Age of Worms Session 45 Recap: Worms Gone Wild

Previously…

The Champion’s Games erupted into chaos as the Ruinlords faced an unthinkable terror—the cursed arcanist Lorien Thalorin, transformed into a colossal titan that nearly destroyed the Arena of Aroden. Only Lorien’s desperate sacrifice prevented annihilation, leaving him broken on the bloodied sands. Saint Alduin mocked the Ruinlords with cryptic delight while Loris Raknian watched from above, fury simmering behind his composed façade.

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The Arena of Aroden had seen glory before, but never a nightmare like this. The echoes of screams and cheers still lingered in the air, blending into an uneasy hum—a melody composed of wonder, fear, and confusion. Moments ago, an eighty-foot monstrosity of pure annihilation had risen, towering above Tymon like a vision straight from the blackest depths of the Abyss. Lorien Thalorin, the cursed silver-haired arcanist whose veins ran thick with eldritch horror, had wrestled the beast back from oblivion’s brink at great cost. Now he lay trembling on the blood-soaked sand, skin pale as fresh grave dirt, lungs heaving, spent—but undeniably dangerous. 

Saint Alduin stood serenely over Lorien’s shaking form, wearing a maddening smile. His eyes glittered with quiet amusement, savoring the moment. “You cannot kill him,” Alduin murmured, almost lovingly. “But tell me…what will you do with him?” 

The Ruinlords faced an impossible choice, watched closely by thousands of eyes desperate for an ending—any ending—to the madness. Up in the stands, Loris Raknian stared down with barely concealed fury, his fingers gripping the stone balustrade as if he could crush it into dust. He’d orchestrated a spectacle unlike any before it, but even he hadn’t expected this kind of chaos. 

Talabir, the arena referee, finally descended from the VIP box, air-walking gracefully to the bloody sands below. Behind him came Ekalim Smallcask, the bard whose unreadable expression hinted at a thousand hidden calculations. Gasping and struggling, Lorien forced out a weak whisper amid the heavy silence: “Let me go.” 

Eventually, Talabir offered the arcanist a Scroll of Teleportation to remove himself from the arena – and the city – without further risk. The Ruinlords watched in tense silence as Ekalim guided Lorien away to an uncertain sanctuary, away from the arena’s glare. 

Victory, however strange and bitter, brought rewards. The Ruinlords were presented with golden trophies and coin—but no celebration seemed possible tonight, not after the horrors they’d witnessed. 


Nightfall and Secrets

That night, the Coenoby lay nearly deserted, now occupied solely by the Ruinlords and their final opponents—Vixus the All-Mighty and his cunning mage, Khellek. Dinner was sumptuous but silent, punctuated only by the sharp clinks of fine silverware and the pour of expensive wine. Khellek drank greedily, eager perhaps to drown his own nerves. 

Cal broke the silence, his voice soft but relentless, asking Vixus about Lahana, Ekalim’s sister whose disappearance had haunted their every step through Tymon. Khellek tried drunkenly to divert the conversation, but Vaz’non’s sharp tongue repeatedly silenced him, allowing Cal to carefully pry open the old wound in Vixus’ pride. 

Vixus spoke hesitantly, eyes distant. He’d met Lahana last year, drawn to her beauty—and she, in turn, seemed enamored of him. When he’d won the Champion’s Games previously, Lahana herself had defiantly placed the champion’s belt around his waist, humiliating Loris Raknian publicly. Although there had been no overt threats, Vixus and Khellek felt they had barely escaped Tymon with their lives. Cal thanked Vixus quietly, watching as the champion left his table burdened by memory. The Ruinlords spent the remainder of the evening plotting and preparing, knowing now that their answers—and Lahana herself—would not be found beneath the arena but somewhere closer to Raknian’s heart. 


Clash of Champions

Noon arrived, bright and merciless. The city had emptied itself into the Arena of Aroden, filling every seat, each spectator’s eyes wild with anticipation. The Ruinlords stepped onto the sand, met by thunderous roars. Waiting for them was Vixus, cold-eyed and confident, flanked by Khellek and their grotesque creations: the Leatherworks, three towering flesh golems stitched together from death and cruelty itself. 

The final battle erupted in savage fury. Vixus surged forward, fists crackling with power, landing devastating blows on Dunner. Khellek ascended quickly, weaving illusions of himself across the sky, directing his monstrous puppets below. But Alfie, ever sharp-eyed, unraveled Khellek’s flight with a precise spell, sending the wizard plummeting into the dirt. Vaz’non seized the opportunity, raining flames from above, igniting wizard and warrior alike, while Cal unleashed barrages of magic missiles, battering Khellek relentlessly. 

Tike moved swiftly, fists blurring with supernatural speed, battering the mighty Vixus with a force no mortal should withstand. Yet Vixus endured, a bloody smile crossing his lips—just before the earth itself rebelled against them all. 


Blood of a Champion

The arena floor heaved violently, splitting apart in a thunderous eruption. A grotesque colossus, a bloated yellowish grub of unspeakable horror, burst from beneath the sands, scattering gladiators like ragdolls. Silence swallowed the audience for an instant, shock freezing every breath. 

Loris Raknian’s voice rose triumphant and terrible above the stunned hush. “Lo! The Apostle of Kyuss is among us!” He pointed at the crowd of gladiators surrounding the creature. “THERE! THERE ARE THE CHAMPIONS YOU SEEK!” 

All eyes turned to the Ruinlords, now caught between a fallen champion, Raknian’s madness, and a nightmare made flesh. The crowd erupted into frenzied panic, screams echoing endlessly as terror consumed Tymon for a second time in as many days. 

The final battle of the Champion’s Games had just begun—and victory now meant survival against the rising tide of darkness.

Unlocking the 2024 Dungeon Master’s Guide for All RPGs

When Chris Perkins started breaking down the changes coming to the 2024 Dungeon Master’s Guide (DMG), I couldn’t help but get excited. As someone who mostly runs Pathfinder First Edition, I was initially skeptical—how relevant would these updates be to my games? Turns out, still relevant. These tips aren’t tied to a single system but focus on what makes a campaign memorable: engaging your players, building dynamic stories, and adapting to the unexpected. Universal truths.

Here’s a closer look at what the updated DMG offers and how I’ve already started weaving these ideas into my campaigns.


Laying the Foundation: Understanding Your Players

Every great campaign starts with knowing your players. The DMG emphasizes player preferences, encouraging DMs to chat with their group before the first session about what they want from the game. Do they crave swashbuckling pirate escapades or gritty supernatural horror? High fantasy heroics or morally gray intrigue?

I did this for my most recent campaign. I polled my players and gave them a few theme options. That conversation saved me hours of prep time—I knew exactly what to focus on and what to skip.

💡 Pro Tip: Keep these preferences in mind as the campaign evolves. Players’ tastes might shift, and checking in regularly can keep things fresh.


Hooking Players from the Start

One of the important updates is the emphasis on character hooks and motivations. The DMG suggests tying characters into the world through personal stakes: rivalries, family ties, or unique goals. It even includes tracking sheets to help DMs record quirks, motivations, and relationships.

In a recent Pathfinder campaign, I used this approach to great effect. One player’s witch was hunting for her missing siblings. By weaving the backstory into the campaign, sessions felt personal. And trust me, nothing lights up a table like a villain taunting a character about their tragic past.


Managing the Chaos: Session and Campaign Tools

The updated DMG introduces tools for session tracking, character management, and campaign continuity—all of which can save you from that “Wait, what happened last session?” moment.

  • Session Journals: Templates for tracking NPCs, decisions, and in-game events make it easy to pick up where you left off.
  • Character Tracking Sheets: Log what your players love most about the game (combat, exploration, roleplay) and tailor encounters accordingly.

I’ve kept an online journal for my campaigns, jotting down key moments after each session. It’s been a lifesaver, especially for recurring NPCs and long-term plot threads.


Dynamic Adventures: Episodic vs. Serialized

One of the DMG’s highlights is its advice on balancing episodic adventures (self-contained stories) with serialized campaigns (long-term arcs). Both styles have their strengths, and combining them can create a rich, engaging experience.

💡 Pro Tip: Throw in “special episodes,” like festivals or one-offs, to lighten the tone or explore something unusual.


Layering Conflict and Themes

The DMG encourages DMs to design campaigns with multi-layered conflicts. Think of it as weaving short-term goals (stop a goblin raid) into long-term threats (uncover a cult trying to summon a god). This approach keeps players engaged on multiple levels.


Rolling with the Punches: Player-Driven Stories

One of the DMG’s biggest takeaways is flexibility. Perkins stresses that campaigns should adapt to player decisions and dice rolls. The most memorable moments often come from improvisation.

I’ll never forget a session where my players completely derailed my plans by developing a tangible hatred for a minor NPC villain. What started as a throwaway villain turned into the campaign’s new BBEG, complete with his own side quests and character arc.


Ending Campaigns with Style

Wrapping up a campaign is no small feat, but the DMG provides tools for meaningful conclusions, whether planned or unexpected. It encourages DMs to collaborate with players on epilogues or character arcs, ensuring everyone gets closure.

In one campaign, I ended with epilogues tailored to each character. The wizard turned to dark and evil magical studies, the grippli swashbuckler became a full-blown swashbuckler, and the witch opened Sandpoint’s first hair salon. Those final moments left everyone feeling like their journey mattered.


Inspiration for Pathfinder and Beyond

Even if you’re not running D&D, these tips are incredibly versatile. I’ve used these ideas in my Pathfinder campaigns, tweaking pre-made adventures to suit my players’ preferences and weaving personal stakes into the narrative. The 2024 DMG’s focus on creativity, player engagement, and flexibility makes it a valuable resource for any GM.


Final Thoughts

The 2024 Dungeon Master’s Guide emphasizes what makes tabletop RPGs so special: the collaboration between players and GMs to create a shared story. Whether you’re running D&D, Pathfinder, or another system, its tips on campaign design, character integration, and adaptive storytelling can help elevate your games.

Have you tried any of these ideas in your campaigns? Share your stories in the comments, and check out the video (linked below) for more insights! Let’s keep crafting adventures worth remembering.