Keep - Bar Fight

Bar Fight
Adam Hattrell
2009/04/16 16:35

Table of Contents
Bar Fight 	 # 
Events 	 # 
Technical Notes 	 # 

Bar Fight

Events
The session kicked off with the characters busy minding their own business at the Bar. Jonn (Mikes char) was playing cards with some of the locals. Everyone else was enjoying a quiet pint.
The first hint that something was wrong was the front door flying open, and hobgoblins pouring in. The two locals by the door were quickly murdered, then the Hobgoblin’s ran into tougher fare in the Party.
Hazel suffered greatly from fighting in a human sized bar. Whilst she could easily dodge around and under the tables, she found it difficult to accurately swing at the bad guys. In addition being closest to the door she tended to get mobbed by the hobgoblins coming in. Hobgoblins defend better on mass which probably contributed to her being unable to lay a hand on them.
Chant quickly closed with the enemy and demonstrated his swordsmanship and style. He engaged with the first wave, killing one and tying up the rest allowing Shamash and Jonn to pick them off from range.
Two blackblades slunk in, throwing burning torches and doing their best to kill as many non-combatents as possible. Chant heroically charged to the back of the room to save the fleeing townsfolk, whilst Shamash unleashed his dragonbreath on a happless hobgoblin that had the termerity to close with him.
Whilst Chant saved the townsfolk, Shamash and Jonn picked off the Hobgoblins that had surrounded Hazel.
With the raiders defeated the party retreated outside and organised the villages to form a bucket chain to put out the flames. A brief discussion with the city watch revealed that the town was under attack from a Hobgoblin horde.
After a short rest, the party saw an Orge dragging a cart rounding the corner...

Technical Notes
The most obvious thing apparent was how often people missed their targets! From a quick look at the stats, it was easy to see why.
The Hobgoblin grunts had an AC of 17 (19 if adjacent to an ally). This meant Jim was hitting on an 11+ (typically attacking AC 17s). Matt and Mike were hitting on 9-10+ dependant on the attack. Sue was typically facing phalanx and had an axe meaning she only to hit on a 14+.
It looks like the little benefits really add up. Flanking provides +2. If Mike succesfully hits with Magic weapon he grants an additional +2 to the next person to hit the same target. Jim gets a +1 for hitting someone that just hit him. All told it seems worth seeking out those bonuses, especially before using Encounter and Daily powers.
I’ve switched Sue to a Longsword (extra to hit, but only a d8 damage). Jim might want to consider the same.

Page  - last modified by Adam Hattrell on 2009/04/16 16:35