
![]() |

Gameplay Thread

![]() |

As you descend the stairs leading to this level, you start to smell an acrid, nauseating reek — a musky, reptilian stench. It fills the air at the bottom of the stairs.
Please introduce yourselves and make fort saves please.

![]() |

Fort: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
The pale lady creates a light breeze that blows against her to help with the stench. Basic Aerokinesis
"I truly wish that we could meet under more pleasant circumstances. Alas, our mission calls for an apparent sewage dive in the Emerald Spire, it seems. The name is Raiden Mei Rosenthal, or just call me Acheron."
Purple lightning appears in her hand in the shape of a katana, then quickly dissipates. "They call people like me, those who wield elemental energy, kineticists. In other words, I disintegrate those who stand in our way with electricity."
"Also, my mom was a vampire, or was bitten by one when she had me I guess. That being said, I would prefer not to have someone poking their trusty Cure Light Wound wand at me unless it is an emergency. Thank you."

![]() |

A dark-skinned, middle-aged tiefling man with more features of beast than human - curved horns, wickedly sharp teeth, and goat-like legs and tail - enters the room. "I am called Papa Òxọ́lé," he says in a deep, gravely voice, "I am a collector of tales, and occasionally maker of same when called upon - as it seems I have been today." He leans against a wall and withdraws a quill and book from his pack. He opens the latter, revealing hastily scribbled notes and maps. "Before we subject ourselves to whatever this stench portends, I wonder if one of you would be so kind as to regale me with a story of your past exploits?"
Òxọ́lé has the Research Specialist boon, which gives him bonuses to Knowledge skills based on how many stories he has been told. Once per scenario, if a character tells him about an adventure he has neither played nor been told about before, he gets credit, and every three credits is a +1 to a new knowledge skill. Please keep tales spoiler free, and they can be very brief (assume details are shared off-panel).
He can be told any tale except: 0-04, 0-07, 1-39, 2-11, 2-13, 3-23, 4-19, 5-08, 6-07, 7-99, 9-14, 9-22, Bonekeep 2 and We be Goblins Free!

![]() |

Fort: 1d20 + 4 ⇒ (3) + 4 = 7
A full-plate comes to the party, underneath the helmet is a young half-orc's face.
"Some of you may already know me. But, for those new friends, let me introduce myself. I am Richman. But I am not rich at all! You can also call me Imp for short."

![]() |

Fortitude Save: 1d20 + 4 ⇒ (16) + 4 = 20

![]() |

A second half-orc in full plate who had introduced himself as "Oloch" lumbers down the stairs.
"Gahhh! It stinks like something died down here." he mutters with a look of disgust upon encountering the smell.
Fortitude: 1d20 + 6 ⇒ (3) + 6 = 9

![]() |

I’m the best of the west, you’re gunslinger computer crashed so I’m posting from phone fort: 1d20 + 7 ⇒ (10) + 7 = 17

![]() |

Anyone who fails the save ((DC 13)) is affected by Stench.
Assuming you all descend, the stairs descend to a small chamber of smooth, hewn stone lit by a dim greenish light from two strange, torchlike devices on the walls. A metal door with a simple latch mechanism glows with a dim green light in the middle of the north wall. The walls and ceiling are decorated with drawings and writings in bright colors. The depictions are abstract but somehow alien and disturbing.
A creature stands in front of it. He wears a colorful leather garment and carries a walking stick.
I am Slaagh. We welcome you to Godhome. You wish to make sacrifice now, or visit? Take holy grub maybe?

![]() |

Edit: ZOMG, NINJA DM!!!
From behind you come another set of footsteps: Light, yet echoing with a certain sepulchral heaviness, and framed by the glide of silk across the stone.
"Ah, to be in the fabled Emerald Spire at last," begins a mellifluous, somewhat sandy, somewhat sibilant, ever-so-slightly lispy, and eerily resonant voice, with only the faintest Tian accent...
Fortitude Save: 1d20 + 1 ⇒ (6) + 1 = 7
...which then erupts in pained wheezing.
"Oh. Oh dear. It seems this floor may be a little...too full of life."
Blue-and-black robes hang heavily from this man's rail-thin body (which also happens to be a slightly lighter shade of blue); despite his present handicap, he moves as though he were a finely-articulated mannequin. He carries a formidable crossbow, a fine but imposing silver staff tipped with a sort of built-in lantern, a few magical odds and ends, a shimmering silver icon that defies description as resembling either a moon or a skull, and...a doll???
It is difficult to explain, but you feel as if everything near him is simply more still and silent than it ought to be, and as he catches up with the rest of you, you increasingly sense this subtle...deadness around you: The air is more still, yet colder. Dust in the air seems to drift more slowly. Sounds seem more hollow and distant. Even the physical proximity of your other companions feels further than it is.
"Yes, yes, greetings one and all," He finally says between heaving gasps as he finds a place to sit and rest his weight upon his staff while cradling his doll with his other arm. "I am Saturn Samedi Arundhati Balthazar Krishnamurti Fumanchu Maitreya."
He looks over at Acheron with interest upon hearing her story. "Fear ye not, my child; life and death are simply sides of a great coin; you are that coin upon its side!" He oscillates his icon between his fingers as if to illustrate his point. "It shall be my honor to assist you as you require."
He then looks over the others; he gives a perfunctory bow of his head at Impedance for his introduction, nods cryptically at Papa Òxọ́lé, barely acknowledges Oloch, and stares with wide-eyed intrigue at Tusk.
He concludes his ocular-tour of the room by returning his gaze to his doll.
"What is that you say? Why no, I am not certain...Oh, very funny. How'd you like to have a working nose right now??"

![]() |

Knowledge: 1d20 ⇒ 17
This is probably the smartest moment of Acheron's life.
"Troglodyte, huh? Speaking Taldan no less. Either a wizard is messing with us or they're very smart, which means they're dangerous."

![]() |

"Sacrifice?" Oloch enquires, quizzically raising his an eyebrow "What sort of sacrifice?".

![]() |

"Greetings, Slaagh. We are but visitors for the moment, though I am keen to learn more about your sacrificial rituals and your... holy grubs, was it?"

![]() |

Holy grub. Things to eat, things to drink. The god gives them to us. I can take you.
Give the god some iron-metal, and it will bless you and send you on your way! All good visitors make gifts of iron-metal to the god

![]() |

"Iron, eh? Glad my blade isn't steel, then. Though I do have a dagger I could make as an offering if need be. Shall we be on our way?"

![]() |

So, presumably you allow Slaagh to guide you. He opens the door and beckons you through. Inside, you can smell the lingering scent of troll.
He first takes you through the antechamber:
Two light-sticks are mounted on the walls of this chamber, and every surface is adorned with crudely rendered paintings. Passages lead north and east. A short corridor in the north wall leads to a larger room. In the middle of the south wall, there is a large door made of a copper-colored metal. It glows like the light-sticks.
then to the Room of Food:
This room contains a large stone vat in the middle of the eastern wall. It seems to be filled with a pasty, pink substance. Just north of the tub, a tall door made of lustrous, coppery metal leads east, and passages exit
the chamber to the north and south. Three torchlike devices in the wall glow with a soft green light, as does the metal door.
Two other troglodytes are here touching up a mural.
Fort saves again please

![]() |

"Since we're tasked to clear out this level, might as well follow him to check things out. We can smell them out ahead of time if they try to ambush us..."
Fort: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
".....with smell like this."

![]() |

Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Even though Imp has an helmet on his head, the smell still keeps coming into his nose. His face is turning green.

![]() |

Fortitude save: 1d20 + 4 ⇒ (20) + 4 = 24
Òxọ́lé skips the buffet and examines the mural.

![]() |

Fortitude: 1d20 + 6 ⇒ (5) + 6 = 11
Oloch inspects the glowing doors and the vat using detect magic.

![]() |

The DC for stench is 14.
The painting seems to depict a god troglodyte adding food to the vat. Speaking of food, does anyone want to try it when Slaagh invites you to? He does take some and eats it with obvious relish.
The doors are not magical but the vat is.

![]() |

Òxọ́lé looks at the food and tries to figure out what is in it - and what it will due to you.
Craft, Untrained: 1d20 + 6 ⇒ (15) + 6 = 21

![]() |

Oloch declines the food, making some excuse about having already eaten recently.

![]() |

"Sorry, I'm not feeling good today. Maybe I got some stomach issue, I appreciate the food but sorry."
Imp makes up excuses too.

![]() |

Oxole doesn't have a clue what it could be.
Ah well. This way please And Slaagh leads you to the Home of the God.
A hexagonal, metallic structure about ten feet wide and almost twenty-five feet tall looms in the center of this high-ceilinged room, emanating a greenish-white light. All kinds of gears and armaments are stuck to its silvery sides, including dozens of weapons, shields, and pieces of armor, as well as lanterns, buckles, and tools. To the north and south of the object stand two large stone statues, each depicting a troglodyte with its arms upraised in adulation. Four copper-colored metal doors lead out of this chamber, one from each corner of the room.
Please place your icons on the map

![]() |

perception: 1d20 + 7 ⇒ (15) + 7 = 22 I can see the map, but I can't copy and paste my image with the computer I'm using. If we are in the bottom left hand corner where the stairs are, I'll be in the back.

![]() |

I have copied all your icons on to the slides. You all should be in the room with the green hexagon in the middle. Please place yourselves.

![]() |

Is mithral magentic? I would expect not, but it's a GM call.

![]() |

Is mithral magentic? I would expect not, but it's a GM call.
Since Silver on Earth is not ferromagnetic, I would hope that Magic Silver™ on Golarion to not be ferromagnetic as well...

![]() |

Flashback:
Fortitude Save: 1d20 + 1 ⇒ (16) + 1 = 17
By now, your disturbing blue companion seems to have acclimatized to the stench...and when offered the food, he accepts!
In fact, he even takes a small extra helping for the doll....
That was now, this is then!:
"Oh my! A most peculiar god indeed, but," He jingles his own macabre icon. "Who am I to judge?"
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Seeing nothing amiss - only wondrous! - Saturn moves into the room....

![]() |

perception: 1d20 + 4 ⇒ (14) + 4 = 18
The Gorumite looks disturbed and gives the device in the center of the room some serious side eye "Be careful, this thing appears to be after our armour." he whispers.

![]() |

Saturn manages to hold down the food and is not sickened. The food is freshly ground meat of an indeterminate nature. While this is wonderfully tasty and nutritious food from the troglodytes’ point of view, the meat is nauseating by other races’ standards.
The strength of the magnetic field from the Godbox depends on distance
Beyond 15 Feet (corner or doorway): The field is easily resisted, but belted items lift up, pointing toward the room’s center.
Within 15 Feet (other squares not adjacent to Godbox): The magnetic field attempts a combat maneuver check (+5 CMB, or +10 against targets wearing full suits of metal armor) against each character that begins its turn at this distance or enters a square within this range. Any bonuses to CMD the target has that apply against a bull rush also apply against this combat maneuver. A character that fails is pulled 5 feet closer to the Godbox. If a character resists the pull, the magnetic field attempts a second combat maneuver check to disarm her of the largest metal object held by her, carried by her, or sheathed on her person. The field is strong enough to break straps and pull weapons out of sheaths.[/i]
Adjacent Square: An irresistible force pulls all ferrous metals into contact with the Godbox, where they remain immobile.
Mithril is non-magnetic but adamantine is
cmb(papa): 1d20 + 5 ⇒ (17) + 5 = 22
cmb(richman): 1d20 + 5 ⇒ (17) + 5 = 22
cmb(tusk): 1d20 + 5 ⇒ (4) + 5 = 9
cmd(saturn): 1d20 + 5 ⇒ (17) + 5 = 22
Anyone within ten feet of the Godbox, please make a Perception check

![]() |

Acheron takes out her cold iron kunai and strap in on Imp's belt who doesn't have a backpack "Oh man, you're going no where with your full plate in this room, might as well carry this for me, wouldn't make a difference for you."

![]() |

Before:
Saturn manages to hold down the food and is not sickened. The food is freshly ground meat of an indeterminate nature. While this is wonderfully tasty and nutritious food from the troglodytes’ point of view, the meat is nauseating by other races’ standards.
"Oh my, how...entropic! You are most gracious hosts, we knew not what to expect down here, but this is a fine surprise!"
He looks down at his doll again as he presents it with its share on a small saucer.
"What would you say?"
Now:
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
All of Saturn's most prominent metal possessions are of silver, so it seems the Godbox takes little interest in him...

![]() |

The tiefling can feel his weapons being pulled toward the structure.
Percpetion: 1d20 + 6 ⇒ (14) + 6 = 20

![]() |

So, who has a lot of ferromagnetic material on them?

![]() |

As a good follower of Gorum, Oloch is entirely encased in ferromagnetic material.

![]() |

Just about everything but my primary weapon.
"There are slots on this object. Perhaps that is where we are to make our offering?"
With effort, he drawsa cold iron dagger and slides it into one of the slots.

![]() |

Since at least three of you are covered in magnetic material, I'm redoing the CMB checks.
papa: 1d20 + 10 ⇒ (10) + 10 = 20 ((metal armour and weapons))
impedance: 1d20 + 10 ⇒ (2) + 10 = 12 ((metal full plate etc))
saturn: 1d20 + 5 ⇒ (6) + 5 = 11 ((just a nail)
tusk: 1d20 + 10 ⇒ (6) + 10 = 16 ((metal breastplate and your weapon))
The other two are out of range.
Papa's dagger gets deflected and is now stuck to the Godbox. Papa is also pulled to the Godbox and is now stuck to it because of his armour.
Impedance resists the pull but the attraction tries to pull his kukuri out of it's scabbard.
cmb: 1d20 + 10 ⇒ (17) + 10 = 27
The kukuri flies out of it's scabbard and onto the Godbox
Saturn stays where he is but the force attempts to break the string holding the nail
cmb: 1d20 + 10 ⇒ (13) + 10 = 23
... and so does the nail.
Tusk barely stays put, but does his weapon
cmb: 1d20 + 10 ⇒ (11) + 10 = 21
and that too is stuck to the Godbox - along with all the other metal objects on it.
Slaagh looks pleased as an eerie hum begins from inside the box, and two distant metallic clicks sound from the northeast.
The sacrifice has been accepted. The exit is now open.
metal armor, and must spend 2 rounds removing his armor to escape. If held by smaller metal fittings such as buckles, the character is grappled, and can get free by cutting or releasing all scabbards, chains, and buckles as a full-round action.

![]() |


![]() |
