Ancient Tower Core
After transcending from the tower's basin, the party will find themselves standing in a dark cave. Being them is a gate. Its solid golden doors with various engravings do not seem to be openable in any way, even when using spells. On the other side, a narrow staircase cut out of the cave leads up. It ends in a different section of the cave. This room is also closed off by a golden gate, however, a faint line of sunlight appears to be slipping through the slit below it. When attempted, the gate opens with a strong push, allowing the party to exit the cave. Past the cave lies a vast, grass hill. It overlooks a large hilly landscape, which is not elevated as high up as the terrain the players are standing on. To the left, there is a large body of water, presumably a sea. The liquid looks identical to the mercury-like liquid down in the tower's basin. In the middle of their view stands a city raised on top of a plateau. While it is still far away, about an hour of walking, it is clear that it has been built in a Hellenistic style. Most of the city is unapproachable apart from a vineyard next to the plateau and a gate with a path leading up behind it.
The land in front of the party is called the Isle of Pan. It is an island transported into the core of the ancient tower in an attempt to save it from a disaster. It is inhibited by various creatures that reside in the domains of Pan, god of the wilds. The party will mainly encounter satyrs on the accessible part of the island. These were the inhabitants of the city. To reach other parts of the isle, the adventurers would either have to pass through a dense, misty forest where they will likely get lost and harassed by mist elementals or they could risk scaling the high peaks of the mountain range to the north. For a long time, the isle flourished, until the tower became unstable enough that the tower's arbiter was required to take emergency measures. About 300 years ago, in an attempt to stabilize the tower's core, Pelonyseus petrified about 90% of the creatures on the isle, excluding the tiniest ones. The statues still remain; something that is particularly clear when entering the city. To move on to the chapiter of the tower, the party must find a golden gate similar to the one in the cave behind them. There are three other gates around the isle. One in the city's temple, one on a nearby island of the city's coast, and one within a hidden enclave within the forest to the east. Unfortunately, the gate in the temple is shot tight as well. This is due to Eikon having used it recently to travel up the tower. It will take some time before it becomes operational again. The other two gates are accessible to the players, although they are guarded. The players will have to discover the locations of the gates and either defeat or otherwise pacify their guardians. The gates lead to the core's center, where Pelonyseus resides. He can aid the party in reaching the Ancient Tower Chapiter. As they travel through the land, the players will find a Satyr village whose inhabitants offer simple quests. Following these quests presents opportunities to locate and reach the gates. There are, however, other ways to get to the gates.
Areas
Hill Cave
A small cave that holds one of the golden gates connecting the isle to the basin and urchin of the tower. It is currently inaccessible as the party arrives on the island through this gate. The cave lies within a large hill that overlooks the city from a distance. The hill is at the northern edge of the dense hill lands on the southeastern shore of the isle. Looking around the entrance of the cave, a petrified snake and hare can be found.City
A modest Hellenistic city once inhabited by a large number of satyrs. With the petrification of the isle, many of its former residents now stand as overgrown statues in its streets. Additionally the [copper golem] There are various places that can be visited in the city, most pertaining either information about the gates, useful items, or both.City Gate
Positioned in front of a slope leading up to the city's plateau stands a large gate. Its doors are wide open with two petrified guards leaning against one of them. It appears as if they were talking while the petrification happened. A group of small statues stands a bit beyond the gate, a group of children playfully returning to the city. Just past the gate, there stands a wooden wagon with a small number of seemingly random items thrown inside it. The card seems in an odd position, standing in the middle of the road without any regard for others passing through. A dear is grazing close by, being saddled to pull the card. The card belongs to Eomis, who the party may encounter in the garden.Market
A once busy markter with multiple stalls. Now it is filled with many statues of unsuspecting satyrs. Scattered around lie multiple defective copper golems. They are physically completely intact, however, when opening their chest cavity, it becomes clear that the cores of these golems have been petrified. If the party looks for them, they can find up to 10 mythic seeds scattered around the market. Investigating what seemed to be a small fisher's stall, the player may find a small bronze totem. When pressing a button on the totem, a purple cloud of particles appears from it. When activating the totem around Talos, the guardian will allow the party to pass through the gate it's guarding without a fight. A scroll kept in the harbor may reveal this to the players.Garden
A large overgrown garden centered in the middle of the city. Behind it, to the north, stands a small cliff, an elevation in the plateau on which lies the temple. The garden contains multiple exodic plants, some with vibrant colors. The plants must have once been placed in a somewhat orderly fashion, however, there is little that resembles that fact now. In the center of the park stands a large statue of a satyr playing on a panflute taking a pose like it is dancing. As part of the statue a large two-headed snake circles around the satyr, both heads calmly staring at the man. Curiously, the vegetation seems to stay clear from the statue. There are no golems inside the garden, only the odd one in the streets around it. Inside the garden, a satyr man appears to be searching for something. This is Eomis, a salvager from the nearby satyr village. Eomis will act friendly but a bit cautious to the party. He will explain that he is in the city to search for useful items, among them mythic seeds. He will note that visitors are rare, however, an armored man has come through recently who headed towards the temple. This man was Eikon, although, Eomis does not know this. If the party gains the satyr's trust, he will invite the party to join him to his village once he has collected some more goodies. He will await the party at the city gate. Eomis is aware of the petrification but does not know any details. All he knows is that one day, many generations ago, the vast majority of all creatures on the island suddenly turned to stone. The surviving satyrs fled the city out of fear and settled the village to the east.Temple
There is a singular temple in the city. The holy place is dedicated to the god Pan, who holds authority over the island. It also contains one of the golden gates that connects the isle to the rest of the tower. The temple consists of an open interior with a few murals on the side depicting scenes of Pan's life and an altar in the back. Two openings are placed on both far sides of the back wall. Past them is a small room with two imposing doors. the doors are already partly opened, revealing a staircase leading down. The staircase leads to another room, about the same size as the temple's main room. On the other side of the room stands the golden gate, however, there are clear signs of battle leading up to the gate. The lifeless bodies of three Radiant Sentinel are scattered across the room, deep cleaves are cut into the marble stone, and a mural on the wall is almost completely destroyed. The scene was caused by Eikon, who tried to force his way through to reach the gate. If the party were to approach the gate and try to open it, they would find that it does not open up, being disabled due to Eikon forcefully passing through it. When examining the destroyed mural the players will see an artistic reconstruction of the island designed from the viewpoint of someone overlooking it from a tall mountain. The bottom part of the mural is erased. In the center stands the city, particularly the temple. From the temple, a beam rises up into the sky. Three other beams can also be seen on the mural, however, their origins cannot be derived from it. One lies just a bit to the east of the temple. It corresponds to the gate in the cave the players arrived at. The other two, one to the east and one to the west, correspond to the hidden enclave and the island respectively. Both of these beams have a faint blue glow to them, signifying they are still active. The other two beams appear gray.Forum
Given the chaotic nature of the satyr, there was not such a significant desire for a proper government or administration for the city. Regardless, a forum was constructed for public discussions and the administrative tasks that did need doing. The forum, for the most part, is an open square with a podium. The buildings surrounding the square were mostly used for scribes to create records and reports. A larger building sits at the back of the forum where the city's council had their offices. Most of the quarters in the forum have scrolls of papyrus lying about containing various reports. Most of these have rotted away over time, however. When undertaking the Dusty Scrolls quest, the records that need to be collected can be found in various places inside the forum. Two of them are in the scribe quarters, the smaller buildings of the forum. One can be found on a shelf in one of the forum's hallways. The remaining two are in the offices of the councilman. Additionally, in one of the scribe quarters, there is a scroll that has survived the test of time. It is simply a complaint about a house in the residential district. The complaint describes a stench coming from a house with bright green walls and numerous peculiar plants. A note is added to the complaint stating this is the house of a local druid. This report allows the players to connect a rumor from the village about a druid once knowing of a hidden enclave to a location in the city. This may allow them to discover the location of the hidden enclave. When carefully looking through the old office of a councilman, the players may discover a hidden button in the room's desk. Pressing it causes the mouth of a fox statue in the same room to open up, revealing a preserved scroll. This scroll details the existence of an observatory hidden among the hills down south. Its purpose is not well described, mainly limited to speculation about how it might serve as a way for Pan or someone else to keep watch over the entire island. The scroll mainly states that it was constructed by the copper golems at the request of Pan after the isle was moved to the ancient tower's core. Although it does not provide directions to the observatory, the info about the observatory's existence and approximate location should be enough for the players to find it.Bathhouse
A large, open bathhouse. The water has been entirely drained apart from a thin layer of water that has become murky with plant life. There are various smaller baths and small rooms that contain the remnants of equipment used to operate and maintain the baths, such as rotten buckets and brooms. Part of the building has crumbled, causing one wall to have collapsed into a smaller bath. The main bath, located in the middle of the building is mostly intact aside from minor damage done by vegetation. Behind is a large wall with a mural on it. The decorative carving displays two young human girls back-to-back, one standing with a spear pointed forward and one kneeling holding up a sword. Their faces are not carved with a lot of detail, suggesting that these girls do not have an identity. A plaque at the bottom of the mural reads, "Strong alone, but invisible together." The mural and text refer to the ... a creature guarding part of the Ancient Tower Chapiter. The text hints that the two sisters should be separated to be defeated. A rich blue star saphire is embedded into the mural. The players can take it out as part of the quest A Shiny Gem. When drawing close to the main bath, x water elementals will appear and attack the party. The elementals see the bathhouse as their home and will guard it against intruders.Druid's House
Amid one of the residential areas stands a small house that is significantly more overgrown than those nearby. The plants growing along the house seem exodic, clearly different from the rest of the growth that has enveloped the city. Additionally, the walls are painted a vibrant green, making the house quite noticeable. The house belonged to a druid that had been petrified alongside most of the isle's creatures. Inside, the player might find 2 mythic nuts when searching well enough. Most important, however, is a journal left by the druid that describes the existence and location of the hidden grove. It details the path to take to the grove starting at Pan's sanctuary. The journal describes the sanctuary to be a place blessed by Pan, where one truly becomes one with nature. An account by the druid notes how he loved to meditate there and practice Pan's melody. The latter comment is a hint to being able to avoid the battle with the [ancient golden serpents] by playing Pan's melody.Golden Bamboza
Hidden among the houses is a small cellar that is occupied by a curious bamboza. The bamboza's furr and mask seem to be made of gold. A red and a green gemstone are embedded into its mask as if it were eyes and the normally expressionless "mouth" is warped into a creepy smile. The bamboza doesn't speak, instead, it just sits almost motionlessly in a medium-sized room filled with coins and mythic seeds. When the players interact with the bamboza, it will grab a mythic seed and present it to the party. It gestures at the nearby coins signaling it will trade the seeds for coin. The bamboza will sell one seed for 10 gold coins.Vineyard
Just outside the city, against the walls of the plateau, lies a large vineyard. Before the petrification event, this vineyard supplied all the wine consumed by the city. Nowadays, however, there are no grapes left in the fields. Instead, it is inhabited by various blights that stalk the grounds. Despite this, the vineyard is rich in mystic seeds, being buried below the soil where once grape trees stood. Few of them have been dug up, as the place is regarded as too dangerous by salvagers. When asked about good salvaging spots, Eomis will originally deny knowing any ones in particular. His deception may be discovered by a successful Insight roll. When pressed, he will note the wealth and dangers of the vineyard.Harbor
Following the eastern path outside of the city, one will eventually run into a small, yet still siable harbor given the size of the nearby city. It contains 5 docks with 9 fishing vessels divided between them, a small shipyard, a storage hall, and an administration house. The players may use any of the fishing vessels to travel to the nearby island, however, due to there being no wind and the currents around the island, it will be difficult to reach it unless the players obtain the Wind Waker's cloth. When searching the administration shed, there players may find two useful pieces of text. One is an account of an old harbor master describing the nearby island that contains the golden gate. It does not outright state that the golden gate is located on the island, however, it notes that there is a large golem made from bronze protecting something on there. It advises any vessel to avoid the island unless someone on board carries a bronze totem. It does not go into depth about what the totem does, but it does state it is shaped like a miniature golem. The account also includes a statement about strange currents pushing away ships trying to reach the island and that there are rumors that these currents could be cleared by some kind of mechanism on the island. The second document is a log that has various non-interesting descriptions. The handful of entries, however, are clearly written in different handwriting. The last two in particular are of interest as they each state the death of a fisherman. The first seems to be a return entry noting one man had died, while the second documents a funeral voyage being held. These entries may be of importance for the Old Widow's Plea quest. Not far off the shore around the harbor, the party may dive down to find the remains of a sunken fishing boat. The boat contains the corpse of the fisherman's friend from the Old Widow's Plea quest. By casting speak to the death, the party may communicate with the deceased satyr and learn what happened to the fisherman. The fisherman's friend will tell off the final voyage he had with the fisherman, how they were lured in by sirens, and that this led to the death of the fisherman. The sirens had made their home at a cliffside to some while to the south of the isle.Village
West of the city, past a hilly plain, lies a small village inhabited by satyrs. These satyrs are the descendants of the survivors of the certification event. The village mainly relies on farming and foraging. Over the years, a number of the village's occupants also scavage the old city for useful items and equipment. Currently, Eomis is the only person doing so. The village is peaceful, its people living out their days quietly. The main items of value in the village are mythic seeds, which the villagers are able to plant and grow into crops that regrow for many cycles. As a result, the seeds have become a bonified currency in the village. They also trade them to the occasional Bamboza that visits the village. One such creature is currently running a stall in the village's center. To obtain mythic seeds, the players can pick up quests from the satyrs in the village. Some of these quests also provide useful rewards.Bamboza Merchant
At the market in the village, a bamboza merchant has set up shop. The creature sells various items for mythic seeds. If the merchant is ever robbed or threatened, it will pack up shop and head back through the misty forest. Given that the bamboza doesn't properly speak common, haggling with it is very unlikely to succeed. The bamboza sells the following items:- Spell scrolls; 1 for 7 seeds, 2 for 11 seeds. Stock: 2x Locate object, 1x Speak with the Death, 1x Blink, 1x Featherfall, 1x Suggestion
- Mana potion; 4 seeds. Stock: 2
- Armor of Fungle Spores; 32 seeds. Stock: 1
Pan's Sanctum
Within the woods, to the north of the village, lies a small forest shrine. The shrine is comprised of a small wooden archway at the opening of a clearing in the forest. Threes still cover some of the sky above, giving the sanctum an isolated feeling. An overgrown statue of Pan stands in the center of the shrine. The deity is displayed as a male satyr playing on a panfluid. There is a small altar in front of the statue with a wooden plate on it, that is commonly used for presenting coins. A few stone benches spread around in addition to a shallow pond at the back of the shrine. The pond's water is still clear, despite all the surrounding vegetation. Leaves gently fall down inside the shrine, despite there being no wind. The moment the leaves touch the ground they scatter into a collection of small, faint gold-glowing orbs. At the base of the statue, on the pedestal it is standing, lies a small golden snake. It is coiled up around one of the hooves of the statue not paying much attention to any creature wandering into the sanctum. The snake is one of the two Ancient Golden Serpents who are tasked to guard the golden gate in the hidden enclave. By placing 6 mythic seeds on the coin plate in front of the statue of Pan, a draft will begin blowing through the sanctum. This wind will pass along the flute held by the statue, causing it to play a melody. The song that is being played is Pan's Melody. It is repeated at small intervals until the players leave the sanctum or one of them learns the song. The golden snake, for its part, will slither over to the coin plate whenever the party places any seeds in it. It will look at the players expectingly until they have placed the required 6 seeds into it. When this is done, the snake will move onto the plate, resting on top of it. It will respond to hearing the melody by bringing its head up and gazing at the statue.Misty Forest
Past the village, the forest that lies to the east is slowly swallowed up by a thick fog. The woods expand well beyond this mist, however, it is of little value for anyone to travel past it. The fog does not only disorientate most that enter it, easily allowing even veteran rangers to lose their way but within it also linger many mist and fog elementals. These elementals will strike out at any who wanders the misty woods. Only the bambozaas seem to be able to safely navigate the misty area, their home lying deep within.Mine
On the outskirts of the vast hills down to the south coast, there is an old abandoned mine. Long ago, the satyrs used to dig there for metals and gemstones, but this practice has been entirely abandoned since the petrification event. The mine itself is rather small, after all, mining was never a popular undertaking for the satyrs. The party may find themselves going to the mine at the behest of one of the villagers to get a gemstone during the A Shiny Gem quest. Unless the players use something like Locate Object to directly discover a gem, they will notice a number of small geodes around the mine. Not all of these geodes contain what they are looking for. Instead, a gem hurler, salt elemental, or earth elemental might appear. Each of these creatures could show up in pairs or alone. There is a 2% chance that a geode contains an elemental gem that can be used to summon an elemental. Deep within the mine lies a hidden passageway that leads close to the observatory. If the players search the mine well enough, they may stumble upon its entrance, hidden as an illusionary wall. The wall is not simply a visual illusion, but also being solid to the touch. Due to the enchantment having been cast so long ago, the edges of the wall do not quite align anymore with the surrounding rock. Investigating the illusion reveals that the object blocking the path is a wooden door that is sealed with an arcane lock. The door can be unlocked by succeeding on a DC 19 Sleight of Hand or broken open through a DC 20 Strength check. Having opened the door, a long small mineshaft leads deep into the hill. Following the passage eventually leads to a hidden exit on the side of a hill deep within the hilly area. The exit has a clear view over the observatory lying in a nearby depression.Siren Cliffs
Large cliffs protrude from the southeastern shore of the isle. They are home to a small group of sirens who have, in the past, called many ships to their doom. As a result, near the base of the cliffs, a number of shipwrecks dot the shore. Most of the stranded there way before the isle was transported to the tower, resulting in those wracks being barely more than clumps of rotten wood, hardly recognizable as ships. As part of the Old Widow's Plea quest, the party might discover that the late fisherman has been killed by the sirens residing here after speaking to the spirit of the fisherman's friend. By looking around or using Locate Object to find the necklet the fisher was carrying, the party may find his skeletal remains in one of the sirens' nests ticked away between the cliffs. They will have to be careful, however, not to attract the attention of any of the sirens. There are between 2 to 5 sirens currently at the cliffs, although, not all of them will be bothered fighting off intruders that are plundering someone else's nest.Field of Flowers
To the north of the city lies a large field of colorful flowers. It covers as much as two shallow hills, spreading out as far as the eye can see were someone to stand in its middle. A sweet scent hangs in the air, coming from the large variety of beautiful flowers. Not all flowers in the massive field or safe though, some are poisonous or toxic. Among these is a somewhat common flower that induces extreme drowsiness. The petals of these flowers are a rich lime, with stripes of pink and yellow on them. It releases such a strong scent, that even among the many other flowers, creatures wandering through the field will be exposed to the sleep-inducing effects of the flower. The flower sought after by Dee during the Medicinal Flower quest can be found deeper within the flower field. These flowers do not grow in patches, often being spread out rather far away from each other. The players will have to search for the flower while trying not to succumb to the effects of the sleep-inducing scent. The players will need to make Constitution saving throws to remain awake. These saves become gradually harder the longer the party remains in the field. Were a player to fall asleep, one of their allies could try to wake them up. Waking up requires a successful Wisdom saving throw based on how poorly they rolled on their Consitution save. Otherwise, a player makes a Wisdom saving throw after being asleep for a bit, this save determines how long it takes them to wake up on their own. A player is asleep for any time between 3 to 8 hours. A player that is not woken up by their ally is slowly pinned down by large vines. The vines begin dragging the character off to a pit hidden in the flower field, of which there are multiple. It takes about an hour for a medium-sized creature to be dragged off like this. This time is halved for every size below medium and doubled for every size above medium. These pits are holes going down between 5 and 15 feet with a diameter between 5 and 20 feet. They are full of moving vines and strange flowers that produce a digestive liquid. The pits are covered by a dense layer of leaves and small flowers, making them hard to spot. Creatures that are inside these puts will be coated in the digestive fluids almost right away. These fluids gradually apply acid damage, dealing 1 acid damage every 15 minutes. The fluids are sticky and will have to be washed off to be removed. Players finding themselves waking up in one of the pits are tied down by vines. They can break free from the vines by succeeding a DC 12 + 1d4 Strength saving throw.Mountain Top Summit
To the north of the city lies a large mountain range. Passing through is very difficult, as the snow easily gives way to an avalanche. The party does not have a specific reason to traverse the mounts, however, were they to climb its highest peak, they will find a small structure at its summit. The structure is a stone platform with a stairway leading a bit higher up. At the end of the stairway is a shallow cave within its mits the Giant's Hero Blade. The large stone sword is trusted into the cave's ground. To pull out the sword, a creature must succeed a DC 20 Strength roll.Island
Off the eastern shores lies a small island. The island holds one of the golden gates. The gate's protector is a large bronze golem named Talos. The area where Talos slumbers is an enclave in a low mountain at the highest point of the island. The golden gate lies in a cave beyond. To access the cave, the players must open a pair of stone doors blocking it off. To open the doors, a creature must succeed on a DC 17 Strength check. There are x copper golems scattered around the enclave that can be awoken by Talos. Talos himself will wake up the moment someone gets close to the enclave. Getting to the island is not as easy as it seems. Strong currents coming from the island make it near impossible to row to it. It is possible to take one of the fishing vessels to sail to the island instead, but without any wind, this is not possible. If the players acquire the Wind Waker's Cloth they can sail to the island even without any winds though. Additionally, if a player gets to the island, there is a hidden cave that contains the source of the waves. The cave goes down to an underground lake. Within the lake is a large crystal that pulses strong magical energy. This energy is what is creating the currents. To stop the currents, a player will have to destroy the crystal.Hidden Grove
Deep within the first lies a small enclave. The enclave is hidden among the dense trees, although, it itself is one of the few places around where the trees make way, in part, for a clearing. A downward slope surrounded by broken walls leads to an underground cave that contains a golden gate. Two metal doors block the entrance of the cave. The doors are sealed by a heavy lock. The DC for picking the lock is 13, rust having made it a lot weaker over the years. To break the doors open, a character must succeed on a DC 18 Strength check. In front of the slope lies the second ancient golden serpent. Whenever the players intend to head past it or draw close to it, the snake transforms into its true, larger form. It will attack the players right away unless they play Pan's Melody. Being played the song, the serpent will provide access to the players. 3 turns into the fight, the first ancient golden serpent will join the fight, having tailed the party on their way to the hidden enclave.Observatory
Deep within the hills to the south lies an observatory. The building is sunken in between a few large hills, making it hard to spot unless someone was looking for it specifically. The building is a large dome made of taunted glass panels. Its architecture does not match any of the other constructions on the isle. There is a mote around the building. A number of stairs lead down into the mote where the entrance of the building lies. The mote has partly filled up with dirt and rocks, however, the door should still be openable. The inside of the building is mostly one giant hollow room. In the center, a platform is raised up from the point of entrance that spans most of the room. On the platform sits a large device. It appears to be a projection device that may show a map of the entire isle. The device is malfunctioning, only showing part of the isle that is accessible to the players, but nothing past the mountain range to the north or the forest to the west. The map clearly shows the location of the four golden gates on this part of the island, projecting beams of light into the sky. A number of faded lights can be seen on the glitched part of the map, suggesting the existence of other golden gates. By looking around the facility some more, the players may find an office space that appears to have been left behind in a hurry. There are a large number of scrolls and files scattered around, however, each of them is blank. Studying the files shows traces of faint golden symbols at the end of some of them, suggesting that the characters of the files were somehow erased. There is, however, one sealed letter that is still preserved. The letter is a correspondence from the goddess Demeter, congratulating Pan on the successful transfer of the isle. The note states that Demeter had sent a small gift along with it. She mentions it is a small pouch. If the players look for it, they will find the Pocuh of Demeter sitting on a table in a nearby room.Village Quests
Although it is not required to aid any of the villagers to reach any of the golden gates, by picking up small quests in the village, the players will be able to conveniently discover pieces of information or obtain rewards that could be helpful for reaching their destination.Old Widow's Plea
Jidea is and old woman in the village whose late husband used to be a fisherman. Together with a friend of his, he used to travel across the isle to the harbor close to the city and set out sail to catch fish. Unfortunately, the man passed away while on a fishing trip. His friend made it back, however, greatly injured. The friend also passed away not much longer and was given a sea burial. The widow misses her husband greatly and would like the players to collect his Pledging Necklet, a trinket akin to a wedding ring. The widow believes it is still on the man's body, requiring the party to track down where he died. The fisherman's corpse or what remains of it can be found at the siren cliffs. The easiest way to discover this would be to ask the widow about the fisherman's friend and where he was buried. The widow will state he was given a sailor's funeral near the city's harbor. This entails his body was placed on a boat with a small hole which was released into the sea causing the boat and the corpse to sink a while out. Checking the administration house at the harbor reveals a log that specifies the approximate spot where the boat sank. Finding the man's corpse allows the players to cast Speak with the Death to learn what happened to the two men and where the fisher's body may be found. A scroll of Speak with the Death can be bought from the bamboza merchant in the village. All that remains to be done then is to head to the cliffs and retrieve the necklet. This may be made easier when using the Locate Object spell, a scroll of which is also available at the bamboza merchant. Steps- Speak to the widow and learn about the fisherman's death and friend.
- Learn about the friend's burial and locate the exact spot by checking the registry at the harbor.
- Speak to the friend's spirit by casting Speak with the Death. A scroll of which can be bought from the bamboza merchant.
- Head to the siren cliffs and recover the necklet.
- Hand over the necklet to the widow
Dusty Scrolls
Among the villagers lives a cloistered satyr who barely does anything else than read books all day. The girl, Rhalia, digs through dusty tomes locked up in her house and yet somehow has a large number of mystic seeds lying around. She often buys goodies from Eomis for a hefty sum, allowing Eomis to point the party her way. If the party approaches her, she will have a special request for them. She wants to get reports tomes from the forum in the city. Particularly, she is looking for some that describe the functions of the councilman and the system behind it as well as something that provides some insight into the daily life of a scribe. These tomes can be found at the forum. The first set of documents can be found when looking through the councilman's offices, while the latter are located in the smaller chambers of the forum. There are multiple documents that satisfy Rhalia's request and as a result, the party can get a varying number of mythic seeds as a reward. There are two scrolls to be found pertaining to the council both in one of the offices and three scrolls regarding the daily life of the scribes, two of which are found in the scribe's quarters and one in the council's offices. The complaint about the druid is not of interest to Rhalia, however, the scroll detailing the existence of the observatory is beyond intriguing to her and she will gladly give 5 seeds for it. Steps- Speak to Rhalia and accept her request.
- Head to the city's forum.
- Look through the scribe quarters and councilman offices to find the documents.
- (optional) discover the complaint about the druid and document of the observatory.
- Hand over the scrolls to Rhalia.
A Shiny Gem
There live some curious types in the villages, among them a wealthy farmer who really loves jewelry. Vad runs one of the bigger farms in the village, which produces a decent amount of mythic seeds. If the players are looking for a way to collect seeds, they can speak to Vad. He would gladly exchange them for a particular gemstone, a pure peridot or a star sapphire. Either of them, he will be satisfied with, offering 10 seeds for either. The pure peridot may be found in an abandoned mine at the northern outskirts of the hilly area. The star sapphire is embedded into a mural in the city's bathhouse. Either location could be valuable to check out, as the mine contains a secret passage that leads to the observatory, while the bathhouse's mural provides a hint on how to defeat the ... Steps- Speak to Vad
- Either head to the mine or the bathhouse.
- Collect the pure peridot or star sapphire.
- (optionally) discover the passage to the observatory / note the hint from the mural.
- Return to Vad and present him the gemstone.
Medicinal Flower
The local doctor, a man named Knyk, is one of the oldest satyrs of the village. Due to his age and literacy, he is probably the player's best bet to find information on the golden gates. Although, Knyk does not know of the gates themselves, the concept does seem familiar to him, as if he has heard it somewhere before. In truth, he has, in an old book he has lying around. He would be willing to search his collection if the party helps him out. His assistant Dee needs a particular flower that grows to the north of the city in a grand flower field. She requires three flowers of this kind. Dee would get them herself, however, she is worried something might happen to her that far out from the village. The party will have to travel to the flower field to collect the flower, which is described as a vibrant pink flower with a golden but. Once the party obtains the flower and returns it, the doctor will provide them with information about the druid and hidden enclave. This will teach the players that there is a hidden enclave somewhere not too far from Pan's sanctum and that the druid used to live in the city during the petrification event and likely has writing detailing the location of the hidden grove. Steps- Speak with Knyk and Dee.
- Head to the flower field.
- Find three of the flowers described by Dee.
- Return the flower and get the information.
Fowl Catchers
As the party walks through the village, they may spot a satyr sitting on the side of the road looking particularly down in the dumps. If the party inquires, the man introduces himself as Polos, a local fowl keeper. He is a in a bit of distress because his fowls have recently escaped from their pans and ran off all the way to the fields north of the village. Polos has tried to catch them, but the beasts are too fast for him. He could use some help catching his fowls. There are a total of 12 fowls to catch. The party, if interested, can track them down to a more open, but still hilly, area to the north of the village. The Fowls are pretty evasive and will scatter when the pack is approached. Chances are that some of them will flee into the forest. This could result in the party chasing a fowl to Pan's sanctuary. When a fowl ends up here, it will act abnormally calm, allowing for a player to simply pick it up. Steps- Talk to Polos.
- Search for the pack of fowls to the north of the village.
- Catch as many fowls as possible.
- (optional) chase a fowl to Pan's sanctuary.
- 6 fowl: 4 seeds
- 8 fowls: 6 seeds
- 10 fowls: 9 seeds
- 11 fowls: 11 seeds
- 12 fowls 14 seeds
Information
The following information can be found in the world or obtained from specific people.- Eomis: An armored creature, carrying a bident, has recently been inside the city, about 2 weeks ago. It wandered around for a while before eventually heading into the temple. Eomis hasn't seen it after. This creature is Eikon.
- Any satyr: Many generations ago, an apocalyptic event occurred that turned the vast majority of creatures on the isle to stone. This is known as the petrification event.
- Any satyr: The satyr used to live in the city before the petrification event. Survivors left the city and settled a village to the west, near the forest.
- Temple mural: There are four golden gates on the accessible section of the isle, two of which are usable. The locations of the gates are shown relative to each other.
- Temple mural mended: The approximate locations of the gates are revealed as well as the observatory.
- Eomis: Jidea, the fisherman's widow, and Knyk, the local doctor, are among the oldest in the village and may be able to provide some leads regarding the golden gates.
- Eomis: Vad, the wealthy farmer, and Rhalia, the shut-in scribe, both have quite a lot of mythic seeds and often buy scavaged goods from Eomis. If the party needs a way of earning mythic seeds, they best go talk to them.
- Eomis: When pressured, Eomis will reveal that the vineyard near the city is a great place to find mythic seeds, however, there are too many monstrous plants around for Eomis to risk going there.
- Eomis: There is a beautiful gemstone embedded into a mural of the bathhouse. Eomis doesn't know exactly what kind it is, but it is a deep blue. Eomis would like to grab it sometime, but he feels conflicted about taking it.
- Jidea: There goes an old tail about a holy site on the island just off the coast from the harbor. Whatever secret it holds is guarded by some kind of giant.
- Knyk: An old druid that lived in the city around the petrification event. He had knowledge of a hidden grove within the forest somewhat close to Pan's sanctum. The druid described the grove as having a sacred gate. Knyk believes the druid had more writing, likely kept somewhere in the city.
- Harbor Ledger: The final entry notes that a funeral has been held and provides the approximate location of where the boat has been sunken.
- Harbor Documents: There is an island about 30 minutes by boat from the harbor. The island is rumored to contain a sacred sight, however, that sight is protected by a bronze giant. Additionally, strong currents make it difficult to reach the island.
- Forum Complaint: A complaint from a citizen about a vicious odor coming from a nearby house. The citizen does not know who lives there but describes the house as having green walls and being decorated with various exotic plants. A note scribbled onto the complaint by a scribe points out that the house must be of the druid.
- Forum Secret Document: A vague description is given of some kind of observatory hidden among the great hills south of the city. The function of the observatory is not given, but the author of the note believes the facility belongs to Pan and is not meant for the satyr to visit. For this reason, the existence of the observatory has been kept a secret.
- Bathhouse Mural: Two young girls are depicted back-to-back. One kneeling with a blade and one standing with a spear. The mural and the plaque below t give a hint about how to deal with the ... later on in the tower's ... The two creatures should be split up to make them easier to defeat.
- Druid's Writing: A bundle of loose pages describes the druid discovering a hidden grove within the western forest. The notes describe how the druid frequents Pan's sanctum and how much he enjoys the muziek the wind plays each time he makes an offering to Pan. One day, the druid noticed a curious bird at the sanctuary and decided to follow it. He describes how, while following the bird, he stumbled onto a peculiar site, a small grove hidden in the forest. The druid had quite some trouble finding it again, so he noted down a series of directions to reach the grove from Pan's sanctum.
- Observatory: Documents in the observatory describe how the apocalypse that befell the isle long ago and how Pan partitioned Demeter if the Olympians could interfere, given it was Poseidon's wrath that would bring the fall of the isle. A correspondence from Demeter suggests that Hera and Demeter translocated the isle to a sacred tower, which they refer to as an anchor of Aetheris. The reply ends with Demeter requesting Pan to visit sometime and that she passed him a gift as an apology for the trouble her brother caused. The gift is described to be a small pouch.
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