Looks like it was x2.26 deadly with the 4 of your. I'd say the real force multiplier was the counter-spell, as effectively one of their guys shut down one of yours....and then your fighting a lot of guys with just 2 people.I almost forgot the math. Based on the DMG, this was a 15 375 xp equivalent encounter, or a deadly encounter for level 11 characters.
the fight was LONG - an entire 3 hour session. My character lost 2 turns because of the hypnotic pattern. He then spent 3 turns dealing a lot of damage, but with the dragon breath, the barbarians... one more round of barbarian attacks brought him down .Looks like it was x2.26 deadly with the 4 of your. I'd say the real force multiplier was the counter-spell, as effectively one of their guys shut down one of yours....and then your fighting a lot of guys with just 2 people.
Some of you may be interested in this play report.
The group (still level 7, the psi warrior, the ranger, the monk and the rogue-sorcerer) faced off against 6 urthgart barbarian leaders (CR2), 1 veteran (CR 2), 1 uthgart shaman (CR 2) and one young white adult dragon (CR 6). We did not have time to buff, but both the ranger (summon beast spirit) and the fighter (bag of tricks) had one ally on the field.
It was a debacle. We had a (fairly ineffective) clerical support, which revivified twice during the battle. Despite this, both the ranger and the fighter died (as in failed death saves, no more 3rd level slots left).
A key factor was that our mage was completely outplayed by the enemy mage. He started, winning initiative, by fireballing the gang of barbarian... to have his spell counter-spelled. The barbarians then surged forth, and, attacking recklessly twice a round, surrounded the monk (who was in front for some reason) and reduced him to 14 hp. Then the shaman cast hypnotic pattern, with only the monk (not in the area) and the rogue sorcerer not being affected. THe shaman then moved out of sight so the concentration could not easily be broken.
Our sorcerer then hypnotic patterned the barbarian horde, thinking that the elven monk would make his save (he did). All but one barbarian failed their save... and said barbarian was then ordered by the dragon (who was staying back for now) to attack the sorcerer. Because the sorcerer's first level was in rogue, he wasn't proficient in con save, and with reckless attack, took a hit, failed his save...
At this point the monk punched both the ranger and the fighter to wake them up (ouch) and pulled back. The sorcerer tried fireballing again, but got countered again....
the fight was LONG - an entire 3 hour session. My character lost 2 turns because of the hypnotic pattern. He then spent 3 turns dealing a lot of damage, but with the dragon breath, the barbarians... one more round of barbarian attacks brought him down .
The reckless attack made them vulnerable, but they had an AC of 15, and the sharpshooting ranger was not able to hit reliably.
The fighting retreat lasted 3 more round where our allies suddenly decided that sheesh, maybe they should do something. Amusingly, the giant weasel my character had summoned survived the fight, and inflicted over 40 points of damage. The barbarians let us go because said allies killed 3 of them and the dragon didn't want to risk a fight.
Edit: the paladin not being there was also a huge factor. He hits hard, he boosts saves... it would have made a tremendous difference I think.
I almost forgot the math. Based on the DMG, this was a 15 375 xp equivalent encounter, or a deadly encounter for level 11 characters.
And here you see why a very small parameter can completely change an encounter, and why it's unreasonable to expect an encounter calculator to give exact results. It all hang upon counterspell being effective or not, because a single fireball going off, especially at start, would have made a huge difference. It's not even a question of level, buffs, stats, feats, magic items, it's a question of synergy between the various parties and with the environment and in this case, the complete shutdown of one party major capability by just one member of the opposing party when action economy is in favor of the monsters.
And once more, it's a question of a DM's experience, Hill Giants are weak for their CRs especially if they start at range, whereas counterspell can be extremely deadly (and is one of the most debated spells of the arsenal).
But thanks for sharing the experience, I hope that DMs can learn from this and be careful about deadly encounters when not really mastering the subtleties of details in encounter building. This is why, although it's often quoted extremely badly, the DMG uses the "standard" of medium to hard encounters to explain the adventuring days. With these kind of encounters, slip ups like the above don't cause a TPK, but it's true that if challenge is what the group is after, you need more of them so that resource management over is what you are being challenged against, not raw power for one encounter (which is very unfair to some classes and combinations anyway).
The OP says they have 2 attacks each but only 4 out of 12 attacks hit with advantage so it sounds like they had only 1 attack each and 4 out of 6 attacks hit.
Yeah, the latest encounter really seems to confirm that the DM likes to overclock his battles and then provide help so the PCs don't die - which can backfire spectacularly if he's otherwise playing it straight (as it seems he is)!
Here's a question - Since the sorcerer was a 2nd level rogue did he try to (bonus action) hide then cast? It's a bit controversial and depends on environment/terrain and heavily on the DM, but under the right circumstances - that could have prevented further counterspells (nothing to be done about the 1st one, but the ones after that could possibly been avoided)?