
Rocky. |

1d1d20 + 11 ⇒ (19) + 11 = 30
"Aa-hhh are y-ou oka-y?
Rocky say's

Rhesa |

"Yep? What do you mean yep? I'm DYING!!" Rhesa wails. She looks around, through red-tinged eyes, and sees everyone else is fine. "WAAAAAHHH!"
"Let's hurry up and solve this mystery! I don't want to be mutated by this island anymore! What if next I... LOSE MY FUR?!?! I'll look like a... a... HUMAN!!!! AHHHH!"

![]() |

The group reaches a large domed building located at the base of another cliff. The grand crystal dome atop this building has collapsed, presumably landing inside the building. Outside, cracked pillars, a shattered front walk, and statuary indicate the building was a place of importance. The front door still hangs on its hinges, although only the top portion of the door and the top hinge remains. The rest of the door is missing.
The stone all around the door is undamaged and the edges on the bottom of the door are rusty. However, if the door had rusted apart, there would be rust and metal on the ground nearby and there's not. Roll a Knowledge (Dungeoneering) check.
You notice a stone mound with words engraved on it. Roll a Linguistics check.
What are you doing outside? Any prep spells or abilities?

Rocky. |

perception: 1d20 + 9 ⇒ (9) + 9 = 18 dc20
perception: 1d20 + 9 ⇒ (13) + 9 = 22 dc25
"HM-MMM-MMM-MMMM-M th-is plac-e is wei-rd"

Capa |

Perception: 1d20 + 8 ⇒ (8) + 8 = 16 DC 20
Perception: 1d20 + 8 ⇒ (5) + 8 = 13 DC 25
Rhesa, RHESA, NOOOOOO
heal: 1d20 + 10 ⇒ (17) + 10 = 27

~ Daisy ~ |

NOOO! ARE YOU OKAY!! Shouts Dasiy!
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
"Look! The stone all around the door is undamaged but the edges on the bottom of the door are rusty. That's odd! If the door had rusted apart, there would be rust and metal on the ground nearby and there's not. I wonder..."
Because I shared this information with you, anyone can try a knowledge dungeoneering check, if they have that skill. I don't.

Rhesa |

Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Perception: 1d20 + 13 ⇒ (17) + 13 = 30
"WEIRD!" Rhesa exclaims, but she has no further knowledge to offer on the door. Instead she approaches a stone with faded words carved into its face. She wipes off the letters and tries to sound them out. "Nope! It's gibberish!" she concludes.
Does anyone speak Azlanti?
A moment later, Rhesa draws her fancy rapier and heads toward the entrance. "Let's check it out before I get weirder."

~ Daisy ~ |

Good idea. Dasiy says.

![]() |

The group presses on, into the domed building. Inside, they're greeted by a tangle of halls. The grand crystal dome atop the structure has collapsed into massive shards that jut from the floor at odd angles. A cracked, tessellated floor and worn stone alcoves and walls highlight this ancient building. Dirt and debris on the floor indicate animals or creatures of some kind live here. Their scat is oddly shiny.
The walls reach up very high, nearly thirty feet into the air. Lining the walls from about 10 feet in the air and higher, are thin engraved copper plates, which float gently in the air, bundled in groups like open books. Their tarnished pages no doubt filled with all manner of esoterica — if only you could read them.
Below 10 feet, there's nothing on the walls, as if someone's stolen all the books they could reach.
Everyone place yourselves at the map's entrance. You enter from the direction of the yellow arrow. Is there anything you're doing as you enter? Discuss among yourselves where you're going.

Rhesa |

Rhesa leaves her horse and archaeopteryx outside, telling them to stay. Then she draws her rapier and heads inside.
"Whoah! What's with those weird copper things? They're just... floating there. Are they magic books? And what's with all this shiny poop?"
She eyes the three broken gaps in the walls that lead deeper into the archive. "Which way? Or should we split up?"

Rocky. |

Nu-mbe-r 1 rule o-f dungen-ering is nev-er spl-t up we go lef-t

~ Daisy ~ |

I want to go right.
I want to go to the glowing purple thing.

![]() |

As the group argues, with Daisy leading one way and Rocky leading the other, there's a clattering from within the domed archive... Silence.... Then a rapid skittering across stone. Something is coming!
Everyone has one action to take before combat truly starts and I roll initiative. If you want to move or hide, now's the time!

~ Daisy ~ |

WAIT ROCKY I CHANGED MY MIND LET ME COME WITH YOU!!!!!!!

Rhesa |

Rhesa dashes off into the corner in the hopes of getting away from the horde of animals hanging out with Daisy. Maybe if she was lucky whatever was coming would notice them before her—then she could get the jump on it!

![]() |

Initiative: Capa: 1d20 + 5 ⇒ (9) + 5 = 14
initiative: Daisy: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative: Rhesa: 1d20 + 7 ⇒ (5) + 7 = 12
Initiative: Rocky: 1d20 + 9 ⇒ (16) + 9 = 25
Initiative: Gilderoy: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative: Larkspur: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative: Rust Monster Red: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative: Rust Monster Blue: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative: Rust Monster Green: 1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (14) + 6 = 20
Reflex: 1d20 + 11 ⇒ (19) + 11 = 30
Three bugs with fuzzy antennae scurry into the room! Two go right for Dora and Daisy, the first rubbing its antennae all over the metal bits and barding on Dora's saddle and the other rubbing it's antennae on Daisy's fine chain shirt.
Dora and Daisy must each attempt a DC 15 Reflex save.
Reflex Dora: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex Daisy: 1d20 + 11 ⇒ (15) + 11 = 26
Daisy easily twists out of the way, keeping her armor safe, but Dora's not so lucky! All of the metal buckles and clips holding the saddle on Dora's back rust away to dust! The saddle suddenly slips off Dora's back and Daisy goes tumbling to the ground! Daisy! Attempt a DC 15 Reflex save. If you pass, you land on your feet. If you fail, you land on your back and are prone.
The other runs at Rocky, turns, and rubs its antennae on Rhesa's newly drawn sword! Rhesa easily raises her sword up into the air, keeping it out of the bug's reach.
COMBAT TRACKER - Round 1 - Bold may act!
Rocky (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
Daisy (damage taken: 0)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)
Larkspur (damage taken: 0)
Capa (damage taken: 0)
Tot (damage taken: 0)
Rhesa (damage taken: 0)
————
Blue (damage taken: 0)
Red (damage taken: 0)
Green (damage taken: 0)
————
ONGOING EFFECTS / ENVIRONMENT
Dora's saddle is broken.
PENDING
Daisy must attempt a Reflex save.
Everyone can go.

Rhesa |

"Hey! Cut that out!" Rhesa shrieks, "That's my sword!" She stabs at the weird bug.
Attack: 1d20 + 18 ⇒ (8) + 18 = 26
Piercing Damage: 1d6 + 13 ⇒ (4) + 13 = 17
Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Piercing Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Confirming a Critical Hit: 1d20 + 13 ⇒ (20) + 13 = 33
Extra Piercing Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Rhesa scores a critical hit and destroys the weird bug, earning herself 2 panache points!

~ Daisy ~ |

reflex: 1d20 + 11 ⇒ (7) + 11 = 18
Dora you okay!!?? What a mean bug!!!
5 foot step away from the blue bug.
fairy crown attack: 1d20 + 13 ⇒ (14) + 13 = 27
damage: 2d8 ⇒ (7, 3) = 10
Donny attacks red after he 5 foot steps.
Melee talons 1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
damage: 1d8 + 2 ⇒ (4) + 2 = 6
Melee talons 2: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage: 1d8 + 2 ⇒ (1) + 2 = 3
Melee bite: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Melee foreclaw: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Dora attacks.
Melee bite: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bigfoot 5 foot steps, then full attacks the red bug.
Melee claw 1: 1d20 + 8 ⇒ (13) + 8 = 21
Melee claw damage: 1d6 + 5 ⇒ (4) + 5 = 9
Melee claw 2: 1d20 + 8 ⇒ (11) + 8 = 19
Melee claw damage: 1d6 + 5 ⇒ (2) + 5 = 7
Melee bite: 1d20 + 8 ⇒ (8) + 8 = 16
Melee bite damage: 1d6 + 5 ⇒ (1) + 5 = 6
Happy 5 foot step then attack blue bug.
Melee bite: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 1 ⇒ (4) + 1 = 5

Rocky. |

Rocky slowly shuffle's at the blue bug and try's to punch it!
flurry of blow's: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d10 + 3 ⇒ (7) + 3 = 10
flurry of blow's: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d10 + 3 ⇒ (2) + 3 = 5

![]() |

Daisy blasts the blue bug with her crown, searing its antennae right off and heavily damaging the creature.
Donny tears into the other bug, ripping its carapace open with his sharp talons. Dora tries to finish off the bug but her bite misses completely. Bigfoot trundles into the fray and finishes off one of the bugs, but Happy's too busy fighting alongside Bigfoot to take down the last bug.
Slowly, Rocky shuffles over from across the battlefield and bops the last bug on the head with his big rock fist. The bug crumples under the blow, leaving out heroes victorious.
Inside, the archive is quiet.

Rhesa |

Rhesa laughs, then scratches her head in confusion. "That bug was trying to get me to stab it or something. I wanted to cuddle my sword! WEEEEEEIRD! What was it?"

~ Daisy ~ |

Whatever it is it's very mean. It destroyed Dora's saddle.. you'll need to make a new one Rocky!

Capa |

Hmm.................
Well those might be.....
I think they are rust monsters.
nature: 1d20 + 7 ⇒ (16) + 7 = 23
He examine's some books.
Tot slowly slinks deeper into the archive.

~ Daisy ~ |

Hey!! Wait for us Tot!!!!! Dasiy chases Tot.

![]() |

Delving into the library, the group finds numerous copper and metal tomes, all magically hovering throughout the archive. It looks like any books near ground level were consumed or stolen, but those higher up remain untouched.
Unfortunately, none of you can understand the text inside the books. Still, you collect a number that look particularly valuable. At Capa's touch, one of the copper plates disintegrates, forming a series of glowing gold arcane sigils that orbit his head like a halo. This functions as a crown of blasting.
Does Capa or Rocky want to keep it?

~ Daisy ~ |

Here you are Tot!, your being naughty don't run away again.
Whoa! Where are we Tot!

Rhesa |

Since no one seems to want the crown, Rhesa scampers over and plops it atop her head. "Ha! This is awesome! Look at this... pew pew! I'm gonna shoot light out of my crown just like you, Daisy! Oh, yeah!"
Rhesa wanders through the rest of the archive, looking for shiny baubles and other treasures. Then she heads outside, circling the perimeter of the building until the others are ready to go.

meloriel |

Outside, Rhesa discovers the archive nearly backs up against another cliff, leading higher and deeper into the island. Bored, she climbs up the side and takes a gander around.
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
While she's unable to see anything atop the nearby cliff, due to the angle, far off in the distance she notices two buildings of interest. One, on the same level they're currently on, is a tall spire of white shell. The other, atop the cliff nearby the spire, is an orb of water, floating in the air. While she can tell the water's moving in place, she can't tell if there's anything inside it from here.
Anything else you're doing at the archive? And where to next? Going up the cliff? Going to the distant spire?

~ Daisy ~ |

Up the Cliff then to the Spire.