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Scars of the TwelveswoodScars of the TwelveswoodScars of the TwelveswoodScars of the TwelveswoodScars of the Twelveswood
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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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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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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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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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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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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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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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.
9
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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.
10
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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.
12
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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.
14
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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
15
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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
16
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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.
17
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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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19
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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.
20
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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.
21
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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.
22
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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).
23
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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.
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.
25
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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.
26
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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.
29
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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.
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.
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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.
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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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