Tabaqui will stash the ornate volume in his pack and listen at the door as mentioned previously. When he gets the message from Calner, he will try to open the door and see if his comrades are on the other side. Do we see any stairs or other means to ascend to the third level?
The room with the scales and glassware has a set of stone stairs leading up to the next level, at the top of which is a wooden door like the one on the level you currently find yourselves.
[Just in case i missed anything important to you here is a bunch of generic information describing the interior rooms]
Ceilings. In the towers, rooms are 9 feet high with flat, stone ceilings. In his own keep, Tyreus conjured 10-foot ceilings with decorative timber rafters from which he could hang lanterns and other details.
Doors. Most doors here are conjured wood with iron hinges and fixtures. Each door is 7 feet tall and rounded at the top.
Light. Much of the fortress allows ample natural light during the day, despite the security risks.
The servants light conjured torches and candles all throughout the fortress around dusk, keeping things well lit. Guests are welcome to snuff out lights overnight as they see fit.
Every floor of every tower features a simple handbell hung from the wall somewhere, allowing the place’s servants to be summoned—or to raise an alarm.
Marlyth is delighted to find Walks trying to accompany her at the bottom of the lake. She waves her hands to bend the flow of water according to her wish and decides to create a wave that's strong enough to sink a huge or smaller vehicles. (Control Water)
Does the force of crashing wave affect the towers and the arched area?
It sounds like only one scenario in the description deals actual damage and its the whirlpool. I guess a wave could deal damage. Where's it coming from and where does it stop? I'm guessing it's raising the whole 20ft and sweeping from the outside of the case wall forward to the shore? Or is it starting inside the castle wall and moving to the shore? If its from the outside, the 100ft doesn't quite make it to shire, if it's from the inside, it doesn't do much to the keep, unless it moves could terintuitively from the shire to the center of the lake. Also, the 100ft side of the effected area limits it to about 2/3 kf the length of the castle north to south, so it could strike the north and part of the keep tower or the south and part of the keep tower or potentially just the keep. For the turrets over the water, set into the arches (well, really just 1, since theyre nore tha. 100ft apart), is the 20ft wave on top of the water level from the previous spell or not? Do they stack height?
The bells in each room start to ring furiously, clanging ad they dance about rapidly. With an audible 'click' the door separating the two rooms is latchex shut. Likewise the door at the tip of the stairs. An air Elemental appears at each window the group entered by.
A glass beaker floors from the tabme in the west room and it's contents splash toward the fireplace, setting the carpet ablaze as the fire leaps from the hearth blazibg a trail of glowing flame across the rug. White plunes if moke begin to fill the room, pouring from the open windows.
<per the module this castle has 100 unseen servants, but with better passive perception. Some were here the whole time.>
This post has potentially manipulated dice roll results.
I'm saying 1 or the other of the people in the courtyard who retreated up the stairs were hit by the wave, Marlyths choice. Can't be both, they're 120ft apart. Save against being swept away (DC 15) 4
Hamish, seeing the water flooding from the open section of the east tower decides its time for action and attempts to scale the wall. The earth Elemental guarding the exterior isn't top pleased with this and a scuffle ensues. None of the party knows any of this, but that's what's happening, FYI.
BTW. Did Hamish benefit from the water breathing spell?
(@Wile_E_Coyote, Hamish will benefit from the spell Water Breathing. And I already posted the action for Marlyth's turn, she's been concentrating on the spell and the wave effect repeats at the end of her turns till she dismisses it.)
<I'm waiting on the folks in the keep to try something. The air elementals will attack them but I think they rolled low initiatives. Let me go back and list all the initiatives.>
<Got it. Sorry I can't find it does damage to the structure. It's just that 1. Spells do what they say and 2. There's a spell for that: tidal wave. That would apply 4d8 damage to affected walls. Im still not sure which way this wave is moving and what area its occupying, so the guy outside the north tower or the south tower just got swept off the stairs and into the lake, TBD.>
<Yes I should just do it and not announce it, but I just write stream of concious and edit later. You've probably all noticed this by now>
<Apparently I was grossly mistaken. Angus is up. (No humans are in the room at this point. They're just using movement or maybe buffs, nothing PCs would know in any casel
This post has potentially manipulated dice roll results.
ICYMI: the room with Calner and Tauzen has a fire spreading over the carpet and soon the curtains will catch. The door at the top of the stairs and the one that opens to the adjacent room with Tabaqui and Angus are both now locked. Bells in each room are being rung by unseen servants and air elementals are positioned one outside the window if each room on the second floor of the keep as a 20ft wave washes by through the courtyard, back and forth I guess.
<Just to be certain: Everybody was at full health, all spell slots, fresh off a long rest, no crazy effects slip through the cracks, like exhaustion or a curse or anything? I think everyone is in tip top shape when we set out to storm the castle. If any if the above was not true, make it so. Tyreus is no joke and he's not alone.>
Firstly, the wave effect doesn't deal damage and I agree with you on this matter. But, the force of the wave can alter the movement of vehicles (and creatures?). So, since the structure is not affected (especially the turrets) that entails the turrets are integrated into the structure and parts of the castle are not floating. Right? But, I think the water elementals are affected too (see 3.5 mechanism). The raw part is really confusing and I needed someone to consult with.
Secondly, I envisioned the wave effect as the receding period of ebb and flow when everything is drawn to the waterbody and immediately followed by a crashing wave to create distraction.
I rhink if the area where the elementals are is in the effect area, they are impacted per the spells description, but I think only 1 of them could be, given how far apart they are, (at least to start with). That's a departure from RAW, since it only states this applies to a vessel, but if you want to move the Elemental with the wave... sure go for it. Just say which one moves where, it will end at the point 100ft from where the wave started in a straight line whichever way its going, then on the second round, you csn do the same and, at your discretion, change direction. If you have access to the owlbear.rodeo, you can move those tokens yourself or draw the wave as you see fit. I know you have done similar things before. This may retcon the iron lions you knocked into the lake, though.
This post has potentially manipulated dice roll results.
Angus shouts, "Get that door open, Tab!" as he confronts the air elemental. He will (BA) call upon his deity to add holy fire to his longsword (searing smite), move to block the elemental's path into the room, and then make two attacks on the air elemental with that weapon (the first attack to hit will add 1d6 fire damage and cause the target to ignite).
First longsword Attack: 10 Damage: 13magical slashing + 2fireif hits.
Second longsword Attack: 12 Damage: 13magical slashing + 6fireif first hit missed and second attack hits.
This post has potentially manipulated dice roll results.
Angus' first strike wounds the air Elemental as it tries to force its way through the window. He swings his flail at the paladin. 14 for 7 (magical) bludgeoning damage and 15 lightning damage. On a hit, roll a DC 13 Con save or become stunned until the end of the elementals next turn.
Recharge 1
From the window overlooking the lake, the other air Elemental pushes his way through the smoke. He spots Calner and Tauzen, and quickly determines to focus his efforts on the gnome. He swings his flail rapidly overhead and attacks the sorcerer 14 for 10, 19 for 12 (magical) bludgeoning damage
The water elementals search the lake for more intruders. Perception 1 20 2 19
The earth Elemental attacks Hamish 26 for 10 and 25 thunder damage (DC 14 Str save or knocked prone)
Recharge 4
Hamish smacks the earth elemental holding the stone giant's leg as he tries to climb through the second story opening of the guard tower, fighting to keep hold as water pours from it (I'm keeping this part. Still unclear about the flood and wave areas, honestly)
Angus will join Tabaqui in in the eastern room on the second level.
Yes, Walks will follow Marlyth into the building.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Tabaqui will stash the ornate volume in his pack and listen at the door as mentioned previously. When he gets the message from Calner, he will try to open the door and see if his comrades are on the other side. Do we see any stairs or other means to ascend to the third level?
The room with the scales and glassware has a set of stone stairs leading up to the next level, at the top of which is a wooden door like the one on the level you currently find yourselves.
[Just in case i missed anything important to you here is a bunch of generic information describing the interior rooms]
Ceilings. In the towers, rooms are 9 feet high with flat, stone ceilings. In his own keep, Tyreus conjured 10-foot ceilings with decorative timber rafters from which he could hang lanterns and other details.
Doors. Most doors here are conjured wood with iron hinges and fixtures. Each door is 7 feet tall and rounded at the top.
Light. Much of the fortress allows ample natural light during the day, despite the security risks.
The servants light conjured torches and candles all throughout the fortress around dusk, keeping things well lit. Guests are welcome to snuff out lights overnight as they see fit.
Every floor of every tower features a simple handbell hung from the wall somewhere, allowing the place’s servants to be summoned—or to raise an alarm.
It sounds like only one scenario in the description deals actual damage and its the whirlpool. I guess a wave could deal damage. Where's it coming from and where does it stop? I'm guessing it's raising the whole 20ft and sweeping from the outside of the case wall forward to the shore? Or is it starting inside the castle wall and moving to the shore? If its from the outside, the 100ft doesn't quite make it to shire, if it's from the inside, it doesn't do much to the keep, unless it moves could terintuitively from the shire to the center of the lake. Also, the 100ft side of the effected area limits it to about 2/3 kf the length of the castle north to south, so it could strike the north and part of the keep tower or the south and part of the keep tower or potentially just the keep. For the turrets over the water, set into the arches (well, really just 1, since theyre nore tha. 100ft apart), is the 20ft wave on top of the water level from the previous spell or not? Do they stack height?
Ok, from the spell, it's not additive, so the turrets over the arches are unaffected, but the metal grates of their floor may get wet.
The bells in each room start to ring furiously, clanging ad they dance about rapidly. With an audible 'click' the door separating the two rooms is latchex shut. Likewise the door at the tip of the stairs. An air Elemental appears at each window the group entered by.
A glass beaker floors from the tabme in the west room and it's contents splash toward the fireplace, setting the carpet ablaze as the fire leaps from the hearth blazibg a trail of glowing flame across the rug. White plunes if moke begin to fill the room, pouring from the open windows.
<per the module this castle has 100 unseen servants, but with better passive perception. Some were here the whole time.>
I'm saying 1 or the other of the people in the courtyard who retreated up the stairs were hit by the wave, Marlyths choice. Can't be both, they're 120ft apart. Save against being swept away (DC 15) 4
Players have superior initiative. You're up.
Hamish, seeing the water flooding from the open section of the east tower decides its time for action and attempts to scale the wall. The earth Elemental guarding the exterior isn't top pleased with this and a scuffle ensues. None of the party knows any of this, but that's what's happening, FYI.
BTW. Did Hamish benefit from the water breathing spell?
(@Wile_E_Coyote, Hamish will benefit from the spell Water Breathing. And I already posted the action for Marlyth's turn, she's been concentrating on the spell and the wave effect repeats at the end of her turns till she dismisses it.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<I'm waiting on the folks in the keep to try something. The air elementals will attack them but I think they rolled low initiatives. Let me go back and list all the initiatives.>
<Got it. Sorry I can't find it does damage to the structure. It's just that 1. Spells do what they say and 2. There's a spell for that: tidal wave. That would apply 4d8 damage to affected walls. Im still not sure which way this wave is moving and what area its occupying, so the guy outside the north tower or the south tower just got swept off the stairs and into the lake, TBD.>
<Yes I should just do it and not announce it, but I just write stream of concious and edit later. You've probably all noticed this by now>
<Apparently I was grossly mistaken. Angus is up. (No humans are in the room at this point. They're just using movement or maybe buffs, nothing PCs would know in any casel
Humans 20
Angus Initiative 16
elementals: 14
Hamish: 13
Marlyth: Initiative 10
Walks Initiative 10
Tauzan Initiative: 9
Tabaqui Initiative 6
Calner's Initiative: 6
ICYMI: the room with Calner and Tauzen has a fire spreading over the carpet and soon the curtains will catch. The door at the top of the stairs and the one that opens to the adjacent room with Tabaqui and Angus are both now locked. Bells in each room are being rung by unseen servants and air elementals are positioned one outside the window if each room on the second floor of the keep as a 20ft wave washes by through the courtyard, back and forth I guess.
Angus is up
Edit: Hamish initiative 18
<Just to be certain: Everybody was at full health, all spell slots, fresh off a long rest, no crazy effects slip through the cracks, like exhaustion or a curse or anything? I think everyone is in tip top shape when we set out to storm the castle. If any if the above was not true, make it so. Tyreus is no joke and he's not alone.>
Explanation of the spell effect:
Firstly, the wave effect doesn't deal damage and I agree with you on this matter. But, the force of the wave can alter the movement of vehicles (and creatures?). So, since the structure is not affected (especially the turrets) that entails the turrets are integrated into the structure and parts of the castle are not floating. Right? But, I think the water elementals are affected too (see 3.5 mechanism). The raw part is really confusing and I needed someone to consult with.
Secondly, I envisioned the wave effect as the receding period of ebb and flow when everything is drawn to the waterbody and immediately followed by a crashing wave to create distraction.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
I rhink if the area where the elementals are is in the effect area, they are impacted per the spells description, but I think only 1 of them could be, given how far apart they are, (at least to start with). That's a departure from RAW, since it only states this applies to a vessel, but if you want to move the Elemental with the wave... sure go for it. Just say which one moves where, it will end at the point 100ft from where the wave started in a straight line whichever way its going, then on the second round, you csn do the same and, at your discretion, change direction. If you have access to the owlbear.rodeo, you can move those tokens yourself or draw the wave as you see fit. I know you have done similar things before. This may retcon the iron lions you knocked into the lake, though.
https://www.owlbear.rodeo/game/tX12BFoB0
Angus shouts, "Get that door open, Tab!" as he confronts the air elemental. He will (BA) call upon his deity to add holy fire to his longsword (searing smite), move to block the elemental's path into the room, and then make two attacks on the air elemental with that weapon (the first attack to hit will add 1d6 fire damage and cause the target to ignite).
First longsword Attack: 10 Damage: 13 magical slashing + 2 fire if hits.
Second longsword Attack: 12 Damage: 13 magical slashing + 6 fire if first hit missed and second attack hits.
Angus' first strike wounds the air Elemental as it tries to force its way through the window. He swings his flail at the paladin. 14 for 7 (magical) bludgeoning damage and 15 lightning damage. On a hit, roll a DC 13 Con save or become stunned until the end of the elementals next turn.
Recharge 1
From the window overlooking the lake, the other air Elemental pushes his way through the smoke. He spots Calner and Tauzen, and quickly determines to focus his efforts on the gnome. He swings his flail rapidly overhead and attacks the sorcerer 14 for 10, 19 for 12 (magical) bludgeoning damage
The water elementals search the lake for more intruders. Perception 1 20 2 19
The earth Elemental attacks Hamish 26 for 10 and 25 thunder damage (DC 14 Str save or knocked prone)
Recharge 4
Hamish smacks the earth elemental holding the stone giant's leg as he tries to climb through the second story opening of the guard tower, fighting to keep hold as water pours from it (I'm keeping this part. Still unclear about the flood and wave areas, honestly)
Str save 28
Axe 14 for 19, 10 for 17
(Marlyth already posted, yes?)
Walks, Tauzen, Tabaqui and Calner are up.
There were supposed to be 3 attacks against Calner: 16 for 5