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Campaign Overview

Pangaea Dolorum: The Fractured Bleed

A world stitched from a hundred dying worlds.

There is no sun over Pangaea Dolorum. At the exact center of the sky hangs the Blinking Eye, a vast lidless orb that opens and closes without rhythm, washing the land in green light, in blinding black beams, in static-laden fog. Beneath it lies a continent that should not exist: a hundred demiplanes dragged out of the Ethereal Deep by a god called the Great Weaver and chained together, seam to seam, into one impossible land.

You can walk from a trench of mustard gas into a forest whose leaves scream in autumn colors, and from that forest down to a black oil sea with a drowned city beneath it. The seams between these places are visible if you know how to look: silver thread, thick as a ship's rope, running through stone and soil and sky.

The seams are failing. Something is cutting them, and where a seam is cut, the world bleeds — gas, screams, oil, worse. Towns are losing their water. People are being taken in the night. And somewhere at the center of everything, a woman with a needle is re-weaving the continent, one scream at a time.

You are travelers on the Stitchroad. You have a lantern, a debt, and no idea what you have walked into.

Tone: grim, strange, humane. Horror in the landscape, warmth in the people. Comedy is allowed; cruelty is not rewarded.

Themes: repair versus perfection, the cost of holding things together, what you owe the people who stitched you.

Content note: body horror, gas, drowning, child endangerment, cult violence.

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Player Handout

Pangaea Dolorum: The Fractured Bleed

The Setup

You are on the Stitchroad, the only road that runs the length of the continent, and you have just walked into Stitchmarket — a town of timber houses built around a well that has never once run dry.

Last night it ran dry. This morning it began to hiss.

The World in Three Sentences

There is no sun; a giant eye blinks overhead and the light changes color when it does. The land is a patchwork of a hundred stolen worlds sewn together with silver thread. Where the thread is cut, the world bleeds something that does not belong there.

Tone

Weird, grim, and warm in equal measure. The world is a nightmare; the people in it are not. You will meet innkeepers, mask-makers, ferrymen and archivists who are trying to live ordinary lives on top of an impossible thing. Help them or don't, but they will remember.

Your Starting Hook

Marrow Tallow, who runs the Salt Loom inn, has a problem she cannot solve with a ladle: her well is bleeding mustard gas, and three of her regulars vanished from their beds two nights ago with no sign of a struggle except a smell of brass.

She will pay in room, board, and everything in her strongbox. She will also tell you the truth she has told no one else: she has seen a woman in a grey shawl standing at the well at night, and the woman was holding a needle the length of a spear.

What You Should Know

  • The Seam Wardens keep the stitches. They are tired, underfunded, and will not thank you for interfering.
  • The Brinehollow harvesters south of town wear gas masks and sell nothing to strangers.
  • Nobody in Stitchmarket says the name of the thing under the trench out loud.

Rules Note

Standard 5th Edition rules. Start at level 1. Bring a lantern.

Playable Module
Levels 1 12 Sessions 24–30 sessions of 3–4 hours each. Act I runs 8–10 sessions, Act II 8–10, Act III 8–10, with side quests and travel folded in.

Pangaea Dolorum: The Fractured Bleed

Behind the screen

DM Overview — Pangaea Dolorum: The Fractured Bleed

What this module is

A complete 1–12 campaign in three acts across three regions: the Mustard Bleed (levels 1–4), the Screaming Autumn (5–8), and the Black Oil Reach (9–12). Eleven key locations, eleven scenes, one continuous main storyline. Each region is a self-contained phase with its own lieutenant, its own failing seam, and its own town that needs saving.

The truth

A hundred demiplanes were chained into one continent by the Great Weaver. The chains are seams — living silver thread that holds incompatible realities adjacent without dissolving each other. The Weaver finished the work and left. Ilva Suture, the Loom-Keeper, was the Weaver's last mortal apprentice, and she believes the work was abandoned half-done. Her doctrine: a seam only holds if it is stitched through pain. So she is cutting seams open across the continent, letting each region bleed agony into the thread, and re-stitching them tighter. She calls it the Fractured Bleed. She is not lying about the seams weakening — she is simply the one making them weak.

Her three lieutenants each run one bleed:

  • Grennick the Mustard Baron — the mustard trench. Harvests gas and bodies.
  • Cantor Vex of the Screaming Leaves — the autumn forest. Harvests screams as prayer.
  • Marn Ossuary, the Oil Saint — the black oil sea. Harvests the drowned.

All three ship their harvest to the Loom Heart, a ruined temple at the continent's center where Ilva Suture works the great loom.

Clue flow (do not skip these)

  1. Act I: brass spool shavings and a Loom-mark at the Stitch-Well → a ledger in the Needleworks naming Brinehollow → a shipping manifest in Brinehollow naming the trench → Grennick's sealed letter naming Ilva Suture and the road to Hollowcrown.
  2. Act II: a choir hymn with a verse about the Loom-Keeper → a silver tuning fork stamped with the Loom-mark → Vex's orders naming the Oilgate tithe → the route to the black oil sea.
  3. Act III: the Oil Saint's tithe ledger → the drowned archive's map of the Loom Heart → Ilva Suture's own re-weaving schedule, which names the day the continent is finished.

Villain plan over time

  • Sessions 1–6: Grennick's bleed widens. If unopposed, Stitchmarket's well runs dry and Brinehollow ships double tithes.
  • Sessions 7–14: Vex's Choir escalates from stealing sleepers to pulling whole households into the leaf-seam. Hollowcrown loses a street a night.
  • Sessions 15–22: Marn Ossuary raises the oil level a foot a week. Oilgate floods; the drowned metropolis wakes.
  • Sessions 23–30: Ilva Suture begins the final re-weaving. If the party has not cut her harvest, the Loom Heart fight is significantly harder (see the finale scene's DM notes).

Failure states

  • The well fails (Act I): Stitchmarket evacuates; the Seam Wardens turn wary and stop trading; the party loses their safe base and must buy supplies at double cost for the rest of the campaign.
  • The Choir completes a full hymn cycle (Act II): the leaf-seam tears wide; Hollowcrown is consumed and Warden Thrush dies. The party arrives at Oilgate with three levels of exhaustion from the screaming road.
  • The Oil Saint floods the archive (Act III): the map to the Loom Heart is lost; the party must find the Heart by following the silver thread itself, costing an extra session and arriving after Ilva's schedule has advanced.
  • Total failure: Ilva completes the re-weaving. The continent survives, but every settlement is stitched shut — the campaign ends with the party alive and the world silent.

Pacing notes

  • Each region is roughly 8–10 sessions: 1 opening scene, 2–3 middle scenes, 1 climax, plus side quests and travel.
  • Level up at each act milestone (end of the trench, end of the Spire, end of the Metropolis) and once mid-act.
  • The Blinking Eye should change state at every act break: green in Act I, black-beam in Act II, static-fog in Act III.
  • Never let a lieutenant fight alone in an empty room. Each has mooks, terrain, and an escape route.

Adventure Hooks

Hook 01

The Dry Well

Marrow Tallow, who runs the Salt Loom inn in Stitchmarket, has posted a notice offering room, board and coin to anyone who can explain why her well has started hissing mustard gas and why three of her regulars vanished from their beds two nights ago. This is the module's default opening: it puts the party in the market square at dawn with a paying employer, a town on the edge of panic, and a trail of brass spool shavings leading south.

Hook 02

The Brass Mask in the Pack

A character carrying a brass gas mask from Brinehollow — bought, stolen, or inherited from a relative who went south for work — is recognized by Odo the Maskwright when the party reaches the camp. Odo made that mask and remembers the face it was made for. This hook pulls a party that skipped Stitchmarket straight into the tithe-cage plot and gives them a personal reason to break Baronet Cawl's business.

Hook 03

The Ledger Under the Boardwalk

Lace Annet, a seamstress in the Needleworks, has been hiding a runaway spool-runner named Cobb Wren under Stitchmarket's boardwalks for a month. She needs someone with no local ties to carry her private tally of stolen seam-thread to the Seam Wardens. This hook starts the party as couriers in a small heist and drops them directly into the spool-vault, Foreman Grist, and the first physical proof that the bleed is deliberate.

Hook 04

The Teacher Left Behind

A scholar who studied seam-lore in Oilgate has been telling anyone who will listen that the black oil has been rising a foot a year for forty years, which means someone cut that seam on purpose. The only complete record of the drowned city sits in a flooded archive with a dying archivist named Telom. This hook gives a late-starting or returning party a reason to go down through the oil and a personal stake in the campaign's final act.

Act Structure

Act I — The Well That Weeps

Recommended level: Levels 1–4

The party arrives in Stitchmarket as its well begins bleeding mustard gas and its people begin vanishing. Following brass spool shavings and a bought foreman, they trace the theft of seam-thread to the Brinehollow camp and from there down into the trench itself, where Grennick the Mustard Baron runs a bleed-pump for a woman in a grey shawl. Ending the pump closes the well and earns the party their first real enemy — and their first mention of Ilva Suture.

Objectives

  • Discover why the Stitch-Well is bleeding gas.
  • Find out who has been taking Stitchmarket's people.
  • Trace the stolen seam-thread through the Needleworks to Brinehollow.
  • Free the captives in the tithe-cages.
  • Descend into the mustard trench and shut down the bleed-pump.
  • Learn the name Ilva Suture and the road to Hollowcrown.

The Well That Weeps

The market square at dawn, around the Stitch-Well, with the Salt Loom's door banging open behind you

Read aloud

The well has been the color of good tea for two hundred years. This morning it is the color of a bruise, and it is hissing. A thin yellow curl of vapor rises from the bucket and drifts, slow and heavy, toward the boardwalk. Marrow Tallow stands with her arms folded and her jaw set, and behind her the Salt Loom's common room is full of people who have nowhere else to go.

Running this scene

This is the opening scene. Marrow Tallow hires the party to investigate: she offers free room and board plus 50 gp from her strongbox. She tells them about the three missing sleepers (a baker, a seamstress's sweetheart, and a boy of sixteen) and, if pressed or if the party earns her trust, about the woman in the grey shawl with the spear-length needle. The well is a seam-node; the gas is coming up the feed line from the Needleworks. Hobb Nine-Fingers is in the crowd and knows more than he says. Sister Quill can identify the vapor as trench-gas and will say so loudly, which starts a panic unless calmed.

Checks
  • Investigation DC 13 at the well: the gas is rising through the feed pipe, not seeping from the stone; the pipe runs south under the Needleworks.
  • Insight DC 14 on Hobb: he is terrified and knows something; he will talk for a meal and a promise of work.
  • Persuasion DC 12 with Marrow Tallow: she admits she saw the grey-shawled woman at the well three nights ago.
  • Arcana or Religion DC 13 with Sister Quill: the well is a seam-node, and the seam feeding it has been cut, not worn.
  • Intimidation or Persuasion DC 15 to calm the crowd before it turns on the Wardens.
Clues
  • Brass spool shavings caught in the well's grate — the kind used in the Needleworks.
  • A Loom-mark scratched into the well's inner rim: a needle through a circle.
  • Hobb's description of the kidnappers: brass masks, a rolled carpet, a cart with Brinehollow registration.
  • Marrow Tallow's sighting of the grey-shawled woman with a spear-length needle.
Where next
  • Lace Annet, a seamstress in the crowd, quietly tells the party that Foreman Grist has been removing spools from the Needleworks vault — pointing to the Needleworks district.
  • Sister Quill offers to pay for an escort to the chapterhouse if the party wants the Wardens' backing before they go south.

The Spool and the Foreman

The Needleworks' front room and the spool-vault behind the iron door

Read aloud

The looms stop when you come in. Thirty faces turn, then turn away. Lace Annet sets down her needle and says, without looking up, that the foreman is in the back and that the vault door has a new seal on it that she did not sew.

Running this scene

Annet gives the party her tally and points them at the vault. Grist is in the back with two hired guards; he will bluster, then bargain, then run for the maintenance tunnel. The vault contains three cut spools, a shipping ledger naming Brinehollow, and a Loom-mark brand still warm. If Grist escapes, he flees to Brinehollow and warns Cawl, making the next scene harder.

Checks
  • Stealth DC 14 to cross the yard unseen; failure means Grist is warned and the guards are ready.
  • Deception DC 13 to talk past the vault guards with a forged Wardens' writ.
  • Thieves' Tools DC 15 to open the vault door; the forged seal is obvious on a DC 12 Investigation check.
  • Intimidation DC 15 or Persuasion DC 16 to make Grist talk; he names Cawl and Brinehollow.
  • Investigation DC 13 on the ledger: shipments went south weekly, paid in gas-flasks and coin.
Clues
  • A shipping ledger naming Brinehollow and signed by Baronet Cawl.
  • Three cut spools of seam-thread, still warm, with a Loom-mark brand.
  • Grist's confession: a woman in a grey shawl paid him through Cawl, and she never gave a name.
  • A route note: the Stitchroad south to Brinehollow, then the trench.
Where next
  • The ledger and the route note point south along the Stitchroad to Brinehollow.
  • Sister Quill, if told, will ask the party to bring back proof so the Wardens can act — and will give them a healing potion.

The Baronet's Tithe

Odo's mask workshop, then the tithe-cages behind Baronet Cawl's bunkhouse

Read aloud

Odo sets down a half-finished mask and looks at the door for a long moment before he speaks. He says he has made four hundred masks for this camp, and eleven of them he made for people who never came back to collect them. Then he asks, very quietly, whether you have come to do something about the quarantine huts.

Running this scene

Odo gives the party the layout and the names of the eleven captives. Cawl has four hired guards and will not fight unless cornered; he prefers to bargain, offering Grennick's schedule and the pump's location in exchange for his life. The cages hold eleven people, three of them from Stitchmarket. Freeing them turns the camp friendly. If the party kills Cawl without exposing him first, the camp turns wary and refuses to sell gas masks.

Checks
  • Persuasion DC 13 with Odo to get the names and the layout; he is already willing, but he needs to trust them.
  • Stealth DC 15 to reach the cages past Cawl's guards; the camp's vent-flues make noise.
  • Investigation DC 14 in Cawl's bunkhouse to find the shipping manifest in a locked strongbox.
  • Intimidation DC 16 or a good bargain to make Cawl hand over Grennick's schedule.
  • Athletics DC 13 to break the cage locks quietly; failure alerts the guards.
Clues
  • Cawl's manifest: weekly shipments of gas and people to the trench, signed for by Grennick.
  • A sealed letter from Grennick to Cawl mentioning the bleed-pump and the woman in grey.
  • The captives' testimony: they were taken at night by masked men and told they were being quarantined.
  • Odo's memory of a Loombound agent who came through the camp two months ago asking about seam-thread.
Where next
  • The manifest gives the trench route and the pump's location at the trench floor.
  • Pell the Deserter is hiding in a vent shaft on the way down and will wave the party over if they are carrying a Brinehollow mask.

The Mustard Baron

The bleed-pump scaffold at the trench floor, reached through the vent galleries

Read aloud

Pell stops at the last vent and will not go further. Below, through a haze of yellow, a brass screw the size of a house turns slowly on a scaffold of rusted iron, and masked figures move around it with hoses and hooks. One of them is not working. He is standing on the highest platform with his hands behind his back, watching the shaft come down, and he is wearing a mask made of gold.

Running this scene

Grennick has six harvesters and two hired guards. He fights from the high platform, throwing gas-flasks and using the vents for cover, and retreats toward the pump at half hit points. If he reaches the pump he opens it fully: the trench floods with gas (Constitution DC 15, 4d6 poison damage, half on a success) and he escapes through the maintenance shaft. Destroying the pump requires three actions at the mechanism or a single DC 16 Strength check to shear the screw. Pell knows the mechanism and can talk the party through it.

Checks
  • Constitution DC 13 each round in the open gas; DC 15 if the pump is opened. Gas masks grant advantage.
  • Athletics DC 14 to cross the scaffold bridges under fire.
  • Arcana or Investigation DC 15 at the pump to understand it is holding the seam open rather than draining it.
  • Strength DC 16 to shear the pump screw, or three consecutive actions at the mechanism.
  • Persuasion DC 17 to make Grennick surrender once he is below half hit points; he will trade Ilva's letter for his life.
Clues
  • Ilva Suture's sealed letter: instructions to keep the seam open until the harvest quota is met, signed with a needle-and-circle.
  • The pump's mechanism shows the seam is being held apart deliberately, not drained.
  • Grennick's babbling: the woman in grey comes through the seams herself, and she is going to Hollowcrown next.
  • A route marker scratched on the shaft wall pointing east to the Screaming Autumn.
Where next
  • With the pump destroyed, the seam closes and the gas begins to thin; the maintenance shaft leads up to the Stitchroad and east toward Hollowcrown.
  • Pell asks to come with the party; if allowed, he becomes a camp follower and can carry gear.

Milestone: The party reaches level 5 when the bleed-pump is destroyed and Grennick is defeated, captured or driven off.

Act II — The Choir Below

Recommended level: Levels 5–8

The party follows the Stitchroad east into a forest that screams. Hollowcrown is losing a sleeper a night to the Hollow Choir, who sing to keep the leaf-seam open and harvest the screams for a woman in a grey shawl. Crossing the Leafway and descending into the Cantor Spire's undercroft, the party must break the scream-loom and silence Cantor Vex — and learn that the harvest is being shipped downriver to a saint made of oil.

Objectives

  • Learn why Hollowcrown's leaves scream louder each night.
  • Find out who is taking the town's sleepers.
  • Cross the Leafway and reach the Cantor Spire.
  • Break the scream-loom in the Spire's undercroft.
  • Defeat or silence Cantor Vex.
  • Recover Vex's orders and learn the route to Oilgate.

The Town That Listens

The bell tower steps at morning court, with the whole town pretending not to listen

Read aloud

Elder Sabine does not raise her voice, because nobody in Hollowcrown raises their voice. She says that eleven people have gone missing in eleven weeks, that the leaves are louder this morning than they were last night, and that she would like the strangers to do something about it before the twelfth. Behind her, the bell tower stands silent, and the whole square is listening without looking.

Running this scene

Sabine gives the party the count and the pattern. Warden Thrush wants to storm the Spire immediately and will go alone if the party hesitates. Choirmaster Lune can be approached privately and will confirm the hymn-cycle link if the party promises the children are safe. Sella the baker, Vex's mother, will not speak to strangers unless the party mentions her son. The burned houses at the eastern edge are where the last person who screamed lived.

Checks
  • Investigation DC 14 in the burned houses: the fire started from the inside, and there are silver thread fragments in the ash.
  • Insight DC 13 on Lune: he is terrified and wants to help.
  • Persuasion DC 15 with Sella the baker: she admits her son leads the Choir and that she has been left alone on purpose.
  • Perception DC 14 at night: a Choir collection party moving through the eastern streets with a rolled carpet.
  • Religion DC 13 to recognize the Choir's hymn as a seam-keeping song, not a prayer.
Clues
  • Eleven sleepers, eleven hymn cycles — the Choir takes one person per verse.
  • Silver thread fragments in the burned houses, cut clean.
  • Lune's information: the scream-loom is in the Spire's undercroft and the Choir sings in three shifts.
  • Sella's confession: her son Vex came back from the forest four years ago and has not been the same.
Where next
  • The Choir's collection route leads east along the Leafway toward the Cantor Spire.
  • Meg Harrowhand, a leaf-harvester, offers to guide the party through the screaming leaves for free if they help her find her missing crew.

The Road of Screaming Leaves

The abandoned caravan at the Leafway's second fork, at dusk

Read aloud

Meg stops at the fork and puts her hand flat on the trunk of a tree, the way you would calm a horse. The leaves above you are screaming, softly, in a rhythm that is almost a tune. Ahead, three carts stand in the road with their wheels turned in, and the leaves are piled in the seats in the shape of people.

Running this scene

Meg guides the party through the safe path but will not go past the caravan until she knows what happened. The carts hold a Choir hymn-book, a silver tuning fork stamped with the Loom-mark, and a trail of dragged footprints leading east. A Choir patrol of four cultists arrives at dusk; they will try to take the party alive. If the party makes noise or shows fear, the leaves scream loud enough to summon a second patrol.

Checks
  • Wisdom DC 13 when the leaves scream: on a failure, Frightened for one minute and the leaves grow louder.
  • Survival DC 14 to follow the dragged footprints east through the leaf litter.
  • Stealth DC 15 to avoid the dusk patrol; failure means a fight with four Choir cultists.
  • Investigation DC 13 at the caravan: the harvesters were taken alive, not killed.
  • Arcana DC 14 on the tuning fork: it is a seam-tuning instrument, and it is keyed to the Spire.
Clues
  • A Choir hymn-book with a verse about the Loom-Keeper and her needle.
  • A silver tuning fork stamped with the Loom-mark.
  • Dragged footprints leading east to the Cantor Spire.
  • Meg's crew's tools, left behind in a neat pile — they were told to drop them.
Where next
  • The footprints and the tuning fork point east to the Cantor Spire.
  • Meg will guide the party to the Spire's edge but will not enter; she waits at the treeline.

The Choir Below

The Spire's undercroft, beneath the scream-loom's frame

Read aloud

Fen leads you down a stair of packed leaves into a room that is not a room. A great silver seam is stretched across a frame of blackened timber, humming, and it is screaming — a thin, endless, human sound. Around it, robed figures sing in a slow circle, and on the gallery above, a tall man with a tuning fork in each hand is watching you come down.

Running this scene

Fen can get the party in as converts (Deception DC 14) or show them the undercroft stair. The scream-loom takes three actions to break or a single DC 16 Arcana check to unpick; each round it is intact, the Choir's hymn imposes a Charms save on the party. Vex fights from the gallery and widens the leaf-seam at half hit points, filling the undercroft with screaming leaves (Constitution DC 14, 3d6 psychic damage). If the loom breaks, Vex stops singing and fights badly with his tuning forks.

Checks
  • Deception DC 14 to enter as converts; Fen's nervousness gives disadvantage unless coached.
  • Arcana DC 16 to unpick the scream-loom, or three actions to break it physically.
  • Wisdom DC 14 each round the Choir sings, or be Charmed into joining the hymn.
  • Athletics DC 13 to climb to the gallery and reach Vex.
  • Persuasion DC 18 to turn two Choir cultists against Vex by singing his own hymn back at him correctly.
Clues
  • Vex's orders, written on leaf-leather: ship the harvest downriver to the Oil Saint at Oilgate.
  • A silver tuning fork stamped with the Loom-mark, matching the one from the caravan.
  • The scream-loom's frame is carved with a message in old Warden script: the work was finished.
  • Fen's testimony: the Choir sends its harvest south by river, and the river runs to a black sea.
Where next
  • Vex's orders name Oilgate and the Oil Saint; the river south is the fastest route.
  • Fen, if freed, will guide the party to the river landing and can be sent back to Hollowcrown with news.

The Toll on the Black Tide

The Guild tollhouse on the harbor wall, with the black sea flat and still beyond the window

Read aloud

Vasque does not look up from her tally-board. She says that a berth on the oil costs twenty gold, that a berth down through the oil costs considerably more, and that the last three people who paid for one did not come back up. Then she looks up, and her eyes are flat as the sea.

Running this scene

Vasque sells passage to the oil surface for 20 gp and information about the tithe-barges for 50 gp or a favor. Nim the Diver will guide the party down for a share of the loot but is skimming for the Saint and will panic if pressed. The hidden dock under the harbor wall can be found by watching the harbor bell. If the party exposes Nim, the Guild turns wary; if they handle it quietly, Nim confesses and gives up the Saint's schedule.

Checks
  • Persuasion DC 14 with Vasque to get the tithe-barge schedule without paying full price.
  • Insight DC 15 on Nim: they are lying about where they have been diving.
  • Investigation DC 14 at the harbor wall to find the hidden dock beneath it.
  • Perception DC 13 at night: the harbor bell rings on its own when a tithe-barge passes.
  • Survival DC 13 to prepare sealed suits and lamps for the descent.
Clues
  • The tithe-barge schedule: every third night, from the hidden dock, down to the drowned city.
  • Vasque's tally-tag: her brother's name, lost to the oil nine years ago.
  • Nim's confession: the Oil Saint pays in oil-lamps that never go out, and he is recruiting divers.
  • The harbor bell rings on its own when the Saint's barges pass.
Where next
  • The tithe-barge route leads south along the coast to the Ossuary Docks, where the barges load.
  • Vasque will write the party a Guild letter of passage if they promise to bring back word of her brother.

Milestone: The party reaches level 9 when the scream-loom is destroyed and Cantor Vex is defeated, silenced or converted.

Act III — The Last Stitch

Recommended level: Levels 9–12

The party descends through the black oil to a drowned metropolis ruled by Marn Ossuary, the Oil Saint, who has been drowning the living to feed the Loom Heart for forty years. In the flooded archive they find the map to the Loom Heart and the truth about Ilva Suture's re-weaving. At the continent's center they face the Loom-Keeper herself, and decide whether the world should be held together by pain, by something gentler, or not at all.

Objectives

  • Reach the Ossuary Docks and secure passage down through the oil.
  • Rescue the tithe-barge captives.
  • Enter the drowned metropolis and find the flooded archive.
  • Recover the map to the Loom Heart.
  • Defeat or release Marn Ossuary, the Oil Saint.
  • Reach the Loom Heart and confront Ilva Suture.

The Docks of Drowned Bells

The southern pier at midnight, with the black oil flat and the drowned city glowing faintly below

Read aloud

Brass does not ask your names. He points at the barge tied up at the far pier, at the shapes under the tarpaulin on its deck, and says that one of them is his granddaughter and that he is too old to do anything about it. Behind him, Widow Sarn's bell rings once, though nobody has touched it.

Running this scene

The tithe-barge is guarded by four drowned divers and a Loombound overseer. The captives are under a tarpaulin: nine people, including Brass's granddaughter. If the party frees them, Brass ferries them down for free and Widow Sarn gives them her list. If they fail, the barge sails and the granddaughter is lost — Brass still ferries them, but he does not speak for the rest of the campaign.

Checks
  • Stealth DC 15 to reach the barge across the slick docks without being seen.
  • Athletics DC 13 to climb the barge's hull; the oil makes the planks slick.
  • Investigation DC 14 on the barge's manifest: nine captives, destination the drowned metropolis, consigned to the Oil Saint.
  • Persuasion DC 13 with the dockers to get them to help; they will if someone moves first.
  • Combat: four drowned divers (use the Scout stat block with a drowning grapple) and one Loombound overseer.
Clues
  • The barge's manifest names the Oil Saint and the drowned metropolis.
  • Widow Sarn's list: four thousand names, and the earliest entries are forty years old.
  • Brass's knowledge: the Saint's collectors use a dock under the harbor wall, and the Saint himself lives in the bell tower.
  • A Loombound overseer's orders: the harvest is behind schedule and the Loom-Keeper is coming.
Where next
  • With the barge taken or the captives freed, Brass ferries the party down through the oil to the drowned metropolis.
  • Widow Sarn asks the party to ring the drowned bell in the city's bell tower for her granddaughter.

The City Under Oil

The flooded archive's upper floor, above the oil line, with the drowned city visible through the windows

Read aloud

Telom's archive is the only dry room in the city, and it is full of paper. He has been cataloguing the drowned for nine years, and he does not stop talking when you come in, because he has not had anyone to talk to in a very long time. Then he puts down his pen and says that the Saint knows you are here, and that he is going to flood the district at midnight.

Running this scene

Telom has the map and will trade it for a promise that his scrolls leave the city. Iss Bell-Diver can guide the party through the flooded streets and will fight beside them. At midnight the Oil Saint floods the district: the oil line rises and the air pockets shrink. The party must either reach the bell tower and confront Marn Ossuary, or escape with the map and the scrolls. Marn fights in the deep oil, dragging characters under with a thread from his chest.

Checks
  • Investigation DC 15 in the archive to find the survey map of the Loom Heart.
  • Persuasion DC 14 with Telom to get the map without promising too much; he wants his scrolls saved.
  • Athletics DC 15 to swim through flooded streets against the rising oil.
  • Insight DC 14 on Iss: she is bound to the Saint but does not want to be.
  • Combat: Marn Ossuary, four drowned divers, and the rising oil (Constitution DC 14 each round once the flood begins).
Clues
  • The survey map: the Loom Heart stands at the continent's center, past the drowned city.
  • The Oil Saint's ledger, if recovered from the bell tower: four thousand names and a running total owed to the Loom-Keeper.
  • Telom's catalogue: the oil has been rising a foot a year for forty years, since the seam was cut.
  • Iss's memory: she was drowned two years ago and pulled back by a thread through her chest.
Where next
  • The map gives the route south through the flooded streets to the Loom Heart.
  • Iss, if freed, will guide the party to the edge of the oil and hold the drowned back while they climb out.
  • Telom's scrolls, if saved, contain the Weaver's old survey notes and a fragment of the message carved in the Loom Heart's frame.

The Last Stitch

The floor of the Loom Heart, beneath the great frame, with the Blinking Eye open overhead

Read aloud

The temple is open to the sky and the Eye is open above it, green and enormous, and in the middle of the floor a woman in a grey shawl is working a loom the size of a cathedral. She does not turn around. She says, in a pleasant, tired voice, that she has been expecting you since the trench, and that she would like to show you what she is making.

Running this scene

Ilva Suture opens with conversation, not violence. She explains her doctrine honestly and answers questions. The Loom is active terrain: each round it pulls a thread that grapples, blinds or restrains one character (DC 15 Dexterity or Strength to resist). Four Loombound veterans guard the frame. If the party has disrupted at least two of the three harvests, Ilva is at half her resources and fights with cold fury; if all three harvests are intact, she is at full strength and the fight is deadly.

Orrin can lead a character to the frame's carved message with a DC 14 Investigation check; showing it to Ilva forces a DC 18 Charisma (Persuasion) check to break her certainty.

Checks
  • Investigation DC 14 at the Loom's frame to find the Weaver's carved message.
  • Persuasion DC 18 to show Ilva the message and break her certainty; she stops fighting on a success.
  • Dexterity or Strength DC 15 each round to resist the Loom's threads.
  • Arcana DC 16 to unpick a single strand of the Loom and weaken it (three successes disable the Loom).
  • Athletics DC 14 to climb the frame and reach Ilva on the working platform.
Clues
  • The Weaver's carved message: the work was finished, and the seams were meant to loosen.
  • Ilva's schedule on the temple floor: the final stitch is due at the next blink of the Eye.
  • The grey shawls on the floor belong to Loombound who finished their work and were folded away.
  • Orrin's testimony: he came here to stop her and she stitched him into the Loom as material.
Where next
  • This is the final scene. Its outcome determines the campaign's ending.

Milestone: The party reaches level 12 when they enter the Loom Heart, and the campaign ends when Ilva Suture is defeated, redeemed or replaced.

Villain Character Sheets

Generated villain placeholder Ilva Suture, the Loom-Keeper Failed

Generating character sheet.

Generated villain placeholder Grennick the Mustard Baron Failed

Generating character sheet.

Generated villain placeholder Cantor Vex of the Screaming Leaves Failed

Generating character sheet.

Generated villain placeholder Marn Ossuary, the Oil Saint Failed

Generating character sheet.

Monsters & Enemies

Sump Larker Sump Larker Completed · CR 1/2 · Aberration

Gaunt, hairless quadruped with slick yellow skin, milky eyes, and lamprey mouth. Hiding in shallow mustard-green gas pools.

Spool Mite Spool Mite Completed · CR 1/8 · Monstrosity

A thumb-sized brass-shelled tick with spindle legs and a spinning proboscis, clustering on thread dust in a dark vault corner.

Tithe-Cage Shade Tithe-Cage Shade Completed · CR 2 · Undead

A soot-dark humanoid silhouette wearing a tarnished brass mask, floating slightly above ground in a dim industrial work camp setting.

Scream Wisp Scream Wisp Completed · CR 3 · Fey

A small knot of crimson and gold autumn leaves held by a silver thread, forming a faint human face. Glows with eerie light in a misty fores…

Hymn-Thrall Hymn-Thrall Completed · CR 4 · Humanoid

Humanoid figure in tattered leaf-leather robes, jaw stitched with silver thread, holding a heavy metal tuning fork. Eyes hollow, mouth open…

Oil-Slick Drowned Oil-Slick Drowned Completed · CR 5 · Undead

Bloated humanoid coated in glossy black oil, silver threads stitching mouth shut, glowing lamp-like eyes, dripping viscous substance, stand…

Bell-Jelly Bell-Jelly Completed · CR 6 · Aberration

Translucent, bell-shaped jellyfish the size of a rowboat with a visible clapper organ inside and trailing silver-thread tentacles, floating…

Thread Revenant Thread Revenant Completed · CR 8 · Construct

Medium construct resembling a humanoid wrapped in miles of silver seam-thread. Brass spool visible in chest cavity. Needle-like fingers. Gl…

Static Fog Mote Static Fog Mote Completed · CR 10 · Elemental

A large, drifting clot of grey static fog with a single glowing green half-closed eye in the center. Arcs of black electricity crackle arou…

Villain Plans

Ilva Suture, the Loom-Keeper

BBEG — the central antagonist of the campaign

Motivation

Ilva was the Great Weaver's last mortal apprentice, and she watched the Weaver finish the continent and walk away without a word. She believes the work was abandoned half-done: the seams are loosening, the demiplanes are drifting apart, and no one else has the skill to fix it. Her doctrine is that a seam only holds if it is stitched through pain, so she cuts seams open, lets a region bleed agony into the thread, and re-stitches it tighter. She is not lying about the seams weakening. She is simply the one making them weak.

Personality

Patient, precise, and unfailingly polite. She speaks in tailoring metaphors and never raises her voice. She genuinely believes she is saving the world and will explain her reasoning to anyone who asks, at length, while her needle works. She does not enjoy cruelty; she simply counts it as material.

Resources

  • The Loom Heart, a ruined temple at the continent's center where the great loom still turns
  • The Loombound, her hidden order of stitchers
  • Three lieutenants: Grennick, Cantor Vex and Marn Ossuary
  • The ability to cut or tighten any seam on the continent
  • A grey shawl and a needle the length of a spear

Battle Plan

Ilva never fights in the open. She begins by cutting the seam under the party's feet, splitting the battlefield into drifting fragments. She uses the Loom to pull threads that grapple, blind and restrain, and she retreats through a seam the moment she is bloodied, returning with Loombound reinforcements. If cornered at the Loom Heart with her harvest intact, she is confident and slow; if her harvest is ruined, she fights with cold, efficient fury and targets the party's healer first.

Defeat or Redemption

She can be killed, and the loom falls silent. She can be shown the Weaver's final message — carved inside the Loom Heart's frame — proving the work was finished and the seams were meant to loosen; shown this, she breaks and can be persuaded to unstitch her own work. Or she can be given what she actually wants: an apprentice. A party member who offers to take up the needle and stay can end the campaign with Ilva stepping down, and the continent held together by a new and gentler hand.

Grennick the Mustard Baron

Lieutenant — master of the Mustard Bleed, Act I antagonist

Motivation

Grennick is a failed seam-warden who cut one thread to save his own skin and discovered that the Loom-Keeper paid extremely well for exactly that. He now runs the trench bleed for her: pumping mustard gas out of the torn seam and shipping it, along with anyone the harvesters can grab, down the Stitchroad. He is terrified of Ilva and more terrified of stopping.

Personality

Loud, sweating, over-familiar. He calls everyone 'friend' and means none of it. He laughs at his own jokes and stops laughing the instant he thinks he is losing. Under the bluster he is a coward who will bargain for his life with anything he has.

Resources

  • The bleed-pump at the bottom of the mustard trench
  • A crew of masked harvesters and hired muscle
  • A sealed letter of instruction from Ilva Suture
  • Bribed officials in Brinehollow and the Needleworks

Battle Plan

Grennick fights from behind his crew, using the trench's gas vents for cover and forcing Constitution saves. He opens with a thrown gas-flask, then sends two harvesters forward while he retreats toward the bleed-pump. At half hit points he offers to talk, and will genuinely sell out Ilva if the party lets him. If he reaches the pump he opens it fully, flooding the trench and fleeing through a maintenance shaft.

Defeat or Redemption

He can be killed, handed to the Seam Wardens for trial, or turned — he knows the trench routes, the pump's mechanism, and the name of the woman in the grey shawl. He cannot be redeemed, only used.

Cantor Vex of the Screaming Leaves

Lieutenant — master of the Screaming Autumn, Act II antagonist

Motivation

Vex was a Hollowcrown choirboy who heard the leaves scream and decided it was a god speaking. When Ilva Suture came through the forest and told him the screams were a harvest, he did not feel cheated; he felt chosen. He now leads the Hollow Choir, keeping the leaf-seam open and filling a quota of screams for the Loom-Keeper, whom he worships as a saint.

Personality

Serene, musical, and completely unshakable. Vex speaks in half-sung phrases and treats violence as a form of accompaniment. He is courteous to the party, genuinely sorry that they will have to be harvested, and will offer them a place in the Choir right up until the moment he attacks.

Resources

  • The Cantor Spire and its undercroft scream-loom
  • The Hollow Choir, thirty singers in rotating shifts
  • The leaf-seam, which he can widen at will
  • A silver tuning fork stamped with the Loom-mark

Battle Plan

Vex opens with a hymn that imposes a Charms and Frightened effect on the party, then sends Choir cultists forward in pairs. He stays on the Spire's gallery, using the acoustics to amplify his voice, and widens the leaf-seam if he is losing, filling the undercroft with screaming leaves. At half hit points he stops singing and fights with a tuning fork and a knife, which he is not good at.

Defeat or Redemption

He can be killed, or silenced — destroying the scream-loom breaks his faith and leaves him catatonic and harmless. A party who can sing his own hymn back at him correctly can turn two of his Choir to their side before the fight begins.

Marn Ossuary, the Oil Saint

Lieutenant — master of the Black Oil Reach, Act III antagonist

Motivation

Marn drowned in the black oil forty years ago, and Ilva Suture pulled him back out with a thread through his chest. He has been paying off that debt ever since by drowning others: the Oil Saint sinks tithe-barges of the living into the oil and delivers their last moments to the Loom Heart. He believes he is saving them from a worse death and genuinely pities the people he kills.

Personality

Soft-spoken, damp, and endlessly apologetic. He weeps when he drowns someone and thanks them afterward. He smells of oil and old water. He is the most reasonable of the three lieutenants and the hardest to hate, which makes him worse.

Resources

  • The drowned metropolis and its bell-towers
  • A fleet of oil-skimming tithe-barges
  • Drowned bell-divers bound to his thread
  • The tithe ledger listing every soul he has sent to the Loom

Battle Plan

Marn fights in the oil, never on it. He drags characters under with a thread from his chest, forcing Athletics checks and drowning rules, and calls drowned divers up from below in waves. He uses the bells to disorient and to summon. At half hit points he retreats into the drowned metropolis and fights again in the flooded archive, where the water is deeper.

Defeat or Redemption

He can be killed, and the thread in his chest cut — which kills him instantly and releases every diver he ever bound. He can also be released: if the party can show him the tithe ledger's true total, he breaks down and agrees to sink his own barges. He will not fight a party that offers him forgiveness; he will simply sit down in the oil and stop.

Running Notes

Recommended party: Four characters of levels 1–12. A balanced party works best: one front-line warrior (Fighter, Barbarian or Paladin), one healer or support caster (Cleric, Druid or Bard), one skill expert (Rogue or Ranger) for the many Investigation, Stealth and Survival checks, and one arcane caster (Wizard or Sorcerer) for the seam-lore and the Loom Heart finale. A party of three is workable if one character has the Medicine skill; a party of five scales the lieutenant fights up by adding one additional rank-and-file faction troop per villain.

Session Zero

Before the first session, hold a short session zero. Cover four things. Tone: this is a grim, strange world with warm, ordinary people in it. The horror is in the landscape and the institutions, not in cruelty to the characters. Comedy is welcome; cruelty is not rewarded. Content: the module contains body horror, mustard gas and suffocation, drowning, child endangerment, cult violence, and the deaths of named NPCs the party will like. Get explicit consent for each of these and use a safety tool (the X-card, the lines-and-veils list, or an open-door policy) for the whole campaign. Characters: build four characters at level 1 using the standard 2024 rules. A balanced party works best: one front-line warrior, one healer or support caster, one skill expert for the many Investigation, Stealth and Survival checks, and one arcane caster for seam-lore and the finale. The four pregenerated heroes in this module are Dagna Embervow, Cobb Wren, Halcyon Vane and Ysolde Fenwick, and their personal quests are already tied to the campaign's NPCs. Expectations: tell the players up front that the world is a patchwork of stolen places, that the seams holding it together are failing, and that their choices about whether to repair, replace or release those seams will decide the ending. Do not tell them who Ilva Suture is. Do tell them that NPCs can die and that failure has consequences that stick.

Scaling Guidance

This module is written for four characters of levels 1–12, and every encounter lists its own scaling notes. Use these rules of thumb on top of them. For a party of three, remove one non-villain combatant per encounter and reduce villain hit points by a quarter; the party will still feel the pressure because the terrain hazards do not scale down. For a party of five or six, add one rank-and-file faction troop per villain fight (a Cultist for the Choir, a Guard for Brinehollow, an Oil-Slick Drowned for the Oil Saint, a Loombound Veteran for Ilva) and add one extra hazard trigger per scene, such as a second gas vent or a faster flood. If the party is one level below the suggested range, halve the number of minions and let the villain retreat one round earlier than written. If the party is two or more levels above, keep the roster and instead give the villain one extra action per round and double the hazard damage. Never scale the Loom Heart finale upward past the written roster unless the party has ruined all three harvests, in which case Ilva should be at half strength and the fight should feel like a rout, not a wall. If the party arrives at the Loom Heart with all three harvests intact, do not soften the encounter: let them lose, retreat, and come back after breaking a harvest, because the campaign's whole structure is about the cost of doing the work in the wrong order.

DM Advice

Run this campaign as three self-contained regions with one continuous spine. Each act has the same shape: arrive in a town that is pretending everything is fine, find the local lieutenant's harvest, break it, and follow the clue to the next region. Keep the clue flow tight and never let the party leave a region without the next region's name in hand. The three lieutenants should each be foreshadowed before they appear: Grennick's letter names Ilva, Vex's orders name the Oil Saint, and the Oil Saint's ledger names the Loom-Keeper. Pacing: one region is eight to ten sessions. Level the party at each act milestone and once mid-act. Change the Blinking Eye at every act break: green in Act I, black-beam in Act II, static fog in Act III. Villain pressure: the lieutenants act on a clock. If the party dawdles in Stitchmarket, the well fails. If they dawdle in Hollowcrown, the Choir takes a street a night. If they dawdle in Oilgate, the oil rises a foot a week. Announce these clocks openly so the players feel them. Clues: never hide a required clue behind a single roll. Every clue in this module has at least two routes to it, usually a document and a witness. Tone: the world is a nightmare; the people are not. Give the party at least one warm scene per session, usually with an innkeeper, a maskwright, a ferryman or an archivist. The finale: do not open with initiative. Ilva talks first, answers everything honestly, and is genuinely interested in the party's opinion. The fight is the fallback, not the default.

Failure States

  • **The well fails (Act I).** If the party does not destroy the bleed-pump within ten days of arriving in Stitchmarket, the Stitch-Well runs dry for good. The town evacuates, the Seam Wardens turn wary and stop trading, and the party loses their safe base. For the rest of the campaign, supplies cost double and the Salt Loom is a burnt shell.
  • **Grist escapes and warns Brinehollow (Act I).** If Foreman Grist reaches the camp first, Baronet Cawl moves the tithe-cages, doubles his guards, and the captives are shipped down the trench before the party arrives. Three of the eleven die, and Odo stops speaking to the party.
  • **Grennick opens the pump (Act I).** If Grennick reaches the bleed-pump and opens it fully, the trench floods with gas. Any character without a mask takes 4d6 poison damage and the party must flee through the maintenance shaft. The pump survives, the well keeps bleeding, and Grennick escapes east with Ilva's letter.
  • **The Choir completes a full hymn cycle (Act II).** If the party does not break the scream-loom within three weeks of arriving in Hollowcrown, the leaf-seam tears wide. Hollowcrown is consumed, Warden Thrush dies at the anchor point, and the party arrives at Oilgate with three levels of exhaustion from the screaming road.
  • **Vex escapes through the leaf-seam (Act II).** If Cantor Vex reaches the undercroft's second exit, he survives the campaign and returns in the finale with four Hymn-Thralls. He also takes the fourth verse with him, and Lune's name stays on the list.
  • **The Oil Saint floods the archive (Act III).** If the party does not reach the archive before midnight, the survey map to the Loom Heart is lost. The party must find the Heart by following the silver thread itself, which costs an extra session and means they arrive after Ilva's schedule has advanced by one stitch.
  • **The tithe-barge sails (Act III).** If the party fails to take the barge, Brass's granddaughter is drowned and Brass does not speak to them again. Widow Sarn still gives them her list, but she rings the bell for the child first, and the party has to listen.
  • **Total failure.** If Ilva Suture completes the re-weaving, the continent survives but every settlement is stitched shut. The campaign ends with the party alive, the world silent, and the Blinking Eye open over a land where nothing moves. This is a real ending, not a game over: play the epilogue straight and let the players sit with it.

Secrets & Clues

  • The Stitch-Well's feed line was cut from inside the Needleworks' spool-vault, not worn through, and the cut is six months old. Brass spool shavings caught in the well grate are the first physical proof.
  • A Loom-mark — a needle through a circle — is scratched into the well's inner rim, branded on the cut spools, and stamped on the silver tuning forks the Choir carries. It is the signature of the Loombound.
  • Foreman Grist's shipping ledger names Brinehollow and is signed by Baronet Cawl, and it lists weekly shipments of gas and people going south to the trench.
  • Baronet Cawl's manifest lists every shipment by date and headcount, and the headcounts match the number of people who have gone missing from Stitchmarket and Hollowcrown.
  • Grennick carries a sealed letter from Ilva Suture instructing him to hold the seam open until the harvest quota is met. It is signed with a needle-and-circle and names the road east to Hollowcrown.
  • The Hollow Choir's hymn cycles match the number of sleepers taken from Hollowcrown exactly: one verse, one person. The fourth verse is not a song but a list of names, and Choirmaster Lune's name is on it.
  • Cantor Vex's orders on leaf-leather name the Oil Saint at Oilgate and describe the harvest being shipped downriver by barge.
  • The black oil has been rising a foot a year for forty years, which means the seam under the drowned city was cut on purpose, and the Oil Saint's tithe ledger shows a running total owed to the Loom-Keeper.
  • Archivist Telom's scrolls contain a fragment of a message copied from the Loom Heart's frame by a drowned surveyor: the work was finished, and the seams were meant to loosen.
  • The message carved inside the Loom Heart's frame is the Great Weaver's last words. It proves the continent was never abandoned half-done, and it is the only thing that can break Ilva Suture's certainty.

Appendix

Downtime

Spool-Winding at the Needleworks

The party hires on at the spool-towers for a few days of piecework, winding silver seam-thread onto brass spools under Lace Annet's eye. The work is dull, the pay is poor, and the gossip is excellent: every worker in the yard has an opinion about Foreman Grist's new locks and the spools that leave at night.

Requirements: A character must spend at least three days in Stitchmarket and pass a DC 10 Dexterity check to avoid ruining a spool. No other prerequisite.

Rewards: 15 gp per character, plus one concrete rumor from the appendix per day worked, and Lace Annet's tally if the party has not already earned it. A character who works a full week gains advantage on the first Charisma check made against any Needleworks worker.

Time: Three to seven days of in-world time.

Location: The Needleworks district of Stitchmarket (loc-needleworks). It only works before the spool-vault is raided; after that the yard is shut and the Wardens are asking questions.

Use this to slow the party down and let the town breathe. If Grist is still in charge, he watches anyone who asks too many questions and assigns them the worst looms. If the party has already exposed him, the workers are talkative and frightened instead.

Mask-Fitting with Odo

Odo the Maskwright fits a brass mask to each character's face, taking measurements, adjusting the seal, and talking the whole time about the people he has made masks for. It takes a full day per mask, and Odo will not rush. Characters who sit with him learn the names of the eleven who never came back.

Requirements: The party must have freed the tithe-cages or otherwise earned the Brinehollow camp's trust. Odo will not fit masks for anyone he thinks will bring the Wardens down on the camp.

Rewards: A fitted gas mask for each character (advantage on Constitution saves against trench gas and similar vapors), plus the names of the eleven captives and Odo's account of the Loombound agent who came through camp two months ago.

Time: One day per mask, so four to six days for a full party.

Location: Odo's workshop in Brinehollow (loc-brinehollow), which is the only warm room in the camp and smells of hot brass and leather.

This is the campaign's best quiet scene. Let the players ask Odo anything. If they press him about the quarantine huts, he admits he has known for two years and has said nothing, and he will only keep helping if they promise the camp will not be punished for Cawl's crimes.

Seam-Survey with the Wardens

Sister Quill or Warden Thrush takes the party out to walk a seam line, measuring the thread with brass rods and recording every cut, fray and splice. It is slow, cold work, and it teaches the party how the continent is actually held together.

Requirements: The Seam Wardens' stance must be neutral or better, and the party must have returned at least one piece of physical evidence of deliberate cutting.

Rewards: Proficiency with the Wardens' brass measuring rods, a hand-drawn seam-map of the local region (which removes one day of travel time per journey), and a permanent +1 to any check made to identify a seam, a cut, or a Loom-mark.

Time: Two days per survey, and the party can survey up to three times per region.

Location: Anywhere the Stitchroad runs: the ridge above Stitchmarket, the western edge of Hollowcrown, or the harbor wall at Oilgate. Each region has its own seam and its own hazards.

Use this to deliver seam-lore without a lecture. Each survey should end with the party finding something wrong: a cut, a splice, or a strand that has been replaced with something that is not silver. Thrush is a hard teacher and Quill is a patient one; pick based on which relationship the party has built.

Bell-Watching at the Ossuary Docks

Widow Sarn keeps a bell at the end of the dock and rings it for every soul lost to the oil. She will let the party take a shift, which means sitting in the dark listening to the water and writing down the names of anyone who does not come back. It is the only complete record of the Oil Saint's victims.

Requirements: The party must be at the Ossuary Docks and must have spoken to Widow Sarn at least once. She does not let strangers near the list until they have sat a shift.

Rewards: Access to Widow Sarn's list of four thousand names, which is worth 500 gp to the Black Oil Divers' Guild and is the strongest evidence against the Oil Saint. A character who sits three shifts also learns the Saint's true name: Marn.

Time: One night per shift, up to three shifts.

Location: The southern pier of the Ossuary Docks (loc-ossuary-docks), where the oil is shallow enough to see the roofs of the drowned city below.

Play this quietly. Sarn does not chat; she rings the bell and writes. If the party asks about her granddaughter, she tells them the name and nothing else. The list is the reward, and it should feel like one.

Quiet Singing in Hollowcrown

Choirmaster Lune teaches the party the children's song that keeps the leaves quiet, and in exchange they help him teach it to Hollowcrown's children on market day. It is the only cheerful scene in the Screaming Autumn, and it is also the party's best chance to learn who in town is already in the Choir.

Requirements: The party must have met Lune and must not have attacked any Choir member in front of the town.

Rewards: The Quiet Song (suppresses the screaming leaves for one hour, three uses), plus the names of four townspeople who sing in the Choir's junior choir and one adult who reports to the Spire.

Time: One afternoon, repeatable once per week.

Location: The market square below the bell tower in Hollowcrown (loc-hollowcrown), where the whole town can hear and nobody raises their voice.

This is the scene where the party learns that the Choir is not an outside force but a local one. Lune is genuinely fond of his students and genuinely terrified. If the party warns him that his name is on the fourth verse, he leaves town and the children lose their teacher, which is a real cost for a real kindness.

Rumors

  • "The well's been sweet for two hundred years. Two hundred. You don't wear through a seam in a season."
  • "They say the harvesters south of town wear brass masks because the gas eats your face. They say the masks are beautiful. Both are true."
  • "My cousin went to Brinehollow for work and sent back a mask instead of a letter. It's a lovely mask. I keep it in a drawer."
  • "The Wardens haven't had reinforcements in eleven years. Ask them why. Go on, ask."
  • "There's a woman in a grey shawl who walks the Stitchroad at night. She doesn't walk it, exactly. She's just on it, and then she's further along."
  • "The leaves in the autumn forest aren't screaming because they're in pain. They're screaming because someone is making them."
  • "The Choir takes one person for every verse. Count the verses. Count the missing. It's the same number."
  • "The oil's been rising a foot a year since before my father was born. Nobody talks about it because there's nothing to do about it."
  • "There's a city under the oil with the lamps still on. My brother's seen it. He doesn't dive anymore."
  • "The Seam Wardens say the continent is a garment. If it's a garment, somebody's been unpicking it, and it isn't the moths."

Random Events

  • **Gas drift (any region, Act I).** A change in the wind pushes a bank of mustard vapor across the road. Every character makes a Constitution DC 13 save or takes 2d6 poison damage and is poisoned for ten minutes. Gas masks grant advantage.
  • **The Eye closes (any region).** The Blinking Eye shuts without warning and the light goes out for one minute. In the dark, every sound is louder and every character has disadvantage on Wisdom (Perception) checks. Something always moves during the blackout.
  • **A Warden patrol (Stitchroad).** Two Seam Wardens with brass measuring rods stop the party and ask to see their business. They are tired, suspicious, and will trade a healing potion for news of a cut seam.
  • **A tithe-cage escapee (Brinehollow or the Stitchroad).** A hollow-eyed person in a torn brass mask stumbles out of the fog and asks for water. They were in the cages. They know one name the party needs and will not say it until they have eaten.
  • **A Choir hymn (Screaming Autumn).** The leaves pick up a hymn from somewhere ahead. Any character who hums along must make a Wisdom DC 13 save or be charmed for one minute and walk toward the sound.
  • **A drowned bell (Black Oil Reach).** A bell rings underwater, far out. Every character who hears it must make a Constitution DC 13 save or be deafened for one round. Widow Sarn writes a name in her book.
  • **A Loombound pair (any region, Act II onward).** Two stitchers in grey shawls are measuring a seam by the roadside. They are polite, they answer questions with tailoring metaphors, and they will try to kill the party quietly if they realize the party knows about the Loom Heart.
  • **A seam shiver (any region, Act III).** The ground shakes and a silver thread snaps somewhere close. A 20-foot stretch of ground becomes difficult terrain, and any structure in the area takes 2d6 damage. The Blinking Eye opens wide for a moment afterward.

Treasure Parcels

  • **Parcel A — Stitchmarket (Act I, levels 1–2).** 50 gp from Marrow Tallow's strongbox, a Potion of Healing from Sister Quill, a brass sampling flask, and a lantern with enough oil for a week.
  • **Parcel B — The Spool-Vault (Act I, levels 2–3).** 85 gp in Grist's strongbox, three cut spools of seam-thread worth 60 gp to the Wardens, a forged Wardens' seal, and the Spoolhook of the Needleworks.
  • **Parcel C — Brinehollow (Act I, levels 3–4).** 200 gp in Cawl's strongbox, eleven brass masks worth 15 gp each, a fitted gas mask for every character, and the Mask of Hollow Breath.
  • **Parcel D — The Mustard Trench (Act I, levels 4–5).** 140 gp in Grennick's strongbox, three sealed gas-flasks worth 25 gp each, Ilva Suture's sealed letter, and Grennick's Brass Valve.
  • **Parcel E — The Leafway and Hollowcrown (Act II, levels 5–6).** 30 gp from the Choir patrol, a silver tuning fork stamped with the Loom-mark, a pressed-leaf map worth 100 gp to the Wardens, and the Hymn-Book of the Fourth Verse.
  • **Parcel F — The Cantor Spire (Act II, levels 7–8).** 300 gp in the Choir's tithe chest, the Tuning Fork of the Screaming Leaves, the Scream-Loom Thread, and Vex's orders on leaf-leather.
  • **Parcel G — Oilgate and the Ossuary Docks (Act III, levels 9–10).** 120 gp from the tithe-barge strongbox, sealed diving suits and oil-lamps for the party, Widow Sarn's list of four thousand names, and the Clapper of the Drowned Bell.
  • **Parcel H — The Drowned Archive (Act III, levels 10–11).** 400 gp in drowned gold, the survey map of the Loom Heart, the Tithe Ledger of the Oil Saint, and Telom's oil-proofed satchel of scrolls.
  • **Parcel I — The Loom Heart Vaults (Act III, levels 11–12).** Miles of silver seam-thread worth 500 gp to the Wardens, six brass spools of the Weaver's own make, the Weaver's Needle, and the grey shawls of folded Loombound.
  • **Parcel J — The Loom Heart (Act III, level 12).** The Grey Shawl of the Loom-Keeper, Ilva's spear-length needle, and the Loom's hundred strands, each one a seam and each one worth a fortune to the right buyer.

Spare Names

  • Sella — Cantor Vex's mother, a baker on Hollowcrown's north side who has never been taken.
  • Corvin Ash — a Seam Warden surveyor who went missing at the Kettle and left a measuring rod behind.
  • Mother Ives — the shrine-keeper of the Seam in Stitchmarket, who keeps the town's burial ledger.
  • Tallow — Marrow Tallow's nephew, a boardwalk runner who can carry messages between districts.
  • The Kettle — a cave a day's walk north of Stitchmarket with a cut seam and sweet, narcotic water.
  • Grist's Yard — the workers' name for the Needleworks' back lot, where the spools are burned.
  • The Long Flue — a copper vent pipe that runs the length of Stitchmarket's boardwalks and carries sound.
  • Harrow's Rest — a waystation on the Stitchroad between the trench and the autumn forest.
  • The Third Shift — the Choir's night watch, and the name of the hymn they sing at dusk.
  • Bell Street — the drowned metropolis's central avenue, where the lamps have never gone out.

Starting Location

The Mustard Bleed

# The Mustard Bleed

The Stitchroad enters the continent's western reach through a landscape of yellow fog and rusted iron. This is the Mustard Bleed: a sulfurous trench system where a seam was cut open and has been weeping mustard gas for six years. The gas is heavier than air and pools in the low ground, so the roads run along ridges and the settlements stand on stilts.

Stitchmarket is the only real town for a hundred miles, a timber town built around a well that taps a clean seam. South of it, the Needleworks spools silver thread for the Seam Wardens. Further south, Brinehollow's harvesters tap the trench itself, wearing brass masks and selling vapor by the flask. And below everything, the trench floor is a churning yellow river where the bleed-pump turns.

The Blinking Eye hangs green over this region, and the green light makes the gas glow faintly at dusk. People here measure time by the Eye's blinking rather than by hours. They do not go out when it closes.

The region's secret is that the bleed is not natural. Someone cut the seam on purpose, and someone is being paid to keep it cut.

Secrets

  • The Stitch-Well's feed line was cut deliberately, not worn through; the cut is clean and recent.
  • Baronet Cawl has been selling people, not just gas, and the camp believes the tithe-cages are quarantine huts.
  • The Seam Wardens' chapterhouse in Stitchmarket has been quietly diverting funds for eleven years, which is why no reinforcements ever arrive.

Key Locations

Stitchmarket

# Stitchmarket

A town of stilted timber houses built on a rust-colored ridge above the yellow fog, Stitchmarket exists because of one thing: the Stitch-Well, a stone shaft that taps a clean seam and has produced sweet water for as long as anyone remembers. Around it cluster the Salt Loom inn, a covered market, a smithy, a shrine of the Seam, and the grey chapterhouse of the Seam Wardens, whose brass weathervane is shaped like a needle.

The streets are raised boardwalks. Under them, gas drifts and is vented through copper flues that hum at night. Everyone carries a lantern and a wet cloth. Children are taught to read the Eye's color before they are taught to read letters.

The people are practical, tired and proud. They will feed a stranger and then ask what he wants. They have noticed the well, and they have noticed the missing, and they are trying very hard not to panic.

Additional Notes

Use Stitchmarket as the party's home base for Act I. The Salt Loom is cheap and safe; the chapterhouse sells healing and seam-maps; the market has everything on the standard equipment list at normal prices. If the well fails, all of that changes.

The Needleworks

# The Needleworks

The southern district of Stitchmarket, walled off from the boardwalks by a palisade of tarred timber. Inside are the spool-towers: three tall sheds where silver seam-thread is wound onto brass spools and shipped to the Wardens' chapterhouses across the continent. The air smells of hot metal and lamp oil. Looms clatter day and night.

Foreman Grist runs the yard with a brass spool-hook for a left hand and a voice that carries over the machinery. His workers are pale, quiet and quick, and they do not meet strangers' eyes. The front room belongs to Lace Annet, who sews ceremonial shawls and hears everything.

The vault is at the back, behind an iron door with a Wardens' seal that has been quietly replaced.

Additional Notes

The Needleworks is a heist or a confrontation, depending on the party. Grist has four workers who will not fight and two hired guards who will. The spool-vault holds the evidence and the cut thread.

Brinehollow

# Brinehollow

A work camp on the trench rim, built on stilts over a slope of yellow-stained rock. Forty-odd harvesters live here in sealed bunkhouses, tapping mustard vapor from the trench and selling it by the flask. Every building has a copper vent and a wet-cloth rack by the door. Every person wears a brass mask, and the masks are beautiful.

Baronet Cawl's bunkhouse is the only clean building in the camp, with a real door and glass in the windows. Behind it stand three long sheds the camp calls the quarantine huts. Nobody goes near them.

The camp is not hostile, but it is closed. Harvesters answer questions with prices. Odo the Maskwright's workshop is the one warm place in Brinehollow, and he will let a stranger sit by the brazier.

Additional Notes

Brinehollow is a social scene with a violent option. The camp will not fight for Cawl if the party exposes the tithe-cages, but they will fight if the party starts a brawl in the bunkhouses. Odo can outfit the party with gas masks (advantage on saves against trench gas) if they help him.

The Mustard Trench

# The Mustard Trench

A canyon of yellow gas a mile wide and three hundred feet deep, cut into the continent by a seam that was torn open six years ago. The walls are banded rust and sulfur. The floor is a slow churning river of vapor so thick it looks like liquid, lit from within by a sick green glow when the Eye is open.

Nothing lives down here except the pump crew. The bleed-pump stands on a scaffold over the deepest vent, a great brass screw that draws gas up and pipes it to the rim. Maintenance shafts and vent galleries honeycomb the walls, and a careful party can move through them without breathing the floor.

The gas is heavier than air. It pools. It does not blow away.

Additional Notes

Run the trench as a hazardous dungeon without walls: vent galleries, scaffold bridges, and gas pools that force Constitution saves. Gas masks from Brinehollow give advantage on the saves. The bleed-pump is the objective; Grennick is the obstacle.

The Screaming Autumn

# The Screaming Autumn

East of the trench, the mustard fog thins and the ground turns to leaf litter. This is the Screaming Autumn: a forest of enormous trees in permanent autumn, their leaves crimson and gold and constantly, softly screaming. The sound is not loud. It is continuous, and after a few hours it gets into your teeth.

The forest is beautiful and it is not safe. The leaves react to emotion; fear makes them scream louder, and a loud enough scream can tear the leaf-seam wider. The people of Hollowcrown have learned to live quietly. They speak in murmurs, they do not run, and they put their children to bed with wax in their ears.

The Hollow Choir has been here for four years, singing in shifts to keep the seam open. They take sleepers from Hollowcrown a few at a time, and the town has not yet decided whether to fight or to pretend it has not noticed.

The Blinking Eye hangs black over this region, and when it closes the forest goes utterly dark and utterly silent, which is worse.

Secrets

  • The screaming leaves are not the forest's natural state; they began screaming when the leaf-seam was cut four years ago.
  • The Hollow Choir's hymn cycles match the number of sleepers taken exactly — one verse, one person.
  • Cantor Vex was born in Hollowcrown and his mother still lives there, which is why the Choir has never taken her.

Key Locations

The Leafway

# The Leafway

A road of packed red leaves running east through the Screaming Autumn, wide enough for a cart and bordered by trees the size of towers. The leaves overhead are always falling and never land. They scream when disturbed, and they scream louder when someone is afraid.

The road forks twice and both forks look identical. There are no birds. There are no animals at all, except the leaf-harvesters' mules, which wear wax plugs and blinders.

Halfway along, a caravan has been abandoned: three carts, a dead mule, and a great many leaves piled where people used to be.

Additional Notes

Run the Leafway as a travel hazard, not a dungeon. The screaming leaves impose a Wisdom save against fear, and fear makes the leaves louder, which attracts Choir patrols. Meg Harrowhand knows the safe path.

The Cantor Spire

# The Cantor Spire

A blackened tower of fused timber and silver thread rising out of a clearing of crushed leaves, shaped like a tuning fork with two prongs and no bell. It hums constantly, and the hum makes the leaves around it scream in harmony.

The Spire has three levels above ground — a robing hall, a dormitory, and a gallery open to the sky — and an undercroft below, where the scream-loom turns. The Choir sings in three shifts, so there is always music, and the music is always the same hymn.

Acolyte Fen sleeps in the dormitory and has not slept properly in months.

Additional Notes

The Spire is a small dungeon with a social entrance. Fen can get the party inside as new converts. The undercroft is guarded by six cultists and a priest, and the scream-loom is the objective.

Hollowcrown

# Hollowcrown

A town of timber houses built in a ring around a bell tower, in a clearing where the leaves do not grow. Every window is sealed with wax. Every door has a felt strip along the bottom. The people speak in murmurs and walk everywhere; nobody in Hollowcrown has run in four years.

The bell tower is the tallest thing for miles and has not rung since the Choir came. The market sells wax, earplugs, pressed leaves and little else. Three houses at the eastern edge burned last winter and have not been rebuilt; the char is still there, and so are the scorch marks on the trees.

Elder Sabine holds court on the tower steps every morning. Warden Thrush holds the leaf-seam alone at the western edge of town, and Choirmaster Lune teaches children to sing on market days, which everyone finds charming and no one finds strange.

Additional Notes

Hollowcrown is a town in denial. Everyone knows about the Choir; nobody says so. The party's job is to break that silence. The burned houses are a reminder of what happens when someone screams.

Oilgate

# Oilgate

A warm, red-brick town of arcades and shallow tiled roofs, built on the shore of a sea that is not water. The black oil begins at the harbor wall and goes out to the horizon, flat and glossy and utterly still. Nothing reflects in it. The Blinking Eye's light slides off it like rain off glass.

Oilgate lives on the oil: divers, ferrymen, refiners, tollkeepers. The arcades are full of brass helmets and sealed leather coats. The Guild runs the harbor and the tolls, and the Guild is not fond of the Oil Saint, who has been poaching its divers for nine years.

The harbor bell rings for every soul lost to the oil. It rings often.

Additional Notes

Oilgate is the party's last safe town before the drowned city. The Guild sells diving gear, oil-lamps and sealed suits here. Tollkeeper Vasque controls the berths; Nim the Diver knows the way down.

The Black Oil Reach

# The Black Oil Reach

South of Oilgate the coast gives way to a sea of black oil that stretches to the horizon and does not move. Beneath it, sealed under an impenetrable layer, stands a drowned metropolis: a city of arcaded brick and bell towers, lit from below by lamps that never go out.

The Oil Saint rules here. He sinks tithe-barges of the living into the oil and delivers their last moments to the Loom Heart, and he has been doing it for forty years. The drowned walk the streets below, bound by silver thread, and the bells ring underwater.

The Blinking Eye hangs in static fog over this region, and the fog gets into the oil and makes it glow faintly at the edges. The air smells of tar and old rain.

At the center of the continent, past the drowned city, stands the Loom Heart: a ruined temple where a woman with a needle is finishing a garment made of the world.

Secrets

  • The oil is not natural — it is the bleed of a seam that was cut forty years ago, and it has been rising a foot a year ever since.
  • The Oil Saint was a diver named Marn who drowned here and was pulled back by Ilva Suture.
  • The Loom Heart's frame carries a carved message from the Great Weaver proving the work was finished.

Key Locations

The Ossuary Docks

# The Ossuary Docks

A ramshackle camp of stilted docks and tar-paper huts built out over the black oil, south of Oilgate and outside the Guild's protection. The planks are slick and the lamps are sealed. Every third night the Oil Saint's tithe-barges come in to load, and the dockers look the other way.

Brass the Ferryman keeps the southern pier and a boat he has been quietly sabotaging for a year. Widow Sarn keeps the bell at the end of the dock and rings it for every soul lost to the oil. There are four thousand names on her list.

The oil under the docks is shallow enough to see through, and on a clear night you can see the roofs of the drowned city below.

Additional Notes

The Ossuary Docks are a staging area. The party can buy sealed suits and lamps here, watch a tithe-barge load, and plan the descent. Brass will ferry them down for free if they rescue his granddaughter.

The Drowned Metropolis

# The Drowned Metropolis

A city under a roof of black oil. The streets are flooded to the second story, the arcades are full of still water, and the lamps that the Oil Saint lights have never gone out. The light is amber and it moves, because the oil above it moves, and everything below looks like it is happening in a dream.

The city is not empty. The drowned walk here — bound by silver thread, going about the errands they were given when they died. Bell-divers swim between the towers. The bells ring underwater, and the sound comes through your chest rather than your ears.

The flooded archive stands on the highest ground in the city, its upper windows still above the oil. Archivist Telom has been living there for nine years.

Additional Notes

Run the metropolis as an underwater city with air pockets. Sealed suits and lamps are essential; without them, characters must hold their breath. The drowned are not hostile unless commanded. The archive is the objective; the bell tower is where the Oil Saint waits.

The Loom Heart

# The Loom Heart

A circular temple of grey stone at the exact center of the continent, roofless, open to the Blinking Eye. Inside stands the Loom: a frame of blackened timber and silver thread the size of a cathedral, strung with a hundred strands, each one a seam, each one running out to a different corner of the world.

Ilva Suture works here. She has been working here for eleven years. The floor around the Loom is covered in spools, in needles, in the grey shawls of Loombound who have finished their work and been folded away.

Orrin Unraveled has been unpicking himself in the corner for three years. He knows the temple's layout, Ilva's schedule, and the message carved inside the Loom's frame.

Additional Notes

The finale. Ilva Suture is here with four Loombound veterans and the Loom itself. The Loom can be used as terrain: it grapples, blinds and restrains. Orrin can guide the party to the frame's carved message, which is the key to the redemption ending.

Villain Character Sheets

Generated villain placeholder Ilva Suture, the Loom-Keeper Failed

Generating character sheet.

Generated villain placeholder Grennick the Mustard Baron Failed

Generating character sheet.

Generated villain placeholder Cantor Vex of the Screaming Leaves Failed

Generating character sheet.

Generated villain placeholder Marn Ossuary, the Oil Saint Failed

Generating character sheet.

Monsters & Enemies

Sump Larker Sump Larker Completed · CR 1/2 · Aberration

Gaunt, hairless quadruped with slick yellow skin, milky eyes, and lamprey mouth. Hiding in shallow mustard-green gas pools.

Spool Mite Spool Mite Completed · CR 1/8 · Monstrosity

A thumb-sized brass-shelled tick with spindle legs and a spinning proboscis, clustering on thread dust in a dark vault corner.

Tithe-Cage Shade Tithe-Cage Shade Completed · CR 2 · Undead

A soot-dark humanoid silhouette wearing a tarnished brass mask, floating slightly above ground in a dim industrial work camp setting.

Scream Wisp Scream Wisp Completed · CR 3 · Fey

A small knot of crimson and gold autumn leaves held by a silver thread, forming a faint human face. Glows with eerie light in a misty fores…

Hymn-Thrall Hymn-Thrall Completed · CR 4 · Humanoid

Humanoid figure in tattered leaf-leather robes, jaw stitched with silver thread, holding a heavy metal tuning fork. Eyes hollow, mouth open…

Oil-Slick Drowned Oil-Slick Drowned Completed · CR 5 · Undead

Bloated humanoid coated in glossy black oil, silver threads stitching mouth shut, glowing lamp-like eyes, dripping viscous substance, stand…

Bell-Jelly Bell-Jelly Completed · CR 6 · Aberration

Translucent, bell-shaped jellyfish the size of a rowboat with a visible clapper organ inside and trailing silver-thread tentacles, floating…

Thread Revenant Thread Revenant Completed · CR 8 · Construct

Medium construct resembling a humanoid wrapped in miles of silver seam-thread. Brass spool visible in chest cavity. Needle-like fingers. Gl…

Static Fog Mote Static Fog Mote Completed · CR 10 · Elemental

A large, drifting clot of grey static fog with a single glowing green half-closed eye in the center. Arcs of black electricity crackle arou…

Villain Plans

Ilva Suture, the Loom-Keeper

BBEG — the central antagonist of the campaign

Motivation

Ilva was the Great Weaver's last mortal apprentice, and she watched the Weaver finish the continent and walk away without a word. She believes the work was abandoned half-done: the seams are loosening, the demiplanes are drifting apart, and no one else has the skill to fix it. Her doctrine is that a seam only holds if it is stitched through pain, so she cuts seams open, lets a region bleed agony into the thread, and re-stitches it tighter. She is not lying about the seams weakening. She is simply the one making them weak.

Personality

Patient, precise, and unfailingly polite. She speaks in tailoring metaphors and never raises her voice. She genuinely believes she is saving the world and will explain her reasoning to anyone who asks, at length, while her needle works. She does not enjoy cruelty; she simply counts it as material.

Resources

  • The Loom Heart, a ruined temple at the continent's center where the great loom still turns
  • The Loombound, her hidden order of stitchers
  • Three lieutenants: Grennick, Cantor Vex and Marn Ossuary
  • The ability to cut or tighten any seam on the continent
  • A grey shawl and a needle the length of a spear

Battle Plan

Ilva never fights in the open. She begins by cutting the seam under the party's feet, splitting the battlefield into drifting fragments. She uses the Loom to pull threads that grapple, blind and restrain, and she retreats through a seam the moment she is bloodied, returning with Loombound reinforcements. If cornered at the Loom Heart with her harvest intact, she is confident and slow; if her harvest is ruined, she fights with cold, efficient fury and targets the party's healer first.

Defeat or Redemption

She can be killed, and the loom falls silent. She can be shown the Weaver's final message — carved inside the Loom Heart's frame — proving the work was finished and the seams were meant to loosen; shown this, she breaks and can be persuaded to unstitch her own work. Or she can be given what she actually wants: an apprentice. A party member who offers to take up the needle and stay can end the campaign with Ilva stepping down, and the continent held together by a new and gentler hand.

Grennick the Mustard Baron

Lieutenant — master of the Mustard Bleed, Act I antagonist

Motivation

Grennick is a failed seam-warden who cut one thread to save his own skin and discovered that the Loom-Keeper paid extremely well for exactly that. He now runs the trench bleed for her: pumping mustard gas out of the torn seam and shipping it, along with anyone the harvesters can grab, down the Stitchroad. He is terrified of Ilva and more terrified of stopping.

Personality

Loud, sweating, over-familiar. He calls everyone 'friend' and means none of it. He laughs at his own jokes and stops laughing the instant he thinks he is losing. Under the bluster he is a coward who will bargain for his life with anything he has.

Resources

  • The bleed-pump at the bottom of the mustard trench
  • A crew of masked harvesters and hired muscle
  • A sealed letter of instruction from Ilva Suture
  • Bribed officials in Brinehollow and the Needleworks

Battle Plan

Grennick fights from behind his crew, using the trench's gas vents for cover and forcing Constitution saves. He opens with a thrown gas-flask, then sends two harvesters forward while he retreats toward the bleed-pump. At half hit points he offers to talk, and will genuinely sell out Ilva if the party lets him. If he reaches the pump he opens it fully, flooding the trench and fleeing through a maintenance shaft.

Defeat or Redemption

He can be killed, handed to the Seam Wardens for trial, or turned — he knows the trench routes, the pump's mechanism, and the name of the woman in the grey shawl. He cannot be redeemed, only used.

Cantor Vex of the Screaming Leaves

Lieutenant — master of the Screaming Autumn, Act II antagonist

Motivation

Vex was a Hollowcrown choirboy who heard the leaves scream and decided it was a god speaking. When Ilva Suture came through the forest and told him the screams were a harvest, he did not feel cheated; he felt chosen. He now leads the Hollow Choir, keeping the leaf-seam open and filling a quota of screams for the Loom-Keeper, whom he worships as a saint.

Personality

Serene, musical, and completely unshakable. Vex speaks in half-sung phrases and treats violence as a form of accompaniment. He is courteous to the party, genuinely sorry that they will have to be harvested, and will offer them a place in the Choir right up until the moment he attacks.

Resources

  • The Cantor Spire and its undercroft scream-loom
  • The Hollow Choir, thirty singers in rotating shifts
  • The leaf-seam, which he can widen at will
  • A silver tuning fork stamped with the Loom-mark

Battle Plan

Vex opens with a hymn that imposes a Charms and Frightened effect on the party, then sends Choir cultists forward in pairs. He stays on the Spire's gallery, using the acoustics to amplify his voice, and widens the leaf-seam if he is losing, filling the undercroft with screaming leaves. At half hit points he stops singing and fights with a tuning fork and a knife, which he is not good at.

Defeat or Redemption

He can be killed, or silenced — destroying the scream-loom breaks his faith and leaves him catatonic and harmless. A party who can sing his own hymn back at him correctly can turn two of his Choir to their side before the fight begins.

Marn Ossuary, the Oil Saint

Lieutenant — master of the Black Oil Reach, Act III antagonist

Motivation

Marn drowned in the black oil forty years ago, and Ilva Suture pulled him back out with a thread through his chest. He has been paying off that debt ever since by drowning others: the Oil Saint sinks tithe-barges of the living into the oil and delivers their last moments to the Loom Heart. He believes he is saving them from a worse death and genuinely pities the people he kills.

Personality

Soft-spoken, damp, and endlessly apologetic. He weeps when he drowns someone and thanks them afterward. He smells of oil and old water. He is the most reasonable of the three lieutenants and the hardest to hate, which makes him worse.

Resources

  • The drowned metropolis and its bell-towers
  • A fleet of oil-skimming tithe-barges
  • Drowned bell-divers bound to his thread
  • The tithe ledger listing every soul he has sent to the Loom

Battle Plan

Marn fights in the oil, never on it. He drags characters under with a thread from his chest, forcing Athletics checks and drowning rules, and calls drowned divers up from below in waves. He uses the bells to disorient and to summon. At half hit points he retreats into the drowned metropolis and fights again in the flooded archive, where the water is deeper.

Defeat or Redemption

He can be killed, and the thread in his chest cut — which kills him instantly and releases every diver he ever bound. He can also be released: if the party can show him the tithe ledger's true total, he breaks down and agrees to sink his own barges. He will not fight a party that offers him forgiveness; he will simply sit down in the oil and stop.

NPCs in The Mustard Bleed

Marrow Tallow

A broad, grey-braided woman in her sixties with flour on her forearms and a ladle she has never once used as a weapon. She has run the Salt Loom for thirty years and knows every debt, affair and grudge in Stitchmarket. She is kind to strangers and merciless to bullies.

Role: Innkeeper of the Salt Loom; opening quest giver

Other Details: She saw a woman in a grey shawl standing at the Stitch-Well at night holding a spear-length needle, and has told no one but the party. She is quietly in debt to the Seam Wardens and will not admit it. She wants the well fixed more than she wants revenge.

Sister Quill

A thin, ink-stained warden in a grey shawl, her fingers permanently calloused from handling silver thread. She speaks quickly and precisely, as though every sentence is being measured. She is exhausted and hides it badly.

Role: Seam Warden priest; healer and lore source

Other Details: She is the only person in Stitchmarket who can read seam-marks, and she is terrified that the Wardens will blame her for the well. She knows the Loom-mark exists but has never seen one until the party brings her one. She will trade healing for information.

Hobb Nine-Fingers

A wiry boy of fourteen with a chipped tooth and a coat three sizes too big. He has nine fingers and a story about each missing one. He is faster than he looks and braver than he admits.

Role: Gutter guide and lookout

Other Details: Hobb saw the men who took the three sleepers: they wore brass masks and carried a rolled-up carpet. He will only say so if the party earns his trust or pays him. He wants to get out of Stitchmarket and will attach himself to the party if allowed.

Lace Annet

A small, sharp-eyed woman with pins in her sleeve and a permanent squint from fine work. She sews the Wardens' ceremonial shawls and hears everything said in the Needleworks' front room. She is not brave, but she is stubborn.

Role: Seamstress, informant and scene giver

Other Details: Annet has been keeping a private tally of the spools Grist has removed. She will give it to the party if they promise to keep her name out of it. She is in love with one of the missing sleepers, a fact she will deny under any pressure.

Odo the Maskwright

A stooped old man with scarred lungs and a workshop full of half-finished masks. He breathes through a brass tube and speaks in short, wheezing sentences. He has made a mask for every person in Brinehollow and remembers each one.

Role: Mask-maker and camp elder; scene giver

Other Details: Odo knows the tithe-cages are not quarantine huts because he made the masks for the people inside. He has said nothing for two years and it is eating him. He will help the party if they promise the camp will not be punished for Cawl's crimes.

Pell the Deserter

A gaunt young man in a cracked mask, hiding in a vent shaft with a stolen ledger and a bad leg. He flinches at loud noises and apologizes constantly. He is nineteen and has already seen too much.

Role: Escaped harvester hiding in the trench; scene giver

Other Details: Pell was on the pump crew and knows the bleed-pump's mechanism and its maintenance shaft. He deserted when he was ordered to load people into the gas. He will guide the party to Grennick if they promise not to leave him behind.

Baronet Cawl

Character sheet pending

A lean, elegant man in an immaculate brass mask, the only person in Brinehollow whose boots are clean. He speaks softly and never repeats himself. He is the camp's owner and its worst-kept secret.

Role: Boss of the Brinehollow camp; middleman for the tithe

Other Details: Cawl sells people as well as gas. He keeps the tithe-cages behind his bunkhouse and tells the camp they are quarantine huts. He is not loyal to Grennick and will happily hand him over if the party makes it worth his while — or kill them if it is cheaper.

Foreman Grist

Character sheet pending

A heavy, red-faced man in a leather apron with a brass spool-hook where his left hand should be. He shouts rather than speaks and treats his workers like machinery. He is sweating more than the work justifies.

Role: Overseer of the Needleworks; bought man

Other Details: Grist has been cutting seam-thread from the Stitch-Well's feed line and selling it to Brinehollow for six months. He is in far over his head and knows it. He will fight if cornered but would rather run, and he will sell out Baronet Cawl the moment he is threatened with the Wardens.

NPCs in The Screaming Autumn

Elder Sabine

A tall, straight-backed old woman with leaves braided into her white hair and a voice that carries across a square. She has run Hollowcrown since before the Choir came and has no intention of losing it now.

Role: Elder of Hollowcrown; scene giver

Other Details: Sabine has counted the sleepers taken and knows the number matches the Choir's hymn cycles exactly. She will not say the word 'cult' aloud because half the town's children sing in the Choir's junior choir. She is looking for someone expendable to go into the Spire.

Choirmaster Lune

A soft, sad-eyed man in a leaf-leather robe who teaches music to Hollowcrown's children on market days. He sings beautifully and never raises his voice. He is genuinely fond of his students.

Role: Hollow Choir recruiter and reluctant informant

Other Details: Lune joined the Choir to protect his students and has been feeding Sabine information for a year. He knows the Spire's hymn schedule and the undercroft's layout. He is terrified of Vex and will only help if the party guarantees the children are not harmed.

Meg Harrowhand

A weathered woman in a waxed canvas coat with a hooked bill and a satchel of pressed leaves. She has walked the Leafway four hundred times and has opinions about every tree on it. She talks to fill silence, because the silence screams.

Role: Leaf-harvester and caravan guide; scene giver

Other Details: Meg's caravan was taken by the Choir three weeks ago and she alone got away. She knows the safe path through the screaming leaves and will guide the party for free if they help her find out what happened to her crew. She is missing two fingers on her left hand.

Acolyte Fen

A pale boy of seventeen in an oversized robe, with a shaved head and a permanent flinch. He sings in the third shift and has not slept properly in months. He is the only person in the Spire who looks afraid.

Role: Choir acolyte and inside source; scene giver

Other Details: Fen was taken from Hollowcrown as a sleeper and woke up in the Choir. He has been pretending to convert ever since. He knows where the scream-loom is and how to reach the undercroft, and he will trade that knowledge for a promise of escape.

Tollkeeper Vasque

A tall woman in a sealed leather coat with a brass tally-board chained to her belt. She has a voice like a closing door and a memory for faces that borders on the supernatural. She has never once been cheated.

Role: Guild tollkeeper and gatekeeper to the black sea; scene giver

Other Details: Vasque controls who gets a berth on the oil. She knows the Oil Saint's tithe-barges by their hull numbers and will share that list for a price. She lost a brother to the oil and does not talk about it, but she keeps his tally-tag on her belt.

Nim the Diver

A small, wiry diver of about twenty with oil-stained hands and a brass helmet carried under one arm like a pet. Nim talks fast, laughs at nothing, and can hold their breath for four minutes.

Role: Free diver and guide

Other Details: Nim has been under the oil layer and seen the drowned metropolis lit up from below. They will guide the party down for a share of whatever they find. They are also secretly selling dive locations to the Oil Saint's recruiters and will panic if confronted.

Warden Thrush

Character sheet pending

A broad-shouldered warden in a mud-stained grey shawl, one eye milky and one hand wrapped around a measuring rod like a club. She has been holding the leaf-seam alone for eleven months and is running on spite.

Role: Seam Warden captain stationed in Hollowcrown

Other Details: Thrush has requested reinforcements six times and received none. She will fight beside the party against the Choir and will die doing it if not restrained. She knows the leaf-seam's anchor point is inside the Cantor Spire's undercroft.

NPCs in The Black Oil Reach

Brass the Ferryman

An enormous old man with brass rings on every finger and a voice like a foghorn. He has ferried the oil for forty years and has never lost a passenger he liked. He is missing his left ear and does not explain why.

Role: Ferryman of the drowned docks; scene giver

Other Details: Brass knows the tithe-barge schedule by heart and knows which dock the Oil Saint's collectors use. He will ferry the party down for free if they rescue the child on the next tithe-barge — his granddaughter. He has been quietly sabotaging barges for a year.

Widow Sarn

A tiny, fierce old woman in a black oilskin shawl who rings the dock bell for every soul lost to the oil. She has rung it four thousand times and can tell you the name of every one. She does not sleep.

Role: Dock elder and keeper of the drowned bells

Other Details: Sarn keeps a written list of everyone the Oil Saint has taken, and it is the only complete record in existence. She will give it to the party if they ring the bell for her granddaughter. She knows the Oil Saint's true name and that he was once a diver named Marn.

Archivist Telom

A gaunt man in a waterlogged coat with spectacles strapped to his head and a satchel of oil-proofed scrolls. He speaks in a hoarse whisper because his lungs are half oil. He has been cataloguing the drowned city alone for nine years.

Role: Archivist of the drowned city; scene giver

Other Details: Telom has found the Loom Heart on an old survey map and knows the route through the flooded streets. He is dying of oil-lung and wants his catalogue preserved more than he wants to live. He will trade the map for a promise that his scrolls leave the city.

Orrin Unraveled

A man held together by visible silver stitches, one eye replaced by a brass spool. He speaks slowly and carefully, as though each word must be reattached. He has been in the Loom Heart longer than anyone and has watched Ilva Suture work.

Role: Escaped harvest victim; final scene giver

Other Details: Orrin was a Seam Warden who came to stop Ilva and was stitched into her loom as material. He has been quietly unpicking himself for three years. He knows the Loom Heart's layout, Ilva's schedule, and the message carved inside the loom's frame that could break her.

Iss Bell-Diver

Character sheet pending

A young woman in a diving suit with a silver thread running into her chest and out through her back. She moves like someone underwater even on dry stone. She remembers her name and very little else.

Role: Drowned bell-diver, half-bound to the Oil Saint

Other Details: Iss drowned two years ago and was pulled back by Marn Ossuary. She is bound to him but not loyal to him, and cutting the thread would kill her. She will fight beside the party against the drowned divers and knows the bell-tower where the Oil Saint keeps his ledger.

Factions

The Seam Wardens

A tired order of stitchers, surveyors and road-wardens who maintain the silver seams that hold the continent together. They wear grey shawls with a needle-and-thread sigil, carry brass measuring rods, and speak of seams the way farmers speak of weather. Their chapterhouse is in Stitchmarket, and their authority is respected everywhere the Stitchroad runs. They are chronically underfunded, chronically overworked, and deeply suspicious of anyone who claims to understand the seams better than they do.

Goals

Keep the seams whole. Map every cut. Train replacements for the wardens who die each season. Find out who is cutting the thread and stop them without provoking a war they cannot win.

Relationships

With Other Factions
They tolerate the Brinehollow Harvesters as a necessary nuisance and quietly despise the Hollow Choir. They have no dealings with the Black Oil Divers' Guild and consider the Loombound heretics to be hunted on sight.
With Players
Neutral at the start. They will sell the party measuring rods, seam-maps and healing at fair prices, and will hire them for odd jobs. If the party saves Stitchmarket's well, they become friendly and open their chapterhouse stores.

The Brinehollow Harvesters

A work-camp company of gas-masked tappers who harvest mustard vapor from the trench and sell it to anyone with coin. They live in Brinehollow, a camp of stilted huts and sealed bunkhouses on the trench's rim. They are not soldiers and do not want to be; they are contractors, and they know exactly how dangerous their product is. Their masks are works of art, and their boss wears the finest one.

Goals

Keep the taps flowing. Get paid. Keep the trench from killing the camp. Stay out of whatever the Baronet has gotten himself into.

Relationships

With Other Factions
They sell to the Seam Wardens at a markup and to the Hollow Choir at a discount. They fear the Loombound and will not speak of them.
With Players
Wary at the start. They will not deal with strangers, but they will not attack either. If the party exposes Baronet Cawl's tithe-cages, the camp turns friendly and its maskwright will outfit the party for the trench.

The Hollow Choir

A cult of singers who believe that the screaming leaves of the autumn forest are the world praying, and that a scream offered up correctly is the highest form of devotion. They wear robes of stitched leaf-leather and sing in shifts so that the forest is never silent. Their spire rises out of the leaf litter like a blackened tuning fork. They are courteous, soft-spoken, and utterly willing to kill.

Goals

Keep the leaf-seam open. Harvest screams enough to fill the Choir's quota for the Loom-Keeper. Convert the sleepers of Hollowcrown before the town notices it is being emptied.

Relationships

With Other Factions
They buy gas from the Brinehollow Harvesters and send tithes downriver to the Oil Saint. They regard the Seam Wardens as blind fools mending a coat that should be unwoven.
With Players
Hostile at the start. Choir members will attempt to take the party alive for the scream-loom, and will kill anyone who interferes with a hymn.

The Black Oil Divers' Guild

A guild of free divers, ferrymen and oil-traders who work the black sea at Oilgate. They wear sealed leather suits and brass helmets, and they know the oil layer better than anyone alive. The Guild is a business, not a faith; it charges tolls, honors contracts, and has a long and bitter history with the Oil Saint, who has been poaching its divers for years.

Goals

Keep the tolls flowing. Recover the drowned before the Oil Saint does. Find out what is under the oil and sell that knowledge dearly.

Relationships

With Other Factions
They despise the Oil Saint and the Loombound, distrust the Hollow Choir, and have a wary commercial relationship with the Seam Wardens.
With Players
Neutral at the start. They will sell passage, diving gear and oil-lamps at fair prices. If the party breaks the Oil Saint's tithe-barge, the Guild becomes friendly and provides a free ferry to the drowned metropolis.

The Loombound

Ilva Suture's own order: stitchers who have given up their names and taken the Loom-mark on their palms. They believe the continent is a half-finished garment and that the Loom-Keeper is the only one with the skill to finish it. They travel in pairs, speak in tailoring metaphors, and carry needles that can cut a seam — or a person — cleanly. They are few, hidden, and everywhere.

Goals

Complete the re-weaving. Deliver harvested agony to the Loom Heart. Silence anyone who learns the truth about the seams.

Relationships

With Other Factions
They command the Hollow Choir and the Oil Saint, purchase from the Brinehollow Harvesters, and are hunted by the Seam Wardens.
With Players
Hostile at the start. A Loombound agent who identifies the party as a threat will attempt to kill them quietly and stitch the bodies into a wall.

Main Questline

The Well That Weeps

Given by: Marrow Tallow
Stitchmarket's well has run dry and begun hissing mustard gas, and three of the town's people have vanished from their beds. Marrow Tallow, who runs the Salt Loom inn, hires the party to find out why. The trail runs from brass spool shavings caught in the well grate, through the Needleworks' spool-vault and its bought foreman, south along the Stitchroad to the Brinehollow work camp, and down into the mustard trench where a bleed-pump holds a torn seam open on purpose.

Goals

- Investigate the Stitch-Well and identify the gas as trench vapor.
- Trace the brass spool shavings to the Needleworks and confront Foreman Grist.
- Recover the shipping ledger naming Brinehollow and Baronet Cawl.
- Reach the Brinehollow camp and free the eleven captives in the tithe-cages.
- Descend into the mustard trench and destroy the bleed-pump.
- Defeat, capture or turn Grennick the Mustard Baron.
- Learn the name Ilva Suture and the road east to Hollowcrown.

Reward

**50 gp** from Marrow Tallow's strongbox, free room and board at the Salt Loom for the rest of the campaign, and a **Potion of Healing** each from Sister Quill. Once the well runs clean, the Seam Wardens' stance improves to friendly and they open their chapterhouse stores.

Secrets

  • The well's feed line was cut from inside the Needleworks' spool-vault, not worn through, and the cut is six months old.
  • Baronet Cawl has been selling people as well as gas, and the Brinehollow camp believes the tithe-cages are quarantine huts.
  • Grennick carries a sealed letter from Ilva Suture instructing him to hold the seam open until the harvest quota is met.

DM Notes

Run this as a three-step investigation with a violent finish. Give the party the spool shavings in the first hour so they always have a lead. Grist should escape if the party is slow, which makes Brinehollow harder. Grennick is a coward, not a fanatic: let him bargain, and let him sell Ilva out. The pump is the real objective, not the man.

The Choir Below

Given by: Elder Sabine
East of the trench the road enters a forest of enormous autumn trees whose leaves scream, softly and constantly. Hollowcrown has lost eleven people in eleven weeks, one for every verse of the Hollow Choir's hymn, and the town has decided not to notice. Elder Sabine wants the strangers to notice for them. The trail runs along the Leafway to a blackened spire shaped like a tuning fork, and down into an undercroft where a living seam is stretched on a frame and made to scream.

Goals

- Question Elder Sabine, Warden Thrush and Choirmaster Lune in Hollowcrown.
- Cross the Leafway and investigate the abandoned caravan.
- Reach the Cantor Spire and get inside, by conversion or by stealth.
- Break the scream-loom in the Spire's undercroft.
- Defeat, silence or convert Cantor Vex.
- Recover Vex's orders naming the Oil Saint at Oilgate.

Reward

**300 gp** from Hollowcrown's emergency fund, the **Quiet Song** (a short hymn that suppresses the screaming leaves for one hour, three uses), and Warden Thrush's measuring rod as a token of the Seam Wardens' permanent alliance. If the scream-loom is broken, the whole forest falls silent and travel through the Screaming Autumn becomes safe.

Secrets

  • The Choir's hymn cycles match the number of sleepers taken exactly: one verse, one person.
  • Cantor Vex was born in Hollowcrown, and his mother Sella still lives on the town's north side, which is why the Choir has never taken her.
  • The fourth verse of the hymn is not a song at all but a list of names, and Choirmaster Lune's name is on it.

DM Notes

Hollowcrown is a town in denial, so play the silence hard: nobody shouts, nobody runs, and the party's own raised voices feel obscene. Lune is the pressure valve. Warden Thrush is the fuse. Vex should talk before he fights, and he should be genuinely sorry. Breaking the loom is the win condition; killing Vex without it leaves the seam open.

The Toll on the Black Tide

Given by: Tollkeeper Vasque
South of the autumn forest the coast gives way to a sea of black oil that does not move, and beneath it stands a drowned city lit by lamps that never go out. Oilgate lives on the oil, and the Black Oil Divers' Guild controls the harbor. Tollkeeper Vasque will sell the party a berth and a list of the Oil Saint's tithe-barges, but the Saint has been poaching Guild divers for nine years and the Guild wants proof before it moves. The proof is in a flooded archive, and the way there is down.

Goals

- Reach Oilgate and deal with Tollkeeper Vasque for passage and information.
- Expose or turn Nim the Diver and learn the tithe-barge schedule.
- Find the hidden dock beneath the harbor wall.
- Travel south to the Ossuary Docks and take the tithe-barge.
- Free the nine captives, including Brass the Ferryman's granddaughter.
- Descend through the oil layer to the drowned metropolis.

Reward

**A Guild letter of passage** worth 200 gp, sealed diving suits and oil-lamps for the whole party, and free ferry service to the drowned metropolis once the tithe-barge is broken. If the party brings back word of Vasque's brother, she adds a **Potion of Water Breathing** and strikes their harbor tolls permanently.

Secrets

  • The Oil Saint's tithe-barges leave from a hidden dock under the harbor wall every third night.
  • Nim the Diver has been selling dive locations to the Saint's recruiters and is terrified of being found out.
  • The Guild's harbor bell is made from a drowned bell recovered from the metropolis, and it rings on its own when the Saint is near.

DM Notes

This act is a descent, so keep the pressure downward: every scene should end with the party lower than they started. Vasque is a businesswoman, not an ally, and she should charge for everything. Nim is the moral trap. Brass and Widow Sarn are the heart of the act; give them room to be ordinary people before the barge scene.

The Last Stitch

Given by: Orrin Unraveled
At the exact center of the continent stands a roofless circular temple where a woman in a grey shawl works a loom the size of a cathedral. A hundred silver strands run out of it, one to every seam in the world. Ilva Suture, the Loom-Keeper, has been cutting seams open, letting each region bleed agony into the thread, and re-stitching them tighter for eleven years. She believes the Great Weaver abandoned the work half-done. She is wrong, and the proof is carved inside the Loom's own frame.

Goals

- Reach the Loom Heart past the drowned city.
- Survive the Loom Heart Vaults and read the Weaver's message on the anchor stone.
- Confront Ilva Suture at the Loom.
- Disable or unpick the Loom's strands while surviving its threads.
- Defeat Ilva, show her the Weaver's message, or offer to take up the needle in her place.
- Decide what happens to the seams of the world.

Reward

**The Weaver's Needle** (legendary) if the Loom is unpicked, the **Grey Shawl of the Loom-Keeper** if Ilva is defeated, and the survival of the continent in whatever shape the party chooses. A party that redeems Ilva keeps the Loom Heart as a safe haven and gains a permanent ally who can cut or tighten any seam on request.

Secrets

  • The message carved inside the Loom's frame is the Great Weaver's last words: the work was finished, and the seams were meant to loosen.
  • Ilva's re-weaving schedule is carved on the temple floor, and the final stitch is due at the next blink of the Eye.
  • Orrin Unraveled was a Seam Warden who came to stop Ilva and was stitched into the Loom as material; he has been unpicking himself for three years.

DM Notes

Do not open with initiative. Ilva talks first and answers everything honestly, because she thinks she is right. The Loom is the real boss: it grapples, blinds and restrains every round. If the party ruined two or more harvests, she is at half strength and furious. If they ruined none, the fight is deadly and they should be allowed to retreat and come back.

Side Quests in The Mustard Bleed

Bitter Water

Given by: Sister Quill
Sister Quill needs a sample of clean water from a seam that has not been cut, to prove to the Wardens' council that Stitchmarket's well can be saved rather than abandoned. The nearest clean seam is a day's walk north, in a cave the Wardens call the Kettle, and the road there runs through gas pockets and a collapsed bridge. Quill cannot go herself; she is the only warden left in town and cannot leave the chapterhouse. She will give the party a brass sampling flask and a map drawn in thread.

Goals

- Travel north to the Kettle cave.
- Reach the seam and fill the brass flask.
- Return the sample to Sister Quill in Stitchmarket.
- (Optional) Deal with whoever has been camping at the Kettle.

Reward

**75 gp** from the Wardens' discretionary fund, plus a **Potion of Healing** each and the permanent friendship of the Seam Wardens (their stance improves to friendly).

Secrets

  • The Kettle's seam is not clean — it has been cut too, and the water there is faintly sweet and narcotic.
  • A Loombound agent has been camping at the Kettle for a week, measuring the cut.
  • Quill already knows the Kettle is compromised and is testing whether the party will lie to her.

DM Notes

Use this quest to teach the party that the bleed is continent-wide, not local. The Loombound agent at the Kettle should escape rather than fight, leaving behind a measuring rod and a Loom-mark. If the party lies to Quill about the water, she notices and the Wardens' stance drops to wary.

Nine Fingers and the Tenth

Given by: Hobb Nine-Fingers
Hobb Nine-Fingers lost his tenth finger to a Seam Warden's measuring rod when he was caught stealing thread, and the finger is still in a jar in the chapterhouse's evidence room. He wants it back. He will not say why, only that his mother told him he would need all ten when he grew up. The chapterhouse is guarded, the evidence room is locked, and Sister Quill is not stupid. Hobb will settle for the jar, a written apology, or — if the party prefers — a chance to steal something much more valuable from the same room.

Goals

- Get into the Seam Wardens' chapterhouse evidence room.
- Recover the jar labelled with Hobb's name.
- Decide what to do when the jar turns out to hold something else entirely.

Reward

**Hobb's loyalty**: he becomes a camp follower, can scout ahead in settlements, and knows a shortcut through Stitchmarket's under-boardwalks that saves a day of travel. Plus **25 gp** he has been saving for two years.

Secrets

  • The jar in the evidence room is not Hobb's finger; it is a Loom-mark brand taken from a Loombound agent.
  • Hobb's mother is a Loombound stitcher who left him in Stitchmarket at birth.
  • Sister Quill knows all of this and has been waiting for someone to ask.

DM Notes

This quest is a small heist with a twist. The brand in the jar is the party's first physical proof that the Loombound exist as an organization. If they give it to Quill, she becomes a valuable ally; if they keep it, they can use it to bluff their way past Loombound agents later.

Side Quests in The Screaming Autumn

The Sleepers' Song

Given by: Choirmaster Lune
Choirmaster Lune has been teaching Hollowcrown's children a song that keeps the leaves quiet, and he needs a verse he does not have: the fourth verse of the Choir's hymn, which is only sung in the Spire's undercroft. Without it, the children's song is incomplete and the leaves will not stay quiet through the winter. He asks the party to bring back the fourth verse, written or remembered, from the Cantor Spire. He cannot go himself; Vex would know him at once.

Goals

- Reach the Cantor Spire.
- Find or remember the fourth verse of the Choir's hymn.
- Return it to Lune in Hollowcrown before winter.
- (Optional) Warn Lune that his name is on the list.

Reward

**The Quiet Song**: the party learns a short hymn that suppresses the screaming leaves for one hour per use, usable three times. Plus **Lune's gratitude** and a **Potion of Greater Healing** from his private store.

Secrets

  • The fourth verse is not a song at all — it is a list of names, and one of them is Lune's.
  • Lune is on the Choir's harvest list and knows it; he is buying time for the children.
  • Singing the fourth verse aloud in the Spire will stun every Choir cultist in earshot for one round.

DM Notes

The fourth verse is carved inside the scream-loom's frame. A character who examines the frame during the Spire scene can memorize it with an Intelligence DC 13 check. If the party warns Lune, he leaves Hollowcrown and the children lose their teacher — a real cost for a real kindness.

Meg Harrowhand's Debt

Given by: Meg Harrowhand
Meg Harrowhand owes the Hollow Choir three years of leaf-harvest tithes, and they have started taking it out of her crew instead of her purse. Two of her harvesters are still in the Spire's undercroft, and Meg cannot pay the Choir's price in leaves. She asks the party to get her people out — not the whole crew, just the two still alive — and she will guide them anywhere in the forest for free afterward. She is ashamed of the debt and will not explain how she incurred it unless pressed hard.

Goals

- Enter the Cantor Spire's undercroft.
- Find the two surviving harvesters.
- Get them out alive.
- (Optional) Settle Meg's debt with the Choir by other means.

Reward

**Meg's free guidance** through the Screaming Autumn for the rest of the campaign, plus **a pressed-leaf map** of the forest's safe paths worth 100 gp to the Seam Wardens.

Secrets

  • Meg's debt was incurred to buy medicine for her daughter, who died anyway.
  • The two surviving harvesters are being held as scream-loom attendants and are close to breaking.
  • Meg has been quietly cutting leaf-seam threads herself to slow the Choir, which is why the leaves scream louder near her camp.

DM Notes

The two harvesters are in the undercroft's back room, bound and gagged. Freeing them during the Spire scene adds a complication: they cannot run and must be escorted. If the party settles the debt by destroying the scream-loom, Meg considers it paid and gives them the map.

Side Quests in The Black Oil Reach

The Drowned Bell

Given by: Iss Bell-Diver
Iss Bell-Diver remembers ringing a bell in the drowned metropolis before she died, and she wants it rung once more — for herself, and for the four thousand others on Widow Sarn's list. The bell hangs in the city's central tower, below the oil line, and the Oil Saint's drowned divers guard it. Iss cannot ring it herself; her hands pass through the rope. She asks the party to swim down, ring it once, and come back up. She will not explain why it matters, and she will not come with them.

Goals

- Swim down to the central bell tower below the oil line.
- Ring the drowned bell once.
- Survive the drowned divers who answer it.
- Return to Iss.

Reward

**Iss's freedom**: ringing the bell severs one of the threads binding her to the Oil Saint, and she joins the party as an ally for the rest of the campaign. Plus **the Drowned Bell's blessing**: each party member gains resistance to being grappled or restrained for one day.

Secrets

  • The bell is the Oil Saint's anchor; ringing it weakens him for the rest of the campaign.
  • The bell rope is a silver seam-thread, and ringing it alerts every drowned in the city.
  • Iss's real name is on Widow Sarn's list, and Sarn has been ringing for her for two years.

DM Notes

This quest is best run during or just before the drowned metropolis scene. Ringing the bell gives the Oil Saint disadvantage on his first three attack rolls in the finale of Act III. If the party refuses, Iss accepts it quietly and does not ask again.

The Archivist's Copy

Given by: Archivist Telom
Archivist Telom has spent nine years cataloguing the drowned city, and his life's work is a single oil-proofed satchel of scrolls that is too heavy for him to carry and too precious to leave. He asks the party to take the satchel out of the city and deliver it to the Seam Wardens' chapterhouse in Stitchmarket, where it can be copied and preserved. He will not leave without it, and he will not give it up until he is certain the party understands what it is: the only complete record of everyone the oil has taken.

Goals

- Take the satchel of scrolls from the flooded archive.
- Keep it dry through the drowned city and the oil layer.
- Deliver it to the Seam Wardens in Stitchmarket.
- (Optional) Convince Telom to leave with you.

Reward

**The Seam Wardens' eternal gratitude**: their stance becomes friendly permanently, and they outfit the party with three Potions of Greater Healing and a scroll of Water Breathing. Plus **Telom's map** of the Loom Heart, given freely once the scrolls are safe.

Secrets

  • The satchel contains a fragment of the Weaver's carved message, copied from the Loom Heart's frame by a drowned surveyor.
  • Telom is dying of oil-lung and knows he will not survive the journey out.
  • One of the scrolls is a Loombound recruitment letter, which the Wardens will want very badly.

DM Notes

This quest gives the party a reason to return to Stitchmarket after Act III's climax, which makes a good epilogue. If Telom is convinced to leave, he dies on the road and the party must carry both the scrolls and his body. The Weaver's message fragment in the satchel gives advantage on the Persuasion check to redeem Ilva Suture.

Step into your campaign

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Encounters

Brass Masks in the Fog

Suggested Level: Levels 1–2

Marrow Tallow asks the party to watch the Stitch-Well overnight, because the gas is worst after dark and the town watch has stopped coming. Two of Baronet Cawl's collectors arrive an hour after curfew with a rolled carpet and a cart, expecting an empty square.

Creatures

Terrain Features

The boardwalk is slick with condensation and only ten feet wide, with a two-foot gap between the planks and the ground below. The well's vapor pools in the low ground and gives lightly obscured cover. A copper vent flue runs along the Salt Loom's wall and can be kicked open to release a cloud of gas (Constitution DC 12, 1d6 poison damage, half on a success) that affects everyone in a 10-foot radius.

Treasure

A brass mask worth 15 gp and proof of Brinehollow work, a rolled carpet, a cart with Brinehollow registration, 12 gp in mixed coin, and a waxed note listing three names and the words 'tithe, third night'.

DM Notes

For three characters, use one Scout and give the other collector the Commoner stat block. For five or six characters, add a third Scout and a Guard, and have the cart driver join the fight. For a level 1 party, drop both Scouts to Commoners with clubs and keep the grab-and-run plan.

The Spool-Vault

Suggested Level: Levels 2–3

Lace Annet's tally says Foreman Grist has removed eleven spools in six months. The party can walk in the front door, forge a Wardens' writ, or come over the palisade at night. Grist is in the vault with his hired captain, and the thread-dust in the cellar has been breeding.

Creatures

Terrain Features

Three low chambers stacked with brass spools, connected by a crawlspace two feet high. Loose thread covers the floor and counts as difficult terrain. A lamp-oil trough runs along the wall; a spilled lamp sets the thread alight (1d6 fire damage per round in a 10-foot radius, and the smoke forces a Constitution DC 12 save or the poisoned condition for one minute).

Treasure

Three cut spools of seam-thread worth 60 gp to the Seam Wardens, Grist's shipping ledger naming Brinehollow and signed by Baronet Cawl, a forged Wardens' seal, 85 gp in a strongbox, and a Loom-mark brand still warm to the touch.

DM Notes

For three characters, remove two Spool Mites and let Grist flee at one-third hit points. For six characters, add two Guards in the yard and a second Bandit Captain as Grist's partner. For a level 1 party, replace Grist with a Guard and reduce the mites to four.

The Baronet's Tithe

Suggested Level: Levels 3–4

Odo gives the party the layout and the names of eleven captives. Baronet Cawl keeps them in three sheds behind his clean bunkhouse and calls them quarantine huts. The party can break the locks quietly, or walk up to Cawl's door and make him an offer.

Creatures

Terrain Features

The camp is built on stilts over a slope of yellow rock, so the ground between buildings is a 15-foot drop into gas. Copper vent flues hum at every wall and can be opened to fill a 10-foot radius with vapor (Constitution DC 13, 2d6 poison damage, half on a success). The bunkhouses are cramped, with one door each.

Treasure

Cawl's shipping manifest listing every shipment of gas and people by date and headcount, a sealed letter from Grennick mentioning the bleed-pump and the woman in grey, 200 gp in Cawl's strongbox, and eleven brass masks that Odo made and nobody collected.

DM Notes

For three characters, drop two Guards and one Scout and let the Shade flee once the cages are open. For six characters, add a second Bandit Captain as Cawl's bodyguard and two more Scouts on the rim. For a level 2 party, remove the Bandit Captain and treat Cawl as a Guard who surrenders immediately.

The Mustard Baron

Failed Difficulty unavailable

Suggested Level: Levels 4–5

Pell leads the party down the vent galleries to the trench floor. Grennick is on the highest platform of the bleed-pump scaffold with his crew, watching the shaft. He has been expecting trouble since the Needleworks went quiet.

Creatures

Encounter enemies are unavailable.

Terrain Features

Scaffold bridges of rusted iron cross a churning river of mustard vapor. The gas is heavier than air and pools in the low ground; anyone standing on the trench floor makes a Constitution DC 13 save each round (2d6 poison damage, half on a success), and gas masks grant advantage. The pump itself is a brass screw the size of a house; shearing it takes a DC 16 Strength check or three consecutive actions at the mechanism.

Treasure

Ilva Suture's sealed letter, instructing Grennick to hold the seam open until the harvest quota is met and signed with a needle-and-circle, Grennick's strongbox (140 gp and three sealed gas-flasks worth 25 gp each), and a route marker scratched on the shaft wall pointing east to the Screaming Autumn.

DM Notes

For three characters, use one Sump Larker and let Grennick surrender at one-third hit points. For six characters, add two Bandit harvesters on the scaffold and a third Sump Larker in the sump. For a level 3 party, reduce Grennick's hit points by a quarter and remove the Sump Larkers entirely.

The Road of Screaming Leaves

Suggested Level: Levels 5–6

Meg Harrowhand guides the party along the Leafway and stops at the abandoned caravan. The carts are three weeks old and the leaves are piled in the seats in the shape of people. A Choir patrol comes down the road at dusk, and the wisps in the treeline have already noticed the party.

Creatures

Terrain Features

The Leafway is a road of packed red leaves bordered by tower-sized trees. The leaves overhead never land and scream when disturbed; anyone who fails a Wisdom DC 13 save is frightened for one minute and the leaves grow loud enough to be heard a mile away. The second fork hides the leaf-seam directly beneath the road, and a character who digs there finds silver thread.

Treasure

A Choir hymn-book with a verse about the Loom-Keeper and her needle, a silver tuning fork stamped with the Loom-mark, the harvesters' tools left in a neat pile, and 30 gp in the patrol's collection purse.

DM Notes

For three characters, use two Scream Wisps and four Cultists. For six characters, add a Priest leading the patrol and two more Scouts. For a level 4 party, remove the Scouts, halve the cultists, and let the wisps flee after one round.

The Choir Below

Failed Difficulty unavailable

Suggested Level: Levels 7–8

Acolyte Fen gets the party into the Spire as converts, or shows them the undercroft stair. The scream-loom is stretched on its frame in the middle of the undercroft, and Cantor Vex is on the gallery above with a tuning fork in each hand.

Creatures

Encounter enemies are unavailable.

Terrain Features

The undercroft is a domed cellar of packed leaves and charred timber, with a gallery 20 feet up and a second exit into the leaf-seam itself. The scream-loom is a living seam on a frame; it takes three actions to break or a DC 16 Arcana check to unpick. While it is intact, the Choir's hymn forces a Wisdom DC 14 save each round or the character is charmed into joining the singing.

Treasure

Vex's orders on leaf-leather, naming the Oil Saint at Oilgate and the downriver route, a silver tuning fork stamped with the Loom-mark, the Choir's tithe chest (300 gp in mixed coin and gas-flasks), and the fourth verse of the hymn carved inside the loom's frame.

DM Notes

For three characters, remove the Priest and two Cultists and let Vex retreat to the gallery after one round. For six characters, add a second Priest and four Cultists, and give Vex an extra hymn before the fight. For a level 6 party, halve Vex's hit points and remove the Hymn-Thralls.

The Tithe-Barge

Suggested Level: Levels 9–10

Brass points at the barge tied up at the far pier. Nine captives are under a tarpaulin, and one of them is his granddaughter. The barge sails at midnight, and the dockers are watching to see who moves first.

Creatures

Terrain Features

The docks are slick planks over black oil; anyone who falls in must make a DC 13 Strength (Athletics) check each round or sink, and the oil is opaque and does not reflect light. The barge's deck is crowded with crates and the tarpaulin, which counts as difficult terrain. A dropped lamp sets the oil alight in a 15-foot radius for one minute (2d6 fire damage per round).

Treasure

The barge's manifest naming the Oil Saint and the drowned metropolis, a Loombound overseer's orders saying the harvest is behind schedule and the Loom-Keeper is coming, 120 gp in the barge's strongbox, and Widow Sarn's list of four thousand names if the party frees the captives.

DM Notes

For three characters, use three Oil-Slick Drowned and no overseer. For six characters, add two more drowned and a second Veteran, and have the barge begin to drift. For a level 8 party, remove the Veteran and two drowned, and let the dockers fight from the start.

The City Under Oil

Failed Difficulty unavailable

Suggested Level: Levels 10–11

Telom has the survey map and will trade it for a promise that his scrolls leave the city. At midnight the Oil Saint floods the district, and Marn Ossuary comes up through the flooded streets with his divers.

Creatures

Encounter enemies are unavailable.

Terrain Features

The archive's upper floor is above the oil line and dry; the lower stacks are drowned. The oil rises a foot every ten minutes once the flood begins, shrinking the air pockets. Flooded streets count as difficult terrain and require a DC 15 Strength (Athletics) check to swim against the current. The bells ring underwater and the sound comes through the chest rather than the ears.

Treasure

The survey map of the Loom Heart, the Oil Saint's tithe ledger listing four thousand names and a running total owed to the Loom-Keeper, Telom's oil-proofed satchel of scrolls, and 400 gp in drowned gold from the archive's strongroom.

DM Notes

For three characters, remove the Bell-Jelly and one Oil-Slick Drowned and slow the flood to a foot every twenty minutes. For six characters, add two more drowned and a second Bell-Jelly, and have Marn summon four drowned at half hit points. For a level 9 party, halve Marn's hit points and remove the Bell-Jelly.

The Loom Heart Vaults

Suggested Level: Levels 11–12

The vaults beneath the temple hold the Weaver's first spools and the anchor strands of the Loom. Ilva Suture's Loombound guard the anchor stone, and the static fog that hangs over the continent's center has seeped down into the cellars.

Creatures

Terrain Features

Five cellars connected by low arches, all strung with silver thread that counts as difficult terrain and can be grabbed for a 10-foot climb. The anchor stone in the deepest cellar is a slab of grey rock with the Weaver's message carved into it. The Static Fog Mote's aura imposes disadvantage on concentration checks within 20 feet.

Treasure

The Weaver's Needle on the anchor stone, miles of silver seam-thread worth 500 gp to the Seam Wardens, six brass spools of the Weaver's own make, and the grey shawls of Loombound who finished their work and were folded away.

DM Notes

For three characters, use one Thread Revenant and remove the Static Fog Mote. For six characters, add a third Thread Revenant and four more cultists. For a level 10 party, remove the Static Fog Mote and one Veteran, and let the revenants fight one at a time.

The Last Stitch

Failed Difficulty unavailable

Suggested Level: Level 12

Ilva Suture is working the Loom when the party arrives. She opens with conversation, not violence, and answers every question honestly. The fight begins when the party attacks, or when she decides they are material.

Creatures

Encounter enemies are unavailable.

Terrain Features

The Loom is active terrain: each round it pulls a thread that grapples, blinds or restrains one character (DC 15 Dexterity or Strength to resist). Three successful DC 16 Arcana checks unpick a strand and weaken the Loom. The temple floor is carved with Ilva's re-weaving schedule, and the frame carries the Weaver's carved message. The Blinking Eye overhead changes the light every few rounds, imposing disadvantage on ranged attacks when it closes.

Treasure

The Grey Shawl of the Loom-Keeper, Ilva's spear-length needle, the Loom's hundred strands (each a seam, and each worth a fortune to the right buyer), and the Weaver's carved message, which is not treasure but is the point.

DM Notes

For three characters, remove the Thread Revenant and let Ilva retreat after two rounds instead of one. For six characters, add two Thread Revenants and four Loombound veterans, and give Ilva an extra action each round. For a party that has ruined all three harvests, halve Ilva's hit points and remove the Static Fog Mote.

Magic Items

Flask of the First Seam Flask of the First Seam Completed

Flask of the First Seam

Common
A squat brass flask filled with water drawn from the Stitch-Well before it turned. The water is faintly sweet and glows green when the Blinking Eye opens. It refills at dawn if left uncorked under open sky.

Location

Act I - the Stitch-Well in Stitchmarket, given by Marrow Tallow or Sister Quill

Attunement

False

Spoolhook of the Needleworks Spoolhook of the Needleworks Completed

Spoolhook of the Needleworks

Uncommon
A brass spool-hook on a leather wrist strap, taken from Foreman Grist's vault. It can reel in any rope, chain or silver thread within 30 feet as a bonus action, and it never tangles.

Location

Act I - the spool-vault behind the Needleworks' iron door

Attunement

False

Mask of Hollow Breath Mask of Hollow Breath Completed

Mask of Hollow Breath

Uncommon
A beautiful brass gas mask made by Odo the Maskwright. It filters mustard vapor and lets the wearer breathe normally in gas, smoke or thin air for one hour a day. Odo will only give it to someone who promises the camp will not be punished for Cawl's crimes.

Location

Act I - Odo the Maskwright's workshop in Brinehollow

Attunement

True — by any character who has worn it for a full day

Grennick's Brass Valve Grennick's Brass Valve Completed

Grennick's Brass Valve

Uncommon
A fist-sized brass valve cut from the bleed-pump. Turned one way it seals any opening up to five feet across; turned the other it opens a seam just wide enough to see through. It hums when a seam is near.

Location

Act I - the bleed-pump scaffold at the trench floor, taken from Grennick or the pump itself

Attunement

False

Hymn-Book of the Fourth Verse Hymn-Book of the Fourth Verse Completed

Hymn-Book of the Fourth Verse

Uncommon
A leaf-leather hymn-book with the Choir's four verses written in a careful hand. Reading the fourth verse aloud stuns every Hollow Choir cultist within 60 feet for one round. The book smells of crushed leaves.

Location

Act II - the abandoned caravan on the Leafway, or the Cantor Spire's undercroft

Attunement

False

Shawl of the Quiet Song Shawl of the Quiet Song Completed

Shawl of the Quiet Song

Uncommon
A grey wool shawl embroidered with a single silver thread. While worn, the screaming leaves of the Screaming Autumn fall silent within 30 feet, and the wearer has advantage on saves against being frightened by sound.

Location

Act II - Choirmaster Lune's house in Hollowcrown, given for returning the fourth verse

Attunement

True — by any character

Tuning Fork of the Screaming Leaves Tuning Fork of the Screaming Leaves Completed

Tuning Fork of the Screaming Leaves

Rare
A silver tuning fork stamped with the Loom-mark. Struck against stone, it reveals the nearest seam within a mile and tells the bearer whether that seam is whole, cut, or being held open. It rings on its own near the Loom Heart.

Location

Act II - the Cantor Spire's undercroft, taken from Cantor Vex or the scream-loom's frame

Attunement

True — by a spellcaster or a character proficient in Performance

Scream-Loom Thread Scream-Loom Thread Completed

Scream-Loom Thread

Rare
A coil of living silver seam-thread cut from the scream-loom's frame. It can be tied around a wound to close it as a bonus action, or stretched across a doorway to warn the bearer when anything crosses it. It whimpers faintly.

Location

Act II - the scream-loom's frame in the Cantor Spire undercroft

Attunement

False

Tithe Ledger of the Oil Saint Tithe Ledger of the Oil Saint Completed

Tithe Ledger of the Oil Saint

Rare
A waterlogged ledger listing four thousand names and a running total owed to the Loom-Keeper. Reading a name aloud forces any drowned creature that hears it to make a Wisdom save or stop attacking for one round.

Location

Act III - the bell tower of the drowned metropolis, or the Oil Saint's barge

Attunement

True — by a character who can read and has spoken a name from it

Clapper of the Drowned Bell Clapper of the Drowned Bell Completed

Clapper of the Drowned Bell

Very Rare
The bronze clapper of the drowned bell, still wet with oil. Struck against any surface it tolls underwater and above it, and every creature that hears it must make a Constitution save or be deafened for one round. The Oil Saint flinches when it rings.

Location

Act III - the drowned metropolis, below the oil line, in the central bell tower

Attunement

True — by a character who has rung the drowned bell once

The Weaver's Needle The Weaver's Needle Completed

The Weaver's Needle

Legendary
A needle the length of a spear, made of a metal that is not metal. It can cut any seam, thread or binding, including magical ones, and it can stitch two things together so they cannot be pulled apart by anything short of a wish.

Location

Act III - the Loom Heart vaults, resting on the anchor stone

Attunement

True — by a spellcaster

Grey Shawl of the Loom-Keeper Grey Shawl of the Loom-Keeper Completed

Grey Shawl of the Loom-Keeper

Legendary
Ilva Suture's own shawl, still warm. While worn, the wearer can see every seam within a mile and can step through one seam to another as an action, once per day. It smells of clean linen and old pain.

Location

Act III - the Loom Heart, taken from Ilva Suture or given by her when she steps down

Attunement

True — by a character who has shown Ilva Suture the Weaver's carved message