My suggestion for this specifically would be to use the prestidigitation cantrip to direct the smoke (I think it can do this), but open to other solutions. Then perhaps put a web in the doorway. Thoughts?
My thought would be those with melee weapons only stand to both sides of the door, those with missile weapons stand at missile range. Hornet can make a fire and throw on wet leaves to make smoke. When it is ready he will open teh door and the magic folks can control wind to make teh smoke go inside. Web spell over the door would be a nice touch. As the bad things run out the melee folks whack them and any that do not drop right away get hit with missiles as well. Thoughts?
In a normal game I would make you tell me that you were fetching them. But in this game it isn't a big deal unless it gets rediculous. But it wouldn't be a bad idea to say you are going to fetch your fired missiles.
I sat down to write the next post and realized that there was one question I needed answered (about the door) before posting. So I thought I would make sure of the whole plan.
The basic question is - the door is only open a crack right now. It opens IN. Are you opening the door and then casting web over the opening? I'm assuming so since a web OVER the door would hold it closed. Opening it all the way?
Who is going up to open the door and set the fire?
What are you doing to make it smokey? It seems like you want a lot of smoke.
How far back are the rest of you going to stay once the smoke starts going in?
Are you shooting as soon as someone gets stuck in the web? (Assuming something does, of course)
How long do you intend to wait just letting smoke go in? Would you sneak up to replenish the fire?
Right now the plan I understand is:
-Sneak up and get a fire set.
-Open the door
-Web spell over opening
-Start the fire
-Spell to push the smoke into the tunnel
-wait for the ambush
Silver, Hornet and Thaoran are waiting to shoot arrows.
Dok is rear guard
Soledad is casting some spells, but has no plan posted for once things start, if they do.
To clarify what you are seeing: (I might try and get an image up, but the last time I tried it failed, so who knows.)
The last 20 feet of the gulley leading up to the door are clear of any cover. This last 20' is about 15' wide. Further back then that there is some brush and cover. There is a winding path about 8' wide roughly down the middle of the gulley - it winds a little bit but the gulley isn't wide enough for much. You could probably be as much as 40' away from the door and have partial cover from the bushes and still be able to shoot those arrows. One person could be as much as 50' or so back if they wanted to stand in the middle of the path. Past the last 20' the gulley widens (as it goes riverward) about 5' for every 20' of distance.
How far back are you? The three shooters I would assume want some coverage but are staying where they can shoot. Barring further direction I'd put Soledad and Dok right behind them, but you should tell me.
Does Thäoran have to keep making new arrows to replenish the ones he's shot?
And to answer your questions:
Thäoran will stand 35' back from the door, using the brush and/or trees for cover.
Thäoran will shoot as soon as a goblin gets trapped in the web.
I say we wait until the smoke has drawn any goblins (and whatever else may be lurking in there) out. A good 10 minutes or so should be sufficient, I think. Or maybe even less depending on how much smoke there is.
So, I'd like to have Soledad send Dancing Lights into the smoky tunnel to see if she can reveal any silhouettes of creatures hiding in the smoke. Archers can try and hit them that way. Correct me if I'm wrong, but I believe she can maintain both cantrips.
I am 95% sure I am right on this - I'll check and let you know if I'm wrong. But the basic answer is that no, you can't do both at once. Sort of.
The basic problem is that you can't CAST two spells one one turn becuase to cast a spell, cantrip or otherwise, is an action. Some spells only take a bonus action, but it would say that specifically if it were the case. Each character gets one action per round. So you can only cast one per round.
Prestidigitation is an oddly complex spell for a cantrip - some of its effects are instantaneous and others are lasting. If it were a lasting effect (for an hour) such as a tiny illusion or a mark it would simply sit there for an hour and you wouldn't even need to concentrate on it. It just is until you dispell it or an hour passes. But instantaneous effects happen and then are over. That is what the puff of air is. It isn't big or strong - it is just a little puff of air. Just once and then done. That is why when I did the write up I had Soledad casting the spell over and over and over. She has to do so in order to keep a steady stream of puffs going. Luckily it is a cantrip so spell slots don't matter. But in this case the issue is that she is CASTING the cantrip over and over. She is using her action to cast the spell. Thus she could not on the same turn cast both prestidigitation and dancing lights.
So to cast dancing lights she must take a round off from creating a puff of air. However, it probably isn't a big deal. A round is 10 seconds. In that time you wouldn't lose much smoke if you went right back to it after casting dancing lights. A bigger issue will be the need to add more damp fuel to the fire.
FYI - it isn't a factor here, but if you are maitaining a spell with concentration (invisibility, mage armor, whatever) you can also cast another spell as your action for a turn.