Moving an AOE that requires entering over a creature does not cause them to be affected by it
The Sage Advice Compendium has some explanation about AOE spells like moonbeam and how they affect enemies:
Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn't count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect.
And, stated another way by Jeremy Crawford on Twitter:
Movement of Moonbeam not count as creatures entering when spirit guardians moving into creature counts as entering?
Moonbeam, spirit guardians & the like work the same way: a creature, not the spell effect, does the entering.
All if the iron lions are hurt badly by the arms except the crossbiw weilder, who seems almost supernaturally skilled at self defense, blocking the assault of most tendrils while only a few manage to get in a cheap shot here and there.
<I'm saying she's got more hp, so while the others took a lot of damage, relative to their hp, she really didn't.>
Walks and Tauzen are up. (Do they also need to save vs arms of Hadar, or did I miss something?)
Tauzan manages to shrug off most of the effects of Calner's spell. He then begins to attack the Iron Lions surrounding him and Calner, hoping to perhaps thin their numbers some. (My intention is to attack one, if that was is incapacitated then move on to another. Using 1 ki for Flury of Blows.)
Walks' spell has no discernible effect on the cage.
Tauzens continued assault takes out one mercenary envoy with his kopesh, then pulls a dom mak and single strike floors another envoy. Feeling pretty confident, he tries for a hat trick, bit completely misses the third target.
This post has potentially manipulated dice roll results.
The keep continues to expand outward to the east and west, the furthest floor beginning to arch. The floors are tilting steeply. Dex (acrobatics) (DC 12) saves to resist sliding toward the walls, which are soon to be the floors of the newly forming arch, failure results in movement to the wall, with voluntary movement available after.
Climbing over the floor, now more a wall, that once stood between the third and fourth floor, the source of the fire bolt, standing on the narrow stone that was the fourth floor, stands the Cobalt Mage, his hooded cloak waving in the wind. He scowls cruelly as the second floor bursts open and from it emerges a huge creature, somewhat resembling a wingless dragon, it's head covered in plates of metal. wurm.
Suddenly, Calner finds himself wearing ring mail. Scrutiny reveals it to be very real. (FTR: heavy armor takes 5 minutes to doff).
The remaining iron lions focus on Walks and Tauzen, now simply trying to shove them toward the windows (there's about a 40% chance of them actually falling through the window if shoved from the floor, but if they previously failed to maintain footing, they are now beside a window as they are pushed.
Angus will cast cure wounds at 2nd level on Hamish for 5 hp, and say, "Can you throw me far enough to reach the mage? or to help our friends? That wurm is going to be a problem."
(ooc: Heavy armor takes 5 minutes to doff, this is the amount of time to take the armor off under normal circumstances and preserve it for future use. How long would it take to cut the straps, thus ruining the armor, and shuck the suit?)
If you could, cast-off armor probably wouldn't be a thing.
This post has potentially manipulated dice roll results.
Water elementals, now circling the keep, stand beside the wurm, compelled by their masterto fight, despite the imposing figure present before them. One attacks Tabaqui 25 for 9 piercing, the other Tauzen 14 for 6 piercing. Both throw their trident at their respective targets.
Players [except Angus] are up.
<I'm going to try and draw a new map. Feel free to post actions in the mean time. Assume you can spot any target regardless of where rhey are and I don't rhink any change will be necessary. The tower is now almost a bridge to the central tower of the west wall on the lakeshore and a point further out in the lake, in two broad arches, intersecting the original arches, replete with turrets. Those original arches bend as the second floor raises alongside the rising water waters. Soon thew whole structure will be a continuous cross, though the furnishings within the keep remain intact for the time being, it's floors forming nearly vertical walls 25ft high, it's sides enclosed with walls equally high, though these features are rapidly receding.>
<Don't bother with a climb check to pass a wall, but you can hide behind one as microterrain and if you wish to pass one, call it an extra 20ft of movement, u less you want to try some kind of awesome jump.. like maybe if you're a harengone or something...>
Note: the blue squares are windows, whereas these 'floors' were formerly walls. Not pictured: rafters present on former ceilings, the inward plane of the dividing lines of each floor section.
This post has potentially manipulated dice roll results.
Hand drawn in MS Paint, not to scale. Topview represents very near future state, connections nit yet complete. Sure view is representative of states quo.
Looking at that side view, i think the blades on the 3rd floor need a higher DC dex save than the guys on the 2nd floor. Hostile pn 2nd floor actually desire movement to the wall, so no reason for them to roll saves
This post has potentially manipulated dice roll results.
The blade on the southern arch hold his footing, but the one to the north falls into the water. Two of the blades on the third floor slide toward the wall. They have a 50% chance of falling through a window (1 or 2 on a d4). 1 2, 2 1
Tabaqui is outside, otherwise this map is still accurate
Walks, Tauzen and Calner are up.
@InkedBee:
FYI
Moving an AOE that requires entering over a creature does not cause them to be affected by it
The Sage Advice Compendium has some explanation about AOE spells like moonbeam and how they affect enemies:
Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn't count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect.
And, stated another way by Jeremy Crawford on Twitter:
Movement of Moonbeam not count as creatures entering when spirit guardians moving into creature counts as entering?
Moonbeam, spirit guardians & the like work the same way: a creature, not the spell effect, does the entering.
6 Str saves
1 23
2 21
3 12
4 9
5 8
6 12
All if the iron lions are hurt badly by the arms except the crossbiw weilder, who seems almost supernaturally skilled at self defense, blocking the assault of most tendrils while only a few manage to get in a cheap shot here and there.
<I'm saying she's got more hp, so while the others took a lot of damage, relative to their hp, she really didn't.>
Walks and Tauzen are up. (Do they also need to save vs arms of Hadar, or did I miss something?)
(Tauzan STR Save: 8)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Walks focuses on the cage and casts a lvl4 Dispel Magic upon it. Dispel Roll 6 if needed.
"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
Tauzan manages to shrug off most of the effects of Calner's spell. He then begins to attack the Iron Lions surrounding him and Calner, hoping to perhaps thin their numbers some. (My intention is to attack one, if that was is incapacitated then move on to another. Using 1 ki for Flury of Blows.)
(Unarmed Attack: 15 Damage: 10)
(Khopesh Attack: 16 Damage: Unable to parse dice roll.)
(Unarmed Attack: 11 Damage: 7)
(Unarmed Attack: 10 Damage: 8)
Agile Parry: +2 to AC until start of my next turn (now AC 22)
Not sure if my correction to the damage will mess up the attack rolls. Had a typo in there!
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Walks' spell has no discernible effect on the cage.
Tauzens continued assault takes out one mercenary envoy with his kopesh, then pulls a dom mak and single strike floors another envoy. Feeling pretty confident, he tries for a hat trick, bit completely misses the third target.
The keep continues to expand outward to the east and west, the furthest floor beginning to arch. The floors are tilting steeply. Dex (acrobatics) (DC 12) saves to resist sliding toward the walls, which are soon to be the floors of the newly forming arch, failure results in movement to the wall, with voluntary movement available after.
Climbing over the floor, now more a wall, that once stood between the third and fourth floor, the source of the fire bolt, standing on the narrow stone that was the fourth floor, stands the Cobalt Mage, his hooded cloak waving in the wind. He scowls cruelly as the second floor bursts open and from it emerges a huge creature, somewhat resembling a wingless dragon, it's head covered in plates of metal. wurm.
Suddenly, Calner finds himself wearing ring mail. Scrutiny reveals it to be very real. (FTR: heavy armor takes 5 minutes to doff).
The remaining iron lions focus on Walks and Tauzen, now simply trying to shove them toward the windows (there's about a 40% chance of them actually falling through the window if shoved from the floor, but if they previously failed to maintain footing, they are now beside a window as they are pushed.
Lion A X Tauzen 21 12 13
Lion B X Tauzen 28 20 26
Lion C X Walks 22 7
Lion D X Walks 19 14
Then the Blades...
Actually... they'll just hold action and fire at anyone who attacks one of their allies, assuming they can get line of sight.
Angus is up.
(Who has the tuning fork?? might be a good time to use it....)
Angus will cast cure wounds at 2nd level on Hamish for 5 hp, and say, "Can you throw me far enough to reach the mage? or to help our friends? That wurm is going to be a problem."
If you could, cast-off armor probably wouldn't be a thing.
Water elementals, now circling the keep, stand beside the wurm, compelled by their masterto fight, despite the imposing figure present before them. One attacks Tabaqui 25 for 9 piercing, the other Tauzen 14 for 6 piercing. Both throw their trident at their respective targets.
Players [except Angus] are up.
<I'm going to try and draw a new map. Feel free to post actions in the mean time. Assume you can spot any target regardless of where rhey are and I don't rhink any change will be necessary. The tower is now almost a bridge to the central tower of the west wall on the lakeshore and a point further out in the lake, in two broad arches, intersecting the original arches, replete with turrets. Those original arches bend as the second floor raises alongside the rising water waters. Soon thew whole structure will be a continuous cross, though the furnishings within the keep remain intact for the time being, it's floors forming nearly vertical walls 25ft high, it's sides enclosed with walls equally high, though these features are rapidly receding.>
<Don't bother with a climb check to pass a wall, but you can hide behind one as microterrain and if you wish to pass one, call it an extra 20ft of movement, u less you want to try some kind of awesome jump.. like maybe if you're a harengone or something...>
Brace for impact!
Crit damage vs Tauzen 4
Note: the blue squares are windows, whereas these 'floors' were formerly walls. Not pictured: rafters present on former ceilings, the inward plane of the dividing lines of each floor section.
Hand drawn in MS Paint, not to scale. Topview represents very near future state, connections nit yet complete. Sure view is representative of states quo.
Looking at that side view, i think the blades on the 3rd floor need a higher DC dex save than the guys on the 2nd floor. Hostile pn 2nd floor actually desire movement to the wall, so no reason for them to roll saves
13, 6 24, 11 6
The blade on the southern arch hold his footing, but the one to the north falls into the water. Two of the blades on the third floor slide toward the wall. They have a 50% chance of falling through a window (1 or 2 on a d4). 1 2, 2 1
One falls in the lake, less than 10ft.