
Magmoira |

"Moving stones! I would very much like to see this phenomenon. Is it safe to enter?"
Would Know: Nature give Magmoria any further insight about these moving stones?
Know: Nature: 1d20 + 2 ⇒ (18) + 2 = 20

GM Natloz |

"The stones warn us of coming danger and warn us when we make bad choices. I've never seen the stones move though. We come in and the stones are in new positions and the earth priests help us understand what the stones are saying. It's safe enough to enter I guess but please don't disturb the Delvers."
Magmoira, you don't know of anything in nature that would move stones in such a way.

Dasim Dakat |

"Well did they warn you about collapsing half the blasted village?" Dasim says to the old man. "Seems like a dangerously bad choice if I ever heard of one. Maybe your Delvers aren't as all powerful bright as you seem to give 'em credit for." He adds pushing past the old man and into the room beyond.

Ziyad |
"Give me that." he grabs the stick the old man was whittling and immolates it in a quick bonfire "So you were sitting here...waiting for one called Grund? Guess what? I don't forget a face. If you are allied with those that would harm Red Larch everyone will know it soon. Why not denounce these people and turn back to peaceful commerce and education? The young carpenters still need your wisdom...the wisdom of your real life experience, not this elemental cult...come with us."
He conjures forth a large shield, offering it to the old man.

GM Natloz |

Good enough for me, for some reason I thought posing passed meant you didn't enter the room yet...
The next room is an enormous chamber with 20 ft ceilings. A lighted lantern sits in the middle of the room. An odd array of stone monoliths - some upright standing stones, and others arrayed in three stone arches - stand around the chamber. Six low stone slabs sit around the perimeter of the room. Each holds humanoid bones, dressed in scraps of tattered cloth and rusted iron. You deduce these must be "the Delvers" the old man was talking about.
Slide 1 map has been updated

Magmoira |

Mags is very interested in the stones and walks over to the closest one, trying to 'feel' if they have any connection to the natural world..or if they are something altogether different.
possible Nature skill roll??

Dasim Dakat |

Seeing the bodies, Dasim shakes his head. "No wonder the Delvers didn't warn the old guy about our arrival. They appear to be quite dead unless we've another 'Lord of Lance Rock' on our hands." He says walking over to the first set of bones wary of any sign of movement or other undead machinations.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18

GM Natloz |

As you begin looking around the room, you notice out of tha corner of your eye a man peeking from behind a stone making very precise gestures.
Initiative!
Dasim: 1d20 + 3 ⇒ (9) + 3 = 12
Magmoira: 1d20 + 1 ⇒ (4) + 1 = 5
Ziyad: 1d20 + 3 ⇒ (10) + 3 = 13
Rrath: 1d20 ⇒ 5
Tarandil: 1d20 + 2 ⇒ (19) + 2 = 21
Enemy: 1d20 ⇒ 2
The party goes, then him. He is placed on the map. Mags, the stones appear to be completely normal, no roll needed.

Rrath |

Round 1, Rage Rds 1/10, Resitance
Rrath advances and flies into a rage. He throws a handaxe at the hidden man.
Hand Axe Att: 1d20 + 6 ⇒ (2) + 6 = 8
Hand Axe Dam: 1d6 + 4 ⇒ (6) + 4 = 10

Dasim Dakat |

Dasim centers himself for a heartbeat and then rushes forward using the various rocks for cover and dodging back and forth in a chaotic, yet graceful manner that makes it hard to follow the monks movement.
Dash and then spending a Ki point to add a bonus Dodge action.

Ziyad |
Ziyad's eyes narrow at the gross lack of magic appreciation. Under his breath he mutters "Perhaps this will be more to your liking..."
Magic Missile Wand, 6 charges: 8d4 + 8 ⇒ (3, 3, 2, 1, 3, 4, 4, 3) + 8 = 31
If I can control the appearance of the missiles in wand form, Id like them to appear like magical thrown daggers.

GM Natloz |

As the magical daggers fly towards him, the man waves across their path as a shield shimmers to life. The magical daggers explode in a shower of sparks. "Perhaps so" he grins in response.
He scampers from his hiding place and cast a spell on the run."Holy earth bind you and hold you! he exclaims as the dust in the air begins to coalesce around you. As her goes he takes his glaive to hand.
Everyone but Dasim needs to make a DC 13 Wisdom save or be affected by slow.
Party is up again.

Magmoira |

Slow Save: 1d20 + 7 ⇒ (14) + 7 = 21
Reaching into the pouch at her waist, Magmoria withdraws three smooth river pebbles. She mutters a few mystic words over the rocks and then throws one of them at the unknown spellcaster.
Magic Stone: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Tarandil Moonbrook |

Slow Save: 1d20 + 1 ⇒ (20) + 1 = 21
Tarandil shrugs off the spell. "I guess your magic isn't much better. But let's see how you fare against this!" Tarandil continues casting.
Dissonant Whispers: 3d6 ⇒ (2, 4, 5) = 11
Wis save 13 or be forced to move away

Ziyad |
Wis Save: 1d20 + 5 ⇒ (20) + 5 = 25
Ziyad feels the grasp of earth but focuses on elemental air, its counter. The spell erodes within his mind.
"Boastful. But even the largest of mountains reduce with time..." Grasping at the strands of the Weave, Ziyad retrieves his fear box...a small bundle of energy tubes where he has been storing his primal fright. He opens the box, letting it take over him briefly as he attempts to swap psyche with the enemy caster...
Cause Fear. Wisdom DC 14 or frightened and cant move closer to Ziyad.

Dasim Dakat |

Dasim moves forward, flips the grip on his spear and launches it at the fleeing spell slinger.
Thrown Spear Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Thrown Spear Attack - Range Disadvantage: 1d20 + 5 ⇒ (19) + 5 = 24
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6

GM Natloz |


Rrath |

Round 2, 2/10 Rds of Rage
Rrath advances slowly, and he throws a handaxe at the man before he flees.
Hand Axe Att: 1d20 + 6 ⇒ (2) + 6 = 8
Hand Axe Dam: 1d6 + 4 ⇒ (2) + 4 = 6

GM Natloz |

concentration vs Magmoira DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
concentration vs Tarandil DC 10: 1d20 + 2 ⇒ (18) + 2 = 20
concentration vs Dasim DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
Dasim's spear sails through the air and finds it's mark. Rrath's slowed muscles, on the other hand, can barely throw the axe. It makes it only halfway to the man and rings off the floor with a loud clang. There is a low hum and all the large stones rise an inch off the floor.
The man turns and casts a spell at Dasim. A mote of dirt flies from his finger and explodes with a thunderous roar. He can't bring himself to move any closer so he stays where he is.
shatter damage, con save DC 13 for half: 4d8 ⇒ (3, 5, 7, 3) = 18
wisdom save vs fear: 1d20 ⇒ 16

Magmoira |

Moving cautiously forward, Magmoria throws another of the stones at the mysterious man.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit. Damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11

Dasim Dakat |

Con Save: 1d20 + 1 ⇒ (8) + 1 = 9 Ouch!
Dasim tries to leap aside from the worst of the spells effects, but his forward momentum was just too strong and the monk faced the full force of the wizard's deadly magic. Bones crack and internal organs turn to mush under the spells onslaught and Dasim simply collapses to the ground, a trickle of blood oozing from his nose and mouth.
HP: -3/15

GM Natloz |

Sorry for the absence, I've been working (at least) 10 hour days this week at a conference. It looks like Magmoira thew another rock and Dasim was 'knocked out' I don't think anyone else took a turn. Dasim still needs to make the death save. For his first round of being k.o.ed. The other three can also take a turn.

Rrath |

Round 3, Rage rds 3/10[ooc]
Rrath rushes forward.
[ooc]Please double move me forward towards the enemy. I am unable to do so...on family vacation until Monday.
Save: 1d20 ⇒ 5

GM Natloz |

Botting Tarandil
Seeing Dasim coughing up blood, Tarandil says magical words of healing to stitch up some wounds.
Move, cast healing word, dodge action
Healing Word: 1d4 + 3 ⇒ (1) + 3 = 4
Dasim, you are not dying any more and can act normally on your turn.
The man stands on wobbly legs and shuffles out of Ziyad's grease. He presses a hidden button and the wall springs open. He is only able to take a couple staggering steps into the hallway before the adventurers can give chase.