Season 3, Session 7 - The Worm in the Coat
Date Played: 2024-08-25 • In-Game Date: 21 Jazur, 3520 NY
The aftermath of the Everbrook performance brings an unsettling visitor, strange revelations, and a moment of rare leisure for the company.
Recap Summary
Following the night of their grand performance, the adventurers encountered the mysterious worm in a long coat and wide brim hat—an entity disguised as a well spoken but coarse-looking half-orc. While some of the group seemed oddly unbothered by its presence, its brief interaction left lingering questions about influence and intent. Later, research in the upper city confirmed the creatures’ historical notoriety, and the company took respite in the luxury of Everbrook’s enchanted hot springs.
Acts, Scenes, and Moments
- Act I – Return and Discovery
- Scene: Rhivius Onyucleese returned to the group after the show concluded.
- Action: The party gathered near the stage where the disguised green worm—now appearing as a gruff half-orc—approached them.
- Action: Fazzo brushed several small worms from his newly met kobold allies, who seemed unaware of the parasites.
- Scene: Rhivius Onyucleese returned to the group after the show concluded.
- Act II – The Worm in the Coat
- Scene: The creature initiated contact with the assembled company.
- Action: The worm-in-disguise addressed Adaranth Monroe, audaciously inviting her on a date. She declined immediately.
- Action: Observers noted that several members appeared unusually calm or indifferent during the exchange, suggesting subtle psychic influence.
- Action: After the brief conversation, the being departed without confrontation, leaving the group uneasy.
- Scene: The creature initiated contact with the assembled company.
- Act III – Research and Revelation
- Scene: The company traveled to the Upper Everbrook library for information.
- Action: Records described similar green worm infestations as recurring plagues across Netheril’s history—parasites noted for mind manipulation and infiltration.
- Action: Scholars reassured the party that the upper city’s wards kept the pests at bay, at least for now.
- Action: The group purchased several volumes for study and future reference.
- Scene: The company traveled to the Upper Everbrook library for information.
- Act IV – Respite in the Springs
- Scene: Having concluded their investigation, the party sought rest.
- Action: They rented accommodations at a resort in Upper Everbrook and enjoyed the magically maintained hot springs.
- Action: The brief interlude offered calm reflection after the strain of the performance and the unnerving encounter.
- Scene: Having concluded their investigation, the party sought rest.
Highlights & Moments
- First direct interaction with the humanoid “worm-in-the-coat” entity.
- Fazzo detected and removed parasitic worms from his kobold companions.
- Mental influence observed among multiple party members.
- Library research confirmed ancient records of similar worm infestations.
- Group enjoyed rare leisure time in the Upper Everbrook hot springs.
Consequences & New Threads
- World Impact: The worm entities are now recognized as the Phaerimm, a long-standing Netherese hazard with documented mind-effecting and magic resistant properties.
- Field Observation: Contact caused mild behavioral anomalies, implying potential telepathic compulsion.
- Future Potential: Further study of the purchased texts may reveal methods of detection or resistance; continued surveillance for worm activity is advised.

