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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