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16

The High Warden of the Thread

Final EncounterDeadlyCult of the Thread (W18)Alt resolution: roleplay
Illustration: Final Encounter 16 — The High Warden of the Thread
Establishing view
Illustration: Final Encounter 16 — The High Warden of the Thread
In action

Threads. Thousands of them, strung wall to wall and floor to ceiling in a temple older than the maze, dyed in a dozen faded colours and pulled taut through bronze rings hammered into every column. Walking into this room is like walking into the inside of a loom.

A man in a red himation stands at the capstan in the middle, turning it slowly, taking up slack. Six of his people work the anchor rings around the walls. He does not look up.

"Nine rooms," he says. "You came in wet, you went right at the choir, and you did not stop at the fountain." He lifts a knotted cord and runs it through his fingers, knot by knot, without looking. "I have had you on the line since the second hour. Sit down, and I will explain what you are for."

DM summary. The Cult's high priest, who has been tracking the party's whole run on a knotted cord and intends to make them part of the liturgy. He is a liar, his own people do not know it, and the proof is in this room.

The Boon

The Cutting OrderOptional item

A cutting order in Deukalion's own knots, which his wardens can read and he cannot disown

What it is. Two feet of the Cult's own vow-line, red-brown and finger-thick, tied in four square sailor's knots with a fifth at the head that any initiate reads as a signature. The Cutting Order is an instruction — shorten the line at the choir-post, re-lay it to the gate — and both ends are seared black by a blade nobody in this Cult may own.

Where it comes from. Plant it early at any Cult post — the hall of nine doors (R003), the thread-wardens' court (R026) — coiled on a peg among the ordinary work-cords, or sold as string by a scavenger who took it off a courier. Late: the room before this one, in the courier's satchel. Do not call it evidence. It is a piece of cord, and nobody should know what they have until they stand at the pit.

What it does here. It is one of the exposure's two proofs, in hand from the doorway and costing no check, so the cut-pit's Investigation DC 13 is the whole rest of the requirement. It also changes who the argument is with. Get the cord into a warden's hands, which is an action, and his Deception +8 opposes nothing; with a second proof named aloud the DC 16 check is not rolled. She reads it, looks in the pit, and decides. The party still has to find that second proof, and the pit is the cheap one. And he sees it: from the first sight of the cord in the open, getting it back is what he is doing, on foot and in front of everyone, because the one move that would cross the room fast is a cut and his own people are watching. Every round of that is a round he is not spending on the party.

What it doesn't do. It never touches him. He is unpersuadable, keeps 165 hit points and the road of threads, and the fight after his people walk out is the same 5,900-XP fight. A party that killed a cultist in this room rolls the argument anyway, at disadvantage, and a party who never found it exposes him on the five proofs below, exactly as written.

Card and numbers or jump to the card ↓

Arena

Battle-map thumbnail: The Great Hall

Battle map: The Great Hall — pages 29 & 30, 110 × 75 ft

The great hall is the cella: chalk the eight columns in two rows down the chequer, the shrine step at the north end, and the capstan at centre — then string the web: dry-erase lines between fourteen anchor dots on columns and walls, wiped thread by thread as they're cut.

Roster & Budget

A priest, his officers, and the six people whose faith he is standing on.

Count Creature XP each
1Deukalion, High Warden of the Thread (boss)5,900
3Thread-Warden1,100
1Knossian Priest of the Thread1,800

Base 11,000 XP; ×2 for five bodies = 22,000 adjusted, against the APL 9 Deadly budget of 14,400. Half again over, and it is bodies rather than terrain doing it — this is the most conventional fight in this batch and it is meant to be, because the alternate path here is the best one in the deck.

If the heresy is exposed, the wardens and the priest walk out. The remaining encounter is Deukalion alone: 5,900 adjusted, 41% of the budget, and a deliberately sad little fight against a man with nothing left to stand on.

Phases / Clock

Phase Trigger What visibly changes
1 — The SermonOn arrivalHe explains. He is calm, he is welcoming, and what he is proposing is that the party be tied into the maze permanently as living anchors. The wardens keep working the rings. No initiative yet
2 — TautAny refusal he cannot talk around, an attack, or the second proof being producedHe throws the capstan. The web goes rigid, the lamps swing, and he begins moving along the threads — appearing at one anchor and stepping out of another thirty feet away, mid-sentence
3 — He CutsDeukalion drops to half HP (83), or the wardens' faith breaksHe does the one thing his own law forbids, in front of everybody: he draws a hot knife and cuts the master line to escape a bad position. Every thread in the room goes slack, the lamps come down, and every Cult member present sees it happen. This is a free third proof, and if the wardens are still fighting, they stop

Round one is the knotted cord. Before anything else, he reads the party's own session back to them from the knots — three or four real rooms they have been in tonight, in order, out loud. It costs you nothing, it terrifies players more than any statistic on his card, and it establishes the only fact that matters: he has been watching, and the maze has been reporting.

Combat Resolution

A mobile caster in a room built to be his.

Alternate Resolution

Expose the heresy to his own people. Roleplay, two proofs and an argument.

The Cult of the Thread has one law: the thread is never cut, only re-tied. The wardens believe it and have died for it. Deukalion cuts. He has been cutting for thirty years, because a maze whose thread runs to the gate is a maze that does not need priests.

The proofs. The party needs two of these in hand, or seen and named aloud in front of at least one warden.

Proof How it is found
The cut-pitLook in it: Investigation DC 13. Thousands of severed ends, seared with a hot blade. Nobody in the Cult is permitted to own a hot blade
The shrine spliceThe initiates' own vow-line, cut and re-tied with a square sailor's knot at the pit's edge: Investigation DC 15, or free for anyone who learned the Cult's splice earlier in the run
His own knifeA thin blade with a scorched tang at his belt, visible on a Perception DC 16, and undeniable if taken
His knotted cordSleight of Hand DC 17 to lift it. Every knot in it is a re-tie over a cut. He tracked the party by cutting the maze's own guide-lines behind them
He does it himselfPhase 3. Free, loud, and in front of everyone

The argument. With two proofs, one PC makes the case to the wardens — not to Deukalion, who is unpersuadable. Persuasion or Religion DC 16, opposed by his Deception +8. Advantage if the party has treated a Cult member decently earlier in the run; disadvantage if they killed one in this room.

If the party brought the Cutting Order, it is one of the two proofs before anybody rolls anything, and the round they spend putting it into a warden's hands is the round they would have spent arguing. Give the young warden — the one who is bad at knots — a position somebody can reach, and let the table work out for themselves that she is the one to hand it to.

Deukalion afterwards. Stripped of his people, he does one of two things, your call by how the table has played him: he fights alone and badly, or he sits down at the capstan and tells the party the truth, which is that he has known the way out for thirty years and has never once used it. Either way the north door is open.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Deukalion at −25% HP (124), no Bind the Path. Two wardens, no priest. Anchor-stepping is 30 ft. All DCs −2
9As written
12Deukalion at +25% HP (206) and a third legendary action. Five wardens and two priests, and the capstan turns itself at the top of each round (alternating taut and slack). DCs +1
15Deukalion at +50% HP (248) with a second phase: at half HP he ties his own vow-line to the capstan and becomes immune to forced movement and to being restrained while any anchor stands. Six wardens, two priests, and a lair action on initiative 20 — a thread whips at one creature, DC 17 Dexterity save or 14 (4d6) slashing and restrained until it uses an action to cut free. DCs +3

Exit to the Resolution

AObviousThe north door behind the shrine, the one the Cult uses, standing open and unguarded once this is over. No check.Rider: the party leaves along the Cult's own marked line, which is honestly maintained from here on and easy to follow. Grant one free navigation success in the Resolution.
BConditionalThe master line's run: a hand-wide channel cut in the floor where the thread goes out through the west wall, wide enough to crawl if the capstan is paid all the way out.Rider: you arrive at the Resolution carrying forty feet of the Cult's own line, which is worth a Proof-tier clue for any thread-based route out and is worth a great deal of trouble if a warden sees you with it.
CHiddenA stair behind the shrine niche, pre-Knossian, older than everything else in the room. Investigation DC 15, or automatic for anyone who examined the shrine splice.Rider: you come up somewhere the Cult has never mapped, and the Resolution's first scene begins with the party unobserved and one step ahead.
DM Notes

Boon Card

◈

The Cutting Order

Evidence, no rarity · two feet of the Cult's own vow-line, knotted in his hand and seared at both ends · optional, and never on the loot table

AC 11, 2 hit points, and a hot blade destroys it with one action | Weight nothing | Attunement none

Appearance: red-brown line the thickness of a finger, four square sailor's knots along it, a fifth knot-mark at the head that is his personal sign, both ends melted black rather than whipped

In His Own Hand. Any Cult member who handles it reads it without a check: an order to shorten a named line and re-lay it, tied in the square sailor's knot their first law forbids, sealed with Deukalion's own mark and cut with a hot blade at both ends. It counts as one of the two proofs the exposure needs, in hand from the doorway, and it is the only proof that requires no check to find.

They Believe an Object. While a Thread-Warden or the Knossian Priest of the Thread is physically holding it, Deukalion's Deception +8 does not oppose the argument; he cannot talk over a thing in her hands. With the cord held and one other proof named aloud, the DC 16 Persuasion or Religion check is not rolled — she reads it, looks in the pit, and decides, and the DM plays her deciding. If the party has killed a Cult member in this room the check is rolled after all, still at disadvantage and still unopposed.

He Wants It Back. The first time Deukalion sees the cord in the open he stops mid-sentence, and from then on getting it off the party is the thing he is doing. He will not take the short road to it: Cut and Step is a cut, his own people are watching, and thirty years of not being caught is not thrown away for two feet of cord. So he crosses the floor on foot, or sends a warden, or gives an order in the voice of a man who is used to being obeyed — and every round of that is a round he is not spending on the party. If he gets a hand on the cord while nobody is holding it he burns it with the knife at his belt as an action, and it is gone.

What It Cannot Do. It does not persuade Deukalion, who is unpersuadable; it grants no bonus to any attack, save, or damage roll; it does nothing at all once the wardens are dead or gone; and it never ends the fight. He still has 165 hit points, fourteen anchors, and every reason to leave by the west wall.

Put It In Her Hands. One action, within 5 ft of a Cult member, or thrown into her square, where she picks it up on her own turn. Reaching a warden to do it is the cost of the whole trick, and it is the only cost.

Creature Cards

Deukalion is unique to this temple. His people are the Cult of the Thread (W18) and appear throughout the deck, so their numbers live in the bestiary.

Shared across rooms, so the full cards live in the bestiary: Thread-Warden, Knossian Priest of the Thread. Every mention above opens the numbers here on this page.

☠

Deukalion, High Warden of the Thread

Medium humanoid, lawful evil · CR 10 (5,900 XP)

AC 18 (bronze cuirass, shield of knots) | HP 165 (22d8 + 66) | Speed 30 ft.

14 (+2)STR
16 (+3)DEX
16 (+3)CON
14 (+2)INT
20 (+5)WIS
18 (+4)CHA

Saves Wis +9, Cha +8 · Details Deception +8, Insight +9, Persuasion +8, Religion +6 · Darkvision 60 ft.

The Road of Threads. On his turn he may step into any anchored thread within 5 ft and step out of any other anchor within 60 ft, without provoking opportunity attacks. This costs no action. With fewer than four anchors intact the range drops to 30 ft; with none, he cannot do it at all.

Everything Aloud. All of his abilities are spoken. He cannot use Bind the Path, Curse the Cutter, or any legendary action while silenced, gagged, or unable to be heard, and he loses his next turn re-starting the words rather than continue unheard.

On the Line Since the Second Hour. He knows the party's route through the maze this session and the order they took it in. He may state one true, specific detail about their run whenever he likes, which is not a mechanic and is the best thing on this card.

Legendary Bearing. He takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of his.

Multiattack. Two attacks with the knotted scourge, or one scourge attack and one use of Curse the Cutter.

Knotted Scourge. Melee, +7 to hit, reach 10 ft, one target. Hit: 12 (2d8 + 3) slashing damage, and if the target is restrained it takes an extra 7 (2d6).

Curse the Cutter. One creature within 60 ft that has cut a thread this encounter makes a DC 17 Wisdom saving throw, taking 27 (6d8) necrotic damage on a failure or half as much on a success. On a failure it also has disadvantage on attack rolls until the end of its next turn, and every Cult member present hears the curse named.

Bind the Path (recharge 5–6). Threads snap taut across a 20-ft cube he can see within 60 ft. Each creature in it makes a DC 17 Dexterity saving throw or is restrained; a restrained creature may spend an action on a DC 15 Strength check or cut itself free with any edged weapon, dropping one anchor's worth of the web.

The Line Holds. When a creature within 60 ft attempts to move more than 15 ft in one turn, he may pull the line: DC 15 Strength saving throw or that movement is halved and the creature ends its move prone.

Take Up Slack. He turns the capstan a quarter turn from wherever he stands. Every creature standing in the web makes a DC 13 Dexterity saving throw or has its speed halved until the end of its next turn.

Bless the Warden. One Cult creature within 60 ft may immediately move up to its speed or make one weapon attack.

Cut and Step. Costs 2 actions. He cuts a thread and steps 60 ft to any anchor, and one anchor of his choice is destroyed in the process. He will not use this while any of his own people can see him — until Phase 3, when he does not care.

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