The Three Winds: Pathfinder Chronicles

Age of Worms: Session 4
I am bad at blogging!

To date the adventurous group from Crystal Lake continue to root out the corruption at the heart of the town. They track down possible involvement in the corpse trade to the mines of Ragnolin Dourstone. Once they receive the aid from local townsmen in gaining a warrant and shutting down the mine’s operations. This naturally leads to a closer inspection of the mine itself. They are somewhat unsurprised to find three complexes worshiping Asmodeus, Norgorber and Rovagug. After fighting the Tieflings and other cultists that defend the complex, they realize that they have released the avatar of some prophetic triune deity. Needless to say the unfortunate few trapped within the cave are nonplussed, wishing as they did to return home to warm baths and general gloating over having ruined Balabar Smenk in return for his aid to these cultists. Nontheless, only moderately daunted, the five manage to pull off an unlikely victory over the fiendish, eldritch crab-demon-thing.

Then they had drinks.

Clues led our victors to a retired wizard living on the border of the Mushfens, home of the Boggards. Once reaching the tower where the wizard makes her home amongst a garrison of guards from Magnimar, they discover the tower under siege from a tribe of Boggards.

Needless to say the squards of frogmen fall rapidly to sword, wolf and arrow. The adventurers break the siege and follow rumors back to the Boggard encampment to retrieve hostages, including the Wizard. The assault on the encampment involves much violence, a political revolution, discovery of the influence of a black dragon on the events and the retrieval of both the hostages and a black dragon egg filled with Kyuss Worms.

Quotes I have missed since the last time I recorded our nonsense.

(Missing his spot check to see several bags of cookies open, and on the table.) Damon: “Why does it smell like cookies?”

Age of Worms: Session 2
Eyeballs, barfights and OWLLLBEARRRS!

The expedition of the Whispering Cairn continued with various traps discovered and violence done to flying eyeball Aberrations. Amidst the violence, wounds, ill timed curiosity and such; Damon’s character pieces together that the entire complex is a grave site possibly attached to a temple devoted to the Wind Dukes of someplace or other.

Furthermore inspection of a disturbed grave site leads to a humiliating defeat at the hands of local ruffians in a seedy bar, near party TPK.


Jason’s Elf rogue continues to be the most effective in combat and out, disarming nearly every trap (excepting one involving a lead ball spewing American Gladiator style balancing beam contraption) and sneak attacking to great effect.

Cole’s tiefling was able to use tracking, though not to great effect. Also: skill trick whip swinging across aforementioned ballpit to crit slash an aberration (Gracchius’ favored enemy) one series of actions that sum up the entire swashbucklerish build. (Though Jason’s rogue then outdid this entire series with one sneak attack, few levels should even things out a bit.)

Mo’s paladin made great use of lay on hands, her saves are ridiculous and the charging smite into a ghoul was epic despite rolling minimal damage.

Christy’s druid had much wolf tripping action. Also healing spells were cast and heal/nature checks were made to further plot in a decidedly Holmsian manner. Probably the best reason to bring a Druid along for the ride: wild empathy + owlbear cub= 3,000 GP and Russel acting silly for about 5 minutes.

Damon made so many knowledge checks that it’s easy to overlook how useful his spells were. Ray of frost/Sleep/grease/protection from evil abjurer action abounded.

Too many memorable quotes that I didn’t write down.


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