| GM SpiderBeard |
Thousand Bones nods grimly, and takes a moment to gather himself before speaking. His voice takes on a different timber as he begins to tell the story.
"Skurak was a great warrior and greater traitor to the Sklar-Quah. He slew his brother, a man of even greater courage. To the Sklar-Quah, family is purity—crimes against family are the greatest one can commit. Although Skurak claimed the death was an accident that occurred while he and his brother were hunting, others spoke of murder spawned of jealous rage. Skurak was declared a tshamek by the Sun Shaman and cast out. But before Skurak left, he said he would be born again and return to his tribe.
This he did.
He went to the killing grounds of great Cindermaw the Clan-Eater. Skurak walked up to the beast carrying only his dagger. Without fear he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, and had left his misdeeds behind in the cleansing fire of Cindermaw’s belly. The legend says the Sun Shaman accepted this and Skurak’s time as a tshamek was spoken of no more."
There's a moment of somber silence as the tale ends. He looks to you.
"In the eyes of the Sklar-Quah, to repeat such a mighty feat will not only be impressive, but the cleansing fire of Cindermaw's belly will surely burn away that part of you they hate. Now - I know your question before you ask it - what is Cindermaw?"
Ash Dancer speaks. "I have seen Cindermaw with mine own eyes. A mighty purple worm, but also a demon for it is infused with a great fire. It is the greatest predator, capable of consuming entire tribes, and we all know its legend. It hunts in the extreme west of the Ash-Blown lands for the volcanic activity soothes the beast's troubled spirit."
Thousand Bones speaks again. "You are mighty heroes, that is certain - pray do not be too mighty. To many of us, Cindermaw is a god of sorts. If you simply kill Cindermaw, the story dies, and perhaps Cindermaw was never a god at all. To fight, be swallowed, and escape so that the legend lives on - that is all the more impressive. And for this story to spread, you must have witnesses."
Chief One-Eye speaks up. "I will send four boneslayers with you, they are young, but they are brave and know the Cinderlands well. They will be your guides and witnesses to your deeds."
Ash Dancer cuts in. "Don't get them killed, tshamek!"
| GM SpiderBeard |
Ash Dancer stares at Raven Six for a moment and then holds her hands really far apart.
"This much."
One Eye grimaces. "Cindermaw was here when we were forced into these lands. The stories say it was here with the Thrallkeepers in the old times, but all we can be sure of is it is truly ancient."
| Thjodrorir "Thod" Six-Picks |
"So, get eaten by a big flaming worm and cut out way out... Just one of us has to do this, right? 'Cause I wonder if all of us could survive that... Though I wonder if any of us could survive that..."
| Donnell "The Fox" |
"Right - get swallowed by a demon, then cut our way out without killing it...?" Remembering where he is, Donnell checks the sarcasm in his tone: "Well, Skurak was certainly a heroic figure. We will do our best."
Donnell nods quietly at Thod's statement: "Let's talk a bit about how we will accomplish this."
and, quickly flicking his fingers: "Privately, so we aren't accused of cheating."
| GM SpiderBeard |
With the information exchanged and you agreeing to undertake the tasks, Thousand Bones smiles broadly. "It is good you do not understand the significance of what you are about to do. For tshamek to undertake these tasks is unheard of. There will be stories told about you for a thousand years should you succeed in charming the Sklar-Quah."
---
With that, you can retire to your tent where - after a quick check - you are certain you can speak alone. The promise for the next day is that four young warriors will accompany you to guide you, defend you, and witness your deeds.
| Donnell "The Fox" |
Checking to see if Donnell knows anything about Purple Worms, generally,
Knowledge (Dungeoneering): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (3) = 14
and Cindermaw, specifically
Knowledge (Local): 1d20 + 11 + 1d6 ⇒ (10) + 11 + (4) = 25
y'know, rolling above 10 would likely be advantageous...p
Left alone in the tent and, after quickly ascertaining that nobody is listening in, Donnell proposes to discuss strategy: "So, we don't know what exactly we will be facing - a demon in the form of a purple worm?! That sounds tough under normal circumstances. Being eaten by it then surviving without killing it? Well, I think we should take any advantage we can. Thod... I hate to ask this of you, but you are the toughest of all of us - how do you feel about being eaten?"
We can probably abstract a discussion of how best to prepare whoever will be eaten. We have some potions of Fire Resist, and Donnell can stretch those a bit with Alchemical Allocation, if we think everyone should have one (this lets us gain the benefits of a potion without consuming it). Freedom of Movement and Channel Vigour are also likely useful. But he doesn't have anything to protect from, say, acid. Thod (or anyone), feel free to take a look at Donnell's list of extracts that he can prepare (about halfway down the character sheet).
| GM SpiderBeard |
Donnell slept through that part of inquisitor class, but they are also very famous bad guys so everyone knows a bit. Purple worms are truly enormous scavengers, famed for their ability to swallow a whole adventuring party. And notably, they burrow underground and do so very, very quickly.
Waiting for the rest of the group to chime in!
| Donnell "The Fox" |
"Yeah, so a giant purple worm is like... well, it's like a worm. But purple. And also really big. Probably that's terrifying to non-hero types."
| Thjodrorir "Thod" Six-Picks |
Thod... I hate to ask this of you, but you are the toughest of all of us - how do you feel about being eaten?"
"Whaddya want me to say? That it sounds like fun? Sounds painful and miserable. But I've been beaten up, hacked, and dealt with all sorts of disgusting and painful things since I came to the city. But if this is what we have to do, then let's get to it."
"Never really was told: Do all of us have to do this getting swallowed business? Or just one of us? And yeah, we need to prepare as much as we can. Protect against fire... And I guess acid."
Neither of our Alchemists has Resiste Energy or Protection from Energy? Fortunately, I do know Resist spells are on the Cleric spell list. But yes, I presume we'd want to double up our protections. Both Resisting Acid and Fire. Beyond that, I doubt there's any easily obtainable protection from physical damage.
If I recall, there's a few ways to get out of being swallowed whole. The way expected here is to cut your way out. Note you'll need a small cutting weapon to do this with. The other is to essentially 'grapple' your way back up through the throat and out the mouth. This, however, requires beating grapple checks with a giant-ass worm. Finally, if you can make the concentration check, you could teleport out, but that might not 'count.'
| Donnell "The Fox" |
Yeah, those lists of formulae are long and others seemed more interesting - a mistake in retrospect. Unfortunately, though Donnell's Formula Alembic lets him learn the alchemical formula from a potion, the potions are to specific energies and the formulae are to general "energy" so it doesn't really line up.
Donnell's got a pretty decent Fort save, so I'm less worried about the "being swallowed" part than I am with him getting back out - as Thod points out, I think we'll have to escape non-magically for it to count (and I just keep picturing Drax in the opening sequence from GotG2).
| Thjodrorir "Thod" Six-Picks |
... though Donnell's Formula Alembic lets him learn the alchemical formula from a potion, the potions are to specific energies and the formulae are to general "energy" so it doesn't really line up.
Potions are just liquefied spells. Since there's no 'Fire Resistance' spell, Formula Alembic should give the source spell, even if the potion is more exact. So you should be able to gain the Energy Resistance formula through a Fire Resistance Potion.
Here's another dirty trick. Does anybody have Freedom of Movement? Swallowing Whole is technically a grapple check, and FoM lets you automatically win any grapple check to escape. So, get swallowed, go down the gullet, then use FoM to wiggle back out the mouth.
| Donnell "The Fox" |
Oh yeah - sorry, I meant to mention that before: Freedom of Movement is actually the only 4th level spell that Donnell has.
@GM Spiderbeard: Is Thod's suggestion okay by you? That is, if Donnell runs a Fire Resistance potion through Formula Alembic, will he learn Energy Resistance?
| GM SpiderBeard |
Yep, that works. Also keep in mind you have a powerful cleric with you. Feel free to peruse the cleric spell list because he can cast all of that.
You recall Thousand Bones saying only one of you need be eaten by the worm.
| GM SpiderBeard |
We seem to be down two players so I'll put the game on chill (it's a good point for it) until they have the time to post.
| Thjodrorir "Thod" Six-Picks |
"Well, only one of us needs to be swallowed... But, y'know, can't hurt to have a few of us succeed... Well, I mean, it'll hurt. A lot. But still..."
So, in short: Protection from Energy, (Fire, Acid) light cutting weapon, and/or Freedom of Movement. Not a lot else I can think of that would help.
What's our strongest light cutting weapon? I got a +1 Dagger.
| Donnell "The Fox" |
@Thod: Yeah, that's probably the best we have - Donnell and Raven have rapiers and crossbows, looks like SS's only magic weapon is a warhammer. Best we could muster would be a MW dagger.
Also, those potions are "Resist Fire" so the spell will be "Resist Energy" (so, 2nd level, and confers Resist 20 for 100 mins).
@Sevenspawn: If you want to use that spell slot to prepare something else, that would be fine - Donnell can prepare 2 fourth-level spells, but only knows Freedom of Movement, so that might be the best use.
So, Donnell's spell prep:
1st level
- Enlarge Person
- Expeditious Retreat
- Heightened Awareness
- Shield
- True Strike
- (Unused Slot)
[ooc]2nd level
- Alchemical Allocation x2 (use potions without consuming)
- Bull Strength
- Resist Energy x2
3rd level
- Channel Vigour x2
- Heroism x2
4th level
- Freedom of Movement x2
| Sevenspawn |
The tale of Skurak - a man who killed his brother, and who was born again - troubles Sevenspawn. It weighs upon him as he think about his Broken Crown.
"Well, only one of us needs to be swallowed... But, y'know, can't hurt to have a few of us succeed... Well, I mean, it'll hurt. A lot. But still..."
"I would do this thing," he finds himself offering. "If it presents itself."
| Raven Six |
"Hmmmno," Raven Six says, as she watches the rest of the party over steepled fingers. "Thod is stronger, fitter, more likely to survive. I have a few formulae that may be helpful."
Raven Six explains that she wants to fortify Thod by providing him with extracts of Bull's strength, to be able to get out of the purple worm all the faster, and False life so he can withstand its gastric juices longer.
I just realised I still haven't finalised my shopping in Kaer Maga. >_< Sorry. Kept getting sidetracked. Is it okay if I make a few formula purchases now, or is that too metagame-y?
| Raven Six |
"Provided we have the time, I can also brew extracts which will temporarily immunize you against fire and acid, friend Thod," Raven Six adds. "Cheaper and faster than brewing potions."
| GM SpiderBeard |
With a general plan of downing some fire resistance protection and just fighting out of the worm, you get to sleep.
At the crack of dawn, you are awakened and brought out. The Sklar-Quah are long gone, and you see four young Shoanti looking at you expectantly. Thousand Bones stands beside them, leaning on his staff.
"These brave young boneslayers are to be your guides and witnesses. Please meet Ahalak," A small, wiry young man barely concealing a huge grin. "Hargev," A stockier, serious-looking man who seems a little shy. "Nalmid," a brawny woman with a fierce scowl on her face. "And Shadfrar," a slip of a woman carrying an earthbreaker that seems far too large.
"You are responsible for their lives and their safety, although mighty warriors in their own right - this is a dangerous journey. And before you leave, we have gifts for you to aid you on your journey."
Thousand Bones brings up a basket full of gear. Going through it you find:
- Five potions of cure serious wounds
- A wand of create water (44 charges remaining)
- a wand of endurse elements (23 charge)
- five pots of war paint (three red two silver)
Your four guides look to you as you receive the gifts. Thousand Bones grins wryly. "Good fortune. I trust we will hear great things very shortly."
| Thjodrorir "Thod" Six-Picks |
"Hey, everyone." Thod greets the Shoanti somewhat awkardly. "Guess you'll get to witness us do a heroic deed... Or, failing that, you'll get a cool tale of watching a bunch of idiot outsiders die horribly by being eaten by a worm. Guess you four come out ahead either way."
Thod chuckles nervously at his own attempt at a joke.
| Donnell "The Fox" |
Donnell thanks Thousand Bones profusely for the gifts and waves farewell to any Skaon-Quah with whom he's spoken over the last day.
Making whatever gestures of greeting are appropriate to the young warriors, Donnell invites them to lead the way.
I'm not sure if they speak common, so Donnell will translate Thod's joke in Shoanti (and any response or other conversation).
Also, I'm not sure (but Donnell would definitely ask) if the journey is better on foot or using the cart. If the former, then he will make sure the cart is secured, and the wyvern tails are prepared sufficiently to ferment while he is away.
While on the road, Donnell will ask the warriors about their particular skills/prowess (just trying to get a sense of whether they are all "fighter" types, as well as their feelings about the use of protective spells).
| Raven Six |
Raven Six executes a rigid, formal bow to Thousand Bones, hands clasped in front of her chest.
"I trust we shall have a legend worthy of telling you when we return," she tells the shaman.
And then ... there are the young guides.
"If we are to travel together," she says, "I agree with friend Donnel; I should like to know your skills inside and out of battle. Who knows what prey may find its way in front of our blades? It would be good not to get in one another's way. Will you speak of battle tactics with us, that we may keep each other alive until we return to the holdings of your Quah?"
| GM SpiderBeard |
Back, b%*&* es!
Alahak is the one who speaks up, enthusiastically. "I speak your language, tshamek. We are warriors of the dead, and fight with their power. But expect us to use our bows in combat. Your big dwarf can go in front." He grins.
Crunch-wise, they're ranger/oracles. Tactics-wise, you can suggest things but they won't take orders until you impress them.
It becomes apparent after a bit that taking your carriage may be ill-advised for the sheer advantage of speed and terrain. The boneslayers, however, are -extremely- impressed with the horses you have and you're promised.
The Skoan-Quah gather to see you off. A solemn bunch, they simply gather and stare as you ride westwards towards the hunting grounds of Cindermaw.
---
A couple of days pass through the badlands. The boneslayers with you are reclusive and clearly unsure of what to make of you. Alahak is a little more friendly while Nalmid is openly suspicious. Apparently rather than hunting Cindermaw, you simply move into its hunting grounds and instead you will be the prey.
After a couple of hours of riding on the third day you hear a gasp from the boneslayers. You ride up to see a gruesome sight in in the middle of the badlands.
A head of a Shoanti woman has been impaled on a stick, crossbow bolts sticking out of her eyes.
| Raven Six |
------------
When the group comes across the head of the Shoanti woman, Raven Six walks towards it with no visible sign of distress, and subjects it to an intense scrutiny.
(Heal to check for cause of death: 1d20 + 10 ⇒ (13) + 10 = 23. Perception to check for other interesting information: 1d20 + 18 ⇒ (20) + 18 = 38)
Having finished her investigation, the Alchemist takes a book out of her pack, opens it to a marked page ... and starts to recite prayers to Pharasma. It is one of the old prayers, known throughout Avistan; anyone who wants to join in can easily do so. A prayer to guide the souls of the untimely slain to the Boneyard and Pharasma's judgement.
| Donnell "The Fox" |
Donnell looks grave as, in concert with Raven Six's investigation, he searches the area for evidence of the perpetrators' trail:
Survival: 1d20 + 6 ⇒ (16) + 6 = 22
and examines the head for an indication of the woman's tribe:
Knowledge (Local): 1d20 + 11 ⇒ (5) + 11 = 16
Donnell will defer to the Skoan-Quah warriors, wondering how best to show proper respect and deference to the dead.
I'm also interested in the origins of the bolts - I'm not sure if that might be covered by the other two rolls. (Likely it will just be generic, but some areas/groups might fletch them differently)
| GM SpiderBeard |
The woman appears to be Sklar-Quah, although her head has been dessicated from the heat. The boneslayers with you let out gasps of horror as they come upon the head. It's clear they know the meaning.
"This is the work of the Cinderlander. A famed enemy of our people. He does not attack large groups, but lone hunters fall to his strange screaming crossbow. We have many stories of him, but all we know is that he hunts our people."
Nalmid speaks shortly in Shoanti.
"He is a ghost of a Korvosan general out for revenge. He will slay our people until he kills an equal amount ot those of his friends that we took from him."
Reagardless, there is no indication anyone has been here recently. The head has been on this spike for weeks.
Alahak shrugs. "Perhaps. We think the crossbows in the eye are a message, that you will not be able to find your wya to the afterlife. He hates us."
| Raven Six |
"Mere crossbow bolts will not stay the hand of Pharasma," Raven Six says. "Come. Let us remove these insults and wrap the head for transport. We will carry it back to the Sklar-Quah for proper interment."
| Thjodrorir "Thod" Six-Picks |
"If we meet this bastard, I'll stick his head on a spike, and use it for target practice. @$$hole. People get killed in war, it's how it works."
Thod grumbles and adjusts his armour.
"Well, if it's as old as you say, we might as well keep moving. Find ol' Hot Mouth and take the ride of a lifetime."
| Donnell "The Fox" |
"I can see why Sklar-Quah have little tolerance for tshamek. Perhaps we can add killing this 'Cinderlander' to our list of tasks to complete while we are visitors here. At any rate, let's do as Raven 6 suggests, and return this woman's remains to the Skoan-Quah so that her spirit can rest."
Is there any indication where the rest of her body might be?
Also:
Locate Traps: 1d20 + 20 + 1d6 ⇒ (11) + 20 + (6) = 37
| GM SpiderBeard |
Donnell looks over the area. There are no traps, no other real signs of human progress. This grisly warning was set up weeks ago and there is no sign of recent progress over these badlands.
The boneslayers gingerly take the desiccated head, removing the crossbow bolts before placing it in a dry bag.
"The head must be returned to the Sklar-Quah. We will take it back to the mounds when we are complete here."
There appears to be nothing else to learn from the display, and you continue on your journey.
---
Cindermaw's hunting grounds are clear on the other side of the badlands, and your journey stretches on for days upon days. You eventually come to a ford at the Yondabakari River some ways north of Kaer Maga, and after you cross the river, you come to truly brutal lands.
While east of the river the land was odd rock formations; canyons, gullies, and hoodoos filling the landscape you instead come to flat desert. The
There is nothing alive here and ash fills the air as you travel. Occasionally, you see molten rock ejected from the ground by strange cone-like structures, which land like bombs, exploding against the earth. It is hard to see too far, and despite the brutal heat, the sun is perpetually hidden in a red haze.
In the distance, you see an enormous shape suddenly burst from the earth before vanishing below - like an immense whale springing from the ocean before submerging itself. You are in Cindermaw's territory now.
| Raven Six |
Raven Six approaches Thod, and starts handing him vials of extract -- preferably where and when the Shoanti can't see.
"Protection from acid," she whispers, pointing out a tag marked with Dwarven runes. "Protection from fire. Heroism. False life. Drink these before entering its mouth. These two are Resist acid and Resist fire, and this one is Bull's strength. Use these if it starts taking too long in there, and the Protection extracts start to wear off. Each vial is marked with Dwarven runes, etched into the tag.
| Raven Six |
"On second thought, drink the False Life now. It'll easily last you for eight hours."
The vial containing the False Life-extract looks fairly innocuous, itself. The extract, however, is black and thick -- and once Thod pulls out the stopper, will prove to have such a powerful smell of licquorice that it might as well be a fist to the nose.
| Sevenspawn |
Sevenspawn has remained mostly quiet and contemplative, but observant. He inhales sharply at the sight of the massive beast rising and submerging back into the land, wiping the ash from his face.
"I understand the need for this," he mutters, looking down to Thod, "but this seems... like when we entered the death maze of the rakshasha. Are you sure about this?"
| GM SpiderBeard |
The boneslayers who have remained stoic or cocky are now clearly nervous and a few of them move to a large boulder as the ground below you ripples.
"Remember, your job is to make sure we are not eaten. Just you," jokes Alahak.
| Thjodrorir "Thod" Six-Picks |
Thod begins by taking a shot of liquid courage. "Gonna need a lot of booze to start thinking this is a good idea."
Subtly, among actual Halfling mead and shots of whiskey, he chugs down Raven's False Life extract, hoping it just looks like yet another drink.
Thod also starts shucking off some of his heavier gear, like most of his weapons and his backpack, leaving him in only his armour, with a single dagger, and an assortment of flasks.
"So, anyone gonna join me? Or is this a one-dwarf show? One person can survive, but multiples I'm sure will really impress them."
| Raven Six |
"If I join you, I will not be able to accurately paint your exploits later," Raven Six says.
...
"Yes. I am experimenting with artistic expression. Give me a good show."
| Thjodrorir "Thod" Six-Picks |
"... This isn't going to be one of those nude statues, is it?"
| Raven Six |
"Not unless you decide to strip naked," Raven Six replies, "which is something I do not recommend at this juncture. Maybe after you return from challenging the beast's esophagus, if you are so inclined."
| Specimen R6-a/H-001 |
"It's big, innit?" the homunculus remarks -- from her perch on top of Thod's helmet!
Before the Dwarf can swat at her, though, she takes flight and lands on Donnell's head, instead.
"I'm not going into that thing's mouth with you," she firmly tells the Dwarf. "So there! Buuut I don't mind flying high-up and telling you all if it's coming closer. Sound good?"
| Sevenspawn |
"Despite my trepidations," Sevenspawn intones. "I would do this thing with you." He unshoudlers his pack. "Perhaps it would do me some good. And you," he concludes. "Although if I die with you, I cannot bring you back."
| Donnell "The Fox" |
Sorry, gang. It's been a rough week - father's day, in particular, was pretty shitty this year.
Donnell glances over at Sevenspawn: "It's true that we might need your - ... the Everbloom's healing powers before this is over, but if you want," Donnell holds up several vials of murky liquid, "just let me know."
"As for you, Thjodrorir, this one will let you move fast or think more quickly Channel Vigour, and lasts about ten minutes. This one is the best - it should let you move around no matter what tries to stop you or slow you down Freedom of Movement, and lasts ... uhh... about an hour and a half... probably?"
@Thod: There's also Enlarge Person, if you're interested in that.
@Sevenspawn: If you're interested in following Thod into Cindermaw, Donnell should be able to give you the same buffs that Thod has.
@GM: Donnell will quaff Heightened Awareness (dur: 100mins), which will give him a +4 to initiative. If we get a few minutes warning before Cindermaw appears, he'll drink Fly (dur: 10 mins).
| GM SpiderBeard |
Sorry to hear that man. :(
You all settle in, and just wait. For a little while Cindermaw appears int he distance around you before plunging back into the earth. It's clear the great worm is toying with you... before finally the earth explodes.
The great worm rears before you, its strange maw opening to reveal a firey belly as it rises out of the earth. The boneslayers a let out a mighty cry as they get ready to do battle!
Boneslayers: 1d20 + 2 ⇒ (9) + 2 = 11
Raven: 1d20 + 2 ⇒ (6) + 2 = 8
Cindermaw: 1d20 + 1 ⇒ (3) + 1 = 4
Thod: 1d20 + 2 ⇒ (14) + 2 = 16
Sevenspawn: 1d20 + 4 ⇒ (14) + 4 = 18
Donnell: 1d20 + 8 ⇒ (2) + 8 = 10 (+10 urban)
Sevensdpawn
Donnell
Boneslayers
Thod
---
Cindermaw
EVERYONE IS UP!
| Thjodrorir "Thod" Six-Picks |
| 1 person marked this as a favorite. |
Okay, tallying up all 'da buffs.
False Life: 18 temporary HP for 8 hours.
Protection from Energy: Absorb 96 points of energy damage for 80 minutes. (Fire and Acid)
Heroism: +2 to Attacks, saves, skill checks
Resist Energy: Resist 20 on energy type for 80 minutes. Will not stack with Protection from Energy (Protection gets burned through first)
Bull's Strength: +4 Strength for 8 minutes.
Channel Vigour: All sorts of stuff, but only for 8 rounds.
Freedom of Movement: Again, all sorts of stuff, but the important part is:
All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
Leastwise, this is assuming Raven Six's Caster Level of 8. Though if Donnell is higher, that'll mostly bump up durations.
Sorry for the delay, but want to be sure. Can all these extracts be made twice between Donnell and Raven? If not, and Sevenspawn does come with me, I'll let him have the single ones, as Thod is more confident of his ability to fight out. I will note, that Thod will NOT take Freedom of Movement. That's more of failsafe for others.
Seeing Cinderspawn on the horizon, Thod continues chugging potion after beer after potion after beer.
When the great beast erupts out of the earth, Thod takes one last drink, throws caution to the wind, assisted by the rather large intake of alcohol, and begins running towards the beast, dagger in hand.
"ALRIGHT YOU BIG FLAMING WORM-THING! LET'S DO THIS! COME ON, @$$H0LE, EAT ME! I KNOW YOU WANNA!"
And, if it wasn't already obvious, Thod enters a rage. He will willingly fail any grapple check, and indeed aim to literally jump into the worm's gullet.