TEXT: WORMSCAPE
  WORMSCAPE
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  Credits
  So much of this book is the result of great concepts and ideas
  from past authors and ideas from earlier editions. There are
  many here to thank.
  Author
  Jon Hild
  The Guide to the Ethereal Plane
  The demiplane known as Wormscape was first introduced in
  a short write up on page 51 of The Guide to the Ethereal
  Plane by designer Bruce R. Cordell.
  Artwork
  Much of the artwork found within these pages was taken from
  Public Domain art foud on Pixabay.com. Some art (like the
  hendar) has been drastically altered from its orignal stock art
  forms. Other work was shared by WotC on DMsGuild as a
  creator resource and is used with permission.
  Individual artworks that are not from Pixabay or WotC are
  credited below.
  Cover Art
  Raven-Blood-13
  https://www.deviantart.com/raven-blood-13
  Interior Art - Avolakia (Page 7)
  Xnithi (Aramis Williams)
  https://www.ko-fi.com/xnithi
  Interior Art - Sagawehn (Page 14)
  TJ-Ryan
  https://www.deviantart.com/tj-ryan
  Special Thanks
  Special thanks to Cliff Alan, Johnny Tek, Eddie Blanton and
  Crumbling Keep from the Facebook group Homebrew
  Dungeons and Dragons 5e for their wonderful ideas in
  addition to Cthulhu Dru and Big Mac from the Piazza forums.
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast. ©2018 Wizards of the Coast LLC, PO Box 707,
  Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
  Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK. This work contains material that
  is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community
  Content Agreement for Dungeon Masters Guild.
  Contents
  Wormscape ..................................................................................
  Introduction .....................................................................................
  Secrets of Wormscape ...............................................................
  Physical Laws ..............................................................................
  Features ........................................................................................
  Inhabitants ...................................................................................
  Planar Connections ....................................................................
  A Bit of Serendipity ....................................................................
  Altered Magic ..............................................................................
  Locations .........................................................................................
  Cluster Prime ..............................................................................
  Grayvale ........................................................................................
  Hendar Stables ...........................................................................
  Sanctuary .....................................................................................
  The Chitter ...................................................................................
  The Chitter ...................................................................................
  Wormstorm ..................................................................................
  Adventure Themes .........................................................................
  Kidnapped ....................................................................................
  Food Supplies ..............................................................................
  Petitioning Sagawehn ...............................................................
  Secret Weapon ............................................................................
  Bring Life to the Land ...............................................................
  A Strange Mount .........................................................................
  Psurlons of Wormscape ................................................................
  Worm Physiology ........................................................................
  Apocalyptic History Roc .........................................................
  Domination of a Demiplane ...................................................
  Psurlon Names .........................................................................
  Psurlon Traits ............................................................................
  Monsters ........................................................................................
  Avolakia ......................................................................................
  Demon, Adaru ...........................................................................
  Hendar ........................................................................................
  Vermiurge, Sagawehn .............................................................
  2
  
  Wormscape
  O
  n the Ethereal Plane, you might find a color
  curtain of earthy browns and grays. Stepping
  through unprepared leads to a realm so vile
  that many would prefer the pits of the Nine or
  the deepest holes of the Abyss. This is the
  demiplane known as Wormscape, a nightmare
  for those disgusted by writhing worms.
  Introduction
  Wormscape is a demiplane found deep in the Ethereal which
  has the aforementioned gray-brown color curtain marking it’s
  entrance. There are also extremely rare portals elsewhere in
  the multiverse, but they are often hidden deep underground
  where few folks dare to tread.
  Wormscape is literally a plane full of worms ranging from
  only millimeters in length to those of gargantuan size. The
  average worms, whose numbers are estimably infinite, are
  only a few inches in length.
  Pockets of air, typically thirty feet or so in diameter bubble
  throughout the plane but the sounds of the worms writhing
  are nearly unbearable within them. The ground below, the sky
  above and all that surrounds are nothing but worms, and the
  air is fetid with a stench of sulphur and earth. The few brave
  (or insane) explorers who have visited and returned describe
  it as a “rotten egg” smell that can nauseate visitors.
  Secrets of Wormscape
  What exactly is Wormscape and why does it exist? Who
  created it and what is its purpose in existence?
  Well, the secret of Wormscape is one that even the most
  learned of sages and wisest of oracles do not know. Few have
  had reason to enter and even fewer have need to know
  anything about the plane of worms.
  Wormscape was not in fact created intentionally and has its
  origins in a decidedly natural tale. The players in this tale are
  no ordinary beings however, and everything “natural” about it
  is on a scale that very few mortals can comprehend.
  The Draeden and Embryonite
  The story of Wormscape’s creation begins with two beings of
  planet sized proportions. One, a creature known as the
  Embryonite, is a being that resembles a wasp which nurtures
  entire demiplanes within its thorax.
  The other is a creature from a time before the gods known
  as a draeden. These beings were said to resemble brains from
  which two maws stretched upon tentacles that were many
  miles in length. The draeden were ancient enemies of the
  gods and of them all, perhaps Ulgurshek of the Abyss is the
  most well known.
  One draeden, whose name is lost to time, became victim to
  one of the rare awakenings of the Planet Wasp.
  Occasionally, the Embryonite will sting a titanic entity and
  “impregnate” it with the demiplane it once held within its
  body. The entity then serves as an incubator until the
  demiplane consumes it and bursts forth, leaving nothing but a
  hollow shell in its wake.
  The draeden served as such an incubator but something
  went wrong and the demiplane went stillborn.
  Rather than bursting forth, it rotted the draeden from
  within and after many millennia the demiplane known as
  Wormscape rose from the corpse.
  Evolution
  In order to survive, almost all life in the multiverse follows a
  few standard rules. One of these is most certainly the basic
  need for sustenance and reproduction.
  Worms were the only creatures the draeden originally
  suffered to live upon its massive bulk and when it died, they
  were all that remained of the living. Even in death, the flesh of
  the draeden continuously regenerates, at least in small
  portions and the worms were able to feed, grow, and
  reproduce for thousands of years.
  Over time, the worms have come to fill nearly every inch of
  space in Wormscape, and varieties found nowhere else in the
  multiverse have arisen. Some even believe the dreaded and
  well known purple worm to have originated in Wormscape.
  Kyuss, a god or entity famed for his connection to a tiny
  green worm might have found his signature creature within
  the demiplane, and other creatures associated with him
  certainly have a presence here.
  Physical Laws
  The following conditions are universal throughout the
  demiplane.
  Gravity
  Wormscape has a completely subjective direction, meaning
  “up” and “down” is decided entirely by each individual
  observer. However, gravity itself does not actually exist
  anywhere on the plane with the exception of some earth and
  flesh islands, and because of this motion requires actual
  contact with a surface (or wings for flying).
  This means that beings who fall into the worms do not need
  to fear being crushed by the pressure of literally trillions of
  worms above them. Also, the numerous air pockets always
  form nearly perfect spheres within the worms, creating actual
  bubbles of air with a “ground” of worms and a ceiling of
  worms as well. Worms do not fall into the spheres.
  Atmosphere
  The air inside the plane exists within the bubbles but has a
  rancid smell akin to spoiled food and the sulfur of rotten eggs.
  There is also the constant sound of the writhing of billions of
  the creatures which adds to the nausea inducing atmosphere.
  This forces a DC 13 Constitution saving throw once at the
  beginning of every hour or the traveler begins to retch, gaining
  the poisoned condition for the following hour until they get a
  chance to repeat the save.
  Temperature
  Beyond it’s foul smell, the air in Wormscape is also warm and
  moist. Though there are regions of variation, in general the
  plane hovers around 80 degrees Fahrenheit, but the humidity
  makes it feel as if it is in the mid 90s. The plane traveler
  Haarkon Meklis once likened it to a “smelly jungle” in feel,
  which is a rather simplistic but accurate description.
  3
  
  Time
  Time flows in Wormscape exactly as it does on the Prime.
  Light
  Within the mass of worms, there is no light. All light that
  exists on the plane is brought about intentionally.
  The Worms
  As the name implies, Wormscape is a plane full of worms.
  Those who enter the mass intentionally or through mishap
  are subject to more than just the horror of the worms
  themselves.
  It is impossible to breathe while submerged in the worms
  and creatures who need to breathe begin to suffocate
  immediately.
  Unfortunately, movement is also incredibly difficult. It might
  be considered somewhat like swimming but the consistency
  of the worms and their constant motion makes it far worse
  than simple difficult terrain. Creatures who do not have a
  swim speed move in a random direction, likely further away
  from the bubble of air they recently occupied.
  Those who have a swim speed can move at 1/5 their swim
  speed rounded down.
  Flying is impossible if the motion is enabled by wings, but
  magical flight allows half speed through the worms.
  A burrowing speed offers half speed as well.
  The average worms are generally harmless if disgusting.
  There are of course many exceptions.
  Features
  The following features an be found throughout the plane with
  some frequency.
  Air Bubbles
  Air bubbles are most commonly 30 feet in radius and a
  creature may remain within the bubble indefinitely without
  fear of a lack of oxygen.
  However, there is a 5% chance (roll of 20 on 1d20) each
  hour that a bubble will begin to dissolve within the mass of
  worms. Without any protection this almost always spells a
  slimy doom for creatures who need to breathe.
  Water Pocket
  Like the air pockets, large bubbles of water also exist within
  Wormscape. Thought they aren’t as tightly packed, worms
  wriggle though the water, befouling it and making it almost
  always undrinkable. This manifests in a variety of ways when
  drunk, and can cause anything from disease to the poisoned
  condition, or even poison damage.
  4
  
  Earth Islands
  Rare islands float in Wormscape, some as large as two to
  three hundred feet. For some reason these earthy platforms
  do not take the spherical shape other elements take within
  Wormscape. Some of these islands exist within large air
  bubbles themselves and these rare safe zones never dissolve.
  Usually, islands such as these are occupied by intelligent
  life, a rarity to say the least.
  Flesh Islands
  The worms survive and thrive because of the ever
  regenerating flesh of the draeden that was killed many
  millennia in the past. These chunks of flesh might appear like
  earth islands, but worm activity grows particularly frenetic in
  their vicinity.
  Beyond suffocation, entering the worms within 100 feet of a
  flesh island subjects a creature to hundreds of tiny bites.
  Every turn a creature starts in the worms in this zone they
  take 16 (3d10) piercing damage.
  Heart Grubs
  Creatures similar to rot grubs travel in swarms throughout
  Wormscape seeking meat that has a bit more flavor to it than
  the chunks of draeden flesh that remain.
  Treat such creatures as a swarm of rot grubs except they
  can move through any medium and do so at a speed of 15 feet.
  This can be a terrifying event as a traveler can feel safe in a
  stable air bubble, only to find dozens of tiny white worms
  flying through the bubble directly towards their extremities.
  The heart grubs are thankfully repelled by fire and won’t
  approach beings carrying flames such as torches.
  Inhabitants
  Despite its vile nature, Wormscape’s unique ecology leads to
  its status as perhaps the most populated plane per square foot
  in all the multiverse.
  The following inhabitants are obiously not as common as
  the worms themselves though most are of a wormlike nature.
  Adaru
  A type of demon known as an adaru has found its way into
  Wormscape and established a small following of sorts among
  stray psurlons. Its earth island is surrounded by a permanent
  air bubble and also has its own source of water. This region is
  known as Sanctuary, a name chosen intentionally by the
  demon to lure visitors it may corrupt.
  The adaru has a "pet" fiendwurm, a creature whose gullet
  contains a portal to the very Abyss itself. Those who accept
  the adaru's hospitality often end up on a one way trip through
  this portal.
  Avolakia
  These foul creatures found Wormscape through a temporary
  portal created by Halaster in an area known as the
  Wormbarrow hidden deep in Undermountain. Other than the
  worms and various worm-beasts, the avolakia found
  themselves in an entire plane utterly devoid of intelligent life.
  While the avolakia found the endless sussurus of the
  writhing worms pleasing, the lack of humanoids was not
  conducive to their needs for animating corpses. Since the
  portal to the Wormbarrow closed (Halaster's insane whims
  again), the avalokia pursue any hints of undiscovered or newly
  opened portals. They are often the first creatures travelers
  encounter when stepping through a color curtain or portal
  elsewhere.
  Avolakia know Kyuss, but are not necessarily beholden to
  the entity on Wormscape.
  Psurlons
  Psurlons are relatively recent arrivals in Wormscape, and it is
  a more perfect home for them than the Astral ever could have
  been. The psurlons undoubtedly harbor nefarious plots, and
  their intentions are sure to not bode well for the rest of the
  multiverse.
  Psurlons of Wormscape do not maintain contact with their
  brethren in the Astral and have developed physiological
  differences as well. They have lost most of their psionic
  powers and have instead replaced them with more purely
  arcane pursuits. Sages believe this to be a result of the
  draeden's proximity but none know for sure.
  Psurlons of Wormscape are also noted for their ongoing
  war with creatures known as avolakia who do not possess the
  same numbers, but send legions of crawling undead through
  the mass of worms to assault the relative newcomers. In
  defense, the psurlons create tortured creatures known as
  nagatha from captured humanoids in a ritual they stole from
  captured spirit nagas.
  The Vermiurge
  If worms and other vermin could be said to have a god, it is a
  vermiurge and one is believed to exist in the very center of
  Wormscape. This creature arose from the dying breath of the
  draeden so long ago and it lives within an air bubble the size
  of a large city. The bubble also encompasses the largest
  remaining flesh island that still exists.
  The vermiurge's desires are inscrutable, but Kyuss might
  have once contacted the creature. All normal worms, worm-
  beasts and even the wormspawn follow its commands though
  it is unknown how such a creature communicate.
  Wormspawn
  The wormspawn are a gamut of creatures frequently
  associated with Kyuss, but he does not hold power over them
  here. There are spawn of Kyuss here, but most are controlled
  by independent avolakia rather than the entity himself. In
  addition, other creatures considered "wormspawn" are the
  broodfiends, earthcancer centipedes, eviscerator beetles,
  mindkiller scorpions, overworms, ulgurstastas, worm nagas
  and worms that walk.
  Worm-Beasts
  Worm-beast is the generic name for the hundreds of varieties
  of dangerous worm creature found in Wormscape that are
  nearly as mindless as the more benign two inch variety.
  Known worm-beasts most certainly include the purple
  worm, but also the dreaded century worm, the tunnel terror
  found hidden underground in the earth islands, and even rarer
  species too numerous to name.
  5
  
  A Bit of Serendipity
  Relying on the temporary air bubbles of Wormscape is a
  certain invitation to a slimy doom, but a bit of luck in
  unrelated events has led to a safer alternative. On the world of
  Toril in the swamps north of a nation called Kultaka, an
  Amnian explorer named Terricus Percyvil could not bear the
  incessant biting flies and crawling things that made his
  explorations miserable. He entrusted his hireling wizard
  Haarkon Meklas to find a solution.
  Haarkon developed his own magic that would keep such
  normal vermin at bay indefinitely as long as he kept a special
  type of candle burning. Eventually, he developed magical
  candles that contained the spell's magic within itself, greatly
  pleasing his lord.
  Terricus was eventually slain and eaten by a swamp
  dwelling crocodillian known as a cipactli, and Haarkon barely
  escaped with his life. Many decades later, the hireling wizard
  became an archmage in his own right and a famous planar
  traveler. Haarkon made it a habit of entering and exploring
  dozens of virtually unexplored demiplanes. When he
  discovered Wormscape, to his pleasant surprise he found that
  his simple magic from his younger years served a great
  purpose. For the radius of the spell, an artificial air bubble was
  created which would not dissolve as long as the magic was in
  effect. Apparently, the worms were subject to repellent in
  much the same manner as the flies and vermin of the
  Kultakan swamps.
  Repellent
  1st-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a lit citronella candle)
  Duration: 6 hours (or until the candle goes out)
  This spell creates a zone of pleasant smelling vapors within a
  30 foot radius that effectively bars all normal vermin. Vermin
  who start within range when the spell is activated move out of
  the range at the first opportunity.
  The area where normal vermin are affected does not also
  affect vermin-like beasts, monstrosities, aberrations or any
  other type of creature. However, as a reaction during the
  spell's duration, the caster may force one such creature to
  make one of its attacks at disadvantage. This use of the spell
  also ends it.
  Candle of Repellence
  Wondrous item, common
  These 6 inch candles smell like lemons or the citronella plant
  when lit. The area within 30 feet of the lit candle gains the
  benefit of the repellent effect, except the duration is 24 hours
  and the candle may not be used to force a vermin-like creature
  to make an attack at disadvantage.
  Altered Magic
  Wormscape affects some of the more common spells from the
  PHB in an unexpected manner. The DM should determine if
  there are other alterations with spells from other sources.
  The following effects are generic to groupings of spells and
  spell types.
  Spells with a psionic descriptor do not function. Psionics
  function nowhere within Wormscape.
  Spells which cause a area of effect damage clear a swath
  of worms equivalent to the area of the damage done. This
  area decreases in size at a rate of 5 feet per minute.
  There are similarities to being within the worms (even
  within an air bubble) that are similar to being underground.
  Spells like call lightning have no effect because there is no
  sky to summon clouds to.
  Individual Spells
  The following effects are alterations or uses for individual
  spells.
  Alter Self. You may use the Change Appearance function of
  this spell to look like an avolakia or psurlon despite the
  major differences in shape. 
  Antilife Shell. Though it is most certainly a waste of a high
  level spell, and repellent is more effective, antilife shell can
  be used to create a 10 foot air bubble in a pinch within the
  worms. 
  Antipathy/Sympathy. Like antilife shell this high level spell
  could be used in an emergency to create an air bubble
  amidst the worms when using its antipathy function. The
  bubble formed is 60 feet in radius and with a duration of
  10 days, this can be quite effective for an extended stay. 
  Astral Projection. This spell does not function in Wormscape. 
  Barkskin. This spell gives the recipient immunity to the
  piercing damage caused by the frenetic worms in the
  vicinity of flesh islands. 
  Conjure Animals. The spell summons fey that appear in
  worm-like forms only. 
  Dissonant Whispers. This spell is particularly effective in
  Wormscape because the sound of the writhing worms
  adds to the effect. Add an additional 1 point of psychic
  damage to each die of psychic damage dealt. 
  Earthquake. Treat the worms as if they were unliving earth
  instead of creatures for this spell. The worms themselves
  become the focus for the seismic disturbance. 
  Fabricate. The normal worms of the plane can be used for
  the raw materials of this spell. This creates some
  gruesome, but functional items as the worms remain alive
  but in place. 
  Find Familiar. If cast on the plane, you may forgo the normal
  options for a creature known as a bore worm. This
  creature has identical statistics to a lizard, but can burrow
  at 20 feet of movement instead of climbing. 
  Find Steed. Casting this spell summons a hendar. 
  Flesh to Stone. If cast on the worms, this affects thousands of
  the vermin instead of just one. A makeshift earth island can
  be created in the shape of a cube, ten feet on a side. 
  Freedom of Movement. A creature that has this spell active
  can move through the worms as if they were difficult
  terrain, or swim or burrow through them at full swim or
  burrowing speed. 
  Insect Plague. The insects summoned are biting worms
  rather than locusts.
  6
  
  Phantom Steed. The steed summoned has the statistics of a
  hendar. 
  Purify Food and Drink. Attempting this spell in a water
  pocket is futile as the worms immediately befoul the waters
  once again. 
  Reincarnate. Before rolling for the form a creature returns as,
  roll 1d4. If the result is 4, the creature returns as a
  psurlon of Wormscape. 
  Speak with Animals. This spell functions on some of the
  larger worms that are intermixed within the mass. 
  Stinking Cloud. This spell attracts the worms and can
  therefore be used to collapse an air bubble at the rate of 10
  feet per turn. 
  Water Walk. Worms can be walked across using this spell as
  if they were a liquid surface.
  Locations
  The following locations are areas of interest within
  Wormscape. Unfortunately, because of its living nature and
  endlessly roiling composition, each location doesn't stay in
  one spot for long and no maps are ever accurate. Directions
  become obsolete once 24 hours have passed. The demiplane
  in its entirety is only 500 miles wide and is roughly the shape
  of an oblate spheroid (like an inflated ball had been sat upon).
  Cluster Prime
  Despite the fact that they only discovered the existence of
  Wormscape a century ago and they have lost access to their
  once formidable psionic powers, the psurlons have become
  the dominant species of the plane. If they were not
  continuously at war with the avolakia, the plane might truly be
  theirs in its entirety. Cluster Prime is their capital "city" if it
  could be defined as such.
  Cluster Prime is an earth island with a five mile radius that
  does not have an air bubble. Inside, it has been crisscrossed
  with countless tunnels by psurlons and the burrowing purple
  worms they have managed to tame. A tunnel system that
  spans the island has resulted and large irregular chambers
  serve as homes and meeting grounds for the wormfolk.
  Psurlons can consume meat, but they actually gather most
  of their nutrients from compost and decomposition rich soil.
  Their gatherers scour the plane to obtain hunks of draeden
  flesh and this flesh is then used to feed large mushroom
  farms. Finally, the mushrooms are composted and used to
  enrich the soil before it is eventually consumed.
  Despite their affinity for the surrounding plane, the
  psurlons keep the worms from their tunnels with magic
  similar to the repellent spell at each Cluster Prime tunnel
  entrance. The tunnels are surprisingly breathable and the
  nausea inducing smell prevalent elsewhere does not exist
  within its tunnels.
  7
  
  Grayvale
  Grayvale has received its name because of semantics and not
  because it bears any resemblance to some idyllic region of the
  Prime. Grayvale is a community of avolakias found within the
  proximity of a large gray veil which also happens to be one of
  the few permanent portals to the Ethereal Plane.
  Instead of one gigantic earth island, the avolakia have
  gathered together dozens of smaller ones which they bind
  together using a harmless breed of incredibly long pale white
  worms that they have dominted. The portal remains here
  permanently and the avolakia spend no small effort keeping
  their islands within its vicinity. This makes Grayvale one of the
  few fixed locations in all of Wormscape.
  The avolakia are extremely overprotective of the portal's
  usage and attack any non-worm that approaches anywhere
  near the settlement. The avolakia frequently travel beyond the
  veil and eventually into other realms where they kidnap or kill
  humanoids with the intention of reanimating them as undead
  on Wormscape.
  The avolakia found here were originally from a region
  known as the Wormbarrows in a dungeon known as
  Undermountain on the Prime planet Toril. They have been
  sealed off from their original home, but hardly seem to mind.
  These avolakia also have no connection to Kyuss, though they
  do have access to Kyuss worms and therefore the undead
  monstrosities that they spawn.
  Hendar Stables
  There are rumored to be stables hidden somewhere near
  Cluster Prime where psurlon tamers train mounts known as
  hendar. It is a well defended air bubble thousands of feet wide
  where the worm-horses are allowed to fly freely. The psurlon
  here are willing to trade with non-worm creatures, but trained
  hendar are extremely expensive.
  Sanctuary
  Sanctuary is the most hospitable region in all of Wormscape
  for creatures and characters who originated on the Prime.
  Were it not for the wall of worms that remained at its edges,
  Sanctuary might almost be considered pleasant. Sanctuary is
  a disk of earth that is only a few hundred feet deep, but it is
  close to three miles in width. The air bubble that surrounds it
  maintains a healthy 500 foot distance between the worms and
  the island at its edges.
  On the island there is a fresh lake that is kept clean of
  worms by Kokogin, its adaru demon master. It is also well lit,
  with torches of continual flame appearing in abundance. All in
  all, Sanctuary seems to live up to its namesake, at least as
  much as possible on a plane inhabited by uncountable worms.
  Kokogin is the undisputed lord of Sanctuary and he is
  surprisingly clever for a being of such pure chaos. Sanctuary
  is usually run as a safe haven for travelers and not all are
  accosted. The adaru hopes that well treated individuals will
  spread the word of Sanctuary to others, leading to a steady
  flow of visitors. Kokogin has both human and psurlon cultists
  who see to the needs of visitors and these fanatics provide
  services much like any given inn within a Prime Material city.
  Those who will not be missed however are often accosted
  by the demon's pet fiendwurm - a gigantic beast whose gullet
  harbors a portal to the 444th level of the Abyss.
  The Chitter
  The Chitter is a flesh island situated at the center of the plane
  on what is believed to be the largest remaining piece of
  draeden flesh. Its brain-like structure can still be imagined
  among the fleshy hills and valleys of the region. The worms
  here follow the commands of an inscrutable being known as a
  vermiurge which is believed to be capable of commanding all
  of the worms on the plane.
  The name of this creature is Segawehn, though it does not
  often converse with non-vermin. Though it keeps the Chitter
  free of common worms, there is no end to the actual
  monstrosities that would come to the defense of this creature
  were others foolish enough to assault it. Otherwise, the
  vermiurge keeps to itself with only occasional bouts of activity.
  Wormstorm
  Noone knows if Wormstorm is what passes for a "natural"
  weather event on Wormscape or if it is an aftereffect of a dead,
  but still somehow dreaming draeden's will. What is known,
  however, is that this swirling mass is a danger that is to be
  avoided at all costs. It can collapse an air bubble in seconds
  and no simple magic can prevent the destruction that it
  brings.
  Wormstorm is a cloud of worms billions strong that travel in
  a titanic mass and collectively move at a velocity not unlike an
  actual storm cloud. Before it arrives, the ambient writhing
  sound quickly intensifies until all goes black and it bursts into
  whatever natural or artificial air bubble characters might
  currently be occupying. While it might collapse normal air
  bubbles, in the larger ones (such as the one in Sanctuary) it
  manifests as an actual cloud and worms fall to the earth
  islands like wriggling droplets of rain.
  What is most horrifying is that these worms are as frenetic
  in behavior as those surrounding flesh islands and cause
  piercing damage in a similar manner.
  8
  
  Adventure Themes
  So there is a plane of worms out there deep in the Ethereal,
  why go? The following are some adventure ideas to draw
  people into this nightmare of a demiplane.
  Kidnapped
  The avolakia don't really need an excuse to take captives,
  torture and experiment on them to create a wide variety of
  undead, but the war with the psurlons has certainly given
  them motivation. A fledgling spellcaster on one of his first
  expeditions to the planes has been taken by the avolakia and
  does not have long before he is subject to the worst of
  avolakian ministrations.
  It just so happens that this young spellcaster has blood ties
  to a royal family and the family is looking for heroes to return
  their doomed scion.
  Food Supplies (Anchôromé)
  The aarakocra of Anchôromé have a burgeoning population
  and recent events have led to a boom in the birth of
  younglings. All of these hungry mouths have stretched some
  clans to their limits. Though it might disgust most other
  humanoids, the aarakocra see nothing wrong with the
  consumption of worms, and Wormscape is an infinite source.
  Aarakocran sorcerers have been developing a small, one
  way portal that would only allow normal worms to filter
  through and nothing else. Unfortunately, its other end needs
  to be personally placed on the demiplane in order to function.
  Petitioning Sagawehn (Maztica)
  The vermiurge of Wormscape is inscrutable and indifferent to
  mankind, but a plague of invasive beetles has been decimating
  the jungles of Far Payit for nearly a decade now and the
  situation is dire. If the PCs could somehow convince the
  vermiurge to leave Wormscape temporarily or somehow lend
  its powers, it could simply command the offending creatures
  to return to their southerly realm in Katashaka. This is not a
  war that might alone would win.
  Secret Weapon
  A terribly powerful beast is rampaging through the
  countryside eating up whatever it encounters. The beast is
  direct in its attacks, possibly being a gigantic dinosaur or
  titanic bird. Such a creature is just too big and destructive to
  be taken down by conventional means, but might be killed by
  thousands of captured heart grubs!
  Bring Life to the Land
  Ecological disaster has struck and the soil for miles around
  has grown infertile. Though it might take a number of years,
  collecting and safely releasing tens of thousands of
  earthworms would lead to a full recovery in a situation where
  the strongest of magics have failed.
  A Strange Mount
  Rumors are being spread throughout the planes that a unique
  type of mount can be purchased in Wormscape. PCs who are
  interested might be able to pick themselves up a hendar if
  they are willing to treat with the psurlons.
  Psurlons of Wormscape
  While psurlons on the Astral Plane are clearly beings of great
  psionic power, those who have relocated to Wormscape have
  necessarily divorced themselves of thier abilities.
  The nature of the very plane itself restricts such magic, but
  the psurlons who live here don't seem to mind. The sect that
  originally settled the demiplane in fact rightfully blamed the
  pursuit of psionic power for the destruction of their home
  world. These psurlons are considered heretics by others, but
  the Astral populations have not come hunting for their former
  brethren.
  Psurlon of Wormscape have also tempered some of their
  more aggressive and sadistic behaviors, though as a whole
  their society still has tendencies towards cruelty. Individuals
  with different needs and goals are far more common however,
  and some psurlons of Wormscape are even occasionally
  branching out as adventurers.
  Worm Physiology
  Psurlons have bodies very similar to earthworms, with pinkish
  moist skin and tubular bodies marked with lighter and darker
  bands. The similarities end there however and a psurlon has
  four appendages that could pass for arms and legs.
  The head of a psurlon has a prominent maw and its teeth
  and claws are the only true bony portions of the entire being's
  body. Eyes ring the maw but they are difficult to pinpoint
  unless one looks close.
  Psurlons tend to remain naked though those who
  accompany other races frequently are known to wear hooded
  cowls, hiding the most alien parts of their appearance. They
  are fond of magical items and will wear any such item that
  their body shape can support.
  While the Astral Plane has multiple varieties of psurlons,
  including giant versions, those in Wormscape are
  homogeneous.
  9
  
  Apocalyptic History
  Long ago, the psurlons inhabited a Prime world where they
  had become the dominant species and their cities dominated
  both the above ground and underworld portions of their
  planet. Ever ambitious, the psurlons delved deeper and
  deeper into the mysteries of the mind, and like the hubristic
  elves of Faerûn in the first Sundering, they attempted a feat of
  magic that was not truly meant for mortals.
  As natural telepaths, they sought to expand their collective
  consciousness to blanket the whole of their planet so that they
  would become in essence a singular organism of many parts.
  With such coordination and power, they could expand beyond
  the limits of the world that they had come to dominate.
  Unfortunately for the psurlons (but perhaps fortunately for
  the rest of the multiverse) the attempt was a catastrophic
  failure which resulted instead in the destruction of their home
  world. Whether intentionally or as a psionic backlash, the
  psurlons also tore a rift into the Astral Plane where entire
  populations managed to escape. Over time, the wormfolk
  became accustomed to their new homes, though they are
  considered menaces by most other thinking races.
  The psurlons of Wormscape are different than most of their
  peers. Unlike their brethren, they have come to terms with the
  realization that it was their own pursuit of psionic power that
  led to the apocalypse. This particular sect of psurlons avoids
  such mind magic like the danger they believe it to be.
  Domination of a Demiplane
  The Wormscape sect of psurlons have only been on the
  demiplane for a century or so, but they are on the path to
  becoming its dominant species. The environment is soothing
  to them and they don't suffer the natural negative effects of the
  plane, but they do not travel within the worms and insist on
  some typically humanoid comforts as well.
  Most permanent air bubbles are now taken over by either the
  psurlons or their declared avolakian enemies. The war has
  continued unabated since the psurlon arrived and skirmishes
  are commonplace.
  Psurlon Names
  Naming is a convention that was once foreign to psurlons due
  to the fact that their telepathic communication allowed them
  to instantly identify one another when necessary. The
  psurlons of Wormscape have made a conscious decision
  however, to adopt this humanoid tradition as they become
  more involved in a cosmopolitan multiverse.
  Names are almost always singular and they do not even
  refer to themselves by common clusters. Humans and other
  humanoids who befriend multiple psurlons might tend to
  bestow such identifications, but the psurlons themselves still
  rely on their telepathic identification markers for cluster or
  family. Psurlons are hermaphroditic and their names are
  genderless.
  Genderless Names. Apashni, Dekzel, Ecothisz, Icshosya,
  Jyastapta, Leshidex, Okzarze, Reszitzar, Sekshodmas,
  Sheccat, Sragas, Zsarshucshess, Zsodazat
  Psurlon Traits
  Your psurlon of Wormscape character has a number of traits
  in common with other psurlons of Wormscape.
  Ability Score Increases. Your Intelligence score increases
  by 2 and your Constitution score increases by 1.
  Age. A Psurlon reaches adulthood by 10 and lives to 60 or
  70 years of age.
  Alignment. Most psurlons are lawful evil. They are self
  serving and prone to fits of anger. However, psurlons who
  make frequent contact with other species have learned to
  temper these tendencies and many are now lawful neutral or
  just neutral. Rare individuals develop strong moral senses and
  become good.
  Size. Psurlons are typically short, maxing out at 5 feet and
  weighing approximately 130 lb. Your size is Medium.
  Speed. Your base walking speed is 30 feet. Psurlons may
  burrow, but not efficiently enough or quickly enough to be
  given a burrowing speed.
  Telepathy. You can communicate telepathically up to a
  range of 120 feet.
  Blindsight. You may accurately ascertain your
  surroundings using a combination of scent, heat detection and
  vibration giving you blindsight up to 60 feet. If any portion of
  these senses is blocked for any reason, you lose your
  blindsight for as long as the sense is suppressed.
  Spell Immunities. Your unique physiology and mental
  patterns offers you immunity to being charmed. you are also
  immune to any sleep or hold magic.
  Slippery. You gain advantage in Dexterity (Acrobatics)
  saving throws to escape bonds or a grapple.
  Languages. Due to your telepathic ability, the use of
  language has mostly eluded your race. However, most
  psurlons understand the Common tongue and those with
  humanoid allies speak the language with some difficulty in
  word formation.
  10
  
  Monsters
  There are thousands of different types of normal worms in
  Wormscape, but there is also a huge variety of worm
  creatures that are quite a bit more dangerous.
  Avolakia
  Avolakia are vile, ten foot tall creatures that combine some of
  the worst qualities of worms with other creatures like octopi
  and beetles. They are evil to the core and enjoy tormenting
  humanoids and created undead for sustenance and a simple
  need to see others suffer.
  Consumers of Undead Flesh. Avolakia are carnivores, but
  have a strange preference for undead flesh. They are prolific
  in their creation of such necromantic creations and some
  believe that avolakian undead armies would have overrun
  other races had the avolakia not consumed so many of their
  own creations.
  Notorious Infiltrators. Avolakia have the ability to change
  into a variety of humanoid forms, and they use this ability to
  gather information on enemies readily. Their cruel natures are
  hard to mask however, and even in the form of a normal
  human, their penchant for harming others often exposes the
  ruse. Avolakia simply cannot help themselves among "lesser
  creatures."
  Underground Menaces. In most worlds, avolakia only
  reside deep in the Underdark and rarely make alliances with
  others. Occasionally they will ally with illithids with whom
  they make mutually beneficial pacts.
  They also have predilections to woship a being known as
  Kyuss and frequently employ the undead creatures known as
  spawn of Kyuss. On Wormscape, the avolakia are not tied to
  Kyuss, yet the spawn of Kyuss and other Kyuss related
  creatures are known to be in their employ to serve as guards.
  Sages believe that Kyuss first obtained his famous green
  worm and avolakian worshipers here, but those who
  remained behind feel no compulsion to revere him.
  11
  
  A Plethora of Worms
  Throughout half a century of the D&D game beings
  appropriate for Wormscape have made
  appearances, but have not been updated to the 5th
  edition.
  The monsters presented here are by no means
  comprehensive, but a simple Google search can
  pull up dozens of worm-creatures from earlier
  editions.
  Demon, Adaru
  The adaru is a being of pure corruption. It resembles a
  millipede that is 5 feet in length, but its face is horrifyingly
  that of a human child with a mixture of insectoid features.
  Manifest Corruption. Adaru are treacherous creatures
  formed from the souls of some of the greatest liars and
  manipulators. They are powerful, but nowhere on par with
  creatures like the mighty balor. However, an adaru's ability to
  manipulate falsehoods is almost arcane in nature and
  particularly talented adaru can become movers and shakers in
  the chaos of the Abyss.
  Cult of Personality. Adaru revel in the admiration of
  others, but not to the point where it makes them foolish. They
  do not care if such admiration is real or magically induced
  and an adaru has often charmed or manipulated cultists to
  tend to its every need. In the Blood War, their penchant for
  leadership translates well on the battlefield and they are
  known to command legions out of the normal boundary of
  creatures at their level of raw power.
  12
  
  Hendar
  The hendar is considered a gruesome creature by most, but
  there is no denying their usefulness as a steed. Though they
  are foul tempered and mean, they are loyal if properly trained.
  Hendar are the preferred mounts of psurlons.
  Worm Horse. Hendar are an utterly bizarre amalgamation
  of horse, worm and bat. Their worm-like bodies are long and
  have the appearance of a giant earthworm, but instead of
  slimy and moist, they are quite dry, with skin the consistency
  of leather. Their horse head and gigantic bat wings certainly
  appear misplaced on the body, as if a mad wizard simply
  began putting together mismatched body parts.
  Foul Tempered Steeds. It is unknown whether hendar
  arose on Wormscape or are transplants from elsewhere. Their
  existence has long been known on the world of Toril in sea
  caves, swamps and moorland crags. In the wilds of those
  worlds the hendar are known for their foul tempers and an
  almost conscious level of cruelty, but on Wormscape most
  have been tamed to carry a rider. A tamed hendar is
  expensive, costing anywhere from five to ten times that of a
  normal warhorse (2000-4000 gp).
  13
  
  Vermiurge (Sagawehn)
  A vermiurge is either a god among vermin or a paragon
  among all insects. Unlike humanoid deities, they are not
  expressly worshiped, but they innately have command over all
  those within their vicinity.
  A Variety of Appearances. All vermiurges combine
  features of different insects in a wide variety of ways. Their
  most common appearance is that of a scorpion with four
  pincers, dragonfly wings and an extended thorax. Vermiurges,
  however, can be anywhere from Large to Colossal in size, they
  may or may not have wings, and other insect-like appendages
  might replace those already mentioned. Sagawehn specifically
  has no wings and appears to be more of a cross between a
  spider and a scorpion. She is colossal in size and her tail
  extends impossibly long.
  Crown of Vermin. Because of their status among the tiniest
  of creatures, a vermiurge is perpetually surrounded by a
  crown of swarming vermin that they may dismiss or call into
  being with nary a thought. This cloud is a source of both
  offense and defense for the vermiurge and it repleneshes itself
  instantaneously. It is unknown if the vermin are simply willed
  into being by the vermiurge or if it keeps them locked away in
  some extradimensional space while they are not in use.
  Aloof Beings. There is very little that can draw the
  attention of a vermiurge unless it is threatening to their
  existence. They are remarkably intelligent, but care for very
  little. Even the vermin they lord over are expendable unless a
  threat becomes existential. Some compare the vermiurge to
  the enigmatic animal lords because of this behavior and the
  similarities are striking.
  14
  
  Sagawehn
  Sagawehn was originally a true deity on an unknown world
  who was believed to have had a hand in the creation of thri-
  kreen. It is also believed that she might still exist as a deity on
  that world, so how "she" also exists as a vermiurge in
  Wormscape is a mystery that has yet to be solved.
  Sagawehn the deity is known to have lived on Arvandor,
  where her expansionistic behaviors brought her into dire
  conflict with the fey. Her existence her as a vermiurge might
  in fact be the result of her interactions and conflict with those
  fey.
  On Wormscape, Sagawehn is nowhere near as active as she
  once was, but she truly has no need to be. It is believed that all
  of the worms either directly or indirectly follow her command
  in ways that are not easy for humanoids to understand. While
  she has no power over the avolakia or the psurlons, she has
  no power over them.
  15
  
  An entire
  An entire
  An entire
  An entire
  An entire
  demiplane full
  demiplane full
  demiplane full
  demiplane full
  demiplane full
  of...worms?
  of...worms?
  of...worms?
  of...worms?
  of...worms?
  Deep in the Ethereal plane there is a grayish
  brown curtain of color with very little indication
  to what lies on the far side.
  After stepping through, it is likely that your
  players would rather they had entered the
  deepest pits of the Abyss. When they realize the
  bubble of air that surrounds them is collapsing
  and the wall of trillions of worms comes crashing
  down upon them, they'll only wish they could
  suffocate quicker!
  Wormscape is the second book dedicated to giving
  planes of existence from earlier editions far
  greater detail and an upgrade to the 5th Edition.
  On page 51 of the 2nd Edition Planescape book
  The Guide to the Ethereal Plane, Worsmcape
  was introduced with the following:
  "For a basher with a phobia about worms, this
  demiplane is worse than all of the Lower Planes
  put together. Wormscape is literally a solid, three-
  dimensional mass of living, writhing worms. The
  extent of the demiplane remains unmapped; how-
  ever, there can be no doubt that its expanse is
  vast."
  Using that description, and a few additional
  paragraphs from GttE, Wormscape has been given
  a reason to exist and many of its inhabitants have
  been detailed. In this book you will find the history
  of the plane (it has not been around forever, but it
  certainly has been a long time) and all of its unique
  physical laws. You will discover its effects on
  magical spells (no psionics here!) and its awful
  inhabitants. Creatures like the avolakia (3e
  Monster Manual II), adaru demons (3e Monster
  Manual V), the hendar (2e Forgotten Realms
  Monstrous Compendium 11) and the vermiurge
  (3e Epic Level Handbook) are updated to 5th
  edition statistics and the psurlons (3e Monster
  Manual II) are back as a playable race! Have you
  ever wanted to play "wormfolk" as a PC? Well,
  probably not.
  This product and all future products with the
  PSC tag will be given at least some small
  connection to either a Maztican, Anchôromian or
  Lopangan setting, but will also remain fiercely
  independent.
  Wormscape is a realm of horrors, but there is
  also more there than just the worms. Take your
  PCs to a place and on an adventure that they will
  truly never forget - particularly in their nightmares!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/PSC2 - Wormscape.pdf