- 1 Done (version 4)
- 2 Half Way
- 3 Thrown away, redo
- 4 Thrown away, redo
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- 32 Half Way Mark
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- 64 Estimated Ending

When the Darkness Swarms follows Bait and her eclectic team as they descend into the deepest area of the mine in search of the Necromancer’s spell and the vessel containing the magic. If they can find it, and stop the spell, the wights will be eliminated, the growing calls for civil war will be silenced, and Bait and her team can go free.
Unfortunately, the wight spell isn’t just limited to humans, and an entire colony of infected mega-termites comes out to play. Bait and her team must fight off the attacking insects, look for the vessel, and navigate the dark, abandoned Lower Camp, while discovering the true horror of what the army was doing down here, why the wight spell went so completely wrong, and the terrifying truth of where the missing wight army went.
