TEXT: 1
  
  2
  Temple of AsTronix
  enTry And lower level
  
  3
  nighT of The 
  sTArbird
  An Adventure for 8th-9th Level Characters
  By Stan! 
  The discovery and exploration of forgotten ruins is 
  the meat of “dungeon crawl” adventures. PCs are 
  forever finding maps to lost shrines, stumbling into 
  forgotten tombs, and questing for legendary treasure 
  troves. There are many reasons why a site might be 
  lost to antiquity--its existence could have been secret, 
  and those who knew the truth met an untimely end 
  without sharing their knowledge; its purpose may 
  have become unnecessary and the site fallen into 
  centuries of neglect; or it may simply be located in a 
  place where ordinary folk never go. The latter is the 
  case when it comes to Night of the Starbird.
  The temple is an ancient site, considered holy by 
  many avian races, and located in a place where non-
  avian creatures are unlikely to find it. Dedicated to 
  Astronix--a legendary bird that is said to create the 
  night sky by sweeping its magnificent, star-speckled tail 
  feathers from horizon to horizon--the temple sits within 
  a barren mountaintop whose depths hold no veins of 
  ore, gems, or any other substance that men prize. It is a 
  giant rock as valueless as the ones that get kicked along 
  the roadside or skipped across ponds. What’s more, the 
  temple entrance is high on a cliffside, where it can only 
  be easily reached by those who arrive by air, hidden 
  from the eyes of those on the ground.
  Since the legend of Astronix is not well known 
  among non-avians, the more earthly races have no clue 
  that a temple to the starbird would even exist, so they 
  have no reason to start climbing cliff walls in search of 
  it. But the avian races have a rich tradition of folktales 
  about Astronix, though actual worship of the starbird 
  has become somewhat rare. In the same way that 
  ordinary folk might visit the site of an ancient chapel 
  dedicated to a forgotten deity, avians will sometimes 
  make pilgrimages to the Temple of Astronix.
  These Tengu fly
  A note about the tengu in this adventure: They are based 
  on the creatures from Japanese folk tales rather than the 
  iteration that exists in the standard Pathfinder rules. As 
  a result, they all have the natural ability to fly.
  All of the tengu in Night of the Starbird have a fly 
  speed of 30 and a maneuverability rating of average.
  flighT of The 
  sTArbird
  This adventure sits at the crossroads of those two 
  endeavors. The PCs are crossing a mountain pass on 
  some completely unrelated mission when they happen 
  to run into a tengu who is part of a group of his kind 
  that are on their way to the Temple of Astronix.
  The tengu group is lead by Krakkahaan, a sorcerer 
  of not inconsiderable power, who wants to be in 
  the Temple of Astronix during an astrological 
  convergence that is sometimes called the “Night 
  of the Starbird,” even by ground-bound cultures. 
  To the PCs, if they know of it at all, it is a night 
  when a rare bird-shaped constellation is prominent 
  in the sky. To avians, it is the night that legend says 
  Astronix returns to this realm in order to “renew the 
  night sky.” In either case, the heavenly convergence 
  is about to occur.
  Exactly what Krakkahaan expects to happen is 
  unclear--he has not shared that information with his 
  hirelings. But it is clear that he expects to gain some 
  measure of personal power from the event, and that 
  he expects trouble along the way. Krakkahaan has 
  assembled a large party of tengu--a dozen warriors, a 
  trio of priests, and a skilled thief--and told them that 
  they would be tested on the journey, but the rewards 
  would be commensurate with the danger. 
  geTTing sTArTed 
  The PCs enter the adventure without any efforts of 
  their own. Indeed, the adventure literally falls into their 
  midsts while they are traveling through a mountain 
  pass on some completely unrelated endeavor. 
  In area 01 they will meet Agraa, the thief from 
  Krakkahaan’s party, who can provide all the 
  information they need to point them in the right 
  direction. If a group needs more motivation to 
  get involved, the GM may use one or more of the 
  following seeds (or create one devise specifically to 
  entice his particular PCs).
  • 
  Starbird feathers are a rare and valuable spell 
  component, much sought after by wizards and 
  alchemists.
  • 
  Lately the local region has been seeing an 
  increasing number of attacks by tengu raiders. 
  The coming “Night of the Starbird” might 
  actually give them some kind of power, so the 
  
  4
  PCs have been sent to chase off any tengu they 
  can find--but so far they have come across none.
  • 
  A nobleman of the PCs’ acquaintance is fascinated 
  by avian culture and lore. He has often bored 
  them with folktales about the “Starbird.” If the 
  Temple of Astronix is real, he would pay dearly 
  for any artifacts the group could bring back from 
  there.
  • 
  One of the PCs has an inert artifact that it is said 
  can be recharged at the Temple of Astronix on 
  the Night of the Starbird.
  • 
  A bounty has been placed on Krakkahaan’s head, 
  either by a local magistrate or by the sorcerer’s 
  guild. The tengu has powerful enemies will 
  handsomely reward whoever brings him in--
  dead or alive.
  There are 10 encounters in Night of the Starbird.
  There are no random encounters in Night of the 
  Starbird.
  The legend of 
  AsTronix
  Note: This is not a fundamental truth about the game 
  world--it is a legend told and (perhaps) believed by 
  tengu and other avian races. It in no way invalidates 
  whatever creation myth (or myths) that a particular 
  campaign posits. However, the legend does make some 
  basic presumptions about the world that may not be 
  true in all settings (such as there being just one sun and 
  moon). However, it should be a relatively simple matter 
  to tweak the details to suit most campaigns (changing 
  the number and name of the celestial orbs). For games 
  where the cosmos is particularly different, the GM 
  can modify or replace this legend as he sees fit--for 
  the most part it just serves as background color. That 
  having been said, the details of what the PCs see in area 
  04 will need to be modified to suit the new legend.
  Long, long ago, before the coming of the first races, 
  there was the earth and there was the sky. During the 
  day, the sky was ruled by Phoenix and his fiery orb 
  we call the sun, while at night the sky was ruled by 
  Astronix and her silvery orb we call the moon.
  Phoenix’s sky was clear, with no clouds to weaken 
  the overwhelming blue that was, in its own way, as 
  bright as the fires of the sun. Astronix’s sky was also 
  clear, an ebon blanket that swaddled the moon and 
  enhanced its beauty. One day, Phoenix and Astronix 
  quarreled over whose sky was better.
  “The daytime is fierce,” said Phoenix. “The heat of 
  the sun and the strength of the sky make it impossible 
  to look up for long. Creatures will seek shelter from 
  it and bow in supplication.”
  “The nighttime is comforting,” said Astronix. “The 
  moonlight is hypnotic and the sky relaxing. Creatures 
  will sit under it for hours, staring up in awe. They will 
  sleep under it, and it will be a comfort to them.”
  Phoenix realized that Astronix was right. Creatures 
  would love the night more than the day. They would 
  toil and work under his sky, while they would relax and 
  make merry under hers. And so Phoenix grew jealous.
  At that time, night and day were equals--each 
  having equal reign over the sky. But one day, just at 
  twilight, Phoenix, in his growing jealousy, sent fiery 
  blasts toward the night and hit the moon. He did not 
  destroy it utterly, but he did break off thousands of 
  tiny chunks, leaving the moon smaller and weaker 
  than before--and making the day even stronger by 
  comparison. That is why now the length of the night 
  varies over the course of the year and its span is 
  never longer than the course of the day. It is also why 
  the moon waxes and wanes as it still wobbles from 
  the power of Phoenix’s blast.
  Astronix was distraught as she looked down and 
  saw the thousands of pieces of moon lying around. 
  They did not belong on the earth, they belonged in 
  the sky. So she flew low over the earth and used the 
  great feathers of her tail to sweep the fallen moon 
  bits up. She tried to reaffix them to the moon, but 
  they would not stick, so Astronix again used her tail 
  to sweep them across the sky, spreading them from 
  horizon to horizon. And when she was done, there 
  was still the moon--smaller and less constant than it 
  had been before--but there were also the stars. Tiny 
  bits of light laid out in beautiful patterns. However, 
  because Astronix had to sweep the moon bits up from 
  the earth, her tail also caused dust to billow up, and as 
  she swept her tail across the sky, the dust followed and 
  settled in the sky forming what we today call clouds.
  As time went on, Astronix kept sweeping the sky--
  moving the stars until they formed the constellations 
  we all know today--and when she was happy with the 
  arrangement, she rested. So great was her effort, though, 
  that Astronix slept for an entire year, and when she 
  awoke she saw that the stars were starting to come loose 
  from where she had put them. That is why now, once 
  per year, she returns and sweeps her tail across the sky 
  again--painting the stars in place so they will always 
  shine above us in the patterns that Astronix chose.
  
  5
  01. unexpecTed 
  compAny (el 6)
  Summary: When you’re an adventurer, there’s no such 
  thing as a place too remote for trouble to find you. In 
  this case, danger literally falls out of the clear blue sky.
  Sights and Sounds: This encounter takes place along 
  a lonely stretch of mountaintop--no civilization of 
  any kind for miles, just the PCs, the crisp wind, and 
  clear sky.
  The mountain pass you’re traveling along is only 
  remarkable in that it is so unremarkable--a well-trod 
  path along cuts between two cliffs of plain weather-
  worn rock. The sky is clear and the weather fine--
  definitely a good day for traveling. 
  Background: The adventure begins as the PCs are 
  traveling through a stretch of mountains that, as far as 
  they know, has nothing at all unusual to offer. What 
  they don’t know is that fifty feet above their heads 
  is the entrance to an avian temple--one that is even 
  now being explored by a band of tengu adventurers.
  Getting into the temple required the group to 
  get past the site’s guardians--a cadre of immortal 
  gargoyles--perched on a ledge that’s completely 
  hidden from view (see area 02). The tengu, led by 
  a sorcerer named Krakkahaan, fought the gargoyles 
  and made their way into the temple complex, but 
  one of their number got left behind. This straggler, 
  a rogue named Agraa, was beset by a gargoyle, and 
  fought against it valiantly. Unfortunately, he was 
  outmatched and the scene begins as Agraa and the 
  gargoyle crash out of the sky and land amid the PCs.
  Exactly how the scene plays out is up to the PCs. They 
  can try to save Agraa from his attacker, wade in and try 
  to kill both of the newly arrived combatants (tengu and 
  gargoyle alike), or simply sit back and watch the action.
  Agraa was pressed into service by Krakkahaan, 
  and so bears no strong sense of loyalty to the tengu 
  sorcerer. If the PCs rescue him from the gargoyles 
  (or even if they merely refrain from attacking), 
  Agraa will be willing to share what information he 
  has with them, and can be convinced to help them 
  find and get into the Temple of Astronix themselves.
  If Agraa does not survive the combat, the GM 
  will have to find an alternative method of letting the 
  PCs know that there is something of interest waiting 
  above. Having the other gargoyles (area 02) come 
  down to make sure all the interlopers are driven away 
  (or seeking vengeance for their fallen comrade) is 
  a possibility, finding the notes on Agraa’s body is 
  another. In any case, the point of this encounter is 
  merely to let the PCs know that something strange is 
  going on among the rocks above and to provide them 
  a gateway into the adventure.
  Instant Combat: Allow the PCs to attempt DC 
  18 Perception checks. Those who succeed notice 
  what seems to be a pair of winged figures diving 
  down at them from out of a clear blue sky. Exactly 
  where they came from is unclear, but they do seem 
  to be swooping in for an attack. Allow anyone who 
  succeeded at the check roll for initiative and move 
  directly into the combat.
  Agraa and the gargoyle are engaged in a grapple, 
  and rather than flying in for an attack, they are actually 
  plummeting to the ground. On the gargoyle’s turn, the 
  pair crash onto the mountain pass in near the PCs. 
  Randomly select one of the PCs that will be closest 
  to the impact. Have that character make a Reflex save 
  (ostensibly to avoid being hit by the combatants). 
  Describe a dramatically narrow escape (increasing the 
  level of drama if the save roll was low), but there is no 
  danger unless the PC rolls a natural “1” on the save. In 
  that case, he or she is directly hit by pair, is knocked 
  prone, and suffers 3d10 damage.
  Agraa loses half his hit points and is Stunned (for 
  1d3 rounds) by the crash, leaving the gargoyle--who 
  is unhurt by the experience--to do its worst, unless 
  the PCs stop it.
  
  6
  The gargoyle is different than most the PCs may 
  have seen. Rather than having the appearance of 
  a statue, this one looks more like a collection of 
  naturally formed boulders. It still has a roughly 
  humanoid physique, but not the demonic expression 
  that most gargoyles do. Statistically, it is identical 
  to a normal gargoyle, but it has the eternal template, 
  making it extremely resilient. If the killing blow 
  is struck with a sonic or force attack, though, the 
  gargoyle’s death will be permanent.
  Left to its own devices, the gargoyle ignores the 
  PCs and attacks the stunned tengu. It should be a 
  fairly easy matter for the gargoyle to finish him off 
  utterly. (Agraa is a 4th-level rogue--use the statistics 
  for the Feathered King--but begins this encounter at 
  half his normal hit points.)
  Gargoyle: hp 42 (with eternal template)
  Agraa (Tengu, Rogue 4): hp 26 (currently 13) 
  (Agraa has the natural ability to fly.)
  After the Fight: Presuming the PCs prevent the 
  gargoyle from killing him, Agraa is very grateful and 
  is willing to tell the group everything he knows about 
  Krakkahaan and his plan. He has in his possession 
  detailed notes about their mission, and he is willing 
  to share it all, if the PCs ask. Indeed, his bitterness 
  toward Krakkahaan (who first pressed him into 
  service and then left him to die at the hands of the 
  gargoyle) is so great that he’s willing to join the PCs 
  as their assistant if they seem interested in tracking 
  down his former master. He’s even more enthusiastic 
  if the PCs specifically say that they intend to kill 
  Krakkahaan--tengu can be exceedingly vindictive.
  Remember that even if it is killed, the gargoyle 
  has the eternal template and so will return to life 2d6 
  minutes after it falls. If the PCs are still around, the 
  gargoyle will resume the fight. Otherwise, it will fly 
  back to its perch (area 02).
  If the PCs allowed Agraa to be killed, the gargoyle 
  will turn the them and hiss warnings for the group 
  not to follow him, then fly back up to a spot at least 
  fifty feet up the surrounding cliff walls and disappear 
  behind a stone ridge. A successful DC 15 Perception 
  check will reveal that the gargoyle did not go much 
  further than that--it definitely landed and settled 
  down somewhere close to the ridge.
  On Agraa’s body the PCs can find the equipment 
  listed on the Feathered King stat block plus a pouch 
  containing five gems each worth 25 gp. Also among 
  the effects is a small notebook in which Agraa wrote 
  the basic goals of Krakkahaan’s expedition--to find the 
  Temple of Astronix and to be there on a certain date 
  (which is today), though the exact reason for this was 
  never revealed--plus the specific activities that Agraa 
  was responsible for--sneaking past the temple guardians 
  (the gargoyles), determining which door safely led into 
  the temple, and other general roguish duties.
  If the PCs look through the notebook carefully, or 
  get Agraa’s cooperation, they can find the following 
  notes about the site (gleaned from various tengu 
  historical tomes):
  “The rocks do not block the entrance, they guard 
  it. You cannot lift them, but they can be moved if you 
  know the tale of the tail.” (This pertains to area 02).
  “Your eyes deceive you, there are not four doors--only 
  one. It guards the temple through every season, and must 
  be opened over the course of a year and closed over the 
  course of the next.” (This pertains to area 03.)
  “You may navigate by these stars as you would the 
  ones above.” (This pertains to area 05.)
  “The final door swings wide. When it opens, you 
  must be prepared to fly.” (This pertains to the door 
  in area 06.)
  upping The AnTe
  This is just meant to be an introductory encounter 
  to bring the PCs into the adventure. As such, the 
  challenge level is set relatively low. However, if the 
  GM would like to make this scene more challenging, 
  simply adding a second gargoyle increases the 
  difficulty to EL 8, and making it three gargoyles 
  raises the encounter to EL 9.
  revisiT
  If the PCs or any other ground-bound characters 
  come this way again, it is extremely difficult to find 
  this particular location again. From the mountain 
  pass there are no visible clues that the Temple of 
  Astronix sits above, and after the PCs leave the area, 
  the gargoyles will police the grounds, cleaning up 
  any items or markings the characters may have left 
  behind. They will even go so far as to tear out scrub 
  brush or even disfigure prominent outcroppings 
  of rock--anything to create subtle changes to the 
  landscape and make it difficult for returning visitors 
  to find landmarks that allow them to identify this as 
  the spot where the combat took place. 
  All attempts to locate this exact spot or the location 
  of the Temple of Astronix suffer a -5 penalty because 
  of the changes that have been made to the area.
  Connections: This encounter is connected to area 
  02. See the map of the Temple of Astronix.
  
  7
  02. cliffside 
  guArdiAns (el 11)
  Summary: The PCs discover a site that no non-
  avian has ever seen before. But there remains some 
  things even the PCs don’t see--yet.
  Sights and Sounds: This encounter takes place on 
  the side of a cliff near the top of a mountain. Natural 
  lighting and weather conditions apply.
  About fifty feet up on the cliff, blocked from the view 
  of the pass below by a series of ledges and ridges, 
  you find four small cave mouths in the mountainside. 
  Each is only about five feet wide and is partially 
  blocked by a pile of rocky rubble. 
  Background: The Temple of Astronix was 
  constructed by avians for use by avians, and in 
  hopes of keeping non-avians not only out of the 
  complex, but completely unaware of its existence. 
  This site was chosen not merely because it was so 
  remote, but because the mountains contain none of 
  the materials that the ground-bound races prize--no 
  precious ores or gems, no springs of fresh water, no 
  caves or tunnel systems--nothing. And that decision 
  has kept the temple an utter secret for hundreds of 
  years. In fact, if not for the unlucky happenstance 
  of a group of adventurers (the PCs) hiking through 
  a mountain pass at the exact moment that a group of 
  tengu were trying to gain entrance to the temple, the 
  secret would yet be complete.
  Unfortunately, the PCs were there when a tengu 
  rogue and one of the temple’s guardian gargoyles 
  fell from the secret perch, and now they have learned 
  of the site’s existence. Through some means, the 
  PCs have scaled the cliff and now can see four 
  small caves that are part of the temple entrance. At 
  first glance, the area seems deserted, but that is by 
  design--in fact, the piles of rocky rubble blocking 
  the cave entrances are immortal gargoyles bred 
  for the purpose of preventing non-believers from 
  entering the temple. 
  The main difficulty the PCs will face in this 
  encounter is the terrain, in that for the most part 
  it’s vertical. Apart from the small ledges where the 
  gargoyles sit, the rest of the are is a sheer cliff wall, 
  meaning that the PCs must be able to fight while 
  clinging to rocks, have some means of flight, or 
  manage to get onto the ledges and hold their ground.
  The DC for this encounter is set based on the 
  basis that there are four gargoyles and the terrain 
  is treacherous. However, one of the gargoyles may 
  have been eliminated in the fight with Agraa (area 
  01). If that is the case and the PCs are only facing 
  three gargoyles, decrease the EL to 10.
  Climbing The Cliffside: The Temple of Astronix 
  was built in this location in part because of its 
  inaccessibility from the ground. The cliff on which 
  it is situated is not easily climbed. The face is almost 
  vertical and while there are abundant hand- and 
  footholds, the rocks are loose and crumbly. While 
  climbing, a creature can move only one-quarter 
  its normal speed and must make a successful DC 
  15 Climb check in order to move at all. Failure 
  indicates that the creature could not find a suitable 
  hand- or foothold to use and must remain where it is. 
  A natural “1” on the check indicates that the one of 
  its current hand- or footholds has crumbled, and the 
  creature has lost its grip (see below).
  It is entirely likely that some of the PCs will have 
  to engage in combat while climbing or clinging to 
  the cliff. It is impossible to fight and climb, since 
  climbing requires the use of both hands. However, 
  the PC can cling to the rocks and draw a one-handed 
  weapon or other small item (if one is within reach), 
  but this causes him to incur a -2 penalty to all Climb 
  checks while his hand is otherwise occupied. When 
  a PC in this situation takes hit point damage, he must 
  make a Climb check as described above. 
  When a creature climbing the cliff loses its grip, it 
  immediately drops anything it is holding and must 
  make a DC 13 Reflex save. Failure indicates that the 
  creature is in danger of falling and must immediately 
  
  8
  make a Climb, Acrobatics, Dexterity, or Strength 
  check (DC 18). If that check succeeds, the creature 
  has managed to regain its grip. If it fails, the creature 
  falls from the cliff and plummets to the mountain 
  pass below, taking normal falling damage based on 
  how high up 
  The Ledges: The ledges are 50 ft. above the 
  mountain pass. They are actually relatively large 
  (about 20 ft. long and 10 ft. wide), and under normal 
  circumstances they would be a welcome respite from 
  the difficult time. What’s more, once a creature can 
  see a ledge, it becomes clear that there is a narrow 
  cave at its rear, leading deep into the cliffside.
  However, each ledge has what at first appears 
  to be a large pile of rocks blocking the entrance 
  to the cave--and those “piles of rock” are actually 
  gargoyles. The gargoyles are particularly difficult 
  to spot (see below). Once combat begins on the 
  ledge, it will likely no longer seem nearly as safe a 
  place to be.
  Temple Guardians: The gargoyles will do nothing 
  while the PCs are climbing the cliff. They know the 
  value of patience. There is no need to reveal their 
  presence (and confirm the location of the temple) 
  when the climb is so dangerous. It is only when one 
  or more of the PCs actually pull themselves up onto 
  a ledge that the gargoyles take any actions.
  Without visibly moving, the gargoyle nearest the 
  PC will call out “Why have ye come?” If the PCs 
  have read Agraa’s notebook or gotten advice from 
  the tengu himself, they may have the following bit 
  of cryptic information: “The rocks do not block the 
  entrance, they guard it. You cannot lift them, but 
  they can be moved if you know the tale of the tail.”
  The meaning of this clue is that the gargoyles are 
  supposed to allow actual worshippers of Astronix to 
  enter the temple. If the PCs can recite a relatively 
  accurate account of the Legend of Astronix, or 
  otherwise convince the gargoyles that they are 
  worshippers of the starbird, the gargoyles will allow 
  them to enter freely. If the PCs fail to make their case 
  convincingly, the gargoyles will all attack.
  In combat, the gargoyles will first attempt to 
  prevent any interlopers from entering the caves 
  or even standing on the ledges. They will try to 
  bullrush a trespasser off a ledge or, if the creature 
  is light enough, pick it up and fly high into the sky 
  then simply let the creature plummet to its death. 
  Failing that, the gargoyles will attempt to grapple an 
  opponent and then force the grappling pair off the 
  ledge (as one did with Agraa in area 01).
  Once all the ledges are clear, the gargoyles will 
  begin attacking interlopers that are clinging to the 
  cliff wall. They will do so by targeting obvious 
  spellcasters first and using flyby attacks. Simply 
  getting all the foes off the cliffs is not enough. Once 
  non-believers know the location of the temple, they 
  must die, so the gargoyles will press the attack even 
  if the PCs retreat to the mountain pass.
  The only thing that will stop the gargoyles’ attack 
  is if a creature successfully enters one of the caves 
  mouths and moves more than 10 ft. down the corridor. 
  At that point, that particular creature is safe--once a 
  creature has entered the temple, the gargoyles will 
  not pursue it. However, when a known interloper 
  exits the temple, the gargoyles will immediately 
  renew their attack.
  Remember that the gargoyles have the eternal 
  template. So even if the PCs kill one, it will come back 
  to life and return to its duties in 2d6 minutes. If the 
  killing blow was struck with a sonic or force attack, 
  though, the gargoyle’s death will be permanent.
  Gargoyle (x4): hp 42 (with eternal template)
  upping The AnTe
  This encounter should already be fairly difficult. 
  However, it is by far the toughest challenge the PCs 
  will face in the first half of the temple complex, so 
  if they are having too easy a time of it, the GM may 
  wish to include additional gargoyles that nest on the 
  rocks above the ledges. For each gargoyle added, 
  increase the EL of this encounter by +1.
  Connections: This encounter is connected to area 01 
  and area 03. See the map of the Temple of Astronix.
  
  9
  03. one door, 
  noT four (vAries)
  Summary: The four caves lead to four doors. None 
  of them lead into the temple--yet all of them do.
  Sights and Sounds: Structurally, all four of the 
  caves are identical. The stone of the floors, walls, 
  and ceilings have been worked and finished. There 
  is no light source other than what few rays come in 
  through the cave mouth. If the PCs have a sufficient 
  light source, they see the following.
  A long, narrow corridor leads deep into the cliff 
  face--all the surfaces smooth and worked in fine 
  detail with astronomical shapes and representations 
  of the ancient constellations. The corridor opens 
  into a semi-circular room with a domed ceiling. 
  The curved walls and ceiling are covered with an 
  intricately painted night sky, the flat wall bears a mural 
  of a daytime landscape. The only fixture in the room is a 
  closed wooden door set in the middle of the landscape. 
  At their highest point, the domed ceilings reach 15 ft. 
  high. The murals are different in each of the chambers.
  Background: The secret to entering the Temple of 
  Astronix is to open the doors in a particular sequence. 
  Individually, each of these is merely a false door--
  opening onto the back wall of the cave. However, if the 
  doors are opened and closed in the proper order it opens 
  a portal connecting one of them to the false door in area 
  04. The doors are linked to the astronomical calendar--so 
  the pattern changes slightly for each season of the year.
  Put simply, each of the caves is linked to a 
  particular season (as measured by the time between 
  equinoxes and solstices--or whatever astronomical 
  measurements are appropriate for a particular GM’s 
  campaign). Clues to this are found on the domed 
  ceilings and murals in each of the chambers. The 
  proper sequence is to open all of the doors in seasonal 
  order--beginning with the current season--then close 
  them all in the same order. Once that is done, if the 
  current season’s door is opened again, it will lead to 
  the temple’s narthex. Once it is closed, though, the 
  portal is broken and the entire sequence must be 
  repeated to re-open it. (Of course all of this can be 
  avoided if someone in the narthex opens the door--
  which automatically activates the portal, see area 04.)
  The westernmost cavern is linked to spring, 
  followed by summer, autumn, and winter (or 
  whatever seasonal variants fit the campaign). This 
  adventure can take place at whatever time of the year 
  that the GM prefers, so the exact order that these need 
  to be opened will also vary from group to group.
  Exploring these rooms and activating the portal will 
  necessitate the PCs traveling between the chambers 
  (or splitting up and somehow communicating 
  over the intervening distances). This would not be 
  particularly challenging except for the fact that the 
  gargoyles will still be guarding the ledges. Unless 
  the PCs managed to convince them that the group 
  faithfully worships Astronix, there will be some 
  manner of fight each time a PC exits one of the 
  corridors. The GM can factor this in as part of the 
  EL from area 02, or give additional xp, depending on 
  how difficult it proves to be.
  The Corridors: The corridors are 5 ft. wide, and so 
  must be entered single file. The ceilings are 10 ft. high, 
  so they do not produce an especially cramped feeling.
  A great deal of care was taken in crafting these 
  simple corridors. Though they are formed from the 
  rock of the cliff wall, they have been worked to the 
  point where it is easy to mistake them for quarried and 
  imported stone. Every surface has been engraved with 
  fine renderings of astronomical symbols, constellation 
  patterns, and images of a great bird from whose tail 
  issues a flow of stars, planets, and other cosmic clutter.
  A DC 20 Knowledge (nature) check reveals that, with 
  the exception of the bird (which one can safely assume 
  is Astronix), the rest of the images pertain to astronomic 
  events and phenomena seen in particular seasons.
  The Domed Ceilings: The ceiling in each chamber has 
  been decorated with a meticulously accurate painting of 
  the night sky. A DC 10 Knowledge (nature) check reveals 
  
  10
  that the view matches that as seen on the night of one 
  solstices or equinoxes (the one that marks the beginning 
  of the season to which the chamber is dedicated).
  The Murals: The painting on the rear wall of each 
  chamber shows various avian races engaged in the 
  activities one would expect them to be during the 
  season to which the chamber is dedicated. A DC 8 
  Knowledge (nature) or DC 12 Knowledge (local) 
  check reveals that the painting is clearly intended to 
  relate to a particular season (and what that season is).
  A DC 15 perception check allows a character to 
  notice that painted at the four corners of the door set 
  into the wall are images of bare chested winged elves 
  carrying curved swords. This is the same in all of the 
  murals in all of the chambers. These winged elves 
  are the only creatures in the murals that have a grim, 
  unfriendly continence, and they are the only ones 
  that are armed. A DC 28 Knowledge (religion) check 
  reveals that legends speak of the Temple of Astronix 
  being guarded by such creatures, known as Aellar.
  The Doors: The door at the back of each chamber 
  appears to be a normal wooden door, though 
  detect magic will reveal that it radiates moderate 
  conjuration magic. The doors, as a whole, constitute 
  a single artifact. As such, while they are made from 
  normal wood, the doors are impossible to damage.
  As described in the Background section above, opening 
  and closing the doors in a prescribed order will trigger a 
  teleportation effect similar to dimension door, but only 
  connecting one of the doors to the door in area 04.
  Solving the puzzle of how the doors function is the 
  meat of this encounter. The PCs may have access to 
  a clue from Agraa’s notebook--”Your eyes deceive 
  you, there are not four doors--only one. It guards the 
  temple through every season, and must be opened 
  over the course of a year and closed over the course 
  of the next”--or, indeed, to Agraa himself. The tengu 
  knows that the solution has to do with the order in 
  which the doors are opened and closed--he heard 
  Krakkahaan giving specific instructions to some of 
  his minions, but did not share that information with 
  Agraa. At the GM’s discretion, the tengu’s help can 
  provide a significant bonus (ranging from +2 to +5) 
  to checks made regarding the mystery, or Agraa 
  could simply realize the answer and share it with the 
  group, if the PCs appear to be completely stuck.
  Gaining the knowledge is only the first part of the 
  encounter, the second is dealing with the gargoyles who 
  are still waiting on the ledges outside the corridors.
  Connections: This encounter is connected to area 02 
  and area 04. See the map of the Temple of Astronix.
  04. The 
  nArThex (el 6)
  Summary: Stepping through the door from nowhere, 
  the PCs enter the Temple of Astronix--the bird that 
  paints the night sky. So why do all the murals show 
  daytime scenes?
  Sights and Sounds: This chamber is covered with 
  a magical mural that provides illumination equal to 
  that of the natural light in the image it portrays. When 
  the PCs enter, the mural depicts a sunny afternoon, 
  so the chamber is brightly lit.
  The walls of this semi-circular room are covered 
  with a mural depicting a wide, expansive landscape. 
  There are forests and plains and mountains--every 
  terrain and weather condition that occurs in nature. 
  Overhead, the domed ceiling is a solid, unbroken 
  sea of blue just like a cloudless afternoon only more 
  so--the blue is so intense that it is difficult to look 
  directly at it for very long. In the eastern corner of 
  the room, a broom leans against the wall. 
  In the center of the curved wall, a broad staircase 
  leads up and deeper into the temple. 
  The light level in the room will shift as the 
  encounter progresses and the mural shifts.
  Background: This is the entrance to the Temple of 
  Astronix. The mural is a magical painting that plays 
  out the Legend of Astronix for all to see. Rather than 
  to inform, for it is certainly expected that all visitors 
  to the temple know Astronix’s tale, it is a form of 
  entertainment and refreshment. The trip the temple is 
  long and taking, even if a visitor flies in (as the avian 
  visitors generally do). This room allows them to see 
  the story of starbird and put them in an appropriately 
  reverent mood, while at the same time making sure 
  that they are rested and able to give the temple and 
  their worship there the full measure of their focus 
  and strength.
  The Door: Although the map depicts this door as a 
  false door, and physically it opens only onto a wall of 
  rock deep within the cliff, it is this door that connects 
  to the seasonally-themed chambers that are accessible 
  via the cliff wall, and it is physically identical to 
  those doors, as well. To enter this narthex, a visitor 
  must perform the proper sequence of opening and 
  closing the doors in those rooms. To leave from here, 
  
  11
  Temple of AsTronix
  lower level
  
  12
  though, all one need do is 
  open the door and the portal 
  will automatically connect 
  this frame with the one in 
  the chamber that matches 
  the 
  current 
  astronomical 
  season (see area 03). Indeed, 
  a creature in the narthex 
  can open the door and 
  allow those in that remote 
  chamber to enter the temple 
  without solving the riddle 
  of the doors. (At the times 
  for important ceremonies 
  and traditional pilgrimages, 
  a temple guard would often 
  be stationed here to keep the 
  door open for hours or days 
  on end.)
  The Stairs: There is nothing 
  unusual about the stairs--no traps, doors, or other 
  barriers to prevent the PCs walking up them on on to 
  area 05 whenever they like. Indeed, they can even do 
  this in the middle of the mural’s “performance,” as a 
  way to escape its more deleterious effects.
  If everyone in the chamber goes onto the stairs, 
  the performance stops (like a video being paused). It 
  will stay that way for 1d3 minutes, then reset itself to 
  the starting condition. When that happens, any spots 
  of light the characters got during the performance 
  disappear. (See “The Mural” below for details)
  The Mural: When the PCs enter the chamber, the 
  mural shows only a wide, expansive landscape and 
  a bright blue sky above. But after a few moments, 
  anyone who succeeds at a DC 12 Perception check 
  will notice that the mural appears to have come 
  alive. The trees and grass wave slightly (as though 
  they being blown by a light breeze), the areas 
  depicting rain- or snowfall actually show the falling 
  of individual droplets and flakes.
  The mural is a minor artifact, created during the 
  construction of the temple. Most of what it does is 
  merely a show--repeating the legend of Astronix for 
  those who care to see it. But, as discussed below, 
  it also has a more dangerous function for viewers 
  who don’t know the story. Because the mural has an 
  interactive element.
  A minute after the PCs enter the chamber, the room 
  grows noticeably brighter as two tremendous birds 
  appear on the wall (one on either side of the door). 
  One has feathers that are made of fire, and flames 
  leap from its wings whenever it moves. The other 
  has feathers that seem to be made of moonbeams, 
  and as its wings moves they are followed by faint 
  after-images. 
  These are, of course, Phoenix and Astronix, and 
  they soon begin speaking to one another. However, 
  they speak in the Tengu language. Anyone who is 
  able to understand this tongue can hear them act 
  out the story of the Legend of Astronix. They argue 
  just as described in the tale, and all the while the 
  sun painted onto the domed ceiling moves lower in 
  the western half of the room, and twilight begins to 
  creep into the eastern side of the room. As the sun 
  sets, the moon begins to rise.
  Those who know the legend will not be surprised 
  when Phoenix shoots a blast of flame at the moon. 
  But they likely will be surprised what seem to be 
  actual shards of stone to spray out from the mural. 
  Have anyone who wants to avoid being hit by these 
  shards attempt a DC 15 Reflex save. Those who fail 
  the save take no damage, but find that their bodies 
  are covered with small, glowing dots of light the size 
  and shape of the shrapnel (those who succeed at the 
  save are spared this minor embarrassment). Dots of 
  light also spatter across the floor.
  
  13
  At this point, the Astronix in the mural looks at 
  the characters in the room and says (again, in the 
  Tengu language), “I cannot leave this painting. I 
  need you to help me rescue the missing pieces of my 
  precious moon. Can you put them in the sky for me? 
  I’ve left a bit of my tail for you to use.” The viewers 
  are expected to take the broom from the corner and 
  sweep the light spots from around the chamber 
  into the eastern corner of the room and then up and 
  across the domed ceiling. Doing so causes the sky to 
  be filled with as brilliant a starscape as the PCs have 
  ever seen. (Oddly, creatures who have light spots on 
  them from the earlier explosion cannot sweep them 
  off using the broom.)
  If the creatures in the room do not do this, Astronix 
  will continue in Tengu, “You must help. If you don’t, 
  Phoenix will only grow bolder!” And with that, the 
  image of Phoenix turns and launches a real jets of 
  flame into the room--one at each creature that has 
  spots of light from the earlier explosion. Treat each 
  of these as a searing light spell cast by an 8th-level 
  cleric with a +7 ranged attack bonus. Attacking or 
  casting spells on Phoenix will do no good--it is just 
  a magically animated painting. The Phoenix image 
  will make this attack again every round until the 
  stars are spread across the sky as Astronix requested-
  -then Phoenix will fade from the mural again.
  When the stars are properly spread across the sky, 
  Astronix will say in Tengu, “Thank you. Welcome 
  to my temple. For your brave actions, I would give 
  you a gift, but I have nothing but the night to offer. 
  So that is what you shall have--the boons of a night. 
  May the stars guide your flight.” The light dots fade 
  from the creatures who got them during the earlier 
  explosion. Those creatures (and those creatures 
  only) also gain the benefits of a full 8 hours of rest-
  -healing, recovering lost ability damage, regaining 
  spells, and any other benefit that a night’s rest 
  would grant. 
  The Broom: The broom in the eastern corner of 
  the room is a simple item made of wood and the 
  feathers of a large local bird (perhaps a giant eagle) 
  that have been primped to more closely resemble the 
  Astronix’s feathers. It is a wholly mundane item, and 
  if it is stolen, broken, or destroyed, any other broom-
  like implement can be used to take its place during 
  the mural’s performance.
  Connections: This encounter is connected to area 03 
  and area 05. See the map of the Temple of Astronix.
  05. The orrery
  Summary: The spheres, gears, and levers in this 
  room create a mechanical map of the night sky. But 
  will the PCs have their wishes granted or be star-
  crossed by this metallic device?
  Sights and Sounds: This circular room is actually 
  a tremendous dome--walls curving from the floor to 
  the ceiling, 50 ft. high at its apex. The dome is black 
  as the blanket of the night sky, but the spheres in the 
  mechanism shine with light equal to that astronomical 
  bodies they represent. As a result, the ambient light in 
  the room is like that on a cloudless night. Depending 
  on the phase of the moon, that can be sufficient light 
  to read by or barely enough to recognize the person 
  standing next to you. The GM should be sure to 
  emphasize the waxing and waning of the light level as 
  the PCs experiment with the orrery.
  When there is sufficient light, the PCs see the following.
  The room is filled with the soft light of hundreds 
  of stars, all coming from metallic spheres hanging 
  throughout this great dome. The spheres are connected 
  by rods, wires, and gears into a tremendous mechanism. 
  In the center of the floor stands a lone pedestal that 
  seems to be made of the same metal as the gears above. 
  A successful DC 10 Perception check reveals to 
  the PCs that there is no door in this room other than 
  the one leading back down the stairs.
  Background: This is another room that was designed 
  to allow the visiting faithful to bask in the majesty of 
  Astronix’s great works. 
  The orrery represents a peculiar belief of Astronix 
  worshippers--that the starbird not only paints the night 
  sky across this world, but over any plane of reality 
  that has a stars and heavenly bodies. They believe 
  that when Astronix flies, she starts here (in this very 
  temple), travels across our sky, and then passes on to 
  other planes and continues her work there.
  As a result, the central section of this orrery 
  represents objects in this world’s night sky, but 
  around the edges it represents astronomical bodies 
  in other planes. What’s more, the mechanism is so 
  accurate that anyone who is knowledgeable about 
  the planes (as whoever built this orrery surely was) 
  can identify the which planes are represented based 
  on the spheres here. (This doesn’t mean that the 
  religious belief is correct, merely that its devotees 
  concocted a plausible cosmic map.)
  
  14
  When the orrery is aligned to the current astrological 
  alignment, the entire dome that encloses this room 
  will disappear and reveal area 06 beyond. The main 
  clue the PCs may have to this fact is the quote from 
  Agraa’s notebook that says, “You may navigate by 
  these stars as you would the ones above.” 
  If the tengu is helping the PCs, he will further 
  offer that the key to solving this chamber is to set 
  the stars of the orrery to the position of a particular 
  date--though he does not know what that date is. 
  (For roleplaying purposes, he realizes how little help 
  that analysis provides, but he is not an expert in the 
  worship of Astronix--he’s just a rogue.)
  The Orrery: The orrery is a gigantic minor artifact. Its 
  magical powers are limited to accurately displaying the 
  light given off by astronomical objects (as seen from this 
  world), knowing the current position of the stars and 
  planets in the night sky, and controlling the existence 
  (or disappearance) of the dome that contains this room. 
  Anyone looking closely at the mechanism will see that 
  while all the spheres are connected by wires, rods, and 
  gears, the whole contraption is not connected to the dome 
  or pedestal in any way. It magically hangs in the air.
  Anyone studying the orrery can attempt a Knowledge 
  (nature) check to gain some insight as to its purpose. 
  With a DC 15 success, the character recognizes this as 
  a mechanical representation of this world’s night sky. A 
  DC 18 success indicates that the character has identified 
  discrepancies along the outer fringe--none of those 
  astronomical bodies have ever appeared in these skies. 
  Once this is revealed, characters may attempt a DC 
  15 Knowledge (planes) check (or a DC 20 Knowledge 
  (religion) check) to realize the extra spheres all map 
  out known constellations as seen in a handful of 
  different planes of reality, all of which are said to 
  be neighbors of this reality (cosmically speaking). 
  Further, a DC 15 Knowledge (religion) check will 
  confirm that the Astronix worshippers believe their 
  starbird paints the skies of those realities, too.
  The Pedestal: The pedestal in the center of the room is 
  the control panel for the orrery. It stands four feet high 
  with a table-like surface on top. On this surface are a 
  series of disks ranging in size from of a small coin to a 
  small dinner plate. Each disk can rotate and slide across 
  the pedestal, but none can be lifted off the surface.
  Turning the disks and sliding them in relation to 
  one another causes the spheres of the orrery to rotate 
  through their orbits. The motions required to do this 
  smoothly are not intuitive, because the orrery is 
  built to factor in astronomic motions from multiple 
  parallel dimensions. Indeed, a successful DC 10 
  Knowledge (nature or planes) check reveals that in 
  this view of the cosmos it is possible for stars and 
  planets to pass from one plane to another.
  Advancing or rewinding the orrery to match the star 
  pattern of a given date requires two skill checks. First, 
  a DC 12 Knowledge (nature) check to know what the 
  correct alignment should be, then a DC 15 Disable 
  Device, Knowledge (engineering), or Use Magic Device 
  check to make the mechanism move to that configuration.
  As the spheres move through their cycle, 
  their brightness will wax and wane. This will 
  be most notable with moons, planets, and rare 
  events (such as the coming of a comet). The 
  ambient light in the room changes dramatically 
  as the orrery moves and, at the GM’s discretion, 
  when the light is at its weakest an alternative 
  light source may be necessary in order to 
  properly operate the pedestal.
  When the orrery is aligned with the current 
  star pattern--the one seen in the skies on that 
  particular day--the black dome fades out of 
  existence, revealing a larger room beyond the 
  dome. The floor of this area and the orrery 
  remain where they are (remember, the orrery 
  is not attached to the dome in any way, it floats 
  of its own magical accord)--they just represent 
  a smaller section of this new larger room.
  Connections: This encounter is connected 
  to area 04 and area 06 (and potentially area 
  07). See the map of the Temple of Astronix.
  
  15
  06. The honor 
  guArd (el 9)
  Summary: The Temple of Astronix has guards, but 
  not just any guards--winged elf holy warriors who 
  have sworn death to all non-believers. Perhaps the 
  PCs can let the guards know if they see anyone 
  matching that description.
  Sights and Sounds: The 50 ft. dome of area 05 may 
  have seemed big when the PCs were in it, but the 
  half dome of this chamber dwarfs it. Indeed, since 
  the room simply appears around the PCs when the 
  orrery’s dome faded away, they can see that this room 
  literally held the whole of the previous one within it. 
  The dome of this room reaches 150 ft. high at its 
  tallest point. The room is filled with silvery starlight, 
  which equates to dim lighting.
  As the black dome fades away, you see that the 
  whole thing sat inside a larger room--a great half-
  dome that arcs from the stairway over to a towering 
  wall. The wall is decorated with a colossal painting 
  of Astronix, head back and wings spread so wide 
  that they curve along the dome to nearly touch at the 
  stairway door. There is also a door in the far wall, 
  but it seems tiny dwarfed as it is by the massive bird. 
  The disk of the orrery floor is raised a foot above this 
  new room, so you must take a step down in order to 
  cross its floor. On that floor, standing in a line between 
  you and the far wall, are eight elves--only they can’t 
  be elves because from their backs grow pairs of wings, 
  covered in beautiful, silvery white feathers. 
  Background: This chamber marks the entry to the 
  heart of the complex. Once the PCs step through 
  the door in the far wall, they will be somewhere 
  that no non-avian has ever been-
  -the inner sanctum of the Temple 
  of Astronix--and the portal is 
  understandably well guarded.
  The honor guard is made up of 
  eight aellar, a race of winged elves 
  that many consider more legend 
  than fact--but their presence here 
  certainly proves the truth of their 
  existence. The GM is free to place 
  them in whatever role best fits the 
  campaign: The sole colony of their 
  kind in this world, who live for 
  nothing other than to protect this temple; Members 
  of a forgotten race whose cities the PCs may one day 
  find; Visitors from another plane who are sent to the 
  temple on the Night of the Starbird. What matters is 
  that the aellar are here now--the exact explanation of 
  why is immaterial.
  They will be incredulous at the site of non-avians, 
  but their initial belief will be that if the group got 
  past the gargoyles and this far into the temple, they 
  must be Astronix worshippers (just very strange 
  ones). They will, however, be on alert.
  The Mural: The painting of Astronix shows the 
  starbird as a fierce, powerful creature, worthy of 
  veneration. Head back as if screeching out it’s potent 
  rage to the cosmos. The paint used to create this mural 
  was magical--it is the source of the silvery starlight 
  that fills the room--but the final result is just a painting 
  (not an interactive experience like in the narthex).
  The Door: The door in the far wall of the chamber 
  leads to the heart of the temple, but perhaps not in 
  the way the PCs imagine. It is not locked or trapped, 
  but for the unprepared, its very existence is a trap.
  If the PCs have access to Agraa or his notebook, 
  they may have heard or read this statement about 
  the door in this chamber: “The final door swings 
  wide. When it opens, you must be prepared to fly.” 
  A reasonable interpretation of this, particularly 
  given that the temple is designed by and for avians, 
  is that beyond the door is a chasm across which 
  one is expected to fly. The truth, though, is an even 
  greater challenge.
  When the door is opened, the entirety of area 06 
  disappears (in just the way that the black dome did), 
  leaving just the platform and orrery (from area 05) 
  and a gigantic circular chasm that plummets away 
  into darkness below (see area 07).
  
  16
  Technically, the door is trapped in that opening it 
  triggers this effect. With a DC 25 Perception check, 
  a character with the trapfinding ability can identify 
  that some greater effect will be triggered by opening 
  the door. However, the effect is a basic function 
  of the door--it was never intended to simply open 
  and allow egress--so it is not possible to “disarm” 
  this trap. (Alternatively, if the GM prefers, a DC 25 
  Disable Device check can disarm the effect, but that 
  just effectively locks the door. In order to get the 
  door to open, the effect must be active.)
  The Honor Guard: The aellar fighters are in this room 
  as an honor guard, although they are fully capable of 
  fighting, they were not expecting to actually have 
  to defend this chamber. Their basic presumption is 
  that anyone who made it this far truly belongs in the 
  temple. (For example, they gave no special attention 
  to Krakkahaan and his party when they came through 
  a short while ago.) That having been said, they are 
  shocked (and a little offended) to see non-avians 
  in this room. Still, they will observe the proprieties 
  of their station until such time as the PCs attack or 
  do something to prove that they are not Astronix 
  worshippers and do not belong in the temple.
  The members of the honor guard will not speak 
  unless spoken to. They will answer questions 
  with terse, but truthful replies. Bear in mind that 
  while it is certainly acceptable for a member of 
  the faithful to not know exactly how the temple 
  works (asking questions about what lies beyond 
  the door, for example), any sign that a visitor does 
  not know the basic facts about Astronix (or the 
  tenets of the starbird’s worshippers) will cause the 
  aellar warriors to attack. Attempting to disable the 
  function of the door or otherwise bypass the normal 
  functions of this chamber will also cause the guard 
  to initiate hostilities.
  Honor Guard (Aellar, Fighter 3)(x8): hp 24 
  HONOR GUARD 
  CR 2
  Male Aellar Fighter 3 
  NN Medium Humanoid (Elf) 
  Init +3; Senses Low-Light Vision; Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 14   (+4 armor, +3 Dex, 
  +1 dodge)
  hp 24 (3d10)
  Fort +3, Ref +4, Will +3
  Defensive Abilities Bravery +1
  OFFENSE 
  Spd 30 ft.
  Melee Masterwork Longsword +7 (1d8+2/19-20/x2) or
  Ranged Masterwork Shortbow, Composite (Str +2) 
  +7 (1d6+2/20/x3)
  STATISTICS 
  Str 15, Dex 16, Con 11, Int 8, Wis 14, Cha 10
  Base Atk +3; CMB +5; CMD 19
  Feats Death from Above, Dodge, Elven Weapon 
  Proficiencies, Power Attack -1/+2, Weapon Focus 
  (longsword)
  Skills Fly +7, Perception +6, Stealth +4, Survival +5
  Languages Common, Elven
  SQ Armor Training 1 (Ex), Elven Magic
  Combat Gear: Masterwork Chain Shirt, Masterwork 
  Longsword, Masterwork Shortbow, Composite (Str +2)
  SPECIAL ABILITIES 
  Armor Training 1 (Ex): Worn armor -1 check 
  penalty, +1 max DEX.
  Bravery +1 (Ex): +1 Will save vs. Fear
  Death from Above: Gain +5 bonus on attack rolls 
  when charging from higher ground or flying
  Low-Light Vision: See twice as far as a human in 
  low light, distinguishing color and detail.
  Power Attack (-1/+2): You can subtract from your 
  attack roll to add to your damage.
  Flight: Aellar have a 30-foot flight rate, and Fly is 
  always a class skill for an aellar. An aellar cannot 
  fly when in heavy armor, when carrying a medium 
  or heavier load, or when carrying a shield. Aellar 
  cannot fly in any space that would squeeze a Huge 
  creature. If an aellar enters such an area, he falls.
  Eagle Soul: Aellar gain a +3 bonus to Perception 
  and Survival skill checks.
  upping The AnTe
  If hostilities commence and the PCs are having too easy 
  a time of it, have one of the aellar guards disengage 
  and move to open the door. This will trigger the 
  transformation of the room into a gigantic pit before the 
  PCs have time to fully prepare. This technically doesn’t 
  change the EL of this encounter, but it does force the 
  PCs to deal with this and encounter 07 at the same time.
  Connections: This encounter is connected to area 05 
  and area 07. See the map of the Temple of Astronix.
  
  17
  07. The winged 
  wAy (el vAries)
  Summary: Dealing with a hundred-foot wide 
  bottomless chasm was always going to be a challenge 
  for the PCs. How much more so when it simply 
  appears, unexpectedly, under their feet?
  Sights and Sounds: When the walls and floor of 
  area 06 disappear, so does the mural, taking with it 
  the only significant light source. If the PCs have a 
  sufficient light source, they see the following.
  The floor, wall, and domed ceiling of the room 
  you were in simply faded out of existence leaving 
  behind a circular chasm at least two hundred feet 
  wide. Above you, the shaft stretches into darkness, 
  but somewhere in the distance you can see a dot of 
  faint light--but without any context, it’s impossible to 
  tell how big or how far away the source actually is. 
  Below, the chasm also falls away as far as you can 
  see with no indication that it ever ends at all. 
  The edge of the chasm is a rough-hewn, natural 
  rock wall, made of a sturdier, less crumbly version of 
  the cliff outside the temple. The only remains of the 
  previous chamber are the small platform and metallic 
  mechanism from the orrery room, and beyond those, 
  stairs leading down and out of the temple. 
  Background: Like the one before it it, the PCs enter 
  this chamber when the one they were in previously 
  (area 06) simply disappears around them. In this 
  instance, however, the “chamber” is actually a 
  tremendous chasm. The presumption of the temple’s 
  builders, of course, was that everyone visiting the 
  Temple of Astronix would be able to fly. They also 
  figured that anyone who was supposed to be in 
  the temple would be aware of this “feature” of the 
  construction--and anyone who wasn’t deserved the 
  fate they would meet.
  This is not considered a trap at all. The chasm 
  is referred to as “The Winged Way,” and it is 
  considered appropriate that the only way to easily 
  enter the Chapel of Astronix is by flying. Of course, 
  it is possible to reach the chapel by climbing the 
  stone walls, but someone has to be standing by the 
  door in order to open it, and performing that task will 
  leave that person nowhere to stand.
  At the top of the chasm (250 ft. above the floor of 
  area 06) is a small landing and a set of stairs leading 
  up into the rocks above and on to the Chapel of 
  Astronix. The landing is a 10 ft. x 10 ft. platform, 
  and the stairs are 10 ft. wide.
  For most visitors, aellar the honor guard flies in 
  formation alongside them as they ascend to the 
  top of the cavern. This is, in fact, what happened 
  a relatively short time ago as Krakkahaan and his 
  party came through. Then they will fly over to the 
  orrery and reset the chambers (see below).
  A Real Pit Trap: Despite the fact that the sudden 
  appearance of this chamber (or, rather, the sudden 
  disappearance of the previous one) is not intended 
  as a trap, unless the PCs all have the ability to fly the 
  point is moot--the room functions as a trap for them.
  When the door in area 06 is opened, everyone 
  standing on the floor in the chamber should attempt 
  a DC 15 Reflex save. (Creatures who know how the 
  door functions and are aware that it is being opened 
  automatically succeed at this save.) Success lets 
  the creature realize what is happening and make a 
  single move action. Failure indicates that the floor 
  disappears beneath the creature’s feet and it begins 
  to fall. Creatures with an inherent ability to fly who 
  fail the save still fall for a round, like anyone else 
  taken by surprise. After that, they may fly normally.
  Normal falling rules apply.
  The chasm’s exact depth is something the GM can 
  decide, but the PCs should have at least 3 rounds of 
  freefall before hitting the ground. Alternatively, the 
  GM might prefer this to be an actual bottomless pit-
  -one that is connected to a demiplane that is nothing 
  more than an infinite chasm, or perhaps the elemental 
  plane of air. It all depends on how deadly you want 
  this chamber to be.
  Climbing the Walls: The walls of the chamber are a 
  very craggy, natural stone face with abundant hand- 
  and footholds. Technically, it is very easy to climb 
  (requiring only DC 10 Climb checks), but with a 
  potentially bottomless pit below, that may not seem 
  easy enough for the PCs.
  The real difficult bit comes when they reach the 
  top of the chasm (250 ft. above where they started). 
  Once there, they must climb horizontally along the 
  cavern top until the reach the landing and stairs 
  that lead up to area 08. The DC for this action is 
  different for each character, and is equal to 20 minus 
  the character’s Str bonus (so a character with Str 18 
  would need a DC 16 Climb check, but for a character 
  with Str 12 the DC would be 19).
  
  18
  The Fight Continues: It’s presumed that the honor 
  guard of aellar fighters will be engaged in combat 
  with the PCs at the time the door is opened, unless 
  they have already been defeated. Once they are 
  flying, the guards will resume the fight, focusing first 
  on PCs with the ability to fly, and then moving on to 
  those who have found a safe perch.
  If the aellars were already defeated, their bodies 
  disappear along with the floor of area 06 and will 
  reappear when it does (in exactly the same condition 
  they were before). 
  If a fight had not yet begun with the aellars, their 
  reaction depends on how the PCs handle the sudden 
  disappearance of the floor. If all of the PCs are able 
  to fly (or, at the very least, seem prepared for the 
  current situation), the honor guard will treat them as 
  they would any other welcomed visitor--they will 
  fly in formation around the group and lead them 
  up toward the platform and stairs. If they have any 
  reason to suspect that the PCs are not prepared for 
  this situation, the honor guard will attack the group.
  Honor Guard (Aellar, Fighter 3)(number varies 
  based on previous encounter): hp 24 (minus any 
  damage sustained in previous encounter) 
  Stairs Above: The stairs leading up into the rocks is 
  the source of the small dot of light the PCs may have 
  seen coming from the top of the chasm. The stairs 
  lead to the Chapel of Astronix, which is on top of 
  the mountain and open to the sky. Although the light 
  that filters down through the stairwell is weak, it is 
  enough to make an impression when shone into an 
  otherwise lightless chasm.
  Landing on the platform is easy, but it is a small 
  space. In order to make room for other arriving 
  creatures, one’s only choice is to begin moving up 
  the stairs toward area 08.
  Resetting the Chambers: Once all of the infidels 
  have been defeated or repelled (or merely dropped to 
  the bottom of the chasm), the honor guard will reset 
  the walls for area 05 and area 06. This is done using 
  the pedestal that controls the orrery and requires a 
  DC 20 Disable Device, Knowledge (engineering), or 
  Use Magic Device check (if the user has performed 
  this reset function before, the difficulty is reduced to 
  DC 10--all the members of the honor guard here and 
  in area 08 have used the pedestal to reset the walls 
  in the past).
  If no one resets the rooms this way, they will 
  automatically reset themselves twelve hours after 
  the door in area 06 is opened. When these areas are 
  reset, visitors can fly down from the landing at the top 
  of the chasm and open the door into area 06. Doing 
  this triggers the disappearance 
  of that wall and the dome over 
  area 05, allowing full access to 
  the outer sections of the temple.
  Connections: This encounter 
  is connected to area 05 and area 
  08. See the map of the Temple 
  of Astronix.
  
  19
  Temple of AsTronix
  upper level
  
  20
  08. bATTle for 
  The chApel (el 
  vAries)
  Summary: They say that when a bar fight breaks 
  out, you should smash people over the head with 
  chairs first, and ask questions later. But what about 
  when church fight breaks out?
  Sights and Sounds: The chapel is built on a 
  mountaintop--sheltered from the winds, but open to 
  the sky. The presumption is that this encounter will 
  take place at night, so normal nighttime lighting 
  conditions apply. If the PCs have adequate light 
  sources, they see the following.
  The Chapel of Astronix is a great, circular space 
  built into the top of a mountain. It is recessed deeply 
  enough that the wind (which must be terrific at this 
  height) blows across the top of the chamber, but not 
  down into it. The walls are decorated with carved 
  images of Astronix flying across the sky with stars 
  trailing from her tail. 
  The area near the stairs is a flat crescent leading up to 
  a circular dais raised about a foot above the crescent’s 
  floor level. Near the rear of the dais is a circular altar 
  standing about four feet tall. The altar is covered with 
  star patterns, but not images of the starbird herself. 
  Of course, that just describes the physical room 
  itself. The big thing that the PCs will notice is that there 
  is a tremendous battle taking place in the room. The 
  fighting is mainly taking place in the lower, crescent 
  area (that’s marked as area 08 on the map) but ranges 
  onto the dais and into the air above. The two sides are, 
  not surprisingly, a squad of tengu warriors and priests 
  fighting against a cadre of aellar temple guards. The 
  GM should describe the battle in whatever way best 
  conveys the proper message to the PCs--that they 
  should rush out and get involved, that they should 
  hold back and see what happens next, or simply that 
  it’s too chaotic to know exactly what’s going on.
  Background: The whole time they’ve been exploring 
  the temple, the PCs have known that a group of tengu 
  was somewhere ahead of them--well, now the two 
  groups have caught up to each other. The tengu, led by 
  Krakkahaan, have come to the Temple of Astronix for 
  some unknown, but presumably nefarious, purpose 
  (as the PCs have learned from Agraa or his notebook). 
  The aellar guard, on the other hand, has shown itself 
  to only be interested in confronting those who prove 
  themselves unworthy of being in the temple--non-
  believers or those who would do harm to the facility. 
  That the tengu made it safely past the guards in area 
  06 but are now fighting with the guards here proves 
  that they must be up to no good.
  In fact, what happened was that the tengu came 
  to the room acting like humble pilgrims. But once 
  Krakkahaan learned what he needed to about the 
  chapel, he gave a silent order and the tengu leapt 
  to the attack. By the time the PCs reach the top of 
  the stairs, this combat has been going on for several 
  minutes and there have been casualties on both sides. 
  It yet remains unclear which side would win if this 
  battle was left to play out on its own.
  What Will the PCs Do?: The crux of this encounter 
  hangs on what strategy the PCs adopt. If they wait for the 
  current combat to near its conclusion, the scene will play 
  out very differently than if they decided to jump into the 
  combat right away. This makes 
  it very difficult to gauge the 
  actual EL for this encounter. 
  The GM should use the 
  Designing 
  An 
  Encounter 
  advice to calculate the actual 
  EL for the encounter based 
  on how many opponents the 
  PCs actually end up facing. 
  Siding with the tengu against 
  the guards (or vice versa) 
  will mean that only half of 
  the NPCs on the field are 
  opponents for the PCs. And, 
  
  21
  if the PCs later turn on their allies, that should count 
  as a second low-EL encounter rather than adding all 
  the foes up to get a single large EL. On the other hand, 
  if the PCs wade into the battle as a force of their own, 
  fighting both the tengu and the guards at the same time, 
  then they might well deserve the high-EL that will be 
  calculated by adding all the opponents together.
  The Tengu: When he arrived at the temple, 
  Krakkahaan had a band of seventeen tengu--12 
  Black Wing Mercenaries, 3 Astronix Cultists, 
  Agraa the thief, and himself. Agraa is either dead 
  or currently assisting the PCs, and Krakkahaan 
  is busy performing a ritual (see area 09). Some of 
  the other tengu were lost either along the way or in 
  the earlier rounds of this fight. For the purposes of 
  setting the stage for this encounter, let’s say that half 
  of the mercenaries and one of the cultists have been 
  removed from the encounter leaving the tengu with:
  Black Wing Mercenary (x6): hp 36
  Astronix Cultist (x2): hp 31
  The GM may adjust these numbers to get a suitably 
  difficult encounter for the PCs.
  The mercenaries will engage the aellar guards in melee 
  combat, while the cultists will be using their clerical 
  abilities to keep the mercenaries healed. Although they 
  are well trained individually, the tengu mercenaries do 
  not have great experience fighting as a unit. They will 
  therefore tend to each focus on their individual fights 
  rather than functioning as a cohesive combat unit. 
  In addition, the tengu technically have their leader, 
  Krakkataan, but he is currently kneeling before the 
  altar and performing an unknown ritual. When the 
  PCs enter the room, they may each attempt a DC 18 
  Perception check to notice Krakkahaan. If that fails, 
  any time a PC ends a turn with a clear view of the altar 
  (that is, no creatures in an intervening square), the PC 
  may attempt the check again, this time at DC 12. 
  The Black Wing Mercenaries have been ordered 
  to press the fight in the temple, rather than protect 
  Krakkahaan and, fearing his wrath, will do so until 
  he orders otherwise. The Astronix Cultists will begin 
  this way, too, but if Krakkahaan falls below 40 hp, 
  they will begin to move to his side in hopes of plying 
  him with restorative spells. 
  Once Krakkahaan falls, though, all the mercenaries 
  and cultists will give up the fight and simply try to 
  escape with their lives. If they see Krakkahaan rise 
  in the body of Astronix (see area 10), they will fall 
  face down on the ground in utter supplication to him.
  BlACk WiNG MeRCeNARy 
  CR 3
  Male Tengu Fighter 4 
  N Medium Humanoid (Tengu) 
  Init +2; Senses Low-Light Vision; Perception +4
  DEFENSE 
  AC 19, touch 12, flat-footed 17   (+7 armor, +2 Dex)
  hp 36 (4d10+4)
  Fort +5, Ref +3, Will +3
  Defensive Abilities Bravery +1
  OFFENSE 
  Spd 30 ft.
  Melee Bite (Tengu) +2 (1d3+1/20/x2) and
  Masterwork Falchion +9 (2d4+6/18-20/x2)
  Ranged Crossbow, Light +6 (1d8/19-20/x2)
  STATISTICS 
  Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +4; CMB +7; CMD 19
  Feats Cleave, Cleaving Finish, Power Attack -2/+4, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion)
  Skills Acrobatics +0, Climb +1, Escape Artist +0, 
  Fly +0, Intimidate +6, Knowledge (dungeoneering) 
  +5, Perception +4, Ride +0, Survival +7, Swim +1
  Languages Common, Tengu
  SQ Armor Training 1 (Ex)
  Combat Gear +1 Breastplate, Crossbow, Light, 
  Masterwork Falchion; Other Gear Potion of Bull’s 
  Strength, Potion of Enlarge Person, Potion of 
  Protection From Good, Potion of Shield of Faith +2
  SPECIAL ABILITIES 
  Armor Training 1 (Ex): Worn armor -1 check 
  penalty, +1 max DEX.
  Bravery +1 (Ex): +1 Will save vs. Fear
  Cleave: If you hit your first target, attack an adjacent 
  target at the same attack bonus in exchange for -2 AC.
  Cleaving Finish: Make additional attack if opponent 
  is knocked out
  Low-Light Vision: See twice as far as a human in 
  low light, distinguishing color and detail.
  Power Attack (-2/+4): You can subtract from your 
  attack roll to add to your damage.
  AstRONix CUltist 
  CR 3
  Male Tengu Cleric 4 
  N Medium Humanoid (Tengu) 
  Init +0; Senses Low-Light Vision; Perception +6
  
  22
  DEFENSE 
  AC 19, touch 10, flat-footed 19   (+7 armor, +2 shield)
  hp 31 (4d8+4)
  Fort +5, Ref +1, Will +8
  OFFENSE 
  Spd 20 ft.
  Melee Bite (Tengu) -1 (1d3/20/x2) and 
  Masterwork Warhammer +5 (1d8+1/20/x3) and
  Shield, Heavy Wooden +0 (1d4+1/20/x2)
  Special Attacks Bleeding Touch 2 rounds (7/day)
  Spell-Like Abilities Bleeding Touch 2 rounds (7/
  day), Lightning Arc (7/day)
  Cleric Spells Known (CL 4, 4 melee touch, 3 
  ranged touch): 
  2 (3/day) Death Knell (DC 16), Silence (DC 16), 
  Spiritual Weapon, Hold Person (DC 16)
  1 (4/day) Bane (DC 15), Entropic Shield (DC 15), 
  Bless, Obscuring Mist, Cure Light Wounds (DC 15)
  0 (at will) Resistance (DC 14), Bleed (DC 14), 
  Detect Magic, Light
  STATISTICS 
  Str 12, Dex 10, Con 12, Int 10, Wis 18, Cha 13
  Base Atk +3; CMB +4; CMD 14
  Feats Channel Smite, Combat Casting
  Skills Acrobatics -4, Climb -3, Escape Artist -4, Fly 
  -4, Knowledge (planes) +5, Knowledge (religion) +5, 
  Perception +6, Ride -4, Sense Motive +9, Spellcraft 
  +5, Stealth -2, Swim -3
  Languages Common, Tengu
  SQ Aura (Ex), Channel Negative Energy 2d6 (4/day) 
  (DC 13) (Su), Cleric Domain (Air), Cleric Domain 
  (Death), Spontaneous Casting
  Combat Gear +1 Breastplate, Masterwork Shield, 
  Heavy Wooden, Masterwork Warhammer; Other 
  Gear Potion of Cure Light Wounds (3), Potion of 
  Protection From Good, Scroll: Cure Serious Wounds
  SPECIAL ABILITIES 
  Aura (Ex): The Cleric has an aura corresponding to 
  his deity’s alignment.
  Bleeding Touch 2 rounds (7/day) (Sp): Melee 
  touch attack deals 1d6 bleeding damage.
  Channel Positive Energy 2d6 (4/day) (DC 13) 
  (Su): A good cleric can channel positive energy to 
  heal the living and injure the undead; an evil cleric 
  can channel negative energy to injure the living and 
  heal the undead.
  Channel Smite: Channel energy can be delivered 
  through a Smite attack.
  Cleric Domain (Air) Granted Powers: You can 
  manipulate lightning, mist, and wind, traffic with air 
  creatures, and are resistant to electricity damage.
  Cleric Domain (Death) Granted Powers: You can 
  cause the living to bleed at a touch, and find comfort 
  in the presence of the dead.
  Combat Casting: +4 to Concentration checks to 
  cast while on the defensive.
  Lightning Arc (1d6+2) (7/day) (Sp): 30’ Ranged 
  touch attack deals 1d6+2 Electricity damage.
  Low-Light Vision: See twice as far as a human in 
  low light, distinguishing color and detail.
  Spontaneous Casting: The Cleric can convert 
  stored spells into Cure spells.
  The Aellar: The Honor Guards, who have been 
  stationed here to serve both as a show of strength and to 
  assist and protect Astronix when she rises from the altar 
  (as the holy books say she will), are fighting the tengu 
  with every ounce of their strength. At the beginning 
  of the fight there were twenty Temple Guards in this 
  chamber, only half of their number currently remain.
  The guards will fight using strong teamwork and 
  practical combat tactics. Their goal is first to protect 
  the altar (none of them has noticed Krakkahaan) and 
  then to drive the invading forces from the temple-
  -this being their holiest of holy sites. They will 
  not follow fleeing forces until the entire Chapel of 
  Astronix is cleared of enemies.
  Honor Guard (Aellar, fighter 3)(x10): hp 24
  The Fight: However the PCs decide to approach it, this 
  encounter is a tremendous melee battle. At the same 
  time, Krakkahaan is performing a ritual for use when 
  Astronix arrives. As described in area 09, Krakkahaan’s 
  ritual will take 5 rounds to complete. Once done, he 
  will cast spells into the combat, but only if he thinks he 
  can remain apart from the general scrum. He remains 
  ready to act on the first sight of the starbird.
  If the aellar win the fight (or once Astronix has arisen 
  and left), they will immediately turn to the PCs and 
  demand that they leave the temple. “This is a place for 
  Astronix’s faithful only!” If the PCs helped to beat the 
  tengu, the aellar will be more polite in their tone, but 
  no less adamant in their demand that the PCs leave.
  Connections: This encounter is connected to areas 
  07, 08, and 09. See the map of the Temple of Astronix.
  
  23
  09. ruler of The 
  roosT (el 10)
  Summary: Is it crazy to want to transfer your mind 
  into the body of a gargantuan, semi-divine creature 
  of myth? Who dares call that crazy?!?
  Sights and Sounds: This encounter happens deeper in 
  the same room that encounter 08 took place in. Use the 
  description from that encounter, plus add the following.
  Kneeling next to the altar is a robed figure that, at 
  first, could easily be mistaken for another one of the 
  tengu clerics. But a second look reveals that the gear he 
  carries is more suitable for arcane magic and divine. 
  Besides, this tengu is larger and more confident than 
  the others--and has an evil glint in his cold, black eyes. 
  Background: In this encounters, the PCs come face 
  to beak with Krakkahaan, the sorcerer who organized 
  and led the band of tengu to the Temple of Astronix. 
  He brought them here for one reason--so that he could 
  use an all but forgotten ritual to transform himself into 
  one of the primal creatures of creation.
  Krakkahaan is a greedy, covetous creature--out to 
  amass as much personal power and wealth as he can. 
  He uses his sorcerous power to bully and domineer his 
  fellow tengu, and many follow him out of fear more 
  than devotion. However, those in his current retinue 
  are being well paid (by tengu standards) for their 
  work. Still, Krakkahaan considers them eminently 
  expendable--they are here solely to allow him to 
  succeed. In fact, if they all die in the pursuit of his goal, 
  he will be proud of himself for perfectly planning the 
  amount of “resources” needed, without over-spending.
  When the PCs arrive in area 08, Krakkahaan is 
  nearing the ritual’s completion. If he can devote just 
  5 more rounds to the process, it will be complete. The 
  tengu prefers to finish the ritual before dealing with 
  any interference, and hopes that 
  between his own mercenaries 
  and the temple guards, the PCs 
  will be otherwise occupied 
  long enough for him to do so. 
  The Ritual: When studying 
  ancient tomes of astronomical 
  and 
  astrological 
  lore, 
  Krakkahaan 
  discovered 
  a 
  ritual called “Wings of Stars.” 
  According to his research, 
  if performed on the Night of the Starbird, in the 
  Temple of Astronix, the ritual would allow the caster 
  to transfer his mind into Astronix’s body.
  The ritual involves a collection of rare items that have 
  actual or thematic connections to night, the stars, and 
  Astronix; bringing them here on this day; and destroying 
  or consuming them in order--there is nothing notably 
  magical about it. Yet, just as alchemists can use mundane 
  materials to produce extraordinary products, this ritual 
  weaves non-magical actions into a magical result.
  On the round that the PCs enter the Chapel, 
  Krakkahaan has five more actions to perform. Each 
  round on his turn, he will do the following things 
  (in order)--he has the necessary items in a pouch 
  strapped to his side. If one action fails, he will repeat 
  the attempt each following round until he succeeds.
  1. Spend a full-round action ritually snapping a 
  peacock feather.
  2. Make a DC 20 Spellcraft check.
  3. Spend a full-round action ritually shredding a 
  drawing of the moon.
  4. Make a DC 25 Use Magic Device check.
  5. Spend a full-round action ritually drinking a vial 
  of water that has been steeped in moonbeams.
  Once these are accomplished, the ritual is completed. 
  Krakkahaan is now imbued with the magical ability 
  to transfer his mind and life essence into Astronix 
  with a single touch. Anyone who can detect magical 
  auras will note that on top of any other aura he and his 
  belongings ought to have, Krakkahaan’s right hand 
  radiates an overwhelming aura of enchantment.
  As a result of the ritual, all Krakkrahaan has to do 
  is succeed at an unarmed melee touch attack against 
  Astronix and his mind will instantly be transferred 
  into the bird’s body--he will become Astronix. This 
  ability may be performed once (failed attempts do not 
  count), and if is not used within 24 hours of the ritual’s 
  completion, the ability (and associated aura) dissipate. 
  
  24
  Attacking Krakkahaan: Krakkahaan focuses on the 
  ritual, leaving the fight to his troops. He ignores the 
  PCs, even if they are slaughtering the other tengu. 
  Indeed, Krakkahaan ignores attacks made against 
  him until such time as he drops below 75 hp. Then 
  he confronts his attacker, but not fully engaging in 
  the battle. Once his opponent is defeated (or stops 
  attacking Krakkahaan), he will return to the ritual.
  Once the ritual is complete, Krakkahaan will turn his 
  attention to assisting his troops. He’ll begin by attacking 
  anyone who previously attacked him (he is spiteful and 
  vengeful), then move on to attacking other spellcasters. 
  Krakkahaan will attack at range and stay near the 
  altar. If he is severely outnumbered (or reduced to 25 
  hp), he will fly above the chapel--presuming the PCs 
  cannot fly after him. There, he’ll use the dark for cover 
  and wait for a sign of Astronix’s arrival. At that point, 
  he will dive at the starbird to attempt his mind transfer.
  kRAkkAHAAN 
  CR 10
  Male Tengu (advanced) Sorcerer 10 
  CE Medium Humanoid (Tengu) 
  Init +4; Senses Low-Light Vision; Perception +5
  DEFENSE 
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, 
  +1 deflection)
  hp 102 (10d6+50)
  Fort +8, Ref +10, Will +11
  Resist electricity 20
  OFFENSE 
  Spd 30 ft.
  Melee Bite (Tengu) +5 (1d3/20/x2)
  Special Attacks Elemental Blast (1/day) (DC 22), 
  Elemental Ray (10/day)
  Sorcerer Spells Known (CL 10, +5 melee touch, 
  +9 ranged touch): 
  5 (4/day): Acidic Spray (DC 24)
  4 (6/day): Elemental Body I (DC 21), Black 
  Tentacles, Fleshworm Infestation (DC 23)
  3 (8/day): Protection from Energy (DC 20), 
  Stinking Cloud (DC 22), Lightning Bolt (DC 20), Ice 
  Spears (DC 22)
  2 (8/day): Acid Arrow, Blur (DC 19), Web (DC 
  21), Scorching Ray, Fiery Shuriken
  1 (8/day): Magic Missile, Mage Armor (DC 20), 
  Cause Fear (DC 18), Burning Hands (DC 18), 
  Grease (DC 20), Ray of Sickening (DC 18)
  0 (at will): Haunted Fey Aspect (DC 17), Acid 
  Splash, Daze (DC 17), Dancing Lights, Detect 
  Magic, Light, Breeze, Jolt, Scoop
  STATISTICS 
  Str 11, Dex 18, Con 18, Int 18, Wis 17, Cha 22/24
  Base Atk +5; CMB +5; CMD 20
  Feats Combat Casting, Eschew Materials, Greater 
  Spell Focus (conjuration), Lightning Reflexes, 
  Sorcerous 
  Bloodstrike 
  (1/day), 
  Spell 
  Focus 
  (conjuration), Toughness +10
  Skills Bluff +20, Fly +17, Intimidate +20, Knowledge 
  (Arcana) +17, Perception +5, Spellcraft +17, Stealth 
  +6, Use Magic Device +20
  Languages Aklo, Celestial, Common, Cyclops, 
  Sylvan, Tengu
  SQ Elemental: Air
  Other Gear Cloak of Resistance, +1, Elixir of Hiding, 
  Feather Token, Bird, Hand of the Mage, Headband 
  of Alluring Charisma, +2, Oil of Darkness, Potion of 
  Cure Serious Wounds (3), Potion of Shield of Faith 
  +3, Ring of Protection, +1, Salve of Slipperiness
  SPECIAL ABILITIES 
  Combat Casting: +4 to Concentration checks to 
  cast while on the defensive.
  Damage Resistance, Electricity (20): You have the 
  specified Damage Resistance against Electricity attacks.
  Elemental Blast (1/day) (DC 22) (Su): 1/day, 
  Elemental Blast deals 10d6 Electricity damage, DC 22.
  Elemental Ray (10/day) (Sp): Ranged touch attack 
  deals 1d6+5 Electricity damage.
  Elemental (Air): You may change any energy spell 
  to use [Electricity] energy.
  Eschew Materials: Cast without materials, if 
  material cost is <= 1gp.
  Greater Spell Focus (Conjuration): +1 to the Save 
  DC of spells from one school.
  Low-Light Vision: See twice as far as a human in 
  low light, distinguishing color and detail.
  Sorcerous Bloodstrike (1/day): Regain a bloodline 
  power when you reduce a creature to 0 or fewer hit points
  Spell Focus (conjuration): Spells from one school 
  of magic have +1 to their save DC.
  upping The AnTe
  To make Krakkahaan a little hardier, give him two a 
  pair of Astronix Cultists whose job it is to heal him of 
  any damage he suffers, and who are willing to interpose 
  themselves bodily between their master and his enemies.
  Connections: This encounter is connected to area 08 
  and area 10. See the map of the Temple of Astronix.
  
  25
  10. rise of The 
  sTArbird (el 15)
  Summary: The Astronix is just a myth--there’s no 
  such thing as a gigantic bird that paints the stars onto 
  the night sky, right? Right?!
  Sights and Sounds: This encounter happens deeper 
  in the same room that encounter 08 and encounter 
  09 took place in. Use the descriptions from those 
  encounters, plus add the following.
  A pale, silver light begins to emanate from the center 
  of the circular altar. It grows brighter, motes of light 
  begin to bubble up from the surface. At first they are 
  small but as the flow continues the motes grow larger, 
  and larger. The largest mote of all begins to rise 
  through altar! In a rush, the object surges through the 
  stone and into the chapel, spreading its wings wide--
  this is none other than Astronix herself. 
  Background: The rumors and legends were at least 
  in part right--on this night Astronix rises from the 
  altar in this chapel and flies across the sky. Whether 
  this truly a divine event that has repercussions on 
  the cosmic stability, or just a habit of cross-planar 
  migration is up to the GM. (Indeed, GMs that wish 
  to remove all mysticism from the event should have 
  that astronix fly in from a nearby mountaintop and 
  land on the altar, rather than rising through the stone.)
  The course of this encounter will depend greatly 
  on how encounter 08 and encounter 09 concluded. 
  If the tengu and aellar forces are still fighting, they 
  cease--shocked into stillness by the sheer awe of 
  seeing this magnificent creature in the flesh. If 
  Krakkahaan is still active, he will attempt to make a 
  touch attack against Astronix if he has completed his 
  ritual. Otherwise, he will fly away (as if retreating) 
  to complete the ritual and then return once he has.
  Astronix, left to her own devices, will stay here long 
  enough to get her bearings, then fly off into the night. If 
  attacked, she will return the aggression for few rounds, 
  then fly off in a huff. If she is possessed by Krakkahaan, 
  she will follow all of the tengu’s instructions.
  Rise of the Starbird: Astronix will begin to rise 
  from the altar 1d6+4 rounds after the PCs arrive in 
  area 08. This process will take 3 rounds. 
  On round 1, the altar will glow with a pale, silvery light. 
  On round 2, motes of energy  begin to bubble up through 
  the center of the altar (these are motes from Astronix’s 
  Shroud of Stars ability, see below). On round 3, Astronix 
  will emerge from the altar fully. On round 4, she may roll 
  for initiative and begin taking actions herself.
  Astronix Herself: On her own, Astronix poses no 
  real threat to the PCs. She is a peaceful creature. 
  More to the point, she poses a bigger threat than 
  they are likely able to handle after having just gone 
  through the previous encounters. (At CR 15, it’s quite 
  possible that most parties playing through Night of 
  the Starbird would have a difficult time defeating her 
  even if they came to the encounter fresh.)
  If left unmolested, Astronix will shake out her 
  feathers for 2d4+1 rounds, primping and preening 
  like any bird might. If there are worshippers paying 
  her homage (or even mere onlookers keeping a 
  respectful distance) she will give them a benevolent 
  look and deposit 1d3+1 unfurled feathers (see 
  “Gathering Feathers” below) as a gift. Then she will 
  take the skies and fly away to parts unknown.
  If attacked, Astronix will defend herself for 1d4+1 
  rounds (or until she is reduced to half hit points). At 
  that point, she will fly off in an avian huff.
  Krakkahaan as Astronix: If Krakkahaan succeeds 
  in transferring his mind to Astronix’s body, he is 
  stunned for 1 round, then has complete control of the 
  creature. The combined creature has all of Astronix’s 
  stats with the exceptions of WIS and Will save, which 
  are equal to Krakkahaan’s normal scores. It retains 
  Krakkahaan’s spellcasting abilities, but cannot cast 
  spells with somatic or material components.
  Krakkahaan can use Astronix’s body as he sees 
  fit, which will certainly include attacking the PCs. 
  However, what he never fully understood was 
  that the purpose of the ritual was not to take over 
  Astronix, but to become one with her. It was a ritual 
  
  26
  devised by the most devout of her worshippers who 
  wished to give up their physical beings and simply fly 
  through the night with their deity. There are dozens, 
  or perhaps hundreds of other minds in Astronix and 
  all of them are subordinate to her will, which will 
  eventually exert itself over Krakkahaan. 
  Once per hour, Krakkahaan must make a DC 24 
  Will save or have his consciousness subsumed by 
  Astronix’s own. This save must also be made every 
  time Astronix’s body takes 15 or more hp from a single 
  attack. Once subsumed, Krakkahaan is gone forever 
  and the creature’s peaceful persona reasserts itself.
  AstRONix 
  CR 15
  XP 51,200 
  NG Gargantuan magical beast (air, cold) 
  Init +11; Senses darkvision 60 ft., detect magic, 
  detect poison, low-light vision, see invisibility; 
  Perception +37
  Aura shroud of stars (20 ft., 1d6 magic force)
  DEFENSE 
  AC 28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, 
  +14 natural, -4 size)
  hp 210 (20d10+100); regeneration 10 (fire)
  Fort +17, Ref +19, Will +14
  Defensive Abilities self-resurrection; DR 15/
  adamantine; Immune cold, SR 26
  Weaknesses vulnerable to fire
  OFFENSE 
  Speed 30 ft., fly 90 ft. (good)
  Melee 2 talons +24 (2d6+8/19-20 plus 1d6 fire) and
  bite +24 (2d8+8 plus 1d6 fire)
  Space 20 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 18th) 
  Constant-- detect magic, detect poison, see invisibility
  At will-- deeper darkness, greater dispel magic, 
  hypnotic pattern, magic missile
  3/day-- cone of cold, nightmare
  1/day-- freezing sphere, meteor swarm
  STATISTICS 
  Str 26, Dex 24, Con 21, Int 22, Wis 23, Cha 23
  Base Atk +20; CMB +32; CMD 50
  Feats Blinding Critical, Combat Reflexes, Critical 
  Focus, Dodge, Flyby Attack, Improved Critical 
  (talon), Improved Initiative, Iron Will, Mobility, 
  Quicken Spell-Like Ability (cone of cold)
  Skills Acrobatics +30, Diplomacy +26, Fly +28, 
  Intimidate +26, Knowledge (arcane and nature) +26, 
  Perception +37, Sense Motive +26; Racial Modifiers 
  +8 Perception
  Languages Auran, Celestial, Common, Draconic
  SPECIAL ABILITIES 
  Self-Resurrection (Su): A slain astronix remains 
  dead for exactly one lunar month, unless its body 
  is completely destroyed by an effect such as 
  disintegrate. Otherwise, a fully healed phoenix 
  emerges from the sky at dusk when the moon rises 
  at the same point in the lunar cycle as was in effect 
  when the astronix died. The astronix is restored 
  as if raised by a resurrection. The astronix gains 1 
  permanent negative level when this occurs, although 
  most seek a greater restoration to remove this 
  negative level as soon as possible. An astronix that 
  dies within the area of a consecrate or desecrate spell 
  cannot self-resurrect until the effect ends, at which 
  point the astronix resurrects a lunar month after that 
  point. An astronix phoenix brought back to life by 
  other means never gains negative levels as a result.
  Shroud of Stars (Su): An astronix can cause its 
  body to shed burning motes of force that appear to 
  be tiny stars as a free action. As long as it is shedding 
  stars, it inflicts an additional 1d6 points of force 
  damage with each natural attack, and all its attacks 
  are treated as magic force effects. A creature that 
  attacks the astronix with natural or non-reach melee 
  weapons takes 1d6 points of magic force damage (no 
  save) with each successful hit.
  Gathering Feathers: The motes of light that Astronix 
  casts off as part of her Shroud of Stars ability are 
  actually feathers from her downy coat. They leave her 
  body curled into tight balls of energy but, if carefully 
  unfurled, can be retrieved and kept as starbird 
  feathers. Once unfurled, these are very rare, highly 
  prized items that are valued by alchemists, arcanists, 
  potion makers, and spellcasters of every stripe. The 
  GM can decide exactly what practical use they serve 
  in his campaign, but they are worth 500 gp apiece. 
  When Astronix flies off, she leaves behind 1d10+4 
  motes that land whole and the PCs may attempt to 
  unfurl. This requires a DC 15 Use Magic Device 
  check, or a DC 20 Spellcraft check, or a DC 25 
  Disable Device check. If the check is successful, the 
  feather has been successfully unfurled. If it fails, the 
  character making the attempt suffers 1d6 points of 
  force damage and the feather is destroyed.
  Connections: This encounter is connected to area 07 
  and area 08. See the map of the Temple of Astronix.
  
  27
  
  28
  crediTs
  Author: Stan!
  Cartographer: Ed Bourelle
  Editor: Rogue Genius Games
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
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  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
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  compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Rogue 
  Genius Games (RGG) company name and logo; the “Genius 
  Adventures: Night of the Starbird” name and logo; all artwork, 
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  DECLARATION OF OPEN CONTENT: All game 
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  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0142
  OPeN GAMe liCeNse 
  VeRsiON 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
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  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
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  29
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Guy Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene, based on original material by Albie 
  Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jeff 
  Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger 
  Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Simon 
  Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Underworld 
  Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Pathfinder Roleplaying Game Advanced Class Guide. © 2014, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Ross Byers, Jesse Benner, 
  Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor..
  Genius Adventures: Night of the Starbird. ©2014, Rogue Genius Games. 
  Author: Stan!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Adventures/Genius Adventures Night of the Starbird.pdf