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Thoughts on Stalwart Adventures 3

I think we were all done with fighting goblins. The DM had the pack leader in the next room. He gave himself up and assured us the goblins (and his ogre) would leave us alone. The rest of the night (until the end) was exploring. It’s really good to mix in the exploring after so much fighting. I still need to get better at Find/Remove Traps, as one blasted me pretty good.  I played the character a little more chaotic, and it was kind of fun. Probably not the type of fun that the other PCs feel they can rely on to watch their back, though. The fun thing about chaotic neutral is I can lean into it whenever I’m looking to spice things up. The rest of the time I can be more reasonable and reliable. The cleric held its own again. I really think he may be the best option for fighting the alpha werewolf. We’ll have to talk it over and see what the others think. I know Zak isn’t the best choice! If we can defeat the alpha wolf, it should wrap up this little adventure nicely. 

[D&D 2e] Stalwart Adventures 3

Zak – Half Elf Thief Wizard (Me) Thanin – Human Fighter Ogurdan – Dwarf Priest of Selune The party rescued a captured human from goblin (and Aarakocra) clutches. The bird man  refused to let the party tie him when he gave himself up. He asked the party to clear out the central tower for him, and also introduced his ogre friend. He said the ogre and the remaining goblins would not attack the party anymore. They holed up for a spell in a room that held the remains of the human’s previous adventuring party. There was a lot of gear in that room, and some other trinkets found hidden away. They also found a trapped locker. That wasn’t as exciting, as Zak took quite a blast. He’s got to get better working these traps! The human was blasted unconscious. It was the perfect time to go through his spellbook.  After the party was all sufficiently healed and had an adequate number of spells available, they headed for the bridge to the central tower. It was tenuous going, but everyone made it across

Thoughts on Stalwart Adventures 2

I like to increase thieving skills as I practice them, unless I know for sure there is something else I want to improve during downtime. In the last sitting, I mostly used Hide in Shadows and Find/Remove Traps. Once I get high enough level, I’ll be using an Invisibility spell to hide. Until then, I need to keep using and increasing this skill. We should get enough XP for me to go up to wizard level 2. That will get me 1-2 HP, and every HP is precious for this character. Also, I get a second first level spell. Sleep is great, but I do look forward to a second utility spell I can use. I like the idea of Spider Climb, but my Climb Walls is already 70%. Maybe I can brainstorm some cool ways to use Phantasmal Force. I wasn’t as good with my attack rolls, which is really what I would expect over a larger number of tries. The group fighter got a lot better, also as expected. The cleric is a beast. He really optimized his character build and the benefits of a specialty priest. That’s defini

[D&D 2e] Stalwart Adventures 2

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Zak – Half Elf Thief Wizard (Me) Thanin – Human Fighter Ogurdan – Dwarf Priest of Selune Once night fell, Zak headed out to scout the keep. He started at the back corner, where it met the ocean. As he worked his way to the front, someone started throwing stones at him. He couldn’t tell where it was coming from, but he assumed it was somewhere along the front wall. He reported back to the party. Zak went to the other seaside corner to start scouting that side, back to front. Ogurdan headed to the front of the keel to cast a Light spell over the gate. The spell showed a goblin on the wall above the gate, likely the stone thrower. Zak found an opening in the eastern wall, into the corner tower. It was a good place to enter, in the morning once the team was informed and spells were prepared. The morning was spent fighting goblins in the walls. The sole exception to the goblins was a rattlesnake Zak found in a footlocker. With foresight, he opened the locker from behind, allowing Th

Thoughts on Stalwart Adventures 1

I  didn’t want my thief/wizard to be a melee character. Neither one of those classes have armor at low levels. But things don't always go as planned when there are only 3 players, with 1 PC each. So I used all my extra character points to make sure I could use at least 1 weapon semi-proficiently. That kept me from some nonweapon proficiencies that may have fit my character, but I can work on those as we adventure. I’ll find out what my character is interested in and what the party needs for skills. So far that may include Riding - Land Based and maybe Rope Use. Rolling two natural 20s in our first night’s combats may give me an unrealistic view of what this character can do with a bow. I still need to make sure I’m staying on the periphery of action, and that I’m keeping spells to protect myself. The fighter and the cleric can hopefully take care of themselves. My last concern is that my thief skills are a bit watered down, as I wanted some ability in each one. Tips I’ve read

[D&D 2e] Stalwart Adventures 1

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  Zak – Half Elf Thief Wizard (Me) Thanin – Human Fighter Ogurdan – Dwarf Priest of Selune Our desire for adventure took us through the desert to the fortified city of Schabol outside the Barony of Aramax.  One of our first sights was a dwarf being harassed by a tall, muscular human. The dwarf picked himself off the ground, spotted us, and offered to sell us a keep “a ways” outside of town. We were to meet at The Pit later in the day to discuss the offer further. While waiting, we found a cartographer and bought a map of the area. It contained everything between Schabol and the Great Wall. With our map to peruse, we went to The Pit to get our bearings and await the dwarf. The Pit ended up being a dwarf bar. Thanin and Zak were the only non-dwarves in sight. Thankfully everyone was hospitable. Boris had been deeded the keep by his father, but had never had occasion to visit. He wanted to sell the place. He had a map, placing the keep to the east, outside the Great Wall. He told us is wa

[D&D 5e] Icewind Dale: Rime of the Frostmaiden 17

The party left the ice fortress to check out the dead body we heard was frozen in the ice halfway up the island. The body was of Nas. It turned out she was still there in spirit, and she possessed Vael. In Vael’s body, she went after the Codicil that Ylenn had her face stuck in. When Vael couldn’t get to Ylenn, Nas possessed Prax instead. Prax also couldn’t get there, as Ylenn cast Hold Person on him, and the rest of the party dragged him away from Nas’ dead body. After he was far enough away, the spirit had to return to the dead body…which Morgan had burned to a crisp. We got the orb containing Professor Scant from Nas’ dead body. We circled the island, looking for the whale or another good way off. We couldn’t find one. Ylenn said she could summon the whale, if we could just last the night. We made a lean-to to sleep in and keep cover from the roc. As an octopus, Morgan was able to get some sail from a sunken ship to cover our lean-to. He also was able to find a huge treasure che