Por qué envejecemos
EFECTOS EN LA PROLE
The Godhome is filled with troglodytes, and that means a lot of saving throws against stench. As a shortcut, have the PCs take 10 on their saving throws against troglodyte stench when they meet a new group of troglodytes, and set the DC at 12 + the number of troglodytes in the new group.
Anyone approaching within 10 feet of the Godbox notices the slots for the device’s control plates. The slot dimensions are very close to the size and shape of the door panels in this level.
In the center of each face of the hexagonal object is a vertical slot about three inches wide and close to seven feet tall.
The Godbox is a powerful supermagnet. Within this room, all iron and steel is drawn to its surface by magnetic force, including items that have components made of iron or steel (such as the studs in studded leather armor or the buckles of leather belts). The alloy doors and the metal used in the talladuns are nonferrous and unaffected by the magnetic field.
The strength of the field varies by 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.
• Adjacent Square: An irresistible force pulls all ferrous metals into contact with the Godbox, where they remain immobile. The supermagnet in this area is only part of the machine anchored in the middle of this level—most of the Godbox lies hidden below the floor, occupying an area about the size of the entire room. The device is intelligent but limited by its programming. It has learned how to use the Emerald Spire’s planar energies to acquire the food, water, and special supplies it needs by opening planar rifts and teleporting these materials into the area. It is able to observe events throughout this level but has little ability to act other than by activating the animated objects in this area (see Creatures, below) or opening or closing the exit in area D7. It is uninterested in anything that happens in this plane of
reality, and though it sustains the troglodytes living here, it is not protective of them.
There are two ways to get the Godbox to open the exit: Sacrificing at least 2 pounds worth of metal per person in the party or deactivating the machine. The simplest method is to toss the items to be sacrificed close enough to the Godbox for the magnetic force to capture them. Items attached to the Godbox by accident count toward the requisite sacrifice. When the PCs have donated sufficient items, an eerie hum begins deep inside the metal box. Two distant metallic clicks sound from the northeast.
If Slaagh (or another troglodyte) is with the party, he can confirm that the sacrifice has been accepted and the exit is now open.
If the PCs instead opt to deactivate the machine, they can do so by inserting all six control panels. The six tall slots in the Godbox correspond in size to the six glowing doors on this level—they are in fact control plates or panels designed to moderate the supermagnet’s function but were removed long ago. When a door is inserted, the door panel seems like an exact fit for the slot in the side of the device. It clicks into place and a strange, high-pitched humming begins to emanate from deep within the machine.
The doors are unaffected by the magnetism in the room. They can be pulled back out with a successful DC 25 Strength check or through teamwork by creatures with a combined Strength score of 40 or higher. Each subsequent door inserted into the device lowers the tone of the Godbox’s humming and slightly increases its volume, indicating progress. If all six doors are fully inserted, the noise stops and the magnetic field ceases, causing all the objects stuck to the exterior to fall to the floor with a clatter (see Treasure, below), and all the light-sticks on the level to go dark. This sends the troglodytes into a frenzied defense of their level.
The Godbox is a Gargantuan object with AC 15, hardness 15, and 200 hit points. It regains hit points each round as though it had fast healing 10. It is immune to cold, fire, and all things constructs are immune to. It can attempt saving throws as though it were a magic item (CL 20th, +22 bonus). When the device takes electricity damage, there is a percentage change equal to the points of damage dealt that it deactivates for 1d6 rounds. All items held to it by magnetism are dropped, but are immediately picked up again if the Godbox is reactivated.
Creatures: The two troglodyte statues are animated objects,
currently inactive. They represent the only direct means of defense for the Godbox, since its ancient programming prevents it from converting attackers into harmless minerals. The statues animate and attack any creatures that attack the Godbox; however, they do not react to PCs inserting doors into the control slots.
If the statues kill or drive out all their targets, they return to their positions and resume an inanimate state.
STUCK?
The powerful magnetism may affix a character wearing metal to the Godbox housing. The victim is considered pinned if wearing 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.