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From the Wormwood a round of crossbow bolts fires laying low your immediate threats on the merchant ship, the Man's Promise.
It appears the tide is turning in your favor as the Rahadoumi crew begin to surrender en masse. As you turn you see Captain Harrigan appear from below deck gripping what appears to be a human heart and chucking loudly waving it around to intimidate the remaining crew.
I cannot see the map and assume you are all located at B5. FYI, maps are not my thing, I will place a map up and describe where you are located for battle scenes moving forward.
Perception DC 18:
You notice that not everyone is surrendering, what appears to be a senior officer and two sailors exit from below at the foredeck.
I have ONE spot available for Way of the Wicked. This is a game I took over on as DM so character creation rules are as follows:
Background on Talingarde:
What is Talingarde?
Who is Mitra?
Character creation - Crunch:
1) You will start at 1st level in two classes, as noted in the gestalt rules.
Thereafter, you will pick 1 Class as your primary class as the game will not be run as Gestalt. The Gestalt levels are a Legacy from the initial DM left in place for the benefit of the Players who spent so much time crafting their characters. Thus, you complete submission will be 2nd level.
2) 25 point buy
3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.
4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.
5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those interested in playing.
6) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.
7) Starting Gold as a 1st level max as the break out has already taken place in the campaign.
8) All characters must be LE or NE. No CE exceptions.
Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.
This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.
Consorting with the Dark Powers (Witchcraft)
Dueling unto Death
A one to two paragraph background which fits into your crime will be sufficient.
I will keep Recruitment open until Friday April 15th at 7:30 PM.
I have a well established table top group looking one new player.
The rules set is 3.5 with elements of Pathfinder mixed in.
The current group is between 6th and 8th level and the campaign will take the group to 17th level. The bulk of the story will take place in Waterdeep.
I generally DM twice a month though we take breaks for the summer and winter months, averaging about 16 sessions per year.
I have been DMing for 25 years so if you are interested in campaigning for beyond the forseeable future you will not be disappointed.
NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU
In 1930-31, Miskatonic University funded an Antarctic Expedition which ventured forth into the icy wastes of the southern continent in search of new discoveries. Instead the intrepid adventurers found horror, tragedy, and a great and ancient secret.
Real Life, a greater killer of PBP characters than any Killer GM has laid low another one of my players.
Please post a concept you are interested in playing if you wish to join the campaign.
Thank you for your interest.
I run a Legacy Era Star Wars Saga Edition campaign and just today had a player drop due to RL issues.
The character I am looking for will be an 8th level Jedi.
As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.
25 Point Buy.
Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.
You may step into the roll of the Jedi who just departed the group Caleb Rook if you so choose.
Thank you for your interest.
An existing Rise of the Runelords Game needs a new Player. The preference is for a Martial type character though a Cleric could be useful for this group.
Note that Marcelano is the Player you will be replacing and the God he currently worships is one whose presence I would like to keep in the group...
I will make my decision based on CONCEPTS initially so a brief background is all I am looking for at the moment. Once I make my selection crunch can begin.
I will keep this Recruitment open until next Friday the 12th.
What makes this special:
each character in this play through will have been chosen by one of the gods- marked from birth and delivered to Sandpoint to be taught by the priests there. This must be a significant element of each character's background. And each player must select one of the 6 gods worshiped at the Sandpoint Cathedral to be the god that chose your character. More details about this are spread through various sections.
Character Creation basics:
- 25 point buy (standard Paizo sliding scale)
- alignment within 1 step of your god; no evil,
- *NO 3pp materials*
- we will be using Hero Points; you cannot take the anti-hero option
- all core races are fine. see the special note about humans below.
- you may apply with a featured race, with the following caveats: no aasimars (it would interact oddly with a plot point); a tiefling must be chosen by Sarenrae (the backstory should include being shunned as a result, and some form of redemption); the chances that I'll accept more than 1 character with a featured race are very slim.
- no uncommon races.
Humans are by far the most common race in Varisia (and most of Golarion). Ideally, I would like the party to reflect that. I also think there should be more in-game/mechanical cause for humans to be so dominant- so... Humans gain +2 to any one physical stat, and +2 to any one mental stat; this replaces their normal stat adjustments and does not alter any other racial abilities (dual talent is not available).
all paizo classes are available (see unchained section though). no high-tech archetypes. you may multi-class or take prestige classes normally.
each character gets to pick one domain (or subdomain) granted by their god. the available gods are: Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn. their domains and subdomains can be found at the Archives of Nethys.
the character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses/etc as normal). they also gain the domain's spells as Spell-like abilities. each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at second, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha. I understand that using 2 separate stats for the powers and spells might be tough on MAD characters, but it will help mitigate against anyone trying to super-specialize one stat like some pally or oracle builds do.
- summoners and rogues must use the unchained versions.
- barbarians must use the standard version.
- monks can apply as standard or unchained versions.
- we are using background skills. because of your particular backgrounds, knowledge[religion] is available as a background skill.
- no variant multiclassing. (your divine power is kind of already a better version of VMC Cleric).
- only rogues get skill unlocks (classes or archetypes like investigator or slayer that have an opportunity to select a rogue talent may choose to gain signature skill as a bonus feat in place of any rogue talent).
- we will not be using the Stamina system (we have enough options, and enough things to track, already)
You're welcome to take item crafting feats but we're going to keep the pace of the game fairly brisk so be warned that the amount of free time you have (or don't have) will restrict how much crafting you can get done.
everyone gets Birthmark as their campaign trait it's normally a faith trait, but for this campaign it will count in all ways as a campaign trait. this should be reflected in their backstory, and everyone's parents/guardians/whatever should have brought them to Sandpoint because of their birthmark (at least 6 months ago, but as early as infancy if you prefer).
everyone may pick two more traits following the normal rules. no drawbacks.
The city of Kintargo is suffering. Renowned as the most prominent beacon of artistry, creativeness and free thinking in the whole of the opressive infernal empire of Cheliax, the city has fallen on dire straits.
These are strange times for Cheliax. Nothing has been the same since the iomedean inspired revolt known as the Glorious Reclamation has rocked the southern part of the country and the reigning House Thrune has responded by thightening its grip on everything it could.
It seems Barzillai was the attempt to secure the archduchy of Ravounel, a notorious hotbed of sedition and rebellion against the Asmodeus-given right to domination of House Thrune, but no one thought too much of it.
A week ago, 3 days after mayor Bainilus disappearance, the Victocora's estate burned to the ground and the whole noble family went suddenly missing, in what is now called the "night of ashes". At the same time important figures and common people alike started disappearing. Some were taken in for interrogation by the dottari guards and never came back home, while some others just disappeared, apparently without anyone able to confirm what happenend to them. The most unfortunate were those found guilty of some alleged crime and publicly exectued by order of Barzillai himself.
In the following days this trend continued and after declaring martial law, Barzillai issued seven proclamations who offended and enraged the sensibilities of several kintargan citizen:
Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one copper piece.
Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.
Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds are to be rewarded with a payment of two silver pieces upon transfer of the dogs to the dottari. Such noble guardian creatures should find homes worthy of their kind!
Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion.
Proclamation the Fifth: Grain is life! Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one copper piece per grain.
Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.
Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.
Unsurprisingly the dituation didn't sit well with a lot of Kitargans. Several minor protests have already taken place into the city's streets and squares, only to be rapidly put down by the dottari guards and the hellknights of the order of the Rack.
Yet even this has not been enough to quench the flame of rebellion and today you find yourselves at Aria Park, a location just south of the Kintargo Opera House where Barzillai Thrune has made his new home, after closing it to the public.
By fate or design you find yourselves near each other in the wet and crispy morning air. A light drizzle has just finished pouring over your heads and people are starting to converge on the still half empty plaza, seems like you have time to make the acquaintance of your fellow protesters!
The lingering warmth of summer still holds to the Lost Coast. The temperature and sunshine have blessed Sandpoint and The Swallowtail Festival. Kids scamper about waving brightly colored paper mockeries of butterflies. Men and women alike holler, laugh, and share hearty conversation as others set up food carts, tents, and the like. The occasional guard will walk through, but is often engaged completely in the festivities like all the other residents of the village.
The temple itself, the reason for the enhanced celebration, is brightly decorated with streamers hanging from its walls and flowers blooming from its gardens. The new chapel stands proud and tall, a bastion of faith and religion.
Though the town, especially the square outside of the church, buzz with bustle and activity, a spreading and respectful quiet begins to possess the revelers as Mayor Deverin takes the stage for the opening speech.
The mood does shift, but only for a second, as Sherriff Hemlock reminds people to be safe, and leads the town through a moment of silence for those who lost their lives 5 years ago in the fire. Playwright Drokkus takes the stage and with an impromptu limerick about Das Korvut, lightens the mood. Finally, Father Zantus himself declares the festival underway.
A few magical prestidigitations take effect showering the sky with puffs of animated smoke resembling the holy symbols of the faith. The crowd soon dissipates into eating, drinking, gaming, and general carousal.
I am looking to run a 1920's-1930's era Call of Cthulhu campaign. So far I have 2 slots filled but I am looking for 4 more players.
The Campaign will start in the United States in the late 20's and then make its way overseas as the Adventure unfolds.
I will be using 30th anniversary edition rules (though I find the rules of 5th and 6th rather close in my experience as a player).
No need for any crunch just yet but feel free to submit concepts and professions. The game will not start until Thanksgiving weekend.
A gorgeous crystal fountain tises in the center of this chamber, fashioned to resemble flowing abstract designs that suggest sunlight sparkling off water. A wide pool surrounds the fountain. The pool's edges have been fashioned into seats, presumably so that guests could relax in the pool and enjoy the spray given off by the fountain.
I am running a V20 campaign and I had a player drop out as a result I have one opening.
I am using the new V20 rules - if you don't have them and only have an old rules set it is not an issue for me - I can update you on any differences. All characters are currently human and the game is still in the prologue stage though we will soon enter full game play. As the game progresses the characters will become embraced. Players may either choose their Clan or have me choose it for them.
The following clans may be chosen if you do not wish me to choose for you:
The discussion thread explains some of the differences between my world of darkness and canon. Differences will become clear as gameplay continues.
The backdrop is Venice in the Year of Our Lord 1309. The city is feeling the strife between the Pope and the Doge with Nobles picking sides for or against the Doge's current defiance of the Holy See.
I don't need stats at the moment just a simple one paragraph background and a concept.
I will keep Recruitment open until this Friday afternoon August 17 at 3 pm. I will make my decision the next day based on the concept I feel fits best with the current party.
The current party:
Venice The Year of Our Lord 1309
While the rest of the Italian City States are ruled by autocratic despots Venice is still an Oligarchy. Currently Doge Pietro Gradenigo and the members of the Great Council guide the city though this turbulent time period. Recent changes to the law have much of the citizens still grumbling about the dangerous turn the city has taken, through deft political maneuvering the Doge has closed the Council to those who have either already sat on the council or who can prove that relatives were on the council in the past. Though there are still plum positions to be sought by those who are not “included” much of the citizenry has been closed off from having an effective voice in the administration of the city.
Current Noble Families: Dandolo (supporters of the Doge), Gradenigo, Soranzos, Querini, Tiepolo, (last two opponents of the Doge), Ca’Grande.
There are people from all walks of life and all cultures in Venice at this time, merchants and skilled laborers hold great prominence in the city not just the Venetian “nobility”.
Traditionally Venice looked to the east and the Mediterranean Sea. Her founding fathers were as much Byzantine Greek as they were Latin. In fact Venice’s Doge was one of the architects of the fall of the Byzantine Empire over 100 years ago. Since that time though, the Latin Kingdom of Constantinople (never much more than the city and its walls) fell to the Palaeologus line which has revived the Byzantine Empire. Relations between that Emperor and the hated Genoans was long established which weakened Venetian Black Sea trading interests. However, the most serious blow came over 15 years ago when the Mameluke Sultan of Egypt swept away the last of the Crusader states in the Outremer. Though the Venetians immediately opened relations with the Sultan their position which was once one of strength has been diminished by unstable relations with an infidel.
As her Mediterranean power has been checked, her power on land has grown. Venetian mercenaries who unlike the mercenaries of the other Italian city states which look for deep pockets, are from the lagoon itself and are loyalt to the "Republic". This however changed just over a year ago when Marquis Azzo VII of Este died at Ferrara leaving no legitimate offspring. It would appear that one of Azzo’s two brothers had a claim to the seat of power in Ferrara. Before his death Azzo had named his grandson Folco, from an illegitimate son, to be his heir in his will. The brothers were furious and Folco’s father Fosco appealed to Venice for help.
Naturally Venice was all too eager to aid Fosco’s son retain the title after all would this not extend the control of her land Empire? The Doge dispatched a military force to prop up the young heir. The Pope though had no intention of seeing Venice gain such a prize and resurrected the papal claim of Suzerainty over the city declaring in favor of the brothers. Doge Gradenigo refused to yield and did not withdraw Venetian troops when ordered to do so by the Pope. After all, Venice had long been outside of the direct influence of the Pope’s influence. Appeals by the Doge fell on deaf ears and Pope Clement threatened to excommunication and interdict on the Republic, its Doge, his councilors and captains and all those who gave advice against the wishes of the Holy See.
Naturally such a threat was poorly received by the Doge who refused to secede to the wishes of the Pope. A delegation was sent to try a diplomatic solution but was rebuked. It is now February of 1309 and the streets and canals of Venice have become a dangerous place. The Great Council debates over the pending excommunication with the enemies of the Doge as well as his supporters out on the streets calling for the support of the people and in many instances coming to blows...
I playtested D&D Next last night. Obviously with an NDA I can't say a whole lot about it but I wanted to share my initial impressions.
Currently I run a 3.5 Forgotten Realms game (with some Pathfinder tweaks). I have never played 4E because I had so much invested in 3.5 I did not see the point in switching over so I don;t have a handle on what 4E was like. I played 1E (briefly), 2E, and the Basic Red set from the late eighties.
Character creation for D&D Next was very simple and you could get the character up and running very quickly. This early on options are limited and rules are fairly basic so we had few issues where the DM had to step in and house rule things. We played a dungeon crawl classic so a lot of combat and the combat rounds were very fast. We probably had 5 or 6 combats with over 50 different opponents and with a lot of commentary and breaks in between it took about 4 hours.
My opinion a lot of fun to play and it had a very old school feel.
I was in the Complete Strategist (in midtown Manhattan) today just taking a look around and I was a bit surprised to see a big Paizo display where the nWoD books used to be.
Prior to today all Paizo products were lumped in on a shelf across from the 4E D&D books.
I don't know if the amount of Paizo products prompted the Strategist to move the books into a more visible space or if sales have increased for Paizo in NYC but I just thought I would share. :-)
I am playing a Cleric in a PBP on these boards.
At the moment he is 7th level and I have been focusing on Channeling Feats for his build. I downloaded the APG but did not at first glance see any Channeling Feats (I was at work when I scrolled through so maybe I missed something).
Is there another guide that expands on Pathfinder Channeling Feats? Is there a Pathfinder equivalent to 3.5's Quicken Turning? That would be an amazing feat for the build.
Any help is appreciated. Thanks!
I am almost ready to run this adventure after an interlude that has to do with plot which has nothing to do with the adventure as written.
I plan on having Allustan replaced with The Faceless One (the real Aklustan being trapped in the tomb as per the adventure).
Once they arrive and see the devestation, FO will claim that he (and a local adventurer along with the Garrison) forced the Dragon to flee though it did deal a great deal of damage to the town.
He will then lead the PC's back to the Whispering carin claiming that he found a new area to explore. (Which is partly true though he was not the Allustan that discovered it).
Once they arrive near the entrance, he will drop a Wall of Ice in front of the entrance and force a fight between himself, his cronies, Ilthane and the PC's.
IF they make it into the Cairn I may get rid of a few of the enemies in the tomb itself. I have seen a lot of ideas about what villians to use and not to use in past threads. Anyone recently running the adventure do anything different inside the tomb?
I am starting this module tonight! :-)
I have made some significant modifications to the adventure so I am really looking forward to this one.
My PC's may not opt to compete in the games which would be a shame as Kullen's Gang (an expanded version) has entered with backing from Balabar Smenk. I am looking forward to that fight.
Did anyone's PC's actually destroy the Urgustala (SP?) before the games began?
I should be finishing TFoE in the next session or two. I am looking to change up the next installment a bit. Here are my ideas I would love to hear how others approached it.
Tying in the party
Details of the Seige
Implementing the Spawn of Kyuss
I was reading a thread by Armnaxis over in the AoW area where after a TPK his group stopped playing the AoW campaign (though he is DMing it now).
I have as a DM never had a TPK in one of my groups nor have I as a player ever been in a group that has been TPK'ed. As DM I don't like them. They shake up the storyline and can clearly end a campaign. I would hate to have to start over completely and I don't think it is good for player morale. At the VERY end of a campaign I will show no mercy but I don't do the same thing during the rest of the campaign. When we get down to one PC alive I do admit I fudge rolls to allow that last character to get away and regroup.
How does everyone feel about them? From a DM and a player perspective I would like to hear opinions.
I finally started running the adventure last week. They cleared out the main chamber, the lair of the laborers and most of the lair of the architect. They loved it so far and with the modified origin of the Cairn they really got a sense of how amazing the adventure is. They are veteran gamers so they figured out that they needed to light the lanterns to make "something" happen. This Friday I finish it up. No deaths so far but a few bumps and bruises for sure :-)
Now that it has been out for a while is it doing what it is supposed to do or did it not live up to expectations? Just curious about how it actually turned out.
I have not and will not be using 4E. If I had the time I would consider trying the game as a player. Bottom line is I am neutral about the system, I neither think it is the greatest system ever nor do I think it is terrible. I just have sooo much 2E and 3.5 material I do not see the need to spend more money on RPG supplements. The friends that I do know who are using 4E think it is enjoyable. They also believe that DDI is very useful and adds a LOT to the game.
DDI Moving Forward into 5E-
The issue I see on the upside is when 5E is released with online support from DDI, Wizards could at low cost support both versions of the game in a way that would just not be feasible when the switch from 3.5 to 4E was made (or 1st to 2nd, 2nd to 3.0).
The issue I see on the downside is that in the eventual conversion to 5E Wizards no longer supports 4E. Sort of the equivalent of WoTC coming into your house and taking all of your supplements off of your bookshelf. So much of 4E is online based if they do not support it after a switch over it could be the equivalent of a wipe of 4E.
Anyone else have any thoughts on this?
My Age of Worms campaign stared two weeks ago. The characters met one another at the Council Hills meeting in the Eastern Shaar. The Shaar has been relatively peaceful for the past few years except for reports of strange undead raiding the outlying areas of the plains (especially near Sharawood). In fact with the relative peace even the civilized humans of the area have decided to come to the Moot in order to trade with the tribes. All races except for the Thri Kreen have gathered in the shadows of Council Hill.
The most surprising visit was a delegation from the Old Empire of Unther. Gilgeam sent his priests to assist the "Free City" arena manager and legendary gladiator Loris Raknian to gather teams for the 500th year of the Champion's Belt games which will be attended by Gilgeam and his priests this year. In order to attract attention to this event among the savage tribes, Raknian is holding a Contest of Champions event allowing the best teams free admission (or at least admission at reduced prices).
The characters are from all parts of the Shinig South and beyond.
Beta a Warforged Warblade claims he was created by a Gnome from the mysterious Lantan Islands of the west. Beta along with Scorpius Gorger Human Necromancer and Spellcasting Prodigy, journeyed to the Moot from Halruaa to assist their Mentor Severus Septimus in his search for a Spirit Shaman that can cure his teenage sons horrible nightmares. Scorpius does not come just to aid his mentor but to escape an investigation as to his part in a necromantic ritual that caused the disappearance of many Halruaan citizens. Scorpius does not remember much of that night or at least what he does remember he is trying to forget. Beta has his secrets as well, he has memories he knows are not his though he cannot unravel these mysteries with his childlike mind.
Dakkon the Githzerai Monk from Limbo traveled to Faerun from his native plane sent by his parents to sate his wanderlust in a safer locale than Limbo itself. He journeys with Aldon the Elan of the Grand Duchy of the Border Kingdoms a Psion (whose past is a mystery even to him) who seeks a meeting with a dangerous bandit leader Furifax the Half Elf. He believes that Furifax can assist him in purging the Untherite influence over a small but prosperous mining community, Diamond Lake on the eastern border of the Derlusk Forest. Aldon seeks to usurp this community for himself and the secretive cabal of Elan which rules the Grand Duchy. Dakkon mixed himself up with an evil Monk Idim until his mentor Tilbury the Halfling saved him from her evil clutches. Dakkon hides from Tilbury the curse this woman passed to him, his craving for the flesh of living humanoids!
Boris Lockhem Shield Dwarf and devout follower of the Dwarven deity Sharindlar has also come to the Moot to sell his alchemical wares. His main concern is the concern of all dwarves how to increase his wealth in this mortal coil.
Hamar of the Hyena tribe a Sendasti Barbarian born of human has come with his tribe to the Moot. He seeks the answer to the riddle what am I if I am not human and how was I born to woman? He and his childhood friend, also a non-human, have had nightmares of death, crawling and writhing death since puberty though they are not sure what these dreams represent.
Caelquash the Wild Elf Fighter of the Chondalwood also comes to the Moot accompanied by his Mentor Ethes. He was accused of a heinous crime against a young elf maiden and exiled (unfairly he believes) despite proving his innocence under truth telling magic.
Lastly, Mao the Human Rogue acolyte of the Tyrant God Gilgeam has come to the Shaar to purchase more slaves for his harem. Mao is haunted by the spirit of his dead sister who he believes he violently slew in a drunken rage though his memories of that night are lost to the blackouts of dwarven spirits.
Unknown to these adventurers, they have all have some connection to the the Age of Worms. Will they be able to prevent the coming of this black age or will they aid in its usherance into Faerun?