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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 ...