TEXT: The Puzzle Box
  The Puzzle Box
  By Chris Avellone
  
  Authors • Chris Avellone, Alexander Mishulin,  
  and Arseniy Krymov
  Designers • Chris Avellone, Alexander Mishulin,  
  and Filipp Kovalev
  Developer • James Jacobs
  Additional Development • Erik Mona and Mark Moreland
  Editor • Vic Wertz
  Cover Artist • Anna Pavleeva
  Interior Artist • Anna Pavleeva
  Cartographer • Alisa Novozhilova
  Art Direction • Vlad Konstantinov and Sonja Morris
  Graphic Design • Tony Barnett
  Creative Director • James Jacobs
  Publisher • Erik Mona
  Playtesters • Alexander Mishulin, Filipp Kovalev, Nikita Saveliev, 
  Nikita Kazarnovskiy, and Lev Ladov
  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, though these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Pathfinder Unchained 
  PU
  Ultimate Combat  
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  TABLE OF CONTENTS
  Introduction 
  3
  Chapter 1: Candle in the Dark 
  5
  Chapter 2: Battlefield of the Crafters 
  15
  Chapter 3: Death of the Light 
  25
  Appendix 1: New Monsters 
  32
  Appendix 2: New Magic Items 
  35
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  The Puzzle Box
  Owlcat Games
  Irodi Attikou 8A
  Lakatamia, 2332 Nicosia
  Cyprus
  owlcatgames.com
  Pathfinder: Kingmaker—The Puzzle Box © 2019 Paizo Inc. All rights reserved. Paizo Inc., Paizo, 
  the Paizo golem logo, Pathfinder, the Pathfinder logo, Kingmaker, Pathfinder Adventure Path, 
  Pathfinder Roleplaying Game, and the Pathfinder: Kingmaker logo are registered trademarks of 
  Paizo Inc. Owlcat Games and the Owlcat Games logo are trademarks of Owlcat Games.
  
  The Puzzle Box is designed for four characters using the medium 
  XP track.
  The PCs begin the adventure at 8th level.
  8
  The PCs should reach 9th level during the exploration of 
  the manor’s second floor, well before proceeding to the 
  third floor.
  9
  Adventure Summary
  The PCs should reach 10th level by the adventure’s 
  conclusion.
  10
  T 
  he PCs obtain a mysterious puzzle box only to become 
  trapped in an extradimensional mansion within it. 
  There, they meet Glowdrop, a creature of light working 
  against the mansion's owner Lumestin, an artist able to craft 
  objects from light itself. After getting caught up in deadly conflict 
  between the artist's apprentices, the PCs must stop a darkness-
  spewing contraption to get to Lumestin and find their way home.
  Ah, come in, good traveler, come in! Welcome to Giddy Greysil’s 
  Grandiose Glassworks! Don’t be troubled by the anglerfish—it’s just a 
  bedside lamp. Perfect for a child’s bedroom! So, how can I help you? 
  I have something for the most discriminating of clients! After all, you 
  know, I was once apprenticed to Lumestin the Lightsmith himself, the 
  greatest artisan ever to grace this world or the First! He promised to 
  teach me his secrets. Oh, I was so close! Why, teacher, why? How could 
  you have chosen that talentless tinkering hack over me? I won’t forgive 
  you, never, ever! I—wait! Where are you going?!
  —Ramblings of Giddy Greysil, a mad Brevic glassmaker
  Advancement Track
  3
  The Puzzle Box
  The Puzzle Box
  
  First: Thank You.
  This module wouldn’t exist without you, the supporters of the 
  Pathfinder: Kingmaker computer roleplaying game. So, give 
  yourselves a round of applause. Maybe a hug or two. Buy yourself 
  a beer. And pretzels. While playing this adventure if you want.
  Paizo, Owlcat, and I appreciate all you’ve done to support 
  Kingmaker—both the pen-and-paper Adventure Path and the 
  computer version, developed by Owlcat in conjunction with Paizo. 
  It’s you who made this adventure come alive, and it’s the result 
  of the support you’ve given Paizo and Owlcat in bringing the first 
  single-player Pathfinder CRPG into the hands of a larger audience. 
  As far as I’m concerned, it’s long past due—I’ve been a Pathfinder 
  fan for a quite some time, and it always boggled me (no offense 
  to boggles, you have to be careful with the fey) why a computer 
  version hadn’t been made sooner.
  Lumestin’s Puzzle Box is a curious item that can find its way into 
  any group’s possession, and once there, the item can be triggered 
  in any number of ways, opening a small dungeon to explore 
  (possibly several times over, as it can change over time and gain 
  new residents, just like the PCs). The puzzle box itself is designed 
  to either be inserted into an existing campaign (including the 
  Kingmaker Adventure Path itself), or it can serve as a standalone 
  adventure. All it requires is it be dropped at the PC’s doorstep... or 
  they can find it as part of loot from another adventure, unaware 
  of its secrets until the GM has need of it.
  Enjoy!
  Adventure Background
  A leanan sidhe (Pathfinder RPG Bestiary 4 180) called Lumestin 
  the Lightsmith possesses the rare ability to craft solid objects 
  out of light. Beautiful and powerful, his creations have but one 
  flaw: they can exist only while light shines upon them. When 
  shrouded by darkness, these objects vanish. Lumestin’s creations 
  are highly sought after, especially by his most generous patron, 
  the Lantern King, who, being a creature of light himself, was 
  never troubled by the limitations of the Lightsmith’s creations.
  Lumestin wasn’t powerful enough to maintain a personal 
  domain in the First World itself, even a small one. However, he 
  did possess sufficient mastery, wealth, and connections to build 
  a mansion within a personal demiplane that he hid inside a 
  beautifully crafted puzzle box.
  Lumestin was a fashionable artisan, but he also wanted 
  others to covet and bid on his works. Every full moon, he held 
  a gathering and an auction at his mansion where he would sell 
  his latest creations as well as the finest works of his mortal 
  apprentices. He chose these apprentices from among promising 
  mortal artisans, tutored them, then set them to compete against 
  each other by promising to teach the victors the secret of 
  lightcrafting. This competition served as entertainment for the 
  other fey, who wagered and cheered for their favorites, gossiped, 
  and wove complicated intrigues about each contest, as they are 
  wont to do.
  This went on for hundreds of years. Many apprentices left 
  Lumestin’s home in possession of strange new skills, but also 
  in possession of broken hearts, for none ever proved worthy of 
  his ultimate prize. Still, new apprentices always took their places. 
  And so it went, right up until a terrible scandal during one of the 
  gatherings put an abrupt end to Lumestin’s patronage.
  Lumestin always eschewed courtship, considering himself to 
  be “married to his craft.” This habituation quickly vanished when 
  he met Crimsonne, a banelight whose beauty was rivaled only by 
  her wit. The two fell madly in love and she became his muse. With 
  her help and advice, his mind exploded with new ideas, and the 
  crimson light she exuded became his favorite crafting material. 
  Everyone was pleased for the happy couple—that is, everyone 
  except the Lantern King, who disliked the change in aesthetics of 
  Lumestin’s new creations. During one of the monthly auctions at 
  Lumestin’s mansion, things came to a head as the Lantern King 
  himself demanded Crimsonne be banished. Crimsonne laughed 
  at the demand, and Lumestin, standing beside his love, told the 
  Lantern King to depart. The Lantern King left, and though no 
  blood was shed that night, all among the fey knew that retaliation 
  would soon follow. The remaining guests quickly took their 
  leave and never returned, as nobody wanted to be near Lumestin 
  when the Lantern King’s inevitable vengeance struck. Lumestin’s 
  position in the eyes of the fey was ruined, but this proved to be 
  the least of his problems.
  Lumestin knew there was no way he could either fight or flee 
  the Lantern King, so he and Crimsonne were all but doomed. 
  There was but one thing he could think of to stave off the Lantern 
  King’s reprisal. Sometime before, in tandem with Crimsonne 
  and his apprentices, he’d invented a wonder he called a lightless 
  door: a doorway that could only be traversed in complete 
  darkness. Lumestin fortified his domain with lightless doors 
  and turned his manor into an inescapable trap for any creature 
  that emanates light, such as the Lantern King. Unfortunately, 
  these lightless doors would also trap Crimsonne within as well.
  The couple hid inside the demiplane, in perpetual self-
  banishment. Lumestin’s few remaining apprentices were 
  eventually forgotten by the outside world, and exist still within 
  the puzzle box, half-mad, their once peaceful competitions now 
  bloody feuds. But the Lantern King has not forgotten Lumestin: 
  he still seeks satisfaction for the perceived insult. Unable to enter 
  the box without becoming trapped, he seeks agents to find their 
  way inside, dispose of Crimsonne, and drag Lumestin out of the 
  box for him, and so he patiently watches the box as it passes from 
  one hand to another, waiting for the right group of adventurers 
  that could be enlisted—or tricked—to aid his cause.
  4
  
  Chapter 1:
  Candle in the Dark
  The Lantern King knew that his favorite crafter would try to 
  protect himself from his wrath. He also knew that Lumestin’s 
  ability to create objects from light—the very reason Lumestin 
  became his favorite in the first place—could potentially be used 
  against the king himself. Therefore, the Lantern King decided 
  to test his theory with a candlewick, a creature that emanates fey 
  light in the same manner as the king. Candlewicks are prone to 
  telling tall stories and spinning outrageous tales, but Glowdrop 
  stands out even among his own kind: He is mischievous, cunning, 
  and excels at the art of falsehood above most other candlewicks. 
  More than once he’s gained the trust of unwary adventurers just 
  to betray and murder them on the Lantern King’s behalf.
  The Lantern King never lost track of Lumestin’s Puzzle Box, and 
  ensconced within it, his agent Glowdrop. The candlewick waits 
  patiently for the next group of adventurers to arrive, when he 
  will pose as a small, frightened fey in need of a rescue, in order to 
  manipulate them against Lumestin and Crimsonne. 
  Obtaining the Box
  The simplest way to start this adventure is for the PCs to discover 
  Lumestin’s Puzzle Box in a treasure hoard. Some alternative ways 
  to start this adventure are suggested below.
  • The PCs are looking for an NPC who has mysteriously 
  vanished. When the PCs search the missing person’s home, 
  they find the puzzle box.
  • A descendant of one of Lumestin’s apprentices obtains the box 
  and hires the PCs to investigate the item and solve the mystery 
  of their ancestor’s fate. The descendant may or may not have 
  any clue as to how the puzzle box works. The reason for their 
  interest might range from concern for their relative, concern 
  for the preservation of their work, curiosity as to what befell 
  the ancestor, or even simple greed: they may wish to profit 
  from the secrets of their ancestor’s art.
  • The Lantern King might give it to the PCs himself, either 
  directly, via one of his many masks by asking them to 
  investigate the space within; or indirectly, by leading the PCs 
  to its location with a glimmer of light.
  • An object needed for a different quest in the campaign might 
  be lost inside one of the rooms within the puzzle box.
  Lumestin’s Puzzle Box
  Lumestin’s Puzzle Box, known also as the Lightwoven Box, is an 
  artifact that contains the fey’s personal mansion. As an artifact, 
  the box is indestructible: no weapon or spell can mark its 
  polished surface. Dirt, paint, or glue does not adhere to it. 
  Attempts to learn the box’s purpose can reveal its link to the 
  First World or suggest that it contains an entire demiplane. 
  Certainly, if the PCs are seeking a missing person or specific 
  object, their research should indicate that the NPC or item lies 
  somewhere within.
  Among the fey who know its history, the box is considered 
  a cursed item. Its association with the Lantern King’s anger 
  means that these fey have little interest in the box; they fear 
  that possessing it might draw the attention of dangerous 
  forces. Those who are more powerful and familiar with its 
  story might be interested in its secrets or treasures, though 
  they are likely to play ignorant until they can take advantage 
  of the situation. 
  Any creature with even a slight link to the fey (such as a 
  gnome, a cleric of one of the Eldest, or a sorcerer with a fey 
  bloodline) who touches the box feels faintly uncomfortable 
  after holding it a few moments. There’s something about the 
  box that causes an unpleasant tingling down the holder’s spine, 
  like someone lightly dragging the tip of a quill pen down the 
  center of their back.
  LUMESTIN’S PUZZLE BOX
  MAJOR ARTIFACT
  SLOT none
  CL 18th
  WEIGHT 5 lbs.
  AURA strong conjuration and enchantment
  The sides of this handheld puzzle box are of plain, polished light 
  wood, and the lid is adorned with an intricate pattern of darker wood 
  that changes during each full moon. Although the lid has an apparent 
  seam, it is locked and has no visible keyhole or hinge mechanism. 
  Whenever bright light shines on it, the design on the lid trembles 
  slightly, making quiet cracking noises.
  The first time a character with at least one rank in any Craft skill 
  touches the box, they must succeed at a DC 20 Will save or become 
  fascinated by the box for 1 round as they unconsciously stare at the 
  box in wonder, lost in thought about their next creation. Thereafter, 
  keeping the box in one’s workplace provides a +2 insight bonus on 
  all Craft skill checks.
  The box opens itself once a month during the full moon. It can 
  also be opened by crafting a key of bright light to illuminate the 
  darker wood on the lid. Finally, the box opens at the whim of the 
  Lantern King; he usually lets those holding the box think that some 
  action they took caused the box to open. Regardless of how the box 
  opens, when it does, creatures chosen by the box within 30 feet 
  are transported into the demiplane within, arriving in the mansion’s 
  entrance hall (area A1). For the purposes of this adventure, you 
  should have this event occur only when all of the PCs and their 
  companions and familiars are in the area, as once creatures arrive 
  within Lumestin’s mansion, exit from the puzzle box is difficult.
  DESTRUCTION
  Craft a key made of darkness in the shape of the current pattern 
  on the lid, then place the key on the lid and strike the box with a 
  lightcrafted weapon.
  Lumestin’s Mansion
  The nature of the demiplane contained within Lumestin’s Puzzle 
  Box depends on how you prefer to run this adventure. If you 
  wish to run it as an escape scenario, then once the PCs arrive in 
  the mansion, they cannot leave the demiplane or communicate 
  with the outside world until the conclusion of the adventure. 
  If instead you’re running this adventure with themes of 
  5
  
  exploration, rescue, or recovery of a missing treasure, then spells 
  like plane shift can allow PCs to exit the box, but note there are 
  no conveniently easy portals within the box to allow idle visitors 
  easy escape!
  The planar traits of Lumestin’s Mansion are detailed below; 
  see pages 58–63 of Pathfinder RPG Planar Adventures for full details 
  on these traits.
  LUMESTIN’S MANSION
  The Lightwoven Box
  Category demiplane
  Gravity normal
  Time erratic (while in the mansion, time flows normally for 
  visiting creatures, but the amount of time that passes outside 
  the box varies at the GM’s discretion—PCs can emerge from the 
  box to find that less than a second has passed, or they might 
  discover years have gone by; for those whom the mansion has 
  claimed as inhabitants—including all NPCs encountered within 
  other than one the PCs might be searching for—aging no longer 
  occurs)
  Realm finite
  Structural lasting
  Essence mixed
  Alignment none
  Magic impeded (spells of the calling subschool and spells that banish 
  creatures to other planes are impeded, as are any spells that 
  require connections to other planes; teleportation effects work 
  within the boundaries of the mansion but do not allow travel 
  beyond the plane’s boundaries)
  Special With the exception of any NPCs the PCs might be seeking 
  to rescue, all of the inhabitants of Lumestin’s Mansion treat this 
  demiplane as their home plane.
  Opening the Box 
  Lumestin’s Puzzle Box opens in one of two methods, but since this 
  event starts the adventure, feel free to adjust these conditions to 
  fit your game.
  The first method is easy: the box opens itself at midnight 
  during each full moon (it need not be exposed to moonlight to 
  open). Long ago, this was when Lumestin hosted his monthly 
  auctions. Use this method if you wish to get right to the 
  adventure, since the PCs don’t have to spend time figuring out 
  how to open the box.
  The second method is to make a key of bright light in the shape 
  of the current pattern on the lid. Lumestin himself could simply 
  weave a light key with his fingers in a couple of seconds, but the 
  PCs won’t have access to this technique. A PC who studies the 
  puzzle box for an hour can succeed at a DC 25 Knowledge (arcana, 
  nature, or planes) check or a Spellcraft check to determine that 
  the simplest way to open the box is to create a screen that allows 
  light to strike the lid’s dark wood pattern while masking the rest 
  of the lid. The screen itself must be made of a durable, opaque 
  material (any metal or wood will do, but paper, cloth, or leather 
  will not), and can be crafted with a DC 18 Craft check and 2d6 
  hours of work. 
  Once the box opens, PCs and their allies within 30 feet are 
  transported into the mansion’s entrance hall (area A1); it’s best 
  if you time this event for a point when all PCs and companions 
  are present! As long as the box remains open, it appears to 
  be filled with beautiful and sparkling artisan’s tools. Once 
  transport is complete, the box closes and those sent into the 
  mansion within are trapped.
  Arriving in the Mansion
  The adventure truly begins when the PCs arrive in the entrance 
  hall on the first floor of Lumestin’s Mansion (area A1). Moments 
  after arrival, a warm glow appears before the PCs as a small 
  flickering creature that looks like a disembodied glowing face 
  drifts down from the chamber’s ceiling to greet them. The 
  glowing creature lights the room around the PCs and greets 
  them cheerfully.
  “Oh, ha ha, I can’t believe it! Someone’s come! Someone’s actually 
  come! Oh, it’s been so lonely! I’m so glad to see... Wait, no, that’s all 
  wrong! I shouldn’t be glad to see you! This place is dangerous, you 
  see. Most dangerous! And now you’re trapped! Like me! Oh dear, oh 
  dear. So sorry to bear the bad news. But, hey, there’s always a silver 
  lining! After all, we might get to become friends while we look for a 
  way out, right?”
  Creature: This is Glowdrop, a candlewick—a small, fiery ball 
  of light with features resembling a human face. A curling stream 
  of light like the tongue of a candle flame flickers above him. 
  Glowdrop can change the color of his light at whim; during his 
  previous assignments, he found out that warm colors work better 
  for the purpose of appearing as a friendly creature. He goes to 
  great length to ensure that the PCs do not mistake him for a 
  will-o’-wisp, and mocks them if they do. He speaks in Common 
  without any particular accent, rapidly and cheerfully, seemingly 
  glad to talk at every opportunity and eagerly answering any 
  questions without hesitation. He genuinely likes to talk to 
  people almost as much as he enjoys lying to them, assessing their 
  responses and reactions carefully under the guise of a harmless 
  and carefree fey.
  He is prepared to meet the PCs and make his best impression 
  of a distressed fey in need of rescue. He truthfully introduces 
  himself as Glowdrop the candlewick. He explains he’s a prisoner 
  of the mansion’s cruel owners—just like the PCs themselves. He 
  notes that the PCs appear strong and capable, and wonders if 
  they might finally defeat the mansion’s masters and free him 
  along with themselves. While his manner is friendly and helpful, 
  he’s feigning to be just a light-minded fey who knows very little. 
  Here are some of the questions the PCs might want to ask 
  him, along with answers he might provide.
  What is this place? “Can you believe it? We’re inside a box! This 
  is the mansion of two insane fey lovers who enjoyed trapping 
  innocent creatures and torturing them. Be careful—it’s full of 
  traps and other dangers!” (This is a half-truth: he knows that the 
  masters of the mansion aren’t the monsters he paints them to be, 
  but the mansion is indeed very dangerous.)
  6
  
  Glowdrop
  Who are you exactly? “Just a little fey from the 
  First World. We candlewicks are a jolly sort. We 
  love to fly around, and sing songs, and explore 
  all the marvels of the world... and this box threw 
  my curiosity quite a wobbly!” (Not a lie, but 
  there’s much that he’s not saying.)
  How did you get in here? “I stumbled 
  upon the open box as I wandered the 
  First World.” (This is a lie: in fact, he’s 
  an agent of the Lantern King, who 
  sent him here to find a way to kill 
  or otherwise harm or neutralize the 
  masters of the mansion. Currently, he 
  wishes to use the PCs as his tools to kill 
  Lumestin and Crimsonne.)
  How long have you been here? “I have 
  no idea. Time is weird here.” (This is true, 
  albeit not particularly helpful.)
  Who are the masters of the mansion? 
  “Long ago, they were famous in the First 
  World. He was a renowned artisan, and she 
  a social dragonfly. They used to hold gatherings here, selling 
  at auction the beautiful works of art he created. Then it all 
  mysteriously ended.” (All true.)
  How can we leave the mansion? “I haven’t a clue! There’s 
  no door, so the only way out is deeper into the house—and 
  through its cruel master!” (It’s true that there’s no easy way out.)
  GLOWDROP 
  CR 11
  XP 12,800
  Male candlewick bard 5 (page 32)
  CN Small fey
  Init +20; Senses low-light vision; Perception +26
  Aura shining light (20 ft.)
  DEFENSE
  AC 28, touch 28, flat-footed 20 (+7 Dex, +1 dodge, +9 insight, +1 
  size)
  hp 144 (18 HD; 13d6+5d8+77)
  Fort +9, Ref +19, Will +17; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities all-around vision, amorphous; Immune 
  blindness, light-based effects; SR 20
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 4 searing tendrils +15 touch (2d8 fire/19–20)
  Special Attacks bardic performance 21 rounds/day (countersong, 
  distraction, fascinate [DC 21], inspire competence +2, inspire 
  courage +2), sneak attack +1d6
  Spell-Like Abilities (CL 7th; concentration +16)
  Constant—tongues
  At will—dancing lights, daylight, dimension door (only to locations in 
  reach of its shining light), searing light
  3/day—mirror image, misdirection
  1/day—displacement
  Bard Spells Known (CL 5th; concentration +14)
  2nd (4/day)—cure moderate wounds, darkness, 
  suggestion (DC 21)
  1st (7/day)—cure light wounds, hideous laughter (DC 
  20), identify, liberating commandUC
  0 (at will)—daze (DC 19), detect magic, ghost 
  sound (DC 19), mage hand, open/close, 
  prestidigitation
  TACTICS
  Before Combat Glowdrop maintains 
  misdirection on himself at all times and is 
  eager to lie about the source of this effect if 
  the PCs confront him.
  During Combat To support the PCs, 
  Glowdrop uses inspire courage while 
  staying out of combat. He’ll use 
  healing on the PCs as needed. In a 
  real confrontation against the PCs, 
  Glowdrop’s first act is to refract, and then 
  to cast mirror image and then displacement. Glowdrop uses 
  inspire courage on his refractions, then works with them to 
  flank foes and maximize sneak attacks.
  Morale Glowdrop fights to the death, as he fears punishment from 
  the Lantern King should he fail to complete his orders.
  STATISTICS
  Str 10, Dex 24, Con 18, Int 16, Wis 20, Cha 29
  Base Atk +9; CMB +8; CMD 44 (can’t be tripped)
  Feats Combat Casting, Combat Reflexes, Defensive Combat Training, 
  Dodge, Flyby Attack, Improved Critical (searing tendril), Improved 
  Initiative, Mobility, Skill Focus (Bluff)
  Skills Acrobatics +28, Bluff +36, Diplomacy +30, Fly +38, Knowledge 
  (arcana) +26, Knowledge (nature) +26, Perception +26, Perform 
  (dance) +30, Sense Motive +26
  Languages Aklo, Common, Sylvan; tongues
  SQ bardic knowledge +2, lore master 1/day, refraction, versatile 
  performance (dance)
  Lightless Doors
  Lumestin created these doors to protect himself from the 
  Lantern King’s intrusion. Unless masked by illusion (as in area 
  A5), they look like a thick layer of inky-black fog that blocks all 
  light. In light or darkness, they are impossible to see through, 
  even for creatures with darkvision. In darkness, these doors do 
  not block physical movement in any way, but when light falls 
  upon it, the fog becomes a soft but firm barrier akin to a wall 
  of force that is impossible to pass. Light does not pass through 
  a lightless door, so a light source in one room doesn’t spill into 
  a neighboring room. Any source of light (including certain 
  magical creatures that emanate light by their nature, such as 
  the Lantern King, a banelight, or a candlewick with an active 
  shining light aura) is stopped by a lightless door.
  A character can study a lightless door as if examining a magic 
  item, and by succeeding at a DC 25 Spellcraft check can discover 
  how to use them. Alternately, provided Glowdrop remains 
  friendly with the PCs, he can teach them how lightless doors 
  work and can even cast darkness to allow passage through them.
  7
  
  A Note about Treasure
  Even before he ended up a prisoner of his own home, Lumestin 
  had many, many years to outfit his mansion, and he often 
  had powerful visitors to his demiplane. As a result, many 
  of the treasures on display here are quite powerful. This is 
  intentional, as it helps to set the feeling of exploring an area of 
  great importance, but you may find that some of the treasures 
  awaiting discovery in this adventure could overwhelm an 
  ongoing campaign.
  If you’re running The Puzzle Box as a standalone adventure, 
  this isn’t a problem; it gives the PCs a chance to play with 
  some powerful “toys” as they discover them without fears of 
  unbalancing the campaign to follow.
  If, on the other hand, you’re running this adventure as 
  part of an ongoing campaign, you’ll need to decide if you 
  want these treasures to function beyond the confines of 
  this adventure. If not, then once these treasures are brought 
  out of the manor, they revert to fine pieces of nonmagical 
  artwork; you can set their value to whatever you feel would 
  be appropriate for a treasure haul. Alternately, you could say 
  that the magic in these items simply goes dormant until they 
  are wielded by a character of sufficient power to awaken them 
  once again, thereby setting the magic items on “pause” until 
  your campaign reaches a point where they won’t imbalance 
  your game.
  Of course, you could simply let the PCs keep their treasures. 
  Sometimes, after all, it can be fun to be overpowered, but you 
  should make this choice with eyes open, perhaps talking to 
  your players to determine what the best solution is overall for 
  your game.
  A. First Floor
  The ground floor of Lumestin’s Mansion was built specifically to 
  welcome guests for Lumestin’s many gatherings. While auctions 
  for the masterpieces of art and craft were the most common 
  events, other special art exhibitions took place as well. Exquisite 
  food, drinks, and services set visitors into a pleasant mood. But 
  everything stopped after Lumestin and Crimsonne became the 
  targets of the Lantern King’s ire. Lumestin never bothered to 
  change or remove the exhibitions and decorations for his last event. 
  As a result, the manor remains richly decorated. Room furnishings 
  are baroque, beautifully crafted, and often rather odd, to match the 
  owner’s tastes. Despite being left unattended for a long time, the 
  spacious rooms on this floor are still in pristine condition.
  Features of the First Floor
  Darkness fills most of the rooms on this floor. Numerous 
  specialized unseen servants keep the place nice and tidy, making 
  faint noises as they open and close cupboards, clean shelves, and 
  sweep away dust. These servants cannot attack or be attacked, 
  and in certain rooms (as detailed in the text) are capable of 
  specialized actions most unseen servants cannot normally 
  perform. Candlesticks can be found in each room; if the PCs 
  light one, an unseen servant extinguishes it as soon as the room 
  is unoccupied. 
  Lumestin himself observes the PCs from his workshop (area 
  C4) through a special magical mirror which allows him to see any 
  room in the mansion as if by scrying, and he can send a silent image 
  of himself anywhere in the house three times per day. He has little 
  reason to send images for now, preferring simply to observe.
  Exterior walls on this floor are part of the demiplane 
  boundaries and are indestructible by common means. All doors 
  are unlocked and made from strong wood (hardness 5, hp 20, 
  break DC 25). The ceilings within the rooms here are arched with 
  peaks twenty feet high, except where indicated otherwise.
  A1. ENTRANCE HALL
  This is a large, marble-walled room decorated with two stone statues 
  of beautiful fey creatures each holding a vase of real flowers that 
  withered ages ago. A large, intricate, ten-foot-tall grandfather clock 
  stands in the middle of the chamber. One long wall bears an ornate 
  doorframe suggestive of the main entrance of a grand mansion, but 
  where the door would be is only wall. On the opposite side, a short 
  hall leads to a smaller doorway, this one complete with a welcoming 
  double door.
  This is where the PCs appear when they are first pulled 
  into the manor. The statues depict idealized fey creatures and 
  aren’t meant to represent anyone in particular. The clock’s 
  pendulum swings in a noticeably inconsistent rhythm, and the 
  time indicated by its hands fails to match any other reference 
  Glowdrop’s Role
  The Puzzle Box assumes Glowdrop accompanies the PCs for the 
  majority of the adventure. He bolsters the PCs’ support capabilities, 
  provides them with additional light in the dark rooms of the 
  mansion, provides them with darkness to go through lightless 
  doors, offers healing, and helps with support in battle. You shouldn’t 
  lower the XP awarded to the PCs to account for Glowdrop’s aid, nor 
  should you track XP for him. Glowdrop appears eager to follow the 
  PCs orders and suggestions; however, he acts as if he is afraid of 
  any danger and won’t follow orders that put him under attack.
  Glowdrop’s primary goals are to kill the banelight Crimsonne 
  and see Lumestin brought before the Lantern King. He tries to 
  raise the PCs’ suspicions against Lumestin by pointing out and 
  then exaggerating the lightsmith’s transgressions, and paints 
  events that have transpired in the mansion in ways that make 
  Lumestin and Crimsonne appear blameworthy. He does so 
  intelligently; if he sees that the PCs already think badly of the 
  pair, he stops pressing the point to avoid overselling his story.
  If Glowdrop thinks the PCs are becoming sympathetic to Lumestin 
  or Crimsonne, he drops the facade and tries to negotiate with the 
  PCs, telling them of a rich and powerful fey who wishes the masters 
  of the mansion dead, and will surely make it worth the PCs’ while. If 
  all else fails, he becomes aggressive and attempts to intimidate the 
  PCs into doing his bidding, attacking only when all other options fail.
  8
  
  A. First Floor
  A. First Floor
  A4
  A4
  A3
  A3
  A2
  A2
  A1
  A1
  A5
  A5
  A8
  A8
  A9
  A9
  A7
  A7
  A6
  A6
  d1
  d1
  b1
  b1
  a2
  a2
  d2
  d2
  a1
  a1 e2
  e2
  c2
  c2
  b2
  b2
  c1
  c1
  e1
  e1
  1 square = 5 feet
  1 square = 5 feet
  a = Fencer
  a = Fencer
  b = Cleric
  b = Cleric
  c = Gladiator
  c = Gladiator
  d = Paladin
  d = Paladin
  e = Archer
  e = Archer
  the party may have. Prior to the incident with the Lantern King, 
  the doorframe surrounded a lightless door that allowed guests 
  to leave the puzzle box; Lumestin removed the portal after he 
  permanently retreated into his mansion.
  A2. AUCTION ROOM
  In the center of this small amphitheater is a wooden stage with a 
  pedestal and a podium. Plush cushions for creatures of both human 
  and inhuman shape and size sit on the surrounding tiers. There’s even 
  a perch that could accommodate a bird, and a round tub filled with 
  clean water. A wide display case, with a dozen or so masterfully crafted 
  items set within, sits near one exit.
  This chamber is where Lumestin auctioned the marvelous 
  creations he and his apprentices crafted. The room is designed to 
  accommodate all manner of creatures from Diminutive to Large. 
  If a character sits in any seat, an unseen servant immediately brings 
  them a cup of fragrant tea. If they look closely at the pedestal in 
  the middle of the room, they find they have the strange power 
  to visually “zoom in” and closely study any object placed upon it. 
  A wooden gavel sits on the podium. Standing behind the 
  podium has the same zooming effect as the rest of the room, but, 
  rather than zooming in on the pedestal, the zoom focuses on the 
  display case. This allows the auction master to closely study each 
  item in the case and read their plaques from afar. The walls of 
  the display case itself appear to be glass but are in fact walls of 
  force (CL 18th).
  If any character picks up the gavel while standing behind the 
  podium, the pedestal begins to glow. The gavel gives anyone 
  holding it the ability to sell items from the display case, so 
  long as there’s at least one person sitting in the amphitheater. 
  Naming an item causes the unseen servants to place it on the 
  pedestal. The characters in the seats can make bids starting 
  at the object’s minimum asking price; whenever they do, the 
  magic of the room causes the bidder to offer 100 gp more than 
  they intended unless they succeed at a DC 25 Will save (this is a 
  compulsion effect). Once at least one bid is made, the holder of 
  the gavel can strike it to any surface. At this point, the currently 
  named price is set and an unseen servant presents the buyer with 
  a golden plate intended to collect the payment. As soon as the 
  price is paid in money or items, the payment vanishes and is 
  replaced by the purchased item. Money taken in this manner is 
  gone forever, so buyer beware!
  Treasure: The items in the display case are laid out for sale. 
  Each item has a plaque listing the item’s name, a minimum bid 
  amount, and the name of the item’s creator. Represented are the 
  names of all the apprentices from the second floor and many 
  others; some of the highest-priced items bear golden plaques 
  engraved with the name “Lumestin the Lightsmith.” Characters 
  who can bypass the case’s wall of force can steal the items; this 
  may, at your discretion, have repercussions later in the adventure 
  9
  
  when the PCs meet Lumestin. Otherwise, they can be purchased 
  at auction as detailed above.
  The nonmagical items on display here appear to be exquisite, 
  but thanks to the Lantern King’s power over the Lightwoven Box, 
  they cannot exist outside of Lumestin’s Mansion; if brought 
  outside of the demiplane, the nonmagical items crumble and 
  become worthless. Magic and cursed items, however, continue to 
  function normally. The items on display are as follows:
  • Earrings, necklace and a matching ring made from silver and 
  jade. The gems seem somehow interconnected with an inner 
  glow that courses between them. The starting price is 750 gp.
  • A vase made of colored glass. Flowers placed inside it resemble 
  tall trees, and the sides of the vase look like waterfalls. The 
  starting price is 200 gp.
  • A marble statue of a dancing Tian woman, dress and hair 
  flowing in the wind, her face covered with a veil. The starting 
  price is 1,500 gp.
  • A figurine of a shining will-o’-wisp, made in such a way that it’s 
  impossible to conceive how it hangs in the air. It’s unnerving 
  to look at it. This is actually an unlucky figurineUE. The starting 
  price is 2,000 gp.
  • A wayfinder with a face made of ivory and gold. On this 
  demiplane, “north” always points to the auction room’s 
  podium. The starting price is 1,000 gp.
  • A masterwork lute, simple in design, but with strings 
  seemingly made of light. The inlay around its sound hole is 
  glowing with an effect similar to the permanent light. The 
  starting price is 500 gp.
  • An elaborate mechanical limb made of bronze and iron (this is 
  a clockwork arm; see page 35). The starting price is 6,000 gp.
  • A robe covered with a dizzying number of colorful patches. 
  This is a robe of useful items. The starting price is 25,000 gp.
  • An elaborately designed bookmark of deceptionUE, which can 
  transform any book into a satirical and vulgar sacrilegious text 
  about the relationships between the gods. The starting price is 
  1,000 gp.
  • A pair of white first aid gloves (see page 35), decorated with finely 
  cut gemstones at the base of each finger. The starting price is 
  2,000 gp.
  • A crude warhammer made from dark metal. An engraving on 
  the handle reads: “Art Crusher.” This is a +1 transformativeUE 
  adamantine warhammer. The starting price is 10,000 gp.
  Story Award: If the PCs manage to puzzle out how the auction 
  works and purchase at least one item without causing a problem, 
  grant them 2,400 XP.
  A3. DINING ROOM
  The walls of this room are decorated with a beautiful mural that 
  depicts a crowd of masked fey at a ball in a forest clearing. All manner 
  of incredible plants and creatures dance in the mural’s background. 
  In the center of the room, a large T-shaped table is filled with all 
  manner of delicacies.
  The mural doesn’t move while anyone is watching, but 
  whenever someone looks at it, minor elements seem to have 
  changed, as if the ball’s masked guests have moved around and 
  changed their poses. Sometimes a person in the room even sees 
  themselves among the guests in the mural, dressed just as they 
  are now but wearing a baroque mask.
  The food on the table never spoils, and the table itself is 
  attended by unseen servants who take away dirty dishes and 
  replenish the food. They obey reasonable and appropriate 
  commands of anyone sitting at the table, such as asking for a 
  certain food or drink. The food provides the effect of a heroes’ 
  feast spell cast by a 14th level caster. 
  The PCs might end up spending a lot of time in the mansion, 
  and this room ensures that they can rest, eat, and drink whenever 
  they need.
  A4. ARMOR HALL (EL 10)
  This sectioned hall holds a series of displays of fully armored soldiers, 
  posed mostly in pairs with one armored warrior killing another. A hint 
  of copper lingers in the air, almost something one can taste on the 
  tongue before the sensation fades away.
  What appear to be several suits of armor stand throughout 
  the room, all frozen in combat positions. This is not a place for 
  storing armor, but a memorial hall for Crimsonne’s personal 
  collection of heroic spirits. The range of eras and armor styles 
  on display here is considerable, although many of them seem 
  to bear distinct elements of dwarven make. There are six posed 
  displays in all. Four feature pairs of armor posed in melee 
  combat. The fifth pairing is less obvious: an archer on one 
  side of the room has made a ranged strike against a paladin 
  on the opposite side. The last posed display, in the middle of 
  the room, stands out from the others: a single suit of armor, 
  larger than the others, plunging a polearm into a map that lies 
  at its feet. The map appears to depict the Stolen Lands, though 
  based on the markings, it’s at least a century old. A twelfth suit 
  of armor lies on a bier opposite the large armor; it is not part 
  of the posed displays.
  While this may not be immediately apparent to the PCs, each 
  of the suits of armor in the paired displays has a counterpart in a 
  different display. One counterpart is posed in glory, symbolizing 
  a soldier’s first battle, while the other represents the same 
  soldier’s final battle as a mature combatant. The counterpart in 
  the vanquished pose is always more intricate, with regalia and 
  crests to show that the soldier had risen to command before 
  falling at last. The counterparts may be discerned by perceptive 
  PCs either by the heraldry on the armor, by its design and 
  aesthetic style, or by the weapon it wields. 
  The five paired displays are represented on the map as follows.
  • A young fencer (a1) killing a mature archer (e2)
  • A young Asmodean cleric (b1) killing a mature fencer (a2)
  • A young gladiator (c1) killing a mature Asmodean cleric (b2)
  • A young paladin of Iomedae (d1) killing a mature gladiator (c2)
  • A young archer (e1) killing a mature paladin of Iomedae (d2)
  10
  
  Together, these displays may suggest something more general 
  and philosophical, involving the eternal circle of triumph and 
  defeat on the fields of battle.
  Creatures: The 11 posed suits of armor are in fact undead 
  phantom armor guardians. The larger figure stabbing the map 
  is a unique giant phantom armor known as a phantom general, 
  while the other ten are standard guardian phantom armors. 
  While the phantom general functions normally in combat (albeit 
  as a much more powerful undead creature than the typical 
  phantom armor), the other phantom armors possess an unusual 
  trait: each of the two counterpart armors share the same spiritual 
  link. For example, the animating force behind the young archer 
  is the same as the animating force behind the mature archer. As 
  a result, both counterparts must be destroyed in the same round, 
  otherwise a fallen phantom rises again to continue the fight.
  All of the phantom armors remain motionless until any of 
  them are touched, attacked, or otherwise interacted with, or 
  until a living creature passes between two armors paired in a 
  single display. In the cases of the four pairs in melee combat, 
  doing so requires squeezing in between two suits locked in 
  battle, but in the case of the young archer killing the paladin 
  at range, it’s quite easy to pass between the paired armors. 
  Once any of these conditions occur, all eleven phantom armors 
  animate and attack at once.
  PHANTOM GENERAL 
  CR 9
  XP 6,400
  Giant phantom armor fighter 5 (Pathfinder Bestiary 4 213)
  NE Large undead
  Init +6; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+9 armor, +2 Dex, +1 dodge, –1 size)
  hp 114 (10 HD; 5d8+5d10+65)
  Fort +10, Ref +4, Will +6 (+1 vs. fear)
  Defensive Abilities bravery +1, channel resistance +4, eternal watch; 
  Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee +2 ranseur +18/+13 (2d6+14/19–20/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks weapon training (polearms +1)
  STATISTICS
  Str 22, Dex 15, Con —, Int 7, Wis 13, Cha 20
  Base Atk +8; CMB +15; CMD 28
  Feats Combat Reflexes, Dodge, Improved Critical (ranseur), Improved 
  Initiative, Power Attack, Toughness, Weapon Focus (ranseur), 
  Weapon Specialization (ranseur)
  Skills Intimidate +18, Perception +9
  Languages Sylvan (can’t speak)
  SQ freeze (suit of armor), armor training 1
  Gear +2 ranseur
  SPECIAL ABILITIES
  Eternal Watch (Su) If the phantom general is destroyed, the suit 
  of armor falls to the ground, but at the start of the next round, if 
  any linked phantom armors remain active, the phantom general 
  stands once more, restored to 50 hp. The phantom general 
  remains at rest only if it is destroyed after all 10 of the linked 
  phantom armors are destroyed. 
  LINKED PHANTOM ARMORS (10) 
  CR 2
  XP 600 each
  Variant phantom armor (Pathfinder Bestiary 4 213)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
  hp 13 each (3d8)
  Fort +1, Ref +2, Will +3
  Defensive Abilities channel resistance +2; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee fencer: +1 rapier +5 (1d6+3/18–20)
  cleric: +1 heavy mace +5 (1d8+3) 
  gladiator: +1 trident +5 (1d8+3)
  paladin: +1 longsword +5 (1d8+3/19–20)
  archer: slam +5 (1d4+2)
  Ranged archer: +1 longbow +5 (1d8+3/×3)
  STATISTICS
  Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Power Attack
  Skills Perception +6, Stealth +7
  Languages Sylvan (can’t speak)
  SQ freeze (suit of armor)
  SPECIAL ABILITIES
  End of Watch (Su) If a linked phantom armor is destroyed, the suit of 
  armor falls to the ground, but at the start of the next round, if that 
  phantom armor’s counterpart remains active, the fallen phantom 
  armor stands once more, restored to 10 hp. Only if both the young 
  and mature counterparts of the same phantom armor are both 
  destroyed in the same round do they remain defeated.
  Treasure: The armor lying on the bier is a suit of +2 full plate. 
  A small compartment in the bier contains a few resources once 
  used to help repair damage to smaller pieces of armor: a wand of 
  make whole with 30 charges remaining and a flask of sovereign glue 
  with 3 ounces left.
  A5. THE CLOTHES ORCHARD (EL 9)
  This wide stone platform overlooks what seems to be a vast ocean, 
  yet the waters of this sea are perfectly calm. Above, a bright blue 
  sky appears to stretch to a distant horizon. The platform itself is made 
  of stone, with a facade along one side that looks to be the face of a 
  towering stone manor that fades into blackness at a height of thirty 
  feet. The same blackness extends to either side, giving the impression 
  that an eternal night lies just beyond.
  On one side of the platform, short staircases lead up to two stone 
  towers rising from the waters. What appears to be a trio of corpses are 
  sprawled at the foot of one of the stairs, and the risers of that staircase 
  11
  
  are spattered with blood. A short bridge from the platform leads to a 
  dense forest of trees that seems to grow right out of the water itself. A 
  smaller square platform extends from the trees about twenty-five feet 
  from the main platform’s edge.
  Two orderly rows of six low pedestals stand on the platform itself, 
  eight of which are each occupied by a mannequin. Though they are all 
  posed differently, all eight possess the same body shape and features: 
  that of a handsome fey noble. Each wears a different set of finery, 
  as if dressed for a specific occasion. At a glance, the room looks like 
  an orchard of people, with the clothing the primary object of display 
  rather than the figures themselves.
  While this platform might seem to be outdoors, it’s not. Lumestin 
  crafted this chamber and the areas beyond as an approximation 
  of a vast reflecting pool. The sky above is nothing more than an 
  illusion, and any attempt to fly up into it meets the real ceiling 
  at a height of 30 feet; similarly, the horizon and sea disguise walls 
  just a short distance from the other features. The wall of darkness 
  to either side represents nothing more than unfinished portions 
  of the demiplane; this region cannot be entered at all, as it does 
  not yet exist (and likely never will, considering Lumestin’s current 
  state of mind). The waters themselves are fresh and pure, with no 
  magical properties, and are a uniform 20 feet deep. The platform 
  itself was initially Lumestin’s wardrobe, but in time he repurposed 
  it into a sort of exhibition hall for his favorite outfits. The figures 
  all share his likeness.
  The three corpselike figures at the base of the stairs look just 
  like the other mannequins, though a few limbs are no longer 
  attached to two of them, and all three have torn clothing. They 
  appear to have been knocked over as if by someone running 
  through the room, and despite some having lost arms or legs, 
  they attempted to crawl to area A7, but didn’t quite get there 
  before perishing. While the swath of blood on the steps to area 
  A7 might seem at first glance to have ties to these figures, it does 
  not—it is instead a by-product of the bloody bones that dwells in 
  the chamber beyond. These figures account for three of the four 
  empty pedestals; the fourth is where the Host once stood before 
  it became sentient (see area A8).
  In the middle of the manor’s facade, an elaborate staircase 
  leads up to a double door. Mirrors on the walls and ceiling are 
  set in a way that one can see the top of the stairs, affording what 
  appears to be a glimpse of the entrance hall on the second floor 
  (area B1). The images in the mirrors and their frames are made 
  in such ingenious way that they could not be distinguished 
  from realistic paintings, but succeeding at a DC 20 Perception 
  check discerns the truth: the stairs end at a wall of complete 
  blackness—a lightless door. As long as no light shines on this 
  door, any PC who steps through it emerges onto the balcony 
  in area B1.
  Creatures: The mannequins are in fact wax golems, constructs 
  that once served Lumestin both to help him dress and to guard 
  his clothing. Three of the wax golems tumbled over when one of 
  the mansion’s previous accidental prisoners (a dwarf adventurer, 
  whose body is lying below area A8) ran through this area. When 
  he tore one of the golems’ shirts in his panicked flight, they all 
  attacked him. As he fled to area A8, though, the eight surviving 
  golems returned to their pedestals. 
  The wax golems are specially made to work as mannequins. 
  Normally, they remain quite docile, and obey any spoken 
  commands, in any language, to change positions or to don 
  or remove clothing, as long as the commands are formulated 
  politely, with phrases like “Please, may I?” or “Would you be so 
  kind?” If asked for their clothing, the golem will remove the 
  requested item and present it to the character who requested 
  it. (The golems are decorated with discrete undergarments 
  carved into their surfaces.) The golem still counts the clothing 
  as its property, and carefully watches the character who has 
  it. If a character takes a piece of clothing more than 10 feet 
  away from the golem who owns it (even if that golem has 
  been destroyed), all of the surviving wax golems turn to face 
  that character. If the character continues to move, the golems 
  step down from their pedestals and block the exits. They 
  won’t become violent unless the character does, or unless a 
  character tries to exit the room with an article of clothing or 
  tries to damage any of the clothing.
  The PCs may think to take a piece of clothing from a golem, 
  then offer it a replacement. So long as the replacement is intact 
  and designed to be worn in a similar location (for example, 
  replacing a robe with a shirt, or a scarf with a necklace) the 
  golem forgets about the old article of clothing and counts 
  the new one as its property instead. The replacement clothes 
  must be sized for a Medium creature, but style and exact fit  
  don’t matter.
  The wax golems have no memory and cannot leave the 
  boundaries of area A5, even to pursue a clothes thief. When there 
  are no living creatures in the area, they return to their pedestals 
  (unless, as in the case of the three sprawled near the stairs, they 
  are destroyed).
  WAX GOLEMS (8) 
  CR 3
  XP 800 each
  Pathfinder RPG Bestiary 4 133
  hp 42 each
  Treasure: Ten of the wax golems (including two of the 
  destroyed ones) each wear a different piece of clothing or jewelry: 
  a +2 mithral chain shirt, a robe of the faerie queenPU, a ring of protection 
  +1, a pair of challenger’s glovesUE, a swordmaster’s flairACG in blue 
  scarf mode, a cursed ring of lifebleedUE, a custom-made silk tunic 
  in the style of high Keleshite society (worth 750 gp), a hat with 
  an exotic feather (worth 675 gp), a precious noble’s outfit (worth 
  1,000 gp), and a suit of darkleaf clothUE leather armor.
  A6. FITTING ROOM (EL 9)
  This circular chamber is brightly lit with sunlight shining from thousands 
  of small decorative panels on the walls. Separating the panels, thin 
  columns of stone lead upward to support a ceiling sixty feet above that 
  has been completely decorated with paintings of cavorting, flying fey.
  12
  
  This room is further enhanced by a powerful illusion. If 
  the PCs don’t have the capacity to instantly see through this 
  illusion (such as via true seeing), continue with the following 
  read-aloud text.
  The room itself is vast—much larger than one would expect from the 
  outside. Within, many people of countless ancestries mill about room. 
  Servants bustle around, carrying food and beverages to numerous 
  groups of aristocrats seated on large cushions around the room. Near 
  the far side of the chamber looms a huge throne seating a huge man 
  clad in rich garments and exquisite jewelry. He is quietly talking to a 
  tall man in a dark robe; a pair of tigers lie on silk cushions to either 
  side of the throne itself.
  This was the room where Lumestin tried on outfits, arranging 
  his appearances to fit a wide variety of cultures and themes. 
  The illusion woven into the chambers inner walls is a strikingly 
  realistic permanent image (CL 18th) that Lumestin programmed 
  to react to different outfits in an attempt to create a simulation 
  of real-life fashion appraisal. The room itself is actually much 
  smaller, as indicated on the map.
  The room still functions, to an extent, as Lumestin originally 
  intended. As soon as a character steps into the center of the room, 
  the illusory people all around respond to that character’s attire. 
  They do so with reactions of disgust or ridicule to anyone not 
  dressed to impress high society, but anyone who is dressed in 
  fine clothing solicits praise and applause. Armor always evokes 
  mockery from the crowd. 
  The current prevailing fashion throughout the room evokes 
  a court of Keleshite nobility. Any PC who succeeds at a DC 23 
  Knowledge (nobility) check immediately recognizes this. A PC 
  who steps into the center of the room wearing appropriate 
  attire (any of the nonmagical, non-armor items of clothing 
  from area A5 qualify automatically, as might other outfits at 
  your discretion) earns cries of delight and shows of respect 
  from the illusions, gifting all creatures in the chamber with 
  a +2 morale bonus to saving throws against mind-affecting 
  effects for the next 24 hours. Once the illusory crowd gives 
  their approval in this way, the illusion ends and does not 
  return.
  Creatures: While the illusory crowd can’t defend itself, 
  the two soulbound mannequins that stand to either side of 
  the room’s entrance can. Any attempt to dispel the illusion, 
  or any attempt to attack any of the illusory people, causes 
  these two constructs to attack at once. They do not pursue 
  foes outside of this room, but once a fight begins, they battle 
  until destroyed. Both of these soulbound mannequins are  
  chaotic neutral.
  SOULBOUND MANNEQUINS (2) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfinder RPG Bestiary 4 248)
  Treasure: A small, locked compartment is hidden in the wall 
  at the side of the room opposite the entrance. This compartment 
  is easily noticed if the illusion vanishes or is dispelled, but 
  requires a DC 35 Perception check to notice while the illusion is 
  active. The compartment unlocks automatically when the mirage 
  vanishes, otherwise it can be unlocked by succeeding at a DC 32 
  Disable Device check. A guardian gorgetUE sits on a velvet cushion 
  within the compartment.
  Story Award: Grant the PCs 2,400 XP if they manage to earn 
  the illusory crowd’s respect.
  A7. MIRROR ROOM (EL 10)
  The walls of this room are hung with huge mirrors, allowing one to 
  be seen from every angle. In the middle of the room, a dusty heap of 
  clothing soaked in long-dried blood lies in the vague shape of a person. 
  There is no body, nor even a skeleton, apparent within the discarded 
  outfit. Before the mirror to the left of the entrance lies a wax fragment 
  of a face: a large portion of a left cheek and brow surrounding a single 
  eye that stares at the room’s entrance.
  The clothing belonged to one of Lumestin’s apprentices, 
  Mindful Melia the bookbinder, who fought the other apprentices 
  on the second floor before she was thrown down the stairs into 
  the Clothes Orchard. She managed to crawl here before bleeding 
  to death.
  The fractured wax face is part of the Host (see area A8).
  Creature: After death, Melia did not rest well; she became a 
  bloody bones and now resides inside the mirror opposite the 
  room’s entrance. She longs for revenge but is unable to escape 
  her reflection until someone looks into her mirror. At this point, 
  she reveals herself and attacks using mirror jump.
  BLOODY BONES 
  CR 10
  XP 9,600 
  hp 133 (Pathfinder RPG Bestiary 6 49)
  Treasure: Mindful Melia’s magical gear lies amid her discarded 
  clothes. This consists of a brooch of shielding (67 points of damage 
  remaining), a ring of force shield, and a scholar’s ringUE.
  A secret alcove behind the mirror to the left of the entrance can 
  be accessed either by smashing the mirror or finding a hidden 
  switch (DC 30 Perception check) on the wall to the mirror’s left. 
  Within this alcove lies a suit of +2 mithral full plate.
  A8. FLOATING GARDEN (EL 8)
  A small trail winds through this lavish garden of thick undergrowth 
  and trees which seems to float solidly upon the water below. Colorful 
  fireflies alight from flower to flower in the dense vegetation around 
  the clearing and trail. The soft sound of a man weeping comes from 
  somewhere out of sight down the trail leading into the woods.
  PCs can succeed at a DC 25 Knowledge (nature) check to 
  confirm that the plants in the floating garden are real but seem 
  to have been enhanced by energy from the First World; treat the 
  waters below them as earth for the purposes of stability. Areas 
  13
  
  that appear to be solid soil, though, are merely a permanent 
  illusion (CL 18th); only the platform and trail are real. A character 
  who steps off either falls into the root-tangled waters below.
  A PC succeding at a DC 30 Perception check notes that the 
  colorful lights are not fireflies but are in fact tiny floating 
  gemstones. These gems never come within arm’s reach of the 
  platform or trail, so anyone who tries to chase one will likely fall 
  through the illusion into the water below.
  The root-tangled mess under the floating garden was known 
  as the Undertow Garden. Movement through these tangled roots 
  counts as difficult terrain, but no danger other than drowning 
  lurks within.
  Creature: The source of the weeping is seated on the bench 
  in the far part of the garden. This man is known as the Host—
  an unusual wax golem from the Clothes Orchard who gained 
  sentience and now believes himself to be the mansion’s true 
  owner. He has stalked many of those who have become trapped 
  in the puzzle box before, but recently terrible memories flooded 
  his mind and he ran away to weep here.
  The Host’s initial attitude is indifferent, but if the PCs have 
  harmed any of the manor’s contents, the Host can tell; this 
  includes stealing from the cases in area A2, stealing clothing 
  from the golems in area A5, or falling through the illusory soil 
  and “ruining the lawn.” In such a case, his attitude shifts to 
  hostile. Conversely, if the PCs bear any of the items from areas A2 
  or A5 and procured them without stealing, his starting attitude 
  shifts to friendly.
  In any case, as the PCs approach the Host, he looks at them to 
  reveal a badly damaged face missing the upper left part, leaving 
  him with just one eye. His once beautiful clothing is in tatters. 
  He greets the mansion’s guests. If his attitude is unfriendly or 
  worse, he may demand that the PCs leave his mansion, and may 
  even attack if they fail to improve his attitude. If he’s indifferent 
  or better, he laments at the sorry state of his face and clothes, and 
  that they’ve come at the worst possible moment, as he’s entirely 
  “lost himself.”
  While the Host is sapient, his thinking is clouded, and he can’t 
  speak very coherently. He constantly returns to laments about his 
  terrible condition, but with patience and the right questions, the 
  PCs should be able to learn most or all of the following points.
  • The Host claims to be the owner and builder of this 
  mansion, an artisan famous all over the First World. Once, he 
  held beautiful gatherings, but now that he’s lost himself, his 
  guests no longer come. He doesn’t know his own name, a fact 
  that he tries to avoid admitting.
  • He can’t describe what “losing himself” means, but he keeps 
  pointing at his face and clothes. If asked how he lost himself, 
  he’ll say he was “bitten by a mirror” and warns that mirrors 
  are dangerous. (It was in fact the bloody bones in area A7 that 
  savaged him.) If asked how he might find himself again, he 
  leads the PCs to the reflection pool (area A9) and points to 
  the mosaic there saying, “This. This is me. But me now... Isn’t 
  me.” He cannot formulate it himself, but what he really wants 
  is a new face, and clothing like that Lumestin wears in the 
  mosaic. If the PCs figure out what he wants and offer to help, 
  his attitude immediately improves by one step.
  • He knows how dangerous the floor in this room is, but only 
  warns the PCs if his attitude is friendly or better. In a fight, he 
  avoids stepping off the path, and even uses it to his advantage, 
  using magic to push the PCs from the path as the chance 
  presents itself.
  • He knows the “rules” of the Clothes Orchard, but only reveals 
  them if the PCs agree to help him “regain himself.” In this 
  case he reveals with a sigh that the PCs must rob his own 
  beautiful Clothes Orchard and asks that they try not to damage 
  it too badly in the process. He describes the rules for properly 
  swapping clothes with the golems there, but getting the full 
  story may require patience as he constantly gets distracted with 
  his own laments.
  • He can’t tell the PCs how to escape the mansion. He doesn’t 
  know anything about the lightless doors, and has never left the 
  first floor.
  If the PCs recover the missing portion of his face from area A7 
  and offer it to him, he is overjoyed at first and tries to push the 
  missing piece back to his head, only to have it tumble out onto 
  the path a moment later. In order to fully repair him, someone 
  must hold the missing section of face in place on his head while 
  casting make whole, using sovereign glue to reattach the piece, or 
  something similar (the repair resources in area A4 can help in 
  this regard).
  Once his face is repaired and any of the clothing from area A5 
  is procured without incident for him, the Host is delighted. He 
  offers his winged boots to the PCs as thanks, and if the PCs avoided 
  vandalizing the Clothes Orchard, will share the location of the 
  secret compartment in area A7 as a bonus. He no longer objects 
  to any damage the PCs do to any of the rooms after this, and even 
  warn them about the dangers of area A4, saying that he never really 
  liked that place. Otherwise, he is content to remain here for a few 
  more years to quietly contemplate his “return to himself.”
  THE HOST 
  CR 8
  XP 6,400
  Male sentient wax golem sorcerer 6 (Pathfinder Bestiary 4 133)
  N Medium construct 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+4 armor, +1 Dex, +1 dodge, +6 
  natural)
  hp 69 (10 HD; 4d10+6d6+26)
  Fort +3, Ref +6, Will +9
  Immune cold, construct traits, magic
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee slam +10 (1d6+4)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—laughing touch
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—protection from fire
  14
  
  2nd (6/day)—hideous laughter (DC 15), mirror image, web (DC 15)
  1st (7/day)—entangle (DC 14), mage armor, magic missile, shield, 
  true strike
  0 (at will)—dancing lights, daze (DC 13), detect magic, ghost sound 
  (DC 13), mage hand, resistance, read magic
  Bloodline fey
  TACTICS
  Before Combat The Host casts mage armor before combat.
  During Combat The Host casts protection from fire on himself, then 
  activates his winged boots and moves off the path, hoping to trick 
  the PCs into following him as he flies over the illusory ground. 
  He then casts mirror image, and on the following rounds uses his 
  offensive spells on the PCs.
  Morale The Host flees to area A9 if reduced to below 20 hp, but if 
  confronted there fights until destroyed.
  STATISTICS
  Str 16, Dex 13, Con —, Int 10, Wis 13, Cha 16
  Base Atk +7; CMB +10; CMD 22
  Feats Combat Casting, Dodge, Eschew Materials, Improved Initiative, 
  Iron Will, Lightning Reflexes
  Skills Knowledge (arcana) +8, Perception +6, Sense Motive +6, 
  Spellcraft +8
  Languages Common, Sylvan
  SQ conditional sentience, bloodline arcana (+2 DC for compulsion 
  spells), woodland stride
  Gear winged boots
  Treasure: An investigation of the Undertow Garden reveals 
  the bones of a long-dead dwarf adventurer who still holds his 
  +1/+1 dwarven urgosh. The body also wears a +1 chain shirt, and a 
  belt pouch contains 3 potions of cure moderate wounds and 37 gp.
  Story Award: If the PCs manage to restore the Host, grant 
  them XP as if they had defeated him in combat.
  A9. REFLECTION POOL
  This peaceful gazebo features intricate pillars supporting an elegant 
  roof. An animated mosaic of a handsome man appears on one pillar, 
  then vanishes only to reappear on the next pillar, moving in a constant 
  clockwise pattern.
  The mosaic depicts Lumestin as a beautiful and romantic 
  figure. Each time the animated mosaic makes a complete circuit 
  of the 12 pillars, the nature of his appearance changes, from a 
  young boy exploring the First World’s mysterious wilds, to a wise 
  teacher, to a man dressed as a noble standing before a crowd of 
  aristocrats, to a master in a magical workshop, and then back 
  to a young boy. When he appears in his noble garb, a strangely 
  unfinished addition to the mosaic on the last few pillars shows 
  him holding hands lovingly with a half-woman, half-dragonfly 
  creature identifiable with a DC 27 Knowledge (nature) check 
  as a banelight. This is where Lumestin spent his time alone, 
  meditating and reflecting on his life, but there is little here now 
  but these strange visuals for the PCs to observe.
  Chapter 2:
  Battlefield of the 
  Crafters
  The mansion’s second floor contains the living quarters and 
  workshops 
  of 
  Lumestin’s 
  apprentices—talented 
  crafters 
  Lumestin discovered during his travels across Golarion. They 
  joined him in his mansion to further hone their crafting skills 
  and to create items none of them deemed possible before, 
  crafting in specialized workshops constructed from the same 
  magic that created the mansion itself. Their creations were then 
  auctioned by Lumestin to collectors across different realms. 
  Lumestin never took more than six apprentices at once, as 
  his power limited the number of gifts he could bestow at any 
  one time—he can grant three skill blessings and three spell 
  blessings. While so blessed, an apprentice gains the ability to use 
  specialized tools to perform lightcraft, the art of creating solid 
  objects from light itself. All six lived peacefully with one another, 
  with Lumestin or other fey mediating potential personality 
  clashes before they got out of hand.
  When the conflict with the Lantern King started, Lumestin 
  had recruited six especially talented apprentices, each at the 
  peak of their creativity. With Lumestin’s aid and resources, and 
  advice from First World fey, any one of these six apprentices 
  could ascend to something truly remarkable. Each was awarded 
  their own title: Whimsical Wo Gun from Tian Xia, sculptor and 
  master of golems; Keen Katissa, master of toys and puppetry; 
  Katissa’s half-brother Samley the Scrupulous, a talented 
  crafter of clockwork mechanisms; always loud and merry Jolly 
  Jeralbeena, an unrivaled crafter and a skillful performer of many 
  musical instruments; quiet and thoughtful Persistent Petrio, a 
  patient designer of beautiful clothing and cutting-edge fashion; 
  and Mindful Melia, ever attentive to smallest details, a master 
  of calligraphy, symbology, and bookbinding. Before everything 
  fell apart, the six apprentices dined every evening with Lumestin 
  and, more recently, the banelight Crimsonne.
  Lumestin feared that if his apprentices learned the truth of 
  his conflict with the Lantern King, they would leave him just as 
  most of his friends did. So as his conflict with the Lantern King 
  grew, Lumestin kept the growing peril from them. He instead 
  provided them with the ultimate challenge: to create something 
  unimaginable. He promised the best a prize worthy of the 
  effort: he would grant the winner access to his own workshop 
  where he would teach them lightcraft. Of course, these were lies 
  crafted by Lumestin to trick the apprentices into perfecting his 
  lightkilling machine. As soon as the device was completed, he 
  sealed his workshop and locked himself and Crimsonne inside, 
  never naming the winner of the competition and abandoning 
  the apprentices to an eternity locked into the lower floors of 
  his manor.
  15
  
  Years passed. The apprentices started to feud over the grand 
  prize: the key to the master’s workshop. They turned their 
  crafts to deadly purposes, and war ensued. The first death was 
  accidental and self-inflicted: Katissa made her toy creations 
  more aggressive and independent, and paid with her life when 
  a miscalculation allowed her creations to turn on her. Next, 
  Samley’s automatons managed to overcome Melia, who managed 
  just barely to escape to the first floor only to eventually die and 
  become a vengeful undead monster (see area A7). In the midst of 
  the chaos, Petrio managed to steal the master’s key and hide it 
  from everyone else. Petrio protected his workshop with a deadly 
  trap but could not return to the dining room afterwards and, 
  ironically, died in his workshop soon thereafter of hunger.
  Today, only three apprentices remain alive. Though they have 
  lived for centuries inside the mansion, they have not aged; their 
  long feud, however, has certainly taken its toll on their sanity.
  B. Second Floor
  Unlike the dark and quiet first floor, the second floor is brighter 
  (though still dim) and full of chaos. Its marble walls were once 
  beautifully decorated, just like the rooms on the first floor, but 
  now these decorations are badly damaged by constant battles.
  This floor is one huge battlefield, with construct pitted 
  against construct warring against each other in the name of 
  their creators. Lumestin wanted his apprentices to concentrate 
  on their craft, not on trivial matters like procuring materials, so 
  in each of their workshops, he placed a magic chest that is always 
  full of appropriate materials. Now, this endless supply has been 
  used to build and maintain personal armies of constructs.
  Each of the apprentices on this floor bears a gift from 
  Lumestin—a magic token created with a skill blessing or a spell 
  blessing. The token bolsters either crafting skills or magical 
  powers but prevents the bearer from passing through lightless 
  doors. The apprentices obsessively treasure these tokens as 
  their most prized possessions, and they will never willingly part 
  with them. At your option, should the PCs manage to destroy a 
  token and then somehow soothe the enraged artisan, it could 
  be possible to reason with one of the apprentices and persuade 
  them to leave the mansion—once the PCs themselves figure out 
  how to escape, of course!
  In the meantime, the war between the apprentices continues. 
  The PCs might make alliances with some of them, deceive others, 
  or simply kill them all. If the PCs choose to talk to them, they 
  can learn a significant amount of the mansion’s backstory as you 
  see fit, but the apprentices cannot provide much in the way of 
  advice on how to escape. The apprentices don’t even realize they’re 
  trapped, and they’re beyond caring even if informed of the truth.
  By this point, Lumestin has taken an interest in the PCs and 
  looks forward to meeting them in his workshop (and potentially 
  killing the troublemaking Glowdrop with the machine on the 
  third floor). He is sorry to see his apprentices in this state, and 
  if you wish, Lumestin might send the PCs silent images to urge 
  them to put an end to the fighting. He wishes he could visit them 
  personally and tell them to stop fighting, but to do so he would 
  have to unseal the third floor. The more peaceful a resolution the 
  PCs find, the more pleased and friendly Lumestin will be when 
  they finally encounter him. Glowdrop, on the other hand, advises 
  against talking with the apprentices or paying any attention to 
  Lumestin, and urges the PCs to either ignore or kill them—
  whichever he feels the PCs will be more receptive to.
  Features of the Second Floor
  Most of the rooms on this floor are dimly lit with magical 
  torches. All exterior walls on this floor of the mansion are part 
  of the demiplane boundaries and are indestructible by common 
  means. All interior walls are made from granite-like stone and 
  reinforced with the magic of the demiplane (hardness 15, hp 750). 
  Doors are unlocked and made from reinforced stone (hardness 
  10, hp 80, break DC 32)  unless mentioned otherwise. The ceilings 
  within the rooms are arched with a peak height of 20 feet, except 
  where indicated.
  B1. ENTRANCE HALL
  Characters who pass through the lightless door on the staircase 
  from area A5 appear atop the balcony overlooking this room.
  A massive, beautiful double staircase leads down from a balcony, 
  curving around a fountain as it goes, into a spacious marble room. A 
  huge chandelier with dimly flickering candles hangs from the ceiling 
  while six pedestals stand in a semicircle at the center of the room. 
  Upon each pedestal sits an item of exquisite quality, each labeled 
  with a metal plaque—and each damaged or defaced in one way or 
  another. A seventh pedestal has a plaque, but no item. The floor is 
  littered with garbage. 
  Leanan Sidhe Tokens
  Each of the apprentices possesses a leanan sidhe token: a tool 
  made of light. Wo Gun’s is a chisel, Jeralbeena’s a tuning fork, and 
  Samley’s a screwdriver—the other gifts to the other apprentices 
  have faded in power with their deaths. Succeeding at a DC 25 
  Spellcraft or Knowledge (nature) check allows a PC to recognize a 
  token’s true nature: they are created with a skill blessing (allowing 
  the token to function as an artisan’s tool that grants a +4 bonus 
  on any skill check to perform a particular craft) or a spell blessing 
  (duplicating the powers of a pearl of power, level 6). If the result 
  of the check is 35 or more, the character also realizes that the 
  token was created by a leanan sidhe (Pathfinder Bestiary 4 180).
  These tokens make the apprentices obsess over the token’s 
  creator and seek their approval. Any mention of getting rid of a 
  token (even with the promise of passing through the lightless 
  door to the third floor) will make its owner furious. If the PCs 
  manage to destroy a token, its prior owner comes to their senses 
  somewhat, and realizes that the token was affecting their mind. 
  They may then become open to the idea of reconciliation with the 
  other apprentices, or to the idea of leaving the mansion entirely. 
  Destroying a token requires a remove curse spell (CL 18th) or 
  plunging the token into complete darkness for 1 minute.
  16
  
  B. Second Floor
  B. Second Floor
  B2
  B2
  B1
  B1
  B6
  B6
  B9
  B9
  B8
  B8
  B7
  B7
  B4
  B4
  B3
  B3
  B13
  B13
  B12
  B12
  B11
  B11
  B10
  B10
  B1a
  B1a
  B1b
  B1b
  B1c
  B1c
  B1d
  B1d
  B1e
  B1e
  B1f
  B1f
  1 square = 5 feet
  1 square = 5 feet
  B5
  B5
  As the PCs arrive in this room, any who succeed at a DC 10 
  Perception check can hear the sound of battle through the doors 
  leading to area B2.
  The pedestals each display the apprentices’ masterpieces, 
  which are as follows.
  B1a: A jade jabberwock figurine, missing its head and wings. 
  The plaque reads “Whimsical Wo Gun.”
  B1b: A torn silk dress. The plaque reads “Persistent Petrio.”
  B1c: A bent silver flute. The plaque reads “Jolly Jeralbeena.”
  B1d: A porcelain doll, its face smashed. The plaque reads 
  “Keen Katissa.”
  B1e: A golden clock with both hands missing. The plaque 
  reads “Scrupulous Samley.”
  B1f: A poetry book bound in leather with metal corner pieces 
  and jeweled medallions, and torn in half. The plaque reads 
  “Mindful Melia.”
  The seventh pedestal once held the prize which the apprentices 
  were competing for: the key to the hall that leads to Lumestin’s 
  workshop, but it was stolen long ago and now resides in area B8. 
  The plaque reads: “For the Best of the Best.”
  By succeeding at a DC 25 Knowledge (arcana) check, the 
  garbage on the floor can be identified as bits of clockwork and 
  other pieces of destroyed constructs.
  B2. DINING ROOM (EL 8 OR 12)
  You can tell that this room’s walls were once decorated with beautiful 
  ornaments imitating a garden: remnants of silver grass remain at the 
  bottom and a few jeweled fruits still hang from chipped marble boughs 
  along the top. The floor is now littered with garbage. A long, T-shaped 
  table sits in the middle of the room, loaded with spilled glasses of wine 
  and overturned plates of food.
  Lumestin once dined here nightly with his apprentices. Now, 
  this chamber is a perpetual battlefield for the war between Wo 
  Gun’s golems, Samley’s automatons, and Jeralbeena herself.
  The table in the middle of the room is similar to the one in 
  area A3 and has the same powers and qualities of that table. 
  While the food never runs out, the fighting here ensures that 
  it’s always in a dreadful state and never as neatly organized as 
  the settings in area A3. Wo Gun and Samley frequently send 
  their creations here to secure snatches of food, and ideally, 
  drive the enemy’s creations away for a few hours. Jeralbeena 
  has no constructs of her own, so she’s forced to make food runs 
  here in person. She’s powerful enough to fight off most of the 
  enemy constructs, but not strong enough to take the room and 
  hold it by herself. In any event, the first time the PCs visit this 
  room, she’s not here.
  There are eight sets of tableware on the table: six along the 
  sides of the table, and two at its head. The apprentices’ chairs 
  17
  
  are gone, but Lumestin’s setting remains in pristine condition; 
  the apprentices (and thus their minions) wouldn’t dare damage 
  it. The master’s massive chair has a strange perch at its side, and 
  if the PCs saw the mosaics in the gazebo on the first floor (area 
  A9), they might realize it’s a perfect fit for the dragonfly lady 
  occasionally depicted there.
  Creatures: The first time the PCs enter this room, a battle 
  is playing out with Samley’s clockwork hounds and clockwork 
  soldiers on one side and Wo Gun’s terra-cotta soldiers on the 
  other. These constructs initially ignore the PCs; each group is 
  focused on fighting off the other and trying to get away with 
  some food while preventing the enemy from doing the same. 
  The constructs will attack the PCs if they try to leave the room 
  while carrying food from the table, if they attack any of the 
  constructs first, or as soon as one side is defeated, at which point 
  the surviving constructs turn their wrath on the PCs.
  Note that the EL of this encounter varies depending on 
  how many constructs the PCs earn the wrath of (EL 12 if the 
  PCs manage to get all 8 constructs to attack them, or EL 10 
  if they are confronted by only one group). If the PCs stand 
  back and let the constructs fight it out, you can determine 
  which side wins by flipping a coin and ruling that the winners 
  have about half their hit points remaining, or you can play 
  out the battle, perhaps allowing the players to roleplay the  
  constructs themselves!
  ADVANCED CLOCKWORK HOUNDS (2) 
  CR 6
  XP 2,400 each
  hp 55 each (Pathfinder Bestiary 3 57, 288)
  CLOCKWORK SOLDIERS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 57)
  TERRA-COTTA SOLDIERS (4) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 262)
  B3. AUDITORIUM (EL 8)
  This auditorium is spacious, but the tables and seats in the room have 
  been largely wrecked. An intact lector’s podium stands at the front 
  of the room.
  Lumestin used to give lectures to students and visiting 
  scholars in this room. His desk remains intact, but the other 
  furnishings have suffered from the endless conflict.
  Creatures: A pair of Wo Gun’s terra-cotta soldiers stand guard 
  here, under orders to secure the room—as such, they attack the 
  PCs on sight.
  TERRA-COTTA SOLDIERS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 262)
  B4. LIBRARY (EL 8)
  This room may have once held a great collection of books, but now 
  most of them have been damaged and lie in heaps. The floor is littered 
  with torn pages. Most of the furniture you expect to see in a library is 
  missing, and half of the shelves built into the walls stand broken.
  Most of this library lies in ruin. However, there are two shelves 
  still locked behind glass doors that have miraculously survived 
  the chaos.
  Succeeding at a DC 18 Perception check allows the PCs to 
  notice a muffled, monotonous knocking sound coming from 
  under the remains of a destroyed bookshelf propped against the 
  wall in one corner of the room. Clearing the wreckage reveals 
  a tiny animated (but non-combatant) toy dwarf with an equally 
  tiny pickaxe, working relentlessly to enlarge an egg-sized hole 
  through the wall just above the floor. This hole opens into the 
  Master’s Hall (area B5). Katissa the toymaker thought to cheat the 
  competition and reach Lumestin’s workshop by bypassing the 
  door altogether. (If Wo Gun or Jeralbeena were to learn about it, 
  they’d be appalled at Katissa’s cheating; Samley would be proud 
  of his late sister.) Sadly, she was able to deploy only one worker 
  before her death, and it’s taken the inefficient miner centuries to 
  get as far as he has. Looking through the opening reveals a room 
  with a round platform on the floor and a hatch on the ceiling. 
  While the opening is obviously not big enough for even a Small 
  creature to go through, it does allow Glowdrop to teleport into 
  the room beyond.
  Creatures: Accessing either of the two locked shelves releases 
  a pair of unusual protectors from within. These advanced 
  guardian scrolls fight until destroyed, but do not pursue foes out 
  of the library.
  ADVANCED GUARDIAN SCROLLS (4) 
  CR 4
  XP 1,200 each
  hp 37 each (Pathfinder Bestiary 5 138, 288)
  Treasure: Among the debris on the floor lies a scroll tube 
  (Perception DC 17 to notice) clearly marked “Emergency.” Inside 
  are two scrolls of breath of life, one scroll of raise dead, and one scroll 
  of heal. Within each glass case sits one treasure of note—a book of 
  the loremasterUE and a book of marvelous recipesARG.
  B5. MASTER’S HALL (EL 10)
  Access to this room was the ultimate prize for the apprentices: 
  Lumestin promised that his best pupil would receive a key to his 
  workshop where he would teach them the secrets of lightcrafting. 
  Rather than unlocking the workshop directly, the key actually 
  unlocks this hall allowing access to the entire third floor including 
  the workshop. The key can be found in the Tailor’s Workshop (area 
  B8), or the lock can be picked by succeeding at a DC 30 Disable 
  Device check, or the door can be smashed down.
  Beyond the locked double door lies a lightless door that blocks 
  further entry into this room. Note that if the PCs discovered the 
  18
  
  hole in the wall from area B4, even dim light filtering in from 
  there is enough to keep this lightless door from being passable.
  The unusually high walls of this vast and strangely empty room are 
  painted in bright azure, embossed with images of clouds, birds, flying 
  fish, and winged music instruments. In the middle of the room, a 
  round, golden platform hangs in the air several inches above the floor; 
  directly above it, a round hatch of the same diameter is set into the 
  ceiling forty feet above.
  The circular platform in the middle of the room is a magic 
  elevator to the third floor. When someone stands on the platform 
  and politely asks to go up, it ascends rapidly, and the hatch on 
  the ceiling opens as the disk approaches. This leads to area C1 
  on the mansion’s third floor. Succeeding at a DC 20 Knowledge 
  (arcana) check can reveal this method of activating the platform. 
  If Glowdrop is still accompanying the PCs, he can explain how 
  the elevator works. At your option, any other ally the PCs have 
  made can inform them of the same, or they could even find some 
  tattered notes on how the elevator works amid the ruined books 
  in area B4.
  Creature: The entrance to the third floor is far from unguarded, 
  of course. Standing atop the platform is a lumbering lead golem 
  that allows access to the elevator only if Lumestin, Crimsonne, 
  or someone bearing a gift from Lumestin steps forward and 
  commands the golem to step aside. (Any of the leanan sidhe 
  tokens carried by the apprentices can fulfill the gift requirement, 
  but the PCs must present the token to the golem with their 
  request.) Otherwise, the golem attacks anyone who tries to step 
  onto the platform, or anyone who attacks the golem first. The 
  lead golem fights until it is destroyed.
  LEAD GOLEM 
  CR 10
  XP 9,600
  hp 107 (Pathfinder Bestiary 5 127)
  B6. INNER CORRIDOR (CR 10)
  Once, this corridor provided easy access throughout the floor, 
  but now it’s heavily barricaded with furniture taken from the 
  other rooms. It’s also littered with the remains of destroyed 
  constructs.
  Wo Gun’s and Jeralbeena’s workshops are off of this corridor, 
  separated by a barricade. 
  Creature: A lone terra-cotta soldier stands guard near the 
  entrance to Wo Gun’s workshop (area B7). It attacks anyone who 
  approaches within 10 feet of the door.
  TERRA-COTTA SOLDIER 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 262)
  Trap: A trap set by Jeralbeena awaits unwary adventurers—
  what looks like a discarded trumpet sitting by the wall suddenly 
  springs to life if anyone approaches within 5 feet of the door to 
  area B9.
  THUNDER TRUMPET 
  CR 9
  XP 6,400
  Type magical; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Reset automatic (5 rounds); Bypass 
  Jeralbeena (or anyone else who knows the secret) can hum a 
  simple tune to bypass the trap and deactivate it for 5 rounds
  Effect thunder trumpet (4d6+4 sonic and 2d6+6 lightning damage, 
  Reflex DC 20 halves damage); multiple targets (all targets in area 
  B6 within 20 feet of the door to area B9)
  Special This sound is easily loud enough to alert Jeralbeena in area 
  B9.
  B7. SCULPTOR’S WORKSHOP (CR 10)
  This brightly lit workshop contains a large bed and several statues 
  in different stages of completion. Stacks of sketches on sheets of 
  parchment lie strewn over workbenches along the far wall. A stone 
  basin stands in one corner.
  Creature: This place is home to Whimsical Wo Gun, a 
  sculptor from Tian Xia who focused his craft on the creation 
  of constructs—particularly the crafting of terra-cotta soldiers. 
  Wo Gun is a jittery fellow with shifty eyes and a scraggly beard; 
  he constantly wears a chisel made of light on a strap around 
  his neck—this chisel is his gift from Lumestin. Wo Gun 
  suffers from constant mood swings ranging from euphoria 
  to anger; he finds it hard to stay on topic for long, constantly 
  interrupting both others and himself. He spends all his time 
  in his workshop behind barricades guarded by his terra-cotta 
  soldiers, building new ones and weaving plans to destroy his 
  enemies. He is attended at all times by his eidolon Quishu, an 
  androgynous fey biped armed with an earth breaker. Quishu 
  looks as much insect as human, save that its body’s armor plates 
  are composed of what appear to be terra-cotta scales inscribed 
  with different magical runes.
  Once Wo Gun notices the PCs, he sets aside his current project 
  and steps forth to size up his guests, a drill in his hand and an 
  ink pen behind his ear. His initial attitude is unfriendly as he 
  assumes the PCs are Lumestin’s latest apprentices come to enter 
  the competition. Wo Gun tersely asks the PCs to leave before he 
  orders his soldiers to rip them apart, but swift-talking PCs can 
  attempt to persuade him they are not enemies. If they’ve already 
  killed or defeated one of the other apprentices and can prove 
  this to Wo Gun, they’ll gain a +5 bonus on any skill checks to 
  improve his attitude. If his mood is improved to at least friendly, 
  he’ll answer questions and eventually ask the PCs to help him 
  win the competition, promising in return to sculpt a beautiful 
  marble statue of each PC. If the PCs agree, he orders his soldiers 
  to stand down. He suggests that the group’s first task should be 
  to hunt down and defeat Jeralbeena—once she’s out of the way, 
  he, his eidolon, and several of his terra-cotta soldiers promise to 
  join the PCs on a final assault on Samley’s workshop. After the 
  other two apprentices are taken care of, Wo Gun can search the 
  floor for the key to the workshop.
  19
  
  Potential questions the PCs might pose Wo Gun, along with 
  his responses, are summarized below.
  What is this place? “This is the home and workshop of the 
  peerless Lumestin the Lightsmith, the greatest artisan of the 
  First World.”
  Who are you? “I, Wo Gun, am the greatest of Lumestin’s 
  apprentices!” Wo Gun somewhat reluctantly informs the PCs that 
  he once lived in Tian Xia where his craft was popular as long as he 
  made banal, pretty sculptures that appealed to traditional tastes. 
  Whenever he tried to make something original, he was laughed 
  at. Full of frustration, he destroyed his work and went into a sort 
  of self-exile, deciding that he’d rather decorate mountain forests 
  with his art than try to appeal to the public’s shallow tastes. After 
  several years, his work attracted the attention of the master. Wo 
  Gun holds Lumestin as a fellow genius of impeccable taste and 
  sees him as one who not only managed to understand Wo Gun’s 
  work, but also one who can surprise him with his own craft. 
  Wo Gun despises the other apprentices for wasting Lumestin’s 
  precious time with their inferior handiwork, and he cannot 
  understand why the teacher ever noticed them in the first place.
  What are you doing here? “As Lumestin’s greatest apprentice, 
  I was chosen from among hundreds of mortals for my exquisite 
  craft! He’s holding a competition, and once I get rid of those 
  other two lesser apprentices, Master will teach me the secrets of 
  lightcrafting! I must get the key to his workshop!”
  What is lightcrafting? “Lightcrafting, as the name so obviously 
  suggests, is the art of creating solid objects out of light.” He 
  proudly shows the PCs his chisel as a tool capable of crafting light, 
  but he won’t mention that dim light degrades lightcraft objects, 
  fearing that the PCs might use this knowledge against him.
  How do we leave this place? “The same way you came in, I 
  should think.” He doesn’t know anything about the lightless doors.
  Did your teacher make his apprentices fight each other? “We 
  once competed peacefully by presenting our finest creations at 
  auction to let the highest bids determine each crafting cycle’s 
  triumphs. But when Lumestin canceled all upcoming auctions 
  and locked himself in his workshop, we grew desperate and 
  adopted a more aggressive competition. It’s winner take all!”
  Did Lumestin sell everything you made? “He did for a 
  long time, but eventually he announced a special competition 
  and commissioned a specific piece from each of us.” Wo Gun 
  doesn’t know what Lumestin used these special projects for. 
  “But he’s a genius, so he must have had his reasons. He never 
  declared a winner, though.” After all of the apprentices' works 
  were finished, Lumestin took their creations and withdrew into 
  seclusion. It was then that the apprentices decided to make their 
  competition more aggressive. Wo Gun tells the PCs of the special 
  clockwork creation (the advanced titan clockwork centipede 
  in area C12) which he made with Samley’s aid, and complains 
  that Samley’s poor work ethic left the clockwork’s plates loose 
  along its underside. This information provides the PCs with a +1 
  circumstance bonus on attack rolls against this creature. If they 
  receive the corresponding piece of information from Samley, 
  they instead earn a +2 circumstance bonus and deal an additional 
  1d6 damage on each hit.
  Where is the key to the master’s workshop? “Probably in 
  either the tailor’s workshop or the toymaker’s workshop. There’s 
  no way I can be sure, though, or even start searching for the key, 
  as long as those other two apprentices keep interfering!”
  If the PCs mention that they have already partnered with 
  another apprentice or that they intend to kill the masters of the 
  mansion, Wo Gun immediately becomes hostile and attacks.
  WO GUN 
  CR 8
  XP 4,800
  Male human unchained summoner 9 (Pathfinder Unchained 25)
  LE Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 22, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +4 
  natural)
  hp 71 (9d8+27)
  Fort +5, Ref +5, Will +6
  Defensive Abilities shield ally
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 cestus +6/+1 (1d4/19–20)
  Special Attacks maker’s call 1/day, transposition
  Summoner (Unchained) Spell-Like Abilities (CL 9th; concentration 
  +14)
  8/day—summon monster V
  Summoner Spells Known (CL 9th; concentration +14)
  3rd (4/day)—displacement, haste, heroism, shield companionACG
  2nd (5/day)—barkskin, lesser evolution surgeAPG (DC 17), invisibility, 
  resist energy
  1st (7/day)—ant haulAPG (DC 16), grease, lesser rejuvenate eidolonAPG, 
  shield, unseen servant
  0 (at will)—acid splash, detect magic, guidance, light, mage hand, 
  mending
  TACTICS
  Before Combat Wo Gun casts barkskin on himself.
  During Combat Wo Gun casts haste on first round of combat, then 
  allows his eidolon and terra-cotta soldiers to engage foes in melee 
  while he hangs back and summons monsters or casts offensive 
  spells. He casts shield companion on his eidolon after it is hit the 
  first time in combat.
  Morale Wo Gun fights to the death.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20
  Base Atk +6; CMB +5; CMD 18
  Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, 
  Extra Evolution (2)UM, Skill Focus (Craft [sculpture])
  Skills Craft (clockwork) +11, Craft (sculpture) +18, Knowledge 
  (arcana) +13, Spellcraft +13
  Languages Common, Tien
  SQ bond senses (9 rounds/day), eidolon (named Quishu), life link
  Other Gear +1 chain shirt, +1 cestusAPG, headband of alluring 
  charisma +2, ring of protection +1, masterwork sculpting tools, 
  glowing chisel (spell blessing leanan sidhe token)
  20
  
  QUISHU 
  CR —
  Biped fey eidolon
  LE Medium outsider
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+2 Dex, +1 dodge, +11 natural)
  hp 59 (7d10+21)
  Fort +7, Ref +4, Will +5 (+4 morale bonus vs. enchantment spells and 
  effects)
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee +1 axiomatic earth breaker +12/+7 (2d6+7/×3 plus 2d6 vs. 
  chaotic)
  Special Attacks breath weapon (30-foot cone, 7d6 electricity, Reflex 
  DC 18, 1/day)
  Spell-Like Abilities (CL 7th; concentration +7)
  At will—dancing lights, prestidigitation
  3/day—grease (DC 11)
  STATISTICS
  Str 19, Dex 15, Con 14, Int 7, Wis 10, Cha 11
  Base Atk +7; CMB +11; CMD 24
  Feats Ability Focus (breath weapon), Dodge, Improved Natural Armor, 
  Toughness
  Skills Acrobatics +12, Disable Device +18, Fly +16, Use Magic Device 
  +10; Racial Modifiers +8 Disable Device
  Languages Common
  SQ devotion, evolutions (breath weapon, flight [wings], improved 
  natural armor, limbs [arms, legs], low-light vision, skilled [Disable 
  Device], weapon training martial, weapon training simple), 
  woodland stride
  Other Gear +1 axiomatic earth breakerUE
  TERRA-COTTA SOLDIERS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 262)
  Treasure: Wo Gun’s extensive notes on the creation of terra-
  cotta soldiers are scattered among the scrolls and journals on 
  his workbenches. Written in Tien, these notes explain alternative 
  methods of infusing terra-cotta statues with animating forces 
  drawing upon the life-giving energies of the First World. The 
  end result is a creature functionally identical to the typical terra-
  cotta soldier, but any summoner who uses these texts can ignore 
  the spell requirements normally needed to create them. The 
  notes are worth 5,000 gp.
  B8. TAILOR’S WORKSHOP (EL 10)
  This abandoned chamber seems to be a combination of a bedroom and 
  a tailor’s workshop. In the center of the room, a wooden mannequin, 
  impaled with numerous long needles and blades from sharp scissors, 
  hangs about three feet off the ground on thick lace ropes. Dozens of 
  swatches of fabric hang from the ceiling, and an emaciated halfling-
  sized figure huddles completely under the bedsheets.
  The mannequin was once a deadly trap, but it was triggered 
  long ago. This workshop once belonged to Persistent Petrio, a 
  twitchy halfling tailor who managed to seize the ultimate prize—
  the key to the upper floor—and hid it in his workshop behind 
  numerous traps. Unfortunately, he realized too late that although 
  the traps might keep him and his prize safe, they also kept him 
  from leaving. He eventually starved to death, and his skeleton 
  remains under the blankets on his bed.
  Trap: While a few of Petrio’s traps have been sprung, a 
  particularly dangerous one remains active. Anyone who comes 
  within ten feet of the outer wall triggers a nearly undetectable 
  lattice of tiny metal threads, strung like a taut spider web, that 
  snap and then lash out in a wave of slicing tendrils for a few 
  rounds before the tension in the threads is finally expended.
  METALLIC THREAD TRAP 
  CR 10
  XP 9,600
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Duration 1d4 rounds; Reset repair
  Effect Atk +20 melee (3d8+3); multiple targets (all targets in area 
  B8)
  Treasure: A blueprint for something called a luminescent 
  distaff sits on the workbench. According to the notes, this device 
  can spin yarn from particles of light. Understanding this requires 
  success at a DC 30 Knowledge (arcana) check; a character who has 
  any tailor-related Craft skill gains a +5 circumstance bonus on 
  this check. Once successfully studied, this information lowers 
  the DC for disabling the lightkilling machine on the third floor 
  by 2, and also lowers the DC for disabling the yarn-making part 
  of the machine in the Hall of Ants (area C7) by an additional 4.
  Petrio’s skeleton lies under the sheets, still clad in his robe 
  of scintillating colors. Under his pillow is a small, tightly bound 
  fabric pouch; it can easily be found by searching the bed, or can 
  be noticed from afar by succeeding at a DC 25 Perception check. 
  Inside, the bag shines with a bright light from a glowing golden 
  key. This is the key to the Hall of the Master (area B5). A glowing 
  decoration on it was lightcrafted by Lumestin, making it worth 
  800 gp to a collector; exposed to magical darkness, though, the 
  design vanishes, rendering it valueless.
  B9. LUTHIER’S WORKSHOP (EL 10)
  This workshop is tidy and cozy. Musical instruments decorate the walls, 
  and a worktable at one end of the room is covered with tools and 
  notes. Near the table stands a stone basin; opposite sits a large bed.
  Creature: This is where the luthier Jolly Jeralbeena lives 
  and works. Unlike her adversaries, she has no personal army 
  of constructs; instead, she’s used her skills to destroy the 
  others' constructs. Also, Jeralbeena doesn’t always sit in her 
  room; she instead stealthily patrols the floor hoping to find a 
  way to take over one of her rivals’ workshops. Usually she just 
  quietly observes the others’ constructed minions, but now and 
  21
  
  then she makes targeted strikes to keep them from growing  
  too numerous.
  Despite the somewhat awful situation she’s found herself in, 
  Jeralbeena remains a cheerful woman. She wears a strange suit 
  of armor decorated with pipes, drums and strings. On her head, 
  she wears a magical lantern (the equivalent of a permanent 
  daylight spell) to make sure her gift from Lumestin, a tuning 
  fork, remains properly illuminated. Her initial attitude to the 
  PCs is indifferent, as she assumes that they are Lumestin’s latest 
  guests come for the monthly auction (despite the fact that she’s 
  lost track of the number of years it’s been since the last one).
  If the PCs can secure her cooperation, her answers and 
  reactions to questions are roughly the same as Wo Gun’s (see area 
  B7), but with the following adjustments.
  Asked about herself, Jeralbeena will eagerly explain that 
  she was once “very sought after” for her one-woman orchestra 
  act. She continued improving her instrument, a one-person 
  orchestra (see page 35), and is always looking for new ways to 
  combine instruments to produce new sounds. She sees her 
  apprenticeship as her greatest gig ever, and praises Lumestin, 
  above all, as a great entrepreneur who has turned master 
  craftwork—something most people think of as dull and 
  boring—into a wonderfully competitive show. Turning it into 
  deadly combat may have taken things a bit too far, but as they 
  say, the show must go on. If the Master wants her to win this 
  way, then so be it! After she wins, she’s planning on doing a tour 
  of the River Kingdoms.
  Jeralbeena can tell the PCs about a machine she designed 
  for her teacher—a “cacophony engine” that uses sound to suck 
  the light out of light sources. If Jeralbeena becomes friendly, 
  she can also provide details about the crystal creature in room 
  C10. Conversely, she attacks if she suspects the PCs have allied 
  themselves to any of the other apprentices, or if she’s “unfairly 
  criticized” for her musical tastes.
  JERALBEENA 
  CR 10
  XP 9,600
  Female gnome bard 11
  CN Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +15
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, +2 
  shield, +1 size)
  hp 108 (11d8+55)
  Fort +6, Ref +9, Will +6; +2 vs. illusions, +4 vs. bardic performance, 
  language-dependent, and sonic
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft.
  Melee +1 construct-bane adamantine light mace +13/+8 (1d4 plus 
  2d6 vs. constructs)
  Special Attacks bardic performance 28 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate [DC 19], inspire 
  competence +4, inspire courage +3, inspire greatness, suggestion 
  [DC 19]), hatred
  Spell-Like Abilities (CL 11th; concentration +15)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak 
  with animals
  Bard Spells Known (CL 11th; concentration +15)
  4th (3/day)—cure critical wounds, dance of a hundred cutsUM, shout 
  (DC 18)
  3rd (5/day)—cure serious wounds, displacement, haste, thundering 
  drumsAPG (DC 17)
  2nd (5/day)—cure moderate wounds, invisibility, mirror image, 
  shatter (DC 16), sound burst (DC 16)
  1st (6/day)—chord of shardsUM (DC 15), cure light wounds, ear-
  piercing screamUM (DC 15), saving finaleAPG (DC 15), unseen 
  servant, vanishAPG (DC 16)
  0 (at will)—detect magic, light, mage hand, mending, 
  prestidigitation, summon instrument
  TACTICS
  During Combat Jeralbeena starts combat by activating inspire 
  courage, then casts invisibility, displacement, mirror image, 
  and haste before using her spells and attacking with her mace. 
  She’ll start melee with dance of a hundred cuts and tries to 
  stay mobile even after that effect wears off, to limit full attacks 
  against herself.
  Morale Jeralbeena fights to the death.
  STATISTICS
  Str 8, Dex 14, Con 16, Int 12, Wis 8, Cha 18
  Base Atk +8; CMB +6; CMD 19
  Feats Craft Wondrous Item, Dodge, Skill Focus (Stealth), Toughness, 
  Weapon Finesse, Weapon Focus (light mace)
  Skills Craft (musical instruments) +19, Perception +15, Perform 
  (percussion instruments) +18, Perform (string instruments) +18, 
  Perform (wind instruments) +18, Spellcraft +15, Stealth +26
  Languages Common, Draconic, Gnome, Sylvan
  SQ bardic knowledge +5, gnome magic, jack-of-all-trades, lore master 
  2/day, versatile performances (percussion, string, wind)
  Gear one-person orchestra, +1 buckler, +1 construct-bane 
  adamantine light mace, masterwork instrument crafting tools, 
  glowing tuning fork (spell blessing leanan sidhe token)
  Treasure: The blueprint for the cacophony engine sits on the 
  worktable but requires a PC to succeed at a DC 30 Knowledge 
  (arcana) or Perform (stringed instruments) check to decipher, 
  with a +5 circumstance bonus if the character performing 
  the check has any ranks in Craft (musical instruments). This 
  information reduces the DC for disabling the lightkilling 
  machine on the third floor by 2 (cumulative with bonuses from 
  other such information). It also lowers the DC for disabling the 
  cacophony engine by an additional 4 (see area C10).
  B10. OUTER CORRIDOR (EL 8)
  The walls of this long, curving corridor have several doors on either 
  side. The ground is littered with debris from destroyed constructs. At 
  the end of the corridor is a tall double door with a golden keyhole.
  22
  
  This part of the second floor is now home to Samley, who 
  sends forth his automatons to patrol and fight the other 
  apprentices. After centuries of such fighting, the area is in very 
  poor condition. 
  Creatures: Two clockwork hounds patrol the area. Their 
  metallic barking once battle is joined certainly alerts Samley and 
  the constructs in the nearby rooms.
  ADVANCED CLOCKWORK HOUNDS (2) 
  CR 6
  XP 2,400 each
  hp 55 each (Pathfinder Bestiary 3 57, 288)
  B11. TOYMAKER’S WORKSHOP (EL 8)
  This room seems to have once been a toymaker’s workshop, but today 
  its contents lie in ruins, strewn across the floor in fragments and pieces.
  Creatures: This workshop belonged to Keen Katissa, a half-
  orc toymaker who sought to weaponize her creations only to 
  be killed by them. Now her workshop is a tiny battlefield where 
  two toy armies wage endless war against each other. Katissa’s 
  skeleton is still in the room and is being used as one of the toy 
  armies’ headquarters.
  The swarm of toy soldiers consists of a human army and a 
  goblin army, and until the PCs arrive, the swarms’ battle lacks a 
  specific target. While the armies have ruined the furniture here, 
  their programming prevents them from significantly harming 
  each other. This same courtesy does not extend to the PCs, and 
  as soon as they’re noticed, both armies immediately merge into 
  a single toy soldier swarm, abandoning their endless war to team 
  up against the invaders, fighting the PCs until destroyed.
  TOY SOLDIER SWARM 
  CR 8
  XP 4,800
  hp 85 (see page 33)
  Treasure: The late toymaker’s desk is a mess, with sketches 
  for various toys scrawled on scraps of paper. In the middle of 
  the desk sits a blueprint for a toy dwarf armed with a pickaxe—
  the same one that can be found toiling in the library (area B4). 
  A map of the mansion's second floor sits under the blueprint, 
  with measurements of the rooms and calculations of the walls’ 
  thickness. The far corner of the library’s outer wall is circled in 
  red, indicating the best point to have a dwarf toy burrow through. 
  The blueprint itself is worth 50 gp.
  Next to this blueprint is one for a different kind of toy—a 
  set of amazingly tiny, ant-sized spinners that can manipulate 
  light, along with a toy castle that can produce these spinners. 
  Understanding this blueprint requires a character to succeed 
  at a DC 30 Knowledge (engineering) check (a character who has 
  any skill at Craft [clockwork or toymaking or, at your whim, a 
  similar trade] gains a +5 circumstance bonus on this check). 
  This information reduces the DC of disabling the lightkilling 
  machine on the third floor by 2 (cumulative with bonuses from 
  other such information) and reduces the DC for disabling the 
  ant castle (area C11) by an additional 4.
  Katissa’s skeletal body still wears her +2 leather armor and 
  goggles of minute seeing.
  B12. CLOCKMAKER’S WORKSHOP (EL 10)
  This workshop is filled with dozens of different clockwork mechanisms. 
  Their constant ticking seems to merge into a strange melody. Along 
  the far wall stands a table, covered with cloth, on which lie many small 
  gears and bolts. Near the table stands a stone basin.
  This workshop belongs to Scrupulous Samley, clockmaker and 
  tinkerer from Alkenstar who’s been busying himself with the task 
  of building an army of constructs to battle his fellow apprentices. 
  Samley is a melancholic, paranoid fellow with a tired look on his 
  face, illuminated oddly by a screwdriver of light hanging around his 
  neck like an amulet. He’s constantly yawning, as he’s been afraid to 
  sleep out of fear his enemies will launch a surprise attack while his 
  guard is down. His initial attitude is unfriendly: he suspects that 
  the PCs are a group of Wo Gun’s golems in disguise, or some other 
  kind of trick, and finds it most unlikely that someone has found a 
  way to enter the mansion after so long. Otherwise, his answers and 
  reactions are roughly the same as Wo Gun’s (see area B7).
  If asked about himself, Samley cringes and tells the PCs he 
  never even wanted to come here. He and his half-sister Katissa 
  used to work together in Alkenstar before being forced to flee 
  and relocate to the Varisian city of Kaer Maga. As far as he’s 
  concerned, his talent was always a shadow of hers. It was her 
  toys that attracted Lumestin’s attention, and it was she who was 
  invited to learn Lumestin’s craft. If she hadn’t insisted, Lumestin 
  probably wouldn’t ever have invited Samley too. Today, Samley 
  blames the other apprentices for escalating the conflict to the 
  point of violence and thus causing her death.
  If made helpful, Samley can tell the PCs about the special 
  clockwork creation (the advanced titan clockwork centipede 
  in area C12) which he made together with Wo Gun. This 
  information provides the PCs with a +1 circumstance bonus 
  on attack rolls against this creature. Together with Wo Gun’s 
  information, it instead provides a +2 circumstance bonus and 
  deals an additional 1d6 damage on each hit.
  If Samley realizes the PCs have damaged his sister’s toy 
  soldiers, or worse, have robbed her workshop or her remains 
  (he recognizes her armor and goggles immediately), he attacks 
  at once. He is joined in this fight by a clockwork guardian—his 
  masterpiece, and a creation he was only able to fully complete 
  with his sister’s aid and the use of a now destroyed magical 
  treatise on clockworks that lowered the construct’s caster level 
  minimum for the purposes of crafting.
  SAMLEY 
  CR 9
  XP 6,400
  Male half-orc fighter 5/gunslinger 5 (Pathfinder RPG Ultimate Combat 9)
  N Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception +8
  23
  
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+7 armor, +1 deflection, +3 Dex, +1 
  dodge)
  hp 104 (10d10+45)
  Fort +12, Ref +9, Will +5 (+1 vs. fear)
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee masterwork light flail +12/+7 (1d8+1)
  Ranged +1 blunderbuss +16 (1d8+7/19–20)
  Special Attacks deeds (deadeye, gunslinger initiative, gunslinger’s 
  dodge, pistol-whip, quick clear, utility shot), grit (1), gun training 
  +3 (blunderbuss), weapon training (firearms +1UC)
  TACTICS
  During Combat Samley lets his clockwork guardian protect him while 
  he uses his blunderbuss to attack.
  Morale Samley fights to the death.
  STATISTICS
  Str 12, Dex 16, Con 16, Int 8, Wis 10, Cha 16
  Base Atk +10; CMB +11; CMD 26
  Feats Deadly Aim, Dodge, Gunsmithing UC, Improved Critical 
  (blunderbuss), Iron Will, Master Craftsman, Rapid Reload, 
  Toughness, Weapon Focus (blunderbuss), Weapon Specialization 
  (blunderbuss)
  Skills Craft (clockwork) +15, Craft (firearms) +5, Intimidate +5, 
  Perception +8; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ armor training 1, construct crafter, gunsmith, orc blood
  Gear +1 breastplate, +1 blunderbuss UC, masterwork light flail, belt of 
  mighty constitution +2, cloak of resistance +1, ring of protection 
  +1, glowing screwdriver (skill blessing for Craft [clockworks] leanan 
  sidhe token)
  SPECIAL ABILITIES
  Construct Crafter (Ex) Although Samley isn’t a spellcaster, his 
  great skill and understanding of clockworks allows him to craft 
  these constructions without having to meet the spellcasting 
  requirements, although it takes him twice as long to build a 
  construct in this manner and increases the Craft DC by 5
  CLOCKWORK GUARDIAN 
  CR 8
  XP 4,800
  hp 85 (Pathfinder RPG Bestiary 6 61)
  B13. BOOKBINDER’S WORKSHOP
  This room is completely trashed, with overturned tables, toppled 
  shelves, tools, and torn books scattered all over the floor. Everything is 
  covered with a thick layer of dust.
  Here once lived Mindful Melia, the bookbinder, before the 
  other apprentices drove her down to the lower floor to meet her 
  doom. The room is unlit. 
  Treasure: A notebook on the floor contains a complex set of 
  runes and symbols written in Sylvan. According to the notes, 
  these “lightweaving runes” can gather light into tangible matter. 
  Understanding the writing requires a PC to succeed at a DC 30 
  Knowledge (arcana) check (with a +5 circumstance bonus if the 
  check is performed by a character with the Scribe Scroll feat). 
  This information reduces the DC for disabling the lightkilling 
  machine on the third floor by 2 (cumulative with bonuses from 
  other such information) and reduces the DC for disabling the 
  Hall of Symbols (area C8) by an additional 4.
  Among the damaged books in the room lies one that remains 
  in good condition: a blank blessed book.
  24
  
  Chapter 3:
  Death of the Light
  After his confrontation with the Lantern King, Lumestin 
  understood that revenge would follow. With no means to fight 
  one of the Eldest directly, he knew his only real defense was 
  his mastery over the light. He devised a “lightkilling machine,” 
  a device that could transform light into physical matter. While 
  harmless to most creatures, this device posed a real threat to 
  any creature capable of emanating light in much the same way 
  petrification could defeat creatures made of flesh. To construct 
  the device, Lumestin enlisted his apprentices to produce key 
  parts of the machine without revealing the final goal. As soon 
  as the last part was completed, he shut himself and Crimsonne 
  away and abandoned the apprentices to their fates.
  C. Third Floor
  This floor, once Lumestin’s personal workshop, is now his final 
  line of defense against the Lantern King, for it holds a giant 
  machine designed to extinguish light. While this is somewhat 
  inconvenient for regular mortals like the PCs, it’s designed to kill 
  magical creatures of light such as the Lantern King, candlewicks, 
  and banelights. Each room on this floor (except areas C1, C2, and 
  C3) has its own light source that grows dim while the machine is 
  active but shines brightly once it stops. As soon as the PCs reach 
  the third floor, Lumestin activates the lightkilling machine, 
  trying to kill Glowdrop with it. 
  On this floor, Lumestin can communicate with the PCs using 
  not only silent images but also through speech, using a special 
  magic item (see area C4). Depending on the PCs’ behavior in 
  his mansion so far, Lumestin might try negotiating with them 
  to expose Glowdrop’s true agenda. His attitude toward the 
  characters, initially indifferent, improves if they bought anything 
  from the auction (area A2), helped the Host “find himself” (area 
  A8), or spared any of the three surviving apprentices. His attitude 
  worsens if they killed all the apprentices, robbed the auction 
  room, or vandalized any room without a good reason, though he 
  will recognize the necessity of battling the phantom armors in 
  the armor hall (area A4). If his attitude is hostile, Lumestin won’t 
  waste time trying to befriend the PCs, but instead dismisses them 
  as brigands and tries his best to kill them along with Glowdrop 
  once they finally reach him—assuming they survive the dangers 
  of this floor in the first place!
  Features of the Third Floor
  Unlike the other floors, this one mostly lacks Lumestin’s favorite 
  baroque decorations. It is instead messy and strictly functional: 
  Lumestin assembled his machine in a hurry and, much to his 
  distress, had little time to make it look pretty. Walls and doors 
  are identical to those on the second floor, and ceiling heights are 
  at 20 feet except where indicated.
  C1. ENTRY CHAMBER
  The walls, floor, and ceiling of this triangular chamber are covered with 
  a strange material that resembles sheets of porous jet-black resin that 
  appears to absorb light.
  This is one of three black-walled rooms—the others being 
  areas C2 and C3—that are designed to kill the Lantern King and 
  any other creature that emits light, such as Glowdrop. When the 
  lightkilling machine is activated, light sources in these rooms 
  dim one category (for example, normal light becomes dim 
  light), and every 10 minutes they are dimmed another category 
  until that room becomes entirely dark and all light sources 
  are completely extinguished. These light sources immediately 
  return to normal outside of these rooms or after the lightkilling 
  machine is deactivated.
  For creatures of light, the process is far more painful. Such 
  creatures immediately become sickened as soon as they enter 
  one of these rooms—their movement is halved, they fall under 
  the effect of dimensional anchor (CL 18th), and their hit points are 
  reduced by 10% each round until death occurs after 1 minute. 
  These effects persist in all three rooms as long as the lightkilling 
  machine is running. (In the other rooms on this floor, creatures 
  of light feel uncomfortable but suffer no other effects.)
  The Lightkilling Machine
  The lightkilling machine consists of four components, each 
  occupying its own room on the third floor. Sound waves produced 
  in the Hall of Screams (area C10) shunt all light out of the central 
  rooms (areas C1, C2, and C3). This shunted light is sucked into 
  the walls and then siphoned through the Hall of Symbols (area 
  C8) and is then spun into yarn by the ant spinners within the 
  Hall of Ants (area C7). Finally, this transformed light is stored in 
  the light depository (area C6). The machine can be halted by 
  destroying or disabling all its parts in areas C7, C8, C10, and C11. 
  A PC must succeed at a DC 45 Disable Device check to deactivate 
  any one of these components, but learning about the machine 
  from information found on the second floor reduces this DC (see 
  areas B9, B11, and B13). Failing such a check by 5 or more leads 
  to an enormous discharge of energy, dealing 12d6 force damage 
  (Reflex DC 33 half) to each creature in the room. 
  As long as the machine is working, its functions slowly 
  continue: light keeps getting drawn from the central rooms to 
  be slowly transformed and stored in the depository, even if the 
  action of individual machines is disrupted. If the PCs manage 
  to stop the machine without first breaking the machine’s parts, 
  the process stops and every room goes still and silent. Once the 
  machine is broken, the whole floor trembles, the lights in each 
  room on the floor become bright, and the Lightless Tube (area C2)
  collapses. All lightless doors are also opened, as is the hatch in 
  the floor of the entry chamber (area C1).
  25
  
  C. Third Floor
  C. Third Floor
  C7
  C7
  C3
  C3
  C4
  C4
  C5
  C5
  C6
  C6
  C8
  C8
  C1
  C1
  C10
  C10
  C9
  C9
  C11
  C11
  C12
  C12
  1 square = 5 feet
  1 square = 5 feet
  C2
  C2
  Once the PCs enter the room, Lumestin speaks to them from 
  his workshop in area C4 using his magic device. Depending 
  on his attitude, he either reasons with them by telling them 
  the truth about Glowdrop and asking them to help kill the 
  treacherous candlewick, or he condemns them for invading his 
  home, wrecking it, and aiding the malicious Lantern King. In 
  any event, Lumestin refuses to turn off the machine as long as 
  Glowdrop remains alive. If the PCs do kill Glowdrop, he asks 
  them to meet him in the light depository (area C6).
  After Glowdrop is harmed by the lightkilling machine for the 
  first time, he does his best to persuade the PCs to disrupt the 
  machine, then spends a move action to extinguish his light each 
  round that he is in an affected area, avoiding further detrimental 
  effects. If the PCs have agreed to help him, though, he uses 
  Deception to try to fake terrible suffering. If the PCs consider 
  siding with Lumestin, he drops his charade and reveals that he’s 
  a servant of a very powerful creature; depending on the situation, 
  he either offers them a generous reward or intimidates them 
  with threats of terrible wrath. (Whether or not he delivers on 
  any of his promises is left to you to decide.) If the PCs leave 
  Glowdrop—perhaps with the expectation that the machine will 
  kill him—he does his best to follow them discreetly; if they find 
  themselves in a pinch, he reappears and cheerfully offers help 
  provided they promise to help him get rid of the mansion’s 
  owner. (“Hey, I don’t hold grudges! We’re still friends, right? I can 
  help you if you help me!”) At this point, he won’t attack unless 
  the PCs attack him directly.
  A lightless door leads from here to the Lightless Tube (area 
  C2).
  C2. LIGHTLESS TUBE
  The walls of this corridor curve to meet the floor and ceiling, giving 
  the impression of being inside of an enormous tube. Porous, jet-black 
  material lines the walls while clouds of darkness churn at either end.
  This hall connects the entry room (area C1) to the Lightless 
  Well (area C3). Lightless doors along the walls here connect to 
  nearby rooms; those leading to areas C7 and C11 are hidden, 
  looking like solid stone rather than black mist. While there is 
  any light in the room, PCs must succeed at a DC 30 Perception 
  check to notice them; if all light in the area is extinguished, any 
  PC that can see in the dark observes that they are open doorways.
  C3. LIGHTLESS WELL
  This large, empty, triangular room has a forty-foot high ceiling. The 
  floor, walls, and ceiling are completely covered in porous, jet-black 
  material that saps light from every light source in the room.
  This area hides the access to Crimsonne’s room on the fourth 
  floor (area D1): a secret lightless door in the ceiling that can 
  normally be spotted by succeeding at a DC 25 Perception check. 
  While the lightkilling machine is running, the door is cloaked in 
  a powerful illusion that raises this to a DC 40 Perception check.
  C4. LUMESTIN’S WORKSHOP (EL 12)
  The walls of this beautifully decorated room are adorned with glowing 
  mosaics depicting the depths of space, gleaming planets orbiting 
  shining stars among colorful nebulae. The room is brightly lit, and 
  the glowing shelves that line its walls are full of strange and elegant 
  devices. An ugly metal control panel on one wall, its face cluttered with 
  lots of dials and buttons, stands in contrast to the beauty of the rest of 
  the room, while a curving flight of spiral stairs winds upward near the 
  opposite wall.
  This is Lumestin’s workshop, where he once worked in peace 
  before the Lantern King turned against him. The stairs lead up 
  to Lumestin’s refuge (area D2).
  The control panel operates the lightkilling machine; it can be 
  deactivated by a PC succeeding at a DC 20 Disable Device or DC 
  25 Knowledge (arcana) check.
  26
  
  Lumestin
  Creature: Lumestin, a tall leanan sidhe man with beautiful 
  facial features and long, flowing hair, awaits the PCs here. 
  If they enter the room in a hostile manner, Lumestin just 
  dimension doors to Crimsonne’s retreat (area D1) to prepare for 
  battle. If, on the other hand, the PCs enter the room in a less 
  threatening manner, Lumestin begs them to kill Glowdrop. If 
  the lightsmith’s attitude is friendly, he even offers to join the 
  PCs in this battle; however, under no circumstances will he place 
  Crimsonne in any danger. If Glowdrop is already dead, he invites 
  the PCs upstairs to speak (see area D1 for more details).
  At his height, Lumestin was an 18th level sorcerer. His long 
  self-exile has atrophied his powers significantly, but he’s still a 
  dangerous foe the PCs should think twice about before attacking.
  LUMESTIN                                                    CR 12/MR 3
  XP 19,200
  Male leanan sidhe sorcerer 7 (Pathfinder RPG 
  Bestiary 4 180)
  CN Medium fey (mythic)
  Init +12M; Senses low-light vision; Perception +25
  DEFENSE
  AC 29, touch 23, flat-footed 23 (+7 
  deflection, +5 Dex, +1 dodge, +6 natural)
  hp 159 (18d6+97)
  Fort +16, Ref +21, Will +19
  Defensive Abilities fated (+2); DR 10/cold 
  iron and epic
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee +2 brilliant energy dagger +12/+7 
  (1d4+4/19–20) or touch +5 (1d4 Cha damage)
  Special Attacks life drain, mythic power (3/day, 
  surge +1d6)
  Leanan Sidhe Spell-Like Abilities (CL 10th; 
  concentration +17)
  Constant—tongues
  At will—calm emotions (DC 20), crushing despair 
  (DC 22), dimension door (self plus 50 lbs. of 
  objects only)
  3/day—animal trance (DC 20), quickened charm 
  person (DC 19)
  Sorcerer Spell-Like Abilities (CL 7th; concentration 
  +14)
  10/day—touch of destiny (+3)
  Sorcerer Spells Known (CL 7th; concentration +14)
  3rd (6/day)—daylight, dispel magic, protection from 
  energy
  2nd (8/day)—blur, darkness, glitterdust (DC 19), 
  mirror image
  1st (8/day)—alarm, charm person (DC 19), crafter’s 
  fortuneAPG (DC 18), erase, magic missile, reduce 
  person (DC 18)
  0 (at will)—arcane mark, dancing lights, detect magic, 
  light, mage hand, prestidigitation, read magic
  Bloodline destined
  TACTICS
  During Combat Lumestin fights with his dagger only as a last 
  resort, preferring to use his magic to manipulate minds with 
  his spells and to drain creatures dry of Charisma instead.
  Morale If reduced to fewer than 30 hp, Lumestin 
  asks to surrender and promises to reward the 
  PCs’ mercy with gifts of skill or spell blessings, 
  otherwise he fights to the death.
  STATISTICS
  Str 14, Dex 20, Con 18, Int 18, Wis 10, Cha 24
  Base Atk +8; CMB +10; CMD 33
  Feats Alertness, Arcane Strike, Combat Casting, 
  Craft Wondrous Item, Dodge, Eschew 
  Materials, Improved InitiativeM, PersuasiveM, 
  Quicken Spell-Like Ability (charm 
  person), Skill Focus (Craft [lightcraft]), 
  Spell Focus (enchantment)
  Skills Bluff +24, Craft (lightcraft) 
  +29, Diplomacy +30, Disguise 
  +10, Fly +9, Intimidate +30, 
  Knowledge (arcana) +25, 
  Knowledge (nobility) +20, 
  Perception +25, Sense Motive 
  +20, Spellcraft +25, Use Magic 
  Device +31
  Languages Aklo, Common, Gnome, 
  Sylvan; tongues
  SQ bloodline arcana (gain luck bonus 
  on saves when casting personal-
  range spells), change shape (any male 
  humanoid), skill blessing, spell blessing, 
  unearthly grace
  Gear +2 brilliant energy dagger, circlet of 
  persuasion
  Treasure: A minor version of a mirror of 
  mental prowess hangs on the wall near the 
  control panel. This mirror allows Lumestin 
  Is the Machine Actually 
  Helping Lumestin?
  The Lantern King himself does not play a direct role in this 
  adventure, but Lumestin’s lightkilling machine is useless against 
  a demigod of the Lantern King’s power. But the fey king knows 
  the mere threat of his revenge can be as powerful as any actual 
  vengeance: by not revealing that the machine Lumestin clings 
  to for protection is no threat, the paranoid lightsmith remains 
  captured in a prison built entirely of his own fears. 
  The lightkilling machine also can’t kill Glowdrop as long as he 
  is able to take a move action to shut off his light, so ironically, the 
  being most easily harmed by Lumestin’s weapon is his banelight 
  lover Crimsonne!
  27
  
  to see via clairaudience/clairvoyance into any room in the 
  mansion, and to use silent image three times per day to project 
  his image into the place he’s looking at. There’s a special 
  device on the table that looks like a horn, made by Jeralbeena. 
  Speaking into it projects the speaker’s voice into any room on 
  this floor, but it cannot reach the other floors. The magic of 
  these devices does not function outside of this room.
  Story Award: If the PCs earn Lumestin’s respect and help by 
  defeating Glowdrop, grant them XP as if they had defeated both 
  him and Crimsonne in combat.
  C5. VAULT
  This room is decorated with metal, treelike objects that feature arms 
  instead of branches. They grow from the floor and protrude from the 
  walls, and each of the numerous hands hold a tiny item that appears 
  to be crafted from solid light.
  This vault is where Lumestin stores his masterpieces. The door 
  that leads to the light depository (area C6) can easily be opened 
  from this side, but unless the PCs use something to prop it open, 
  it automatically closes 3 rounds after being opened. Lumestin 
  becomes furious if the PCs pillage this room or damage anything 
  inside it.
  While the items kept here appear to be exquisite and incredibly 
  valuable, they cannot exist outside of Lumestin’s Manor. One 
  of the items here—a smoky black key—can be used to make a 
  lightless door appear in the empty doorway in the entrance hall 
  (area A1); a journal found in Lumestin’s refuge (area D2) explains 
  how to use it.
  C6. LIGHT DEPOSITORY (CR 9)
  This room’s walls are decorated with tiny crimson dragonflies sculpted 
  in various poses that all share a singular feature—each is depicted in 
  the act of smashing a tiny lantern. Long rows of plain metal shelves lie 
  mostly empty along the walls, while what appear to be a dozen balls 
  of glowing yarn sit below a window in one wall.
  This room does not hold part of the lightkilling machine, 
  but it does store the machine’s product: light that has been 
  turned into balls of yarn that Lumestin can weave into 
  lightcrafted objects. The door that leads to the vault (area C5) 
  is hidden from this side, requiring a PC to succeed at a DC 32 
  Perception check to notice. Lumestin is highly displeased if 
  the PCs try to break this door and will shout at them through 
  his magic horn if they appear to be preparing such a tactic. 
  On the other hand, if the PCs were invited here because they 
  killed Glowdrop, Lumestin opens this door himself and leads 
  them to his workshop (area C4).
  Creatures: A trio of clockwork soldiers protects this room 
  from intruders other than Lumestin or Crimsonne. They attack 
  on sight, but Lumestin won’t begrudge the PCs if they’re forced 
  to destroy them.
  CLOCKWORK SOLDIERS (3) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder Bestiary 3 57)
  C7. HALL OF ANTS (CR 8)
  This room is filled with swarms of tiny toy ants busying themselves 
  with strange work: they constantly work to capture little glowing 
  letters coming from a shining rune on one wall, then use a strange-
  looking distaff to spin them into yarn. They then roll the yarn into neat 
  balls and carry them through a window in the opposite wall.
  These ants come in endless swarms from the Ant Castle (area 
  C11), crawling through tiny tunnels in the walls of the lightless 
  tube itself. Smashing the ants has no lasting effect; there are 
  always more. A PC succeeding at a DC 35 Disable Device check 
  (with a +4 bonus if the blueprints in the tailor’s workshop at area 
  B8 were deciphered) can disable the distaff. If the PC fails this 
  check by 5 or more, the distaff emits a powerful blast of light, 
  permanently blinding everyone in the room (DC 25 Fortitude 
  save negates). If the PCs otherwise try to break or damage the 
  distaff, this will also trigger the powerful blast of light, once for 
  each attempt.
  Creatures: The swarming ants, while mechanical in nature, do 
  not pose a threat, but if they are attacked, swarms of magically 
  created living army ants surge out of holes in the wall near area 
  C2 and attack.
  ARMY ANT SWARMS (3) 
  CR 5
  XP 1,600 each
  hp 49 each (Pathfinder Bestiary 16)
  C8. HALL OF SYMBOLS (EL 10)
  The walls of this room are decorated with glowing runes, dominated 
  by two huge runes set in the opposing walls. One of the two immense 
  runes emanates weak light that condenses into tiny glowing letters 
  that float through the air along a curving path before vanishing into the 
  brighter rune on the opposite wall.
  After the cacophony engine in the Hall of Screams (area C10) 
  siphons light from the three black-walled rooms (areas C1–C3), 
  that light is turned into tangible matter here, then taken by 
  the toys in the Hall of Ants (area C7) to be spun into yarn. A 
  PC can stop the runes from turning the light into matter by 
  succeeding at a DC 35 Disable Device check (with a +4 bonus 
  if the blueprints in Bookbinder’s Workshop at area B13 were 
  deciphered). If the PC fails this check by 5 or more, the two 
  large runes emit a burst of very bright light, permanently 
  blinding everybody in the room (DC 25 Fortitude save negates). 
  Deactivating the runes prevents the light from being processed, 
  but as long as there’s at least one part of the machine intact, it 
  won’t shut down completely.
  Creatures: Any failed attempt at disabling the runes causes 
  the runes floating in the air to coalesce into several dangerous 
  28
  
  glowing fey—advanced lurkers in light who do not take kindly to 
  being distracted from their task. These fey fight to the death—if 
  slain, the runes in the walls can create more lurkers in light after 
  1 hour.
  ADVANCED LURKERS IN LIGHT (4) 
  CR 6
  XP 2,400 each
  hp 60 each (Pathfinder Bestiary 2 180, 292)
  C9. SERVICE CORRIDOR (EL 9)
  Half of this corridor’s wall is decorated with an unfinished 
  mural of Lumestin as a knight in shining armor piercing a foul 
  old man with a spear made of light.
  Creatures: A pair of clockwork servants are standing at 
  attention in the passage. They do not attack the PCs unless 
  attacked, but once they begin to fight, they start shrieking and 
  whistling loudly. One round later, a panel in the ceiling near the 
  middle of the hall slides open to deploy a clockwork mage that 
  tumbles into the room and attacks at once.
  CLOCKWORK SERVANTS (2) 
  CR 2
  XP 600 each
  hp 31 each (Pathfinder Bestiary 3 56)
  CLOCKWORK MAGE 
  CR 9
  XP 6,400
  hp 102 (Pathfinder Bestiary 4 32)
  C10. HALL OF SCREAMS (EL 10)
  The very air in this room seems to shake and shudder under the weight 
  of a cacophonous dirge roiling out of a machine in the middle of the 
  chamber. This machine is a strange contraption made of different 
  musical instruments with a pulsating crystal in the middle. As waves 
  of sound blast from the device, light in the room seems to bend and 
  recoil as if in pain.
  The machine in this room uses sound as a primary method to 
  siphon light away from areas C1–C3, thence to send it rippling 
  into area C8 for processing. Every round a creature remains in 
  this chamber, it must succeed at a DC 18 Fortitude save or take 
  1d6 sonic damage. The machine can be disabled by succeeding at 
  a DC 35 Disable Device check (with a +4 bonus if the blueprints 
  from the luthier’s workshop at area B9 were deciphered, or were 
  explained by Jeralbeena). If a creature fails the check by 5 or 
  more, the machine pulses even louder, increasing sonic damage 
  to 4d6 (Fortitude DC 22 half) for 1 round.
  Creature: The source of the machine’s sound is the crystal 
  at its heart: a carnivorous crystal whose subsonic hum has 
  been amplified to a destructive extreme. If anyone attempts to 
  damage or dislodge the crystal, it detaches from the machine 
  and attacks. While the carnivorous crystal is detached, the 
  machine itself falls silent. The creature returns to the machine 
  as soon as it senses no more foes to attack in the room. If 
  the carnivorous crystal is slain, the machine is useless until 
  another crystal is installed. The crystal’s many years serving as 
  “fuel” for the room has left it in a slightly weakened state, yet it’s 
  still a dangerous foe. It takes a –2 penalty on all rolls (including 
  damage rolls) and to special ability DCs and has a –2 penalty to 
  AC and CMD.
  DEGENERATE CARNIVOROUS CRYSTAL 
  CR 10
  XP 9,600
  hp 104 (Pathfinder Bestiary 3 45, Pathfinder Bestiary 6 288)
  C11. ANT CASTLE (EL 10)
  What appears to be an oversized toy castle (or perhaps a miniaturized 
  actual castle) sits in the middle of this otherwise plain room. Swarms 
  of ants walk from it into tiny holes under a large tube that serves as 
  the room’s widest wall.
  Creatures: This room produces the ant spinners who work in 
  the Hall of Ants (area C7). The castle itself is defended by armies 
  of tiny toy soldiers who swiftly move to attack anyone who 
  attempts to damage or disable the castle. 
  Once the two toy soldier swarms are defeated, the castle can 
  be disabled by a PC succeeding at a DC 35 Disable Device check 
  (with a +4 bonus if the blueprints from the Toymaker’s Workshop 
  in area B11 were deciphered). If the PC fails the check by 5 or 
  more, the castle releases an additional toy soldier swarm to 
  protect itself. Merely smashing the castle (hardness 15, hp 100) 
  can disable the machine, but at the end of each round that the 
  castle still has hit points it disgorges a new toy soldier swarm to 
  defend itself, although no more than 3 of these swarms can be 
  active at any one time.
  TOY SOLDIER SWARMS (2) 
  CR 8
  XP 4,800 each
  hp 85 each (see page 33)
  C12. CORRIDOR OF DEFENSES (EL 12)
  The walls and floor of this long corridor are scarred with long scratch marks.
  Creature: An immense clockwork centipede fills this hallway. 
  It is treated as a clockwork leviathan, save that it occupies a 
  space ten feet wide and twenty feet long, its breath weapon deals 
  electricity damage instead of fire damage, and it does not possess 
  a swim speed. It guards the door to area C4 and immediately 
  moves to attack anyone who enters the corridor, though it can 
  only move forward or backward in the long hallway. It faces away 
  from the door it guards and can use any of its attacks against 
  targets in front of it but can make only slam attacks against those 
  who manage to get behind it. 
  CLOCKWORK CENTIPEDE 
  CR 12
  XP 19,200
  Variant clockwork leviathan (Pathfinder Bestiary 3 55)
  hp 128
  29
  
  D. Attic
  D. Attic
  D1
  D1
  D2
  D2
  1 square = 5 feet
  1 square = 5 feet
  D. Attic
  This floor consists of two rooms separated by a wall that can 
  become transparent if needed; both Lumestin and Crimsonne 
  know the command word to activate this feature.
  If the PCs killed Glowdrop, Lumestin brings them here to 
  thank them and discuss next steps. If the PCs have destroyed 
  the lightkilling machine and are trying to kill Lumestin and 
  Crimsonne, this is where the pair will make their final stand. 
  D1. CRIMSONNE’S RETREAT (CR 12)
  This room is filled with a bright crimson glow. The furniture within is 
  made of solid light, including a vanity table, a harp, and a luxurious 
  perch that could accommodate a human-sized bird.
  Creature: Lumestin’s lover Crimsonne dwells here. The only 
  way to enter this room without teleportation magic is through 
  the lightless door in the ceiling of the Lightless Well (area C3), 
  but it cannot be opened while the lightkilling machine is on. 
  This room is shielded from the machine’s powers, so light 
  doesn’t dim here while the machine is operating.
  CRIMSONNE 
  CR 12
  XP 19,200
  Female banelight (Pathfinder RPG Bestiary 6 37)
  hp 168 
  30
  
  Crimsonne
  D2. LUMESTIN’S REFUGE
  The walls of this room are decorated with 
  intricate patterns that seem to subtly shift 
  and move. There is little furniture, but what 
  little there is luxurious indeed—a lavish canopy 
  bed, a six-sided table resting on insectile golden 
  legs, and shelves filled with thick tomes.
  This is where Lumestin lives, right next to his 
  beloved Crimsonne. If the PCs help Lumestin 
  kill Glowdrop, he invites them here to talk—see 
  Concluding the Adventure below. One of the journals in 
  a bookshelf here explains how a smoky black key found in 
  Lumestin’s vault (area C5)—can be used to make a lightless 
  door appear in the empty doorway in the entrance 
  hall (area A1).
  Concluding the 
  Adventure
  This adventure can lead to different 
  endings depending on how the PCs chose 
  to resolve the conflict inside Lumestin’s Puzzle Box. If 
  Lumestin survives and his attitude toward the PCs is indifferent 
  or better, he allows the PCs to leave by creating a lightless door 
  in the empty doorway in the entrance hall (area A1). This returns 
  them to the outside of the puzzle box, right where the PCs left 
  it (unless you have decided it has moved since they entered it). 
  Without his help, the PCs can find that one of the journals in 
  Lumestin’s refuge (area D2) explains how they can use the black 
  key from Lumestin’s vault (area C5) to make the lightless door 
  appear and disappear there.
  If played as a part of a larger campaign, this adventure can 
  provide a number of plot hooks for further adventures. Some 
  potential repercussions are explored below.
  Agents of the Lantern King: If it was the Lantern King himself 
  who sent the PCs into the box, directly or indirectly, he watches 
  their progress closely. Even if he wasn’t involved at the beginning 
  of the adventure, the PCs may now have piqued his curiosity. 
  His reaction to the PCs depends on whose side the PCs took 
  while they were inside the box: If the PCs killed Crimsonne and 
  Lumestin, or somehow managed to capture Lumestin and drag 
  him out alive, the Lantern King is pleased and rewards them. 
  If Glowdrop promised them some specific reward, the Lantern 
  King honors that promise. However, he is a treacherous trickster 
  by nature, and his gifts come with strings attached. If the PCs 
  sided with Lumestin and killed Glowdrop, the Lantern King is 
  displeased and may even try to send someone else after the box 
  and arranges for trouble to befall the PCs. Alternately, he might 
  be amused by their actions and decide to forgive Lumestin if 
  the PCs agree to accomplish a different task for him. However, 
  it would be a mistake to treat the Lantern King as just another 
  quest-giving NPC, for he is capricious and loves nothing more 
  than having fun at the expense of others. Agreeing to work 
  for him may well be the beginning of a long joke with a cruel 
  punchline.
  Rescued Apprentices: Apprentices saved by the PCs may find 
  themselves in a “fish out of water” situation—after all, they’ve 
  spent the past few centuries in a pocket dimension. Even 
  with their superior crafting skills, they may need help in 
  finding new places to live, in getting in touch with their 
  families (if they even still live), and so on. Even if the 
  apprentices wish to remain in the mansion, Lumestin 
  dismisses them (assuming he’s still alive). After all 
  the carnage, he’s not comfortable with them around, 
  and he doesn’t want to take on any more pupils. In any 
  case, he decides to keep the secret of lightcrafting to 
  himself.
  Allying with Lumestin: If the PCs sided 
  with Lumestin, he may become a valuable 
  (if sometimes fickle or self-centered) ally. 
  He might ask the PCs to protect him further 
  from the Lantern King’s ire, offering his 
  peerless crafting skills in return. With his vast 
  knowledge of arts and crafts, he might also become 
  a source of new quests, hinting at the locations of various 
  treasures, or asking the PCs to collect rare tools or components, 
  promising to use them to create powerful equipment for the 
  PCs.
  The Puzzle Box: The PCs may want to keep Lumestin’s 
  Puzzle Box, with or without the original owner inside. At 
  the least, it can serve as a portable home and a convenient 
  way to transport a great amount of gear, or perhaps even a 
  small army! That said, there’s more to this box than just the 
  pocket dimension. In theory, it has the power to contain the 
  Lantern King himself. Will the PCs come up with a plan to 
  lure him to the box, then open it to trap him? Alternatively, 
  the Lantern King might desire the box himself. Or will one 
  of his many enemies—mortal or fey—attempt to buy it, steal 
  it, or take it by force? This adventure might be the PCs’ ticket 
  to the world of fey intrigue, and perhaps even an opportunity 
  to form an alliance with one or more of the Eldest of the  
  First World.
  31
  
  Candlewick
  Candlewick
  This shimmering creature appears to be a disembodied face with a 
  flickering candleflame-like light glowing above.
  CANDLEWICK 
  CR 9
  XP 6,400
  CN Small fey
  Init +16; Senses low-light vision; Perception +20
  Aura shining light (20 ft.)
  DEFENSE
  AC 24, touch 24, flat-footed 18 (+5 Dex, +1 dodge, +7 
  insight, +1 size)
  hp 110 (13d6+65)
  Fort +9, Ref +13, Will +12
  Defensive Abilities all-around vision, amorphous, 
  fated; Immune blindness, light-based effects; 
  SR 20
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 4 searing tendrils +12 touch (2d6 fire)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 7th; concentration 
  +14)
  Constant—tongues
  At will—dancing lights, daylight, dimension door 
  (only to locations in reach of its shining light), 
  searing light
  3/day—mirror image, misdirection
  1/day—displacement
  STATISTICS
  Str 10, Dex 20, Con 20, Int 14, Wis 18, Cha 24
  Base Atk +6; CMB +5; CMD 35 (can’t be tripped)
  Feats Combat Reflexes, Defensive Combat Training, 
  Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Skill Focus (Bluff)
  Skills Acrobatics +21, Bluff +29, Fly +31, Knowledge (arcana) +15, 
  Knowledge (nature) +18, Perception +20, Perform (dance) +23, 
  Sense Motive +20
  Languages Aklo, Common, Sylvan; tongues
  SQ refraction
  ECOLOGY
  Environment any
  Organization solitary, glow (2–5), or troupe (1–6 candlewicks plus 
  other fey)
  Treasure none
  SPECIAL ABILITIES
  Fated (Su) A candlewick adds its Charisma modifier as an insight 
  bonus to AC and on Initiative checks.
  Searing Tendrils (Su) A candlewick’s searing tendrils are primary 
  attacks.
  Refraction (Su) Once per day as a standard action, a candlewick 
  can create seven shimmering duplicates of itself which appear 
  anywhere within 60 feet of the candlewick and last a number 
  of rounds equal to the candlewick’s Charisma modifier (typically 
  7 rounds). These refractions are identical to the original in all 
  respects except that when conjured they have a number of hit 
  points equal to 20% of the true candlewick’s maximum hit points 
  (22 hit points for a typical candlewick). The refractions have all of 
  the true candlewick’s melee attacks and abilities, except they can 
  only make one searing tendril attack each, can’t use spell-like 
  abilities, and can’t use refraction. All refractions take their turn 
  immediately after their creator candlewick’s turn concludes. 
  Refractions take double damage from spells with the 
  darkness or shadow descriptor. If the candlewick 
  is slain, is rendered unconscious, or is ever more 
  than 60 feet from a refraction, the affected 
  refractions instantly vanish.
  Shining Light (Su) A candlewick radiates 
  bright light in a 20-foot radius. It can 
  suppress this aura for 1 round as a 
  move action. This light counters magical 
  darkness effects as if it were a 5th level 
  spell effect.
  According to one legend, these mischievous 
  little fey are spawned from candles that 
  start theater fires. According to another, 
  candlewicks were created by the Lantern 
  King himself after he played an elaborate 
  joke involving a thousand candles, then 
  laughed so hard that he inadvertently 
  breathed life into them. If you ask a 
  candlewick itself, it would eagerly confirm both these legends 
  and then recite a dozen more.
  With their small size and cheerful dispositions, candlewicks 
  appear to be harmless, flighty creatures. This demeanor hides 
  their sharp wit and weird, paradoxical sense of humor. While 
  not necessarily malicious, candlewicks are unpredictable and 
  sometimes even cruel pranksters. They value a good laugh above 
  all, and don’t care who gets harmed in the process.
  Candlewicks are creatures of light. They love sunlight the 
  most and grow depressed in dark places. Most candlewicks 
  have a seething hatred of will-o’-wisps and are quick to take 
  offense if confused for one (which would likely result in 
  the offending creature becoming the target of a particularly  
  cruel prank). 
  Candlewicks are very social and avoid being alone. They prefer 
  to travel with small groups of other fey creatures or even mortals, 
  and have been known to tag along with traveling circuses or to 
  pester groups of adventurers, playing pranks on them for their 
  own amusement. More than one adventuring party has perished 
  due to their pranks, but there have also been cases of candlewicks 
  saving the people they were tormenting from peril. After all, it’s 
  tough for a candlewick to prank a dead person!
  Appendix 1: New Monsters
  32
  
  Clockwork Soldiers
  Toy Soldier Swarm
  This little army of animated solders marches with precision and order, 
  their tiny weapons still quite dangerous.
  TOY SOLDIER SWARM 
  CR 8
  XP 4,800
  N Diminutive construct (swarm)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 15, flat-footed 15 (+6 Dex, +6 natural, –1 size)
  hp 85 (10d10+30)
  Fort +3, Ref +11, Will +3
  Immune construct traits, swarm traits, weapon damage
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee swarm (3d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17), volley, reactive tactics
  STATISTICS
  Str 10, Dex 22, Con —, Int —, Wis 10, Cha 1
  Base Atk +10; CMB —; CMD —
  Feats Ability Focus (distraction)B, Improved InitiativeB, Lightning 
  ReflexesB
  SPECIAL ABILITIES
  Reactive Tactics (Ex) A toy soldier swarm’s tactics adjust and change 
  during battle depending upon how badly it was damaged in the 
  previous round.
  Start of Combat: At the start of any combat, a toy soldier swarm’s 
  statistics are unmodified; a toy soldier reverts to this mode after 1 
  minute of not engaging in combat.
  Offensive Tactics: At the start of any round after which the toy 
  soldier swarm took fewer than 15 points of damage during the 
  previous round, the soldiers become more violent at the expense 
  of defense. The swarm takes a –2 penalty to its AC but inflicts 4d6 
  damage with its swarm attack and the save DC of its distraction 
  ability increases to DC 19.
  Defensive Tactics: At the start of any round after which the toy soldier 
  swarm took more than 15 points of damage during the previous 
  round, the soldiers adopt defensive tactics. The swarm’s damage 
  is reduced to 2d6 and the save DC for distraction to DC 15, but it 
  gains a +2 dodge bonus to its AC and a +2 circumstance bonus to 
  all saving throws.
  Desperate Tactics: At the start of any round during which a toy soldier 
  swarm has fewer than 10 hp, it adopts defensive tactics and deals 
  only 1d6 damage with its swarm and does not distract, but it does 
  gain fast healing 20. A toy soldier swarm cannot perform desperate 
  tactics two rounds in a row.
  33
  
  Volley (Ex) Up to three times a day, if a toy soldier swarm cannot 
  reach a foe within sight to inflict swarm damage, it can fire a volley 
  of tiny missiles (typically arrows or spears) to a range of 20 feet. 
  All creatures in a 10-foot-radius burst take 6d6 points of piercing 
  damage from the volley (DC 21 Reflex half).
  The first of these swarms of tiny soldiers were invented by a 
  toymaker who loved peace and hoped to replace all real-life bloody 
  conflicts with harmless games. Unfortunately, she tried so hard 
  to make her war game a perfect simulation that she ended up 
  creating a deadly army, one that eventually took her life. 
  Toy soldiers come in many variations, although these are 
  purely cosmetic—a toy soldier swarm of tiny ogres functions the 
  same as toy soldier swarm of tiny humans or tiny halflings. Each 
  toy’s relative size is always the same, regardless of the size of the 
  creature it emulates. Toy soldiers are usually built to resemble 
  humanoid creatures, but creative toymakers might craft them in 
  more unusual shapes.
  Deadly as they are, toy soldiers have not seen widespread 
  use. Other guardians often prove better, and toy soldiers are 
  expensive and hard to make. As a result, these tiny automatons 
  are rarely seen except inside the homes of unhinged toymakers 
  or eccentric collectors who like the idea of warding off potential 
  thieves with an army of toy swordsmen.
  Construction
  A toy soldier swarm consists of several hundred diminutive 
  constructs, each of which is painstakingly crafted with several 
  points of articulation. The animating force within a toy soldier 
  swarm lies not in each individual component, but is shared 
  among them all, and consists of magical energies siphoned from 
  the First World. The soldiers themselves collectively cost 2,000 
  gp to craft.
  TOY SOLDIER SWARM
  CL 9th; Price 50,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate objects or telekinesis, geas/
  quest, heroism, true strike; Skill Craft (clockwork or toy-making) 
  and Knowledge (engineering) DC 25; Cost 27,000 gp.
  34
  
  CLOCKWORK ARM
  PRICE
  6,000 GP
  SLOT wrist and hand
  CL 11th
  WEIGHT 5 lbs.
  AURA strong conjuration and transmutation
  This articulated, mechanical arm is made of bronze, brass, and iron, 
  its joints consisting of precisely placed arrangements of gears and 
  rods. Closer inspection reveals a line of clasps that, when undone, 
  cause the arm to open and reveal its hollow interior. A clockwork 
  arm can thus be worn by any Medium humanoid as an arm-length 
  device; putting it on takes 1 minute of work and adjustment. It can 
  also replace a Medium humanoid’s missing arm with a procedure 
  that requires 8 hours of work and success at a DC 25 Craft (clockwork) 
  check. Whether it is worn over an existing arm or as a replacement 
  arm, a clockwork arm takes up the hand and wrist slot of the 
  creature wearing it.
  A clockwork arm grants a +5 circumstance bonus on Climb checks. 
  A character who wields a one-handed or light weapon with this arm 
  gains a +5 bonus to CMD against disarm attempts. Finally, the hand 
  itself can be used as a +1 gauntlet that inflicts 1d6 bludgeoning 
  damage on a hit.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, 
  animate objects, creator must have 11 ranks in Craft (clockwork)
  FIRST AID GLOVES
  PRICE
  9,000 GP
  SLOT hands
  CL 9th
  WEIGHT 1 lb.
  AURA moderate conjuration (healing)
  Each fingertip (including both thumbs) on these white silk gloves 
  bears a tiny inset sapphire. These gloves grant a +5 competence 
  bonus on Heal checks. While wearing a pair of first aid gloves, the 
  wearer can cast any of the following spells each as a standard action, 
  but doing so causes a number of sapphires equal to the spell’s caster 
  level (as denoted in parentheses after each spell) to cloud over: 
  breath of life (5), cure critical wounds (4), cure light wounds (1), 
  cure moderate wounds (2), cure serious wounds (3), or mass cure 
  light wounds (5). When casting a spell from the gloves, the wearer 
  can’t expend sapphires on different hands; thus only a full hand’s 
  worth of gems can be used to cast breath of life or mass cure light 
  wounds. Regardless, both gloves must be worn to function. Once 
  all of the sapphires are expended, they cannot be recharged to 
  restore their magical healing properties, but a pair of first aid gloves 
  continues to grant its bonus on Heal checks.
  CONSTRUCTION REQUIREMENTS
  COST 4,500 GP
  Craft Wondrous Item, breath of life, cure critical wounds, cure light 
  wounds, cure moderate wounds, cure serious wounds, mass cure 
  light wounds
  ONE-PERSON ORCHESTRA
  PRICE
  14,000 GP
  SLOT armor
  CL 12th
  WEIGHT 25 lbs.
  AURA strong abjuration, evocation, and transmutation
  This unusual-looking suit of +2 studded leather armor has been fitted 
  with a set of drums on the back, a frame on the helm that holds a 
  set of panpipes, and adjustable armatures on the side of the torso 
  that hold a lute. These three instruments are fully integrated into the 
  armor and cannot be removed without destroying the one-person 
  orchestra. A character who wears the suit can use it to make Perform 
  (percussion, string, or wind) checks without needing to expend any 
  actions to stow or retrieve the instruments in question. In addition, 
  the three instruments themselves can each be used to generate a 
  specific magical effect once per day each.
  Panpipes: Once per day as part of any action used to start a bardic 
  performance, a bard using these panpipes treats the effects of that 
  performance as if they were generated by a bard of five levels 
  higher. This effect lasts as long as the bard maintains that particular 
  performance.
  Lute: Once per day as part of any action used to start a bardic 
  performance, a bard can use the lute to gain the effect of a shield 
  spell for the duration of her bardic performance.
  Drums: Once per day as a swift action, a bard can cause any 
  sonic or electricity spell she casts of 6th or lower level to become 
  empowered, as if by the Empower Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST 7,000 GP
  Craft Magic Arms and Armor, Craft Wondrous Item, creator must 
  have the bardic performance ability, heroism, shield, sound burst, 
  summon instrument
  Appendix 2: New Magic Items
  35
  
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