After letting the healing spirit jump between Brox and Grimnir, Oorr will attune his awareness to the Underdark, specifically to detect elementals.
Healing Spirit: Grimninr 9, Brox 6
Oorr, you attune your awareness just as a third earth elemental tears itself from the wall behind you, and attacks. It appears to be the only elemental in the nearby vicinity.
Brox sees Grimnir's trick work again. The stone giant freezes in place. Quickly she steps forwards to attack with Dawnbringer again:
23 for damage 8 and 17 for damage 12 + extra critic damage 1 + savage attack 6
Again Brox shows off her fighting skills pivoting between hits and bringing Dawnbringer down on the right shoulder of the elemental. A smile lights up her face, taunting the creature: "Hei, you! Your time has come too! Soon you'll be part of the floor of this cavern like your friends before you!" Brox is trying to get the elemental's attention on her and away from Oorr.
Brox and Dawnbringer go to work on the elemental with a natural affinity, as if they had been united for a much longer time than just mere moments. The entire team fights with a unique harmony, urged on by the emanations from the spell gem set in the menhir. Those emanations are getting stronger as each elemental is defeated.
"The key is to always move". Grimnir moves around the creature and delivers 3 more blows in his back, before again retreating 20 ft away. Amanita 1: 18 damage slashing magical 8 Amanita 2: 14 damage slashing magical 8 Left hand: 24 damage Bludg 6 >>> yes critic ! Add Bludg 1
This post has potentially manipulated dice roll results.
The elemental raises its boulder fists in anger, as rock and debris tumble from the attacks on all sides. It side steps out of the bonfire, and tries to pummel Oorr.
Slam Attack 1 on Oorr: 10 Damage: 16 Slam Attack 2 on Oorr: 10 Damage: 9
Eldeth again shoots two arrows at the third elemental:
9 for damage 7 and 15 for damage 4
Brox has no regards for her own health. She steps around the elemental until she is on his back and opposite Oorr. Again she swings Dawnbringer against the creature:
26 for damage 6
27 for damage 9
[rolled with advantage for flanking - if not allowed, please use first roll for each]
As the third elemental is brought down, the room begins to rumble. The elementals are turned to dust which then gets picked up by an unseen wind and swirls around the menhir. Three boulders rise up out of the ground around the center of the room, surrounding the menhir. As the dust of the elementals is blown higher, the three boulders unfold into rocky humanoid forms, recognizable as Galeb Duhr. They turn to face the menhir and lift their arms up towards the cavern ceiling. A white light emanates from the menhir surrounding them.
Following the cloud of dust, a greenish blue hazy mist quickly escapes the menhir. It fills the cavern ceiling briefly, repelled by the white light, and you all feel a malevolent presence within it. After a moment it rushes from the room, down the stairs you came up, and enters into the cave opposite where you fought the Medusa (Area 21).
The Galeb Duhr lower their arms, turn their backs to the menhir, and solemnly nod at each of you. The white light fades, but you sense a peace has returned to this temple, and the guardians are now protecting it from the presence that once dwelt here. The deep gnomes referred to it as Ogrémoch’s Bane. The area is now under the effect of a hallow spell. The galeb duhr return to their rocky boulder like form, but remain in place around the menhir. You have successfully helped cleanse this place, as Gurnik wished, but the presence of Ogrémoch’s Bane still persists.
Oorr, the mist that appeared had an evil nature about it. You seem to have wrested some of its power away by cleansing the temple, but it doesn't seem to be corporeal. Getting rid of it won't be as simple as attacking it with magic daggers and swords. You clearly saw it enter another cave. It could be hiding, or biding its time preparing some sort of trap or attack.
Oorr, the mist that appeared had an evil nature about it. You seem to have wrested some of its power away by cleansing the temple, but it doesn't seem to be corporeal. Getting rid of it won't be as simple as attacking it with magic daggers and swords. You clearly saw it enter another cave. It could be hiding, or biding its time preparing some sort of trap or attack.
Having seen what the Bane is and capable of, Oorr will inquiry the boulder-like elemental about it. First crossing his arms on the chest, spreading out the wings, then Oorr says in Primordial: " I greet you, master of the stone. We are of a different element, but I take we have a common purpose: fight the Elemental Evil in all its shapes. Please, tell me: what was that mist? how can we destroy it? "
The boulder you address spins, turning into its more humanoid form. A rocky voice, like the crunch of pebbles beneath your feet, speaks to you in Primordial (Terran).
"Ogrémoch’s Bane is ancient and evil. Long were we, the Hearts of Steadfast Stone, trapped here, unable to wrest free from its control. It will continue to corrupt any elemental it comes into contact with. We will call our brethren to this hallowed place which you have now protected from its influence, sparing those we can. It cannot be killed. But it could be banished or dispelled using powerful magics. Within the cave it hides in are the statues of 30 drow warriors turned by Neheedra's gaze. Even now we feel them coming alive to the will of Ogrémoch’s Bane. Tread carefully soft ones."
The galeb duhr nods, then spins and rotates until it once again resembles a giant boulder.
After letting the healing spirit jump between Brox and Grimnir, Oorr will attune his awareness to the Underdark, specifically to detect elementals.
Healing Spirit: Grimninr 9, Brox 6
Oorr, you attune your awareness just as a third earth elemental tears itself from the wall behind you, and attacks. It appears to be the only elemental in the nearby vicinity.
Initiative: 11
Round 6
22 Grimnir/Jimar
11 Earth Elemental (HP: 126/126)
10 Belwar/Derendil
09 Brox/Eldeth
07 Oorr/Zippy
"Again ! I hope this is the last one, it's getting repetitive !"
Jimjar moves to a place with a better angle and shoots 2 arrows.
Shortbow 1: 12 damage 7
Shortbow 2: 6 damage 3
If 1 attack hit > Sneak attack damage 10
Stealth 19
Grimnir rushes towards the elemental and delivers 3 blows, before retreating 25 ft.(flanking with Oorr)
Amanita 1: 24 damage slashing magical 7
Amanita 2: 26 damage slashing magical 8
Left hand: 21 damage Bludg 8
Grimnir will try to stun the elemental again: CON save DC 13 (ki points: 3/5)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
The elemental roars now with an unbridled rage, as the dwarf tries to stun it.
Con save vs. Stun: 7
But the skill of the monk is too good, and the rocky creature slows to a halt, unable to attack.
Round 6
22 Grimnir/Jimar
11 Earth Elemental (HP: 103/126) Stunned
10 Belwar/Derendil
09 Brox/Eldeth
07 Oorr/Zippy
Let's get another bonfire. 7 damage and it auto-fails the save thanks to Grimnir's stunning.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Eldeth shoots two arrows at the third elemental:
17 for damage 7 and 13 for damage 7
Brox sees Grimnir's trick work again. The stone giant freezes in place. Quickly she steps forwards to attack with Dawnbringer again:
23 for damage 8 and 17 for damage 12 + extra critic damage 1 + savage attack 6
Again Brox shows off her fighting skills pivoting between hits and bringing Dawnbringer down on the right shoulder of the elemental. A smile lights up her face, taunting the creature: "Hei, you! Your time has come too! Soon you'll be part of the floor of this cavern like your friends before you!" Brox is trying to get the elemental's attention on her and away from Oorr.
Brox and Dawnbringer go to work on the elemental with a natural affinity, as if they had been united for a much longer time than just mere moments. The entire team fights with a unique harmony, urged on by the emanations from the spell gem set in the menhir. Those emanations are getting stronger as each elemental is defeated.
Round 6
22 Grimnir/Jimar
11 Earth Elemental (HP: 66/126) Stunned
10 Belwar/Derendil
09 Brox/Eldeth
07 Oorr/Zippy
Oorr, a bit surprised by the number of elementals, does not think twice about stabbing the hulking stone behind him.
"This should be the last one! Stay close!"
Attack: 18 Damage: 7
Attack: 25 Damage: 5
With the elemental locked in place, it is easier to find where to hit the creature. Jimjar shoots 2 arrows.
Shortbow 1: 15 damage 3
Shortbow 2: 15 damage 8
If 1 attack hit > Sneak attack damage 9
Stealth 16
"The key is to always move". Grimnir moves around the creature and delivers 3 more blows in his back, before again retreating 20 ft away.
Amanita 1: 18 damage slashing magical 8
Amanita 2: 14 damage slashing magical 8
Left hand: 24 damage Bludg 6 >>> yes critic ! Add Bludg 1
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
The elemental raises its boulder fists in anger, as rock and debris tumble from the attacks on all sides. It side steps out of the bonfire, and tries to pummel Oorr.
Slam Attack 1 on Oorr: 10 Damage: 16
Slam Attack 2 on Oorr: 10 Damage: 9
It's only able to land one hit on the Aarakocra.
Round 7
22 Grimnir/Jimar
11 Earth Elemental (HP: 33/126) Stunned
10 Belwar/Derendil
09 Brox/Eldeth
07 Oorr/Zippy
I move the bonfire again. 8 damage. "Try to pin the next one on top of the fire!"
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Eldeth again shoots two arrows at the third elemental:
9 for damage 7 and 15 for damage 4
Brox has no regards for her own health. She steps around the elemental until she is on his back and opposite Oorr. Again she swings Dawnbringer against the creature:
26 for damage 6
27 for damage 9
[rolled with advantage for flanking - if not allowed, please use first roll for each]
Drawing magic from his home plane, Oorr lets the magic zephyr guide the first stab, then a second in rapid succession.
Attack (Zephyr Strike): 12 Damage: 12
Attack: 26 Damage: 8
As the third elemental is brought down, the room begins to rumble. The elementals are turned to dust which then gets picked up by an unseen wind and swirls around the menhir. Three boulders rise up out of the ground around the center of the room, surrounding the menhir. As the dust of the elementals is blown higher, the three boulders unfold into rocky humanoid forms, recognizable as Galeb Duhr. They turn to face the menhir and lift their arms up towards the cavern ceiling. A white light emanates from the menhir surrounding them.

Following the cloud of dust, a greenish blue hazy mist quickly escapes the menhir. It fills the cavern ceiling briefly, repelled by the white light, and you all feel a malevolent presence within it. After a moment it rushes from the room, down the stairs you came up, and enters into the cave opposite where you fought the Medusa (Area 21).
The Galeb Duhr lower their arms, turn their backs to the menhir, and solemnly nod at each of you. The white light fades, but you sense a peace has returned to this temple, and the guardians are now protecting it from the presence that once dwelt here. The deep gnomes referred to it as Ogrémoch’s Bane. The area is now under the effect of a hallow spell. The galeb duhr return to their rocky boulder like form, but remain in place around the menhir. You have successfully helped cleanse this place, as Gurnik wished, but the presence of Ogrémoch’s Bane still persists.
What do you do?
Oorr: "We must track the Bane down and banish it from this Plane once and for all. Are you with me?"
Nature check for the greenish blue mist: 4
Oorr, the mist that appeared had an evil nature about it. You seem to have wrested some of its power away by cleansing the temple, but it doesn't seem to be corporeal. Getting rid of it won't be as simple as attacking it with magic daggers and swords. You clearly saw it enter another cave. It could be hiding, or biding its time preparing some sort of trap or attack.
Having seen what the Bane is and capable of, Oorr will inquiry the boulder-like elemental about it. First crossing his arms on the chest, spreading out the wings, then Oorr says in Primordial: " I greet you, master of the stone. We are of a different element, but I take we have a common purpose: fight the Elemental Evil in all its shapes. Please, tell me: what was that mist? how can we destroy it? "
The boulder you address spins, turning into its more humanoid form. A rocky voice, like the crunch of pebbles beneath your feet, speaks to you in Primordial (Terran).
"Ogrémoch’s Bane is ancient and evil. Long were we, the Hearts of Steadfast Stone, trapped here, unable to wrest free from its control. It will continue to corrupt any elemental it comes into contact with. We will call our brethren to this hallowed place which you have now protected from its influence, sparing those we can. It cannot be killed. But it could be banished or dispelled using powerful magics. Within the cave it hides in are the statues of 30 drow warriors turned by Neheedra's gaze. Even now we feel them coming alive to the will of Ogrémoch’s Bane. Tread carefully soft ones."
The galeb duhr nods, then spins and rotates until it once again resembles a giant boulder.
Oorr nods back at the Galeb Duhr, then follows his companions: " What next? "
(OOG While you're deciding, you may take a short rest in the protected temple, if you wish. Roll hit dice, that sort of thing.)