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The tiefling wriggles out of his armor, leaving him with only a well-traveled explorer's outfit for protection. He stares at his reflection in his fortunately-not-magnetic blade. "Looks like you will need to be my sword and shield today," he says ruefully.
No armor, no ranged weapons, magic focused on improving his melee capabilities, and insufficient Fame to use the Debt to Society boon... what could go wrong?

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Acheron offers her wand of Mage Armor to Papa who is better at UMD than her, "Last time I check, pure Force is not magnetic. Want some?"

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Use Magic Device: 1d20 + 10 ⇒ (12) + 10 = 22
"Many thanks," he says, returning the wand. "Though I do intend to get that back."

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"I would expect as much," Acheron puts away the wand, "The toll is way too high in this case for dealing with fish-lizard people. There's probably a much better use for a big magnet like this, like ties it to a strong wire and drop it in a sunken ship."

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So what do you plan to do? Leave this level or do something else?

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I also assume that those with metal armour that succeeded the CMBvCMD conflict will back out of range. Otherwise the Godbox will keep pulling. Eventually it will get you.

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"Any ideas on how we can get Papa Òxọ́lé's equipment back?" enquires Oloch.
As he talks he scans the room containing the Godbox for magic auras.
Oloch will cast detect magic into the room to look for magical auras, being careful to move no further forward than his current position.
Incidentally as I've GMed this floor before (but not played it), Oloch will be holding off on taking the lead on any decision making.

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"I doubt they would have been kind enough to put the solution in the same place as the problem. Thanks to Acheron, I should be able to continue the journey in as much safety as when I entered."

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In addition to seeing what his casting of detect magic may have revealed Oloch also casts his eyes over the room to see if there is any obvious 'off switch' for the Godbox, or other way to disable it...
perception + guidance: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Would there be any sort of knowledge check that would help us work out how or if the magnetism could be disabled?

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Would there be any sort of knowledge check that would help us work out how or if the magnetism could be disabled?
I don't know a way of disabling a magnet other than putting a giant object in front of it to disable the magnet.

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I don't know a way of disabling a magnet other than putting a giant object in front of it to disable the magnet.
I guess my question should be expanded to, "Are there any knowledge checks that we could make to help work out what is causing the 'magnetism' and what, if any, are the options for disabling it?". As I don't think we've determined for sure what is causing it. I know there has been a suggestion it may be an electromagnet and from the sound of it the troglodytes think it is divine power, but it is also possible it could be something entirely different.

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Tusk Arane wrote:I don't know a way of disabling a magnet other than putting a giant object in front of it to disable the magnet.I guess my question should be expanded to, "Are there any knowledge checks that we could make to help work out what is causing the 'magnetism' and what, if any, are the options for disabling it?". As I don't think we've determined for sure what is causing it. I know there has been a suggestion it may be an electromagnet and from the sound of it the troglodytes think it is divine power, but it is also possible it could be something entirely different.
Said suggestion comes from Acheron being a Aerokineticist with electricity focus. She wouldn't know about any divine stuff that cause magnitism.

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Saturn appears thoroughly amused.
"I knew that would come in handy for something!" He says he watches a long, rune-etched iron nail fly out of his robes.
He looks over to Slaagh.
"What does your god mean to do with our offerings?"
His eyes momentarily dart down to his doll before adding in an awkward sotto voce,
"Yes, I am quite aware, that would appear to be the case, not now, shut UP...!"
Diplomacy?: 1d20 + 1 ⇒ (7) + 1 = 8

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The offering has been made. The way out is open. This is the Way. is all Slaagh says.
It's obvious he has no idea.
You had noticed the doors look unusual. For one thing, they're copper coloured. Do you want to have a closer look at one?
Also, some of the 150 odd objects stuck to the Godbox are magical.

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Saturn takes a cautious few steps over...
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

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"Whatever that thing is, I don't detect any magic on it. Although some of the things stuck to it are magical."

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The doors are copper. Maybe not solid copper but they do look heavy.

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Òxọ́lé will use detect magic on the stuck items to get some idea which ones are valuable before looking over the doors.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21
Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14

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Assuming the magnet is mundane and not magical are there any large objects around as large as a wooden door to block the magnet? perc: 1d20 + 7 ⇒ (11) + 7 = 18

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The magnet is mundane but there doors you can use that are rather heavy. But they're metallic, not wooden.
As for magic, there's a +1 greatsword, +1 chainmail, +1 heavy steel shield, and a +1 light shield shield.
The doors are not magical but upon examination, they are made of a strange, copper-colored nonmagnetic alloy otherwise unknown on Golarion

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"I am kinda curious how would this strange door interact with their strange box..." Acheron whispers to her teammates

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It is possible to detach a door. See the section on Doors on the slide

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"Chances are, people probably won't like adventurers detaching their doors. Likewise, adventurers probably won't like it when they're attacked while they are detaching doors. That leave us with few option."

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"I'd rather not use my sword as a mithral crowbar, but I am not taking that option off the table either."

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"I'd rather not use my sword as a mithral crowbar, but I am not taking that option off the table either."
"No worries, I got that covered." Acheron takes back her mwk cold iron kunai.
Crafted from a single piece of iron, a kunai has a leaf-shaped blade and a ring for a pommel. Adapted from the common trowel, the kunai has a thick blade that is sharpened only near the tip. Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.

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Isn't cold iron made of iron? I think that would just stick your weapon.

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Slaaugh looks baffled
You no leave?

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"So you ask visitors to make offer to the Godbox. Why don't YOU make offer to it as well? Are you faking your worship? Escaping your duty?"
Acheron points at the door, "I bet this huge metal door will make God very happy."

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Slaaugh looks even more confused.
Godbox no want door

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"Best be off. After we've had a look around, we will probably find a way to get our equipment back."

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There are other places I can show you ... but thought you want make sacrifice first

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Door no stick to Godbox

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Oloch moves to the northern exit leading from the "holy grub" room in order to see what is beyond it.

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Oloch finds a 'T' junction. Meanwhile Slaaugh continues the tour. He takes you from the food room to the water room.
A stone tub filled with water stands against this chamber’s western wall. Three glowing light-sticks illuminate the room. A door of copper-colored metal stands in the western wall, and passages exit the room to the north and south.

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"Copper, copper, everywhere," muses Saturn as he follows along with the inscrutable twisted grin you've learned by now to be his resting expression. "Why so, Master Slaaugh? Who made this place, do you know?"
Diplomacy, FWIW: 1d20 + 1 ⇒ (13) + 1 = 14

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God did

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Saturn blinks in bemusement. "Well that...narrows it down. What DIDN'T the gods make?"
There is a soft, strangely eerie jingle as he fingers the chains of his own icon.

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The tour continues. The headcount is currently at three. Slaagh then points out the warrens (areas D8 through D13) but doesn't take you through them though Slaagh says they are living places.
You do go through ...
This room is illuminated by two light-sticks mounted in wall sconces. To the north is a large door of strange copper alloy, which glows much like the light-sticks. The walls and ceiling are covered with indecipherable troglodyte scrawling and paintings. In the northeast corner stands a tall cylindrical bell, made from the same alloy as the door.
Slaagh points out the door to the exit. Opening it you see ...
A tall troglodyte statue stands in the center of this otherwise featureless square room, its arms outstretched. Light-sticks are mounted on the east and west walls, providing dim green illumination, augmenting the stronger glow from the door.
In the northeast corner, a section of the stone floor is cut away perfectly, revealing a stairway that descends into darkness.
Way out Slaagh announces. You leave now?
From his earlier answers to your questions you figure there are roughly fifteen troglodytes on this level separated into two tribes, one in the north the other in the south. What trogs you see keep their distance and head off in a different direction.
Slaagh is the leader of the northern tribe which numbers "three plus two plus Savisk plus me". The leader of the southern tribe is Kargh who alternates door keeping duties with Slaagh. The tribes usually keep to their own corners unless invited.

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Saturn takes the tour with seeming appreciation (between furtive mutterings in Samsaran to his doll).
In the northeast corner stands a tall cylindrical bell, made from the same alloy as the door.
"I say, what's that bell for?"
Way out Slaagh announces. You leave now?
"Before we do, won't you tell us more about your god? What is to become of our sacrifices?"
"Yes, YES, I realize, that is part of what I am attempting to discern...."

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Bell ... in case someone comes up from below. They ring bell, Godbox opens floor. We meet them.
As for the other questions Slaagh looks confused.
Slaagh knows not. God wants metal. Not know why. We just Servants of Thagh, and we worship Silent God. skraa-orm thagh. Has always been so.

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"What comes from below?"

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Slaagh just shrugs Travelers