((I think it was clear when she asked Karl to give her a hand with him. Thyra isn't exactly strong))
((OK, going to jump on this one. For basic things like this, please
please just assume that Karl helps out in a general fashion. I'm wading through six odd pages of catching up to do because a major plot point happened while I'm asleep. Unless you really do want Karl just to sit out on just about everything because I'm in a different time zone, he needs a certain amount of assuming done. I promise not to bite anyone's head off unless the assuming goes all the way to him going chaotic evil or forcing him to fall as a paladin.
...okay, I'm caught up.
Frankly, I'm not certain how you plan for this to work highmax, but I'm not seeing how the group is going to continue working further. Karl's intelligent enough to connect the werewolf in the last town with Nadarr turning into a werewolf
right in front of his face, and he's not going to trust that Nadarr won't wolf out and kill the whole damn party in the wilderness. Even if I let Karl be assuaged by "It was self defense, really", the slaughter and half-eaten bodies from Nadarr's last werewolf incident are pretty damn hard to ignore.
Not to mention that Symon is
very likely to hear about what happened from NPCs, even if the party tried to shut up about it, and hearing that Nadarr is (possibly) a Tiamat-worshipping werewolf is going to force a party conflict.
RE: Why would Symon try to kill Nadarr?:
Werewolves, as far as I know AD&D, are
always evil-alignment. A pious cleric of Bahamut can't ignore that.))
Karl grinds his teeth, punching the wall next to him with a steady crash of steel on stone, the force of his blows only limited by the chains restricting his range of motion.
"I. Froze. And. Did. NOTHING." he snarls, each word punctuated with a crash.
Eventually the guards get tired of the noise and shackle Karl further, and he fumes between prayers to the Raven Queen and bouts of furious cursing in Common and Goblin.