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NEW (AGAIN)- Thunderspire Labyrinth- Stat analysis #25 Shrine to Baphomet

Sorry, missed a day yesterday- I was suddenly not so well last night and so didn't get to update this, back in fine fettle now however.

And so...

H1 Keep on the Shadowfell.
Encounter #24 Area 19: The Shadow Rift.

Round #5.

Grey, having almost forgotten what movement is like, continues to stand statue- from his outstretched hand a ball of force snakes out and smashes into Kalarel, the Scion of Orcus sways, a still breeze could knock him over.

Grey sends out yet another burst of arcanic (?) power at the dread Portal, the think shatters, into a million jet back glass-like shards which in slow motion explode and then implode, equally slowly, back into the inky depths- a great wind sucks at Kalarel, his robes bluster and flap, and the shadowy fist floating over him reaches down- crushes him in its grasp and shoots back into the Portal.

Poof! It's as if the Portal, or Kalarel for that matter, had never existed.

Grey steps to first the left, then the right, then back to the centre- he bows to his audience.

Grey- Immobilised (still). Magic Missile K; Hit 7 Force damage (1 HP bloodied). Disrupt Ritual- Religion Check- Success (8:2) & the Thing in the Portal Grabs Kalarel and drags him screaming into the ebony abyss- POP! It closes. Save vs Immobilised- Success.

Kaspard, now with fixed grin, hollers something holy and Lances a golden ray at the remaining Skeleton, which does the decent thing and distributes its component parts pretty evenly over much of the chamber.

The Shallowgrave Wight fumbles with evil phrases, attempting to knit together the aforementioned Skeleton- alas it come right, the startled Skeleton totters as if held together with string and spit.

Kaspard- Weakened vs SW. Move. Lance of Faith SS8; Hit 8 Radiant damage- DEAD Immediate Reaction SW Reanimate Minion (this is the first Minion killed within 10 squares of SW). Save vs SW Weakened- Fail.

The Wight, with Kalarel gone, looks... lost, and then looks down.

At the dagger which protrudes through what remains of his rib cage. Winstanly, behind the Wight- holder of the dagger, drags the blade down with a butcher's shop cutting motion- right the way through the pelvis of the Wight.

The Wight does the splits, like no other splits- before or since, and perishes.

Winstanley- Move. Sly Flourish Combat Advantage SW; Hit 24 damage- DEAD.

TitP- Gone.

Phrenic rushes over, fearless, to the lone Decrepit Skeleton, effects a number of shadow feints and then lets loose a flurry of unerring blows, all of which err.

The Skeletons totters some more.

Phrenic- Weakened. Move. Steel Monsoon SS8; Miss. Save vs Weakened- Fail.

SS1- DEAD.

SS2- DEAD.

SS3- DEAD.

SS4- DEAD.

SS5- DEAD.

SS6- DEAD.

SS7- DEAD.

Then attempts to lance its longsword through the Tiefling Warlord, who dodges the blow just in time.

SS8- Longsword Phrenic; Miss.

Dirty nonchalantly strides over, and with one hand, balancing on one leg, and squinting through one eye smashes the undead minion.

Dirty- 5 ongoing Necrotic -5 (Resist) = 0 damage. Move. Reaping Strike SS8; Hit 12 damage- DEAD.

Time to play 6 minutes.
Total time to play 1 hour 10 minutes.

End of Encounter-

Good Guys
Dirty Biskit, Male Dwarven Fighter 4 (HP30/55)
Kaspard, Female Half-Elf Cleric of Bahamut 4 (HP34/41)
Winstanley Portico, Male Halfling Rogue 4 (HP41)
Grey Morlock, Male Human Wizard 4 (HP27/36)
Phrenic, Male Tiefling Warlord 4 (HP38/44)

Bad Guys 2104XP Level 9 Encounter (including Ritual).
Skeleton Sentinels Level 3 Minion [SS] (x8) (HP1) 8 DEAD
Shallowgrave Wight Level 4 Controller [SW] (HP54) DEAD
Kalarel, Scion of Orcus 8 Elite Controller [K] (HP186) DEAD?
Hazard: The Thing in the Portal [TitP] Level 4 Lurker GONE
Skill Challenge: Close the Portal- 8 Successes 2 Failures CLOSED

Action Points 0 Total 4
Daily Powers 0 Total 4
Healing Surges 0 Total 4
2nd Winds 0 Total 1
Crits 0 Total 4
PCs Ko'd 0 Total 0
Bad Guys Crits 0 Total 1
Bad Guys Action Points 0 Total 1
Ritual Success 1 Total 8
Ritual Failures 0 Total 2

Comment: The players have come up for a name for the party, at first it was M or M's People, in honour of their previous leader, McGyver the Dragonborn Paladin. However at some point I said to them that I wanted them to play through the core adventurers, somewhere over the last six sessions they started referring to themselves as “Hard Core”, and so it has come to pass.

Back to this fight.

Obviously I hammed it up as much as I could at the table with Kalarel making all manner of racial slurs combined with prophecies of the Nentir Valleys imminent destruction- the PCs got into it, even kaspard (played by Becky) made the odd “by Bahamut etc.”; Dirty (Dave) I'm afraind relied heavily on profanity, all in all it was a winner, although the fight didn't last nearly as long as I thought it would. I think this has been the quickest version of this encounter I have ever played, but also the best- for roleplay and generally good (smart) play.

Stats: Statistically an oddity this one, to begin with the bad guys made more attacks in total than the PCs; PCs 32 attacks with 23 hits (71.88% connection), bad guys 38 attacks with 28 hits (71.79% connection). As can be seen the connection rates are almost identical- .09% difference, that said the PCs were delivering 55.17 points of damage/turn, the bad guys less than half that with 25.5.

Getting Grey nailed down early on certainly helped, as did the Crits for the PCs- just at the wrong moments for me as well, the PCs managed four Crit rolls in only five turns of combat, that's just not right. Grey was attacked 12 times in all, the most of any of the PCs and struck ten times, Dirty also took ten hits from 11 attacks. Grey's not used to being the Defender however, and Dirty managed to dish out nearly twice as much damage as he absorbed (Damage taken 62 vs Damage done 112), whereas Grey only just managed to get into the positive (Damage taken 55 vs Damage done 58).

Strangely enough Kaspard had the best connection rate of the PCs 85.71% (6 from 7 attacks), then Grey 83.33% (5 from 6). then Dirty 71.43% (5 from 7), then Winstanley 66.67% (4 from 6) and finally Phrenic 50% (3 from 6).

Only 1 hour 10 minutes to play out a Level 9 Encounter (with the Skill Challenge XP added in), although it was only 5 turns play- that's the slowest of all the encounters (average time/turn) at 11.67 minutes/turn.

Combined Stats tommorow, when I've worked out what to put, oh but here's a thing, at some point on the journey the PCs, actually Dirty (Dave) bought an exercise book and started writing down everything they had killed so far, he called it “Dave's Bumper Book of the Dead.” I obviously joined in and made my own list which appears below- mine doesn't include McGyver however, whereas Dave's of course does.

The Book of the Dead (& vanquished).

And so in completing the Keep on the Shadowfell the PCs put paid to the following creatures-
(Sorted by XP)

25XP
Goblin, Cutter Level 1 Minion (x8)
Kobold, Minion Level 1 Minion (x25)
Rat, Giant Level 1 Minion (x13)
Skeleton, Decrepit Level 1 Minion (x30)

31XP
Human, Rabble Level 2 Minion (x4)
Kruthik, Hacthling Level 2 Minion (x6)

38XP
Hobgoblin, Grunt Level 3 Minion (x18)
Skeleton, Sentinel Level 3 Minion (x8)
Zombie, Rotter Level 3 Minion (x22)

50XP
Vampire Spawn, Fleshripper Level 5 Minion (x5)

100XP
Goblin, Warrior Level 1 Skirmisher (x8)
Kobold, Skirmisher Level 1 Skirmisher (x4)
Kobold, Slinger Level 1 Artillery (x2)
Kobold, Slink Level 1 Lurker

125XP
Clay Scout Level 2 Lurker
Drake, Guard Level 2 Brute (x3)
Gnome, Skulk (Agrid) Level 2 Lurker
Goblin, Sharpshooter Level 2 Artillery (x6)
Kobold, Denwarden Level 2 Soldier (x2)
Kobold, Dragonshield Level 2 Soldier (x6)
Kruthik, Young Level 2 Brute (x3)
Rat Swarm Level 2 Skirmisher
Zombie Level 2 Brute (x10)

150XP
Hobgoblin, Archer Level 3 Artillery (x3)
Hobgoblin, Soldier Level 3 Soldier (x11)
Hobgoblin, Torturer Level 3 Brute
Hobgoblin, Warcaster Level 3 Controller (x2)
Kobold, Wyrmpriest Level 3 Artillery (x2)
Skeleton, Warrior Level 3 Soldier (x2)
Zombie, Gravehound Level 3 Brute (x2)

175XP
Dark Creeper Level 4 Skirmisher
Elf, Archer (Ninaran) Level 4 Artillery
Human, Berserker Level 4 Brute (x2)
Kruthik, Adult Level 4 Brute
Spectral Apparition- Kalarel Level 4 Controller
Spider, Deathjumper Level 4 Skirmisher
Wight, Shallowgrave Level 4 Controller
Zombie, Corruption Corpse Level 4 Artillery (x2)

200XP
Ghoul Level 5 Soldier
Hobgoblin, Warchief Level 5 Soldier
Human, Orcus Underpriest Level 5 Controller

300XP
Goblin, Chief (Irontooth) Level 3 Elite Brute
Ooze, Ochre Jelly Level 3 Elite Brute

400XP
Ooze, Gelatinous Cube Level 5 Elite Brute

700XP
Scion of Orcus- Kalarel Level 8 Elite Controller

750XP
Ooze, Blue Slime Level 3 Solo Brute

A total of 228 Bad Guys, worth 17,959 XP at an average of 78.77 XP each, which is a very low XP average, and down to the fact that of the 228 creatures 139 of them were Minions, they certainly get a run-out in KOTS. Still you can see what the games designers were doing- lots of bodies on the floor, lots of players with cheesy grins and piles of my miniatures before them.
 

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I like the style change there at the end, part story/part number crunch.

Hope to see your adventures continue beyond the Keep.

They already have, the Keep was the first of many- around the table, as opposed to via Maptools (which was how I was playing previously) gets us through scenarios a lot quicker.

And so the second to last bit- Stat ahoy...

Combined Stats:

And so-

Total Encounters: 24 (Combat 22, Skill Challenge 1 & Traps 1).
Sessions: 6, although the last was very short.
Time to play: 1145 Minutes, or 19 hours and 5 minutes.
Total Turns spent in Combat: 139.
Average Encounter: PC Level +1.55.
Total XP from Combat Encounters: 19859.
Average # Turns/Encounter: 6.32.
Average Time/Encounter: 52.05 or 52 Minutes 3 Seconds.
Average Time/Turn: 8.24 or 8 Minutes 14 Seconds.

More on the Encounters-

# Encounters PC Level -1: 1
Average #Turns/Encounter: 3
Average Time/Encounter: 19 minutes.

# Encounters PC Level (Same): 5
Average #Turns/Encounter: 6.4
Average Time/Encounter: 48 minutes 36 Seconds.

# Encounters PC Level +1: 9
Average #Turns/Encounter: 5.78
Average Time/Encounter: 45 minutes 7 Seconds.

# Encounters PC Level +2: 3
Average #Turns/Encounter: 5.33
Average Time/Encounter: 52 minutes 40 Seconds.

# Encounters PC Level +3: 0
Average #Turns/Encounter:
Average Time/Encounter:

# Encounters PC Level +4: 1
Average #Turns/Encounter: 6
Average Time/Encounter: 58 minutes.

# Encounters PC Level +5: 2
Average #Turns/Encounter: 9.5
Average Time/Encounter: 1 Hour 20 minutes.

# Encounters PC Level +6: 1
Average #Turns/Encounter: 11
Average Time/Encounter: 1 Hour 41 minutes.

Some questions...

Brief recap of the PCs
Dirty- Dwarven Fighter (Defender)
Grey- Human Wizard (Controller/Artillery)
Kaspard- Half-Elf Cleric (Leader)
Phrenic- Tiefling Warlord (Leader/Defender)
Winstanley- Halfling Rogue (Striker)

1) Which PC got attacked the most?

Dirty 200 times. (42.5% of all attacks).
Phrenic 111 times. (23.6%)
Winstanley 59 times. (12.5%)
Kaspard 54 times. (11.5%)
Grey 46 times. (9.8%)

Who'd be a Defender?

2) Which PC got hit the most?

Dirty 95 times. (39.1% of all hits).
Phrenic 56 times. (23%)
Grey 32 times. (13.2%)
Kaspard 31 times. (12.8%)
Winstanley 29 times. (11.9%)

3) Which PC took the most Hits as a % of Attacks?

Grey 69.57% of Attacks were Hits.
Kaspard 57.41%
Phrenic 50.45%
Winstanley 49.15%
Dirty 47.5%

4) Which PC did the most Damage in total?

Grey 1586 points of damage.
Winstanley 1339.
Dirty 1216.
Kaspard 781.
Phrenic 587.

So much for the Striker...

5) Which PC took the most Damage in total?

Dirty 726.
Phrenic 515.
Grey 218.
Winstanley 182.
Kaspard 172.

6) Which PC did the most damage/turn on average?

Grey 11.41 points of damage/turn.
Winstanley 9.63
Dirty 8.75.
Kaspard 5.62.
Phrenic 5.24.

7) Which PC took the most damage/turn on average?

Dirty 5.22 points of damage/turn.
Phrenic 4.6.
Grey 1.57.
Winstanley 1.31.
Kaspard 1.24.

8) Which PC made the most attacks?

Grey 251 attacks.
Dirty 145.
Kaspard 145.
Winstanley 132.
Phrenic 113.

9) Which PC Hit the most?

Grey 166 Hits.
Winstanley 100.
Kaspard 85.
Dirty 80.
Phrenic 65.

10a) Best Connection Rate for Attacks.
(Minimum 10 Attacks)

93.33% Winstanley Deft Strike.
81.25% Winstanley Positioning Strike.
72.53% Winstanley Sly Flourish.
70.37% Grey Scorching Burst.
69.57% Grey Fire Shroud.
68.18% Kaspard Turn Undead.
66.67% Dirty Charge Maul.
& Phrenic Leaf on the Wind.
65.22% Kaspard Sacred Flame.
63.64% Grey Ray of Frost.
62.22% Grey Burning Hands.
60.61% Phrenic Viper's Strike.
60% Dirty Reaping Strike.
& Grey Magic Missile.
58.62% Dirty Cleave.
57.89% Kaspard Lance of Faith.
57.14% Dirty Brute Strike.
54.55% Phrenic Scorching Blast.
50% Dirty Spinning Sweep.
36.36% Dirty AoO Maul.
& Kaspard Healing Strike.

10b) Best Connection Rate for Attacks (same table).
(Minimum 25 Attacks)

72.53% Winstanley Sly Flourish.
70.37% Grey Scorching Burst.
65.22% Kaspard Sacred Flame.
62.22% Grey Burning Hands- 45 Attacks rolled.
60.61% Phrenic Viper's Strike- 33 Attacks rolled.
60% Dirty Reaping Strike- 35 Attacks rolled.
& Grey Magic Missile- 45 Attacks rolled.
58.62% Dirty Cleave- 29 Attacks rolled.
54.55% Phrenic Scorching Blast- 33 Attacks rolled.

10c) Best Connection Rate for Attacks (same table again).
(Minimum 50 Attacks)

72.53% Winstanley Sly Flourish- 91 Attacks rolled.
70.37% Grey Scorching Burst- 108 Attacks rolled.
65.22% Kaspard Sacred Flame- 69 Attacks rolled.

Pretty dependent on only a few attack modes?

11) Overall PC Connection Rate

Winstanley 75.76%
Grey 66.14%
Kaspard 58.62%
Phrenic 57.52%
Dirty 55.17%

12) Which PC used the most Action Points?

15 Dirty & Winstanley.
12 Grey.
11 Kaspard.
8 Phrenic.

13) Which PC used the most Healing Surges in Combat?

33 Dirty.
24 Phrenic.
9 Grey.
7 Winstanley.
4 Kaspard.

13) Which PC used the most Daily Powers?

12 Dirty.
10 Winstanley.
6 Phrenic.
5 Kaspard.
3 Grey.

14) Which PC was reduced to 0 HP or less the most?

3 Phrenic.
2 Dirty & Winstanley.
1 Grey.
0 Kaspard.

15) Which PC rolled the most Crits?

12 Dirty.
6 Winstanley.
5 Phrenic.
2 Grey.
1 Kaspard.

Why is that?

Only one more to go, although I'd like some help here- is there anything that can be said having looked at these statistics- anything spring out as being obvious, any theories, about anything- I'll give it a few days to see if anybody would like to have a go at it.

If there's data missing that you need, or are interested in, then I may have it, as I say we (actually somebody other than me and the players did the recording of data for 95% of this) recorded most everything as we went along.
 


Cool!

I hope you're going to continue to post as the party takes on H2...!

I am indeed however, the next scenario we played through was Goodman Games DCC53 Sellswords of Punjar, see sig for link, I want to share this one with you as it proves to be... deadlier, shall we say, than KOTS.

Back to KOTS-

What can I say from the stats conjured previous-

First off it's surprising how easy players who have never played 4e, or any roleplaying games for that matter (save one of them), slip into the roles. Perhaps this is a distialltion of fantasy figures presented in the mass media- the players have all seen Lord of the Rings (Edit- After making this statement I have now learnt that one of the players, Paul (Winstanlety, has never seen Lord of the Rings all the way through) they therefore already know which roles they will play in the adventure- pick Dwarf Fighter to be Gimli etc.

That said we spent maybe 30 minutes to an hour before the first session talking about the mechanics of the game- mostly (90%) combat, in game the players seemed to grasp their roles from the off. 4th Edition has become more brazen, telling players what part they will play- Gimli, you're the Defender- heavy armour, immovable, you can take more damage than anyone else...

So the first thing to say is the naming of the roles- Defender, Striker et al proved to be helpful for my players, the fact that each has some part to play in the whole, and that integrated the sum became greater than the parts was quickly apparent.

If I do this then... you do that... yes, combat is a little like multiplayer chess but with the right scene setting, and language then it can come alive.

And so in our merry band-

Dirty, Dwarven Fighter = Defender, took more hits than any other player, always in the front of the charge, and fearless with his weighty stash of Healing Surges.

Winstanley, Halfling Rogue = Striker, flirted with danger constantly and always found a way to gain combat advantage, and to get out of the way when the going got tough.

Kaspard, Half-Elf Cleric = Leader, stayed at the back, a laser-Cleric who sacrificed a little of her potential glory, to keep the others alive; and unless Undead strayed onto the field kept away from the fracas.

Grey, Human Wizard = Controller, this one for me is a little bit of a misnomer, yes the Wizard can control the battlefield but a better description for Grey is the Artillery- as far away from the action as he can get while still within range of his fiery powers. Controller doesn't begin to describe Grey, not enough menace and promise of flaming retribution.

Phrenic, Tiefling Warlord = Leader, another one slightly at odds, although perfectly apt- James who played Phrenic (and McGyver before Phrenic) is the only one of the players to have played RPGs and D&D in particular previously. In game however he served as the second Defender, and suffered for it- perhaps this again only goes to prove WOTCs decision to define the roles each class/PC will play. Phrenic suffered where Dirty endured, with three of his defences higher than Dirty's he still found it difficult to match the resolute Dwarf.

Second thing, 'the unload' it seems all combat encounters in KOTS followed a fairly set format, the first two rounds the PCs 'unloaded' the big guns- while there were multiple enemies still on the field- bursts, blasts and area effects; encounter powers over at wills, and in the end-of-level fracas then Action points early on. Turns one and two were by far the bloodiest, the longer the battle went on the less damage the PCs tended to do. Although, at some point, the PCs seemed to rally and step up the pace a little.

Perhaps this is a function of low level play, perhaps things will change when the PCs advance in levels and have greater powers at their call- I somehow dout this however. The unwritten rule seems to be- break them early, kick the bad guys as hard as you can in the opening turns and then worry about what's left- obvious perhaps, but worth noting.

Thirdly- harder encounters take longer to play and use more resources, another one that's obvious really but nevertheless worth mentioning. KOTS has a segmented approach, it's easier in Goodman Games scenarios for one encounter to bleed into another, KOTS compartmentalises. Harder translates as, well... something that affects the PCs ability to do concentrated damage in the opening rounds- so terrain that prevents, an enemy that evades or comes in waves, or has all of its hit points in one place (a solo).

As shown the greater the threat (Encounter Level) the longer, on average, the encounter will take to play out. This fills me with trepidation, how long is it going to take for the PCs to wade through a Level +4 encounter when the PCs are Level 10, we'll see. Does the fact that the PCs are Level 10 mitigate for this, will their greater powers level the playing field- we'll see.

The point being if you've lined up a Level +6 Encounter don't expect to be finishing it off in anything less than 90 minutes, you get my meaning.

Lastly- grind, it seems to me that grind is circumstantial, several of the encounters in KOTS were grindy, I described turns at times as attritional- the slow (or fast) wearing down of the enemy (resources, numbers present and hit points). Again how will this change at higher levels- will the damage output keep up with the bad guys hit points, defences and other abilities to resist damage/effects? I wait to see.

There were several combats when the end was inevitable, and yet took thirty minutes to play out. in particular the Undead encounters in KOTS- Zombies, gah! Yet at the time these seemed to my players to be moments of calm, some fights are easy, while the players were perhaps not challenged sufficiently they certainly seemed to be enjoying themselves, and thus these one-sided affairs are easily forgiven.

Grind itself, are perhaps the moments when, as above the conclusion is without doubt, and yet the fighting remains turgid- swinging and missing, or else nibbling away at the opponents cache of hit points. I said this was circumstantial- it can be mitigated by many factors- the fact that my players have never played the game before meant that every bad guy was somehow new, and different, and better still... unknown. For those that have been around the block, RPG and edition-wise, then these combats are inevitably going to drag and produce grind.

KOTS is guilty also of too densely populating its dungeon- Kobold Ambush (x2), Goblin Encounter (x how many?), Undead encounters follow, Hobgoblin encounters... They're packed to tight, even newbies like my players realised this and knew what to expect at times- which is half the battle.

I tried my best in game, I used what role-playing skills I possess to act the giddy-goat, when appropriate, but again KOTS makes it hard(er), too many speechless creatures that the DM has to bring alive by constantly trying to describe the way in which it moves, menaces and kills... it's a testing scenario for a newbie DM. It's much easier to bring to life a chamber full of bloodthirsty pirates, or raving dwarves- bad guys that can scream and shout, threaten and generally play their part (most often dying noisily).

These things make for grind, circumstantial as I say, but inevitable perhaps- the more the players play the greater the need for immersive environments, plots and stories that provoke reaction, and bad guys with new (and cool, and unexpected) things to say and do...

KOTS struggles at times, I can see why people have railed (at times) against it, part of me agrees with many of the things that are said, and yet... it serves its purpose.

Grind can be overfamiliarity, bad dice rolls, over or under whelming encounters, and two dozen other things- including a part of the 4th Edition D&D game.

In conclusion- I need more data, hence the next one, already started (see sig), and the one that follows (H2), let's see what lies in store.

Thanks for reading.
 
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A great thread!

I especially enjoyed it as KotS was first campaign i DMed ever - great read for what could have been done better/differently.

A suggestion - if you could clearly mark all of the turns you felt were grind (or attrition) we could calculate "grind index" this campaign and maybe use it to compare to other campaigns (as i see you are gathering data for others, too).

I think that ratio of grind rounds/total rounds in campaign could be a good grind index.
 

A great thread!

I especially enjoyed it as KotS was first campaign i DMed ever - great read for what could have been done better/differently.

A suggestion - if you could clearly mark all of the turns you felt were grind (or attrition) we could calculate "grind index" this campaign and maybe use it to compare to other campaigns (as i see you are gathering data for others, too).

I think that ratio of grind rounds/total rounds in campaign could be a good grind index.

I've been thinking about this for a few days and...

I'm still not sure, I like the idea of a Grind Preventive Index (or GPI as it will now become known), furthermore I would like to now initiate the GPS- Grind Prevention Society.

My problem is it I think some of it (attrition) is inevitable and should be considered part and parcel of 4e...

I'm still unsure, I need more thinking room, problem is I started this thinking I would have numbers... You'd ask me what Grind was and I would say for example-

In Level N combat the Grind factor is N-T, which equates to the number of rounds of fairly turgid dice-rolling between the opening rounds (when all the damage seems to get done) and the Climax of the fight.

I'm going to start plotting graphs soon, with a mixture of axis- lucky me, see if anything pops up, there seems to be a point in any fight in which the monsters start to do more damage than the PCs/turn, then a little later the PCs get their second wind and surge ahead again...

I really have to stop thinking about this and go and do some work instead- prospective students don't you know.

More when I've got my head around your question, or at least what form the answer should take.

Cheers
 

H2 Thunderspire Labyrinth



And so having completed Goodman Games' Sellswords of Punjar my players are eager to get back on track with the core WOTC adventures, therefore in the next session we dusted off the old PCs from H1 (see below), and got straight on with H2 Thunderspire Labyrinth...

First up the characters-

PCs (from H1)
Phrenic, Male Tiefling Warlord 4
Dirty Biskit, Male Dwarven Fighter 4
Kaspard, Female Half-Elf Cleric of Bahamut 4
Winstanley Portico, Male Halfling Rogue 4
Grey Morlock, Male Human Wizard 4


Character Overview at Level 4-

Phrenic
(Played by James)
Male Tiefling Warlord Level 4
HP 44 Surges 8 Speed 6 Init +4
AC 21 Fort 17 Ref 18 Will 15
Str 17 Con 12 Dex 10 Int 19 Wis 10 Cha 12
Resist 7 Fire & 5 Poison
Aecris +1 Lifestealing Longsword & Javelin
Hide Armour of Exploits +1 & Light Shield of Protection
Amulet of Health +1 & Potion of Healing
Trained Skills: Arcana +11, Athletics +9, Diplomacy +8, History +11 & Intimidate +8
Feats & Class Features: Infernal Wrath, Fire Resistance, Bloodhunt, Combat Leader, Commanding Presence, Tactical Presence, Inspiring Word, Tactical Assault, Arcane Initiate, Toughness.
Powers:
At Will: Viper's Strike, Wolf Pack Tactics.
Encounter: Aid the Injured, Infernal Wrath, Inspiring Word, Leaf on the Wind, Scorching Beast, Steel Monsoon.
Daily: Lead the Attack.


Dirty Biskit
(Played by Dave)
Male Dwarf Fighter Level 4
HP 55 Surges 12 Speed 5 Init +3
AC 20 Fort 18 Ref 14 Will 15
Str 17 Con 17 Dex 13 Int 10 Wis 14 Cha 11
Resist 5 Fire & Necrotic Resist 10 Force
+1 Vicious Maul & Throwing Hammer
Black Iron Scale Armour +1 & Horned Helm
Brooch of Shielding +1 & Potion of Healing
Trained Skills: Athletics +10, Endurance +12 & Intimidate +7
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resilience, Stand Your Ground, Combat Challenge, Combat Superiority, Two-Handed Weapon Talent, Power Attack, Dwarven Weapon Training,Toughness.
Powers:
At Will: Combat Challenge, Cleave, Reaping Strike.
Encounter: Spinning Sweep, Crushing Blow.
Daily: Brute Strike, Unstoppable.


Kaspard
(Played by Becky)
Female Half-Elf Cleric of Bahamut Level 4
HP 41 Surges 9 Speed 5 Init +2
AC 19 Fort 15 Ref 13 Will 18
Str 14 Con 14 Dex 11 Int 10 Wis 17 Cha 16
Mace & Crossbow
Dwarven Chainmail +1
Magic Holy Symbol +1
Amulet of Protection +1
Trained Skills: Arcana +7, Heal +10, History +7 & Religion +7
Feats & Class Features: Dilettante, Dual Heritage, Group Diplomacy, Channel Divity, Healer's Lore, Healing Word, Ritual Casting, Armour of Bahamut, Group Insight, Acolyte of Divine Secrets.
Powers:
At Will: Lance of Faith, Sacred Flame.
Encounter: Blazing Starfall, Healing Word, Armour of Bahamut, Healing Strike, Divine Fortune, Turn Undead, Daunting Light, Hand of Radiance.
Daily: Beacon of Hope, Cure Light Wounds.


Winstanley Portico
(Played by Paul)
Male Halfling Rogue Level 4
HP 41 Surges 8 Speed 6 Init +10
AC 19 Fort 16 Ref 20 Will 17
Str 12 Con 14 Dex 19 Int 11 Wis 10 Cha 16
+2 Magic Dagger
Bloodcut Leather Armour +1 & Gauntlets of Blood
Elven Cloak +2 & Bag of Holding
Trained Skills: Acrobatics +13, Bluff +10, Insight +7, Perception +7, Stealth +13 & Thievery +13.
Feats & Class Features: Bold, Second Chance, Nimble Reaction, First Strike, Rogue Tactics- Artful Dodger, Rogue Weapon Talent, Sneak Attack, Backstabber, Halfling Agility, Improved Initiative.
Powers:
At Will: Deft Strike, Sly Flourish.
Encounter: Second Chance, Positioning Strike, Bait & Switch, Tumble.
Daily: Trick Strike.


Grey Morlock
(Played by Iain)
Male Human Wizard Level 4
HP 36 Surges 8 Speed 6 Init +8
AC 17 Fort 16 Ref 18 Will 17
Str 11 Con 14 Dex 14 Int 19 Wis 12 Cha 10
Quarterstaff
Magic Wand +1
Robe of Eyes Cloth Armour +1
Safewing Amulet +1
Trained Skills: Arcana +11, Dungeoneering +8, History +11, Nature +8 & Religion +11.
Feats & Class Features: Bonus Feat & Skill & At Will Power, Human Defence Bonus, Arcane Implement Mastery- Wand of Accuracy, Cantrips, Ritual Casting, Spellbook, Action Surge, Improved Initiative, Human Perserverance, Destructive Wizardry.
Powers:
At Will: Magic Missile, Ghost Sound, Light, Mage Hand, Prestidigitation, Scorching Burst, Ray of Frost.
Encounter: Wand of Accuracy, Burning Hands, Fire Shroud.
Daily: Acid Arrow, Sleep, Expeditious Retreat, Guardian Blades.

Tomorrow a brief catch up with what's been going on as we segway into Thunderspire.
 


So has Dave returned? last we heard he had gone awol after his character died.

Dave (who plays Dirty Biskit) is back, and as violent and nasty as ever- obviously in an anti-hero fashion.

I seem to remember him being particularly horrified later on when the PCs discovered that a bunch of evil Grey Dwarves (Duergar) were somehow involved- this really stuck in his craw... Evil Dwarves, he really couldn't get his head around it- individually maybe, but an entire race... Needless to say he attempted to slaughter every one of them he met.

Goonalan
 

Into the Woods

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