L9. Sewing Room
A closed, unlocked door connects this room to a 5-foot-high wooden balcony that overlooks Granny Nightshade’s garden (area L5).
“Dunderhead!” cries a scratchy voice as you enter this cluttered chamber. “Those tatty sleeves wouldn’t serve as socks for a chicken. Start again!”
A plump halfling boy and a young, fluffy bugbear sit at work benches, watched over by a living, child-sized doll with buttons for eyes. An animated carpet prances around the children, who pay it no attention. The sewing room contains rolls of fabric, bobbins of thread, knitting needles, and pincushions.
Materials for the workshop are sewn here under the watchful gaze of Pincushion, a living doll. The prancing carpet is a rug of smothering that defends Pincushion and keeps strangers away from the children. Pincushion carries a key that locks and unlocks the doors to the kitchen (area L13). The key dangles from a hoop attached to its waist.
The living doll challenges intruders and demands to know why they’re trespassing here. To satisfy it, a character must succeed on a DC 10 Charisma (Deception) check. On a failed check, Pincushion hollers for the tin soldiers at area L7. If satisfied, Pincushion asks the characters to wait here while it hurries to notify Skabatha of the newcomers’ presence. The rug stays behind to make sure the children don’t leave. Additional roleplaying notes can be found in the bio for Pincushion.
Children. Two children are working here when the characters arrive: Wendel (an 11-year-old male strongheart halfling) and Roff (a 10-year-old female bugbear). Roff recently stole a pouch of dust of corrosion from the store cupboard in area L10. She conceals the pouch in her clothing and offers it to her saviors if rescued from the tyranny of Pincushion and the rug.
Treasure. Once the living doll leaves or is defeated, the characters can search the sewing room for treasure, finding the following valuable items:
A spool of barbed, golden yarn (15 gp)
Three bolts of silk in shades of putrid green and cesspit brown (10 gp each)
A set of five painted thimbles depicting poisonous Feywild plants (25 gp for the set)
L10. Cupboards
The doors in this chamber are closed but not locked. When the characters enter for the first time, read:
Moths cluster around a lantern that hangs from the ceiling in the middle of a hallway, casting flitting shadows on the walls. The hall contains three sliding doors along the walls, and a heavier hinged door stands at the opposite end.
The three cupboards, accessed by sliding the doors open, hold workshop supplies, boxes of junk, and other mundane bric-a-brac. If one or more characters spend at least 15 minutes searching a cupboard, they find 1d4 trinkets inside it (each one determined by rolling on the Feywild Trinkets table).
Large Cupboard. If the characters didn’t dispose of her in chapter 1, Sowpig stands in the middle of the largest cupboard, silent and unmoving. She is a Small ghoul with 17 (5d6) hit points. Moths that live in the cupboard have encased Sowpig’s body in silk. Opening the cupboard door releases a swarm of moths, which is harmless and always moves toward the nearest light source. Any space that it occupies is lightly obscured.
After the swarm has been released, Sowpig emerges from her silk cocoon to ask why she has been disturbed. The ghoul assumes that the characters are Granny Nightshade’s workers, sent to fetch her for a new task. She has no interest in the day-to-day affairs of Loomlurch and attacks the characters only if they threaten Granny Nightshade in the ghoul’s presence or seem particularly suspicious. Sowpig follows them through the lair and shares an occasional joke, which is always dark and upsetting. Additional roleplaying notes can be found in the bio for Sowpig.
Unicorn Horn. If the Story Tracker indicates that the unicorn horn is here, characters can find it in Sowpig’s cupboard, buried in a box full of junk.
L11. Family Tree
The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys” earlier in the chapter), and Pincushion (see area L9) has a spare key to area L13. The staircase in this room climbs 20 feet to a landing that ends outside area L12.
This room has three doors and a wood-carved staircase that ascends to a higher level. The walls are a dense tangle of tree roots and brambles, nestled among which are five animated portraits: one of a svelte, dark-haired woman and the others depicting hags.
When the characters arrive, the portraits show images of Granny Nightshade and her family, with no labels to identify them:
A truly ancient and terrifying hag (Baba Yaga, the Mother of Witches)
A toadish hag (Bavlorna Blightstraw)
A skeletal hag wearing a black, theatrical contraption resembling a dress (Endelyn Moongrave)
A hag with a wind-up key in her back, one empty eye socket, and a wooden eye held in her hand (Skabatha Nightshade)
A svelte, dark-haired woman with a commanding presence (her appearance matching that of the Tasha mannequin outside the Hall of Illusions in the Witchlight Carnival, as described in chapter 1)
The portraits are enchanted to display the last creature that pricked its skin on the brambles’ thorns in addition to its four closest family members, if it has any. These family members can be living or dead. (If the creature has fewer than four close family members, any remaining portraits are blank.) Each portrait magically animates to create the impression that the subject is looking around and shifting uncomfortably, but the animation has the quality of an old movie. The moving images are silent.
Pricking Thorns. Any creature that reaches toward a portrait must succeed on a DC 15 Dexterity saving throw or be pricked by the thorny brambles. The prick deals no damage, but the portraits change to match the pricked creature and up to four of its closest family members.
L12. Textile Mill
Two 3-foot-tall tin soldiers patrol the balcony outside this room, guarding against outside intruders. Each one is a Small suit of animated armor with 27 (6d6 + 6) hit points. Both doors to this room are closed but not locked. The tin soldiers open the door and enter the room if they hear any commotion within.
Three large, freestanding looms dominate this chamber. A young goblin and a pair of gnome children work the machines, filling the room with a loud, rhythmic clatter. A door is set in the opposite wall, and an archway to the east leads to a storeroom.
Each night, Skabatha Nightshade visits the textile mill to check up on her workers (see “Where’s Skabatha?” earlier in the chapter). The looms are used to weave fabric for the sewing room and the workshop. They are large, treadle-driven machines that generate a considerable racket. The storeroom contains spools of yarn.
Boggles. Three boggles play tricks on the child workers when no one else is around. The boggles are hidden in the corners of the room when the characters arrive, though the children shoot fearful glances at the boggles in the hope that the characters will notice what’s going on. A character can use an action to try to spot the hidden boggles, doing so with a successful DC 16 Wisdom (Perception) check. Because of the children’s fearful glances, the characters have advantage on this check. The boggles avoid combat, surrendering if they face certain harm.
If Squirt is with the party, it encourages the characters to acquire as much slippery boggle oil as they can (see “Boggle Oil”). Captured boggles provide the oil freely, hoping to earn their freedom.
Children. Three children are working here when the characters arrive: Yevelda (an 8-year-old female goblin), Callybon (an 11-year-old female forest gnome), and her brother, Pogo (a 9-year-old male forest gnome). The children are eager to escape Loomlurch but won’t converse with strangers until the area is cleared of boggles.
If the characters ask the children for help navigating the hag’s lair, Yevelda reveals that she knows a secret route into Skabatha’s bedroom (area L16). To take that route, a character must climb out of the storeroom window, clamber across branches that grow out of the upright trees and pass above area L13, and then hop onto the windowsill of the hag’s bedroom. To reach the windowsill, a character must succeed on a DC 13 Dexterity (Acrobatics) check. On a failed check, the character falls 20 feet onto the roof of area L13, taking 7 (2d6) bludgeoning damage.
On one of her forays into the hag’s private quarters, Yevelda witnessed Pud (see area L8) reporting to the hag. She hasn’t told anyone about this yet and is unwilling to share her knowledge about the secret route to area L16 while Pud is present.
Treasure. Searching the storeroom reveals the following items of value:
A gold bodkin (2 gp)
A pouch holding 35 sp (the coins’ mintage is unfamiliar to the characters)
A small, leather-bound book containing delicate sketches and watercolor paintings of pixies, sprites, and other Fey (50 gp)