TEXT: The Lost Tower 
  of Viondor
  by Jason Nelson
  SQG1001
  
  Lost Tower of Viondor
  2
  THE LOST TOWER OF VIONDOR
  An Adventure for Characters of Levels 7–9
  CREDITS
  Design: Jason Nelson
  Development: Richard Baker
  Editing: David Noonan
  Cover Art: Klaus Pillon
  Interior Illustrators: John Kaufmann, Justin Mayhew
  Cartography: David Noonan
  Graphic Design: Mackenzie Schubert, Corey Macourek
  Production: David Noonan
  Based on the Primeval Thule Campaign Setting by Richard Baker, David Noonan,  
  and Steve Schubert
  Lost Tower of Viondor is published by Sasquatch Game Studio. Sasquatch Game Studio LLC and Primeval Thule 
  are trademarks of Sasquatch Game Studio, LLC. All characters and the distinctive likenesses thereof are prop-
  erty of Sasquatch Game Studio LLC. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Sasquatch Game Studio LLC. © 2015 Sasquatch Game Studio, LLC.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Role-
  playing Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information 
  on the compatibility license.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Inc. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Inc. does not guarantee compatibility, and does not endorse this product.
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game 
  License version 1.0a, and are not Open Content: All trademarks, proper names, dialogue, plot, storylines, 
  locations, characters, artwork, and trade dress.
  
  A ghostly ship on the Sea of Mists, a frozen wreck 
  in the Thousand Teeth, and the long-lost legacy 
  of an arrogant archmage who stared the doom of 
  Nimoth in the face and did not blink; these are the 
  stepping stones to finding the forgotten Tower of 
  Viondor. An Atlantean wizard of unparalleled in-
  ventiveness, the legendary Viondor would not flee 
  with his kin when the glaciers approached. Hidden 
  in the far glacial rifts of Nimoth his tower remains, 
  with the wisdom of the ancients perhaps unguarded 
  after his inevitable demise. 
  INTRODUCTION
  The Tower of Viondor is one of the legend-
  ary ruins of ancient Thule. Here are found lost 
  Atlantean sorceries, alongside bleak and forbid-
  ding frozen wastelands and subtle power groups 
  striving to glean any advantage in their quest for 
  dominance. 
  Lost Tower of Viondor is a wilderness-based adven-
  ture spanning land and sea, designed for a party 
  of 8th-level characters. As the journey itself is 
  part of the adventure, allowing PCs to circumvent 
  that by way of long-distance teleportation or sim-
  ilar abilities is not recommended. The adventure 
  begins amidst the crowded seas of the Thousand 
  Teeth but brings adventurers after a long sea voy-
  age to the frozen coasts of Nimoth.
  Adversaries and Treasure: Statistics for mon-
  sters and new items presented in Lost Tower of 
  Viondor can be found in the Adversaries and 
  Treasure appendix, at the end of the adventure. 
  References to the Primeval Thule Campaign Set-
  ting are abbreviated PTCS.
  BACKGROUND
  Long considered a tavern tale in the coast-
  lands of the Sea of Mists, the Golden Ghost has been 
  sighted from time to time for well over a centu-
  ry. A Nimothan warship with ragged yellow sails 
  and shields of gold along its gunwales, it is often 
  seen as a glint on the horizon in the setting sun. 
  Those who have managed to overtake it have been 
  dismayed to see a flying ship, sailing on a clinging 
  mist many fathoms above the waves, glowing with 
  a curious light. Ships that draw too close have 
  their hulls torn apart from under them as though 
  running aground in the middle of the sea, leaving 
  only shipwrecked castaways to spread their dubi-
  ous tales. 
  The ship’s tattered ensign bears the mark of the 
  corsair Bruneval, who plundered his way across 
  the seas long ago. He was a scourge to Nimothan 
  refugees fleeing their land during the coming of 
  the great glaciers that entombed Nimoth. Many 
  tales claim that the holds of the Golden Ghost are 
  filled with the loot of Bruneval’s many victims, or 
  that maps and charts holding clues to secret cach-
  es ashore might be found on board. The lure of 
  Bruneval’s gold has drawn many to seek the ghost 
  ship, but none have brought her home. 
  Little known in modern Thule is that Brune-
  val was less a corsair than a smuggler, and his fell 
  reputation was first spread by people he refused 
  to help escape. He was branded a traitor to the 
  Nimothan people, and hundreds of deaths were 
  blamed on his refusal to carry refugees to safety 
  unless they paid exorbitant sums. Embittered by 
  the hatred of his own people, Bruneval became 
  a scavenger as well, picking over the bones of the 
  shipwrecked and frozen dead to take from them 
  treasures they no longer needed.
  During his scavenging, he encountered a 
  handful of survivors from an Atlantean colony in 
  a mountain valley not far from the coast. These 
  refugees had abandoned their former master, a 
  wizard they called Viondor, who claimed his mas-
  tery of magic could hold the glaciers at bay. When 
  his servants rebelled and refused to stay in this 
  frozen land alone, he laughed and said he had 
  already planned to replace them with magical au-
  tomata. Cast out, they straggled to the coast with 
  faint hope of rescue or escape, but faint was better 
  than none. Bruneval was intrigued by the myste-
  rious wizard and bartered passage from Nimoth 
  for detailed directions on how to get to Viondor’s 
  tower. He resolved to return some years later 
  when the mad wizard had died and he could have 
  his pick of the spoils. While his crew was igno-
  rant to his deal with the Atlanteans, he became 
  worried that the Atlanteans would tell their tale 
  to others and betrayed them, cutting their throats 
  and casting their bodies into the depths so the 
  secret would be his and his alone.
  Bruneval made good on his plans a decade lat-
  er. He anchored in the rocky bay where the Dau-
  thur River flows into the Strait of Nimora and led 
  a hand-picked crew of treasure hunters upriver. 
  They found the forgotten tower, but discovered 
  to their dismay that the automata of the Atlantean 
  wizard were very much still in operation. Bruneval 
  found strange domes of iron and glass below the 
  ground and gardens of strange flowers with gar-
  deners that seemed human but weren’t. Escaping 
  the gardeners, Bruneval pressed on into the tower 
  Lost Tower of Viondor
  3
  
  and snatched a few Atlantean relics, but he fled 
  when his instincts screamed he was being watched. 
  He and his crew raced downriver, pursued by the 
  howling winds of a gathering blizzard. 
  When they arrived back at the ship, the bay 
  froze around them. Captain Bruneval hurled 
  most of the Atlantean artifacts overboard, think-
  ing their curse had brought the storm. One of the 
  artifacts exploded, breaking their icebound ship 
  free from the bay—but the ice continued to grow 
  instead of melting away as they drifted. The crew 
  mutinied and slew Bruneval, but on casting him 
  overboard the sea itself refused to take him to her 
  bosom. Instead, it vomited him back up onto the 
  deck, deathless and accursed, to slay his faithless 
  crew. 
  Bruneval and his crew are now cursed to con-
  tinue to circle the Sea of Mists endlessly, never 
  able to reach port. They fall upon the foolish and 
  the greedy that chance across their path. The fact 
  that he still carries the secrets to finding the Tow-
  er of Viondor gnaws at Bruneval, since he knows 
  he will never enjoy the fortune or the fame of dis-
  covering the fabled location and its treasures. 
  ADVENTURE HOOKS
  The best method for introducing Bruneval’s 
  Golden Ghost depends on the player characters in 
  your campaign. If the PCs are already inclined to 
  sail the Sea of Mists, they can encounter it purely 
  by chance. Characters knowledgeable in lore 
  may recall the tale of the ship with appropriate 
  Knowledge (history) or Knowledge (local) skill 
  checks. Successfully approaching the ship and un-
  covering its mysteries reveals Bruneval’s journal, 
  along with several Atlantean artifacts that provide 
  confirmation of his tale of having found a lost 
  trove of great wealth. 
  The Priest of Droum: If the characters in your 
  campaign are not predisposed towards nautical 
  adventuring, you can have them be contacted 
  by a sponsor—Drengol Phar, a wealthy priest of 
  Tarhun from the city of Droum. Drengol Phar 
  wants to win the fame and glory of capturing the 
  Golden Ghost, and is willing to pay the PCs to hunt 
  it down for him. Drengol can provide the PCs 
  with a ship and crew based in the city of Nim, 
  along with navigational headings and observations 
  about patterns in the Golden Ghost’s appearances 
  which suggest a pattern of drift with the prevailing 
  currents in the Sea of Mists. Given their spon-
  sor’s directions, the PCs can track down the Golden 
  Ghost after 3d6 days spent at sea.
  Tales of the Icy Dead: If your party is strongly 
  disinclined towards adventuring at sea, they en-
  counter the Golden Ghost near the shore. The ice-
  berg on which it floats is lodged on a shoal near 
  the barbarian village of Mursuth in the Thousand 
  Teeth. Tales are spreading up and down the coast 
  of icy dead warriors from the sea who are terror-
  izing the lands nearby. When the PCs track down 
  the rumors to their source in Mursuth, they find 
  that the iceberg is stuck in a shallow bay a couple 
  of miles from the village, and lies only 500 yards 
  offshore. A few brave and hardy locals ventured 
  out to investigate before the PCs arrive in the 
  area, but they failed to return. The villagers beg 
  the heroes to investigate. 
  PART ONE: THE 
  GOLDEN GHOST
  The initial episode of the adventure requires nav-
  igating to the iceberg in which the Golden Ghost is 
  lodged, moving near enough to the berg to scale 
  it, and clambering up into the wreck. Once there, 
  the PCs must breach the hull and find a way 
  inside, braving the undead remains of Bruneval 
  and his crew and locating the clues that lead them 
  north to Nimoth and the Tower of Viondor. The 
  adventure assumes that the PCs have found the 
  ice-bound ship and have decided to approach it. 
  PCs possessing a ship can try to maneuver close to 
  the iceberg carrying the Golden Ghost, but are more 
  likely to approach in a small boat or by swimming 
  or magical flight.
  ICY WATERS (CR 7)
  The waters here are dark and chill, as are the mists that cling 
  to the water’s surface. The glinting shields of the longship float in 
  the mists above, but its ragged sails do not stir in the sea breezes. 
  Small ice floes bob in the churning surf and swell below the ship. 
  As you approach closer, you can see dimly through the mists a 
  hulking monolith of ice rising from the waves and bearing the 
  longship upon its frozen shoulders. The ship is lodged in the 
  upper portion of an iceberg, and is easily 50 feet above sea level.
  The Golden Ghost floats mostly encased in an ice-
  berg above, but below the waterline the iceberg’s 
  jagged and pocked surface creates treacherous 
  currents, and the unstable ice itself is prone to 
  shift and crack periodically with tortured groans. 
  Creatures within 1 mile of the iceberg are exposed 
  to cold weather, while creatures swimming in the 
  icy waters are exposed to severe cold, as described 
  in Chapter 13 of the Pathfinder Roleplaying Game Core 
  Lost Tower of Viondor
  4
  
  Rulebook. Creatures using polymorph effects to as-
  sume the form of aquatic creatures native to cold 
  waters treat this cold as one category less severe.  
  Approaching the Iceberg: The churning surf 
  around the iceberg is considered to be rough wa-
  ter for 100 feet in all directions, requiring a DC 
  15 Swim check to navigate successfully. A creature 
  piloting a boat or ship through the this area must 
  succeed on a Profession (sailor) check against the 
  same DC to push closer. Failing the check by 4 
  or more means that the vessel makes no progress, 
  and takes 2d6 points of damage from the buffet-
  ing surf. Failing the check by 5 or more results in 
  a more serious collision with the ice, dealing 4d6 
  points of damage to the vessel and decreasing its 
  hardness by 1d4 (minimum 0) after the attack is 
  resolved. A ship damaged in this way takes a -2 
  penalty on saving throws, and a creature piloting 
  the vessel takes -2 penalty on skill checks made to 
  control the vessel. 
  Creatures: A pair of orca whales have been 
  following the iceberg as it floats southward, 
  partly from curiosity and partly because they have 
  noticed ships sometimes crash against it, pro-
  viding tasty morsels. Each round characters are 
  in the water within 120 feet of the iceberg, there 
  is a chance the orcas notice them and surface to 
  attack.
  Check once per round; there’s a 10 percent 
  chance the orcas attack if the PCs are in a boat, 
  and a 20 percent chance if they’re swimming. 
  If PCs are polymorphed into a potential prey 
  animal such as a fish or seal, the orcas are 30 
  percent likely to attack.
  If characters are in a boat, the orcas first attack 
  the boat itself in an effort to sink it and plunge 
  the passengers into the water. If attacking a hu-
  manoid creature in the water, the orcas attempt 
  combat maneuvers to drag that creature deeper 
  underwater to drown it or put it at a disadvantage 
  in combat. Each orca retreats if brought below 25 
  hit points. Aquatic combat is described in Chap-
  ter 13 of the Pathfinder Roleplaying Game Core Rulebook. 
  2 orcas (Pathfinder Roleplaying Game Bestiary page 
  88); hp 67 each
  SCALING THE 
  GHOSTBERG (CR 3+)
  When the characters reach the iceberg, read the 
  following:
  The portion of the iceberg above the water forms a roughly 
  circular, flat-topped island about 300 feet in diameter. Its sides 
  rise sheer from the water like icy cliffs 60 feet tall at the eastern 
  edge, but sloping steeply to the western edge, which is only about 
  10 feet above the water. The old longship sits on a relatively level 
  shelf near the middle of the iceberg, its bow facing to the west, 
  and its mast towering 40 feet over the iceberg’s crest. Frost-cov-
  ered corpses dressed in furs and leather lie embedded here and 
  there beneath the surface of the ice.
  PCs able to fly can circumvent the climb from 
  the waterline up to the wreck of the Golden Ghost. 
  The embedded corpses are frozen in various 
  states of decay, but all seem wracked with agony. 
  However, the presence of living creatures on the 
  iceberg begins to call them to life.
  Moving on the Iceberg: Mooring a boat to the 
  ice is challenging, requiring a DC 15 Profession 
  (sailor) check or DC 25 Survival check; on a fail-
  ure, the boat must back off 20 feet and approach 
  again.
  Climbing the ice cliff is very difficult (Climb 
  DC 30, or DC 25 for creatures able to ignore 
  penalties due to the icy surface). The steep slope 
  on the western portion of the iceberg is easier 
  to navigate, although it still requires a DC 10 
  Acrobatics check or DC 15 Climb check to move. 
  Walking on the top is easier, but because of the 
  slippery ice, the DC of Acrobatics checks (other 
  than those made simply to move) is increased by 
  10. The eastern edge is uphill from the western 
  edge.
  A handaxe or similar weapon can be used to 
  create handholds, requiring 1 minute per 5-foot 
  square and reducing the Climb DC by 10 for that 
  square. Pitons can be used for the same purpose 
  and require only 1 round per 5-foot square. 
  Combat on the Iceberg: Creatures attacking 
  from higher elevation gain a +1 bonus on attack 
  rolls. However, if they run or charge, they must 
  succeed on a DC 10 Acrobatics check or stumble 
  and be forced to stop moving 1d2 squares down-
  hill; if they fail by 5 or more they also fall prone. 
  Creatures moving uphill take no penalty on 
  attack rolls, but must expend 2 squares of move-
  Lost Tower of Viondor
  5
  BOATING AMID THE ICE
  The following boat statistics can be found in Pathfinder Roleplaying Game 
  Ultimate Combat. Rules for combat involving boats are found in the Play-
  er’s Guide for the official Pirate Adventure Path from Paizo Inc.
   Rowboat (2-4 passengers): AC 9, hp 60, hardness 5, base save , 
  speed 30 feet, acceleration 10 feet per round.
   Ship’s Boat (up to 12 passengers): AC 9, hp 120, hardness 5, base 
  save +2, speed 30 feet, acceleration 30 feet per round.
    
  
  ment to enter a square uphill from their current 
  position. 
  A creature climbing one of the vertical sides 
  or ascending the steep slope at the western edge 
  must use at least one hand to cling to the iceberg, 
  and is denied her Dexterity bonus to AC (if any). 
  A creature damaged by an attack while clinging 
  in this fashion must succeed on a Climb check 
  against the DC of the wall or slide downhill 1d4 
  squares (and be knocked prone if the check is 
  failed by 5 or more). 
  Creatures: The frozen dead are a unique type 
  of draugr that gain a climb speed rather than a 
  swim speed. They are adapted for climbing on icy 
  surfaces or even squeezing their undead bodies 
  through the ice. Every minute that living crea-
  tures spend on the iceberg, there is a 25% chance 
  that 1d4 ghostberg draugr awaken and begin glid-
  ing up out of their icy tombs and clambering after 
  the PCs. Each draugr takes 1d4 rounds to escape 
  the ice and comes to the surface 2d6 x 5 feet away 
  from the PCs. If the PCs use a fire effect, the 
  chance for draugr to appear is increased to 50% 
  during the next minute. 
  You can adjust the rate at which draugr ap-
  pear if necessary, depending on whether PCs are 
  having difficulty navigating the iceberg. While the 
  potential for overwhelming numbers of enemies 
  exists, their gradual appearance allows PCs to 
  deal with them sequentially rather than en masse. 
  Once the PCs defeat three groups of draugr, no 
  more appear from the ice.
  Ghostberg draugr (see Adversaries); hp 22 
  each
  THE GOLDEN 
  GHOST (CR VARIES)
  Hanging high above the icy waters below, the weathered 
  timbers of a great longship lie half-buried in the icy cliff. Gilded 
  shields glint tantalizingly along the ship’s rail, while its tattered, 
  half-frozen sail flaps in ragged ribbons where the fickle winds 
  scour the ship’s port quarter. A low-slung cabin sits in the ship’s 
  stern, below a tiller mounted above. 
  The legendary Golden Ghost is a longship that 
  is fused with the upper portions of the iceberg, 
  leaving it suspended 50 feet above the waterline. 
  Over half of the ship is embedded within the 
  solid mass of the iceberg, but most of its port side 
  is exposed to the open air, including the gilded 
  shields mounted along its gunwales. PCs able 
  to fly can approach it without great difficulty. A 
  flying ally can also attach a rope to the ship, al-
  lowing allies to climb the ice cliff. Lacking a flying 
  ally, PCs likely need to anchor their boat to the 
  western part of the iceberg and navigate the slopes 
  there. While all surfaces aboard the Golden Ghost 
  are icy, increasing Acrobatics and Climb DCs by 
  5, PCs can move about its deck without the need 
  to make checks each round. 
  Breaking through the Ice: If the PCs want to 
  recover the 12 gilded shields along the starboard 
  rail, or to get into the cabin, they must hack or 
  melt their way through the ice (hardness 0, hp 3 
  per inch, 180 hp per 5-foot-cube). Destroying 
  the ice is potentially dangerous, however, as it 
  can destabilize the ship. For each 5-foot cube or 
  fraction thereof that is destroyed, there is a 1% 
  chance the surrounding ice collapses and calves 
  off of the iceberg. This functions as an avalanche, 
  as described in Chapter 13 of the Pathfinder Roleplay-
  ing Game Core Rulebook, with the entire ship treated 
  as a bury zone and any squares within 10 feet of 
  Lost Tower of Viondor
  6
  
  the ship as a slide zone. Creatures buried in the 
  ice are not helpless but are carried off the berg 
  and into the water, with 5 feet of ice and wooden 
  wreckage between them and the surface (DC 25 
  Swim check to fight to the surface, or DC 15 to 
  swim horizontally beneath the ice to the nearest 
  open water; check once per round). 
  Creatures: The draugr are closer to the surface 
  of the ice in the vicinity of the Golden Ghost, and 
  1d4 draugr automatically awaken each minute 
  that PCs spend on board the ship. They take only 
  1 round to escape the ice and appear within 1d4 
  squares of the PCs. There is also a 10% chance 
  every round that Captain Bruneval awakens within 
  the captain’s cabin and emerges to face the PCs.
  Ghostberg draugr (see Adversaries); hp 22 
  each
  Treasure: The 12 gilded shields along the port 
  rail of the Golden Ghost are worth 200 gp each 
  based solely on the value of the metal; to a collec-
  tor in a major Thulean city, they can be sold as 
  a set for 3,000 gp as a set. The gilded shields on 
  the starboard rail are worth the same if recovered 
  from within the ice.
  THE CAPTAIN’S 
  CABIN (CR 10)
  Most longships are open-hulled craft, but the Golden Ghost 
  has a low aft cabin. A golden spiral is embossed on the cabin 
  door, which hangs ajar as though forced open by the encroaching 
  ice. 
  This is the lair of the accursed Captain Brune-
  val. When characters enter the cabin, add:
  Several steps lead down from the deck to this cabin, and the 
  floor is sheathed in ice. Two built-in bunks and a table are 
  attached to the bulkheads, hinged to fold up when not in use, 
  and several cabinets and shelves are built into the wall. Small 
  hangings of barbarian-worked furs decorate the cabin, alongside 
  miniature tapestries of intricate brocade and embroidered silk. 
  Two dark lanterns hang from the overhead. 
  Creatures: Have the first PC to enter the 
  cabin make a Perception check (DC 18)—Captain 
  Bruneval and two of his accursed crew are lurking 
  in the gloom, and attempt to ambush any living 
  creature that enters.
  Captain Bruneval (see Adversaries); hp 123
  2 Ghostberg draugr (see Adversaries); hp 22 
  each
  Bruneval and his minions use Stealth to gain 
  the element of surprise and unleash deadly sneak 
  attacks, seeking to drain intruders of their lives 
  and bind them to their accursed company. The 
  undead captain fights with a pair of fine Atlante-
  an shortswords.
  Treasure: The artifacts decorating the captain’s 
  cabin have been collected from ports and islands 
  in every part of Thule, and the full collection 
  could be sold for 500 gp. In addition, Brune-
  val’s extensive collection of maps and navigational 
  charts grant a +2 circumstance bonus on Knowl-
  edge (geography) checks made within the Sea of 
  Mists. A thorough search (Perception DC 25) 
  reveals a hidden strongbox built into the hull, 
  containing a collection of Nimothan scrimshaw 
  ivory worth 800 gp, as well as several sacks of 
  coinage from across Thule with a total value of 
  1,013 gp. 
  More importantly, it contains Captain Bru-
  neval’s personal journal. To protect his secrets 
  Bruneval transcribed much of his recollections 
  in a pidgin of Atlantean and assorted words and 
  phrases from other languages to form a personal 
  cipher. Interpreting his journals and learning 
  their secrets requires a total of 5 successful DC 
  20 Linguistics checks, each requiring 1d6 hours. 
  Multiple characters can work together to unravel 
  the narrative. Multiple comprehend languages 
  spells can be used to decipher his journal as well; 
  it totals 189 pages.
  Once deciphered, the journal includes maps 
  of what Bruneval called “The Dragon’s Maw,” a 
  series of sea stacks and natural arches that marked 
  the bay where the Dauthur River flows into the 
  Sea of Mists. It relates his trek upriver, includ-
  ing signs that frost giants inhabited the area 
  (though he and his crew did not meet them), 
  his encounter with the icy sentinels that guarded 
  the river approaches to the Tower of Viondor, 
  the subterranean caverns, and domes with their 
  floral gardens. This journal grants a +10 bonus 
  on Knowledge (geography) and Survival checks 
  made to locate the Dragon’s Maw and the Tower 
  of Viondor. 
  In addition to Captain Bruneval’s written ac-
  counts, the journal contains a half-dozen strange 
  dried blossoms pressed between its pages. The 
  journal makes it clear they were taken from the 
  mysterious gardens beneath Viondor. A DC 20 
  Heal, Knowledge (nature), or Profession (herb-
  alism) can identify these as herbs known to have 
  originated in Atlantis and now almost unheard 
  Lost Tower of Viondor
  7
  
  of in Thule. Each has alchemical properties when 
  brewed into a tea and steeped for at least 1 minute 
  and then drunk.
  There is also a small silken bag containing of 
  14 black-shelled ukurne nuts, which function 
  identically to goodberries but remain effective 
  indefinitely (or until eaten). The flowers can be 
  sold to a Thulean botanist or herbalist for 100 gp 
  each, the nuts for 50 gp each.
  Finally, there is a strange metallic device like a 
  flattened disk with a crystalline sphere containing 
  seven spheres of violet glass. This is an Atlantean 
  hydrostat (see Adversaries and Treasures).
  Development: If Captain Bruneval is de-
  stroyed, his curse may not be ended. A successful 
  remove curse (DC 20 caster level check) can lay 
  his spirit to rest, and he can also be destroyed 
  by taking his remains back to land and burning 
  or burying them. A DC 20 Knowledge (arcana) 
  or Knowledge (religion) check can indicate 
  this course of action to lay him to rest, as can a 
  successful divination spell or speak with dead cast 
  upon his remains. If Bruneval’s body is dumped 
  in the sea or left to drift on the iceberg, his spirit 
  reanimates his bones after 2d6 days. He returns 
  to unlife with a burning hatred for the PCs and a 
  thirst for vengeance.
  PART TWO: THE 
  COASTS OF NIMOTH
  The PCs are not obliged to follow up immedi-
  ately on Bruneval’s journal, though if they are on 
  a sponsored expedition their patron definitely 
  encourages them to seek out this trove of Atlante-
  an riches. The journey across the Sea of Mists can 
  occur at whatever pace best suits your campaign 
  style. It can be played out in detail with storms at 
  sea and random encounters, or it can be expe-
  dited in narrative form to bring the PCs closer 
  to their eventual destination. This adventure 
  functions assumes only that the PCs eventually 
  follow up on the leads in Bruneval’s journal and 
  charts and find themselves in the chill waters off 
  the coast of Nimoth, its glacial palisade a daunt-
  ing barrier running all the way down to the coast 
  in many places. After resupplying as needed, they 
  make their way along the coast to the rocky stacks 
  of the Dragon’s Maw. 
  THE DRAGON’S 
  MAW (CR 8)
  When the PCs reach the bay marked in Bruneval’s 
  journal, read the following.
  Your ship stands just outside a half-moon bay studded with 
  rows of rocky islets, almost like the broken teeth of some titanic 
  primordial sea monster. Here and there stand tall sea stacks and 
  soaring rocky arches teeming with arctic terns nesting in narrow 
  clefts and wind-blown scrub. The glacial walls of Nimoth draw 
  back from the shore in this area, and are just visible amid barren 
  mountains many miles inland. Closer at hand, at the head of the 
  bay, you can see angular basalt cliffs broken by patches of rocky 
  shingle, and the outflow of a shallow rivercourse. 
  The PCs may choose to bring their ship all the 
  way into shore and beach it there, bringing their 
  crew ashore with them, or they may keep the ship 
  out at sea while they venture under their own 
  power. They can use boats, swimming, or magi-
  cal movement to traverse the bay, or they can use 
  the Atlantean hydrostat to allow them to traverse the 
  water’s surface. The ship can safely anchor 1200 
  feet from the shoreline.
  Creatures: While Captain Bruneval named he 
  area the Dragon’s Maw for the rock formations 
  he found here, his words proved prophetic. Two 
  sea drakes have made the sea arches here their lair 
  and consider the seas around the bay their per-
  sonal hunting grounds.
  2 sea drakes (Pathfinder Roleplaying Game Bestiary 2, 
  page 88); hp 73 each
  The sea drakes prefer to attack smaller vessels—
  BRUNEVAL’S BLOSSOMS
  Blossom 
   
  Effect
  White neverwinter 
  doubles the duration of endure elements, protection from elements, or resist elements (cold only)
  Violet feverfew 
   
  grants a +5 alchemical bonus to saving throws against disease for 24 hours
  Blue star lily 
   
  adds a +10% bonus to the chance of a successful augury or divination spell
  White snowdrop  
  adds +1 to the DC of one spell with the cold descriptor cast within 1 minute
  Yellow vibrid plumeria 
  adds +2 caster level of one mind-affecting effect cast within 1 minute
  Red winerose 
   
  grants a +2 bonus on saving throws against alcohol, drugs, and poison for 24 hours
  Lost Tower of Viondor
  8
  
  if the characters arrive in a good-sized ship, the 
  monsters observe from a distance, and wait to see 
  if any potential meals take to boats small enough 
  for them to capsize. If there are multiple boats, 
  each sea drake attempts to capsize one. If there is 
  only one boat, one sea drake attempts to capsize 
  while the other bursts from the water to unleash 
  its ball lightning breath. The sea drakes use their 
  speed surge ability to dart back under the waves 
  and take cover after attacking. 
  If no one looks like they’re going to leave the 
  ship any time soon, the sea drakes grow impatient 
  and attack the ship anyway. Both drakes retreat if 
  either one is brought below 20 hit points. If the 
  drakes are pursued back to their lair (a sea cave 
  below the largest arch), they fight to the death.
  Treasure: The sea drakes’ lair contains 8 gi-
  ant walrus tusks (50 gp each) and 13 Nimothan 
  braided bracelets of gold worth 25 gp each. They 
  also collected the metallic shards and wreckage of 
  the Atlantean artifacts destroyed during Captain 
  Bruneval’s escape long ago. Though non-func-
  tional, they are worth 400 gp to a collector of 
  Atlantean goods for their materials and curiosity 
  value, though a DC 20 Appraise check is required 
  to identify their value.
  UP THE RIVER (CR 8)
  The journey from the coast to the Tower of 
  Viondor takes 5 days in clear weather, though 
  this journey may be extended if the weather turns 
  unfavorable.
  A chill wind blows down the river’s course, though the scrub 
  grass near the shore quickly gives way to windswept hillsides 
  covered in tundra, dotted with stands of small evergreens in shel-
  tered spots. The river meanders between humped-up moraine 
  boulders and pebbled banks. In places the valley is no more than 
  a hundred yards across as it passes through stony gates, though 
  it often widens to a mile or more across. Small game is relatively 
  plentiful here, taking shelter from the ice-capped hills beyond.
  Bruneval’s notes indicate that there are nu-
  merous areas of rapids along the river, so PCs 
  wishing to use boats to travel upriver must portage 
  them often around these obstacles. The terrain is 
  considered cold hills for the purpose of overland 
  movement, environmental effects and terrain, 
  and random wilderness encounters, if you choose 
  to use them. 
  On the second day upriver, the party encoun-
  ters a significant obstacle:
  You round a sharp bend in the river, and spot the bony carcass 
  of a mastodon a hundred yards ahead of you on the riverbank 
  near the foot of a cliff. Its tusks have been snapped off and its 
  skull seems to have been split by a powerful blow. Several big, 
  long-legged bears gnaw at the corpse. 
  Creatures: The bears are unfriendly and 
  become hostile if PCs approach within 60 feet, 
  attacking if they come within 30 feet. PCs able to 
  improve the bears’ attitude to indifferent or bet-
  ter using wild empathy, calm animals, or a similar 
  effect can bypass them; otherwise, they must ford 
  the river to the far bank to pass the bears safely, 
  treating it as a fast river (Swim DC 15, speed 60 
  feet). Creatures failing their Swim checks are 
  swept away downstream.
  3 short-faced bears (PTCS, page 212); hp 66 
  each
  If the characters manage to provoke the bears, 
  the animals charge. Each bear attacks a different 
  creature, attempting to drive it away—the bears 
  are protecting the kill, and quickly lose interest 
  once any intruders retreat (or fall down and stop 
  fighting back). Each bear retreats when brought 
  below 20 hit points. If attacked with an effect 
  dealing electricity, fire, or sonic damage, a bear 
  must succeed at a DC 15 Will save or retreat. 
  Development: If the PCs carefully examine 
  the ground around the slain mammoth (DC 20 
  Perception or DC 15 Survival), they discover 
  massive footprints mostly obliterated by the bears’ 
  paws but still visible to the trained eye. A DC 
  20 Survival check reveals they are the prints of a 
  Huge giant, likely standing over 20 feet tall, and 
  it seems to have departed northward, following 
  the course of the river.
  THE GIANT’S STAIR 
  (CR 10)
  One day farther along the river, the PCs’ path is 
  blocked by a sheer bluff over which the river flows 
  in a cascading veil.
  The way ahead is blocked by a steep cliff. Here the river cas-
  cades down a rocky cataract 40 feet high, throwing up billows 
  of chill mist as the veil of waters bounces between great boulders. 
  From the waterfall’s foot, you can see that river flows around a 
  heaped-up cairn of stones piled atop three massive boulders at 
  the top of the falls. 
  Bruneval’s diary indicates that he portaged 
  around these falls by a game path along the 
  valley’s eastern edge, but a quick investigation 
  reveals a massive landslide has destroyed the path 
  Lost Tower of Viondor
  9
  
  he took. A DC 20 Perception or DC 15 Knowl-
  edge (engineering) or Survival check around the 
  waterfall reveals that the rocks of the waterfall 
  are not entirely natural, having been shaped with 
  tools to form a crude staircase of great size, with 
  each tread rising 3 to 5 feet. 
  Climbing the Stairs: The swift-moving water 
  and frost-rimed rocks are difficult to traverse, re-
  quiring a DC 15 Climb check to ascend. The DC 
  for Acrobatics and Climb checks on or around 
  the waterfall is increased by 5 for creatures unable 
  to ignore icy conditions. Creatures climbing the 
  stairs are denied their Dexterity bonus to AC, 
  cannot use shields, and if they take damage must 
  succeed on a Climb check or be knocked 1d3 x 5 
  feet down the staircase. A creature that does not 
  move on its turn must make a DC 5 (or DC 10; 
  see above) Acrobatics check to maintain its foot-
  ing. A creature that does so can use both hands, 
  including a shield, and is not denied its Dexterity 
  bonus to AC.
  Creatures: The falls are the home of Verrga, a 
  frost giant of immense size, and his winter wolf 
  ally, Maugg. Maugg keeps watch over the waterfall 
  and the valley below, always looking for prey he 
  and Verrga can take down and devour. He lurks 
  along the frosted hillside above the falls. Allow 
  PCs that take a moment to look around to at-
  tempt a Perception check (DC 30) to spot Maugg 
  from ground level around the base of the falls, or 
  DC 25 from the top of the falls. 
  If Maugg spots PCs approaching (Perception 
  +12), he informs Verrga of their approach. The 
  giant arrives at the top of the falls 1d4 rounds 
  later.
  Verrga, Huge frost giant (see Adversaries); hp 
  161
  Maugg, winter wolf (Pathfinder Roleplaying Game 
  Bestiary, page 281); hp 57
  Verrga hurls boulders down at creatures along 
  the waterfall or the cliff, trying to knock them 
  back down the falls. After his first attack, he bel-
  lows out in brutish Common that if one of their 
  number volunteers to be his dinner he will let the 
  rest flee back downriver; if they wish to proceed 
  upriver, he requires two of their number, as pay-
  ment in advance for their return journey. 
  If enemies are highly skilled at ranged combat 
  in return, he takes cover and tries to approach 
  within melee range. He uses Cleave with his 
  greatsword if opponents are adjacent, and uses his 
  Bull Rush Strike to knock creatures off the cliff to 
  plunge down the waterfall. Verga doesn’t need to 
  make Climb checks to descend the stairs, but they 
  are difficult terrain for him.
  Maugg follows Verrga down the stairs. He flanks 
  opponents threatened by Verrga and uses his icy 
  breath weapon around Verrga with impunity, 
  given his immunity to cold. If Maugg successfully 
  trips an opponent, he focuses his attack on that 
  creature to finish it off. 
  Verrga retreats if reduced below 50 hit points, 
  climbing back up the stairs and then fleeing up 
  the hillside beyond to the snowfields rimming 
  the upper reaches of the river valley. Maugg flees 
  if Verrga retreats, if he is brought below 10 hit 
  points, or if he takes more than 30 points of fire 
  damage.
  Treasure: Verrga has a large polished lump of 
  amber (5 pounds, worth 500 gp), a small bucket 
  of gold pebbles and dust (7 pounds, worth 350 
  gp), and 8 huge mastodon tusks (40 pounds each, 
  worth 400 gp each) arranged on top of a flat slab 
  of rock in his lodge. 
  Development: At the top of the falls, Verrga 
  has constructed a crude stockade of rough-hewn 
  logs and bones, with a one-room lodge of logs 
  surmounted by a pitched roof of massive cedar 
  planks and shakes. The stockade is strewn with 
  bones and slabs of half-frozen meat and poorly 
  tanned hides. Enormous woodworking tools are 
  strewn around carelessly, along with several bar-
  rels of reeking giant-brewed beer. 
  The higher hillsides above the river valley are 
  covered with ice and snow. From the crests of the 
  hills, the great glaciers and ice-covered moun-
  tains of Nimoth sprawl as far as the eye can see. 
  THE VALE OF ICE 
  AND STEAM (CR 8)
  The Dauthur River continues above the Giant’s 
  Stair for another twenty miles or so—a little more 
  than two days’ travel given the rocky terrain and 
  difficult going. 
  As the river valley ascends into the interior of Nimoth, the 
  snowfields which once dusted the shoulders of the hillsides slowly 
  creep lower and lower until they reach the valley floor. Dark 
  peaks streaked with snowfields and hanging walls of ice loom 
  close by, peeking over the hills on either side of the Dauthur’s 
  valley. The vegetation that was plentiful in the lower valley 
  has dwindled to dwarf pines, lichen, and clumps of scrub grass 
  clinging to crevices in the rock. Crusted snow lingers in every 
  shadowed eave, and the backwaters of the river are now iced 
  Lost Tower of Viondor
  10
  
  over in places. Even amid the rapids a rime of ice lingers.  
       Ahead of you, the river passes through a narrow canyon 
  between 100-foot cliffs. The canyon is only about 30 feet wide 
  at its floor, and the river fills it with a swift, strong stream. 
  According to Bruneval’s landmarks, the PCs are 
  now quite close to the Tower of Viondor. First, 
  they must get past the canyon. They can either 
  climb to the top of the 100-foot cliffs, walk along 
  the top for a quarter-mile, and then climb down 
  on the far side, or they can push up the river 
  from below. If they still have any of their boats, 
  they can row through the canyon (requiring three 
  DC 15 Profession (sailor) checks, with failed 
  checks damaging the boat as in the Icy Waters sec-
  tion above. If they still have the Atlantean hydrostat, 
  they can also use that to traverse the chill waters, 
  taking 3 minutes.
  On the far side of the canyon, the PCs get their 
  first glimpse of the Tower. 
  Beyond the canyon lies a small, steep-sided vale. To the west, 
  the Drauthur descends down from a great snowfield on the flanks 
  of a mountain—this is the source of the river. To your east, on 
  the shoulder of the mountain, stands a battered stone tower of 
  ancient workmanship, proud and lonely amid the snows. Directly 
  ahead of you on the valley floor lie the snowy ruins of several 
  stone buildings, clustered around a large cave mouth in the wall 
  of the vale underneath the looming tower. Wisps of steam escape 
  from the cave.
  The old buildings were formerly dormitories 
  and workshops for Viondor’s living servants. They 
  were abandoned long ago, and heavy snows have 
  collapsed their roofs, leaving them as rubble-and 
  snow-filled shells. The cave mouth is described 
  at length in Bruneval’s journal (he calls it “the 
  Steaming Cave,” and writes that it leads to passag-
  es and chambers beneath the tower).
  Creature: The vale is home to a particularly 
  wicked and foul-tempered chimera, Nhiol the 
  Old. The creature was drawn to the warmth of the 
  Steaming Cave and makes its lair in one of the 
  ruined buildings nearby. Large game is becoming 
  hard to find in the upper reaches of the Dauthur 
  valley, and as a consequence Nhiol is very hun-
  gry. The creature is well-hidden in the ruins; 
  it automatically notices any intruders openly 
  approaching the entrance to the Steaming Cave, 
  and attacks with a sudden rush from its place of 
  concealment. Allow the PCs Perception checks 
  (DC 20); any character that fails is surprised.
  Lost Tower of Viondor
  11
  
  Nhiol the Old, advanced chimera (see Ad-
  versaries); hp 103
  Nhiol attempts to pick off an isolated charac-
  ter, overwhelming him or her with a sudden at-
  tack. It makes good use of its flight, withdrawing 
  from combat to let its breath weapon recharge 
  and repositioning to swoop down on characters 
  who have become separated from their friends 
  in the course of the fighting. The chimera is 
  very hungry, but it is sly—when reduced to 40 
  hit points it makes a show of retreating in anger, 
  flying off only to return once it observes the 
  party enter the Steaming Cave. It then returns 
  to its lair and prepares to ambush the PCs when 
  they exit the Steaming Cave later.
  PART THREE: 
  THE TOWER OF 
  VIONDOR
  Once the PCs enter the cave mouth, they are 
  entering the bowels of the Tower of Viondor. 
  He intended for it to be a permanent paradise 
  where he and his chosen retainers could endure 
  as long as they wished amidst the glacial ad-
  vance of Nimoth. However, most of Viondor’s 
  retainers abandoned him. Some were picked up 
  by Bruneval on the coast, while others slipped 
  away and struck out for cities such as Akal-Amo 
  or Orech. One of the latter bands attracted the 
  attention of Shilpatel, a cunning rakshasa. She 
  uncovered their secrets by persuasion and divi-
  nation, and when she had learned all she needed 
  to know, she and her honor guard Lakshmire-
  da slaughtered them and stole their identities. 
  Then the rakshasas returned to Viondor, where 
  they plied with old wizard with false devotion 
  and gifts.
  Delighted that some of his own had returned 
  to him when the other Atlanteans had already 
  fled, Viondor welcomed Shilpatel and Laksh-
  mireda. Shilpatel spent months doting upon 
  Viondor and inveigling herself into his confi-
  dence (and his bed). When she had mastered 
  his secrets, she slew Viondor and took his place. 
  Having learned his pass phrases, she found it 
  easy to take control of the constructs made by 
  Viondor, who accepted her as their true mas-
  ter. Shilpatel has passed the years since comb-
  ing through Viondor’s libraries and schooling 
  herself in the ancient arts of Atlantis, experi-
  menting with Viondor’s magical machines for 
  construct creation, and meditating upon the 
  glory she will earn from her rakshasa kin when she 
  one day returns with an army of automatons at 
  her back.
  Characters following in Bruneval’s footsteps 
  first enter the tower through the Drainage Pipe 
  (area 1). However, there is also a ground-level 
  entrance from the mountainside in area 9. The 
  entrance is not visible from the Vale of Ice and 
  Steam below. To get to the tower exterior from 
  the valley below, the party must climb 400 feet up 
  a steep, icy mountainside (average Climb DC 20) 
  before reaching the level ledge on which the tower 
  proper stands.  
  1. THE DRAINAGE 
  PIPE (CR 8)
  The cave plunges more than 100 feet into the side of the crag. 
  A small rivulet of hot water trickles down the passage from the 
  interior. About halfway along its length, the passage transitions 
  from a natural fissure to a large, circular tunnel 15 feet in 
  diameter bored out of the rock. At the end of the tunnel, you find 
  a mass of iron pipes and valves, dripping with scalding water. 
  In the middle of the pipes sits a 6-foot-tall round metal hatch 
  with a round hand-wheel in its center. The hatch evidently leads 
  deeper into the mountain, but it isn’t clear what the purpose of 
  the pipes around it might be. There is also a rough, human-sized 
  figure carved from ice that stands in front of the piping and the 
  hatch. It regards you in silence.
  The piping and the hatch are part of an appa-
  ratus designed to regulate the inflow and outflow 
  of water from the Summer Cavern, further inside 
  the mountain. Minor leaks from the aged pipes 
  feed the rivulet of warm water that flows out of 
  the passage and creates the steam clouds visible 
  outside. 
  Creatures: The creature made from ice is a 
  single ice golem that stands guard over the appa-
  ratus, but it takes no action unless intruders dam-
  age the drainage system controls or try to force 
  the hatch. It defends itself if attacked (including 
  being “attacked” by being caught in the effect of 
  a failed attempt to operate the mechanism; see 
  below).
  Ice golem (Pathfinder Roleplaying Game Bestiary, page 
  161); hp 53
  The Hatch: The hatch is locked by the drainage 
  apparatus; the drain passage beyond is filled with 
  hot water. When the water is drained from the 
  passage by proper operation of the apparatus, the 
  Lost Tower of Viondor
  12
  
  hatch can be opened, revealing a 6-foot diameter 
  pipe that leads 200 feet to the Summer Cavern 
  (area 2).
  The hatch can be forced or pried open with 
  crowbars (or similar tools) and a successful DC 
  23 Strength check, or destroyed (hardness 10, 
  100 hit points). The ice golem immediately at-
  tacks anyone trying to force the hatch or damage 
  it. If the hatch is forced open or destroyed with-
  out first operating the mechanism (see below), 
  a great flood of hot water bursts out as the drain 
  passage beyond suddenly empties into this area.
  Hazards: The drain apparatus regulates and re-
  covers heat and water from the interior. Operated 
  properly, the apparatus flushes the pipes and opens 
  the access hatch, allowing creatures to walk through 
  the drain pipe into the Summer Cavern. Oper-
  ating the apparatus requires a DC 15 Knowledge 
  (engineering) or DC 20 Disable Device check. 
  Whether the check succeeds or fails, read:
  The pipes creak and rumble. You hear the sound of rushing 
  water somewhere behind the wall, and several small jets of steam 
  burst from valves hidden in the pipework. 
  If the check fails by 5 or more, the drainage ap-
  paratus blasts out dangerous jets of hot water (see 
  the trap description below). 
  To complete the flush cycle and open the hatch, 
  the operator must succeed on two consecutive 
  skill checks within the next 10 rounds, checking 
  once per round. If a skill check is failed by 5 or 
  more, or if two consecutive checks are failed, the 
  trap is activated, and the system then resets. If the 
  operator gets to ten rounds without solving the 
  apparatus or triggering it, the system resets, and 
  the characters will have to start over. 
  Once the apparatus has been successfully oper-
  ated, the hatch can be opened simply by operating 
  the handwheel (no skill check needed). 
  Development: Once the apparatus is flushed 
  and the hatch opened, PCs can enter the 6-foot-
  Summer Cavern
  30 ft.
  Steaming
  Cave
  waterfall
  trap door
  2
  3
  4
  5
  1
  Canyon of 
  Winter’s Kiss
  Lost Tower of Viondor
  13
  
  wide metallic pipe behind it. The pipe runs 200 
  feet into the Summer Cavern. The interior end 
  of the pipe is closed by a sluice gate that holds 
  back the water in the lake in the Summer Cavern, 
  but there is a metal ladder near the end that leads 
  to a hatch in the ceiling of the pipe. This hatch 
  opens in the floor of area 2, near the east shore 
  of the lake.
  2. THE SUMMER 
  CAVERN (CR 6)
  The air of this cavern is redolent with the scent of flowers and 
  filled with a clinging humidity and warmth that seeps into your 
  very bones. A strange machine of metal and glass dominates the 
  chamber, rising from a placid lake in the middle of the cavern 
  to the ceiling. It sheds a comforting golden radiance. The walls 
  are covered with hanging mosses and shelved terraces teeming 
  with trailing vines heavy with blossom and berry. A mani-
  cured orchard surrounds the lake, while at the north end of the 
  chamber, a tinkling waterfall cascades down the cavern wall. On 
  the cavern’s west side, a large ledge supports a series of glass and 
  metal domes and chambered mounds. 
  The Summer Cavern was created by Viondor as 
  a self-contained ecosystem, watered with melted 
  ice and infused with Atlantean tinctures to help 
  fertilize and maintain the environment. It is 
  cared for by a staff of wax golems that roam the 
  cavern, pruning and tending as needed. A terrace 
  surrounds the lower cavern at a height of approx-
  imately 20 feet, and it can be reached by climbing 
  the greenery (DC 10 Climb check) or by finding 
  the camouflaged staircases (DC 15 Perception 
  check). 
  The wax golems are sentient and appear to be 
  Atlantean humans (see the sidebar). They speak 
  High Atlantean and are initially unfriendly, but if 
  made friendly they can answer general questions 
  about the Summer Cavern and their master, the 
  great wizard Viondor. He lives high in the tower 
  above but visits the Summer Cavern when he is 
  not busy with his studies or to tend the Solarion 
  at area 3. They “live” in the lower levels of the 
  tower when not tending the gardens.
  Creatures: At the moment, there are three wax 
  servants in the Summer Cavern. These servants 
  are gardeners, and have the Profession (herbalist) 
  skill. They are spread out in the lower gardens, 
  working independently.
  3 wax servants (see Adversaries); hp 47 each
  If a wax servant is attacked, it shouts for help. 
  One of the others rushes to aid it against intrud-
  ers, while the remaining wax servant heads for 
  area 4 to get help from the wax servants there. It 
  returns in six rounds with four additional wax 
  servants from that area. Each wax golem fights 
  until destroyed.
  3. THE SOLARION
  A massive column of stone and steel stands in the center of the 
  cavern. It is embedded with long panes of glowing amber crystal 
  that emit a warm, golden radiance. A balcony surrounds the 
  column’s base about 20 feet above the level of the lake and lower 
  gardens. A footbridge leads from the eastern terrace to the balco-
  ny by the golden column. The balcony also leads to the terrace on 
  the western side of the cavern. 
  The Solarion was devised by Viondor to simu-
  late the cycles of day and night for the benefit of 
  the plants here. It is powered by eldritch energy 
  drawn from convergent lines power in the earth. 
  This energy also charges an arcane forge that 
  manufactures a new wax golem every 1d6 years, 
  distilling the wax delivered from the hives in area 
  4 and incubating them within a chamber hidden 
  within the massive column.
  Characters who closely examine the device 
  discover the funnel opening for pouring in wax 
  with a successful DC 15 Perception check; the 
  funnel has beeswax drippings. The manufacturing 
  chambers are accessed by secret doors (Perception 
  DC 25) located on the column’s south, east, and 
  north sides; the south chamber holds a half-com-
  plete wax golem that won’t be finished for many 
  months.
  Shilpatel has learned the means of maintaining 
  the device, but has thus far been unsuccessful in 
  Lost Tower of Viondor
  14
  DRAINAGE APPRATUS TRAP 
  (CR 7)
  XP 3,200
  Type mechanical; Perception DC 10; Disable Device DC 20
  Effects
  Trigger location; Duration 3 rounds; Reset 10 rounds
  Effect jets of scalding water (2d6 fire damage, DC 20 Reflex save 
  for half damage; creatures failing their save are knocked prone and 
  pushed 1d4 x 5 feet away from the apparatus); multiple targets (all 
  targets in the corridor within 30 feet)
  Alternate Effect (forced hatch) flood of scalding water (6d6 fire 
  damage, DC 20 Fortitude save for half damage; creatures failing their 
  save are knocked prone and washed 2d10 x 5 feet away from the 
  apparatus, sustaining an additional 2d10 bludgeoning damage); multi-
  ple targets (all targets in the corridor within 100 feet)
  
  duplicating its effects with other types of golems. 
  The Solarion once possessed three incubating 
  manufactories, but she has damaged two of them 
  beyond her ability to repair in the course of her 
  experiments with golem creation. She has left the 
  third manufactory undisturbed while she contin-
  ues her research. 
  Development: PCs wishing to manipulate 
  the controls of the Solarion can cause it to shift 
  from simulated cool dawn to midday heat, eve-
  ning cool, multicolored sunset, pale starlight or 
  moonlight, or even total darkness with a DC 20 
  Use Magic Device check. The device can be effec-
  tively destroyed by smashing the amber panels; 
  there are six of them (hardness 5, 30 hp).
  4. THE CRYSTAL 
  DOMES (CR 6 EACH)
  Four large domes made from transparent crystal panes set in 
  iron frames stand on the ledge at the western edge of the cavern. 
  Inside the domes, you can see row after row of hanging plants, 
  along with a cluster of large beehives in the center of each dome. 
  The air on this high ledge hums with the buzzing of insects; the 
  air is thick with pollen and the heady bouquet of thousands of 
  flowers.
  These domes contain Atlantean hanging gar-
  dens, fed by misting water channels and focus-
  ing the light of the Solarion to best nourish the 
  plants within. This upper shelf teems with polli-
  nating insects; while these bees fly throughout the 
  orchards below and the gardens that cover nearly 
  every surface of the cavern, they are most con-
  centrated around the growing domes and hives in 
  this area.
  Creatures: Each dome is tended by a wax ser-
  vant and a pair of giant bee harvesters. These bees 
  carry baskets of produce to the secret door at area 
  5. They periodically harvest wax from the endless 
  hives and deposit it in the manufactory embed-
  ded in the Solarion (area 3). If the wax servant 
  or drone harvesters are attacked, the thousands 
  of ordinary bees inside the dome react violently, 
  forming into an angry swarm that attacks all crea-
  tures other than the golem and the giant bees and 
  pursuing those creatures throughout the Summer 
  Cavern until destroyed. The drone harvesters 
  likewise fight until slain.
  Wax servant (see Adversaries); hp 47
  2 giant bees (Pathfinder Roleplaying Game Bestiary 2, 
  page 43); hp 16 each
  Bee swarm (equivalent to wasp swarm, Pathfinder 
  Roleplaying Game Bestiary, page 275); hp 31
  If the wax servants in the domes were sum-
  moned to help defend area 2, then any that the 
  PCs encountered there are not present here.
  5. THE SPIRAL 
  RAMP (CR 5+)
  The entrance to the tower itself is hidden be-
  hind a secret door located at the northern end 
  of the terrace. Finding the secret door requires a 
  successful DC 20 Perception check, although PCs 
  can learn about the entrance by questioning wax 
  servants in areas 2 or 4, or observing the cavern 
  for a little while—new wax servants from the upper 
  levels eventually come down to the Summer Cav-
  ern to attend their duties here, and pass through 
  the door.
  When the PCs discover the secret door, read:
  Lost Tower of Viondor
  15
  PEOPLE OR CONSTRUCTS?
  The wax servants in the Tower are very good likenesses of living 
  humans, and in fact are sentient and believe themselves to be real 
  people. Allow characters interacting with the wax servants to attempt 
  a Perception check (DC 27) to recognize that they are artificial. (The 
  skin has a very slight sheen, the eyes don’t blink, and movement is not 
  quite natural.) Likewise, the wax servants think they have free will, but 
  they are actually programmed to act like people who do. A character 
  who tries to decipher their behavior may attempt an Sense Motive 
  check (DC 20) to recognize that the “people” he is interacting with are 
  under some strange form of compulsion that makes them act as they 
  do.
   
  Because they think they’re real, the constructs see themselves as 
  loyal servants to Viondor. They think they are Atlanteans who benefit 
  from “immortality magic” that keeps them perpetually young. They 
  regard strangers as potential thieves or vandals, and challenge the PCs 
  on first meeting. Initially the servants demand that the party leave, 
  and seek to detain them if the party refuses. Because they are pro-
  grammed to defend the Tower, the servants attack without regard to 
  their own safety if the PCs ignore them. However, clever PCs may be 
  able to persuade the servants that they are messengers or allies, and 
  win their friendship. 
   
  In combat, the wax servants are tougher and more resilient than 
  ordinary people would be. Allow the PCs another Perception check 
  (DC 22) to identify the wax servants as artificial when any servant 
  they are fighting is reduced to half hit points or shrugs off a critical 
  hit. If a servant is destroyed, it is clear to anyone nearby that it is a 
  construct, not a living creature. Any wax servant that is within 30 feet 
  of another wax servant that is destroyed (revealing it to be not be 
  human at all) becomes shaken for 1d4 rounds. It thinks that someone 
  it has known for all its life has just been revealed to be a machine, not 
  realizing that it is too.
  
  The secret passage opens into the bottom of an open well-like 
  space, 50 feet across and perhaps 200 feet high. A 10-foot-
  wide ramp spirals up around the wall of the chamber. A warm 
  updraft from hidden vents carries the verdant smells of the 
  garden cavern into this chamber, and a large golden globe hang-
  ing at the apex of the chamber fills the space with warm light. 
  The ramp passes a dozen or so doors as it spirals upwards, and 
  eventually ends at a door just below the ceiling.
  This portion of the Tower is a subterranean 
  chamber carved from the mountain between the 
  Summer Cavern (area 2) and the basement level 
  of the Tower proper (area 6).
  Doors: The doors leading off the shaft are not 
  locked. Each leads a storeroom or workroom 
  about 20 feet by 20 feet. These chambers are 
  “living” quarters for the wax golems that inhab-
  it the tower, and each holds two sleeping mats, 
  along with small looms, worktables, or other 
  crafting tools.
  Upper Door: The door at the top of the ramp 
  leads into a plain stone passage 10 feet wide, illu-
  minated by small paraffin lamps in wall sconces. 
  The passage ascends two more spirals, and climbs 
  up through an open arch that leads to the floor of 
  area 6. 
  Creatures: The 3rd, 5th, and 10th doors from 
  the bottom lead to rooms where wax servants are 
  currently “resting” or working quietly at crafts 
  such as weaving or woodwork. 
  2 wax servants (see Adversaries); hp 47 each
  Wax servants interrupted in their quarters 
  object to their rest or activity being disturbed and 
  demand (in High Atlantean) that the intruders 
  leave. If the PCs answer in any language other 
  than High Atlantean, the wax golems shout an 
  alarm. There is a 25% chance that the occupants 
  of one of the other two occupied rooms in this 
  area hear the call for help and respond.
  Lost Tower of Viondor
  16
  Tower of Viondor
  5 ft.
  ramp
  up
  5
  up to 6
  6
  down
  to 5
  walkway spirals twice 
  between 5 and 6
  spiral stair down
  7
  7
  stained glass
  9
  9
  8
  9
  10
  7
  11
  S
  12
  door to ext.
  doors along ramp 
  lead to storage 
  and workshops
  
  6. TOWER 
  BASEMENT (CR 9 
  OR 11)
  The passage at top of the spiral ramp chamber 
  (area 5) leads to the basement level of the Tower.
  This large round chamber is filled with uncountable fragments 
  of junk and wreckage. Some look like the remnants of alien 
  devices of unfathomable complexity, while others seem like the 
  rusted debris of any salvage yard, cobbled into crude mechanisms 
  and tools. A 10-foot wide metallic catwalk runs around the cir-
  cumference of the room 20 feet above the floor level; the catwalk 
  is piled with yet more junk. 
       On the south side of the room, a spiral staircase of metal leads 
  from the chamber floor to the catwalk level. At the north end of 
  the room, part of the catwalk is connected by gears and chains 
  to rails that go up to the ceiling, where a 10-foot wide panel 
  sits in a shallow recess. There is also a stone doorway below the 
  catwalk, leading to a ramp that spirals down. 
       A handful of aproned workers roam through the piles, 
  gleaning and sorting through components and pursuing various 
  projects.
  The components here are the shattered rem-
  nants of dozens of abortive golem creation 
  projects by Shilpatel, though they were not wholly 
  ineffective. In addition to the wax servants that 
  are in sight, there is a hidden threat in the piles 
  of junk. After so many cycles of creation and 
  destruction, the loose components have gained a 
  sort of residual animus, allowing them to an-
  imate as an unusually large junk golem. Allow 
  any character taking a careful look at the junk to 
  attempt a Perception check (DC 15); on a success, 
  the character realizes that one of the piles forms a 
  creature that is currently quiescent.
  Creatures: Four wax servants are working in 
  this area—three on the floor, and one on the cat-
  walk. When PCs enter this chamber, the wax ser-
  vants are unfriendly. They attempt to chivvy the 
  party out of the room and back the way they came, 
  telling them in High Atlantean that “No visitors 
  are allowed to see the great works! You must wait 
  until you are summoned!” If made friendly or 
  helpful and convinced that the PCs have been 
  summoned by the Maker, the great Viondor, the 
  wax servants escort the party to the lift (area 7). 
  One wax servant accompanies the party, operating 
  the lift and taking them up to area 11.
  If PCs attack any of the wax servants, or if they 
  attempt to ascend the stairs or otherwise continue 
  up the tower without convincing the wax servants 
  that they have been summoned, the golems attack. 
  In addition, the junk golem animates and attacks 
  as well.
  4 wax servants (see Adversaries); hp 47 each
  Giant junk golem (see Adversaries); hp 52
  Against a single opponent, the junk golem 
  typically fights in its solid form. Against groups of 
  opponents or flying opponents, it shifts into its 
  swarm form.
  If a fight breaks out on the floor, the wax ser-
  vant on the catwalk hurries to the lift. It activates 
  the platform, which takes 3 rounds to ascend to 
  area 11. The alchemical golem there gets on the 
  lift, and the two golems ride the lift back down to 
  this level, returning at the end of round 7; they 
  can act normally on their turns in round 8. The 
  alchemical golem remains on the catwalk level and 
  begins hurling bombs from this vantage.
  Alchemical golem (Pathfinder Roleplaying Game 
  Bestiary 2, page 135); hp 96
  Treasure: Each minute spent sifting through 
  the junk in this room allows a character to make 
  an Appraise check. The result of the check in-
  dicates the gp value of salvageable materials the 
  character finds. Such materials have a weight of 
  1 pound per 10 gp value. A DC 30 or greater 
  Appraise check finds an unusually valuable item 
  worth 3d6 gp times the result of the character’s 
  check, weighing only 1 pound per 100 gp value. 
  PCs can salvage a maximum of 5,000 gp worth of 
  goods from the junk in this chamber.
  7. THE LIFT
  A 10-foot wide metal catwalk circles a large, junk-filled 
  room 20 feet below. More piles of junk are strewn around the 
  catwalk. However, a 10-foot by 10-foot section of the catwalk 
  on the northern side of the room appears to be free of any debris. 
  It is attached by gears and chains to a pair of rails that run 15 
  feet up to the ceiling, where there is a recessed panel about the 
  same size as the catwalk section. A mechanism of gears and han-
  dles stands on the side of the catwalk section by the rails.
  The 10-foot section of the catwalk is a me-
  chanical elevator. It ascends to area 8, and above 
  that area 11 (the top). The recessed panel in the 
  ceiling divides this area from the floor of area 8; 
  it slides aside when the lift comes within 10 feet 
  from below, and closes again when the lift rises 
  above it.
  The lift is cleverly counterweighted by hidden 
  Lost Tower of Viondor
  17
  
  weights. To move it up or down, all that an oper-
  ator need do is crank one of the handles mounted 
  on the platform—clockwise lowers the platform, 
  counterclockwise raises it. (The crank does not 
  turn clockwise when the platform is sitting at 
  the catwalk level, since that is its lowest point.) 
  As a full-round action, anyone with a Strength 
  score of 10 or better can move the platform up or 
  down 10 feet by turning the crank. An operator 
  can attempt to move faster by turning the crank 
  more vigorously; this requires a successful DC 15 
  Strength check and increases the speed to 20 feet. 
  If the lift is not here, the platform can be brought 
  down to this level simply by hauling on a chain 
  by the rails (this is the same as using the winch 
  handle on the platform). 
  Figuring out how to operate the device requires 
  a successful DC 15 Disable Device or Knowledge 
  (engineering) skill check, although if the charac-
  ters observe the wax servant mentioned in the area 
  6 description operating the device, they automat-
  ically figure it out.
  8. THE ATRIUM  
  (CR 3)
  This chamber is a grand atrium tiled in polished black stone. 
  Four large sets of doors flank a hexagonal central chamber, 
  which bears an intricate inlaid tile map of some island archipel-
  ago worked into the floor in shades of blue and tan. To the south, 
  a stained-glass window depicting a vibrant seascape is illumi-
  nated brightly by the low rays of the cold arctic sun. A young 
  Atlantean woman in servant’s garb stands gazing out through 
  transparent panes in the window.  
       To the north, there is a recessed panel about 10 feet square in 
  the floor. Two iron rails bolted to the wall just behind the panel 
  lead up to the ceiling 20 feet above, where there is a matching 
  recess and panel. Several chains run parallel to the rails.
  This chamber was built by Viondor to remind 
  him of his fallen Atlantean home. The window 
  has a handful of clear panels, which provide a view 
  for miles down the Vale of Ice and Steam and the 
  valley of the Dauthur River beyond it, as well as 
  the glaciers that bracket the valley. Sharp-eyed 
  characters can make out the Giant’s Stair, almost 
  twenty miles down the valley.
  The recessed panels and the rails are part of the 
  lift installation (see area 7 for details). If the PCs 
  enter from the exterior door in area 9, the lift is 
  not here—it is one floor down, in area 7.
  Creatures: A single wax servant keeps watch 
  here to ensure no one disturbs the experiments 
  in areas 9 and 10, and also keeps watch on the 
  surrounding landscape.
  Wax servant (see Adversaries); hp 47
  The wax golem is unfriendly. She insists that 
  the party must return the way they came, and 
  attacks if they try to push on past her. If made 
  friendly or helpful, she answers questions about 
  what is in each room, to the best of her un-
  derstanding. She can report that the PCs were 
  observed coming upriver and that Master Vion-
  dor was interested to see what they would do if 
  they came into the tower, so he has allowed them 
  to explore.  She is here to see if more visitors are 
  coming after them. She says that Master Viondor 
  and his assistant are upstairs in the observatory, 
  and tells the PCs to wait while she goes to inform 
  Viondor of their arrival.
  If the PCs allow her to leave, the wax servant 
  takes the lift up to area 11. She returns in just a 
  minute or two, and informs the party that Vion-
  dor would like to meet them in the observatory. 
  She then uses the lift to take the characters up to 
  area 11. 
  9. WORKSHOPS  
  (CR 6)
  The northeast workshop has a little-used met-
  al door leading to the mountainside on which 
  the tower stands. The door is half-buried in 
  snow drifts, but characters who climb (or fly) up 
  the mountainside and make an effort to circle 
  the tower in search of an entrance find it easi-
  ly enough. The door is locked from the inside 
  (Disable Device DC 30; DC 26 Strength check to 
  break open; hardness 8, 60 hp); Shilpatel carries 
  the key. The doors leading into these rooms from 
  area 8 are unlocked. 
  This semicircular chamber features a large stone worktable. 
  Shelves along the walls hold a variety of materials and tools: 
  squares of raw leather, bleached bone, rough pieces of wood in 
  various sizes and shapes, metal cogs and shafts, hammers, tongs, 
  heavy needles, and more. Lying on top of the stone table is a 
  humanoid form crudely fashioned from the materials present in 
  the room.
  Each workroom holds one slab with an incom-
  plete wood golem, although the lack of suitable 
  wood nearby has forced the creator to substitute 
  alternate materials such as mammoth bone and 
  scrap metal in various places. A character trained 
  in Arcana that studies the work in progress or 
  the materials can identify the creature on the 
  Lost Tower of Viondor
  18
  
  slab with a successful DC 21 Knowledge (arcana) 
  check.  
  The stone worktables themselves are imbued 
  with the power to enable construct creation, and 
  have a moderate aura of transmutation magic. A 
  creature performing the appropriate ritual can 
  create constructs on one of these slabs as if she 
  had the Craft Construct feat. (Shilpatel knows the 
  ritual, having learned it from Viondor.)
  Northeast Workshop: This workshop also has 
  a door in the outer wall, leading to the tower 
  exterior. The tower sits on a level shelf on the 
  mountainside that is about 200 feet across (from 
  north to south) and 600 feet wide (east to west). 
  This ledge is covered in deep snowdrifts.
  Northwest Workshop (CR 6): The wood golem 
  in this workshop is almost complete. If tampered 
  with by any creature other than Shilpatel, it ani-
  mates and attacks. The golem does not pursue if 
  intruders retreat out of the room, and returns to 
  the slab one minute later.
  Wood golem (Pathfinder Roleplaying Game Bestiary, 
  page 164); hp 64
  Southwest Workshop: This room is smaller 
  than the others, with what appears to be a solid 
  stone wall filling in one corner at area S. This is 
  actually the location of a secret stairwell mecha-
  nism (Perception DC 25, Disable Device DC 25). 
  When triggered, a sliding door opens up into a 
  collapsing stairwell that extends to the catwalk 
  below (area 6) and upwards into the Master’s 
  Chamber (area 12).
  Treasure: Each room holds useful materials—
  good leather, well-preserved mammoth bone, 
  and so on. The value in any given room is 1d4 × 
  100 gp, but the materials are bulky. Their weight 
  in pounds is equal to half their gp value. 
  10. ABATTOIR (CR 9)
  The door to this chamber is locked from the outside with three 
  heavy bars. A putrid stench wafts from within. 
  Shilpatel has relatively little living flesh on 
  which to experiment, but while working to con-
  struct an oversized flesh golem from assorted 
  creature parts harvested from the valley the exper-
  imental tissue putrefied. The resulting defective 
  construct came apart shortly after animating. 
  Shilpatel fled the chamber as the two golems came 
  to life, locking the two golems within as she con-
  siders how best to salvage the experiment. When 
  the PCs enter the room, read:
  The chamber is filthy with bloodstains and a wicked assort-
  ment of saws, drills, trocars, clamps, and basins. A bloodstained 
  stone platform sits in the room’s center. A charnel colossus 
  stands on each side of the operating theater, one comprised of 
  malformed and mismatched flesh and limbs and the other of a 
  tangled mass of fused bone.
  Creatures: When Shilpatel’s construct came 
  apart, the animate flesh sloughed off the bony 
  structure before coming into existence as two go-
  lems instead of one, both uncontrolled: a carrion 
  golem and bone golem. The golems stand silently 
  within, unmoving, but if the door is opened they 
  burst forth to attack all creatures nearby.
  Bone golem (Pathfinder Roleplaying Game Bestiary 3, 
  page 133); hp 90
  Carrion golem (Pathfinder Roleplaying Game Bestiary 
  2, page 136); hp 42
  Each golem attacks the nearest creature (other 
  than another golem) every round. They pursue 
  any retreating foes relentlessly, although they 
  don’t have the ability to operate the lift in area 8. 
  They fight until destroyed.
  11. OBSERVATORY 
  (CR 12)
  A great domed chamber takes up most of the top floor of the 
  tower. Numerous inlaid tables are strewn with scrolls, books, 
  inkpots and quills, and strange diagrams and frameworks of 
  crystal and wire. Several large tubes stand upright within metal-
  lic frameworks and geared mechanisms. One set of shelves holds 
  a collection of burnished mirrors and lenses, while another holds 
  row after row of bottles and beakers containing varicolored fluids 
  and pickled viscera.  
       On the north side of the room, a set of iron rails leads to a 
  recessed panel in the floor about 10 feet square—a lift of some 
  kind. By the lift opening stands a large, misshapen constuct of 
  wood, metal, and glass tubing. Its head is a glass dome in which 
  float a brain and a pair of eyes. 
       To the south stands a large pair of doors. An alchemical lab-
  oratory is set up along several tables near the doors. A stern old 
  man with a short white beard and scarlet robes putters about by 
  the alchemical laboratory, while a young woman in a warrior’s 
  cuirass assists him. 
  If Shilpatel is warned that intruders are near—
  for example, by the arrival of wax servants from 
  area 6 or area 8—she is ready to greet the party. 
  Add:
  Lost Tower of Viondor
  19
  
  The old man in robes looks up as the lift comes to a stop. “Oh, 
  hello there,” he says. “How exciting! We don’t have many visitors 
  these days. I am Viondor, master of this tower. This is Taala, my 
  assistant. Who might you be?”
  Shilpatel (“Viondor”) and her bodyguard 
  Lakshmireda (“Taala”) spend most of their time 
  in this chamber, although they occasionally visit 
  the Summer Cavern (area 2) and spend long 
  hours in the Workshops (area 9). Shilpatel is 
  working on deciphering Viondor’s research and 
  trying to replicate his mastery of construct cre-
  ation. She has had some successes, most notably 
  the creation of an alchemical golem (the con-
  struct by the lift). More often, she has had partial 
  successes, like the junk golems in area 6 and the 
  abortive golems in the abattoir (area 10). Still, 
  Shilpatel is content to continue her work, adored 
  by the gullible wax golems that believe her to be 
  their undying master. 
  Creatures: Shilpatel is intrigued by the PCs 
  and curious as to their business here. Her initial 
  attitude toward the PCs is hostile, though she 
  covers it well with friendly blandishments and a 
  genially doddering demeanor. She is interested 
  in the PCs’ tales and news of the outside world. 
  If she is made friendly or helpful, she answers 
  truthfully questions about Captain Bruneval (she 
  does not know him by name, but she dimly recalls 
  an intruder matching his description who stole a 
  few things many years ago and fled). 
  While conversing, Shilpatel seeks to put the PCs 
  off their guard in case she decides to dispose of 
  them. She invites the party to dine with her, sum-
  moning wax servants from area 12 to serve food 
  and wine (see Roleplaying “Viondor,” below).
  Alchemical golem (Pathfinder Roleplaying Game 
  Bestiary 2, page 135); hp 96
  Lakshmireda, rakshasa honor guard (PTCS, 
  page 224); hp 105
  Shilpatel, common rakshasa (see Adversar-
  ies); hp 115
  Tactics: If a fight breaks out, the alchemical go-
  lem uses its bombs if PCs are clustered together. 
  It is careful not to place bombs where Shilpatel 
  could be harmed. The golem responds to verbal 
  commands from Shilpatel during combat, attack-
  ing as she directs; if she is incapacitated, it moves 
  toward her and attacks any creature attacking her. 
  Lakshmireda remains adjacent to Shilpatel at all 
  times, using her protective strike and duty-bound 
  special abilities to intercept attacks aimed at her 
  mistress and to strike down those daring to attack 
  her. She fights to death to protect Shilpatel, or to 
  avenge her if she is killed.
  If warned that intruders are approaching, 
  Shilpatel prepares by casting mage armor. If she 
  decides to destroy the party after speaking with 
  them, she excuses herself from the table and 
  retreats to area 12, where she casts invisibility, 
  mirror image, and shield before returning to 
  attack the PCs. During combat, Shilpatel uses slow 
  to hamper enemy movement and charm person and 
  suggestion to turn enemies to her side. If that 
  fails, she uses minor image to create illusory walls of 
  flame or ice to block line of sight and divide up 
  the PCs, then attacks with magic missile and scorching 
  ray against lone opponents. 
  Shilpatel has no interest in fighting to the 
  death. If sorely pressed, she calls for all remaining 
  wax servants in area 12 to come and defend her as 
  she retreats to area 12. If her defeat seems inev-
  itable she uses her scroll of gaseous form to escape 
  through ventilation pipes to the lower levels. 
  Roleplaying “Viondor”: Shilpatel, in the guise 
  of Viondor, speaks both High and Low Atlantean. 
  She relates some of Viondor’s story as her own, 
  but most is entirely fabricated as she paints the 
  picture of a harmless researcher into the mystical 
  arts both magical and mechanical. She has studied 
  Atlantean history and geography, but is not truly 
  expert. A PC can attempt a DC 15 Knowledge 
  (geography) or Knowledge (history) check to rec-
  ognize errors in her recollection, which Shilpatel 
  tries to play off as encroaching senility and gradu-
  al memory loss in “his” old age.
  Lost Tower of Viondor
  20
  A FINE MEAL
  Shilpatel wants to get the PCs to eat, but she is clever enough to real-
  ize that insisting may look suspicious. You’ll need to be careful about 
  how you present this choice to the players. The best thing to do is 
  simply ask the players, “Do you join Viondor or decline?”
   If the players agree to sit down with Viondor, you can assume the 
  PCs partake of the various courses and are exposed to the poisoned 
  mushrooms when they are served. If the PCs initially decline refresh-
  ments, “Viondor” looks a little hurt, but shrugs and says that “he” will 
  have something while they talk. Ask the players again after they’ve 
  conversed with their host for a few minutes.
   If the players don’t suspect anything and the PCs eat the mush-
  rooms, don’t give it away by asking for saving throws right away. Ask 
  for the first saving throw at the end of the onset period; the saves for 
  the second and third doses follow 2 and 4 rounds later. Characters 
  may mistake the poison’s effect for exceptionally strong wine at first.
  
  The Feast: While talking with the party, Shil-
  patel offers to serve food and wine. A pair of wax 
  servants from area 12 is summoned to lay out a 
  tempting spread and set chairs around the table. 
  The first course is a vegetable broth, and the sec-
  ond is smoked fish; both are fine. As the feasting 
  continues, a third course is brought out of pies 
  made with striped toadstool (Pathfinder Roleplaying 
  Game Core Rulebook, page 560). Characters eating 
  them are exposed to three doses of the poison 
  (DC 11 Fortitude). Shilpatel and Lakshmireda 
  have developed an immunity to these toxic mush-
  rooms and eat them with impunity and relish. 
  If the poison is detected and she is confronted 
  about it, Shilpatel feigns ignorance of their poi-
  sonous qualities. She points out that she ate them 
  as well, and suggests that perhaps as an Atlantean 
  she has a tolerance to their effects. Otherwise, 
  Shilpatel waits to see if the poison disables her 
  guests, hoping to take them prisoner when they 
  become helpless (although she is happy to spring 
  her trap whenever she sees that a fight is inevita-
  ble).
  After the Feast: If the PCs don’t succumb to 
  the mushrooms and the feast concludes peace-
  ably, Shilpatel offers them quarters in “his” tower 
  and Atlantean consorts (actually wax servants 
  from area 12) to attend to them. These quarters 
  are in some of the unused small rooms off the 
  Spiral Ramp (area 5). 
  If PCs ask to leave the tower, Shilpatel urges 
  them to stay and assist in “his” research, or at the 
  very least rest and provision themselves before 
  setting out again. She also suggests that she holds 
  the secret to “immortality,” and will share eternal 
  life with any who choose to join her. Shilpatel 
  acts as though she believes that the wax golems 
  are truly alive and are the deathless scions of Old 
  Atlantis. If confronted with evidence that they are 
  not, “Viondor” becomes despondent and weepy 
  and excuses himself to his bedchamber, declaring 
  to them, “No, this is not right. I will show you! 
  I will bring you proof that these ARE the true 
  children of Atlantis. You will see!” In truth, she 
  is just waiting for the poison to have its effect on 
  the PCs while she retreats to cast her preparatory 
  spells for combat. 
  Development: If PCs agree to remain in the 
  tower—either because they believe “Viondor” 
  knows something about immortality, they are 
  persuaded to rest, or they are feigning agree-
  ment—Shilpatel has wax servants from areas 12 es-
  cort them below. Once PCs are safely ensconced 
  in their bedchambers (hopefully isolated individ-
  ually or in smaller groups) she intends to release 
  a dose of insanity mist into each sleeping chamber 
  followed by a stealthy night attack to capture them 
  for later experiments if possible, or simply to slay 
  and devour them if capture proves difficult. It 
  has been long since Shilpatel and Lakshmireda 
  feasted on flesh and blood.
  Regardless of whether the PCs agree to her over-
  tures or politely decline, Shilpatel has no intention 
  of allowing them to take any of her treasures, or to 
  carry stories about her tower to the outside world. 
  The characters must come to serve her, or die and 
  become fodder for her experiments. 
  Treasure: The alchemical supplies, books, 
  scrolls, lenses, and furnishings here are of con-
  siderable worth. Fourteen bottles of rare alchem-
  ical reagents are worth 50 gp and weigh 3 pounds 
  each; a set of finely made lenses in a copper frame 
  weighs 30 pounds, but is worth 1,200 gp; and 
  among the dusty old scrolls stuffed into the book-
  shelves are a rare map by a famous cartographer 
  worth 800 gp and a scroll of restoration. 
  Lost Tower of Viondor
  21
  
  12. MASTER’S 
  CHAMBER (CR 7)
  This grand bedchamber is dominated by massive crys-
  tal-paned windows that look out to the south. In the far dis-
  tance, a low bank of clouds may mark the distant Sea of Mists. 
  Scroll niches line several of the walls, and silken pillows and 
  sumptuous divans are arrayed around the room. Four scantily 
  clad servants stand at the ready along the walls in motionless 
  poses of supplication.
  This luxurious chamber is Shilpatel and Laksh-
  mireda’s bedchamber and treasury.
  Creatures: The four attendants here are wax 
  servants with Perform skills instead of Craft or 
  Profession. They are made in the images of beau-
  tiful young men and women. They do not fight 
  unless directly attacked or ordered to join combat 
  by their maker.
  4 wax servants (see Adversaries); hp 47 each
  Secret Stair: At area S is a secret trapdoor 
  (Perception DC 25, Disable Device DC 25). 
  When triggered, it causes a collapsing stairwell to 
  extend downwards past area 9 to area 6 below. If 
  Shilpatel is forced to flee combat in area 12, she 
  uses this secret stairwell to flee back down to the 
  tower’s lower levels.
  Treasure: The library grants a +2 circumstance 
  bonus on all Knowledge checks to a creature able 
  to read High Atlantean; this bonus is increased 
  to +5 for checks related to constructs. The library 
  consists of twenty-five rare Atlantean tomes are 
  worth an average of 100 gp each to collectors of 
  Atlantean lore, and weigh 5 pounds each. In ad-
  dition, a box of carved ivory and amber on a shelf 
  near the trapdoor contains 225 pp in Atlantean 
  coinage, as well as a dozen polished garnets worth 
  120 gp each. The box itself is worth 200 gp. 
  Shilpatel takes this box with her if she flees. 
  EPILOGUE
  If Shilpatel cannot defeat the player characters or 
  drive them out of her tower, she does not hesi-
  tate to abandon her allies, including the faithful 
  Lakshmireda. In Shilpatel’s mind, an honor 
  guard’s purpose is to give its life in service, and 
  she has no remorse for asking Lakshmireda to do 
  so. If able to retreat to the lower levels, Shilpatel 
  orders all surviving constructs on the lower levels 
  to ascend the lift and attack the PCs. Characters 
  may be stranded under siege at the top of the 
  tower until they are able to eliminate the golems 
  below, or at least sabotage the lift to keep the 
  creatures from getting to them. 
  After setting the golems to attack the intruders, 
  Shilpatel retreats to the Solarion and takes 20 
  minutes to sabotage it. Once it has been sabo-
  taged, its cycles and energy balance become un-
  stable and it begins operating erratically for 1d20 
  hours, after which it ceases functioning entirely. 
  The ecosystem within the Summer Cavern begins 
  to decay rapidly without its light, and within 
  a matter of weeks the entire area goes to rot. 
  Without the Solarion’s radiance, the bees become 
  erratic and behave as if confused, eventually dying 
  Lost Tower of Viondor
  22
  
  within a week. 
  Meanwhile, Shilpatel takes what wealth she can 
  with her and flees downriver, hoping to find 
  the PCs’ ship. Arriving at the river mouth, she 
  assumes the guise of one of the characters and 
  signals for rescue, spinning a tale of death and 
  disaster with herself as sole survivor. She urges 
  the crew to sail away, using Bluff, Diplomacy, and 
  magical persuasion if necessary. If PCs do not 
  immediately pursue Shilpatel downriver, they 
  might find themselves stranded on the icy shores 
  of Nimoth. Carrying large quantities of Atlantean 
  salvage may be a tricky endeavor as the party makes 
  its way overland through forbidding terrain to 
  reach civilization again. 
  Shilpatel always keeps an eye out for the PCs or 
  goods brought back from her erstwhile home. She 
  can become a recurring adversary plotting a dire 
  revenge against the characters for destroying her 
  plans at the Lost Tower of Viondor.
  ADVERSARIES  
  AND TREASURES
  Here are monsters and treasures specific to Lost 
  Tower of Viondor.
  BRUNEVAL (CR 10) 
  XP 9,600
  Ghostberg draugr rogue 8 (Pathfinder Roleplaying Game 
  Bestiary 2 page 110)
  CE Medium undead (water)
  Init +5; Senses darkvision 60 ft.; Perception +17
  Defense
  AC 22, touch 15, flat-footed 17 (+3 armor, +5 Dex, +4 natural)
  hp 123 (11 HD; 3d8+8d8+74)
  Fort +8, Ref +12, Will +8
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +2; DR 5/bludgeoning or slashing; Immune 
  undead traits; Resist fire 10
  Offense
  Speed 30 ft., climb 20 ft., ice climber
  Melee slam +15 (1d10+12 plus energy drain), +1 short 
  sword +17/+12 (1d6+8/17–20), or two +1 short swords 
  +15/+15/+10/+10 (1d6+8/17–20)
  Special Attacks energy drain (1 level, DC 16), sneak attack 
  +4d6
  Spell-Like Abilities (CL 5th; concentration +10)
  3/day—haunting mists (DC 18) (Pathfinder Roleplaying 
  Game Ultimate Magic)
  Statistics
  Str 24, Dex 20, Con —, Int 12, Wis 16, Cha 20
  Base Atk +8; CMB +15; CMD 30
  Feats Blind-Fight, Double Slice, Improved Critical (short 
  sword), Improved Two-Weapon Fighting, Shadow Strike, 
  Toughness, Two-Weapon Fighting, Weapon Focus (short 
  sword)
  Skills Acrobatics +17, Appraise +10, Bluff +11, Climb +20, 
  Disable Device +13, Intimidate +19, Knowledge (geog-
  raphy) +10, Knowledge (local) +10, Knowledge (nature) 
  +5, Linguistics +5, Perception +17, Profession (sailor) +17, 
  Stealth +19, Use Magic Device +10
  Languages High Atlantean, Low Atlantean, Nimothan
  SQ rogue talents (black market connections, bleeding 
  attack +4, combat trick, weapon training), trapfinding +4
  Other Gear masterwork studded leather
  Special Abilities
  Energy Drain (Su) Captain Bruneval inflicts one negative 
  level with a successful melee attack (2 negative levels on 
  a confirmed critical hit), but can energy drain only once 
  per round even if he hits with multiple attacks. 
  Ice Climber (Ex) Ghostberg draugr take no penalty for 
  climbing icy surfaces, and as a full-round action they can 
  move through 5 feet of solid ice as a full-round action, 
  leaving no ripple, hole, or other sign of their passage. 
  DRAUGR, GHOSTBERG 
  (CR 3)
  XP 800
  Draugr rogue 1 (Pathfinder Roleplaying Game Bestiary 2, 
  page 110)
  CE Medium undead (water)
  Init +6; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +2 
  natural, +1 shield)
  hp 22 (4 HD; 3d8+1d8+5)
  Fort +2, Ref +5, Will +4
  DR 5/bludgeoning or slashing; Immune undead traits; 
  Resist fire 10
  Offense
  Speed 30 ft., climb 20 ft., swim 30 ft., ice climber
  Melee mwk falcata +9 (1d8+5/19–20/x3 plus nausea) or 
  slam +7 (1d10+5 plus nausea)
  Special Attacks sneak attack +1d6
  Statistics
  Str 21, Dex 14, Con —, Int 10, Wis 12, Cha 13
  Base Atk +2; CMB +7; CMD 19
  Feats Improved Initiative, Weapon Focus (falcata)
  Skills Acrobatics +8, Climb +18, Perception +7, Profes-
  sion (sailor) +7, Stealth +8, Swim +18
  Languages Low Atlantean or Nimothan (equal chance of 
  either, cannot speak)
  SQ trapfinding +1
  Special Abilities
  Ice Climber (Ex) Ghostberg draugr take no penalty for 
  climbing icy surfaces, and as a full-round action they can 
  move through 5 feet of solid ice as a full-round action, 
  leaving no ripple, hole, or other sign of their passage. 
  Nausea (Su) A creature that is damaged by a draugr must 
  make a DC 12 Fortitude save or be nauseated for 1 round. 
  The save DC is Charisma-based.
  Lost Tower of Viondor
  23
  
  JUNK GOLEM, GIANT 
  (CR 5)
  XP 1,600
  Junk golem with giant template (Pathfinder Roleplaying 
  Game Bestiary 4)
  N Large construct
  Init –2; Senses darkvision 60 ft., low-light vision; Percep-
  tion +0
  Defense
  AC 20, touch 7, flat-footed 20 (–2 Dex, +13 natural, –1 
  size)
  hp 52 (4d10+30); junk repair
  Fort +1, Ref +0, Will +1
  DR 5/adamantine; Immune construct traits, magic
  Offense
  Speed 30 ft.
  Melee 2 slam +9 (1d8+6 plus disease)
  Special Attacks disease
  Statistics
  Str 22, Dex 7, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +11; CMD 19
  SQ discorporate
  Special Abilities
  Discorporate (Ex) A junk golem can break apart into 
  its constituent pieces as a standard action, becoming a 
  swarming mass of Tiny parts. It gains the swarm subtype, 
  its space changes to 10 feet, and its reach changes to 0. 
  In this form, it gains a swarm attack that deals 1d6 points 
  of damage and inflicts disease, but loses its slam attacks. 
  It can revert back to its normal form as a full-round action.
  Disease (Ex) Tetanus: Slam—injury; save Fort DC 12; onset 
  1d6 days; frequency 1 day; effect 1d4 Dex damage. Each 
  time someone takes Dexterity damage from tetanus, 
  there’s a 50% chance his jaw muscles stiffen, preventing 
  speech and the use of spells with verbal components 
  for 24 hours; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Immunity to Magic (Ex) A junk golem is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against a junk golem, as noted below.
   
  A shatter spell causes a junk golem to discorporate 
  and dazes it for 1 round.
   
  A grease spell affects the junk golem as if it were 
  haste for 1d6 rounds and ends any slow effect on it.
   
  An arcane lock or hold portal spell affects the junk 
  golem as if it were a slow spell for 1d6 rounds and breaks 
  any haste effect on it.
   
  A wood shape or rusting grasp spell deals 2d6 points 
  of damage to a junk golem.
  Junk Repair (Su) A junk golem has fast healing 2 when 
  in an area with a high concentration of debris, such as a 
  refuse heap or the area created by another junk golem’s 
  discorporate ability.
  NHIOL THE OLD CR  
  (CR 8)
  XP 4,800
  Chimera with advanced template (Pathfinder Roleplaying 
  Game Bestiary, page 44)
  CE Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  Defense
  AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 
  size)
  hp 103 (9d10+54)
  Fort +11, Ref +9, Will +8
  Offense
  Speed 30 ft., fly 50 ft. (poor)
  Lost Tower of Viondor
  24
  ATLANTEAN HYDROSTAT
  The Tower of Viondor is an excellent location for any unusual magical treasures you wish to award the PCs. In addi-
  tion, Bruneval possesses one rare Atlantean item.
  Aura moderate transmutation; CL 7th
  Slot —; Price 10,000 gp; Weight 3 lbs.
  Description
  This crystal and metal disk has the power to halt the motion of liquids and make them firm and stable enough 
  to traverse as if they were solid ground. The surface of the water takes on the appearance of pale violet crys-
  tal six inches thick. This solidity persists in a 20-foot-radius spread and moves with the Atlantean hydrostat. The 
  crystal floats on top of flowing or moving water but calms and absorbs the motion of water beneath it and does 
  not move with it, so that the solid surface remains smooth and stable even if the water around it is churning and 
  rough. The solid water does not move with the current or wave action, and waves or current moving into the area 
  of the hydrostat’s effect are suppressed and frozen in place. If the hydrostat moves, water no longer within 20 feet 
  returns to its normal course. An Atlantean hydrostat can be used for up to 7 minutes per day, though this duration 
  need not be consecutive. Creatures underneath the crystal can break through it (hardness 5, hp 60, break DC 28). If 
  the crystal is broken, the feedback surge renders the Atlantean hydrostat inoperable for 1 minute and there is a 10% 
  chance that the feedback destroys the Atlantean hydrostat entirely.
  Construction
  Requirements Craft Wondrous Item, fabricate, polymorph any object; Cost 5,000 gp
  
  Melee bite +14 (2d6+6), bite +14 (1d8+6), gore +14 
  (1d8+6), 2 claws +14 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (usable every 1d4 
  rounds)
  Statistics
  Str 23, Dex 16, Con 21, Int 8, Wis 17, Cha 14
  Base Atk +9; CMB +16; CMD 29 (33 vs. trip)
  Feats Hover, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Fly +4, Perception +12, Stealth +6 (+10 in scrubland 
  or brush); Racial Modifiers +2 Perception, +4 Stealth in 
  scrubland or brush
  Languages Draconic
  Special Abilities
  Breath Weapon (Su) 20-ft. cone, Reflex DC 19 half, 8d8 
  acid, usable once every 1d4 rounds. The save DC is 
  Constitution-based.
  SHILPATEL (CR 10)
  XP 4,800
  Rakshasa, common (Pathfinder Roleplaying Game Bestiary, 
  page 231)
  hp 115
  Spells Known (CL 7th)
  3rd (5/day)—slow (DC 17), suggestion (DC 17)
  2nd (7/day)—invisibility, minor image, mirror image, scorch-
  ing ray
  1st (7/day)—charm person (DC 15), grease (DC 15), mage 
  armor, magic missile, shield
  0 (at will)—dancing lights, detect magic, ghost sound (DC 14), 
  mage hand, mending, message, prestidigitation
  Skills Bluff +20, Diplomacy +16, Disguise +24, Knowl-
  edge (arcana) +5, Knowledge (geography) +5, Knowl-
  edge (history) +5, Perception +14, Perform +16, Sense 
  Motive +14, Spellcraft +5, Stealth +14, Use Magic Device 
  +10
  Gear headband of alluring charisma +2, ring of spell knowl-
  edge II (contains mirror image), scroll of gaseous form, 
  potion of cure serious wounds
  Languages High Atlantean, Infernal, Low Atlantean
  VERRGA (CR 10)
  XP 9,600
  Frost giant with giant simple template (Pathfinder Role-
  playing Game Bestiary 2, page 149)
  CE Huge humanoid (cold, giant)
  Init -2; Senses low-light vision; Perception +10
  Defense
  AC 21, touch 6, flat-footed 21 (+3 armor, -2 Dex, +12 
  natural, -2 size)
  hp 161 (14d8+98)
  Fort +16, Ref +2, Will +6
  Defensive Abilities rock catching; Immune cold
  Weaknesses vulnerability to fire
  Offense
  Speed 40 ft.
  Melee masterwork greatsword +20/+15 (4d6+16/17-20) 
  or 2 slams +19 (2d6+11)
  Ranged rock +7 (2d6+16)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (120 ft.)
  Statistics
  Str 33, Dex 7, Con 25, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +23 (+25 bull rush); CMD 31 (33 vs. 
  bull rush)
  Feats Bull Rush Strike, Cleave, Improved Bull Rush, 
  Improved Critical (greatsword), Martial Weapon Profi-
  ciency (greatsword), Power Attack, Skill Focus (Stealth)
  Skills Climb +17, Craft (weapons) +7, Intimidate +7, Per-
  ception +10, Stealth +1 (+5 in snow); Racial Modifiers +4 
  Stealth in snow
  Languages Giant, Nimothan
  Gear masterwork greatsword, studded leather
  WAX SERVANT  
  (CR 4)
  XP 1,200
  Sentient wax golem commoner 1 (Pathfinder Roleplaying 
  Game Bestiary 4)
  N Medium construct
  Init +3; Senses darkvision 60 ft., low-light vision; Percep-
  tion +6
  Defense
  AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural)
  hp 47 (5 HD; 4d10+1d6+21)
  Fort +3, Ref +2, Will +1
  Immune construct traits, magic
  Weaknesses vulnerable to fire
  Offense
  Speed 30 ft.
  Melee slam +6 (1d6+3)
  Statistics
  Str 14, Dex 9, Con —, Int 10, Wis 11, Cha 1
  Base Atk +4; CMB +6; CMD 15
  Feats Great Fortitude, Improved Initiative, Lightning 
  Reflexes
  Skills Appraise +6, Disguise +7 (+17 to appear as the 
  individual it was crafted to resemble), Perception +6, Pro-
  fession (various) +7; Racial Modifiers +10 Disguise
  Languages Common
  SQ conditional sentience
  Special Abilities
  Conditional Sentience (Su) A wax golem constructed to 
  look like a humanoid (whether a particular individual or 
  not) has a small chance of gaining sentience, genuinely 
  believing it is actually a living creature. If this occurs, 
  the golem gains an Intelligence score of 10, retroactive 
  skill points, feats dependent on its Hit Dice, and 1 class 
  level with the potential to gain more. It also gains a +10 
  racial bonus on Disguise checks made to impersonate 
  the specific individual it was crafted to appear as. A 
  sentient wax golem ventures into the world and tries to 
  live a life similar to that of the person (or type of person) 
  Lost Tower of Viondor
  25
  
  it resembles. However, if the sentient wax golem ever 
  encounters the person it is modeled after, it attempts to 
  stealthily kill that person and take his place. The only way 
  for a sentient wax golem to lose its sentience is either to 
  take an amount of fire damage equal to half its hit points 
  (which melts its features away) or to be destroyed.
  Immunity to Magic (Ex) A wax golem is immune to any 
  spell or spell-like ability that allows spell resistance, with 
  the exception of spells and spell-like abilities that have 
  the fire descriptor. In addition, certain spells and effects 
  function differently against the creature, as noted below.
   
  A magical attack that deals fire damage slows a 
  wax golem (as the slow spell) for 2d6 rounds (no save). 
  In addition, for 3 rounds after being afflicted with fire 
  damage, every time a wax golem uses its slam attack, it 
  deals an additional 1d4 points of fire damage due to the 
  molten wax.
   
  A magical attack that deals cold damage breaks any 
  slow effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess as 
  temporary hit points. A wax golem gets no saving throw 
  against cold effects.
  Lost Tower of Viondor
  26
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) 
  “Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, like-
  nesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or reg-
  istered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this Li-
  cense to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contrib-
  uting original material as Open Game Content, You represent that 
  Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trade-
  mark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regula-
  tion then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on mate-
  rial by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Mythic Monsters: Giants. © 2014, Legendary Games; Authors Jason 
  Nelson, Tom Phillips, and Alistair Rigg.
  Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo 
  Publishing, LLC; Author Neil Spicer.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Authors Jason Bulmahn, James Jacobs, Steve 
  Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publish-
  ing, LLC; Designers: Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, HalMaclean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James 
  L. Sutter, Russ Taylor, and Greg A. Vaughan.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, 
  Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Pub-
  lishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publish-
  ing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-Mac-
  Farland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Primeval Thule Campaign Setting. © 2014, Sasquatch Games; 
  Authors Richard Baker, David Noonan, and Stephen Schubert. 
  The Lost Tower of Viondor © 2015, Sasquatch Game Studio; Au-
  thor: Jason Nelson.  
  Lost Tower of Viondor
  27
  
  ADVENTURE IN A SAVAGE AGE!
  AVAILABLE AT YOUR LOCAL GAMING STORE OR
  AVAILABLE
  FOR MULTIPLE
  ROLEPLAYING GAME SYSTEMS
  VISIT SASQUATCHGAMESTUDIO.COM TO LEARN MORE
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Sasquatch/The Lost Tower of Viondor.pdf