🌩️ D&D Home Campaigns Search
← Room 95 Deck tables Room 97 → Room 96 of 100
96

Camp of the Lost Cohort

RoomParley / Mini-BossHard (contingent)Cult of the Thread (W18)3 exits
Illustration: Room 96 — Camp of the Lost Cohort

There is a fire in here, a real one, and the smell of something cooking that you decide not to think about. A wall of shields is stacked in a proper arc around it, spears racked behind, a standard planted upright in a cairn of stones. Someone has swept a clean rectangle in the dust and drilled in it so often the floor is polished.

Four men stand up as your light reaches them. Their armour is patched with leather and wire and their eyes are enormous. One of them says, in an accent two generations out of date: "Halt and name yourselves. Have you brought the relief?"

DM summary. Four soldiers and a priest who came in with an order forty years ago and never got another one. They will trade, they will escort, or they will take what the party has, and which of those happens is decided in the first two minutes by whether the party treats them as men or as monsters.

Terrain & Features

Battle-map thumbnail: The Horde Camp

Battle map: The Horde Camp — pages 45 & 46, 110 × 75 ft

The horde camp is the cohort's: the tent ring is their shelter line, the worn ground is the drill square (30 × 20 ft, swept). Draw the shield-wall arc facing the party's entry, the standard in its cairn, and note the cavern dark beyond the firelight.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Cult of the Thread (W18) · Budget at APL 9: 9,600 XP

Only if the parley fails, and the parley has to be actively broken.

Count Creature XP each
4Lost Cohort Hoplite700
1Knossian Priest of the Thread1,800

Base 4,600 XP; ×2 for five bodies = 9,200 adjusted, against the APL 9 Hard budget of 9,600. On budget, and it will not go the distance: the priest calls terms when two of his men are down, and any hoplite left alone grounds his spear and asks for water.

What triggers it. Touching the standard; drawing on the picket; being caught in a lie by the priest and then doubling down; or refusing the toll and pushing through the camp anyway.

Round 1. They form up in the drill square, which takes them a full round and which they will do even if it is the wrong thing to do. The priest stands behind them and blesses. The picket comes in from behind the party — that is the only clever thing this cohort does, and they have been rehearsing it since before anyone at the table was born.

Tactics, and the two levers. They hold a shield wall and get worse the moment it breaks. Food ends this fight. Any visible rations, waterskin, or fresh kill within 30 ft forces each hoplite to save or walk toward it, attacking only what stands between him and the food; a party that dumps half a day's rations on the floor has broken the line more reliably than a spell would. And the drill calls still work: History DC 15, or any Cult of the Thread contact, lets a PC give one command — Halt, Dress the Line, Ground Arms — as an action.

They can be talked down mid-fight. The priest raises an open palm and asks for one thing. Take the terms. Attacking a raised palm here means no priest in this maze will offer terms to this party again, and you should tell them that afterwards rather than before.

Bypass Options

The intended paths through — every one has a number and a consequence

Both routes set the cohort's starting attitude. The attitude track itself — Hostile, Wary, Dealing, Sworn — and everything that moves it is in the checks below.

Bypass — Skirt the picket

The cavern's south side is broken ground, out of the firelight, and nobody has been posted there in years.

  • Getting past the picket: group Stealth DC 15, at disadvantage for anyone carrying an open light. Passive Perception 12, but he is looking.
  • Success: the party crosses the cavern without ever being challenged and takes exit A or C. They never meet the cohort at all, which is a real loss and should be described as one — you should let them hear the drill call from the dark as they go.
  • One failure: the picket challenges. No fight; the parley simply starts, at Wary, with the party caught sneaking, which costs them the first Persuasion check at disadvantage.
  • Two failures: the picket shouts and the cohort forms up. Parley starts at Hostile and the toll is doubled.
Bypass — Buy the road

The oldest arrangement in soldiering.

  • Doing it: put food and water down in the open, 30 ft from the fire, say what it is for, and walk. No check if the offering is real.
  • The price: three days' rations for six, or equivalent. Real, tracked, gone. A party that pays this and then meets a room with no resupply will feel it, which is the point.
  • Success: the picket steps aside and one of the hoplites walks the party to whichever exit they name, in silence, and salutes. They get no trade, no escort, no clue — and no trouble.
  • Failure — the offering is short or insulting: the cohort takes it anyway and the track drops to Hostile. They do not attack; they are now simply four hungry men with the party's food, between the party and two of the three exits.
  • Withdrawing instead: the party can leave the way they came at any point up to the moment weapons are used, and nobody follows — they have a post to hold. Cost is the clue drip and the trade.

Traps / Puzzles / Checks

The attitude track. Three states. Start at Wary and move one step per event, announcing the change through behaviour rather than numbers — spears come up, or go down.

State What they do
HostileThey demand a toll of food and water and take it by force if refused. The fight is one refusal away
Wary (start)Spears levelled, questions asked, nobody attacks. They will trade grudgingly at bad rates
DealingSpears grounded. The barter table below is open, the chest is opened, and the priest talks
SwornRare and worth playing for. Two hoplites are detached to walk with the party for one room and fight on their side once

Moving the track.

Event Effect
Offering real food or water openly, before being asked+1 step, and it is the single most effective thing the party can do
Saluting the standard, or naming the cohort correctly (History DC 13)+1 step
Knowing the drill calls (History DC 15) and using one respectfully rather than as a command+1 step
True news of Knossos, told at the table by a player+1 step. It has to be told, not summarised
Weapons drawn on the approach, or the picket handled roughly−1 step
Any lie. The priest's Insight is +6 and he has nothing to do all day but listen−1 step
Touching the standardStraight to Hostile, no roll
Persuasion DC 15 to ask for passage plainly, once, after any of the above+1 step on a success; nothing on a failure

The barter table (open at Dealing or better). They are scrupulous traders and they will not cheat.

What they want What they give
Three days' rations for six, or two full waterskinsAn escort: two hoplites walk the party through the next room and fight on their side for one encounter, then go back
Salt, oil, or wineThe Cult's current counter-sign and hand-shape — anything of the Cult of the Thread holds off for one round before it acts, in one room
Boots, a cloak, or any spare armourSix javelins, a whetstone, and a full lamp of oil
True news of Knossos, told properlyThe cohort's own tally of which corridors flood and when: the party may ask you one yes/no question about the next room before they choose an exit
A named weapon, or anything magicalThe priest's own thread-knot, worn openly. Cult of the Thread creatures treat the party as initiates until the party gives them a reason not to

The thing they will not trade. The standard. Do not let a player talk it out of them, at any DC. It is not stubbornness; it is the only reason four men and a priest are still four men and a priest.

Exits

AObviousThe cavern's far mouth, past the fire, which is the way the cohort's patrol route goes. No check.
BObviousA side passage on the south wall, outside the firelight, reachable without passing the camp at all. No check to find it; getting there unseen is the first bypass.Rider: you leave along broken ground — disadvantage on the first Stealth check in the next room from the noise of loose scree in your boots, unless you stop for a minute to shake them out.
CConditionalThe cohort's own bolt-hole, a shored crawl behind the spear rack, which they will show the party at Dealing or better and not otherwise.Rider: it is shored, dry, and mapped — the party emerges knowing they came downhill, which is worth one automatic success on any check to retrace their steps later this session.
Loot

Conditional — one roll on the loot table. The quartermaster's chest: forty years of salvage off people who did not make it, sorted, labelled, and kept properly.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three hoplites, no priest — a decanus speaks for them and is easier to move: all track DCs −2
9As written
12Six hoplites and two Thread-Wardens on the picket, and the priest opens by asking the party a question he already knows the answer to. DCs +1
15Eight hoplites, a priest, and a Thread-Warden who is the relief they have been waiting for — he arrived last week with orders and the cohort has not decided yet whether to believe him. The party can side with either. DCs +3
DM Notes

Creature Cards

Both belong to the Cult of the Thread (W18) and both recur, so the numbers live in the bestiary — the hoplite again in R026. Its Forty Years Lost trait names a Thread-Warden, who arrives in this room's own APL 12 and 15 rows; that card is in the bestiary too. The tactics above are this room's and stay here.

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

← Room 95 Deck tables Room 97 → Room 96 of 100