Floor 4 (Bee Throne)

Turvy's ray skates across the surface of the doddering, crossbow-hearted wax construct. Though the chill doesn't seem to bother it much, the congealing wax creaks and cracks as it moves, slowing its advance. As it stumbles forward it releases a crossbow bolt that sails far over everyone's heads. No longer hampered by the threat of wild magic surging in the air, Nilvae and Spide assail the oncoming wall of constructs with magics of their own, and Galdar advances with a javelin of flame hurled before him.

Another of them falls, and the flame impacts the one bristling with spears. When it's struck, the spear hafts erupt from its melting wax like a porcupine of death, jutting in every direction - it is still too far to strike at the party, but its companion suffers a few small holes that swiftly melt over. The two of them are assailed by moonlit spirits as they draw near and swing their corrosive limbs at Ront and Spide.

Spoiler: Combat Log
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Turvy casts Ray of Frost, hitting Wax G for 2 damage after resistance and slowing it.
Nilvae casts Sacred Aria. Wax J fails its save and takes 11 thunder damage, falling apart. Wax K resists.
Spide casts Sacred Flame, Wax K barely evades.
Galdar casts Fire Bolt, which hits thanks to their garbage AC and deals 18 fire damage to Wax O after resistance. Wax O's spears are triggered. Wax K fails a save to evade, and takes 1 piercing damage after resistance.

Wax G makes a pitiful ranged attack at Galdar that misses.
Wax K takes 8 radiant damage from SG as it approaches. It swings at Ront, but misses.
Wax O takes 7 radiant damage from SG as it approaches. It slams Spide for 6 bludgeoning and 4 acid damage.

Everyone is up again! Everyone but Spide has thp to absorb their floor damage, but Spide takes 2.
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

Map Key
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

Holes
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

Wet Floor
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

Acidic Terrain
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


Spoiler: Initiative
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Ront/ALADIN - 19.5
Elara - 19
Faedryl - 17
Borthan/Derendil - 15.5
Nilvae/Spide/Galdar - 14.5

Wax Facsimiles - 13

Dawnbringer - 10
Turvy - n1