124135 Apr 2026

The campaign was structured into twelve distinct modules, each published in a consecutive issue of Dungeon Magazine :

Below is an article summarizing the history and impact of this legendary campaign. 124135

A Gathering of Winds – Searching for the legendary Rod of Seven Parts. The campaign was structured into twelve distinct modules,

The Hall of Harsh Reflections – Doppelgängers and urban intrigue. The path began in with "The Whispering Cairn,"

The path began in with "The Whispering Cairn," an adventure set in the mining town of Diamond Lake. What started as a local tomb crawl eventually escalated into a global conflict involving legendary figures like the archmage Tenser and the lich-god Kyuss himself. The Twelve Chapters

"Age of Worms" is notorious among veteran players for its high lethality. Many of its encounters are "meat grinders," requiring tactical precision and deep knowledge of game mechanics to survive. Despite this—or perhaps because of it—the campaign is beloved for its cohesive story, epic scale, and its role in bridging the gap between classic D&D lore and modern campaign design.

Designed for the 3.5 Edition of D&D, the Age of Worms was the second "Adventure Path" created by Paizo Publishing (who then produced Dungeon under license from Wizards of the Coast). It took players from the humble beginnings of 1st level all the way to the epic heights of 20th level, pitting them against the awakening of an ancient deity of undeath, Kyuss.