Pursue Mordas into Ulcaster's burned academy, expose the Black Network's impossible fiend-binding program, and contain the demon his failed theory still summons.
Project leads: Mike Wokasch and Winter WokaschAdventure code · FR-DC-QLA-P07DM content · spoilers throughout
SystemD&D 5e
TierTier 2 · APL 6
Party3–7 characters
Runtime≈ 5–7 hours
ShapeInvestigation · Infiltration · Ritual
Adventure 007
00 // Truth · agendas · ritual clock
Adventure Primer
Mordas has combined an unfinished diamond shield, a Netherese spell-lens, and misread binding lore in an impossible attempt to make a fourteenth Demonshield.
This adventure is written for a party of level 6 characters. It follows I Shot the Sheriff, but the hooks below allow it to begin after a different outcome or as a standalone chapter near .
Adventure background
used the Circle's caravan thefts to finance more than a smuggling route. Rare metal, precision forge-work, spell components, copied scholarship, excavation equipment, and bribes flowed east toward . The stolen goods paid for a private research program.
Mordas now controls three components: a , a newly made , and fragments of . He believes the lens can magnify a conjuration, invert the manifested creature's planar resonance, and drive it into the shield. The first step works. The second is impossible. His ritual can call a glabrezu into the buried foundations, but it cannot bind that demon to his shield.
Mordas has kept a written record of the entire experiment. records failed plate designs, lens calibrations, anchor angles, material tolerances, and every correction he falsely believes brought the ritual closer to success. Killing or capturing Mordas ends his direction of the project, but surviving copies remain dangerous: another cell can reproduce the summoning and repeat the same catastrophic phase rejection. The ledger can restart a fiend-summoning disaster, never a working Demonshield program.
Mordas is neither a worshiper nor a fanatic. He treats the demon as inventory and the shield as a prototype. He intends to offer the a repeatable program for making fiend-bound weapons, bodyguards, and profitable prisons. His confidence is genuine and completely misplaced.
Competing agendas
Every patron agrees that Mordas must lose control of the experiment. They do not agree about what should happen afterward.
Competing agendas
Character
Stated objective
Actual priority
Stop Mordas and protect Beregost.
Capture Mordas, dismantle the Circle, and remove any active fiend-prison from the region.
Stop Mordas from weaponizing a fiend.
Recover the inert shield intact as evidence and prevent anyone from repeating the attempt.
Stop the misuse of Ulcaster's ruins.
Preserve the archive and recover enough evidence to refound the Ulcasterian school.
Prevent a catastrophic summoning.
Personally take the spell-lens, intact or broken. He considers destruction and mortal casualties acceptable costs.
Claimed that Mordas could not be trusted.
Let Mordas take the risk, then steal the finished shield or the process.
Offers a safer way to control summoned fiends.
Prove the process can be industrialized and sold through the Black Network.
Adventure overview
Adventure sequence
Chapter
Event
Time
01. After Voss
Ormlyr and Vestra assemble the surviving evidence and issue the Ulcaster mandate.
45–60 minutes
02. High Hedge
Thalantyr and Quentin identify the lens, reconstruct the ritual, and prepare containment.
30–45 minutes
03. Hill of Ulcaster
The party chooses one of three routes across real and false hauntings.
45–75 minutes
04. The False School
The surface base exposes Mordas's program and Nimra's coercion.
45–60 minutes
05. Beneath Ulcaster
Three objective rooms let the party change the ritual's starting state.
60–90 minutes
06. The Fourteenth Shield
Mordas bargains while the party fights, disrupts, rescues, and contains.
60–90 minutes
07. Epilogue
Ormlyr takes Mordas, Quentin takes the lens, and the surviving claimants contest the shield and archive.
20–40 minutes
Adventure hooks
Mordas's letter
If the party recovered the , it gives the destination directly. It orders Voss to destroy local records, move useful personnel, and transfer the next phase to Ulcaster's School.
Shoon evidence
The , expense sheet, coded manifest, or pale triangular plates let Vestra and Ormlyr make the connection. The necessary conclusion is automatic: the plates are recent fabrication samples, not ancient pieces.
Voss talks
If survives in custody, he admits that Mordas operates from “the school,” has acquired “the lens,” and is preparing a shield. He lies that he opposed the weapon. His letters below reveal his plan to steal it.
Ormlyr's investigation
If the party recovered nothing, Ormlyr has night-cart reports, false agricultural accounts, missing rare forge-work, displaced shepherds, fresh wheel tracks, and concealed sentry positions east of town. These establish Ulcaster as the location without explaining the ritual.
Thalantyr and Quentin
For a standalone opening, Thalantyr detects repeated conjuration disturbances from systems dormant since the school's destruction. He sends for Quentin and needs adventurers because someone has restarted Ulcaster's machinery.
Running the adventure
Level6
Expected party4–5 characters
Rest pressureOne short rest
Primary subsystemSix-step ritual clock
The six-step ritual clock
Use a visible six-segment clock once the party reaches Ulcaster. The clock normally begins at 2 when the finale starts. Apply all changes earned earlier before Mordas speaks.
Ritual clock stages
Stage
Effect
1. Resonance
Stone vibrates, voices echo out of sequence, and the shield's channels glow faintly.
2. Alignment
The lens locks onto the three anchors. The breach becomes visible but cannot affect the chamber.
3. Contact
A demonic silhouette forms. At initiative count 20, one manifestation effect occurs.
4. Manifestation
The glabrezu can reach through the breach. Manifestation effects use the stronger result.
5. False binding
The shield's channels flare as Mordas mistakes reflected resonance for a forming prison. He can no longer end the ritual cleanly.
6. Phase rejection
The lens cannot invert the glabrezu's planar resonance. With zero or one disabled core component, the demon manifests and emergency containment begins. With two disabled components, the breach collapses and banishes it. The shield always remains inert.
The core components are the spell-lens, the shield, and the set of three binding anchors. Disabling one anchor counts as disabling the anchor set. Removing the shield or lens counts as disabling that component. The clock cannot fall below 1 after planar contact begins.
Advance by 1: The surface alarm sounds, the party takes a long rest after entering the ruins, or a failed apparatus check says it advances.
Reduce by 1: Remove the lens intact, remove the blank shield, let Nimra disable the western anchor, or use the archive's counter-phrase at an anchor.
Finale timing: At initiative count 20, advance the clock by 1 after resolving the current stage's effect.
Why the patrons stay outside
Ormlyr cannot send militia into a magical ruin, and Vestra cannot enter active binding geometry without risking that the apparatus targets her infernal nature. They instead hold the eastern extraction point and outer approaches. Thalantyr and Quentin build a containment lattice around the hill. If the breach fails catastrophically, their task is to keep the fiend from reaching town and to bend teleportation toward the eastern cordon. None joins the party in the lower dungeon, but no route Mordas can use leads beyond the waiting claimants.
Starting assumptions and continuity
The default assumes the party completed Adventure 006, knows Voss is a rakshasa, has met Vestra and Ormlyr, and possesses at least partial evidence against Mordas. If those facts differ, use the contingencies in Chapter 01. Quentin appears only as the wild-haired human scholar. Do not reveal or confirm his draconic nature.
Vale sister continuity. Sergeant Brinna Vale is Tessa Vale's estranged, law-abiding sister. Carry forward Tessa's actual outcome from Adventure 006. If Tessa is imprisoned, Brinna leaves her custody and questioning to neutral constables. If Tessa escaped, Brinna can identify her habits but will not turn the Ulcaster mission into a personal hunt. If Tessa died, Brinna grieves privately and records the death without changing the facts. Brinna's duty in this adventure is to witness the Mordas evidence, not to settle her family history.
01 // Evidence · writ · demand
After Voss
Ormlyr and Vestra turn the surviving evidence into a destination, a legal mandate, and two incompatible expectations for the shield.
1.1 The Song of the Morning
Ormlyr summons the party to the . This scene establishes authority, reconstructs missed evidence, and gives the party a chance to set custody terms before the mission.
Read Aloud
Morning light cuts through the temple's high eastern windows and lays rose-colored bars across a long council table.
Captain Ormlyr stands at its head beside stacks of manifests, patrol reports, and blackened scraps sealed under glass. Magister Vestra sits to his right. A charcoal rubbing lies perfectly square before her.
Ormlyr rests both hands on the table. “Whatever Voss was, Mordas remains. This time, we know where to look.”
Setting
The council chamber is 40 feet long and 25 feet wide. Two guarded doors lead to the public temple and Ormlyr's records office. The documents on the table are available for inspection. Sergeant Brinna Vale attends if alive and willing. Ormlyr never conditions her place on Tessa's fate and never asks her to speak for her sister.
Ormlyr's report
Ormlyr gives the core facts without a check:
Mordas directs several Circle cells and holds senior authority within the Zhentarim.
Money from the thefts purchased excavation gear, alchemical reagents, rare metals, precision fittings, and copied arcane texts.
Night carts and armed strangers now move around Ulcaster's hill.
Temple shepherds have been driven off the eastern slope.
Ormlyr wants Mordas alive if capture does not expose the party or Beregost to unreasonable danger.
Ormlyr offers a sealed writ authorizing the party to enter the ruins, seize Circle property, arrest Mordas and his agents, and accept surrenders. It does not transfer ownership of artifacts found at the site.
Evidence review
Evidence review
Approach
DC
Result
Compare expenses with patrol reports
DC 12 Intelligence (Investigation)
The purchases describe a fixed laboratory, not a relic caravan. The party gains advantage on its first check to bluff the Old School Road sentries.
Inspect the pale plates
DC 13 Intelligence using smith's tools
Fresh scoring and repeated hole patterns identify them as rejected production pieces.
Read the Black Network cipher
DC 15 Intelligence (Investigation)
Mordas controls a budget and multiple cells. He is not merely a local bandit captain.
Question captured operatives
DC 14 Charisma (Intimidation or Persuasion)
One names the surface password: “The lesson continues.” On a failure, the operative still confirms Ulcaster but alerts a surviving contact before the party leaves.
1.2 Vestra's demand
Vestra produces the Shoon rubbing whether the party recovered it or not. If they possess the original, hers is a copied fragment from a different source. This keeps the chapter independent of one prior clue.
Read Aloud
Vestra turns the rubbing toward you. Four triangular plates form a narrow diamond meant to guard the arm rather than the hand.
“Hilather made thirteen prisons in this shape. Each held a fiend and lent its defenses to the bearer.” Her finger stops at the central rivet. “Mordas has purchased everything required to imitate the shell.”
She folds her hands. “Bring me the shield intact.”
What Vestra says
Vestra accurately explains that are prisons, that Hilather made thirteen, that Ulcaster studied his method, and that breaking a completed shield releases its captive. She refuses to explain who grants her claim.
DC 14 Wisdom (Insight): Vestra's wording requires Mordas to lose possession and the shield to be recovered as evidence. She carefully avoids saying that his imitation can actually hold a fiend.
DC 15 Intelligence (Religion): Active binding geometry may treat any nearby fiend as a valid subject, explaining why Vestra cannot safely enter it.
DC 16 Charisma (Persuasion): Vestra agrees in writing that preserving mortal life takes priority over preserving the shield. She does not waive her claim.
1.3 Terms and contingencies
The party's standing
If the party ended Adventure 006 with strong proof, Ormlyr treats them as trusted agents. With partial proof, the writ requires Brinna to witness seized evidence. With failed proof or continued fugitive status, Vestra's infernal authority forces the mission, but Ormlyr limits the writ to Ulcaster and promises no pardon beyond the existing terms.
Voss outcomes
Captured. Voss supplies the location and lens, then lies about opposing the weapon.
Escaped. Ormlyr has the night-cart evidence. Voss may reappear only as a later consequence, not as a required encounter.
Dead. His burned correspondence in the lower archive replaces his testimony.
Allied or bargained with. Voss privately asks the party to retrieve the process for him. Accepting creates a second secret claimant.
If the party refuses
Ormlyr does not imprison a lawful party solely for refusing. Within hours, another conjuration pulse cracks temple windows and panics the sheep on Ulcaster's slopes. Thalantyr's messenger brings the independent High Hedge hook. A party under conditional service faces the legal consequence already written into its writ, but the adventure still proceeds through Thalantyr rather than forced obedience.
Brinna's role
, Tessa Vale's estranged sister, joins if the party wants a lawful witness or if the writ requires one. She uses the guard stat block if combat rules are needed. She refuses orders to execute prisoners, seize personal property unrelated to the case, or carry any suspected fiend-prison.
Tessa captured: Brinna confirms that neutral officers hold her sister and declines to discuss the confession.
Tessa escaped: Brinna warns that Tessa favors prepared horses, false manifests, and routes with multiple handoffs. This is context, not a new Ulcaster lead.
Tessa dead: Brinna records the death and continues under the writ. She does not demand vengeance or pretend the loss means Tessa was innocent.
If Brinna recused herself from evidence duty in Adventure 006, she may remain a local guide while another named deputy serves as custodian. Preserve that choice here.
Transition
Ormlyr directs the party to High Hedge before the hill. If they skip it, they may proceed directly, but they do not receive the route survey, lens identification, or bronze chalk for disabling an anchor.
02 // Survey · lens · countermeasure
High Hedge
Thalantyr explains the Shoon legacy behind Mordas’s experiment. Quentin identifies the spell-lens, and the scholars help the party prepare to interrupt the summoning.
2.1 The guarded estate
At , northwest of Beregost, Thalantyr has gathered old academy plans and copies of Ulcaster’s research. He has summoned Quentin to examine the magical disturbances coming from the hill. The meeting gives the party a route survey, an explanation of the danger, and a means of disabling one binding anchor. None of this requires a check or an agreement to surrender the recovered artifacts.
Two guard the estate. They watch visitors but do not attack anyone admitted by Thalantyr. An invitation, Ormlyr’s writ, or news of the disturbances at Ulcaster is enough to gain entry.
Read Aloud
An iron gate opens onto a courtyard shaded by pines. A griffon watches from the roof of a dark stone house. Another lies beside a table covered with maps and loose pages.
An older man in dark robes holds a drawing flat with one hand. Across from him, a thin young man with wild bronze-colored hair searches through a pile of books.
“Put down whatever you brought,” the older man says. “Then tell me what you actually saw.”
Roleplaying the scholars
Thalantyr. He separates eyewitness accounts from guesses and corrects imprecise magical terms. He explains his conclusions when shown evidence. He asks the party to save the archive if possible, but warns that keeping a demon out of Beregost comes first.
Quentin. He speaks quickly, calls everyone “friend,” and treats the party’s help as already agreed. Questions about casualties receive a brief expression of sympathy followed by another question about the lens. If someone proposes destroying it, he insists on careful removal. He does not reveal his bronze-dragon identity here.
If the party visited Thalantyr in Adventure 006, he remembers the evidence they showed him. Summarize familiar history and move to the new conclusion: Mordas is building a shield, not searching for one. If the party brings no evidence, the scholars use Thalantyr’s surveys and observations of the disturbances. Their reconstruction remains a warning about a likely experiment, not an eyewitness account of the rooms below.
2.2 The Shoon legacy and Mordas’s experiment
A missing former apprentice
Thalantyr asks the party to look for , a former apprentice who now surveys magical sites for a living. She accepted work inspecting an excavation at Ulcaster and missed her agreed return several days ago. Her last note mentioned newly fitted bronze channels beneath the old school. He describes her slate-blue coat, braided hair, and cracked brass compass. He suspects she is in trouble but has no proof of captivity.
He offers her shelter at High Hedge and will extend it to anyone threatened because of her work. If asked why he has not retrieved her himself, he explains that he cannot locate her precisely through the active wards and is preparing the outer containment with Quentin. He asks the party to bring back news of her as well as the research.
Thalantyr compares any recovered plates or the with his drawings. He explains the history below without a check. Give the party the essential distinction first: the original imprisoned fiends. Copying their shape does not reproduce that prison.
Who were the Shoon?
The ruled Calimshan and Tethyr from Shoonach between 27 and 450 DR. Syl-Pasha Akkabar Shoon prepared his dynasty’s rise through political assassinations. His great-great-grandson Amahl Shoon III united the two realms and crowned himself qysar, or emperor, in 27 DR. Fourteen spellcasting rulers held the throne over the following four centuries. Slave labor, conquest, and dark magic sustained their rule.
In 128 DR, the Year of the Addled Arcanist, the court of Qysar Amahl Shoon IV hired Hilather, a Raurinese arcanist later known as Halaster Blackcloak. Working from an isolated tower in Torsil near Beregost, he bound fiends into thirteen diamond-shaped shields made with arjale and tantulhor. “Diamond” describes the outline, not a shield carved from a gemstone. Hilather delivered the shields, took his payment, and vanished.
Twelve shields went to the empire’s mameluks, military officers and slave-kings who used the imprisoned fiends as shock troops across the Calishar Emirates. The thirteenth, , remained beneath the Imperial Mount of Shoonach for court mages to study.
Two different sets of shields
The church of Anachtyr, the god also known as Tyr, answered the fiendish raids by forging the three : Kimeltaar, Naelotaar, and Dizeltaar. Paladins carried them to slay fiends and protect commoners. These holy relics are not members of Hilather’s thirteen and contain no imprisoned fiends. Mordas is copying a Demonshield, not a Demonsbane shield.
What survived the empire?
In 371 DR, Qysara Shaani gave Kuraltaar to the blue dragon Iryklathagra, called Sharpfangs, as part of a century-tribute. In 450 DR, Prince Strohm I of Tethyr slew Emperor Amahl VII. The Great Fires of Shoonach destroyed the imperial court. Kuraltaar had already left the city and is believed to remain in the dragon’s mountain hoard. Neither scholar has it.
Thalantyr warns that the empire’s fall did not empty its magical prisons. Breaking a genuine Demonshield releases its captive. Mordas’s unfinished shield is different: it has never held a fiend. Removing it from his apparatus is a way to disrupt the experiment, not a way to release an existing prisoner.
Why Ulcaster matters
stood above Hilather’s older foundations. Ulcaster and his senior apprentices tried to reconstruct the binding method before Calishite mages destroyed the academy in 1106 DR. Mordas has returned to those chambers with fragments of their work, a newly made shield, and a Netherese device that Quentin recognizes.
Read Aloud
Quentin finds a page in one of his books and turns it toward you. It shows a crystal mounted at the end of a wand.
“A Netherese spell-lens. Fit it to a wand and it strengthens the spell, though it uses more charges. Mordas means to use it on a summoning.”
He taps the crystal in the drawing. “You will recover it intact. Thank you, friend.”
What Mordas is trying to do
The scholars describe three parts of the apparatus:
The spell-lens strengthens the spell that opens a breach to the Abyss.
Three binding anchors hold the breach steady while the summoned creature takes physical form. Together they form one linked system.
The prepared shield is supposed to receive and imprison that creature. This is the step Mordas has not proved will work.
No surviving source shows that Hilather used a spell-lens to make his shields. Mordas has interpreted a damaged mark in as an instruction to increase the summoning’s power. Thalantyr cannot verify that reading. Both scholars warn that bringing a demon into the chamber and trapping it inside a shield are separate problems.
contains the complete original method, but it is missing. Thalantyr believes it survives under a false binding in a royal Tethyrian library. He cannot locate and obtain it before this ritual. The records at Ulcaster are later reconstructions, not the workbook itself.
Questions the scholars can answer
What creature is Mordas summoning? The disturbances suggest a or another comparably powerful Abyssal fiend. This is an inference, not a confirmed sighting.
How do we stop it? Disable two of the three core components: the lens, the shield, or the anchor system. Taking the shield off its mounting and removing the lens will suffice. Disrupting only one component may still leave enough power for the fiend to emerge.
What does the counter-phrase do? It disables one anchor. It does not close the breach by itself. The party must also disable the lens or remove the shield to ensure the ritual collapses.
Can we destroy the lens? Yes, but it stores magical energy. Breaking it releases a force blast. Quentin presses for removal instead; the exact checks and damage appear in Chapter 05.
Can we keep the shield? Thalantyr wants it for study, but Ormlyr’s writ grants no ownership and Vestra has already claimed it. He cannot settle that dispute here.
Why not enter the ruins yourselves? The scholars must establish and maintain the outer wards. If a demon emerges, someone outside must keep it from reaching Beregost. Quentin also refuses to risk himself in the lower chambers.
Research checks
Characters can study the plans while the scholars finish their preparations. Each character may attempt each check once. Failure loses only the additional information listed below; it does not withhold the survey, the warning, or the bronze chalk.
DC 12 Intelligence (History): Compare the academy’s old walls with the survey to identify the stable approach used by the Shepherd’s Path. Mark that route for the party.
DC 14 Intelligence (Arcana): Trace the connections between the three anchors and recognize that disabling any one breaks the linked system. All three anchors together count as one core component, not three.
The plans show an upper shield chamber and archive, each with a spiral stair down to the same lower hall. The focusing chamber adjoins that hall on its eastern side. Thalantyr points out this arrangement without a check. Neither stair is secret.
2.3 Preparing for the hill
Thalantyr gives the party the route survey and a stick of bronze chalk inscribed with an old dismissal phrase. A character adjacent to a binding anchor can use an action to expend the chalk and disable that anchor without a check. This breaks the linked anchor system and reduces the ritual clock by 1, subject to its minimum of 1 after planar contact. The chalk works once. It is an alternative to the one-use counter-phrase that can be recovered from the archive.
The scholars leave to establish a containment lattice, a connected set of wards around Ulcaster’s hill. Preparing it takes 1 hour, during which the party may take a short rest. Taking a long rest instead advances the ritual clock by 1.
The wards keep an escaped fiend on the hill and redirect Mordas’s magical escape toward Ormlyr and Vestra’s eastern cordon. They do not stop the summoning or make the lower chambers safe. If a demon emerges, the party must still activate the three emergency ward marks in the ritual chamber for the scholars to banish it, as described in Chapter 06.
Before the party leaves, record who carries the chalk, whether the Shepherd’s Path was identified, and any promises made about the lens, shield, or archive. Continue with Chapter 03 and let the party choose its approach.
If the party skipped High Hedge
The party receives neither the survey nor the bronze chalk. Nimra can explain the apparatus and its weak points without either scholar’s briefing; use her guidance in section 4.4 wherever the party first meets her. It can still discover the routes on the hill, follow either visible spiral stair to the lower hall, learn the counter-phrase from the archive or the shade, and disable the apparatus using the checks in Chapters 05 and 06.
When the ritual reaches stage 6, Quentin and Thalantyr arrive at opposite sides of the hill and raise emergency outer wards. The wards contain the danger but do not prevent manifestation; use the same emergency ward-mark procedure in Chapter 06. Afterward, Quentin appears near the lens’s final location and claims it or its surviving fragments in human form. Skipping this meeting does not change that outcome.
03 // Approach · deceive · descend
The Hill of Ulcaster
Three routes cross false hauntings, armed sentries, unstable ruins, and real magical disturbances on the way into Mordas's headquarters.
3.1 First sight of the ruins
Read Aloud
Black walls break the crest of the hill like burned teeth. Sheep tracks end below the final slope. Above them, cart ruts cut fresh lines through old ash and grass.
Blue light moves behind a window with no roof. A woman's voice whispers from the stone, then repeats the same three words in exactly the same breath.
Farther uphill, something answers in a voice that does not repeat.
Environment
The slope is open grass broken by stone, thorn, and old foundations. Dusk or darkness provides light obscurement beyond 60 feet. The Circle's ghost effects use shielded lanterns, pipes, alchemical fire, and minor illusion. The real magical disturbances do not repeat on a fixed interval.
The party chooses one primary route. Creative combinations work. Failure changes the alarm state rather than denying entry.
Approach routes
Route
Primary challenge
Tradeoff
Old School Road
Deception, bribery, or direct combat
Fastest route and access to the sentry roster, but most likely to raise the alarm.
Shepherd's Path
Stealth and unstable masonry
Bypasses the gate and reaches the haunting works, but risks a fall and arcane discharge.
Conjuration Drain
Environmental navigation and a sealed grate
Bypasses most surface guards and reaches the lower stair, but costs time and exposes the party to the wizshade.
The Old School Road
A bandit captain and four bandits guard a wagon barrier 150 feet below the ruins. A character using the password “The lesson continues” and succeeding on a DC 14 Charisma (Deception) check gets the party through. Appropriate forged papers or evidence from Ormlyr's review grants advantage.
A bribe of 50 gp reduces the DC to 12. On a failure, the sentries pretend to accept the story while one moves toward the alarm gong. The party has 1 round to stop the runner before the alarm sounds.
Combat setup
The captain begins behind the wagon with two bandits. Two more watch from broken walls 40 feet uphill. The guards want to raise the alarm and withdraw, not die.
Battlefield features
The wagon provides three-quarters cover. The uphill track is difficult terrain for creatures moving south. A brass alarm gong stands 60 feet behind the barrier.
Enemy goals
One bandit runs for the gong. The captain holds the wagon long enough for the others to escape. Any guard reduced to half hit points surrenders if escape is blocked.
Enemy tactics
The uses the wagon as cover and shoves enemies onto the slope. The use crossbows until threatened in melee.
Adjusting the encounter
For three characters, remove two bandits. For six or seven characters, replace two bandits with one veteran. Do not add enemies if the goal is infiltration rather than a full surface fight.
Aftermath
If the alarm sounds, advance the ritual clock by 1 and move Nimra to the ritual chamber before the party reaches the archive. Captured sentries know the command-room location and that “the surveyor” is held inside.
The Shepherd's Path
The path threads through collapsed classrooms. Each character attempts a DC 13 Dexterity (Stealth) check. If at least half succeed, the party reaches the haunting works unseen. Otherwise, a sentry spots movement but investigates alone, giving the party a chance to silence, deceive, or capture the guard before the alarm.
One broken gallery crosses a 20-foot drop. A character who succeeds on a DC 12 Wisdom (Perception) check spots the cracked support before stepping onto it. Otherwise, the lead character must succeed on a DC 14 Dexterity saving throw or fall 15 feet, taking 5 (1d6 + 2) bludgeoning damage and making enough noise to draw two bandits.
The Conjuration Drain
The drain mouth lies behind thorn and burned stone. Finding it without Thalantyr's survey requires a DC 15 Wisdom (Survival) check and 20 minutes. On a failure, the party finds it after 40 minutes and the ritual clock advances by 1 only if it began this chapter at 3 or higher.
A rusted grate has AC 17, 20 hit points, and immunity to poison and psychic damage. A character can instead open it with a DC 15 Dexterity check using thieves' tools. Forcing the grate requires a separate DC 17 Strength (Athletics) check. Noise here draws the wizshade, not the sentries.
3.3 The ghost that is not a trick
The appears along any route after the party passes its first false haunting.
Read Aloud
A blue figure rises through the broken floor without disturbing the dust. For one breath it is an impossibly tall, bearded wizard. For the next it is only a battered hat turning in the air.
It points through the nearest wall.
Behind it, the false whisper repeats. The figure turns toward the hidden pipe and tears the sound apart with a word that leaves frost on the stone.
The shade does not attack unless a character targets it. A DC 13 Intelligence (Arcana) check identifies it as a magical remnant rather than a coherent undead spirit. A character who repeats “The lesson continues” receives a sharp correction: “The lesson ended.” The shade then points toward the lower stair.
If attacked, roll once on the following table at initiative count 20 for 3 rounds, then the manifestation vanishes.
Wizshade discharges
d6
Discharge
1
Blue sparks fill a 10-foot square. Creatures there make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failure or half as much on a success.
2
Gravity turns sideways in a 15-foot line. Creatures make a DC 13 Strength saving throw or move 10 feet toward the nearest wall and fall prone.
3
A random false haunting mechanism within 60 feet shatters loudly. If the alarm has not sounded, one sentry investigates.
4
One creature gains the effect of blur until the next initiative count 20.
5
Old classroom doors appear for a moment. One creature can move 20 feet without provoking opportunity attacks.
6
The shade repeats the archive's counter-phrase. A character who hears it can use the phrase once at an anchor without the bronze chalk.
Chapter payoff
The party reaches the False School through the sentry court, haunting works, or lower stair. Record whether the alarm sounded, whether the party learned the counter-phrase, and whether any sentry escaped.
04 // Expose · search · release
The False School
The surface headquarters reveals Mordas's Zhentarim authority, the recent fabrication of the shield, and Nimra Keld's coerced role.
4.1 The false haunting works
The Circle has turned a roofless lecture hall into a control room for lights, pipes, smoke, and minor illusions. The party can disable the system, redirect it, or leave it operating.
Read Aloud
Copper tubes run through holes drilled in the old lectern. Hooded lanterns hang behind scraps of blue glass. A bellows feeds smoke into a cracked wall, and waxed cords vanish through pulleys toward the windows.
Someone has labeled every lever in a careful hand: WAIL. CHILD. FIRE. FOOTSTEPS. HAT.
The lever marked HAT is bent upward as if struck from below.
Using the works
DC 12 Intelligence (Investigation): Disable the alarm cords without revealing the sabotage.
DC 13 Dexterity using thieves' tools: Redirect the effects toward the Old School Road, granting advantage on one group Dexterity (Stealth) check during withdrawal.
DC 14 Intelligence (Arcana): Separate the illusion wiring from the genuine ward lines and identify the lower stair safely.
Failure makes noise and brings two bandits in 2 rounds. It does not prevent entry.
4.2 Mordas's command room
The command room establishes Mordas's actual rank and provides the page Nimra needs.
Setting
A surviving office is 30 feet square with one door, a shuttered window, and a locked iron document chest. A desk holds three current ledgers. The chest requires a DC 15 Dexterity check using thieves' tools or the key carried by the surface captain.
Automatic finds
Orders to several Circle cells signed with Mordas's senior cipher.
Buyer inquiries valuing a bound fiend by expected defensive benefit and resale price.
Budgets for excavation, rare alloys, spell components, and “repeat trials.”
: a folded surveillance report listing her sister’s Beregost home, work route, and an unsigned order to seize her if Nimra refuses work or escapes. A note reserves authorization to Mordas. This is his threat against a coerced worker, not evidence that the sister has already been taken.
Fresh forge receipts matching the rejected triangular plates.
An abbreviated copy of , recording failed plate designs, lens settings, anchor angles, and corrections Mordas labels successful.
These records automatically prove that Mordas directs more than one cell, intends a repeatable Zhentarim program, and has preserved enough written work for another expert to repeat the experiment even if Mordas dies. They do not contain a working Demonshield method. A successor following them can reproduce the summoning and the same catastrophic phase rejection.
Additional finds
DC 13 Intelligence (Investigation): Find a coded withdrawal order showing Mordas will save research before the lens, shield, or staff.
DC 15 Intelligence (Investigation): Identify two Black Network buyers outside Beregost. Ormlyr can use the names later.
DC 14 Wisdom (Insight): Reading Mordas's valuations reveals the correct leverage: he fears losing repeatability more than losing the prototype.
Taking or destroying the records
The complete chest weighs 80 pounds. Copying the key documents takes 10 minutes. Burning them denies the Zhentarim immediate recovery but weakens Ormlyr's case and Thalantyr's historical record. Taking or destroying the family page prevents another operative from simply collecting the written instructions. It does not erase the scouts’ knowledge or stop Mordas issuing new orders. Nimra also needs a plan to warn her sister and move her somewhere protected. Preserve the report privately as evidence if desired; there is no need to burn the other records.
4.3 The fabrication bay
A collapsed classroom now holds anvils, jigs, rivet punches, and rejected metalwork.
The party automatically finds with fresh tool marks and numbered trials. A DC 12 Intelligence check using smith's tools establishes that the current shield was assembled within the last month. No result here suggests an ancient artifact was recovered.
Bay hazard
A violet residue coats the final jig. A creature touching it without gloves must succeed on a DC 13 Constitution saving throw or take 7 (2d6) force damage and become unable to take reactions until the end of its next turn.
4.4 Nimra's survey room
If the alarm has not sounded, Nimra is locked here with measuring cords, a chalkboard, and two guards. If the alarm sounded, the room is empty and she waits in the ritual chamber under guard.
Read Aloud
A woman in a singed blue coat stands beside a chalkboard covered in three intersecting circles. She looks first at your weapons, then at the open door behind you.
“Are the guards outside dealt with? I need to get out of here. But first, someone has to warn my sister.”
Nimra accepted what she thought was a survey contract. When she discovered the intended summoning and refused further work, Mordas locked her up and showed her the report now kept in his command-room chest. She stayed alive by calibrating the anchors while concealing a fault in the western one. If the characters mention Thalantyr, she asks whether he received her last note. Knowing him is not required to earn her help.
Winning Nimra's help
Once Nimra can speak without a guard overhearing, she gives all the information below without a check. This includes parties who skipped High Hedge. She does not withhold instructions while a demon is being summoned.
To persuade her to approach the western anchor herself, the party must free her, deal with the guards along her route, and provide cover for her return. Recovering or destroying the family page and agreeing on a concrete safeguard for her sister earns her help automatically. Suitable safeguards include sending a named companion to warn and escort her sister to High Hedge, or arranging protection through Brinna or Ormlyr. Simply promising that everything will be fine is not enough.
If the page is unavailable, a character offering the same practical safeguard can make a DC 15 Charisma (Persuasion) check. On a failure, Nimra takes cover or leaves by the cleared route and tells the party how to proceed. Do not repeat the check for another speech. Evidence that her sister has been warned and placed under protection earns her help without the page or another check. Destroying the report alone never guarantees her sister’s safety.
What Nimra knows
Use plain terms first: “The crystal feeds the summoning. The three anchors hold it in place. The shield is where Mordas thinks the demon will go. Stop two of those systems and the opening will collapse.” Nimra can sketch their connections and the routes between the lower rooms.
Three systems, not five. The lens, the shield, and the three anchors together are the core components. One disabled anchor breaks the entire anchor set. Disabling two different components collapses the breach at resolution. A character can attempt to close it sooner using the Chapter 06 action.
The simplest interruption. Lift the shield off its armature with an action and no check. This disables the shield component and reduces the clock by 1. It is newly made and contains no captive fiend.
The western anchor. She can disable its concealed fault with one action within reach and no check. This disables the anchor set and reduces the clock by 1. Her directions let a character use the normal DC 15 Intelligence (Arcana) or Dexterity check using thieves’ tools; they do not grant her automatic success. Disabling a second anchor provides no further benefit.
The lens. It remains mounted in the focusing chamber immediately east of the ritual hall, connected by a short passage and bronze channels. It can be released or destroyed using the Chapter 05 options. She warns that breaking it causes a burst of force.
Finding the equipment. She knows the focusing chamber, shield chamber, archive, and ritual chamber. She explains that the shield chamber and archive are upstairs; each has a spiral stair down to the ritual hall’s western side. The lens is through the hall’s eastern doorway. Only the prepared shield is moved into the ritual hall for final alignment.
The danger. Mordas is summoning a glabrezu. She has seen the shield reflect energy without containing it and fears the binding will fail. She cannot diagnose the missing prison-key or supply Hilather’s lost method.
Other evidence. Voss funded the work and sent private instructions for a post-ritual diversion. His correspondence remains in the binding archive.
The guards
The two guards use bandit statistics. They surrender if one falls and the door is blocked. Killing surrendered or helpless guards in front of Nimra imposes disadvantage on a check to earn her direct help. Fighting guards who are still attacking does not. She still provides the essential ritual instructions.
Chapter payoff
The party now has direct proof that the shield is new and knows how the lower apparatus works. A short rest here is possible if the alarm remains silent. A long rest advances the clock by 1 and allows Mordas to move the prepared shield into the ritual chamber. The lens stays in the adjoining focusing chamber.
05 // Shields · archive · descent
Beneath Ulcaster
The first descent reaches the shield chamber and binding archive. Twin spiral stairs lead farther down to a three-story ritual hall, with the spell-lens in an adjoining focusing chamber to the east.
Beneath Ulcaster. Upper left: shield chamber. Lower left: binding archive. Both spiral stairs descend 30 feet to the western passage beside the three-story ritual hall. Right: focusing chamber and spell-lens, on the ritual floor level. The map shows the rooms side by side for reference; use the stated dimensions for movement. Select the map to open the interactive viewer.
5.1 The buried foundations
Read Aloud
The academy stair ends at a narrow junction. The passage branches left and right between black stone walls. To the north, violet light spills across a doorway. From the south comes the smell of old paper and lamp oil.
Bronze lines run through the mortar. Their low hum rises from somewhere farther below.
Somewhere in the stone, a voice counts backward in Abyssal.
Environment
The entry passages are 5 feet wide and 8 feet high. Wall torches and work lamps light the occupied rooms; there is no natural light. Where a lamp has gone out, active bronze ward lines provide dim violet light within 5 feet at ritual stage 3 or higher. The routes shown on the map are fixed and require no navigation check. Ordinary movement covers them; do not charge 10 minutes merely to travel between adjacent rooms.
Objective order
At the foot of the entrance stair, the northern branch leads to the shield chamber and the southern branch to the binding archive. The space between these rooms is solid rock. The party can investigate either room first or descend immediately through it. An obvious eastern exit from each room leads to a spiral stair that descends 30 feet to a common north–south passage beside the ritual hall. The northern and southern ends of that passage open into the hall’s northwest and southwest sides. The focusing chamber is on the lower level, directly east of the ritual hall, reached through its eastern doorway.
If the alarm sounded, the first upper room visited contains two bandits. They retreat down that room’s spiral stair after 1 round. Begin Chapter 06 when a character enters the ritual hall through either western doorway. Reaching the focusing chamber requires crossing that encounter area; use its section 5.5 rules during the same encounter, without restarting the ritual clock.
5.2 The shield chamber
Racks hold several failed diamond-shaped shield assemblies, with warped plates, unfinished channels, and numbered test marks. These are modern prototypes, not recovered Demonshields. The one complete prepared shield rests on a bronze armature. If the surface alarm sounded or the party took a long rest, Mordas has moved that shield down to the ritual hall; the racks and empty armature remain. Otherwise it is still here, connected to the apparatus through the bronze channels.
Setting
The room is 40 feet square on the upper level. Its western entrance returns to the entry junction. The open eastern doorway leads to the northern spiral stair, which descends 30 feet to the passage outside the ritual hall’s northwest doorway. Both exits are visible without a check. Four triangular test plates hang beside the shield racks. There is no hidden passage behind them.
Shield options
Removing the prepared shield from its connected armature takes one action, requires no check, and reduces the clock by 1. The prepared shield functions as a normal shield. The failed assemblies on the racks are not connected; taking or breaking them has no effect on the clock and provides no additional disabled component. A character can dismantle it with smith's tools over 10 minutes, preventing Mordas from testing his theory and destroying much of the fabrication evidence.
A character who wears it during stages 3–5 sees a demonic silhouette around their arm but gains no defense. This is reflected resonance, not a forming prison. At stage 6, the transfer fails and the shield remains inert. The wearer must succeed on a DC 15 Charisma saving throw or become frightened until the end of their next turn as the rejected glabrezu's outline tears away from the plates.
5.3 The binding archive
The archive is a 40-foot-long, 35-foot-wide upper room filled with shelves and a central worktable. Its western entrance returns to the entry junction. The eastern doorway opens onto the southern spiral stair, which descends 30 feet to the passage outside the ritual hall’s southwest doorway. Both exits are visible. The archive contains damaged Ulcasterian notes, Mordas’s working copies, and Voss’s correspondence. Nimra remains in the surface survey room unless the alarm moved her directly to the ritual chamber.
Automatic finds
An archive copy of : Mordas's complete but fundamentally flawed ritual sequence, construction tolerances, lens calibrations, anchor geometry, failed trials, and the rule that two disabled components collapse the breach. Mordas carries the working master in his research case.
, showing he intended to steal the result.
The old dismissal phrase. A character can copy it and use it once at an anchor as an action.
Enough Black Network accounting to support Ormlyr's case even if the surface chest was destroyed.
Separate old work from new work
A character who spends 10 minutes and succeeds on a DC 13 Intelligence (Investigation) check separates original Ulcasterian fragments from Mordas's copies. On a failure, the core evidence is still recovered, but the mixed archive gives Thalantyr a stronger practical claim in the epilogue because only he can sort it safely.
Destroying the archive
Fire destroys the paper archive in 3 rounds. Doing so prevents the Zhentarim from recovering the archive copy of the experiment ledger and removes the counter-phrase unless already copied. It also erases proof of Voss's plan and weakens any attempt to prosecute Mordas beyond the immediate site. Unless the surface command-room chest was also destroyed, its abbreviated ledger survives: incomplete, but sufficient for a capable future researcher to reconstruct the failed experiment and endanger another site. No surviving copy contains the missing prison-key or a viable Demonshield process.
5.4 The descent to the ritual hall
When the first character starts down either spiral stair, Mordas speaks through the ward lines. Trigger this once, whether the party searched both upper rooms, searched only one, or went straight downstairs. He names the objects already removed and adjusts his offer accordingly. He bargains only if the shield, lens, and all three anchors remain intact and can be returned to service. If any required component was destroyed or carried beyond his reach, he offers nothing that buys time: he prepares to fight, recover the component, or escape with the experiment ledger.
Read Aloud
Mordas's voice travels through the bronze in the walls, close and level.
“Thalantyr wants the papers. Quentin wants the lens. Vestra wants the shield. Ormlyr wants me.”
The passage ahead brightens violet.
“Everyone came here to take something. Come down. We can decide what each appetite is worth.”
5.5 The focusing chamber
This 40-foot-square chamber is immediately east of the ritual hall on the same floor level. A straight passage 15 feet long and 10 feet wide connects them. The lens remains in a waist-high adjustable frame at the room’s center throughout the ritual, even after an alarm or rest. Bronze channels carry its amplified magic through the connecting passage to the anchors. The tall violet crystals around the central hall are anchor housings, not additional spell-lenses.
A character at the focusing chamber’s western doorway is 20 feet from the lens. Its collar can be reached from the floor. Removing or destroying it uses the options below and immediately affects the ritual in the next room. The lens blast is centered on the frame and does not ignore walls. Walking over the recessed channels or shutting a door does not disable a component.
A service hatch under the eastern workbench opens onto Mordas’s escape tunnel, which rises toward the eastern extraction point beyond the map. The hatch is unlocked and can be found by inspecting the bench without a check. It is an escape route, not another way to reach the lens from the upper archive or shield room.
Read Aloud
A violet crystal turns inside three bronze rings. Light enters through a wand socket no wand occupies, bends through the crystal, and casts a hard violet line along bronze channels running through the western doorway.
Every few breaths, the rings tighten by a fraction. The stone answers with a deeper hum.
Lens options
Spell-lens options
Approach
DC
Result or consequence
Remove with arcane control
DC 15 Intelligence (Arcana)
Recover the lens intact and reduce the clock by 1. Failure advances the clock by 1 and bars another Arcana attempt by that character.
Release the mechanical collar
DC 17 Dexterity using thieves' tools
Recover the lens intact and reduce the clock by 1. Failure deals 7 (2d6) lightning damage and advances the clock by 1.
Destroy the lens
AC 15; 15 hit points
Disable the component and reduce the clock by 1. When destroyed, creatures within 10 feet make a DC 14 Dexterity saving throw, taking 10 (3d6) force damage on a failure or half as much on a success.
Leave it operating
None
No immediate change. Quentin's requested recovery remains possible later.
The lens has immunity to poison and psychic damage. A removed lens weighs 4 pounds and remains warm for 1 hour.
Resting below
A short rest is possible only after blocking a passage and costs no clock segment. A long rest advances the clock to at least 4, moves the prepared shield into the ritual hall if it remains available, and allows Mordas to ready the escape hatch in the focusing chamber. The lens stays mounted in that chamber.
06 // Bargain · disrupt · contain
The Fourteenth Shield
Mordas offers everyone what they came to take while his impossible binding turns a controlled experiment into a fiend-containment crisis.
6.1 Mordas's offer
On the party’s first entry into the lower ritual hall, set the clock to 2 and apply changes from earlier chapters, including any minimum imposed by a long rest. Do this only once. Moving between the hall and focusing chamber does not start a new encounter or reset the clock. Mordas remains beside his research case, even if the upper archive was destroyed. Use Mordas's offer only if every required component is intact and present or can be returned by the party. If a component was destroyed or carried beyond recovery, replace his final invitation below with: “You have broken the apparatus. You have not bought the work.” He makes no time-buying offer and prepares to fight or escape.
Read Aloud
The stair gives way to a hall whose ceiling rises three stories above the floor. Three bronze anchors surround a black circle cut into the stone. Violet light joins them above a breach no wider than a well.
Mordas stands beyond it with one hand resting on a case of papers. A bronze armature stands at the circle’s edge. Through the eastern doorway, violet light pours from a crystal turning in the next room.
Something with too many joints presses a shadow against the opening from below.
“Powerful people summon fiends every day,” Mordas says. “They bargain badly. They lose control. Hilather solved the problem. I made the solution available.”
He looks over each of you. “Name the part you want.”
If the prepared shield was moved downstairs, describe it mounted on the armature. Otherwise the armature is empty and the shield remains upstairs unless the party took it. If the lens has already been removed during this encounter, omit its light from the narration.
Mordas's bargains
Mordas begins with 2,000 gp for the party to give him 10 uninterrupted minutes. If refused, he offers the Netherese spell-lens after what he calls “the binding,” then names and influence within the Zhentarim. He never offers the shield or the complete research. A character who succeeds on a DC 14 Wisdom (Insight) check recognizes those as his nonnegotiable assets. If an intact component was removed, accepting the bargain includes returning it and allowing Mordas to reconnect it. A destroyed or irretrievably missing component makes the bargain unavailable.
At phase rejection, Mordas stares at the inert shield long enough to understand that he has purchased a summoning without a prison. He abandons the promised payment, seizes the master experiment ledger, and runs for the east passage. The party may stop him inside. If it does not, the outer cordon stops him outside. Quentin takes the spell-lens or its fragments during the crisis before anyone can collect it as payment.
Stalling
A character can keep Mordas talking with a DC 15 Charisma (Deception or Persuasion) check while another character moves no more than 15 feet or prepares one hidden action. Each later stall check increases the DC by 2. A failed check begins combat with Mordas unsurprised.
6.2 Objective-based combat
Combat setup
Mordas begins 30 feet from the breach beside the research case. One cult fanatic operates the southeastern anchor near the route to the focusing chamber. Two bandits guard Nimra if she was brought here; otherwise they protect the exits. Mordas is linked to his custom stat block in Appendix 2. Roll initiative.
Battlefield features
The ritual chamber is a 60-foot-wide hexagonal hall with a 30-foot ceiling, one open space three stories tall rather than three stacked floors. Its floor is 30 feet below the shield chamber and archive. Both spiral stairs discharge into the lower western passage, so characters enter through the northwest or southwest doorway at floor level. A 15-foot connecting passage on the east leads to the focusing chamber. The central breach is a 10-foot-diameter pit and difficult terrain within 5 feet. Falling into it before stage 6 deals 14 (4d6) psychic damage and deposits the creature prone in the nearest open space. Each anchor has AC 15, 20 hit points, resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and immunity to poison and psychic damage.
The lens remains at waist height in the focusing chamber to the east; no ladder or climb is needed to reach it. From the ritual hall’s eastern doorway, it is 35 feet away along the passage and into that room. Walls block sight and effects normally, while the open connecting passage allows a clear view along its axis. The shield is either on its upper armature, carried by a character, or on the hall’s waist-high armature if moved before entry. Removing it from either connected mounting disables the same component once.
Enemy goals
Mordas wants the research and what he believes will be a successful test. Once reduced to 30 hit points or fewer, he abandons the test and flees with the case. The fanatic wants completion. The bandits want a route out and surrender if Mordas abandons them. Any fleeing Mordas is intercepted by Ormlyr and Vestra at the outer cordon.
Enemy tactics
Mordas opens with hypnotic pattern if he can avoid catching an anchor operator, then uses Force Bolt and Command the Geometry. He uses his reaction to move an attacker toward the breach. The uses hold person on anyone approaching the lens or Nimra. The bandits use Help at anchors or attack isolated characters. If a character heads for the lens, a free bandit follows through the eastern passage rather than attacking through a wall. Use one initiative order and ritual clock for both rooms.
Ritual actions
Ritual actions
Action
DC
Effect
Disable an anchor
DC 15 Intelligence (Arcana) or Dexterity using thieves' tools
Disable the anchor set and reduce the clock by 1. Failure deals 7 (2d6) force damage.
Use the counter-phrase
No check
Consume the copied phrase or bronze chalk to disable one anchor and reduce the clock by 1.
Free Nimra
DC 13 Dexterity using thieves' tools, or destroy AC 12 restraints with 10 hit points
If she agreed to help under section 4.4, Nimra moves to the western anchor and uses an action within reach to disable it without a check. The family page is not mandatory. Otherwise she takes cover and gives directions.
Remove the shield
No check while adjacent
Disable the shield component and reduce the clock by 1.
Remove the lens
As in section 5.5; requires reaching the focusing chamber
Disable the lens component and reduce the clock by 1. It stays in the eastern room throughout the encounter.
Close the breach early
DC 16 Intelligence (Arcana), requires two disabled components
End the ritual immediately. Failure advances the clock by 1.
If the party first meets Nimra here, she calls out: “Take the shield off its stand! Then break one of the anchors!” Give the rest of her section 4.4 guidance as conversation allows, without a check. Freeing her does not automatically settle the threat to her sister. Use the same agreement conditions as in the survey room. Her sabotage counts only once, and cannot reduce the clock below 1 after planar contact.
Clock effects
At initiative count 20, resolve the effect for the current stage, then advance the clock by 1.
Manifestation effects
Stage
Initiative count 20 effect
1–2
Resonance. Each creature concentrating on a spell must succeed on a DC 10 Constitution saving throw or lose concentration.
3
Psychic pressure. Each creature within 15 feet of the breach makes a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failure or half as much on a success.
4
Claw through. One creature within 20 feet of the breach makes a DC 15 Dexterity saving throw, taking 13 (2d8 + 4) slashing damage and becoming grappled on a failure. The grapple ends at the next initiative count 20.
5
Reflected pull. Unsecured creatures and objects within 20 feet move 10 feet toward the shield as the lens's amplified resonance reflects from the inert vessel. A creature can resist with a DC 14 Strength saving throw.
6
Resolve the ritual according to the number of disabled core components.
Adjusting the encounter
For three characters, remove the cult fanatic and one bandit; Nimra begins unguarded. For six or seven characters, add one veteran at the research case. Do not increase the clock speed. A party that disabled two components before entry has earned a substantially easier finale.
Aftermath during combat
A surrendered operative can reveal Mordas's east passage. A character can use an action to secure the research case. Mordas’s eastward escape runs through the focusing chamber to the service hatch beneath its eastern workbench. He must actually cross the intervening spaces and reach that hatch. If he remains unrestrained there until the end of his next turn, he leaves the encounter through the rising tunnel with whatever he carries. This is not an escape from justice: the passage ends inside Ormlyr and Vestra's cordon. If Mordas uses dimension door, Quentin and Thalantyr's lattice bends the transit to the same warded extraction point. He is captured alive unless the party killed him first.
6.3 Resolution at stage 6
No core component disabled: phase rejection
Read Aloud
The violet lines converge on the shield. For one breath, its four plates shine like a single cut diamond.
Then the light strikes the central rivet and turns back.
The spell-lens screams inside its bronze rings. Every line gutters out. The shield falls from its armature with the flat sound of ordinary metal.
The thing in the breach does not follow it. Four massive arms grip the edge and pull upward.
If the shield is still upstairs, describe light racing up its connecting channels and the crash of metal overhead rather than a shield visible in the hall. The lens’s shriek comes from the eastern focusing chamber. Describe each object only where it currently stands.
The spell-lens has magnified the summoning but cannot reverse the glabrezu's planar resonance into a material prison. It goes dark and remains intact unless the characters previously damaged it. The shield remains permanently inert. A full emerges. Mordas loses his next reaction as he realizes the method was never viable, then abandons everyone and flees with the research.
This is not intended as a simultaneous fair fight against Mordas and the demon. Use the containment procedure below. When the failure occurs, Quentin's voice travels through the outer lattice: “Wrong direction. A lens only magnifies what enters it.” Thalantyr answers through a second ward line: “The broken mark was an inversion key, not an amplifier.” No character without either scholar's specialized knowledge can fully diagnose the flaw in the moment.
One core component disabled: failed transfer
The disabled component distorts the manifestation but does not correct Mordas's missing prison-key. A full glabrezu emerges, disoriented until the end of its first turn. The shield remains inert. Mordas abandons everyone and flees with the research.
The characters can contain the glabrezu by surviving for 3 rounds while activating the three emergency ward marks around the chamber. Activating a mark requires an action and a DC 14 Intelligence (Arcana or Religion) check. Once all three are active, Quentin and Thalantyr's outer lattice banishes the demon at the next initiative count 20. A failed check deals 7 (2d6) psychic damage but can be repeated.
Two or more core components disabled: breach collapse
The outer lattice catches the collapsing geometry. The glabrezu's silhouette tears away, the breach seals, and every creature within 15 feet of the circle makes a DC 14 Dexterity saving throw, taking 10 (3d6) force damage on a failure or half as much on a success. The shield remains inert.
6.4 Other endings
Mordas attempts to flee
Mordas saves resources in this order: master experiment ledger, shield, lens, money. He sacrifices staff without hesitation. Record what he carries out of the ritual chamber, then place him at the eastern extraction point in the waiting arms of Ormlyr and Vestra. Mundane routes end at their cordon, and the outer lattice redirects his teleportation there. Ormlyr takes him into civic custody while Vestra seals his magic and seizes anything infernal he carried. Mordas never escapes Ulcaster alive.
Mordas dies
Mordas's death is a valid end to the confrontation. It ends his personal command and denies Ormlyr a living prisoner, but it does not erase the experiment. The master ledger in his research case and the abbreviated command-room copy remain evidence and a future danger unless the party deliberately secures or destroys both.
The party accepts the bargain
This remains an evil outcome even though the experiment is impossible. The party knowingly permits a full-strength fiend summoning for payment. The lens phase-rejects, the shield remains inert, and the glabrezu emerges. Brinna or another lawful witness records the choice. Ormlyr revokes the writ and withholds all payment. Vestra treats the party as having gambled mortal lives for Mordas's offer. Mordas reneges, attempts to flee with the master ledger, and is captured at the outer cordon if the party does not stop him first.
Quentin does not defend the party, condemn its choice, or dwell on casualties. He uses the containment crisis to take the spell-lens. If lives were lost, he offers a perfunctory condolence and calls the result an acceptable price for removing the Netherese device from circulation.
Quentin claims the spell-lens
Quentin ends the adventure with the spell-lens in every outcome. If it remains mounted, he mysteriously appears beside the frame and removes it. If a character carried or hid it, he appears along that character's route and takes it during the confusion after the breach closes. If it was broken, he gathers every recoverable crystal fragment, the focusing collar, and any fused residue from the apparatus. If Mordas removed it from the focusing chamber while fleeing, Quentin takes it at the outer cordon before Ormlyr closes the manacles. Do not make this a check or a negotiable custody result. Quentin's unexplained timing should preserve the mystery of how he arrived so precisely without revealing his true nature.
07 // Custody · consequence · dangerous knowledge
Who Owns Dangerous Knowledge?
Mordas's false theory is exposed, his flight ends at the cordon, Quentin removes the lens, and the remaining dispute concerns the inert shield and dangerous research.
Immediate resolution
Once the breach closes or the demon is banished, Thalantyr enters from the nearest ward passage. Quentin appears wherever the spell-lens ended up rather than necessarily using the same route. Ormlyr and Vestra arrive from the eastern cordon with Mordas in custody if he attempted to flee. Brinna reports what she witnessed.
Read Aloud
The last violet line fades from the stone.
Thalantyr steps through a failing ward and stares at the ordinary shield. “It was never a vessel,” he says. “Mordas copied the opening and lost the lock.”
Quentin is suddenly beside the spell-lens. You did not see him enter. He frees the crystal from its collar—or gathers its broken pieces—with quick, proprietary hands.
Boots sound in the eastern passage. Captain Ormlyr returns with Mordas bound beside him and Magister Vestra at his shoulder.
Quentin slips the last violet fragment into his coat. “Unfortunate about the damage,” he says. “Still. This is where it belongs.”
The four claims
Custody claims
Asset
Claimant
Position
Mordas
Ormlyr
Ormlyr asserts civic custody for crimes against Beregost. Vestra seals Mordas's magic and supports the arrest. If Mordas survived, his custody is settled.
Shield
Vestra, Thalantyr, Ormlyr
The shield is inert and can never become a Demonshield through Mordas's method. Vestra demands it intact as evidence. Thalantyr wants study. Ormlyr wants it removed or dismantled.
Spell-lens
Quentin
Quentin has already taken the intact device or every recoverable fragment. Its custody is not negotiable.
Archive
Thalantyr and Ormlyr
Thalantyr can preserve and interpret it. Ormlyr needs evidence and refuses to release a replicable weapons process without controls.
Vestra examines the shield and confirms that no infernal presence entered it. If the party preserved it, she says: “He made an imitation of a prison and opened a door beside it. The distinction will be entered into evidence.” If the party dismantled or destroyed it to stop the experiment, she accepts that result when mortal lives were at risk. She does not accept a bargain that knowingly allowed Mordas to complete the summoning.
Negotiating custody
The party decides what happens to the inert shield and surviving archive. Mordas belongs to Ormlyr if alive, and the spell-lens belongs to Quentin because he has already removed it. A DC 15 Charisma (Persuasion) check can secure one compromise from a reluctant claimant: joint study under Ormlyr's seal, a copied archive with the summoning sequence removed, or the inert shield being dismantled after examination. Strong evidence and a living Mordas in custody grant advantage.
Failure does not remove the party's choice. It means the offended claimant records the refusal and changes future cooperation.
Outcome ledger
Adventure outcomes
Outcome
Continuing consequence
Mordas captured
Any attempt to flee ends at Ormlyr and Vestra's cordon. Ormlyr can dismantle the Circle locally and Vestra can question Mordas under seal.
Mordas killed
His command ends and Ormlyr loses a living witness, but surviving copies of the experiment ledger let a future successor repeat the same dangerous summoning failure.
Mordas attempted flight
Ormlyr captures him at the eastern extraction point. Vestra seals his magic and separates him from anything he carried.
Shield remains inert
It is strong evidence and can be dismantled safely. Thalantyr still learns from its construction.
Full-power test reached
The lens phase-rejects the attempted transfer. No Demonshield is created. The summoned glabrezu must still be contained or banished.
Demon banished
The outer lattice holds. Beregost experiences broken windows, frightened livestock, and no planar incursion.
Party accepted Mordas's bargain
No shield is created, but the party knowingly enabled a full-strength fiend summoning. Ormlyr revokes the writ and Vestra records the choice against them.
Spell-lens recovered, broken, or hidden
Quentin takes the device, every recoverable fragment, and its collar. Destruction and concealment change its condition, not its final owner.
Experiment ledger survives
The false process cannot create a Demonshield, but a successor can repeat the summoning and phase rejection at another site.
Voss's letters recovered
Voss's private agenda is exposed to every claimant who sees them.
Nimra survives
She asks the party to carry out its promise to warn and protect her sister before arranging safe travel south. High Hedge offers shelter to both. Record who holds the report, whether Mordas can still issue orders, and whether the sister has actually reached safety. Nimra may later advise on planar cases.
Rewards
Ormlyr pays 1,000 gp to the party for ending the threat and returns any documented expenses up to 250 gp. Delivering Mordas alive into his custody adds 500 gp whether the party captured him below or the cordon caught his flight. Recovering enough records to expose the buyers earns formal commendation and advantage on one future Charisma check with Beregost's council. A party that accepted Mordas's bargain receives none of Ormlyr's payment, reimbursement, commendation, or legal protection.
The inert shield is a plot artifact, not automatic treasure. The spell-lens is never party treasure: Quentin removes it from the site in every condition.
Continuing the series
Quentin does not reveal his true nature. No Story Award is granted for meeting him or surrendering the lens because its acquisition is fixed. The next chapter can follow Mordas's buyers discovering that they funded an impossible weapon, Vestra's claim to the inert shield, Voss's surviving scheme, the casualties caused by the failed summoning, or a future cell repeating Mordas's dangerous error from a surviving ledger.
A1 // Claimants and captives
NPC References
Adventure-specific table guidance for Mordas and Nimra Keld.
Mordas
Appearance. Mordas is a lean human man in severe black and dark-red traveling clothes cut for movement rather than ceremony. Ink stains mark two fingers. He keeps the research case within reach.
Roleplaying. He speaks like a negotiator pricing a difficult transaction. He never calls the glabrezu sacred or mighty. It is “inventory,” “the occupant,” or “the demonstration.”
Motivation. Preserve what he believes is a repeatable process. He values research above lens, shield, money, and staff.
What he knows. Mordas knows each claimant's public priority, the current state of every component, and the Black Network buyers. He does not know that his lens hypothesis is impossible until phase rejection at stage 6.
Tactics. Mordas controls movement, stalls for clock segments, and flees when the research is threatened. Any flight ends in Ormlyr and Vestra's outer cordon.
Nimra Keld
Appearance. Nimra wears a singed slate-blue survey coat. Chalk covers her left cuff. A cracked brass compass hangs at her belt.
Roleplaying. She asks concrete questions about routes, guards, and family before trusting promises.
Motivation. Get her sister warned and protected, survive, and leave the region.
What she knows. She knows the western anchor's fault, the component rule, and Voss's diversion plan.
Tactics. If she agrees to direct help under section 4.4, Nimra reaches the western anchor and uses an action to disable it, then seeks cover and an exit. Otherwise she gives instructions from safety. She does not remain to fight for any claimant.
A2 // Mordas’s rules
Custom Stat Blocks
Adventure-specific statistics for Mordas, the False Student.
Mordas can take the Disengage action as a bonus action while he carries the research case or is within 10 feet of an exit.
Ritual Authority
Mordas has advantage on ability checks made to operate, repair, or redirect the binding apparatus.
Spellcasting
Mordas is a 9th-level spellcaster. He uses Intelligence for spellcasting (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: mage hand, minor illusion, ray of frost; mage armor, magic missile, shield; mirror image, misty step, suggestion; counterspell, hypnotic pattern; dimension door. Mordas has one 4th-level slot, three 3rd-level slots, three 2nd-level slots, and four 1st-level slots.
Actions
Force Bolt
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) force damage, and Mordas can move the target 5 feet toward or away from one anchor.
Command the Geometry (Recharge 5–6)
One creature Mordas can see within 60 feet must succeed on a DC 15 Intelligence saving throw or teleport to an unoccupied space Mordas can see within 15 feet of an active anchor. The target takes 7 (2d6) psychic damage after teleporting.
Bonus Actions
Price the Risk
Mordas chooses one creature within 60 feet that can hear him. Until the start of Mordas's next turn, the creature has disadvantage on the first attack roll it makes against Mordas unless it succeeds on a DC 14 Wisdom saving throw.
Reactions
Deflect Through the Lens
When Mordas is hit by an attack while the spell-lens is active, he adds 3 to his Armor Class against that attack, potentially causing it to miss. The ritual clock advances by 1 after the attack resolves. Mordas can use this reaction once per adventure.