Age of Worms Adventure Path by Paizo in Dungeon Magazine D20 DND 5E 3.5 Pathfinder Dungeons and Dragons Adventures Modules

Age of Worms Adventure Path by Paizo in Dungeon Magazine

Last Updated: March 31, 2026By

The Age of Worms Adventure Path (or simply Age of Worms) is a legendary role-playing game Adventure Path designed for Dungeons & Dragons (D&D) 3.5. Originally published as a series of 12 adventure modules in Dungeon Magazine, this campaign is widely considered one of the greatest “world-ending” epics ever written. Playing through the entire path takes characters from 1st level all the way to 20th level and beyond!

Read the Age of Worms Player’s Guide & the Age of Worms Overload

Essential for players to build characters tied to Diamond Lake and for DMs to understand the overarching Ebon Triad plot.


Age of Worms Campaign Chapters

Chapter 1: The Whispering Cairn

For levels 1–3. (Dungeon #124) A group of hungry adventurers explores a long-forgotten tomb near the mining town of Diamond Lake. What begins as a simple treasure hunt uncovers the first signs of a world-ending prophecy.

Read the entire The Whispering Cairn module on this site.

Chapter 2: The Three Faces of Evil

For levels 3–5. (Dungeon #125) The investigation leads deep into a local mine where a tripartite cult—the Ebon Triad—is working to fuse three dark deities into one unstoppable Overgod.

Chapter 3: Encounter at Blackwall Keep

For levels 5–7. (Dungeon #126) Seeking answers from a local sage, the party travels to a swampy outpost under siege by lizardfolk. Here, they discover the first terrifying “spawn of Kyuss.”

Chapter 4: The Hall of Harsh Reflections

For levels 7–9. (Dungeon #127) The trail leads to the Free City, where doppelganger assassins and an illithid mastermind attempt to eliminate the party before they can expose the cult’s higher leadership.

Chapter 5: The Champion’s Belt

For levels 9–11. (Dungeon #128) To get close to a corrupt official, the heroes must enter the Free City’s famous gladiatorial games. The arena hides a massive secret that threatens the entire metropolis.

Chapter 6: A Gathering of Winds

For levels 11–13. (Dungeon #129) Returning to Diamond Lake, the party finds their home in ruins. They must delve back into the Whispering Cairn to find the legendary Rod of Seven Parts to stop a draconic threat.

Chapter 7: The Spire of Long Shadows

For levels 13–15. (Dungeon #130) The party travels to the jungles of the South to explore the ruined city where Kyuss first ascended to godhood, battling ancient horrors in a worm-eaten spire.

Chapter 8: The Prince of Redhand

For levels 15–16. (Dungeon #131) Diplomacy and intrigue take center stage as the heroes attend a grand gala hosted by a tyrant prince, seeking an audience with a mysterious woman who knows the secret to Kyuss’s return.

Chapter 9: The Library of Last Resort

For levels 16–18. (Dungeon #132) On a storm-shrouded island, the heroes compete with a cult of Vecna to unlock the druidic secrets required to kill a god’s most powerful servant.

Chapter 10: Kings of the Rift

For levels 18–19. (Dungeon #133) The party must navigate a war between giants and dragons in a ruined mountain city to claim the phylactery of the dracolich Dragotha.

Chapter 11: Into the Wormcrawl Fissure

For levels 19–20. (Dungeon #134) The final assault begins. The heroes invade the heart of the Wormgod’s power to destroy Dragotha and prevent the ritual of awakening.

Chapter 12: Dawn of a New Age

For level 20! (Dungeon #135) The Age of Worms has begun. In the shadow of the Spire of Long Shadows, the heroes must face the newly risen God of Worms himself in a battle for the fate of the multiverse.

A Legacy of Adventure

Just like Shackled City and Savage Tide, Age of Worms was created for D&D 3.5. While there isn’t an official 5th Edition conversion, the sheer quality of the maps, NPCs, and storytelling makes this a “must-read” for any Narrator. I am currently working on transcribing these modules into mobile-friendly versions right here on d20.pub.

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