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Keeping track of combat length (for posterity)

blargney the second

blargney the minute's son
Session 12: ~3 hours total
#1) 90 minutes, 800 XP each, 0 crits, 0 dailies, 1 action points, 6 surges. 5 rounds vs 2x brute 14s, 2x soldier 9s with ~400 hps (mostly insubstantial).

Once we got the large, runed door open, the tunnel behind it forked. One corridor went up towards some barracks, while the other went down towards the mines. Fresh air wafted from the mines, so we elected to go down there. The floor and walls were covered in a strange sand that piled deeper in the corners. In places, old gobs of balhannoth slime were crusted with the sand.

At the end of the tunnel was a sealed metal double door. A turn of the wheel, and it opened easily with a hiss of air. A 40' by 40' room lay before us, an identical metal door on the other side. The walls were covered in 1' tiles, and we noticed a discoloured one over the opposite door. The bard activated his spider-climbing boots, ran straight over, and naturally triggered the trap. The doors we came through closed, but not before the minotaur shoved his mithral crowbar through to prevent it from closing completely.

That's when the ghosts came up through the floor and the walls started closing in on us. It got even more exciting when we saw through the crack in the crowbar-wedged door that a veritable swarm of blue glowing bugs was coming down the hall after us. When somebody noticed that they had feathery antennae and propeller tails we pretty much flipped out.

We pulled the crowbar out of the first door, picked the three locks to open the far door, shoved monsters around to clear the path (and get their damn auras off us), vainly tried to fight off annoying visions that dazed us, and soaked up a ton of damage while doing all that. To add insult to injury, the bloody ghosts ate healing surges when they died, leaving the drow rogue at 0 surges with a fair amount of damage left to heal.

Once we had killed the last monsters, we cleaned ourselves up and kept going down the tunnel. Sarcophagi with haut relief dwarves on the lids rested in alcoves on both sides. Past the catacomb, another tunnel joined up with the one we were following. This time, the way forward had a stiff breeze blowing towards us, while the new branch had another sign indicating that it led back to the barracks. A faint prismatic light could be seen coming from the barracks corridor.

One hand of fate later, we knew that the breezy tunnel was the safest path into Ariel, but that there were balhannoths that way. Strangely, somebody was attempting to interfere with our ritual by guiding the magical hand with multicoloured sand. It kept trying to point the finger towards the barracks. Hardly even suspicious.

Curiosity got the better of us, and we headed back up the narrow passage into the barracks. What we found was a fissure that led into a strange egg-shaped room. The prismatic light emanated from a planar gate inside. We squirmed through the fissure and noticed bright blue scales brushing against the other side of portal. The wizard activated the gate, and a bright blue couatl flew into the ovoid chamber.

It offered to help us for a price. It would heal us if we would promise to help it by doing certain specific good deeds in its name. Hell yeah! It turns out its name sounded like a beautiful blast of trumpets and an angelic choir, but we could call it Blue. We agreed to Blue's terms, and he restored a huge number of surges to us and also gave us back the daily power of our choice. (Considering at this point we've earned a level and a half during since our last extended rest, it was incredibly helpful.)
 

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Storminator

First Post
My notes aren't as good as some...

I missed the first combat again. It was 6 PCs vs a juvenile purple worm. We defeated it, using almost all our dailies, the round before it would have killed our (swallowed) fighter.

The next combat was the big one of the session.
PCs (all 8th level)
Dragonborn fighter
Dwarf cleric
Dwarf paladin
Halfling rogue
Human ranger
Shifter avenger

5 spiders and 4 spider minions. I have no idea what the levels and roles are. Seemed to be lots of skirmish damage tho.

Almost complete failure to focus fire. My cleric got trapped at the end of the tunnel, with all the spiders between me and the rest of the party. The paladin took one spider down a hall, the avenger teleported another to the far side of the room, the ranger backed into a corner, was followed by a spider which was then flanked by the rogue. The fighter spent the whole fight weakened and ineffectual.

80 minutes, 9 rounds, 9 minutes per round.

The next fight we ambushed a drider, 2 drow and mindflayer. The drider stepped into the middle of the room, we rushed it from all sides, and half the party, plus the drider got caught in the mindblast. Everyone but the avenger piled on the dazed drider and pounded it flat in one round. The avenger then teleported one of the drow bodyguards down the hall, past the mindflayer. We quickly piled into the hallway, ended up almost perfectly alternating friend, foe, friend, foe, friend, and that group got hit with both the dragonborn breath and the mindblast. We then unleashed a barrage of criticals, 3 of them with high crit weapons. Devastating. My cleric killed the mindflayer with a crit on an opportunity attack for 31 damage.

50 minutes, 6 rounds, 8 minutes per round.

PS
 

blargney the second

blargney the minute's son
Session 13: ~2.5 hours total
#1) 90 minutes, 1100 XP each, 2 crits, 3 dailies, 4 action points, 6 surges. 6 rounds vs 4x brute 11s, 2x artillery 11s, 1x skirmisher 12, 1x elite lurker 13 with ~970 hp.

We kicked open the next set of big, dwarven, double doors. A ginormous room lay ahead of us, dimly lit by multiple glowing runes inscribed on the floor. Four large pillars supported the ceiling, and around the base of each were tied one or two eladrin. Some were already dead, but the living ones had tiny tentacled monsters attached to their heads.

There were other monsters that lay in wait for us. Two archers stood on a balcony on the far side of the room, and a bug-eyed eladrin waited in the center with a balhannoth behind him. The eladrin spoke into our minds, "We do not need to fight. You have already killed this one's mate, and it wishes to allow you to pass in peace." We rolled for initiative, naturally.

Our experience killing the previous balhannoth apparently taught us well, because this one really didn't last very long. We dogpiled it quite successfully. What was more surprising were the swarms of baby balhannoths that coalesced and tried to eat us.

Once the monsters were all dead, we freed the living (if catatonic) captives and herded them out the door on the far side of the chamber. It lead outside!

We could see the town of Ariel and the defenders manning its makeshift walls. The bard sneaked up and introduced himself. After the initial bowshot, they let him walk up to be inspected for the taint of abomination. The rest of us came not long afterwards, with the exception of the drow rogue. She actually is tainted, and we didn't want to alarm the villagers too much right now.

The doctor currently in charge didn't believe our claims of an escape tunnel, so he sent an elf and a drow out to scout it with our halfling rogue. With their verification, our next job will be to ensure a safe withdrawal of the survivors to the underground complex.
 

Wik

First Post
Two archers stood on a balcony on the far side of the room, and a bug-eyed eladrin waited in the center with a balhannoth behind him. The eladrin spoke into our minds, "We do not need to fight. You have already killed this one's mate, and it wishes to allow you to pass in peace."

Eladrin? Hm. My habit of "never saying the monster's real name" is getting me into trouble - there is nothing at all "Eladrin" about this monster, at all. I guess I didn't do it justice in descriptions... I have been kind of slack in that regard, lately. :p

best part of the session was when the swarms would invade a target's space - meaning anything that hit the swarm hit the target. If a character moved, the swarm went with him. The swarms also ignored forced movement - so if you pushed or pulled your ally, the swarm stayed put. Best part was when the bard attacked the swarm and the trapped rogue - hitting the rogue for nearly 40 points of damage, and the swarm for half that... and then realizing that his minor action heal shifts the target 1 square - and thus moving them out of the swarm. Or that he had area effect attacks that also pushed allies.

Luckily, the next round, the swarm jumped all over him, and the rogue was more than happy to "return the favour". :)
 


the Jester

Legend
I haven't had anything to post in a while- tonight's Encounters session was my first game in several weeks.

Time: 1 hour, 4 minutes
Rounds: 9
Surges Used: 3
Action Points Used: 3?
Dailies Used: 1

PCs: 2nd level battlemind, 2nd level ranger, 2nd level ardent, 2nd level psion.
Bad Guys: Lvl 3 artillery (x2), lvl 3 lurker, lvl 1 trap.

It was an interesting fight with some tactical difficulties (short cliffs, a weak bridge, etc).
 

Kunimatyu

First Post
::reads last half of thread::

So, an hour a combat (or more) is pretty much the 4e standard, barring exceptional circumstances or insanely efficient players?
 

blargney the second

blargney the minute's son
I'd say a typical 4e combat for us is 35-45 minutes. Wik's been throwing some pretty crazy stuff at us for the last few pages of this thread, hence the long battle lengths.
 

Noumenon

First Post
blargney, you are the "insanely efficient players" he was referring to -- at least that's the impression I've gotten from this thread.
 

Kunimatyu

First Post
I have a pet theory that combats in 4e were designed to last one hour because many of them were playtested as hour-long sessions.

Regardless, the length of combat is a serious issue I have with 4th edition. When an average session lasts ~3 hours, hourlong combat means that it's exceedingly difficult to have multiple combats in a session and still have time for exploration/non-combat roleplaying.

If combats were shorter, than this wouldn't be an issue - combat-heavy groups could still play sessions that were 90% combat if they chose (there would just be more fights), but it would be possible to have sessions that were 10 or 20% combat, instead of 0%,33%,66%,or 100%.

Derailment finished - return to the numbers!
 

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