OK the final encounter play test is here.
The encounter against the shadows was an utter wash the cleric cast light on his shield sanctuary and bless everyone grouped up on him nothing the shadows could do with disadvantage on every attack even with them scattering and trying to hide it just did not work as the party slowly advanced and backed them into the corner and slaughtered them(quick disclaimer i rolled like 10 1s in this encounter so there is that)
Now we get to kereptis him self this fight was interesting he had 2turns of time stop allowing him to grab his stuff get a globe of invulnerability up hit the wizard with Power word stun? shadow word stun? what ever its called stunning the wizard. part wins initiative with kerptis 2nd to last followed by shieldy mc shield last Cleric attempts to use hold person on keraptis which fizzled due to the globe the rest of the party attacked the shield guardian with the fighter focusing keraptis with SS(dispatching the bath in the process) here we go chain lightning for a grand total of 23dmg a pc every one made the saves the paladin taking only 11 due to resistance aura. keraptis was dead before his next action and then mop up mode commenced the combat ended in 3 and a 1/2 rounds.
Ok here we go big bad demon of death and destruction destroying the multiverse or not.... i gave atropal automatic suprise no chance of any pc to spot he dropped his lair action to try and ensare the pcs(failed miserably due to paladin aura) at the same time dropping his breath weapon for 80damge which was 1/2ed due to saves being made by everyone but the wizard and then 1/2 again due to paladins resistance arua then popped legendary action for a wing attack aimed at the wizard who died! the cleric then casts conjure celestial to summon a coutal the fighter goes ham with action surge dealing 100 damage in a single round the monk teleports on top of atropal latching on. atropal smashes the monk into the side of the pyramid, monk makes save to jump of before impact then proceeds to attack the monk with multi attack for 30 unleashes his frightful presence(all saved) next round the fighter drops 80damage with another action surge cleric picks up the wizard with spare dying coutal heals the wizard for 8ish monk telports back up this time chooses not to grapple and just attack dealing 20damage making a total of 180 for anyone counting and i ruled he then falls of the back of atropal being he didn't hold on the wizard moves up to the paladin and dodges the paladin drops Lay on hands for 45. atropal fails at his next round of attacks and is killed by i think the fighter i cant remeber it was late and my notes got slack.
Here's the text of Heat Metal:
As a matter of strict game rules, it's not at all clear to me that two casters, both maintaining Heat Metal on the same target, cannot both use their bonus actions to inflict 2d8 damage on their turn on the creature holding/wearing the item. From an in-game perspective, it's not really clear what the bonus action is doing (pumping in a fresh burst of heat?) or why the red-hot metal doesn't damage the wearer if the caster doesn't spend his bonus action, which means it's not clear whether they should stack from an in-game perspective. Clearly the disadvantage from multiple Heat Metals does not stack, but does one of the casters get denied the chance to use his bonus action as matskralc is suggesting? It's not at all clear to me.
But at the table as DM I think I'd try to find a ruling that explains what the bonus action is doing ("you're refreshing the heat on the metal back up to red-hot") and use that to guide the ruling ("there's no point in two casters both reheating the same metal to red-hot--it's already hot").
Ok here we go big bad demon of death and destruction destroying the multiverse or not.... i gave atropal automatic suprise no chance of any pc to spot he dropped his lair action to try and ensare the pcs(failed miserably due to paladin aura) at the same time dropping his breath weapon for 80damge which was 1/2ed due to saves being made by everyone but the wizard and then 1/2 again due to paladins resistance arua then popped legendary action for a wing attack aimed at the wizard who died!
They learnd to bunch up. My bad on conjure celestial minimum impact on fight anywho as for poor ol kerptis dice is diceMinimum rounds for Time Stop and the mage goes last in initiative. Way to minimize this advantage.
Everyone is within 10' of the Paladin at all times? Also, it takes a minute to cast Conjure Celestial.
Well that's my bad I thought it was magic not spells teach me to go off memory I guessI see a lot of DMs on these forums who appear to let the Paladin of Ancients halve damage from any magical source with their aura. By RAW, it only halves damage from spells.
OK the final encounter play test is here.
The encounter against the shadows was an utter wash the cleric cast light on his shield sanctuary and bless everyone grouped up on him nothing the shadows could do with disadvantage on every attack even with them scattering and trying to hide it just did not work as the party slowly advanced and backed them into the corner and slaughtered them(quick disclaimer i rolled like 10 1s in this encounter so there is that)
Now we get to kereptis him self this fight was interesting he had 2turns of time stop allowing him to grab his stuff get a globe of invulnerability up hit the wizard with Power word stun? shadow word stun? what ever its called stunning the wizard. part wins initiative with kerptis 2nd to last followed by shieldy mc shield last Cleric attempts to use hold person on keraptis which fizzled due to the globe the rest of the party attacked the shield guardian with the fighter focusing keraptis with SS(dispatching the bath in the process) here we go chain lightning for a grand total of 23dmg a pc every one made the saves the paladin taking only 11 due to resistance aura. keraptis was dead before his next action and then mop up mode commenced the combat ended in 3 and a 1/2 rounds.
Ok here we go big bad demon of death and destruction destroying the multiverse or not.... i gave atropal automatic suprise no chance of any pc to spot he dropped his lair action to try and ensare the pcs(failed miserably due to paladin aura) at the same time dropping his breath weapon for 80damge which was 1/2ed due to saves being made by everyone but the wizard and then 1/2 again due to paladins resistance arua then popped legendary action for a wing attack aimed at the wizard who died! the cleric then casts conjure celestial to summon a coutal the fighter goes ham with action surge dealing 100 damage in a single round the monk teleports on top of atropal latching on. atropal smashes the monk into the side of the pyramid, monk makes save to jump of before impact then proceeds to attack the monk with multi attack for 30 unleashes his frightful presence(all saved) next round the fighter drops 80damage with another action surge cleric picks up the wizard with spare dying coutal heals the wizard for 8ish monk telports back up this time chooses not to grapple and just attack dealing 20damage making a total of 180 for anyone counting and i ruled he then falls of the back of atropal being he didn't hold on the wizard moves up to the paladin and dodges the paladin drops Lay on hands for 45. atropal fails at his next round of attacks and is killed by i think the fighter i cant remeber it was late and my notes got slack.
Minimum rounds for Time Stop and the mage goes last in initiative. Way to minimize this advantage.
Everyone is within 10' of the Paladin at all times? Also, it takes a minute to cast Conjure Celestial.