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Scars of the Twelveswood - GM Binder

Jan 25, 2022

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Page 1: Scars of the Twelveswood - GM Binder

Scars of the TwelveswoodScars of the TwelveswoodScars of the TwelveswoodScars of the TwelveswoodScars of the Twelveswood

Page 2: Scars of the Twelveswood - GM Binder

A one-shot adventure for players new to Eorzea

This is my first shot at writing a custom DnD x FFXIV

adventure. While a player for many years, I never actually

took the chance to play the role of the Narrator (or DM,

whatever you prefer). My objective was to present the world of

Eorzea to my fellow roleplayers, while proposing a more

narrative and less action-oriented adventure for them to

enjoy. The module was thought with up to 5 level 4

characters in mind, but I'm adding an optional section for

larger groups (up to 8) - the reason being I wasn't expecting

so many of my friends to be interested! Being my first attempt

expect typos (I'm not a native English speaker...) and

balancing issues.

Large Group Rules

Whenever you find a note starting with LargeGroups I will add notes and suggestions on how toadapt for larger (greater than 5) player groups.

Eorzean Newcomers

If you see a note starting with Eorzean Newcomersthose are good points in the narration forpresenting some elements in the world ofHydaelyn that new players would not be aware of. Iwill also include references in the form of EE1 X orEE2 X (Encyclopaedia Eorzea 1 / 2 page X).

When I need to make a reference to external sources, such

an official or homebrew D&D manual, I shall do so in the

following format: ABC 123, where ABC is a tag identifying

the manual and 123 (or 123-456) is the page (or page range)

to consult. Refer to the following table for a list of used tags.

Tag Referenced book

BR Basic rules

TCoE Tashas's Cauldron of Everything

MEB Monsters of Eorzea and Beyond

FFWC FFXIV World Compendium

EE1/EE2 Encyclopaedia Eorzea (Volume 1 / Volume 2)

Following the convention established from the Final Fantasy

XIV World Compendium, assume that 1 gil = 1 copper piece.

In the verdant city of Gridania all labor to keep the

Twelveswood safe and to live in perfect balance with nature...

that is why the unsettling news of an horribly disfigured

maiden's body found deep in its territory caused sudden

alarm among common folks and the city guard both. The

Order of the Twin Adder immediately dispatches a task force

of young but promising recruits to the settlement of

Bentbranch Meadows, in hope of shedding light on the

macabre finding...

Please use the GM Binder Contact button to send me any

suggestion you might have for improvements - I still have a lot

to learn to make a good adventure!

1

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Page 3: Scars of the Twelveswood - GM Binder

As veteran Final Fantasy XIV players well know, Hydaelyn

(and its universe) is a large world inhabited by all sorts of

creatures, with its own geography, history, conflicts and rules

of physics. While I would encourage the narrator to present

relevant elements as they come, a brief introduction could be

useful to clear up some points, without tiring the players with

hours long monologues on the applications of aetherology to

the fishing techniques of the early settlers of Vylbrand.

Speaking of which...

While aetherology on its own is a huge subject (EE1 008 for

the basics) its importance and pervasiveness in the Final

Fantasy XIV universe is such that the players should at the

very least know this: all living matter, in one way or the other,

is comprised of aether. Aetherial energy can be further

subdivided in six elements - fire, wind, ice, water, lightning

and earth - and two poles - astral and umbral. Manipulation of

natural aether is what Eorzeans call "magic".

While this module does not involve aetherytes for

transportation, the Narrator might decide to introduce them

as landmarks for the players exploration, which in turn might

pick the players' curiosity. As a brief explanation, aetherytes

are what allow teleportation magic in Eorzea, which relies on

decomposing one's own body into its aetherial constituents,

then sending it through a dimension of pure aether - parallel

to the more commonly experienced "material" plane - to

allow instant travel between far locations. Aetherytes act as

both bridges and beacons between the two planes, preventing

travelers from getting lost in the sea of aether. See EE1 010.

The biggest and most aether-rich continent of Hydaelyn,

Eorzea's territory is split among four different city-states: the

forest city of Gridania, the sultanate of Ul'dah, the pirate-state

of Limsa Lominsa and the Holy See of Ishgard. With the

exception of the latter, all three are protected by the so called

Grand Companies, military corps tasked with administering

justice and guarding the common folks: Gridania's Twin

Adders, Ul'dah's Immortal Flames and Limsa Lominsa's

Maelstorm. See EE1 012.

If anyone is wondering, there is a Common language spoken

on Hydaelyn, and it is in fact the Eorzean language,

originated from Hyuran settlers of Aldenard. It has its own

alphabet, which maps one-to-one to the English alphabet,

although barely half of the population of Eorzea is literate.

The Eorzean is also spoken among beast tribes, although

many have their own ticks and quirks about it (EE2 034).

While not pivotal to this story, the Garlemald Empire cannot

be ignored for its role played in the Calamity. Homed in the

northern continent of Ilsabard, this once isolated nation has

recently been favored by a sudden technological burst - the so

called Magitek Revolution. Following its newly acquired

military prowess, it has since started a campaign of conquer

and annexation hostile to Eorzea. See EE1 176.

The primary point of scorn for Legatus Gaius van Baelsar in

its campaign for conquering Eorzea was the presence in its

territory of numerous beastmen tribes, which have been

known to wield a type of magic capable of summoning beasts

of immense aetherial power, better known as primals (or

eikons in the Garlean tongue), which said tribes venerate as

godlike beings.

While the true nature of primals is a matter of debate, the

danger they pose to Hydaelyn itself is well known: in order to

sustain their physical form, they rely both on the fervor of

their believers and on the surrounding aether, which they

keep consuming until none is left to bear life. What also

makes them incredibly dangerous foes to face is their ability

to enslave (or temper, as it is often said) whoever gets

exposed to an excess of their own aether. The victim of

tempering are forevermore bound to the primal, and no cure

exists to these lost souls but a swift death. See EE1 11 for

more details on primals and tempering.

2

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Page 4: Scars of the Twelveswood - GM Binder

More recent developments - Spoilers

up to Shadowbringer 5.4

While we are waiting for a much neededEncyclopaedia Eorzea III (please Koji make thathappen) the interested Narrator should know thesetwo facts:

There is nothing divine in primals. In fact,primal summoning is a form of ancient magicknown as Creation Magic, capable ofmanifesting anything the caster can imaginethrough aetherial manipulation alone. TheAscians, originally wielders of such magic, haveimparted this knowledge on beast tribes tofurther their agenda.Tempering is the result of two factors: mindcorruption to subjugate the victim, and a strongaetherial imbalance towards the primal'selement. While not even the Allagans could finda cure, the Scions of the Seventh Dawn haverecently developed a method which, althoughvexing on the caster, can revert some lesssevere forms of tempering - those who havenot gone as far as twisting the victim's body.

It is worth mentioning that the definition of "beastmen", as

opposed to "enlightened" races such those inhabithing the

City-States of Eorzea, is one born of racism and political

opportunity. In fact there is no objective mean of

distinguishing the two, as it is very well exposed in EE2 250.

Eorzea's history has forever since been alternating times of

prosperity (or Astral Eras) with times of decay (or Umbral

Eras). Each Umbral Era has always been ushered by

catastrophic events known as "Calamities" (see EE1 014),

each aligned with a specific aetherial force - sudden floods of

water, disastrous earthquakes, years long droughts - all

except the very last one and most recent.

Five years before the start of A Realm Reborn an imperial

machination led by legatus Nael Van Darnus has brought the

fall of Hydaelyn's lesser moon - Dalamud - down on the

continent of Eorzea, during the battle of Carteneau - Eorzea's

last standing against Garlemald invasion. To everyone's

surprise, the moon itself wasn't cause for concern, but its

contents: from therein the elder primal, Bahamut, burst forth

and laid waste to the entire continent in a matter of seconds.

Before all could be lost, however, the Archon Louisoux

Leveilleur conjured a potent sealing magic which ultimately

spelled the dragon's - as well as the scholar's - demise. Little

is known of what happened after, as no eye-witness seem to

recall the moments immediately after - probably a side effect

of the burst of magical energy due to Louisoux's incantation.

The fall of Dalamud - and the subsequent rain of fire caused

by Bahamut - would eventually be known simply as "The

Calamity", and would mark the beginning of Eorzea's Seventh

Umbral Era.

A detailed recount of the Battle of Carteneau, as well as the

descent of Dalamud and Van Darnus' twisted plans, can be

found on EE1 041-046.

3

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Page 5: Scars of the Twelveswood - GM Binder

The party begins as a group of Twin Adder recruits within the

White Wolves unit, running their daily training regimen. As

the players are given opportunities to present their

characters, they are interrupted by their commander in

charge. They are told that the body of a young Elezen woman

has been found nearby Bentbranch Meadows, and that they

have received orders to conduct an investigation posthaste.

They are then directed to the stables near the Roost, where

their Chocobos await.

The party starts questioning the victim's whereabouts to

the inhabitants of Bentbranch. Here they discover that the

maiden was one of Haukke Manor's servants, often visiting

the settlement for restocking on fresh vegetables and flour.

They will also learn about the rumors surrounding Haukke's

landlady, Amandine Dartancours, who nobody has seen ever

since the Calamity: it is said that she grew obsessed with her

appearance, and started questioning traveling merchants for

exotic creams and other beauty products.

The party reaches Haukke Manor, where they are

welcomed by its uncanny splendor and majestic size,

probably too opulent for the pauper lifestyle of the Black

Shroud. They are greeted by the Manor's butler, which

immediately calls on his lady. Lady Amandine presents

herself to the party, a fair skinned Elezen woman of

incredible beauty. She makes a grand entrance and ask the

party the reason of their visit. Learning of her maiden's

demise, she will be shocked, and inform the party that she

had left service about one week ago. She then invites the

party to investigate the manor, in hope of finding more about

the later days of the departed.

As they explore the manor, the party will start gathering

clues on Lady Amandine's affairs. As it grows more and more

evident, she had been resorting to forbidden magics to

summon creatures of the Void in hope of restoring her

beauty, forever lost in the Calamity. The ritual involved her

bathing in the blood of several virgins, which the party will

conclude to be the destiny of the late maiden.

Approaching Lady Amandine clues in hand, she will first

deny any involvement, until finally, confronted with facts, she

will reveal herself, as she turns into a Succubus. The party

confronts the demonic Amandine an her Ahriman butler in a

final battle and eventually manage to banish her. Following

the battle they will get access to Amandine's personal

chambers, which will hold more clues on her story and more

than enough material to bring back.

The investigation can potentially last more days. As days go

by, the party will be invited to overstay as guests within the

Manor's chambers. As time passes, more of Amandine's

servants start to disappear, and the more obvious her

involvement will be.

The Adder's Nest. The headquarters of the Twin Adders,

Gridania's Grand Company.

Bentbranch Meadows. A settlement within the Central

Shroud, known for its Chocobo stables.

Haukke Manor. Previously a place of cult, it was sold to

Lady Amandine Dartancours by the Elder Seedseer of

Gridania.

Idrenne Brotand. Formerly a maidservant of house

Dartancours, she has been found dead in the

Twelveswood.

Eldaux Brotand. A retired Duskwight stableman residing

at Bentbranch Meadows. Father of the victim.

Poshe Nupashe. A Plainsfolk miller of Bentbranch

Meadows. He knew the victim as she would often buy

from him.

Rehce Xhatyoo. A Keeper Miqo'te serving at Amandine's

Manor. She holds a grudge against her peers' and secretly

seeks to bring Amandine's own demise.

Ursandel Peuclagne. Haukke Manor's butler. An elder

Wildwood, he's devoted to her lady and always courteous

to her guests. Behind this guise, however, hides a voidsent

minion.

Amandine de Dartancours. Heir of House Dartancours,

she's a beautiful Wildwood of noble manners. She hides

an obsession towards preserving her beauty, and has

lately resorted to establishing pacts with the voidsent in

order to cure the scars the Calamity left her.

Halicarnassus. Named by Amandine herself after an

Eorzean legend's character, she's a powerful Succubus of

the Void, with whom Amandime made a pact to restore

her beauty.

This is of course not the story of Haukke Manor presented in

the game. I took the liberty of altering the facts for the sake of

story building. Here are the main changes:

The Warrior of Light did not investigate Haukke Manor.

Instead, a group of Twin Adders (and possibly some

adventurers) did.

The Ascians are less directly involved in Amandine's

choices. Amandine only received an anonymous letter that

hinted at void magic as a potential "cure" for her ailment.

The rest she did by contacting sorcerers specialized in the

void.

Ursandel is a complete accomplice to her Lady. By the

time the Adders reach the manor, he has likewise made a

pact with the void and been possessed by an Ahriman.

4

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Page 6: Scars of the Twelveswood - GM Binder

The wooden hall of Gridania's military are as noisy as ever.

Weapons swinging, arrows piercing through the air to their

targets, the young recruits repeat over and over the same

maneuvers in order to master them and apply them on the

field.

You are part of the White Wolves, a unit of freshmen and

women who have yet to make themselves a name within their

ranks. You all enlisted about the same time and report to the

same commander. While your reasons and pasts are different,

you learned to know each other through the daily life of being

part of the Twin Adders.

You can then introduce each player and give them an

opportunity to describe their characters.

Large Groups - Too big a task force

Since it would be odd to dispatch half a dozenrecruits for a murder case, feel free to split a groupof 5 or more so that only 3-4 of them start in thebarracks. The rest will be introduced later atBentbranch, as adventurers which caught air of amystery to solve.

You go on about your daily routine, studying tactics,

exchanging advices with your peers, when suddenly your

direct commander storms in the room and calls you out.

The commander is a hyuran fellow some forty years old.

Despite his role he tends to let go of military customs and

assumes a fatherly attitude towards his subjects, playful more

often than not, with a love for bad jokes. That is why when you

spot the grave look on his face you deduce that something

serious must have happened.

We have just received an alarming report from the nearby

settlement of Bentbranch Meadows. The body of an Elezen

maiden has been found in the area of Sorrel's Haven. Although

her face has been horribly scarred, she has been identified as a

certain Idrenne Brotand, daughter to one Eldaux Brotand, a

retired chocobokeep. I would like you to depart immediately

for the Central Shroud and conduct an investigation on the

circumstances surrounding her death. Are there any

questions?

The players can press the commander for further details.

The corpse is currently being examined and blessed by

the Conjurers of Stillglade Fane.

The injuries on the victim's body are very precise and

localized on her visage and arms.

The victim had no robes on her at the time the body was

found, leaving no hint on her occupation.

The victim has been identified by means of the Gridanian

registry, her father has not been notified yet.

The registries contain no information regarding her

occupation as of late either.

If the players ask more details regarding possible suspects,

the commander will reply with the following:

This is indeed a puzzling matter. The way the victim has been

scarred excludes an unfortunate encounter with a wild beast,

otherwise the body would have been ravaged indiscriminately.

Instead it seems that specific parts of her body have been

targeted intentionally, for which purpose it still eludes us.

However the markings on her face resemble more those left

by sharp claws than any kind of conventional weapon.

Once the players are satisfied the commander will thus

conclude:

Your chocobos are waiting at the Roost, I've already arranged

for them with the local stableman. Pack your equipment and

present yourself as the Twin Adder members headed for

Bentbranch. You know the way, just head past the Blue Badger

Gate and south across the White Vein.

He pauses for a second, reflecting on the situation.

If this is indeed a case of murder we cannot let it go

unanswered. The Elementals won't tolerate senseless

bloodshed within their territory. I trust in your proficiency.

Godspeed.

Eorzean Newcomers - Elementals

Guardians of the Twelveswood, these creatures ofpure aether have long since granted Gridanians'ancestors (the people of Gelmorra) the right toinhabit the Twelveswood. EE1 231 and EE1 037.

The party will then proceed to Gridania's Aetheryte Plaza,

and from there to the local stables.

As you approach the stables you are greeted by the

chocobokeep. The young Lalafell is guiding your steeds by the

reins, with surprising ease despite his minute stature.

You the Twin Adder fellas? Here're me beauties, the mildest

and most obedient've got.

5

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Page 7: Scars of the Twelveswood - GM Binder

Eorzean Newcomers - Chocobos

Much like the horses of the Far East, these yellow-feathered birds are commonly employed all aroundEorzea as steeds and pack animals. EE1 184.

If you prefer a more down-to-businessintroduction to Chocobos for your party, considerrunning the following event instead of directlyhanding them off. However I would advice againstdoing so for larger groups which have been split,since you risk leaving the other half hanging for toolong.

For this variant the party will notice a fretting Chocobokeep

rushing to them at first sight.

Ye're the Twin Adders fellas, ain't ya? I am terribly sorry mister,

sir, but I've lost yer rides! Never happened in ten years I swear.

One moment I'm sipping from me waterskin, the next

moment they're gone!

They can't be far, must've headed over to the Central

Shroud. Them names're Koko, Choco and Boko, please bring

them back!

The party can press for details in order to better identify the

escaped birds.

Koko is the sweetest of the three, but lacks a sense of

direction. She's probably lost roaming around somewhere

off the road.

Choco is a scaredy chick, if he bumped into some nasty

creature he's likely to have hidden himself somewhere

safe.

Boko is the bravest and most prideful of the trio, if you

find him he will be likely up to no good bothering the local

fauna.

Before moving on to the Central Shroud, the most nature-

savvy of the group might suggest (DC 8 Nature check) to

bring some Gysahl Greens with you. The local Black Rabbit

Trader, Maisenta, has them for sale, or they can ask the

chocobokeep directly for some. Having Gysahl Greens will

make it easier to lure the Chocobos to the party.

Matching birds and people

If you're a party of three or less, it makes sense togo rescue all three birds to secure your ride.Otherwise it is safe to assume that thechocobokeep had other birds prepared for theAdders.

You can decide whether the party can bring theremaining birds with them or if they're too worriedabout their missing companions to be of help.

There are a number of ways the party can approach this

feathery venture, so try to play along their reasoning and

guide them according to their decisions. Consider the

following mostly hints on how each Chocobo can be found

and calmed down.

Immediately after leaving Gridania the party will notice a

mess of fresh Chocobo footprints scattered all over the place.

Most of them end up nowhere but a DC 10 Survival check

reveals one specific track leading way outside of the road.

Following them will lead along a tortuous path in the

forest, through several turns and loops. If the party tries to

call out Koko by her name she will reply back, hinting at her

position. They will find her wandering about all lost and

confused.

She will be wary at first but a DC 8 Animal Handling

check (or a Gysahl Green) will convince her to follow the

group.

Following the main road south of Gridania, the party will

hear a lot of noise coming from west. A Treant is tossing his

acorns against a huge tree, seemingly without aim. On a

closer inspection, a Chocobo seems to have made his way up

the tree, and is now held hostage by the angry seedkin. Looks

like danger awakened his flight instincts! ...Yet not enough to

escape his aggressor.

Here are some ways this can play out:

One player tries to distract the angry Treant while another

is bringing down the Chocobo.

One player can try to quell the Treant (DC 12 Nature

check) since they are not malign creatures on their own.

The party can face the Treant head-on. Treat it like an

Awakened Tree, BR 117.

Like Koko before, bringing down Choco will either require

the players skills (DC 12 Animal Handling) or a leaf of

Gysahl Green.

Rather than Boko, the party should rescue the Moogle he

seems to be chasing and which keeps trying to cater to the

party's attention.

Help me, Kupo! Help me I say! He just won't...

A rapid SNAP echoes through, as the little fellow dodges a

swift gnaw from a quite ferocious bird.

HE JUST WON'T STOP!

6

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Page 8: Scars of the Twelveswood - GM Binder

Boko is not one to let go easily. The party will either have to

pass a DC 15 Animal Handling check if they don't have a

Gysahl Green, otherwise the difficulty is lowered to 10 (but

they still need to pass it). On a fail, Boko switches target and

goes at the party (Chocobo MEB 7). Unless the party declares

a murderous intent, bringing the Chocobo down to 0 HP

won't kill him but will rather calm him down enough.

Eorzean Newcomers - Moogles

These pesky little imps inhabit the Twelveswood -and not only - and are historically known to neverleave their home easily.

Recently, after the Calamity, some of the mostadventurous of them have started to travel andspread out across the realm, often tending tocertain itinerant duties like acting as postmen.

They're a mischievous race and spend theirtimes devising all sorts of pranks for their ownamusement, and everyone else's annoyance. EE1256.

Once Boko is dealt with, the Moogle he was chasing will

come out of a nearby hiding spot.

Well, why, thank you kupo! You're a pretty useful bunch, aren't

you? So, well, now I've got to go. Ta ta!

The party will immediately smell a rat, as Moogles are known

to create all sorts of troubles when they're around. If they try

to hold the Moogle captive, he will speak out.

Ow ow ow! Let me go, kupo! ...All right I'll spill the kupo nuts!

I was the one unbinding the chocobos from the stables, I

plucked their feathers so that they would run off! How could I

know this one would be so testy about it, kupo?

The party can bring the little trouble maker back to justice or

not, up to their choice. In any case they should make their

return to Gridania and inform the chocobokeep that his birds

are fine.

The unexpected trouble dealt with, the party can now head

towards Bentbranch Meadows.

7

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Page 9: Scars of the Twelveswood - GM Binder

You exit the walls of Gridania, with the permit of the Gate's

guard. As you pass through the borders you are greeted by an

unusual gallery of pointed wooden structures, resembling

spear heads, which mark the city's entrance.

You find yourself in the central area of the Twelveswood:

critters and lesser monsters of various sort buzz in and about,

posing no threat for the common travelers. As you stare

further in the distance, away from the main road, you can

however spot more worrisome creatures, such as treants and

giant scorpions.

You proceed south, sticking to the stony path. When you

get closer to the White Vein, whose waters stem from the lake

of Jadeite Flood, you can spot a large aetheryte further south,

which you immediately recognize as your destination.

Upon reaching Bentbranch Meadows the party will recognize

the following landmarks:

The Aetheryte "plaza", which is actually the stump of a

gargantuan tree.

Moogle's Gift Mounts, Bentbranch's renowed stables and

chocobo farm.

A watermill, on the shores of the Vein and close to the

Aetheryte.

The locals are friendly and will immediately recognize the

Adder's uniform. The news about Idrenne's death has not yet

be made public, and mentioning it will cause the passerby to

react with shock and discomfort. If questioned about her

father, Eldaux, they will mention of how he has grown

restless of late, frequently inquiring his acquaintances at

Moogle's Gift.

Large Groups - Eager Adventurers

If you chose to split your players, this is a primeopportunity for introducing the other half. Asuggestion: you are a party of adventurers whocaught air of the young maiden's death, andimmediately sniffed a chance for profit and fame,departing without caring to ask for details... TheAdder's group can hear the noise of an angryRoegadyn merchant from malms away, as he triesto explain these eager adventurers that he knowshite of any Hydrehnne or whatchamacallit, I'm justpassing by to sell me wares.

The large Ixali balloon with a Moogle drawing which gives the

place its name doesn't go unnoticed. As you climb the small

series of steps leading up to the stables area, you are struck by

the pungent smell of chocobo dung in the air.

The friendly birds are hardly contained at all, and roam

around without a care, picking at Ghysal Greens, or playfully

bothering the stablemen, as they go around moving piles of

straw and cleaning up the birds' rest beds.

You immediately spot a frantic elder Duskwight which is

spiritedly discussing with a younger Hyur.

The party can call out the Elezen man, which will rush

immediately towards them.

You! You are from the Twin Adders! Please tell me you bear

news of what happened to my poor Idrenne! She always pass

by daily, but I haven't seen her in a week...

Eldaux Brotand is a retired chocobo farmer, living on what

little he managed to amass in his life and on the support of

Idrenne, his only daughter. He's a widower who lost his wife

many years ago.

A DC 12 pure Wisdom check will suggest to the party's

spokeperson that it is probably not a good idea to mention

Idrenne's death right now.

The party can inquire Eldaux about her daughter's

occupation and whereabouts.

Idrenne was employed as a handmaid at Haukke Manor.

She was tasked with restocking on common groceries and

goods on a daily basis by visiting the Meadows.

She had specifically asked her landlady, Amandine de

Dartancours, to be given that task, so that she could visit

her father briefly each day.

Eorzean Newcomers - Haukke Manor

Once a place of cult on the western side of theCentral Shroud, Haukke Manor was eventually soldby Gridania's Elder Seedseer to Lady Amandine deDartancours, under the population's pressure thatthe place was too opulent for Gridania's standards.The word "Haukke" is of Padjali origin, and it means"to speak without words". EE1 124.

8

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If the party makes too suspicious questions, like if there was

anyone beholding a grudge against Idrenne specifically, or if

she had been seen around shady fellows, have the

spokesperson make an opposed Deception check against

Eldaux's Insight (d20 + 2). If successfull, Eldaux will let go of

the following additional details:

Few people had daily contacts with Idrenne herself, as

Bentbranch Meadows has hardly any other business

except raising chocobos. She would rely on occasional

merchants to restock on most common products like milk

and vegetables.

One such person that she would always meet was the

local miller, Poshe Nupashe.

Ever since Idrenne's disappearance, no other servant from

the Manor has made visit to the Meadows.

If the party explicitly reveals Idrenne's death, or fails to

hide it from Eldaux, recite the following:

No... No! Not my sweet, beautiful Idrenne... Nophica have

mercy, I have failed as a father...

The old Elezen suddenly falls to his knees, hiding face and

tears behind his hands.

I told her... I told her to not get involved with that accursed

place!

Following the shock Eldaux will refuse to reply to any other

question, and will fall in an inconsolable cry. The party can

try to lift his morale and convince him to cooperate, but will

need to pass a DC 15 check on Persuasion.

Be as it may, if the party fails to extract any relevant

information from Eldaux, the Hyur he was speaking with will

step in after overhearing the conversation and tell the party

that the "accursed place" the elder was referring to was most

likely Haukke Manor. A DC 10 History or Religion check

reveals the party that the Manor is an ex place of cult, now

possessed by the rich Amandine Dartancours. Gridanians

have long since bore scorn towards the place for being too

lavish and out of place.

Whether from Eldaux himself, or by inquiring the locals

about Idrenne's business at the Meadows, the party can

eventually get the name of a certain Pashe Nupashe, a

Plainsfolk Lalafell who work as a miller and baker.

Directing your sight towards the Aetheryte, you notice the

large watermill at the edge of the White Vein. Not far from

there, you see a middle-aged grizzled Lalafell, directing

laborers left and right as they move piles of wheat to be

processed.

As you approach him you notice his dusty apron and floured

hands, which leave little doubts as to his professions.

Eye! Yellow Jackets? What'ye want? I'm an honest person,

ne'er bugged anyone.

Regarding his deals with Idrenne, he will reply the following:

Yeh I know the lass. A fair simple beauty I tell ya. She comes

'ere every morning to fill her basket with me finest goods.

Always filled with gils she is, and weird requests. Haven't seen

her in a week or somethin'. Maybe she holed herself up like

her crazy old mistress, hah!

On the matter of the "weird requests", he will add:

Not to meself, eh. All kind of merchants pass by 'ere on their

way to Gridania. She often stops them who'd 've the most

exotic wares, asking about beauty creams, fancy herbs, that

kind o' crazy shite. Not that she needs them, I'm gonna bet it's

for that Dartancours woman.

If pressed regarding Idrenne's "mistress":

Aye, that lady o'er Haukke Manor, up west. Not quite rite with

'er head, if ye ask me. Before the godsdamned Calamity... at

which point he spits down ...everybody knew how obsessedshe was with 'er own pretty face.

It was all body treatments 'ere, milk baths there. She is not a

bad person, mind ye, just really, really fixated with her beauty.

But after stupid Dalamud went down... She closed herself up

real good in that house of her and never came out. Only the

servants to do their chores 've been seen so far.

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In one way or the other it will be made clear that the next

stop for the party's investigation is further west, up the

Matron's Lethe and to Sorrel Haven, straight to Haukke

Manor.

You're back on your chocobos, and head back north from

whence you came. This time though, instead of crossing back

the Vein, you turn to your left, and are greeted by one of

Central Shroud's most impressive view: firmly buried into the

ground, emerging from an higher ground tens of yalms above,

there lies an enormous tree root more than a hundred yalms

long - the Matron's Lethe.

In the years following the Calamity, when the Central Shroud

has been split in half - a lower and upper part - the Lethe has

been since used and built upon by Gridanians as a sort of

natural bridge. A short wooden platform connects its base to

the lower ground, and provides easy access to all travelers. You

have no difficulty bringing your Chocobos up the Lethe, as its

width poses no risk of falling down.

As you reach the top of the Lethe you find yourself in front

of Dunstan's Spire, Sorrel Haven's watch tower. As you direct

your gaze westward, you immediately spot a gaudy manor in

the distance, its looks unmatched by anything of the like in the

surrounding area.

Investigating Sorrel Haven

The keener players might remember that themaiden's body has been found exactly in SorrelHaven. The party can optionally decide tointerrogate the Adders stationed at Dustan's Spireon the matter of where the victim had been found.They will gladly help their colleagues, but willinform them that a previous squad had alreadycarried their investigation on the spot and takenanything of relevance.

As expected the players won't find much waitingthere, as the place had already been searched. A DC15 Investigation check, however, will allow them todiscover something which was overlooked by theprevious inspectors: buried between the treeleaves, an odd pendant, supposedly belonging tothe victim, can be found. The pendant's decorationis a very raw, almost primitive engraved pebble,with the symbol of an eye.

A DC 15 History or Religion check will reveal thatsimilar runes are popular among the oldest clans ofthe Keepers of the Moon for witchcraft purposes.A DC 10 Arcana check however will make the partyrealize there is nothing magical at all - it's just aweird pebble.

See the clues summary on page 13 for furtherdetails.

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Let's take a step back, shall we? Only by a full

recount of past events will the good Narrator be

able to understand the present situation and

why poor Idrenne died in the woods.

As explained, Amandine Dartancours is a rich and beautiful

Wildwood noblewoman. Despite her vanity, she was of kind

heart and none of her acquaintances could speak ill of her. All

of that, however, changed on the day of the Calamity.

Amandine happened to be gravely injured by the rain of

destruction that Bahamut left in his wake. She managed to

recover and be fully treated - however, the hideous scars she

was left with could not be treated in any way possible. When

she first saw herself in a mirror after then, she fell prey to the

shock, shattered it in a thousand pieces, and ordered that all

likewise items be removed from the Manor - not one was left.

From there on Amandine spiraled further and further into

madness. She shut herself in her chambers, only allowing in

her personal butler, Ursandel, for bringing her meals. This

would severely affect Ursandel as well, whose devotion

towards his Lady was great.

Ursandel spared no effort in trying to restore Amandine's

beauty. He started researching and contacting healers and

pharmacists from all over Hydaelyn, even deep down the far

reaches of Thavnair. However no matter who answered the

call, no cure was potent enough to treat the Calamity's scars.

Until, one day, an anonymous letter reached her doorstep...

It is said that the sorceresses of ancient Mhach would

establish pacts with voidsent entities known as "Succubi",lusty demons of uncanny beauty... By means of this

partnership would then the sorceress be immune to any

corporeal corruption, be it the passing of age, the decay

caused by a wicked ailment, or war inflicted scars.

The anonymous mailer was of course leaving the details on

what this "pact" would entail for the mortal forging it - but it

didn't matter for Amandine, and so Ursandel was tasked for

researching the history of Mhach to a great deal. Amandine

was a bibliophile of sort, and her personal library was

certainly not lacking on history treaties on the War of the

Magi and their conflicting parties.

Eorzean Newcomers: Mhach

Established around the five-hundredth year of thefifth Astral Era, the City-State of Mhach was wellknown and feared for its prowess in Black and VoidMagic. EE1 030-035.

And so it began Ursandel's feverish collection of Mhachi

artifacts, forbidden tomes and black market deals on behalf

of his Lady.

Eventually a ritual was found, one that would allow to make

contact with a potent Succubus overlady, which Amandine

named Halicarnassus, after an entity of Eorzean legend.

The ritual was not a simple matter though and would

require almost a fortnight to be completed, other then the

presence of a powerful sorcerer to start it. Eventually

Ursandel managed to contact a castaway from the

Thaumaturges guild who accepted the task.

A room within the Manor's cellars was dedicated to the

summoning, and its entrance hidden to privy eyes with a

glamor spell. Eventually the ritual was started and

Halicarnassus made her appearance into the manor, albeit

only as a projection. As she manifested though, she took the

sorcerer's life as her first prize, as he was sucked in through

the rift that was opened to the Void.

As part of Halicarnassus' meddling, all servants of Haukke

Manor forgot that their Lady was ever confined within her

bedroom: to them, nothing in particular happened in the

years following the Calamity, and only recall Amandine

laboring to offer shelter to the people of Bentbranch

Meadows - but not the following accident.

From there on the voidsent required one sacrifice be made

to her every odd day, each being from a virgin woman not

twenty and five years older. With each sacrifice Amandine's

scars started to disappear, and by the third one - poor Idrenne

- they were completely be gone.

This was not, however, the only change. As the ritual

progressed both Amandine and Ursandel would attune to the

wicked creatures of the void, assuming their traits and

turning into one themselves - Amandine a Succubus, and

Ursandel an Ahriman. Halicarnassus granted them with a

potent illusion spell, so that they could progress in the ritual

without rising suspicions.

Seven sacrifices were demanded, before the ritual could be

completed. Seven sacrifices, and the spell would be complete.

At this point it's no longer a matter of healing Amandine's

scars, but a lust for power and the influence of Halicarnassus

on the two.

The maidservants of the Manor were chosen as candidate

sacrifices for progressing the ritual. The method was simple:

on the morning a victim was chosen, Ursandel would

personally meet her and cast a potent charming spell. The

victim would then be convinced that she has to leave service

for one reason or the other, and be sure to let that known to a

handful of confidants; this way the other servants would have

not started questioning the maiden sudden disappearance.

11

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The victim was then instructed to, after leaving the manor,

make rounds around it and into a secret passage on the back

hidden by vines, which reveals an underground tunnel into

the Manor's secret chamber in the cellar. There Ursandel and

Amandine would be waiting and bind the maiden to perform

the sacrifice. The body would then be disposed by Ursandel

himself not far from the Manor.

The way things stand, five victims have already been

sacrificed, and only one of them (Idrenne) has actually been

found.

Each sacrifice consisted of two gruesome steps:

First, the victim's would have been drained of her blood by

means of some very precise cuts on their arms. The

recipient (Amandine) would have then bathed on said

blood as it was spilling from the victim.

Once the victim was dead, her face would have been

disfigured by Amandine (turned Succubus) by means of

her own long, sharp claws, after placing her on a spell

circle drawn with the same blood of the victim. This way

the victims own "youth" would have been transferred onto

her.

The two steps are the reason why Idrenne's body was

found in those exact conditions.

Unbeknown to both perpetrators of the ritual, there was one

other party which was relishing in the victims sudden

departure, and was naively convinced to be the cause of it.

Rehce Xhatyoo, a Keeper Miqo'te, has long been serving

House Dartancours ever since she was a little child. In an

environment mostly dominated by Elezen she was always

been looked from up to down as "inferior" or "savage", and

eventually started growing a form of resentment towards her

peers, and even Amandine herself. Always somewhat gullible,

she had started to perform some sort of folk witchcraft rituals

to supposedly "bring ruin" to them.

The rituals themselves had nothing magical, and were just

superstitious jinxes. However as more and more of her

targets left the manor, she started assuming that her efforts

were bearing fruits and her voodoo was actually working.

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Standing on a slightly higher ground, you approach the manor

by crossing a wooden bridge upon a small pond filled with

water lilies and teeming with life. As you reach the manor's

main gate you are greeted by a lavish, perfectly maintained

garden. Two rows of sculpted bushes, in the shape of huge

lilies, guide your sight towards the manor's entrance, past its

gate.

The manor itself is no modest sight either, as you were

expecting. Standing tall above the Shroud, this two stores tall

building has barely kept any remembrance of its once sacral

function. The balcony is adorned with statues of beautiful

angels, spreading their wings and welcoming all visitors of

good faith. At the same time, two equally sumptuous statues

of Elezen pikemen form a sort of arc with their weapons,

facing each other, waring any ill intended outsider from

stepping in, generating a conflicting message that you quite

don't know how to interpret.

Once you get close enough, you spot a ringing bell on the

right side of the gate.

The following will assume the party will try to be accepted

into the manor, rather than trying to sneak in. If the party

really insists on sneaking in, the good Narrator can try to play

along and let them try to conduct an investigation in the

shadows (which won't be an easy task, as the manor teems

with servants at every corner).

Oh no, we've been spotted!

Say your party decides to go with the sneaky route.There are high chances that eventually a Stealthcheck will fail and somebody will find them.

As things stay, Amandine and Ursandel are notkeen on making a fuss - especially not with theTwin Adders. They still need some quiet time (seepage 10) and will try to put up a friendly face toderail suspicions.

After ringing the bell, the party will be greeted by the manor's

butler, Ursandel Peuclagne. He'll beg the party to wait and

go back inside. After few minutes Ursandel will be back and

open the gate for them, prompting the group to follow him

inside.

The party will be welcomed into the Manor's foyer, a

sumptuous entrance immediately facing a large staircase

leading onto the second floor. Amandine will make her grand

entrance from top of the stairs, introduced by her

menservants and maidens who forms two rows at the

bottom, bowing in reverence.

Of many women it is said "She's the most angelic, splendid

creature I've ever laid my eyes on!" on behalf of their love-

addled suitors. Yet you find no suitable words to express your

awe when for the first time see Lady Amandine de Dartancours.

Not a single imperfection, not one wrinkle, her smooth skin,

long, silky, raven hairs, and gentle gaze only compliment her

noble mannerisms and the elegance with which she move, like

a skilled dancer, not betraying a moment of uncertainty. For

what reason did she decide to shun away the outside world?

Amandine will ask the party the reason for their visit. Upon

learning of her former maiden's demise, she will appear to be

struck with grief (still looking splendid, if I may) and question

Ursandel why she was not informed. The butler will provide

his version of the facts:

About one week ago, Idrenne petitioned leave her service

to assist her old father.

Ursandel has full responsibility on managing the servants

of the manor, so that Amandine doesn't have to bother

with it. He personally approved the request. Idrenne left

the morning after.

Since the Manor reserves had been fully restocked right

before Idrenne left, way more than usual, there had been

no need up to now to send anyone else to Bentbranch.

Ursandel is hiding part of the truth about Idrenne's exit, but

he's a cunning man and will not let go easily his masquerade.

Under the players request, a DC 17 Insight check reveals

that he's hiding something, although it's impossible to know

what as his statements do not contradict the facts.

In an offer of cooperation, Amandine will ask Ursandel to

guide "the good Adders" through the manor and to the

maidservant's chambers, that they might gather all clues they

need. After all, they have "their full cooperation".

13

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Clues Table

Clue Description Location Check

Mirrors There are no mirrors in the manor. - PassiveWisdom 15

Healer list A list of healers, pharmacists, conjurers and their means of contact. Library, a desk's drawer. Dexterity 10

Voidsentbook

A book about the different types of voidsent. The page on succubiis highlighted. Library, bookshelf. Investigation

20

Beds There are more empty beds than servants in the manor. Servants quarters 1/2. Perception 15

Runic eyes A sachet holding several pebbles with an eye-shaped rune engravedon it. Servants quarters 2. Investigation

10

Misplacedbarrels

There appears to be several barrels of wine in the storage, too manyfor consumption. Storage. Intelligence 15

Sorcererletter

A letter from an anonymous sorcerer. Hints the presence of asecret room in the cellar. Ursandel room, on a desk. -

Ursandel'sDiary

Ursandel's own diary, describing his despair for Amandine and thesearch for a cure.

Ursandel room, in a falsebottom. Perception 12

Mhachiartifacts There are several Mhachi artifacts stored away. Cellars, one of the storage

rooms.Investigation12

Fresh wall One of the walls in the Yellow Hall seem of recent construction. Yellow Hall, one of thecorners.

Investigation15

Fresh wall 2 There seems to be a "cut" area in the backyard's edge. Backyard -

Spread all around the Manor there will be hints at

its recent events. Consult the table below as a

quick reference of what is where. Of course you

can always feel free to "guide" your group towards

certain clues if they seem to get stuck, or change

their positions to other places where they might

also make sense.

Some of these clues do not require any special check and

they will be obviously laying around. This is common for most

important clues hidden behind hard to reach chambers

(Ursandel/Amandine's rooms, the Ritual Chamber).

Anyone trying to cast Detect Aether Magic will need to pass

a DC 10 Constitution check or they will suddenly be

shocked by a burst of light and the incantation will fail.

If the check succeeds the caster will notice a huge

disturbance in the local aether, so much that they can't tell

heads from tail of any even vaguely magical item.

They're not able to discern the source of the disturbance,

but it will prevent them from using the incantation to their

fullest. If they, however, explicitly want to shift their focus to

dark aligned aether, have them do another DC 15

Constitution check.

If they pass, they will be able to discern among the chaos a

trail of dark aether which, if followed through, will lead to the

cellars and right in front of the ritual chamber's hidden door.

As it stands, Ursandel really doesn't want the party to stick

their noses where they don't belong, but at the same time

cannot refuse their direct requests in order to not arise

suspicions. As long as Ursandel is nearby the players won't

be able to gather any clue or notice anything out of place.

If the party asks to be accompanied into the Second Floor

or Cellar chambers, or get caught in the process of sneaking

in there, Ursandel will let them in anywhere they want.

However all checks inside those rooms will always fail, and

any obvious clue will not show up.

The party won't be able to tell that nothing is amiss and

both rooms will look perfectly normal. However the moment

they are away from him a DC 15 Insight check will make

them question their own memories "Wait was the mirror

intact or broken? Wasn't there a desk in there...?". Repeat the

check every time they finish investigating a room; subsequent

success will clear their mind a bit and make them realize the

butler's presence was the cause of their discomfort.

In order to protect the investigation from ending too early,

assume both Ursandel and Amandine to be immune from

both Charming and any compulsory effect. This includes

spells such as Zone of Truth that would force them to reveal

uncomfortable details. As for the servants they are oblivious

of the situation, and do not recall Amandine self-isolation in

any way.

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Clue Description Location Check

Isolated Runiceye A pebble with an eye shaped rune engraved on it. Backyard Investigation

15

Gossip The servants will mention Rehce would often bicker with Idrenne. Talk with the servants. -

Gossip 2 Several former servants have left the manor on their own will,lately.

Talk with the servants /Ursandel -

Target list A list of names: Idrenne, the other four missing, Ursandel,Amandine, other servants. Kitchen. Investigation

12

Void seal A scrap of paper depicting what looks like a magical seal of sort. Accuse Rehce / Servantquarters 2. -

Void magicbook A book describing a gruesome ritual for gaining eternal beauty. Ritual chamber. -

Ritual circle A summoning circle painted with blood. Ritual chamber. -

Torture table A bloodied table and a mechanism for draining liquids in a nearbybath tub. Ritual chamber. -

True target list A list containing all designated victims' names. Those who aredead are crossed. Ritual chamber. -

ShatteredMirror Amandine's personal mirror is broken. Amandine room. -

Amandine'sDiary

Amandine's personal diary, describing her being disfigured anddespair. Amandine room. -

AnonymousLetter

A letter describing how Mhachi Sorceresses would pact withSuccubi. Amandine room. -

Clues Table 2

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Qty Item Location Check

- Written Spell: Hex Library, void book Investigation 20

- Written Spell: Ray of Sickness Library, void book Investigation 20

1 Scroll of Disguise Self Library, desk drawer Strength 8

1 Philter of Love Servants Quarters (Men) -

1 Potion of Healing Servants Quarters (Men) -

3 Golden Needles Servants Quarters (Women) Investigation 15

1 Zircon Ring (5'000 gil) Servants Quarters (Women) -

60 Golden Pieces Servants Quarters (Both, total) -

2 Artifacts (2'500 gil) Mhachi Stash History 15

1 Immovable Rod Mhachi Stash -

1 Citrine Pendant Cellars (room with bedroll) Investigation 10

1 Rapier + 1 Ursandel's Room -

5 Rapiers Ursandel's Room -

1 Potion of Healing Ursandel's Room -

45 Golden Pieces Ursandel's Room -

1 Shadowfell Brand Tattoo (Uncommon) Ritual chamber -

1 Scroll of Charm Person Ritual Chamber -

1 Star Rose Quart Diadem (5'000 gil) Amandine's Room (vanity) -

1 Amulet of Health Amandine's Corpse -

100 Golden Pieces Amandine's Room (safe) Investigation 15

2 Pieces of Jewelry (5'000 gil) Amandine's Room (safe) Investigation 15

Loot Table

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Here is a convenient list of default NPCs that you can place

as butlers and handmaids of Amandine Dartancours. This

spread of characters reflects an Elezen-dominated

environment, where some of them feel high enough of

themselves as to dismiss the other races as inferior, or even

bestial (like what happened to Rehce). Below their name

there is also a specification as to whether this person is on

Rehce's list of targets.

On Rehce's list. This elder Wildwood Elezen is past his

seventies yet not anywhere close to retirement. He is an

antiquated, misogynistic and xenophobic individual, a fact

that has not been changed by his time in the Manor's library,

of which he is the main caretaker after Ursandel.

Despite the latter being higher on the manor's hierarchy of

servants, he regards him as a younger fellow with little

merits.

On Rehce's list. Eaufleux is a taciturn servant who prefers his

actions to speak for himself. Despite being grumpy and

mumbling complaints more often than not, he is a kind

hearted fellow that helps others solving their troubles. Rehce

mistakenly interprets his attitude for contempt, and holds a

grudge against him for that.

On Rehce's list. He is a young, arrogant womanizer with long

brown hairs and a persistent cocky smug on his face. He has

been systematically rejected by every woman he tried to

court, contrary to what he says. He his the self-proclaimed

mentor of Alfex, and the two are often seen together

gossiping and commenting about the maidservants or the

girls of Bentbranch.

On Rehce's list. With his delicate, puffy boy face, one would

assume him to be the spoiled scion of some noble house. He

is not very tall compared to others of his race and has short

brown hair. He has a poorly concealed crush for Nosette, and

hides a philter of love in his personal night table - a trick

suggested by his close friend, Eauphaux.

Triroux is a young man in his early twenties, with short blond

hair and an absent look on his face. He is a bit of a simpleton

from a farmers' family who just gets along with everyone. He

is one of the few Elezens to be on Rehce's good side.

He his the new kid, always making a mess and barely 15

years old. He his the bastard child of one of House

Dartancours members. Despite his clumsiness, he is very

clever and loves to spend his time in the library studying - a

fact that made him the only younger servant that Auzeaux

respects, or even cares for.

On Rehce's list A soothe-haired Elezen woman in her fifties,

she is the chef of Haukke Manor. In her kitchen hall, she is

queen, and everybody (except Amandine) is expected to obey

her instructions. Despite her bossy attitude when in front of a

pot, she seems to get along nicely with most - with the

exception of Rehce, who gets the worst tasks from her.

She has short black hair and a serious attitude towards her

duties. Being the youngest elezen woman under Amandine's

service, she has become a constant and unwilling target of

Alfex's affection, whom she constantly tries to push away.

He is a middle aged man in his forties and going for fifty. He

has brown hair, a dark-tinted skin and wears a pair of

spectacles. Right after Ursandel, he his the most respected of

Amandine's servants. In his free time, he practices playing

the piano in the Red Hall. Some argue that he has studied

some of the bardic arts and know how to weave an

enchantment or two out of his notes.

Mani is a young ambitious man of just seventeen summers.

He has short black hair and knows his way around a sword.

He trains during his free time to one day join, he hopes, the

Order of the Twin Adders.

He has a shy attitude and keeps to himself most the time.

When he was a kid, he had one bad encounter with a Morbol,

and a bad acid scar on half his face attests to that. He was

saved by the Wood Wailers in the nick of time. Despite his

secretiveness, he his kind if approached with care and knows

a little bit of everyone.

She is blond, meek and kind girl with two eyes like that of a

deer. She shies away from most except Cathrine, her

confidant. In her free time she loves sewing and knitting, and

is always at work to craft gifts for her friends and family. She

is particularly fond of her younger brother who lives in

Gridania.

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Cathrine is a strong willed, athletic midlander with a fierce

look. Despite being considered as scary by some of her peers,

she is a gregarious person that never says no to any chance of

fun. During her youth she roamed the streets of Ul'dah as an

Ala Mhigan refugee, and has learned the martial arts as a way

to defend herself.

The only Miqo'te under Amandine's service, Rehce is

resentful after years of scorn from her elezen higher-ups.

Prone to lying and superstitious, she has been plotting her

personal revenge against her most hated colleagues, although

with methods of questionable efficiency.

These women are the past sacrifice to Halicarnassus. Each of

them used a certain excuse to be dismissed of service, after

being charmed by Ursandel's spell. Here is a list of what each

claimed to have done.

After receiving a vision from the Twelve, she went roaming

Eorzea to spread the word of the Mother.

She left for raising her own crops as a farmer in Quarrymill.

She felt the call of adventure and left with just a dagger and a

leather armor.

Claimed to need to assist her old father at Bentbranch

Meadows.

She claimed to have joined her sister in funding an

enterprise.

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This is where most of the investigation will take place. Here

the players will find clues spread all around, NPC to

interrogate and rooms to explore.

The moment you enter the room, you can easily guess

Amandine's favorite hobby: the library's walls have entirely

been covered by shelves of all sorts of tomes, distributed over

about ten rows per side. You fail to make an estimate of the

amount of books therein, but it surely passes the hundred -

maybe even the thousand.

The room also acts as a place for reading, with a cozy

fireplace in the front wall and an armchair nearby. On the

opposite side you also notice a writing desk, with some

unfinished documents and a quill resting near an ink bottle.

This is the place where Ursandel ran most of his initial

research following Amandine's initial outburst. The books are

on the most disparate topics and it won't be easy to track

down something useful... without proper guidance.

Amid hundreds and hundreds of books, it will be very hard

(DC 20 Investigation) to spot anything out of place. Allow an

instant success if the players are explicitly looking for books

on Mhach or the Void.

You spot a row of books on the topic of the fifth astral era and

the War of the Magi, which somehow seems to look less dusty

than the others. One particular tome attracts your attention,

whose eroded edges suggest it has been picked up, and read,

several times.

As you flip it you find a page of interest, as the reader seems

to have left his or her personal notes on it. In there is pictured

a barely dressed woman of demonic features with purplish

skin, black horns, sharp claws and wearing a long, torn, ink

black mantle. It reads:

SuccubiSuccubi manifest on the physical plane by forcing their souls

into the bodies of deceased women. Once the transition is

complete, the resultant creature is said to be both fair and feyto look upon. Still more disconcerting, researchers claim that

these voidsent occasionally exhibit the personality traits of

their deceased hosts. Succubi occupy the third and fourth

rungs of the voidsent hierarchy.

The words fair and fey are circled with black ink, and a small

note has been added: perfection. The words deceased is also

highlighted. Another note accompanies it: maybe not?

Succubus Lore

The text above can be found in the EncyclopaediaEorzea, page 199, and in the in-game descriptionof their Triple Triad Card.

The book also contains the description for the Hex and Ray

of Sickness Spells. Blue Mages can copy both in their

Research Journal as the Dahak Monster Link.

One of the desk's drawers is locked but partially busted.

Playing with it a bit (DC 10 Dexterity) will easily get it open.

Inside there's a list of names, occupations and contacts.

Eaurrax Tofumuste - Alchemist - Expert in skin treatments

Marthine Courage - Physiotherapist - Magically enhanced

massages

Wume Cohume - Time Mage?? - Age regression therapy...?

Swindler

The list goes on and on for tens of names, all healers,

pharmacists or self called such. It stops after a while, but at

the end, separated from the others by some margin, there is

one circled name, oddly missing his area of expertise.

Segqe Faqe - Former thaumaturge

Upon interrogating Ursandel on the matter of the list, he thus

replies:

*This? It's just a list of more or less reliable healers that have

come and go to cure our staff. The last one is a thaumaturge

that came to examine a large stack of Mhachi artifacts that

Milady inherited from a distant relative.*

The desk's other drawer can be forced open with a DC 8

Strength check, although failing it causes the lock to be

busted for good and make it impossible to open. Inside

there's a wooden tube containing a spell scroll of Disguise

Self.

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These two rooms are the resting area for the Manor's servants,

one for men and one for women. Several beds are arranged at

their sides, and while on their own they all look alike several

minor "personalizations" can be spotted: one person placed a

Moogle plush on his or her cushion, probably a keepsake of

youth, another has a pile of dusty books taking even more dust

on a bedside table, another has placed a training sword at the

bed's lower end, held in place by two simple laces. The

wardrobes appear to be common, and placed on the short

sides of both rooms where no bed is placed.

The rooms are usually empty for most time of the day, since

the menservants and maidens are off to their chores. Those

assigned to the early morning duties start turning in by 7 pm

already, and by 11 pm everyone is usually in their bed after all

dishes from the daily dinner are washed. The quarters are

also where the servants consume their meal, each according

to their own schedule.

As said for the largest part of the day the servants will be

scattered all around the Manor doing chores, so they will be

found in random locations, and the quarters will be empty. If

the party wants to track one specific character they can wait

for him or her to retire for rest.

The servants themselves can be as generic and improvised

as the Narrator wishes. Some points however need to be

noted:

There are about 15 menservants and 10 handmaids in the

Manor.

The vast majority of the servitude is made up of Wildwood

Elezens. A smaller number is composed of Midlander

Hyurs, and only one maid is a Keeper Miqo'te: Rehce.

There is a sentiment of superiority held by the Elezens

servants against the other minority. Rehce is particularly

looked down upon by them.

The Elezen servants will often make malicious comments

towards Rehce; the Hyurs, on the other hand will

comment how often their elven counterpart would

mistreat poor Rehce, with whom they empathize.

Upon interrogating them, they will reveal the following

information:

There has been somewhat of a mass departure of strictly

female servants lately. They all came up with all random

sorts of motivations - one decided to turn a life of

adventures, another joined her sister in a joint venture...

They will also back up Ursandel statement on Idrenne's

departure.

Of those leaving the manor, four were Elezens and one

was a Hyur.

Rehce had been seen often bickering with Idrenne. They

had a particularly bad argument the day right before she

left.

Rehce ("that gluttonous freeloader") often buzzes around

the kitchen.

If further pressed on the people who left, they will

comment how the departures seemed to follow a weird

pattern: always early in the morning, and every odd day.

Turning the two rooms upside down will reveal some

interesting facts to the party:

DC 15 Perception: There are thirty beds in total, fifteen

per room. However when they first were welcomed they

noticed somewhat less servants. Waiting for late night, or

asking to the servants directly, will reveal that five maids

have left recently on their own will, and have not yet been

replaced.

DC 10 Investigation: Poorly hidden beneath one of the

mattresses they will spot a sachet of curiously engraved

pebbles, each with a runic eye on it. If they have already

found the pebble in Sorrel Haven (see page 9) they will

immediately match it. Otherwise, run similar checks to

ascertain its nature. They will also spot, inside the

drawers of a nearby bedside table, several pieces of scrap

paper with random annotations on it.

DC 15 Investigation: Three Gold Needles have fallen on

the ground, they seem to have belonged to a sewing kit. If

the party looks for the proprietor, she will gladly leave

them to the party, since they didn't prove much useful for

sewing practice.

If the party peeks inside the drawers of each and every

servant, they will also find the following personal belongings

In the men's room

A Philter of Love (BR 184).

A Potion of Healing.

A total of 3'000 gil.

In the women's room

A zircon ring worth 5'000 gil.

A total of 3'000 gil.

Unwanted attentions

The Philter of Love belongs to one of themenservants, Alfex Maucert, who desperately triesto gather the attentions of a colleague. The personin question, however, doesn't seem to feel thesame for him. Beyond reason, he plans to force fate(and will) by using the Philter.

If you find it fitting for your narration, you candescribe the events between the two as theyunfold in the three following days, depending onwhether the players take the potion for themselvesor not.

Will Alfex manage to trick his unwilling lover?Will that person fight back and turn him downonce and for all? That's for you to decide.

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These two rooms are for visitors of the manor who are

welcomed to stay the night. Far less crowded than the

servants' quarters, and way more embellished and with more

comfortable beds, they can host about four people each. There

are two wardrobes per room and place for the guests to store

their luggages, and a bell for calling the servants.

The guest rooms themselves do not hold anything of

relevance, and a quick investigation will make it clear. Do not

count the passing of time if the players decide to run an

investigation in there.

One of the most busy places the entire day, the Manor's

attendants come and go from there often, be it for preparing

the coming meals or cleaning up the cutlery of the previous.

You almost bump into a busy Miqo'te carrying a huge tray of

glasses and dirty plates, who miraculously manages to not

drop anything. She hisses at you: Mind where you go, fancy

pants!. An Elezen on the other side of the kitchen, tending to a

huge bubbling pot, scolds her immediately.

These are our guests Rehce, and you shall treat them as

such! And on with that tray!

Yes sir. She replies, muttering to herself.

This is the place where the players will more easily interact

with Rehce, if they want to. They will also find clues on her

activities if investigating well enough.

With a DC 12 Investigation check the players will be able to

spot, covered in grease and dirt, an oddly out of place piece of

paper.

It contains a list of about thirteen names, including, at the

very bottom, Amandine herself. Some are too ruined to make

them out. However it's obvious that four of them have been

crossed out - including Idrenne's. There is also a note on the

side of the first crossed name: It worked! It finally worked!.

Right below it, the picture of a runic eye.

Oddly enough, although the list contains both male and

female names, all crossed names are female. They're also all

Elezen names. If the players have already investigated the

Servants Quarters and found the sachet and the scraps of

paper, they will be able to match the writing with that of the

notes.

The Keeper Miqo'te will be very defensive, and will try to

avoid conversation if possible, complaining that she has a lot

of work to do. If provoked by mentioning her bad blood with

the Elezen colleagues, she will try to be dismissive as long as

there are other servants in the room. Otherwise she will let

go of her complaints of how she's always assigned the worst

jobs, and treated like some kind of savage.

If the party goes to the point of showing her the target list,

she will immediately try to snatch it. If further pressed on the

matter and accused of killing her colleagues, she will panic

and flee towards the servant quarters. There the party will

catch up with her as she rummages through her things. She

will pull out a scrap of paper with a weird symbol on it and

start muttering random nonsense at the party, as some kind

of jinxing - which, however, will produce no effect.

Once cornered Rehce will reveal what she had done:

For months, she has tried to exact her revenge on the

Manor's servants by means of a type of "curse" her

grandmother once taught her.

The curse entailed sneaking certain specially crafted

"stone eyes" in the victims pockets. This would attract bad

luck on them.

Initially this had not worked, and the pebbles sorted no

effect. Eventually one week ago, it seemed to start

working, as more and more of her targets left the manor,

"Surely because all sorts of bad things have been

happening to them! Why would they otherwise all leave

together?"

She will deny any direct killing, "All I did was placing the

bad eye on them. What happens after that, I cannot be

held accounted for, right?"

There are some obvious inconsistent facts that hint that

Rehce is not actually responsible for the servants'

disappearance.

Her so called "magic" is just superstitious belief, and had

nothing magical in it.

She has tried her jinxes for months, and only now, only

some of the targets have been randomly affected.

There are both male and female names in the list, but only

maidens have left the Manor.

There are only Elezen names in the list, but a Hyur was

among those leaving the Manor.

There is still no explanation of how Idrenne died, if she

indeed left in perfect health.

The final picture is that of a resentful, superstitious person

which has attributed to herself events to which she was

unrelated. The Narrator can / should let go of some of these

facts if the party is struggling with it.

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The Eye in Sorrel Haven

That is all cool, but how did the Eye Pebble theparty found in Sorrel Haven make his way there, ifIdrenne's body was found naked? It so happenedthat Ursandel chanced upon the stone whiledepriving the victim of her clothes in preparationof the ritual and put it in his pocket for laterinvestigation, but accidentally dropped it whiledisposing of the body.

Eventually Rehce will give up and mutter something along

the lines of "this stupid thing was supposed to be the real

deal...". Suddenly realizing a way out, she will force the scrap

of paper in the players' hands: "Here! This! Ursandel had it on

him, it must be magical, right? I bet he was the one doing

things to the others!".

If the players have already explored the Cellars and found

the wall to the Ritual Chamber, they will deduce a connection

between the two. Otherwise a DC 15 Arcana check reveals

that it's some kind of arcane key.

Rehce has been sacrificed

If Day 2 has come and Rehce was sacrificed, theparty will find the Seal in her room, uponinvestigation.

You notice one of the retainers leaving the room at the end of

the long corridor that connects the Manor's halls. When you

enter you are greeted by a cacophony of pleasant smells: aged

cheese, hanged salami, barrels of anchovies under salt and all

sorts of food.

Several retainers come and go from this room, bringing

ingredients over to kitchen, ready to be served in today's meal.

The storage room is a relatively small room stuffed with

everything needed on a daily basis. There isn't much else to

it, but an accurate analysis (DC 15 Intelligence) will

highlight one particular. There happens to be a lot of wine

barrels. As it looks like, this is a storage room for preserving

food on the shorter term. Long term preservation of wine

usually happens within an underground cellar. Then why are

there so many barrels?

The misplaced barrels

These have been moved from the undergroundcellar to make room for the sacrificial chamber.Having spotted this clue will lower the difficulty foridentifying the hidden entrance in the cellars.

Haukke Manor's main hall, called the Red Hall after the

crimson drapes adorning its walls, is the place where all

important gatherings would happen. Most of the times it

serves as a dining room for Amandine and her occasional

guests - whenever there are any. In most gallant occasions

however it is converted into a ball room where the most

skilled musicians under the service of House Dartancours

would entertain their noble audience.

This room doesn't hold any particular clue, but it is here that

the party will have the chance to exchange words with

Amandine and Ursandel during the lunches and dinners of

their presence (see the Events at the Manor chapter).

Right beside the kitchen there are two large windowed doors

that connect to an open space right on the back of the Manor.

The rear garden is a large open space which is dedicated to

more physical activities, judging by the row of old chipped

training dummies standing guard waiting for their next

opponent.

The backyard can be used as a backup place for finding one

of the Stone Eyes, if the players missed the one in Sorrel

Haven. It will also be where Ursandel will occasional practice

his swordplay, giving the players a chance to grab the key to

his room.

If the players try to explore more in detail the area they will

notice that part of the outer wall seems newer than the rest.

There are no supports for climbing and the wall is too high to

jump over. Behind it is hidden the entrance to the ritual

chambers from where the victims pass through (from the

outside).

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The manor's second floor is where the juiciest clues are

hidden - and oh boy are they well hidden. Both Ursandel's

and Amandine's room, once uncovered, would let the party

clear to what has happened.

In general the party should not be able to enter Amandine's

room until the end of the adventure - when they will demand

an audience with her. The door is locked behind a special

incantation and no amount of lock picking will force it open.

The only way to access it is by getting the dispel scroll from

the ritual chambers.

Similarly to the Cellars, the Manor's Second Floor won't be

part of what Ursandel will initially show the party. One or

more party members will have to spend some time sneaking

through the vigilant eye of the Manor's butler and up the

foyer's staircase.

Unless he's expected to be at some other place, there will

be a 20% chance that Ursandel will be roaming around the

Second Floor. In that case, have the infiltrating person run a

DC 20 Stealth check in order to not get caught.

If the player gets caught, Ursandel will kindly ask him/her

their business up there, and will gladly offer to personally

introduce them to the nearby chambers.

The room is guarded by a very complex lock which will

require a DC 20 Dexterity check. Roll with advantage if the

person trying has a set of thieves tools. While picking the lock

is the most straightforward way of getting inside, it's also the

most difficult. Here are some other options.

The party can decide to spend time stalking Ursandel looking

for an opening to grab the key. Three such occasions are

possible:

On Day 1, around 6 pm, he will be training in the backyard.

On Day 2, around 11 am, he will be tending to the front

yard's garden.

On Day 2, around 5 pm, he will be busy fixing some

accident with the kitchen's pipes.

On all of these occasions he will put away his jacket

somewhere nearby. If the designated party member succeeds

on a DC 15 Stealth check s/he will be able to grab the key

from it.

Together with a bunch of Mhachi junk in the cellar there is

also an artifact which acts as a lockpick of sort - however the

players won't be able to identify it blindly. In order to find it

they will have to:

Have tried opening Ursandel's Room.

Have inspected the Library.

Have found the Mhachi Stash in the Cellar.

If all preconditions are met they will recognize the item

(how exactly depends on the order of events; for example if

the library is checked last they will notice the artifact in one

of the books on Mhach).

A book in the library will contain the usage instructions,

and with it the players will be able to unlock the door for free.

For such a gaudy building, the butler's room appear quite

modest. It is a small rectangular room with few essential

pieces of furniture: a sober bed, a wardrobe, a sturdy wooden

desk... And, quite oddly, a weapon racket holding about six

rapiers of different length and shape.

Plain on sight there is a letter sitting on the desk. It recites

the following text.

Yes, that should be plenty of space for performing the ritual.

You mentioned an entrance from the rear of the manor, right?

If that's so, I'll present myself directly there. I don't want to

draw any unwanted attention.

Don't you worry, we'll make your Lady into the most

beautiful of creatures... again.

S.F.

The room contains several of Ursandel's belongings, which

amount to the following:

A rapier + 1 and five other regular rapiers.

A Potion of Healing

4'500 gil

The players can inspect the desk, whose drawers are

unlocked. Behind a DC 12 Perception check they will notice

one of them has a false bottom. There they'll discover

Ursandel's Diary. Check the appendix for its contents, and

recite some of the pages to the players.

The diary recounts the tale of Amandine's scars from

Ursandel's perspective. The scenario given will be the one of

a retainer desperate for restoring her lady's lost beauty, while

not explicitly giving away that Amandine herself was the one

falling into madness. It will recount the search for a cure and

his findings on Mhach magic, and explain how the ritual

chamber has been prepared in the cellar. The entries will

stop right before the night the ritual is performed.

As mentioned, this room won't be accessible until the proper

"key" is found. An initial inspection will make it clear that the

lock is not of mechanical origin, but magical. A simple DC 10

Arcana check confirms that there is no way of getting

through without a special incantation. Such spell is contained

within a parchment found in the ritual chambers, which the

party will need to find first.

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The rule on Ursandel access still apply: the party can enter if

accompanied by him, but all investigation checks will fail as

long as he's nearby.

On "standard" circumstances, the players will find

Amandine waiting for them there, and forcing the door open

with the parchment will trigger the concluding fight against

her. Depending on the timing however, she might be absent

(for example, if the party happens to sneak in at the time of

the morning ritual).

Be it before or after slaying the Lady the players will

eventually be able to examine the entire room.

You find a room way more wasted from what you would have

expected from a person of Amandine's lineage. The wallpapers

are torn and ruined, and so are the drapes covering her bed.

The whole room lies in disarray, as broken pieces of furniture

obstruct the passage.

From where you entered, on the right side, you spot a

drawer with a mirror, whose broken pieces cover the floor

nearby. Various small bottles of perfumes, creams and

cosmetic are on its surface in a similar state.

The room hides a safe (behind a painting, DC 15

Investigation) which contains 10'000 gil and two pieces of

jewelry worth 5'000 gil each.

There is a vanity on the right side from the entrance, which

contains three items: a diadem with a star rose quartz (worth

5'000 gil), Amandine's Diary, and an anonymous letter (from

page 10):

It is said that the sorceresses of ancient Mhach would

establish pacts with voidsent entities known as "Succubi",lusty demons of uncanny beauty... By means of this

partnership would then the sorceress be immune to any

corporeal corruption, be it the passing of age, the decay

caused by a wicked ailment, or a war inflicted scars.

The diary (see the Appendix for its contents) will reveal the

entirety of Amandine's tragedy: how she was scarred in the

Calamity, how she lost her sanity and ordered all mirrors of

the Manor to be removed. Her despair, the search for a cure...

and then, the anonymous letter. The last pages describe the

perverse ritual, and how she relished in the victims blood,

how she was intoxicated by the sudden power rising in her,

seeing her beauty restored... All these details will finally clear

up the mystery of Haukke Manor, and the destiny of the

unfortunate Idrenne.

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Once a place of retreat and isolation for monks seeking

absolute isolation, these musky halls have become the larger

storage of Haukke Manor. Some cells are mostly empty, while

others are choking with reserves of food or, completely

opposite, old broken pieces of furniture ready to be

refurbished as burning wood.

The cellars hide the turning point of the story: in the Yellow

Hall, behind a cleverly hidden passage, every odd day Lady

Amandine performs her depraved sacrifices. Only three days

remain until the ritual is complete...

Similarly to the Second Floor, the Cellars won't be shown

during the initial tour of the manor. The players will have to

explicitly spend time exploring the Manor before realizing

there is actually an underground, larger storage. Some places

(like the storage room on the Ground Floor) will hint at its

existence.

In one corner of the cellar the party will found, stored away, a

huge pile of ancient magical artifacts of unknown origin. A

DC 15 Intelligence or History check (with advantage if the

party investigated the library) reveals that these artifacts

belong to the fifth astral era, specifically to the civilization of

Mhachi, whose sorcerers specialized in Black and Void magic

were feared all around the world and one of the major parties

in the War of the Magi.

Among the garbage there are two artifacts of historical

value (worth 2'500 gil each) and a curious contraption

shaped like a tube (an Immovable Rod, BR 175).

Finding the stash is one of the prerequisites for unlocking

the Mhachi Lockpick, which is one of the possible ways the

party can gain access to Ursandel's room (see the chapter

dedicated to the Second Floor for further details).

The largest room in the cellar, the Yellow Hall holds the

larger food stock of the manor. It is also the place where most

of the Manor's wine is stored... Although the barrel placement

seems irregular?

If the party already investigated the Ground Floor storage,

they will immediately realized that the wine barrels have

been recently brought upstairs en masse, otherwise a DC 15

Investigation check yields the same result. Upon more

closely checking the more displaced barrels, the party notices

a section of the hall that seems to have been "cut" recently

and built upon. There is, however, no clear passage.

Further inspecting the wall (another DC 15 Investigation

or Arcana) they will notice one particular stone brick that

seems separated from the rest. Mechanical tests (pushing,

scratching, tapping) produce no effect. The only way to

"activate" the wall is the void seal that the party acquires

from Rehce by following her lead - or by waiting Day 3 (see

the chapter on the Manor Events).

The other cells hold nothing of importance, and are filled

with scrap wood or reserves of food. If the party investigates

the room with a bedroll on the southern central area, they

will find a citrine pendant worth 5'000 gil poorly hidden

behind a loose brick (DC 10 Investigation). Probably left

behind by a monk not exactly willing to partake of his earthly

goods.

As you enter the dimly lit hidden chamber, the stench of death

makes you gag. What paves before you conflicts with

everything you have seen in the rest of the manor. Floors and

walls are stained with blood, and an eerie, weak purple light

emanates from its center.

On your left you see what looks like a normal table... until

you notice that, not unlike the rest of the room, it is covered

in blood as well. From the table there extends what seems a

drainage system of sort, which ends in a nearby... bowl? Vase?

What is that thing?

This place is where Amandine and Ursandel have sacrificed

Idrenne and her colleagues. The victims were placed on the

nearby table, bled dry and their blood made flow in a nearby

container, in which Amandine took her baths.

The purple light comes from the middle of the chamber,

where the summoning ritual had initially been performed.

Unless the party stumbles on Ursandel and Amandine

performing the ritual, the circle will be dormant, and trying to

interact with it won't sort any effect.

Inside the chamber the players will also find the following

decisive proofs:

A book on void magic, describing the ritual being acted.

The real list of the seven targets, including Idrenne and

Rehce (see Second Day events).

A spell scroll, which can be used to unseal Amandine's

chambers.

They will also find some of the tools used by Ursandel to

trick its victims and move in the shadows.

A scroll of Charm Person (BR 221)

An uncommon Shadowfell Brand Tattoo (TCoE 134)

If you don't have access to Tasha's, replace with any

magical item granting advantage to Stealth checks.

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This should be the penultimate destination of the group

before the adventure is over, and as such there are a number

of ways to gain access to it.

By following the leads on Rehce, she will draw suspicion

against Ursandel, and give the void seal which can be

used to access the underground passage.

If the party misses Rehce on Day 1, they will find

the seal upon inspecting again her chambers.

By gaining access to Ursandel's room and finding the

Sorcerer's Letter, which hints at the rear passage.

By following Rehce outside as she wakes up on Day 2.

Forced conflict on Day 3, if all else fails.

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The investigation will span at most three days,

the time left before the ritual is completed. By

the begin of day three the party will have to

have gathered solid proof against Amandine

and Urandel, or will be taken overnight and

confined in the cellars, from where they will

have to escape.

The definitive proof will be gathered upon discovering the

ritual chamber hidden within the Yellow Hall in the cellars, at

which point the party will be able to face Amandine for her

crimes.

On average, the party should be able to reach the ritual

chamber by the afternoon of the second day. You can play

around how much time / persons it requires to do what, but it

should be made clear to the players that investigating the

Manor will require effort (no time bubbles!). For starters, you

can use the following table as a reference.

ActivityPersonsRequired

TimeRequired

Fully investigate 1 room. 3-4 2 hours

Interrogate 1 servant. 1-2 1 hour

Further explore themanor. 1-2 1 hour

Allot 4-6 hours per each half of the day depending on the

party size. You should assume the first day already starts in

the afternoon as the party will have spent the morning at

Bentbranch and by visiting the manor with Ursandel.

If the player already explored a room, but want to come

back later after finding some helping clues, allow this action

for free. Some examples:

After finding the Mhach artifacts in the cellar, the players

want to look for books on Mhach in the library.

After finding the book on the Voidsent in the library, the

players want to sense for void energies in the Yellow Hall.

Large Groups - Multitasking

Suggest the players that they could optimize theirtime by splitting and performing multipleinvestigations together. Alternate between thesmaller groups so that each player feels like s/he'sactively involved in exploring the Manor.

Exploring the Manor should be a non-linear experience,

where the players decide what to do and in which order.

However while the party is busy gathering clues everyone

else is also running their schedules. Certain events are

eventually bound to happen, one way or the other.

The party arrives around the early afternoon, after initially

interrogating the people of Bentbranch. They will be

welcomed by Amandine and her servants and offered to

explore the Manor.

Right after being welcomed Ursandel will offer to guide the

group around the Ground Floor. He will make rounds

showing, in order:

The Library

The Guest Quarters

The Servant Quarters

The Backyard

The Kitchen

The Storage

The Red Hall

He will pay attention not to linger too much around the

staircase to the Cellar or around the Foyer, and will be

dismissive if the party interrogates him about the Manor's

other floors.

As mentioned on the Exploration chapter, Ursandel will not

deny the party's requests to access more sensible chambers,

but he will silently thwart their investigation through illusion

and charming spells. Apply Ursandel's Illusions Rules in that

case.

Either right after Ursandel's tour, or after exploring some of

the chambers, any character with a Passive Wisdom higher

than 15 will realize that there was no mirror in the manor

whatsoever.

If the players pass by the backyard entrance around 6 pm,

they will notice Ursandel practicing with his sword against

the training dummies. They will also spot his jacket placed

aside... This is the first time when they can try to grab the key

to his room.

After enough time has passed have Ursandel intercept the

party and tell them that given the late hour Lady Amandine is

suggesting them to stay overnight as guests, and invite them

to dinner. While nowhere to be found all day, Amandine will

show up at the dining table.

You can exploit this occasion as a form of "catch up", in

case the party is failing to connect the clues, or to play

Amandine's role as she tries to avert suspicion from her.

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Refusing the invitation

Of course the party can still decide that they don'twant to overstay their time in an haunted manorsuspiciously involved in a case of murder. Doing sohowever will prevent them from witnessing certainevents.

During the second day most the party will be able to progress

most of its investigation and follow up on the clues gathered

during the first day. The clock ticks...

If the party caught drift of the recurring maidens

disappearance and explicitly wakes up early or keep guard of

movements in the Servant Quarters (or, failing that, a DC 20

Perception check) they will catch Rehce leaving the Manor

very early in the morning. If interrogated she will reply

dismissively, with a very flat tone: I am sick of this place. I am

leaving for good..

If they have already talked with her they will immediately

notice she doesn't really look like herself, otherwise a DC 10

Wisdom check makes them realize that something is amiss

in her behavior.

From there on she will be unresponsive, almost dead like,

and will start to leave the manor. The party can decide to

follow her tracks, which eventually lead outside the manor,

around it, and to a very specific spot on the rear grounds,

around the backyard.

By keep spying on her they will notice Rehce moving some

vines aside and entering what looks like an underground

tunnel. Three things can happen:

The player / party can rush straight in. Taking no care will

cause them to fall straight into the Ritual Chamber where

Ursandel, Amandine and Halicarnassus are waiting,

triggering an early fight with potentially deadly

consequences. Proceed to the "Interrupting the Ritual"

encounter.

If the player / party still tries to follow Rehce, but are more

careful in their movements, they will be warned that they

hear multiple voices from inside, and feel like an

oppressive presence. If they still want to enter, proceed

with the "Interrupting the Ritual" Encounter.

They can go back inside and call for support. By the time

they return to the secret passage the sixth and

penultimate sacrifice will have been performed. Proceed

as if the players are entering the Ritual Chamber for the

first time.

If the party passes by the foyer close to midday, they will

notice Ursandel tending to the bushes in the front yard. Once

again he'll have put his jacket aside, and once again there will

be a chance for grabbing his key.

Another such occasion will present itself in early evening,

when Ursandel is trying to fix a broken pipe in the kitchen

Like the day before, the party will be interrupted for both

lunch and dinner. However this time Amandine will not be

present (she is in her chamber after the ritual). The party will

notice a somewhat clumsy servant bringing food to the table.

If asking about him they will be replied that the previous

handmaid (Rehce) has left service early in the morning, and

the current servant is somewhat new to this duty.

This is the hard stop. If the players have failed to uncover the

mystery behind the murder, the barrier between Eorzea and

the Void will start to loose up and some lesser vodisents will

start invading the manor. If the party stays overnight, they will

wake up in the cellar rather than their beds. From here run

the "Voidnapped" Encounter.

No way I sleep here

If, again, the party refuses to stay for the night, theday after they will find that the Manor's doors areshut, and nobody is answering... Looking around,they notice a detail that didn't catch their eyesbefore: there appears to be a track in the tall grassthat from the Manor's entrance leads to its back...

The player's group was not the only one taken during the

night. If the party takes a look in the cells of the cellar, they

will find all the Manor's servants, tormented by various minor

voidsents (lesser Ahrimans and Imps). Choose one random

room of the cellar.

Consider all rooms that are not occupied by the players or

the Mhachi Stash, and choose one of them. Add an Easy

encounter to it (2 Imps, or 1 Ahriman and 1 Imp). Saving a

group of servants net the group some rewards: either 1

potion of healing or 2 golden needles

Once the party has found the Ritual Chamber and collected

its contents, they should be heading towards Amandine's

Room. Before they can do so, however, they are stopped by

Ursandel, who saw them sneaking into the hidden door in the

Yellow Hall. From there, run the "Not another step"

encounter.

Large Groups

Consider merging Amandine and Ursandel's fight ifthe party consists of at least 5 level 4 characters.Run the "Joint efforts" encounter in that case,instead, upon entering Amandine's room.

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Up the staircase in the foyer the party will reach the sealed

door to Amandine's Room. The Scroll found in the Ritual

Chamber will immediately react and dispel the lock, allowing

them in. From there, run either the "All's Fair to be Fair" or

"Joint efforts" encounters.

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With Amandine slain and the servants (possibly)

freed, the party has now more than enough

proof to shed light on the destiny of Idrenne.

With the contractor's demise, the void pact is

now null, and the unsettling ritual chamber

now appears no longer functional.

With Halicarnassus out of the way, the fog

clears from the servants' minds, and they start recalling the

incident of the Calamity, and the years spent in reclusion by

Amandine.

Finally back to Gridania and away from the wicked Manor,

the Yellow Jackets and the Adventurers will report what has

happened in the Central Shroud. The Commander will

further commend their success based on the following

variables:

Did the party slay Halicarnassus in the middle of the ritual

or not?

Did the party manage to save Rehce by stopping

Amandine on Day 1 or not?

Did the party fall prey to the voidsents on Day 3?

Which and how many of the following evidence the party

brought back:

(True) List of Victims

Amandine Diary

Ursandel Diary

Anonymous Letter

Check Appendix D for additional out-of-character awards

for your players, in case you're into achievements.

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Summary Table

Name EnemiesDifficulty(4L4) Summary

Interrupting theRitual

Ursandel,Halicarnassus Deadly You sneaked right in the middle of the sacrifice.

Voidnapped 2+ Imps Easy The party is imprisoned in the cellars and tormented by lesservoidsents.

Not Another Step Ursandel, 1 Imp Easy Ursandel is forced to take action against the party.

All's Fair to be Fair Amandine Medium Amandine is lashing out after being uncovered.

Joint Effort Amandine, Ursandel Deadly The two accomplices join forces against the party.

Enemies Ursandel, Halicarnassus

Difficulty Deadly (4L4), Hard (6L4)

Objective Save Rehce from being sacrificed to

Halicarnassus, or die pulling a Leeroy for it.

Reward Access to the Ritual Chamber, access to

Amandine's room, save Rehce, stop the Ritual.

You follow the young Miqo'te down an improvised

underground tunnel. Initially it's pitch black, but lacking any

alternative you press forward. In a few seconds you start

noticing an eerie, purple light emanating from somewhere in

the distance.

As you get closer, you start feeling a pressure on your chest,

a strong discomfort. You fight back the urge to turn you heels

and, against your better judgment, reach the end of the tunnel.

When you reach the source of the light, you are greeted by a

familiar voice: "Well, I'm terribly sorry sir," says Ursandel, "but

this meeting is strictly under invitation.".

This fight is intentionally unbalanced for killing a single or

two-players party pretty fast. An eager player should be

warned by subsequent Constitution checks before even being

able to reach the chamber. If they still press forward they will

find Ursandel and Amandine in the process of binding Rehce.

Halicarnassus will be present through the ritual circle in

the room, and will proceed with fully possessing Amandine in

retaliation. The two (Ursandel and Halicarnassus) will then

attack the intruders.

This fight might be suitable for a party of 6 level 4

characters, but it is still not recommended since

Halicarnassus has both the charming skills of a Succubus

and a consistent damage output, other than a higher armor

class which might make hard for players to land a hit.

Enemies 2 Imp (BR277) / 1 Imp, 1 Ahriman per group

(see below)

Difficulty Easy (3L4).

Objective Escape from the Manor's Cellar by slaying your

jailers.

Rewards Access to the Ritual Chamber, escape from your

cell.

"This one looks juicy...". "No no... this one... this one is tender!".ZAK!

You wake up all of a sudden in the most unexpected way: a

sharp pain around the height of your shoulder, then a

sensation of heat, like blood spilling. You open your eyes wide

and find two monstrous birds staring at you, like gigantic

ravens.

"Caaaw! This one is awake!"

A sudden black vortex starts swirling around the two birds,

as it twists their images, change their features, turning them

into two small devilets: two imps.

The party has been taken overnight by the voidsents spilling

out of the portal established in the pact between Amandine

and Halicarnassus. Split the party into smaller groups of at

most 3 players, and have them face 2 monsters if they are 3,

otherwise only 1. The monsters can be an Imp (BR 277) or

an Ahriman (check the Monsters Appendix).

When one of the monsters remains alone, he will run for

his life out of the cell. If the party chases it it will lead them

into the Ritual Chamber, whose door the party will find open.

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Enemies Ursandel, 1 Imp.

Difficulty Easy (4L4).

Objective Defeat Ursandel and his minion.

Rewards Progress to Amandine's chamber.

"I'm sorry sir, but I can't let you past here.". Haukke Manor's

butler appears as calm as always.

"You see, my Lady is very, very busy right now, aNd I cAnt,

allow, a bUncH, of little, yelloW-fucKeRs, todisturbher.". His

movements jitter, his speech suddenly loses composure, he

moves as erratically as ever.

As he draws near you can't but stare in horror as his body

shifts with every movement. His limbs elongate in a most

unnatural way, like long vines protruding from his body. Two

large, bat-like wings emerge from his back, as he starts

fluctuating. But the worst part are his eyes.

You don't notice it at first, but soon enough they start

accruing a yellow hue. The more you stare into them, the

larger, rounder, bigger, they seem to appear. Larger, and

larger... until eventually, like an amorphous blob, they join at

the center, swallowing his nose, and then his entire face.

In few moments what human remained of Ursandel is no

more, and what stands before you is a huge, floating, stand

alone eye ball.

Ursandel stands his ground, accompanied by one of the

voidsents summoned forth from the Ritual Chamber. He's the

only Ahriman in the manor that can actually inflict Petrify on

the group, although on a single target per time. However if

the group found some gold needles in the Manor, they can be

used for curing the victims.

Enemies Amandine (Succubus BR349)

Difficulty Medium (4L4).

Objective Stop Amandine once and for all.

Rewards Stop the Ritual, access Amandine's chamber, 1

Amulet of Health (BR 150).

Once the seal unravels and the large door opens, you spot the

Manor's Lady almost immediately sitting in front of a drawer,

tending to her hair. Weirdly, and somewhat disturbingly, you

notice that the mirror she stands in front of is, in fact,

completely shattered.

She stops as soon as you step in, calmly putting her brush

aside. "It's beautiful, isn't it?" she says, without even turning.

"Did it ever happen to you? Getting lost in front of a mirror,

wondering how many marvels must have it witnessed?

Wondering, if the one facing right now, is the fairest of them

all, like the fairy tales of old?"

She slowly turns toward you. "Beauty and perfections are

absolute, won't you agree?"

Amandine starts the encounter by immediately trying to

charm one of the party members. If she succeeds, she will

immediately vanish into the Void, and reappear on her next

turn in Succubus form. Fail or success, roll initiative and start

the fight.

Amandine will try to avoid direct conflict whenever

possible, laying low in the Ethereal Plane (interpret it as the

Void) whenever she has a charmed character. If she has no

charmed target she will stay in the material plane and try to

beguile one; if she can't charm anyone, she will resort to

manual attacking.

Once Amandine is dead she will revert to her human form.

The party can inspect her body and find an Amulet of Health.

Enemies Ursandel, Amandine (Succubus BR 349)

Difficulty Deadly (4L4), Medium (6L4).

Objective Stop Amandine and her accomplice once and

for all.

Rewards Stop the Ritual, access Amandine's chamber, 1

Amulet of Health (BR 150).

In this scenario the party will face both together. The party

will find Amandine alone at first, but once everyone is inside

Ursandel will step in and close the door behind him.

During the fight, Amandine will have the same behavior as

if she were alone. As for Ursandel, he will aggressively attack

the party, but will try to petrify anyone attacking Amandine.

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Medium fiend, neutral evil

Armor Class 12 (Natural Armor)Hit Points 13 (3d4 + 6)Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA

6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)

Damage Resistances Cold, Fire, LightningCondition Immunities PetrifiedSenses Darkvision 60 ft., Passive Perception 8Languages Understands Eorzean, but can't speak.Challenge 1 (200 XP) Proficiency Bonus +2

ACTIONSACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. Hit: 14 (4d6 + 1) piercing damage.

Blizzard. The Ahriman casts the Ice Knife spell (EE1157) (DC 12 Saving Throw).

Medium fiend, neutral evil

Armor Class 13 (Natural Armor)Hit Points 91 (14d8 + 28)Speed 5ft., fly 40 ft.

STR DEX CON INT WIS CHA

6 (-2) 12 (+1) 14 (+2) 14 (+2) 7 (-2) 4 (-3)

Damage Resistances Cold, Fire, LightningCondition Immunities PetrifiedSenses Darkvision 60 ft., Passive Perception 10Languages Common Eorzean. Understands only.Challenge 2 (450 XP) Proficiency Bonus +2

ACTIONSACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,one target. Hit: 18 (6d4 + 3) piercing damage.

Blizzard. The Ahriman casts the Ice Knife spell (EE1157) (DC 12 Saving Throw).

Level 1 Petrify. The ahriman targets a humanoid itcan see within 30 feet. The target must succeed ona DC 12 Constitution saving throw or be petrifiedfor two rounds.

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Medium fiend, neutral evil

Armor Class 17 (Natural Armor)Hit Points 88 (16d8 + 16)Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA

8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Deception +9, Insight +5, Perception +5,Persuasion +9, Stealth +7

Damage Resistances Cold, Fire, Lightning, Poison;Bludgeoning, Piercing, and Slashing fromNonmagical Attacks

Condition Immunities CharmedSenses Darkvision 60 ft., Passive Perception 15Languages Abyssal, Common, Infernal, Telepathy 60 ft.Challenge 5 (1,800 XP) Proficiency Bonus +3

Telepathic Bond. The fiend ignores the range restrictionon its telepathy when communicating with a creature ithas charmed. The two don't even need to be on thesame plane of existence.

ACTIONSACTIONS

Impale. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 21 (4d8 + 3) piercing damage.

Charm. One humanoid the fiend can see within 30 feetof it must succeed on a DC 15 Wisdom saving throw orbe magically charmed for 1 day. The charmed targetobeys the fiend's verbal or telepathic commands. If thetarget suffers any harm or receives a suicidal command,it can repeat the saving throw, ending the effect on asuccess. If the target successfully saves against theeffect, or if the effect on it ends, the target is immuneto this fiend's Charm for the next 24 hours.

The fiend can have only one target charmed at a time. Ifit charms another, the effect on the previous targetends.

Lusty Kiss. The fiend kisses a creature charmed by it or awilling creature. The target must make a DC 15Constitution saving throw against this magic, taking 35(5d10 + 8) psychic damage on a failed save, or half asmuch damage on a successful one. The target's hitpoint maximum is reduced by an amount equal to thedamage taken. This reduction lasts until the targetfinishes a long rest. The target dies if this effectreduces its hit point maximum to 0.

If the target creature dies as a result of the kiss, it risesagain as Succubus/Incubus.

Etherealness. The fiend magically enters the Void fromthe Material Plane, or vice versa.

REACTIONSREACTIONS

Reflect Charm. The fiend is immune to Charm, and anyattempt to charm it will cause it to use its Charm actionback to the caster as a Reaction.

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Healing, consumable

Credit: Final Fantasy Wiki

The properties of this solid-gold needle include curing

petrification and pricking fingers.

Can be used to cure petrifaction on an affected creature. If

the victim itself owns one at the moment of being petrified, it

can use a reaction before the effect takes place to activate it.

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The date is unreadable

We just finished unpacking all of milady's belongings. From

now on Haukke Manor will be our new home. I was perplexed

at moving in such a secluded place in the forest, especially

one with such an ill reputation... But watching milady's smile

as she filled the empty shelves of the new library, often

flipping the page of a book ever so curious... I can't help but

be filled with optimism.

The date is unreadable

We have been living here for quite a while, and yet the locals

have not accepted us. Wicked rumors spread around milady,

the ones which just listening to make my blood boil... She's

always been very self aware of her own look, and like a

cautious banker guards his vault she protects her bodily

treasure by ensuring she gets the best cosmetics of all

Hydaelyn.

But this... the Gridanians will never get it.

??-??-1572 6th Astral

The red moon, Dalamud, has been growing by the day. For

all my years of service, I have never witnessed anything of the

like. I have heard news of Garlean machinations and the Grand

Company of Gridania being founded again by the Elder

Seedseer in person.

Milady is laboring to prepare an evacuation plan from

Bentbranch Meadows into our Cellars, where we will improvise

a shelter. But they'd rather hole themselves in a pile of

chocobo dung than getting anywhere close to the Manor...

??-??-1572 6th Astral

The writing is irregular, nervous

I lost her. I failed. She rushed to the settlement to evacuate

the inhabitants, as fire falls from the sky. A violent earthquake

separated us, and as the ground ruptured, I could only

helplessly see her fall down, down, down below...

06-01-0001 7th Umbral

Nophica be praised, she's alive! We found Milady Amandine

at the base of a huge tree root. She's gravely wounded, but

she's alive.

15-02-0001 7th Umbral

Her scars just won't heal. Her pristine beauty, her precious

treasure... is forever lost. The conjurers of Stillglade Fane say

the debris from Bahamut's wake have forever seeped into her

face, and will never disappear.

I can't stand idle like this. I have ordered all mirrors of the

manor to be removed, and anyone even trying to raise a shard

to be dismissed from service immediately. None shall remind

her of what she is now, and ever so sweet will be the moment

when she will be back to her former self. I will bring her back.

24-06-0003 7th Umbral

I've lost count of how many self-proclaimed healers have

stepped through this doors in these years. At best they were

powerless to help milady. At worst they just wasted our time.

07-08-0004 7th Umbral

How stupid I was. There is no cure for Amandine's affliction

in this world. So, the only solution is to search beyond it.

13-03-0005 7th Umbral

I spent the last months buried in the most pointless Mhachi

garbage scavengers could find. But I finally found what I

needed, a book once belonged to a sorceress of Mhach

nicknamed "the forever young".

I also found someone with the skills and will to perform the

ritual. We shall enact it tonight.

The rest of the pages are empty.

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The first pages are a bit redundant with respect to Ursandel's

Diary - you can skip them if you prefer.

Amandine doesn't have the habit of noting the day so the

date is missing.

The Seedseer seemed pretty eager of getting rid of this place. I

guess it doesn't really fit the spirit of the Twelveswood. Not

that I really care, there is plenty of space, both in and outside.

True to their name, it's almost as if these halls spoke to me

when I first saw them.

This accommodation truly is a blessing. Caravans from all over

Eorzean pass by the nearby settlement towards Gridania. Every

time I can ask the maids to bring me their best wares - fancy

foods, splendid jewelry, and books! Together they're like a

walking encyclopedia.

I must say, even my complexion seems somewhat

rejuvenated, if that is even possible. I can't get enough of

bathing in the milk of Vylbrand's Buffalos, they truly are the

best of the realm.

I wrote to a contact close to the Circle of Knowing. If what she

told me is true, Dalamud poses a great peril for all of Eorzea. If

all comes to worst, we need a shelter for safety. We all need.

nonononono no no no nOn O nOnOnO N ON O N O NONO

NO NO NO NO NO!

This is not happening, not to me, I can't be that... thing! I'll cast

away that dastardly reflection - Ursandel should be already on

to it.

This is not me. It's not me it's not me IT'S NOT ME!

I can't stand their gaze. They try. They fail. Then the pity digs

into their eyes. I can't stand it!

I don't need anyone. I won't see anyone. Just go away!

Today a letter arrived: there was no name attached. It might be

the solution to my... problem.

Succubi... I haven't heard their name in a long time. I think I

read on book on them, once. It should still be in the library.

Ursandel will put all himself into it, I know it.

I don't care what will happen to me. I just want myself back.

The ritual worked. I met an otherworldly being of irresistible

beauty... She didn't told me her name, so I gave her one:

Halicarnassus, like the witch of yore.

Unfortunately there was a little accident in the process, but

we won't need our little thaumaturge anymore... Halicarnassus

gave us all the means to proceed.

It worked... it just... worked! I feel more powerful then ever,

more energetic than ever, more... BEAUTIFUL, then ever. It is a

shame to let go of so many useful girls to bring me closer to

perfection, those pretty, little things... Maybe we shouldn't let

go of their bodies so easily... Maybe we could... reuse them.

I don't think I'll need any mirror again after all... I just knowhow splendid I must be: all I need is to look into everyone's

eyes.

41

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 43: Scars of the Twelveswood - GM Binder

Awarded for "curing" a succubus-charmed companion by

hitting them.

Awarded for following Rehce as a small group and dying by

the hand of Halicarnassus.

Awarded for concluding that Rehce is the real culprit.

42

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 44: Scars of the Twelveswood - GM Binder

A MurderA MurderA MurderA MurderA MurderIn TheIn TheIn TheIn TheIn TheWoodsWoodsWoodsWoodsWoods

The Seventh Umbral Calaimity has brought waste

into Eorzea. Five years have passed, but the

world has hardly come back to normal.

But even if attacks from the beast, or skirmishes

with the empire at the Ala Mhigan border are

somewhat common in the Twelveswood, a brutal

murder and disfigured body is more than enough

to unsettle the Elementals and raise the alarm.

Will your party uncover the mystery behind this

gruesome finding? Or will they be the next

victim of the Shroud's killer?

Loosely inspired to an event in the Final Fantasy

XIV story, as much as possible rooted in its deep

lore, I hope you will enjoy this investigation in

the Black Shroud.

Changelog

Initial Release.

Changed format from A4 to Letter.

Minor grammatical corrections.

Added high quality maps made with Inkarnate.

Minor corrections to the map (the grid was offset

at 0, 0).

Added an optional section for having the

players go after their Chocobos, instead of

having them granted.

Spread a lot more loot all over the place.

Added a loot table for reference.

Fixed some bad overlapping the first and second

floor maps.

Fixed formatting due to an apparent stealth

update in GMBinder's metrics.

Added some specifications regarding a

potential plot hole.

Added a section with a list of default servants

for the Manor.

Converted monetary units from GP to gil.

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