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39

The Judging Steps

RoomPuzzle RoomCult of the Thread (W18)3 exits
Illustration: Room 39 — The Judging Steps

Thirty steps up to a bronze gate, and the stair has three landings in it. On the face of each landing a question is cut into the stone, deep, by someone who took their time, and the letters are packed with dried red wool so they can be read in the dark.

At the bottom of the stair, folded over on his side as though he had been walking down and simply stopped, is a man in grey with a bone needle still in his hand.

DM summary. A Cult initiation stair that opens for honesty and tips liars back down it. No creature, no damage worth the name, and thirty minutes of character that most tables will remember longer than the fight before it.

Terrain & Features

Battle-map thumbnail: The Stairhead

Battle map: The Stairhead — page 54, 55 × 75 ft (one half of The Buried Stair)

The stairhead is the judging stair: the printed twin staircases are the flights (treat the sand as worn stone), the four pillars frame the landings — chalk the three 10-ft pivot platforms — and the central stairwell is the barred gate at the top.

Traps / Puzzles / Checks

The rule, stated plainly for the DM. The stair does not judge whether an answer is true in the world. It judges whether the speaker believes it. That makes this a player-facing question and a character-facing one at the same time, and you resolve it by asking the player: is your character telling the truth? Take the answer at face value. This works, at every table, as long as you never argue with it.

The three questions, in order Cut on
"What did you take that was not given?"Landing one, step ten
"Who do you expect to come for you?"Landing two, step twenty
"What will you do when you are out?"Landing three, step thirty

How to run each landing.

Three ways past that are not honesty. Every puzzle in this deck has a mechanical fallback, and this one has three, all of them costly.

  1. Shim the tumblers. The gate's three tumblers are reachable through the gap under the leaves: Thieves' Tools DC 16, ten minutes, and it must be done from the top landing — which means standing on the one platform that does not tilt while the other two are unlit. Failure by 5 or more snaps a pick.
  2. Force the gate. Athletics DC 17, two characters, and the bar shears with a noise you should describe as a bell. Ten minutes of work, and the noise carries: roll the wandering-threat die once, and whatever the party meets is waiting for them beyond the gate rather than behind it.
  3. Speak the rite. Religion DC 15, or free for anyone who has learned the Cult's initiation from another room: the questions are a catechism and the Cult's own answer to all three is the same phrase — "the thread was given, the thread will take me back, and I will re-tie it behind me." Delivered convincingly (Deception DC 15 for a non-believer), it lights all three cups at once, and it is a lie the stair accepts because the Cult built the stair and wrote themselves an exemption. Let a player who works that out feel enormous.

Solved state. Three lamps lit, three tumblers dropped, the gate swings inward under its own weight. It stays open.

Exits

AObviousThe west side door at the foot of the stair, standing open, the initiates' walk of shame. No check, at any point, for anybody.Rider: you leave the way the Cult's failures leave, along a corridor with their marks at every branch — for one room, the party may treat one Hidden exit as though it were Obvious.
BObviousThe way you came in. No check.
CConditionalThe bronze gate at the head of the stair, open once three lamps burn — or once the tumblers are shimmed, or the bar is sheared.Rider: you leave having been counted by something. For the rest of the session, the first Cult of the Thread member the party meets addresses them as initiates and will talk before anything else happens, once.
Loot

None. The dead cultist's purse holds four drachma, a bone needle, and a knotted cord — pocket money and a keepsake, not a loot roll. The lamp-cups are bronze and fixed. The stair pays in a rider and in whatever the players learn about each other, which at a good table is quite a lot.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two questions instead of three; the second landing's is skipped. Tilt save DC 10, Insight DC 11, all fallback DCs −2
9As written
12Three questions, and the third landing tilts as well — a lie on the top step is a 30-ft slide, 2d6 and prone. DCs +1. The rite is known to have been changed recently, so Religion DC 16 and a wrong phrase counts as a lie
15Three questions, all landings tilt, and the stair asks a fourth question of any character who answered all three honestly: "and what did you leave behind?" — the honest answer to that one costs something the party has to name off a sheet. DCs +3
DM Notes
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