that mean Ruprecht plans on putting it into the 5th slot. The very top slot should count as the first slot, then count from there.
"Step back, everyone...I don't know what's going to happen here," the elf says as he inserts the stone into the slot in the door.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Thats what I was asking earlier...I don't remember what if any stones we found.
The party takes the cue from Ruprecht and empties out their pockets and takes inventory: an indigo gem from the Shadow and some greed jade that Lore took from the Goblin shaman.
The gems are only similar in size, not in shape. Each look like they could be added to the door.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Lore hands over the gem she carries, but no matter how she rotates or examines it before passing it to Ruprecht, she can't make head or tails out of how it might interact with the door.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"If we are right and the gems are the key, we need to go back through the dungeon and gather all the gems we can find."
Grim takes the hand full of stones and finds they any of them will fit into the slots on the door. Once the seventh stone is inserted, the door flashes as a bolt of electricity arcs from the door to Grim! Touch Attack:1d20 + 8 ⇒ (15) + 8 = 23 for Electricity Damage:1d6 ⇒ 5
Ellis chimes in after the display of the door's magic, Did we see stones of all colors around this dungeon? and simply shrugs while he mourns the death of his goat.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"Ok, now we know what that door can do, let's go with my line of thinking. Gve me the indigo stone and I'll out it in the 6th slot, and the green stone, I'll put in the fourth slot. We need gems that are red, orange, yellow, and violet. Lets go looking throu the rooms to find them.". H places the two other gems as described.
If sparks don't fly this time, we have to be on the right track. If they do, I'm lost as to how to proceed.
Ruprecht places the stones in the door, and nothing happens. They sit easily in the notches, the other five notches staring at you all, empty.
Where do you want to go to get the other stones?
if the stones radiate magic, Brother Grim was going to suggest sweeping back through the rooms.
"Wait a minute...it is that stupid statue! It had two gems for eyes...were there any others we missed? We need to go back there I bet or I'm a....well somethin' that forgot somethin' and then later remembered it." Grim chuckles, but then stops short, winded in his weakened state.
It takes an hour or so, but the explorers race around the dungeon, careful to avoid the known traps. Heading back to the statue they first encountered, they pluck the red jewels from the Statue of Zog. Searching (taking 20) in the room with the Purple MIst, there is a purple jewel. Removing it, the fog turns clear but the effect remains in place. Racing to the cavern Ellis takes a few of the Yellow crystals, a few of which are similar size to the other gems. On the other side of the the dungeon, the explorers find blue shard tiles lining the pool room, those will do thinks Ellis to himself again. The statue in the silent room gives up his orange jeweled eyes easily.
Now armed with seven different colored gems, Ruprecht moves to place all seven of them in the places he discussed earlier. As the last gem was inserted into its socket, the door heaves and churns and opens (no lightening shooting at anyone!).
Past the door is a long hallway that slopes down to a room housing a pool of glowing blue water. Shining gold leaf in exotic designs decorates the walls, ceiling, and pillars.
The pool itself is magical, its magic strong and powerful. Its divination magic can be felt by even the most mundane of characters.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Lore seems fascinated by the divination pool, but being of diminutive stature, it's easy for the others to restrain her enthusiasm for heading right to the pool and looking into it... unless of course they don't want to restrain her lol
Both Grim and Lore stare at the pool for a long time... this is definitely something that Madam Hiedmarch would want you to find. But it doesn't look like you can take it back to her. Though I guess you could write about it and make it easier for her to find again.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
"Alright, my friend, I wish I could help you, but I lack the right magic to do so. With a little rest and some training, perhaps I could help you, but I think you'll be strong enough on your own by then anyway."
She finishes taking her own notes in her travel journal, including pictures of the door and the pool before making to leave the area.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
As beaten up as we are, I think we need to record our findings, and head back to the Lodge and receive further instructions. I think we achieved what we came here for."
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Spellcraft 1d20 + 8 ⇒ (19) + 8 = 27 plus two if to identify magical items.
Ruprecht spends some time looking over the magic of the pool. Suddenly it comes to him that the pool is actually a very rare artifact, similar to a Crystal Ball with True Seeing!
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"We have struck the literal mother lode here, everyone. The society will be amazed by this discovery. We need to catalogue everything we can about this item, and get word back as soon as possible."