TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-08 
   
   
   
   
  Up a Winding Stair 
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by Sean Flaherty 
  Reviewer: John Richardson, Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Amy Elk, Mark Liberman, Ed Podsiad, Ryan White, Missy White, Russ Yates 
   
   
   
   
  Rumor of several epidemics spreading through northeastern Gran March have reached the ears of the Hospitalers and 
  temples in Hookhill. A call has gone out in Hookhill for healers and adventurers of all kind to attend a convocation to 
  investigate the strange plagues and put a stop to them.  A Gran March regional adventure for APLs 6-12, and Part Three 
  of the Outsiders In series. 
   
  Note: This adventure counts towards Military Duty and Caravan Duty. 
   
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-08 Up a Winding Stair 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  This adventure is the continuing tale of the unexplained 
  attempt by outsiders and Maimbua (a mysterious 
  extraplanar foe revealed in GRM5-01 The Commandant’s 
  Parlor) to bring about the ruin of Gran March and 
  Commandant Magnus Vrianian. After the failed 
  kidnapping of the Commandant in GRM5-01 The 
  Commandant’s Parlor and the deflection of the githyanki 
  incursion in GRM5-IN4 The Lich Queen's Vengeance (the 
  Dragon*Con 2005 Battle Interactive), Maimbua has 
  decided to hurt the Commandant and the country less 
  directly by afflicting its people. Knowing that Gran 
  March and the surrounding Sheldomar Valley nations 
  are well populated and well traveled by adventurers, 
  treasure hunters and mercenaries, Maimbua has 
  determined that the rediscovery of what is reputed to be 
  the lost Flan capital Haradaragh in the Lortmils will 
  trigger enormous curiosity and significant investigation. 
  With this in mind, he has created a trap.  
   
  Deep within the ruins, Maimbua has opened a portal 
  to a small pocket dimension in which he has left a bone 
  naga with great treasure. The naga’s task is to enchant any 
  adventurers reaching its lair, infect them with a virulent 
  disease, laden them with treasure, and send them back 
  into Gran March to spread both their infection and the 
  tale of where they gained their fabulous wealth. Maimbua 
  rightly expects that this will lead more and more fortune 
  seekers to investigate the place and create even more 
  victims and vectors for the infections. To keep this plan 
  from being too transparent, Maimbua has also placed 
  several disease bearing creatures on the path to the bone 
  naga with instructions to attack, infect, and then drive off 
  or subdue anyone they encounter. 
   
  As a result of this plan a stunning variety of 
  infections and diseases have begun to appear in the 
  northeastern reaches of Gran March and are steadily 
  spreading south and west. The Hospitalers and other 
  religious organizations in Gran March have realized that 
  something is horribly wrong and are taking action both 
  by sending their members capable of treating disease to 
  the affected areas and by seeking foolhardy adventurers 
  to attempt to locate and destroy the source of the 
  problem. 
  ADVENTURE SUMMARY 
  Introduction: A Call to the Faithful 
   
  Members 
  of 
  the 
  Hospitalers, 
  any 
  religious 
  metaorganization, or clerics and paladins of Gran March 
  “class one” deities (Rao, Heironeous, Pholtus, St. 
  Cuthbert, Ulaa, Zilchus, Allitur, Atroa, Phyton, Sotillion, 
  Velnius, Wenta, “St. Gwen”, and Merikka) are called by 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  GRM5-08 Up a Winding Stair 
   
  Page 3 
  their churches to a meeting of all interested faiths in 
  Hookhill. The situation with the diseases and the 
  churches’ suspicions are shared with the PCs. The faithful 
  are divided into groups to look into the situation and 
  partnered with adventurers for their protection. The PCs 
  are assigned to the town of Athael, on the main road in 
  the area midway between Red Arbor and Driwasser, as 
  their first stop. 
  Introduction: A Call to Others 
   
  A call goes out in the streets of Hookhill for 
  adventurers to come to the various churches for to 
  provide them assistance. PCs going to any established 
  church are told of the disease situation, partnered with 
  healers and sent to investigate and minister to the 
  afflicted. 
  Encounter 1 
   
  On the road to Athael, the PCs encounter afflicted 
  travelers making for Hookhill. While the travelers can 
  provide some information about the history of the 
  disease and the situation in Athael, the PCs will have to 
  decide whether to allow them to carry the infections into 
  Hookhill, minister to them locally, or force them to 
  remain in place without aid.  
  Encounter 2 
   
  The PCs reach Athael and find the overwhelmed 
  Hospitalers there. Here they can get a more accurate 
  history of the epidemic’s size, spread and timeline. The 
  Hospitalers will also tell the PCs that a priest of Incabulos 
  has arrived on the scene in Athael and has gained quite a 
  following of desperate victims.  
  Encounter 3 
   
  The PCs confront the priest of Incabulos and his 
  followers. Among the followers are three adventurers, 
  the survivors of a group who were victimized in 
  Haradaragh. They can be questioned and reveal 
  information that provides the PCs details leading to 
  Haradaragh and the probable source of the epidemics. 
  Encounter 3½ 
   
  Should any of the PCs possess a githyanki silver sword, 
  an optional encounter will take place at this point, right 
  between Encounters 3 and 4. The PC in possession of the 
  sword will be attacked by a hit team appropriate to the 
  PC’s level. 
  Encounter 4 
   
  Journeying to Haradaragh, the PCs encounter a band 
  of deserters from Thero’kay’s 34th Provisional Battle. 
  These deserters disclose that Knight Colonel Thero’kay 
  has quarantined his men, operations, and the ruin, having 
  realized that it is the source of the epidemic given that 
  almost every member of the 34th has contracted some 
  kind of ailment. 
  Encounter 5 
   
  Arriving at Haradaragh, the PCs will need to 
  negotiate their way past the guards who are expecting a 
  relief column of some kind in response to Thero’kay’s 
  sendings (these were all thwarted by Maimbua) and 
  messengers (these were detained by a priest of 
  Incabulos). Once they reach Thero’kay, he will share with 
  the PCs what he has learned from both his men and the 
  adventurers he is holding. This knowledge combined 
  with what the PCs learned in Athael is sufficient for 
  them to make their way to the location of Maimbua’s 
  trap. 
  Encounter 6 
   
  Following the adventurer’s journal through the ruins 
  of Haradaragh, the PCs get a brief glimpse of the age, 
  history, and nature of the place before arriving at the 
  cavern of the great stair. 
  Encounter 7 
   
  Reaching the base of a towering spiral staircase, the 
  PCs encounter Maimbua’s first line of defense and must 
  fight their way clear to ascend the tower. 
  Encounter 8 
   
  Reaching the top of the winding stairs, the PCs 
  encounter a black portal to the pocket dimension hiding 
  the bone naga. Entering the portal, the naga attacks with 
  spells attempting to enchant the PCs, infect them and 
  give them treasure as instructed. If the PCs fail to defeat 
  the naga they will likely be returned to Thero’kay 
  somewhat wealthier, but diseased. 
  Conclusion 
   
  The PCs return to Thero’kay having defeated the 
  bone naga and stopped the source of the plagues or 
  return in defeat to be replaced by a more experienced 
  group that has arrived. Adjudication of the final status of 
  any PCs infected with a disease takes place here 
  INFECTION TIMELINE 
  (from when the PCs arrive in Athael, Encounter 2) 
  • 
  Eight weeks ago was the conclusion of the battle of 
  Mount Furgona and the events of GRM5-IN4 The 
  Lich 
  Queen’s 
  Vengeance 
  (Dragon*Con 
  2005 
  Interactive). 
  • 
  Five weeks ago Trion’s adventurers (now in Athael) 
  arrived at Haradaragh and applied for a Haradaragh 
  Exploration Pass to enter the ruins. 
  • 
  Four weeks ago the first signs of infections appeared 
  in several of the larger cities in the eastern Gran 
  March (Red Arbor, Cragmoor, Anders Falls, and 
  Proman). 
  • 
  Three weeks ago the first signs of infection appear in 
  Athael. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 4 
  • 
  Two weeks ago Trion’s adventurers (now in Athael) 
  were awarded an Exploration Pass to Haradaragh and 
  descended into the ruins. They remained there only 
  a little more than a day. 
  • 
  A week and a half ago Trion’s adventurers arrived in 
  Athael and were co-opted by Hecube as symbols of 
  the coming storm of Incabulos. 
  • 
  A week ago Sergeant Watcher Tolen Cyrath and 
  Corporal Rhyledd Tannard were dispatched from 
  Haradaragh. 
  • 
  Three days ago Sergeant Watcher Tolen Cyrath and 
  Corporal Rhyledd Tannard were captured by 
  Hecube. 
  PREPARATION FOR PLAY 
  Characters who are active-duty members or veterans of 
  the armed forces of the March (or allied nations such as 
  the Yeomanry with whom Gran March has a treaty 
  allowing for the sharing of military forces) will count this 
  adventure as military time and receive their standard 
  wages and any other benefits as detailed in the 
  appropriate metaorganization document. 
   
  Prior to beginning play, you will want to familiarize 
  yourself with several rules items and information about 
  the PCs as follows: 
  • 
  Review the rules and information regarding diseases 
  in the Dungeon Master’s Guide, pages 292 and 293, and 
  in DM Aid: Diseases.  If any PC has a disease at the end 
  of this adventure, they receive the Plagues of 
  Haradaragh AR effect. 
  • 
  Review the rules for swarms in the Monster Manual, 
  pages 315 and 316. 
  • 
  Determine if any PCs are members of the 
  Hospitalers 
  metaorganization 
  or 
  a 
  religious 
  metaorganization in Gran March.  
  • 
  Determine if any PCs are in possession of githyanki 
  silver swords from GRM5-01 The Commandant’s Parlor. 
  And if so, determine if any other PCs have the 
  Undying Hatred of the Lich Queen from GRM5-
  IN4 The Lich Queen’s Vengeance (Dragon*Con 2005 
  Interactive).  
  • 
  Determine if any of the PCs have the Gratitude of 
  Knight Colonel Thero’kay from GRM5-IN4 The 
  Lich 
  Queen’s 
  Vengeance 
  (Dragon*Con 
  2005 
  Interactive). 
  INTRODUCTION 
  A CALL TO THE FAITHFUL 
  This read aloud text is for those PCs who are members of 
  the Hospitalers, a religious metaorganization, or clerics 
  and paladins of Gran March “class one” deities (Rao, 
  Heironeous, Pholtus, St. Cuthbert, Ulaa, Zilchus, Allitur, 
  Atroa, Phyton, Sotillion, Velnius, Wenta, “St. Gwen”, and 
  Merikka). 
   
  Late fall is giving way to winter in the northern 
  reaches of Gran March and the roads out of the 
  mountains, while passable are becoming difficult. 
  Strange rumors of sickness and disease have been 
  trickling into Hookhill for the last several days, but 
  the people of the capital seem hale and healthy as 
  they prepare for the coming winter. As you travel 
  the streets of Hookhill on your latest errand, you 
  notice an acolyte of your faith coming straight for 
  you. 
   
  Reaching you, the boy speaks, “Greetings sir [or 
  madam], the high priests of several faith are 
  assembling immediately at Cathedral Valorous and 
  have requested the presence of all of our members.” 
  Saying this he presents you with a silver token 
  emblazoned with the lightning bolt holy symbol of 
  Heironeous on one side and that of your deity on 
  the other. 
  A CALL TO OTHERS 
   
  A call goes out in the streets of Hookhill for 
  adventurers to come to the various churches for to 
  provide them assistance.  This includes any PC not 
  covered in the first introduction section. 
   
  Wandering the streets of Hookhill a brisk 
  autumn wind cuts chill through your clothes and 
  armor. As a merchant rushing past you wraps his 
  cloak more tightly around him, a child’s shrill 
  shouting a reaches your ears. “Here ye, here ye. 
  Heroes, adventurers and healers wanted. The 
  Harvest Church, and Churches of Heironeous, St. 
  Cuthbert, Zilchus, Obad-Hai, Fharlanghan, Phyton, 
  and Pholtus command those who serve their fellow 
  men in the hour of need attend them a Cathedral 
  Valorous. Dark tidings from the Lortmils. Heroes, 
  adventurers and healers wanted.” 
   
  The boy turns pacing back and forth in the 
  street and begins crying out again. 
   
  The boy’s name is Nellen and he regularly hires out 
  as a messenger boy or street crier. He’s been hearing 
  rumors of some kind of sickness in the Lortmils and the 
  eastern reaches of Gran March, but hasn’t seen anyone 
  who is actually sick. He doesn’t have any details other 
  than the fact that late yesterday there was a large 
  commotion at several of the major temples. All last 
  
  GRM5-08 Up a Winding Stair 
   
  Page 5 
  evening he and most of his friends were called into the 
  temples and given assignments to recruit for them. 
  THE SCENE AT CATHEDRAL VALOROUS 
   
  Arriving at Cathedral Valorous you find a half 
  dozen paladins of Heironeous organizing those 
  arriving into two neat lines into the courtyard. Some 
  of those joining you appear to be presenting coins of 
  some kind to the paladins and are quickly show to 
  the shorter line. 
   
  The paladins are sorting those arriving into groups 
  based on who was summoned by name and who has 
  come in response to the messenger boys calling in the 
  street. Those with tokens are shown to the area for know 
  clerics and healers. Those without tokens are show to an 
  area for what the combined churches are considering 
  good samaritans or in less charitable instances fortune 
  seekers. 
   
  Having gained entry to the courtyard of 
  Cathedral Valorous, you find those gathered divided 
  into two distinct groups. The smaller group all bare 
  obvious symbols of their faith and appear to be 
  almost exclusively paladins and clerics. The much 
  larger group defies categorization. All manner of 
  trades, skills, clothing and weapons are in evidence 
  with the only possible common element being the 
  curious and expectant looks among the crowd. 
   
  As people continue to file into the statue lined 
  court yard, the bells of the temple tool the midday 
  and an assemblage of priests emerges from the 
  temple. As they stand arrayed on the stairs of the 
  cathedral you can see they represent the Harvest 
  Church and all the other major faiths of Gran March 
  without exception. There is even a priest of Pelor 
  resplendent in gold and orange vestments. A slight 
  woman in golden chainmail, but bearing no 
  weapons steps forward from the group. 
   
  “Warriors, healers, and volunteers, I am Lindra 
  of Keddin’s Run Speaker of the Faithful of 
  Heironeous. On this dark day the holy warriors of 
  Gran March and our less militant brethren have set 
  aside any differences we may have to face a renewed 
  threat. You may recall the Richfest of 591, when a 
  foul servant of Incabulos released a horrific plague 
  in this very city. My life was held ransom for the 
  antidote to that plague, but with the aid of loyal 
  citizens of Gran March, like many of you gathered 
  here, justice was served. We believe an evil plague is 
  at work again and may already be spreading through 
  our great nation. The details I will leave to the 
  Hospitalers.” 
   
  Several of the assembled priests of Heironeous 
  look surprised at the Speaker deferring to a 
  Hospitaler, as another woman steps forward to 
  speak. “Friends, I am Rhona Blidan of the Merciful 
  Order of Hospitalers. My brothers in the field have 
  reported most disturbing news that has been 
  confirmed by reports to these worthies from their 
  followers.” 
   
  “While the number of Hospitalers in the eastern 
  reaches of our nation is low compared to those near 
  the border with Geoff, but those we have scattered 
  between the rebuilding in Shiboleth and the damage 
  in the Lortmils have all reported rampant disease. 
  At first we believe some horrible plague had been 
  released by the Githyanki invaders but it is not. The 
  Hospitalers and clergy in the northeast have 
  reported everything from simple filth fever to 
  faceless hate, and we have no idea why or what the 
  sources is. Rumors reaching Hookhill and other 
  major cities are that the country side is quickly 
  becoming swamped in disease. Unless something is 
  done in the next few days, we fear that Ander’s Falls, 
  Proman, Cragmor, and Traziada could be come 
  wastelands of festering death.” 
   
  “The Commandant has been notified, but while 
  he and the overcommitted military plan their 
  response, we will act. We will send everyone who is 
  willing to the east spreading what healers we have 
  among the groups. Each team will have a 
  destination, some cities, some towns or villages. All 
  we ask of you is that you go forth healing those you 
  find who are sick. Find the source of the sickness 
  spreading in our nation before this rot reaches the 
  core of Gran March.” 
   
  Saying this Rhona retreats to stand with the 
  gathered priests and paladins of Heironeous begin 
  to move into the crowd dividing those gathered into 
  teams. Some of the gawkers in the larger group slink 
  away to carry the tale of what is transpiring into the 
  city. 
   
  The paladins will work their way to the PCs and 
  form them in to a team. If some of the PCs were in the 
  smaller set of those with tokens they will notice that 
  most teams are made of one or two from their group and 
  several from the larger group. 
   
  The team of PCs is assigned the town of Athael in 
  Barony Cavintus due east of Hookhill. It is about 40 miles 
  journey on the road that eventually leads to Cragmor 
  (about ten miles past the town of Red Arbor.) It is just 
  over a full day’s travel to Athael in the foothills of the 
  Lortmils, so the PCs will be unlikely to reach there by 
  nightfall even on horseback.  Refer to DM Aid: Map #1. 
   
  If the PCs require horses, they will be given a chit by 
  the one of the paladins and sent to the stables of the 
  Herdmasters’ Guild where they can be loaned 
  appropriate mounts. No one in Hookhill has much more 
  information than what was shared with the PCs in the 
  speech to the crowd and since time is of the essence the 
  clergy of all faiths will encourage PCs to equip and depart 
  as quickly as possible. They are asked to heal or assist 
  
  GRM5-08 Up a Winding Stair 
   
  Page 6 
  whomever they can and find the source of the sickness if 
  at all possible. 
   
  PCs wishing to know more about the two diseases 
  mentioned can make a Heal check as follows: 
  • 
  Filth fever (DC 12) is typically spread by dire rats 
  and otyughs although those injured while in filthy 
  surroundings might also catch it. It attacks a person’s 
  coordination (Dex and Con).  
  • 
  Faceless HateBoVD (DC 20) is a horrible supernatural 
  disease that saps a person’s vitality (Str and Con) 
  before turning them into a faceless creature that 
  attacks all living things.  BoVDBook of Vile Darkness. 
  ENCOUNTER 1: REFUGEES 
  Yours was not the first or only team that was present 
  at the temple of Heironeous to leave Hookhill. Some 
  teams are planning carefully, equipping themselves 
  with food, water, bandages and other supplies. 
  Others mounted and thundered through the city 
  gates as soon as they were dismissed. Regardless, the 
  teams are now scattered or scattering across the east 
  of Gran March and you find yourselves alone on the 
  road to Athael. 
   
  As night begins to fall a caravan of two carts and 
  a wagon comes over the hill before you. There are 
  twenty adult humans of varying ages walking beside 
  the carts and wagon or riding in them or on the 
  variety of livestock with them. As they approach the 
  people move to occupy less space on the road and 
  make no move to stop or interact with you. 
   
  If the PCs make no effort to engage the travelers, 
  give them a DC 15 Spot check to notice that the beds of 
  the carts and wagon are filled with inert or twitching 
  human bodies. If the PCs still opt not to interact with the 
  travelers, then move on to Encounter 2. 
   
  The travelers are actually refugees from Athael and 
  they are all either friends or family of Eifran (Male 
  Human Com1), the man driving the wagon. Eifran and 
  those in his company have been infected with the Shakes 
  which his wife caught while arguing with an adventurer 
  over some chickens in the market. Since then she has 
  been rendered immobile by the disease and several of 
  their family members and friends have suffered a similar 
  fate. Eifran can supply the following information: 
  • 
  Six days ago his wife began trembling so badly at 
  their noon meal that she could not hold her fork.  
  • 
  Two days later she was unable to speak or get out of 
  bed. 
  • 
  Several neighbors tried to help in the intervening 
  four days, but none could and some suffered a 
  similar fate. 
  • 
  Eifran tried to get help in Athael, but the clerics and 
  Hospitalers there were overwhelmed. They were 
  only able to see people whose diseases were actually 
  killing them and suggested that his wife would 
  eventually recover as long as he kept feeding her. 
  • 
  Unwilling to accept this outcome, Eifran rounded 
  up all of his friends and family who were affected or 
  tried to help with the intention of taking them to 
  Hookhill. 
  • 
  If asked, Eifran will share that the name of the head 
  of the Hospitalers in Athael is Lleron Ronow and 
  that they have converted a military barracks there 
  into a hospital. 
   
  If the PCs ask, several of those traveling with Eifran 
  are in the intermediate stages of the Shakes (before 
  falling immobile) and can be examined. If the PCs 
  suggest that they might be able to help Eifran will also let 
  them examine some of those who have already been 
  rendered immobile. 
   
  Any PC touching an infected person must make a 
  DC 13 Fort save or become infected themselves. PCs 
  wishing to diagnose the disease can make a DC 13 Heal 
  check to identify the sickness as the Shakes. This check is 
  made with a -5 penalty if the PC avoids touching the 
  infected person. 
   
  On a successful Heal check the PCs will learn that 
  the Shakes is a highly infectious diseases that attacks a 
  person’s coordination (Dex). It is passed through simple 
  contact and takes only a day to manifest and three or four 
  to render its victim immobile. 
   
  Once they have identified the disease, the PCs must 
  determine whether to allow the refugees to continue on 
  to Hookhill or not. If permitted the refugees will travel 
  through the night to reach Hookhill and search for aid 
  upon their arrival spreading their tale and infection 
  through the capital.  
   
  If the PCs attempt to convince Eifran to camp and 
  remain, he will insist that he must get help for his wife. 
  Unless the PCs can render some aid or inform him of the 
  possibility of his spreading the Shakes through Hookhill, 
  he will be unwilling to camp. If the PCs render aid he 
  will stop for the night and ask them to stay and continue 
  to help all those who have fallen. There are seven who 
  cannot move and five more that are actively fighting the 
  infection. 
   
  If the PCs warn him that he will bring the disease to 
  the capital if he goes on, Eifran will break down in 
  confusion and despair. He does not want to hurt anyone 
  else, but he wants to help his wife and friends. The group 
  simply does not have enough supplies to camp on the 
  road and remain there.  
   
  At this point it is up to the PCs to make a tough 
  moral choice. Do they stay and do what they can for the 
  refugees or move on to Athael. Please use the rules for 
  
  GRM5-08 Up a Winding Stair 
   
  Page 7 
  disease from the Dungeon Master’s Guide to adjudicate the 
  status of any PCs infected during this encounter for the 
  remainder of the adventure. If their condition is not 
  resolved at the end of the adventure, please note that this 
  PC has the Shakes on their Adventure Record (Plagues 
  of Haradaragh). 
  ENCOUNTER 2: ROT IN 
  ATHAEL 
  The road into Athael has led up and over and around 
  the rising hills for most of the journey since you 
  broke camp. Now arriving in the modest town, you 
  note that it seems remarkably quiet despite being 
  near noon. Numerous buildings line the streets 
  ahead of you but the people of Athael are nowhere to 
  be seen. One thing that is obvious though is the 
  location of the hospital that has been set up. A full 
  white bed sheet with a red “H” painted on it flies 
  from what looks to be a recently felled pine beside a 
  barracks to the east. 
   
  If the PCs wish to investigate Athael at large, they 
  will find that most of the townsfolk have barricaded 
  themselves in their home or have taken up residence at 
  the Rock Trout Tavern (see Encounter 3). If they proceed 
  to the hospital continue below. 
   
  Arriving what was once clearly a barracks, you 
  see that it has now become an overwhelmed station 
  to care for the diseased and dying. The doors to the 
  place are thrown wide open in an effort to let in the 
  fresh air, but from outside you can still smell the rot 
  of death mixed with several other aromas of flesh 
  gone awry and strong cleansers. As he hurries past 
  the door a man in the robes of a priest of Pelor 
  glances up, taking note of you. 
   
  Without turning to look closely at you, he 
  speaks in a tired but harried voice. “If they’re dead 
  leave them in the back. If they’re just unable to 
  move take them home and keep feeding them until 
  we get help. If you’re sick yourselves, I don’t know 
  what to tell you. I can cure disease once a day and 
  I’ve been making a list for the last week. I’ll add 
  names, but you’re unlikely to survive in here long 
  enough for me to get to you.” 
   
  If the PCs respond that they are there to help, the 
  man will finally look at them, then burst into tears of joy. 
  The man is Lleron Ronow and he has been trying to 
  contend with the sickness that has descended upon 
  Athael for nearly two weeks. He is normally a stoic, but 
  the strain of caring for so many sick with such a variety of 
  diseases combined with sleep deprivation has worn him 
  down. He will quickly compose himself looking 
  somewhat embarrassed and show the PCs around the 
  hospital. 
  � Lleron Ronow: Male Human Clr5. 
   
  The building itself is a long rectangle with bunk 
  beds at even intervals. Every bed in the building is filled 
  and makeshift cots fill the spaces between the bunks. At 
  one end of the building are two small rooms, one Lleron 
  is using for an office and sleeping quarter, the other for 
  the occasional surgery. 
   
  Lleron can tell the PCs the following: 
  • 
  The first diseases began two weeks ago, but really 
  didn’t build in volume until the Shakes and a 
  supernatural ailment know as Deathsong struck. 
  • 
  Few have survived the Deathsong and he is now 
  quarantining anyone who has it in Athael’s jail. They 
  are being locked in and left a dagger as a kindness. 
  • 
  There 
  are 
  150 
  sick 
  townsfolk 
  in 
  the 
  hospital/barracks with a variety of the diseases 
  mentioned below. Lleron is saving his cure disease 
  spells each day for the half dozen people with 
  mummy rot. So far he hasn’t had to use it on himself. 
  • 
  He has observed symptoms of seven diseases know 
  to him and two more that he had never encountered 
  before. The seven are the Shakes, DeathsongBoVD, 
  Mummy Rot, Slimy Doom, Filth Fever, Mindfire, and 
  Blue GutsBoVD.  BoVDBook of Vile Darkness. 
  • 
  He has never heard of such a wide variety of plagues 
  ever striking at the same time. His only possible 
  suggestion is some working of Incabulos. 
  • 
  There is a priest of Incabulos in Athael, but he 
  arrived less than a week ago. While he may have 
  something to do with the source of the illness, 
  Lleron is fairly certain that he did not bring the 
  illness to Athael. The priest and a group of townsfolk 
  who have turned to him for protection have taken 
  up residence in the Rock Trout tavern. 
  • 
  Two Paladins from the 34th Provisional Battle came 
  to the hospital three days ago. They were bearing 
  word from Knight Colonel Thero’kay’s headquarters 
  in Haradaragh that most of the 34th had fallen prey to 
  some infection. The two paladins, of course, were 
  immune and this was the reason they were chosen. 
  • 
  Lleron told the paladins about the priest of Incabulos 
  and they said they would deal with him on their way 
  out of town. Lleron has not seen them since, but 
  knows that the priest and his followers remain 
  undaunted. He assumes the paladins continued on. 
  • 
  He will invite the PCs to stay and assist him in 
  whatever way they can or encourage them to strike 
  down the priest Incabulos. 
   
  If the PCs wish to remain and assist use DM Aid: 
  Diseases to adjudicate their success and exposure to 
  disease. If the PCs wish to visit the jail to see to any 
  victims of Deathsong, they will find only four withered 
  and blackened corpses locked in the cells each with a 
  
  GRM5-08 Up a Winding Stair 
   
  Page 8 
  dagger. It appears that none of the dead had both the 
  courage and the ability to take their own lives before the 
  disease did. 
  ENCOUNTER 3: TEARS 
  REVISITED 
  Crossing 
  the 
  empty 
  streets 
  of 
  Athael 
  and 
  approaching the Rock Trout tavern you hear the 
  sounds of revelry emerging from your destination. 
  The building is packed with patrons and several of 
  them crowding the door watch you approach. 
   
  Note that in the event the PCs are sneaking (Hiding 
  and Moving Silently) the locals will be unlikely to notice 
  them. They are preoccupied, so they have a Spot modifier 
  of -5. If that is the case modify this text as appropriate for 
  the situation. 
   
  Refer to DM Aid: Map #1. 
   
  The townsfolk greet you warmly and make space 
  for you to enter the building if you wish. While 
  there is space for you to get in the door, the crowd is 
  packed in and moving more than ten feet into the 
  crowd is near impossible. The townsfolk before you 
  have their backs turned and listen with rapt 
  adoration to a half-elven man standing on the bar at 
  the rear of the tavern. He is robed in black with 
  orange and green trim and the eye of possession is 
  emblazoned upon the chest of his robes. Three 
  exhausted looking humans have been tied to chairs 
  that stand on the bar behind him. As he periodically 
  gestures to one or another the people of the mob 
  bow and pay homage to these sickly souls. 
   
  The half-elf preaches a sermon that is a 
  frightening mixture of truth and doom. “Faithful of 
  Athael. You have made the right choice, a choice that 
  will grant you and your families’ life when the great 
  plagues come. You have embraced the little illness 
  that marks you as one of his. The Black Rider will 
  pass by your door because you are already infected 
  with his passion. You are in his service. You have 
  embraced your sickness and have grown stronger 
  for it.” 
   
  Noting your arrival, he breaks off mid-sermon 
  and begins speaking about you. “Faithful of Athael, 
  children of the Black Rider we have new guests. 
  What must they do to join us?” 
   
  The crowd turns toward you and in scattered 
  unison shouts, “Embrace the sickness.” The orator 
  continues, “And what is sickness.” The crowd 
  responds, “The mark of Incabulos’ favor.” The man 
  takes up his sermon again.  
   
  “That is right. The mark of those who have 
  sought his deformity and will be twisted into even 
  greater forms while the ignorant and enemies of 
  Incabulos are laid waste like the rest of Athael.”  
   
  “What is the source of the Black Rider’s power? 
  What door has been cracked asunder and unleashed 
  his judgment on the world? It is the ancient city of 
  Haradaragh where I found this!” 
   
  As he finishes, the priest bends down and places 
  his hands around the neck of a young girl standing 
  below him. She smiles into his face as he removes a 
  cheap gem on a chain from around her neck. He 
  then tosses the chain into the crowd saying, “Let one 
  of these prove the worth of his companions by 
  bearing the Black Rider.” 
   
  In seconds the necklace makes its way through 
  the crowd to a skinny toothless woman standing 
  before you. She proffers the necklace with an 
  inquisitive grin and one raised eyebrow. 
   
  At this point the PCs have a choice again. If one of 
  them puts on the periapt, the congregation will accept 
  the others. The chosen wearer of the periapt, which is a 
  periapt of foul rotting, will be manacled and stuffed under a 
  table until the next day when their symptoms begin. 
  Once someone is chosen to wear the periapt, the PCs will 
  be allowed to move through the crowd one at a time so 
  that the priest can cast contagion on them bringing them 
  into the embrace of Incabulos. PCs accepting the spell 
  will all be infected with red ache per the contagion spell. 
   
  If any of the PCs refuse or resist the spell or attack, 
  the entire congregation (such as it is) will begin berating 
  them and throwing food and debris at them. If a fight 
  breaks out the members of the congregation will try to 
  prevent the PCs from reaching their leader by blocking 
  they way, but will not actually attack the PCs. 
  APL 6 (EL 7) 
  � Hecube, Son of Diabolis: Male Human 
  Brd5/Evangelist2; hp 37; see Appendix 1. 
  � Mob of Athael (20): Com1; hp 2 each; see 
  Appendix 1.  Mob does not fight; they are armed with 
  improvised weapons, but should serve only as a 
  living shield. 
  APL 8 (EL 9) 
  � Hecube, Son of Diabolis: Male Human 
  Brd5/Evangelist4; hp 48; see Appendix 2. 
  � Mob of Athael (30): Com1; hp 2 each; see 
  Appendix 2.  Mob does not fight; they are armed with 
  improvised weapons, but should serve only as a 
  living shield. 
  APL 10 (EL 11) 
  � Hecube, Son of Diabolis: Male Human 
  Brd6/Evangelist5; hp 58; see Appendix 3. 
  � Mob of Athael (40): Com1; hp 2 each; see 
  Appendix 3.  Mob does not fight; they are armed with 
  improvised weapons, but should serve only as a 
  living shield. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 9 
  APL 12 (EL 13) 
  � Hecube, Son of Diabolis: Male Human 
  Brd8/Evangelist5; hp 69; see Appendix 4. 
  � Mob of Athael (50): Com1; hp 2 each; see 
  Appendix 4.  Mob does not fight; they are armed with 
  improvised weapons, but should serve only as a 
  living shield. 
   
  Hecube, son of Diabolis, is not the source of the 
  plagues rampant in Gran March, but he is doing 
  everything he can to help them spread. He has not 
  actually been to Haradaragh. He did buy the periapt from 
  an infected adventurer outside Red Arbor three weeks 
  ago. To that end, he is building a band of followers from 
  those in Athael. Once he has converted as many of the 
  locals as possible he is going to send them on a holy 
  pilgrimage throughout the Gran March spreading the 
  diseases he has inflicted upon them. While Hecube’s 
  power is limited, his hate for Gran March and his fellow 
  men and elves is without boundary. 
   
  Hecube’s father was Diabolis, the powerful priest of 
  Incabulos responsible for the outbreak of Incabulos’ 
  Embrace in Hookhill during Richfest in 591 CY. In 
  addition, Diabolis raised his son to hate all uncorrupted 
  life. Hecube’s own mother was one of several elven 
  prisoners that Diabolis infected with the Shakes used to 
  create offspring before killing them. Because of his 
  mixed blood, corrupted upbringing, and unpalatable 
  religious 
  convictions, 
  Hecube 
  has 
  never 
  found 
  acceptance in any society. Since his father’s death in 591 
  CY, Hecube has drifted around the northern baronies of 
  Gran March looking for a way to strike back. He believes 
  the recent outbreaks have are a gift of vengeance from 
  Incabulos. 
   
  Treasure: Hecube’s possessions are the only treasure 
  the PCs can recover here. 
   
  The adventurers serving as idols for the worship of 
  the mob are members of a party of six victimized by the 
  bone naga in Haradaragh. Three of them have already 
  succumbed to the mummy rot that they contracted there 
  and their corpses are in a back room with the paladins. 
  The three survivors are Trion Medan a sorcerer, Cabal 
  Gwion a fighter, and Irddon Lleis a rogue. Cabal and 
  Irddon have both had their Con reduced to 3 and 
  therefore will not take part in any discussions with the 
  PCs. Trion is the leader of the group and quite 
  charismatic with blonde hair and blue eyes. He will share 
  the story of their exploration with the PCs from his 
  perspective. Cabal was a massive, incredibly strong man 
  who carried a large hammer. Since the death of his 
  brother, Cabal has fallen deep into depression and does 
  not speak in more than monosyllabic grunts. Irddon is 
  Trion’s betrothed and she will drape herself over him or 
  hang on his arm protectively. She is quite lovely with 
  long brown hair and green eyes, but extremely devoted to 
  Trion. The three dead include Cabal’s brother, a cleric of 
  Rao, a fighter and another rogue that they hired to 
  accompany them into Haradaragh. 
  � Trion Medan: Male Human Sor8. 
  � Cabal Gwion: Male Human Rgr4/Ftr5. 
  � Irrdon Lleis: Female Human Rog10. 
   
  The adventurers spent three weeks on the mountain 
  before their numbers came up in Thero’kay’s lottery. 
  Once they were selected the team carefully planned their 
  descent. They overcame numerous obstacles and found a 
  secret tunnel leading deep into the caverns beneath 
  Haradaragh. The six then fought a pitched battle at the 
  base of a towering spiral staircase against some kind of 
  flying archer dogs. After they drove off the dogs, they 
  ascended the stair and entered a portal to a strange 
  dimension. What occurred beyond the portal is unclear 
  to all three of the survivors, but they know that they left 
  laden with wealth and, unknown to them, disease. 
   
  Fortunately for the PCs, Trion is a chronic note taker 
  and he will be happy to give the PCs his journal with a 
  detailed record of their trek should the PCs wish to 
  follow it. 
   
  In a backroom of the tavern are two additional NPCs 
  of interest and three corpses. Two of these are the Knight 
  Colonel Thero’kay’s paladins from the 34th Battle, the 
  other three are adventurers infected in Haradaragh. At 
  APLs 6 and 8 these men have been beaten into 
  unconsciousness and bound. At APLs 10 and 12 they 
  have fallen victim to the Hecube’s power to Convert the 
  Unfaithful. While the paladins attempted to fight the 
  conversion, their severing from their god when 
  temporarily affected combined with the horrors of 
  disease they have seen and the strain of serving in 
  Haradaragh the past few months have broken them. 
   
  The paladins are Sergeant Watcher Tolen Cyrath, 
  Devout Vigil and Corporal Rhyledd Tannard. They were 
  both servants of Heironeous and at APLs 10 and 12 are 
  now in great need of atonement as they have switched to 
  alignment to Neutral Evil and been cut off from their 
  paladinhood. At APLs 6 and 8 they are merely groggy and 
  embarrassed. In either case they will attempt to tell the 
  PCs a version of their story that does not reflect too 
  poorly on them. The truth of their story is that Knight 
  Colonel Thero’kay sent them from Haradaragh a week 
  ago to notify Hookhill that an increasing percentage of 
  his men and a fair portion of the adventurers emerging 
  from the ruins were infected with a variety of diseases. 
  Thero’kay was quarantining the ruin, the 34th and all 
  citizens within a mile of the ruins. The two soldiers 
  proceeded toward Hookhill as quickly as possible, but 
  when they arrived in Athael and saw the hospital they 
  felt obligated to see if they could assist. While they were 
  unable to aid directly, when they heard about the priest 
  of Incabulos they felt compelled to act and failed. 
  � Sergeant Watcher Tolen Cyrath Devout Vigil: 
  Male Human Pal5. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 10 
  � Corporal Rhyledd Tannard: Male Human Pal3. 
  INFECTION TIMELINE 
  • 
  Eight weeks ago was the conclusion of the battle of 
  Mount Furgona and the events of GRM5-IN4 The 
  Lich 
  Queen’s 
  Vengeance 
  (Dragon*Con 
  2005 
  Interactive). 
  • 
  Five weeks ago Trion’s adventurers (now in Athael) 
  arrived at Haradaragh and applied for a Haradaragh 
  Exploration Pass to enter the ruins. 
  • 
  Four weeks ago the first signs of infections appeared 
  in several of the larger cities in the eastern Gran 
  March (Red Arbor, Cragmoor, Anders Falls, and 
  Proman). 
  • 
  Three weeks ago the first signs of infection appear in 
  Athael. 
  • 
  Two weeks ago Trion’s adventurers (now in Athael) 
  were awarded an Exploration Pass to Haradaragh and 
  descended into the ruins. They remained there only 
  a little more than a day. 
  • 
  A week and a half ago Trion’s adventurers arrived in 
  Athael and were co-opted by Hecube as symbols of 
  the coming storm of Incabulos. 
  • 
  A week ago Sergeant Watcher Tolen Cyrath and 
  Corporal Rhyledd Tannard were dispatched from 
  Haradaragh. 
  • 
  Three days ago Sergeant Watcher Tolen Cyrath and 
  Corporal Rhyledd Tannard were captured by 
  Hecube. 
  ENCOUNTER 3½: GITHYANKI 
  HIT TEAM 
   
  If any of the PCs have a githyanki silver sword from 
  GRM5-01 The Commandant’s Parlor, an optional encounter 
  takes place here.  See DM Aid: Optional Githyanki 
  Encounter. 
  ENCOUNTER 4: TWO PIKES, 
  FOUR ARCHERS 
  The journey out of Athael into the hills of the 
  Lortmils becomes steadily rougher for two days. As 
  you make your way to Mount Furgona and 
  Haradaragh, your travel slows to a crawl as you leave 
  the well-paved highways of Gran March for 
  Mountaineer carved tracks and trails.  
   
  A group of six soldiers has deserted the 34th Battle 
  and are trying to make their way back to the main road 
  and flee southeast to the Duchy of Ulek. The soldiers are 
  all between seventeen and nineteen and have no actual 
  combat experience. They are well trained enough to have 
  one of their number scouting the road ahead of them, but 
  not so skilled that they will evade most PCs. A DC 15 
  Spot check will allow PCs to note their hidden position 
  behind a group of boulders off on one side of the road. 
   
  The six men Monyr, Truneth, Brillo, Tonwric, 
  Mysweilin, and Cwiol have all the standard equipment 
  for their units. Monyr and Truneth have leather armor, 
  longbow, light mace, and a quiver with 20 arrows. The 
  others are equipped with leather armor, longspear, and 
  short sword. They will do their best to pretend that they 
  are not there even if observed or spoken to. If forced to 
  reveal themselves, the will reluctantly emerge. 
  � Monyr, Truneth, Brillo, Tonwric, Mysweilin, 
  and Cwiol: Male Human Ftr1. 
   
  They can be fairly easily shamed into returning to 
  the 34th and if threatened they will readily surrender and 
  submit to arrest. The only complication is that they are all 
  infected with Vile Rigidity which they contracted from 
  adventurers emerging from Haradaragh and are on the 
  third day of the infection. A DC 19 Heal check will reveal 
  that they have Vile Rigidity. Because Vile Rigidity is spread 
  through contact, any PC touching or treating these 
  soldiers must make a DC 19 Fort save or become infected 
  themselves. 
  ENCOUNTER 5: THERO’KAY 
  If the PCs go to Haradaragh with the deserters 
  accompanying either voluntarily or under arrest, the duty 
  officer will take custody of them. If the PCs express an 
  interest in influencing their case, the officer will suggest 
  that they ask to speak with the Knight Colonel.  
   
  Once the PCs reach the check point described 
  below, they will have entered the divination dead zone 
  surrounding Haradaragh. This area is protected from all 
  divination spells (any spell or item activating a spell 
  effect from the divination school) and they simply do not 
  function. This, of course, will no longer apply once they 
  enter the pocket dimension. 
   
  The trail into Haradaragh is steep and rough, 
  and the temperature drops significantly as you 
  ascend the mountain. Snow drifts to five feet in 
  places off the trail, but the path to the ancient Flan 
  city is kept clear by the Mountaineers and elements 
  of the 34th Battle. You can see the city carved into a 
  half-star shaped plateau in the distance as you round 
  yet another switchback to see a barricade of rocks, 
  snow and other debris blocking the steep path ahead 
  of you. 
   
  A voice rings out shattering the cold quiet 
  surrounding you. “Halt! By order of Knight Colonel 
  Thero’kay this road is forbidden for any to pass.” 
   
  The man speaking is Lieutenant Hurlais. He has 
  been instructed to let no one pass unless they are a 
  
  GRM5-08 Up a Winding Stair 
   
  Page 11 
  forward element of the relief column Thero’kay is 
  expecting, a paladin who claims divine health, or a cleric 
  who can cure disease. The PCs will need to negotiate 
  with the Lieutenant to get access to Haradaragh. He will 
  immediately recognize and admit anyone with the 
  Gratitude of Knight Colonel Thero’kay from GRM5-
  IN4 The Lich Queen’s Vengeance. He will also be passing 
  familiar with any PC who has won a Baronial Medal of 
  Honor, Commandant’s Shield or Sword of the March. 
  Return of the deserters will also factor in the PCs favor 
  when trying to convince Lieutenant Hurlais. If the 
  Lieutenant is convinced he will allow the PCs to 
  approach send a runner for Captain Trowa, Thero’kay’s 
  Executive Officer. 
   
  The Captain spends the majority of his time 
  reviewing their situation, troop strength, and the number 
  of men on sick call with the Knight Colonel. In addition, 
  he has to contend with an increasingly bitter and 
  resentful adventuring population that wants to either be 
  allowed into the ruins or released. Once the PCs explain 
  who they are and why they have come, Trowa will 
  immediately escort them to see Knight Colonel 
  Thero’kay. 
   
  Knight Colonel Thero’kay meets you in an 
  private room on the third floor of the gatehouse to 
  Haradaragh which serves as his headquarters. He 
  looks up from a table covered with partially 
  complete maps of the city. He stands wearily and 
  salutes, “For Commandant and country! Who are 
  you and why have you come to Thero’kay’s Private 
  Hell.” Captain Trowa blanches at these words and 
  Thero’kay see notes his reaction. “Surely Captain, 
  you did not think you could keep that a secret from 
  me? Soldiers have a habit of cutting trough the crap 
  and getting to the truth of a matter. First the 
  Githyanki and now these plagues, truly I am tested 
  as Trilesimain before me. Now, what can you do to 
  save me?” 
   
  If the PCs inquire as to why Thero’kay did not send 
  word to Hookhill sooner, he will tell them that the 
  clerics and wizards among his spellcaster corps have 
  attempted a variety of magical communications, but they 
  were all blocked in some way. In addition the two most 
  powerful casters among them attempted transportation 
  magic, but disappeared and have not been heard from. 
   
  At this point, the PCs should have enough 
  information to realize that what they need to do is 
  descend into the caverns below Haradaragh, find and 
  destroy the source of the plagues. If they propose this 
  plan to Thero’kay he will tell them that he thinks they are 
  going to their doom, but that they have his permission 
  and thanks. He will even seem encourage for a moment 
  and send them on their way by quipping. 
   
  Thero’kay will tell all active duty military that while 
  they began their mission as a volunteer effort, he now 
  considers this a military mission. He will activate any 
  veterans in the group and place them all under the 
  command of the ranking military PC. If there are no 
  military PCs then he will thank them for volunteering to 
  perform this service to Gran March. 
   
  “Congratulations, you may have just won the 
  last ever lottery to enter the ruins of Haradaragh. 
  My Heironeous sustain you, as he does us all.” 
   
  When the PCs return from their adventures in 
  Haradaragh, or if an atonement is required at this time, the 
  ranking remaining member of Thero’kay’s spellcaster 
  corps is Sergeant Griana Nete a priestess of Heironeous. 
  She is a 7th level cleric and is memorizing as many remove 
  disease spells as she can each day. All spell casting she 
  does for the PCs will be done at standard costs, but over 
  the cap gold can be used to pay these. 
  ENCOUNTER 6: INTO 
  HARADARAGH 
  Following the directions in Trion’s remarkably 
  detailed journal, you set off from the gatehouse 
  entering the ruin of the ancient Flan city. It takes 
  nearly an hour of travel to zigzag your way through 
  the snow, ice, and ruin filled streets. Retracing the 
  trail of the adventurers from Athael, you enter a 
  shattered stone bathhouse across from what appears 
  to be an enormous stone foot.  
   
  The path continues down the several flights of 
  stone stairs carved with scenes of an agrarian people 
  ironically building a city high in the mountains to 
  be closer to and celebrate their sun god. Reaching a 
  deep cellar, you find walls lined with ancient 
  wooden 
  casks 
  frozen 
  in 
  place. 
  Most 
  are 
  unapproachable, but the journal indicates which 
  one is actually a false entrance to caverns below the 
  city. 
   
  The tunnel you enter was clearly carved by men 
  mining for riches beneath the earth and then 
  expanded to serve some greater purpose. It is nearly 
  twenty feet across and constantly descends. Hours 
  of branching passages, twists and turns follow as 
  you descend deeper into Haradaragh. You pass 
  through several chambers with the destroyed 
  remains of humans and the journal notes that these 
  were undead creatures the adventurers slew. You 
  reach a dead-end passage where another secret door 
  opens into a circular room beyond and a twenty-foot 
  wide gaping hole descends into the darkness. There 
  are signs that more than one group has preceded 
  you on this course and your team descends without 
  incident. This new series of caverns are clearly much 
  older than the ones above and rougher in their 
  nature. Another hour of travel brings you into the 
  vast cavern that Trion’s journal indicates contains 
  the great stone staircase and its portal to the source 
  of Gran March’s plagues. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 12 
  ENCOUNTER 7: AT THE FOOT 
  OF THE STAIRS 
  Questing about in the great cavern of the stair you 
  quickly realize that even the great lights of Pelor’s 
  servants could not fill this space. Once again 
  though, your Trion’s journal is all the aid you need 
  to find your destination. Ahead at the edge of your 
  light stands a twenty-foot circular tower with five-
  foot wide stone steps cut into it and ascending into 
  the darkness above.  
   
  As the PCs approach the stair, but before they reach 
  it, they will be attacked by Maimbua’s minions. 
  APL 6 (EL 8) 
  � Marrashi (3): hp 48 each; see Appendix 1. 
  APL 8 (EL 10) 
  � Plague Spewer (1): hp 144; see Appendix 2. 
  APL 10 (EL 12) 
  � Marrashi (6): hp 48 each; see Appendix 3. 
  � Plague Spewer (1): hp 144; see Appendix 3. 
  APL 12 (EL 14) 
  � Marrashi, Advanced (6): hp 75 each; see 
  Appendix 4. 
  � Plague Spewer, Advanced (1): hp 216; see 
  Appendix 4. 
   
  After defeating the minions, the PCs can proceed up 
  the stairs. 
   
  Treasure: The marrashi’s possessions are the only 
  treasure the PCs can recover here. 
  ENCOUNTER 8: UP A 
  WINDING STAIR 
  Ascending two hundred feet into the air the column 
  narrows over the distance to a mere ten feet. The 
  final stair is enveloped in a black hemispheric disk 
  five feet in diameter. 
   
  Allow the PCs to cast spells, consider their actions, 
  debate the presence of spheres of annihilation, and 
  determine the order in which they will enter. This area 
  like all portions of Haradaragh is protected from all 
  divination spells (any spell or item activating a spell 
  effect from the divination school) and they simply do not 
  function. This, of course, will no longer apply once they 
  enter the pocket dimension. 
   
  Stepping into the darkness of the disk, your 
  stomach leaps toward your chest and then settles 
  abruptly. You can hear your companions stepping 
  through the portal behind you, but more interesting 
  than them are the piles of treasure that lie scattered 
  about you. Coins lie in heaps on the smooth black 
  stone floor and in neat stacks on tables scattered 
  about the room. Mixed among this vast wealth are 
  jewels, carpets, weapons, armor, books, jewelry and 
  clothing of all varieties. Based on the adventurer’s 
  report and the quality of the workmanship before 
  you, you can only assume that much of it is magical. 
  The horde seems to stretch for a dozens of yards in 
  every direction. 
   
  Lying hidden amid the treasure is Maimbua’s bone 
  naga. Allow PCs a Spot check (DC varies by APL: DC 35 
  at APLs 6 and 8, DC 38 at APL 10, DC 45 at APL 12) to 
  notice the naga’s presence and be allowed to act in the 
  surprise round. 
   
  The bone naga’s assignment is to infect and return to 
  the surface as many adventurers as possible. The naga has 
  no fear of death and as such will follow these orders 
  regardless of how the PCs oppose it. If the PCs manage to 
  resist the naga’s initial enchantments, the naga will begin 
  using its defensive spells to protect itself before 
  unleashing a new wave of enchantments. 
   
  Tactics: At all APLs, the bone naga’s first action 
  which will occur in the surprise round will be to cast a 
  limited wish to range infect all PCs with a supernatural 
  disease. The actual disease will vary by APL as indicated 
  below. Because these diseases have different and delayed 
  incubation periods, the PCs should be asked for a saving 
  throw at the spell’s DC to avoid the initial infection. The 
  PCs should not be informed of their fate until the 
  appropriate time. 
  APL 6: Lightning CurseBoVD.  BoVDBook of Vile Darkness. 
  APL 8: Melting FuryBoVD.  BoVDBook of Vile Darkness. 
  APL 10: Soul RotBoVD.  BoVDBook of Vile Darkness. 
  APL 12: DeathsongBoVD.  BoVDBook of Vile Darkness. 
   
  When the actual initiative begins, the bone naga will 
  cast a mass suggestion as follows: 
   
  “Please take some treasure from this place and 
  return to your home in peace.” 
   
  After accomplishing this, the bone naga should cast 
  a still mislead (which is a full round action) to avoid melee 
  combat with the PCs. If the PCs enter melee before it can 
  do this, then it should use a dimension door to escape for a 
  round and cast the mislead before returning to be sure it 
  has gotten all the PCs. If the PCs seem highly resistant to 
  the first suggestion or two, then the bone naga should use 
  its mind fog to soften them up. 
  APL 6 (EL 9) 
  � Bone Naga, Weakened: hp 67; see Appendix 1. 
   
  At this APL the bone naga is still damaged from an 
  encounter with an earlier group of adventurers. It is also 
  missing several spells from its daily allotment from an 
  
  GRM5-08 Up a Winding Stair 
   
  Page 13 
  earlier encounter due to time flowing differently in the 
  pocket dimension. 
  APL 8 (EL 11) 
  � Bone Naga: hp 135; see Appendix 2. 
  APL 10 (EL 14) 
  � Bone Naga, 23-HD Advanced: hp 207; see 
  Appendix 3. 
  APL 12 (EL 16) 
  � Bone Naga, 31-HD Advanced: hp 279; see 
  Appendix 4. 
   
  Development: If the bone naga is successful it will 
  use a final limited wish as the PCs depart to erase their 
  memory of what occurred in the pocket dimension. 
   
  Treasure: The PCs may take the horde of items they 
  recover from here.  However, nearly everything will be 
  confiscated by Thero’kay in the Conclusion (that which 
  isn’t confiscated appears in the Treasure Summary). 
  CONCLUSION 
  BONE NAGA IS SUCCESSFUL 
   
  Dazed and a bit confused, you emerge from the 
  ruins and are quickly led to Captain Trowa and 
  Knight Colonel Thero’kay. They are concerned by 
  your inability to explain what transpired beneath 
  the ruined city, but do not ask you to return to the 
  stair. A more powerful group of healers and 
  adventurers has arrived in your absence and 
  Thero’kay has already shared your discoveries with 
  them. Even as you meet they are preparing to follow 
  your failed effort. 
   
  If any of the PCs are infected, read the following as 
  well and adjudicate their illness and location at the time 
  they fall ill based on the incubation period (Plagues of 
  Haradaragh AR effect).  The PCs receive the Gift of the 
  Bone Naga AR effect. 
   
  More troubling than your apparent failure is the 
  sinking feeling that you may have now become part 
  of the problem. One or more of your number have 
  not felt well since you emerged from the ruins and 
  today it has become apparent that disease is among 
  you. 
  BONE NAGA IS DEFEATED 
   
  As the bone serpent falls to pieces before you, a 
  translucent lucent image springs into being floating 
  above the remains. The creature floating before you 
  is clearly some kind of programmed illusion and 
  flickers between several shapes including a balor, a 
  strange blue creature, a lich and a githyanki warrior. 
  It gazes appraisingly toward a spot some feet beyond 
  you and then begins to speak in threatening tones. 
   
  “Very well, you have thwarted my plan to infect 
  your sphere with disease. Tell Magnus that his 
  insults remain unforgotten and his sins unforgiven. 
  A blood price will be exacted from him or his people. 
  Death comes to your land my name is Maimbua…” 
  As the speech ends a wave of negative energy washes 
  through the dimension. 
   
  Every creature within 20 feet of the illusion when it 
  finishes is subject to an inflict moderate wounds spell (CL 
  20th) and becomes shaken for 1d6+1 rounds. Creatures 
  within the area can make a DC 24 Will save for half 
  damage (and to ignore the shaken effect). 
   
  Returning to the cold light of day above the 
  surface, you bring news of your success to an 
  anxious Captain Trowa and Knight Colonel 
  Thero’kay. The question of who or what created a 
  pocket dimension deep within Haradaragh and hid 
  a 
  vast 
  treasure 
  there 
  remains 
  unanswered. 
  Tragically, representatives of Syrloch confiscated 
  nearly everything you brought with you upon your 
  return, but you the Knight Colonel has promised to 
  give you another shot at Haradaragh’s treasures. 
   
  Thero’kay celebrates your return and recruits 
  you to stay and render what assistance you can to his 
  ailing men. With the source of the plagues 
  staunched and winter coming to Gran March travel 
  and the spread of disease will be decreased giving 
  the work of the Hospitalers and the temples a 
  chance to snuff out these evil works entirely. 
   
  The PCs receive the Haradaragh Exploration Pass 
  AR reward. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat the Evangelist. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 14 
  Encounter 7 
  Defeat the guardians of the stairs. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 8 
  Defeat the naga. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 6: L: 25 gp, C: 20 gp, M: bracers of armor +2 (333 
  gp), ring of protection +1 (167 gp), 2 divine scrolls of 
  contagion (CL 5th) (32 gp each), arcane scroll of eagle's 
  splendor (CL 3rd) (13 gp), periapt of foul rotting (1,417 
  gp). 
  APL 8: L: 25 gp, C: 40 gp, M: bracers of armor +2 (333 
  gp), ring of protection +1 (167 gp), 2 divine scrolls of 
  contagion (CL 5th) (32 gp each), cloak of charisma +2 
  (333 gp), periapt of foul rotting (1,417 gp), ring of 
  sustenance (208 gp). 
  APL 10: L: 0 gp, C: 60 gp, M: bracers of armor +3 (750 
  gp), ring of protection +1 (167 gp), 3 divine scrolls of 
  contagion (CL 5th) (32 gp each), cloak of charisma +2 
  (333 gp), periapt of foul rotting (1,417 gp), ring of 
  sustenance (208 gp), +1 quarterstaff (192 gp). 
  APL 12: L: 0 gp, C: 80 gp, M: bracers of armor +3 (750 
  gp), ring of protection +2 (667 gp), 3 divine scrolls of 
  contagion (CL 5th) (32 gp each), cloak of charisma +4 
  (1,333 gp), periapt of foul rotting (1,417 gp), ring of 
  sustenance (208 gp), +1 quarterstaff (192 gp). 
  Encounter 7: 
  APL 6: L: 50 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 100 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 150 gp, C: 0 gp, M: 0 gp. 
  Encounter 8: 
  All APLs: L: 0 gp, C: 0 gp, M: banded mail of luck 
  (1,575 gp), divine scroll of raise dead (CL 9th) (510 gp), 
  luck blade (0 wishes) (1,838 gp), ring of invisibility (1,667 
  gp), rod of cancellation (917 gp), staff of healing (2,313 
  gp), wand of magic missile (CL 9th) (563 gp). 
  
  GRM5-08 Up a Winding Stair 
   
  Page 15 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 75 gp, C: 20 gp, M: 11,377 gp – Total: 11,472 
  gp (900 gp). 
  APL 8: L: 25 gp, C: 40 gp, M: 11,905 gp – Total: 11,970 
  gp (1,300 gp). 
  APL 10: L: 100 gp, C: 60 gp, M: 12,546 gp – Total: 
  12,706 gp (2,300 gp). 
  APL 12: L: 150 gp, C: 80 gp, M: 14,046 gp – Total: 
  14,276 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Gift of the Bone Naga: This PC succumbed to the 
  enchantments of a bone naga deep within the ruins of 
  what is believed to be the ancient lost city of Haradaragh. 
   Fortunately for the PC, the bone naga has encouraged 
  the PC to take a piece of treasure from its horde.  This PC 
  gains access (Frequency: Adventure) to purchase any 
  single minor or medium wondrous item in the Dungeon 
  Master’s Guide (other than a bag of tricks).  Access is only 
  granted to items that are legal in the Living Greyhawk 
  campaign. 
   
  Note 
  the 
  item 
  selected 
  here: 
  _________________________________________________________________________. 
  � Haradaragh Exploration Pass: This PC has assisted 
  Gran March in stemming the flow of plagues from deep 
  within “Haradaragh”.  As a token of his appreciation, 
  Knight Colonel Thero’kay has given this PC a free pass to 
  enter the ruins of what is believed to be the lost city of 
  Haradaragh, without having to compete in the 
  adventurer lottery. 
  � Plagues of Haradaragh: This PC was infected with a 
  virulent disease(s) that originated deep within the ruins 
  of what is believed to be Haradaragh.  The PC was not 
  cured of this disease(s) before the adventure ended.  
  Circle the disease(s) the PC is infected with to the left, 
  and cross off all the rest.  BoVDBook of Vile Darkness, 
  MM2Monster Manual II, MM3Monster Manual III. 
  • 
  Blue GutsBoVD – Su; DC 14; 1d3 days; 1d4 Str. 
  • 
  DeathsongBoVD – Su; DC 25, 1 day; 1d8 Str, 1d8 Dex, 
  1d8 Con. 
  • 
  Filth Fever – see Dungeon Master’s Guide, page 292. 
  • 
  Lightning CurseBoVD – Su; DC 18; 1 day; 1d6 Int, 
  second save when damaged or 1 point of temporary 
  damage is permanent drain instead. 
  • 
  Marrash Filth FeverMM2 – As Filth Fever, but DC 14 
  and second save when damaged or 1 point of 
  temporary damage of both Dex and Con is 
  permanent drain instead. 
  • 
  Melting FuryBoVD – Su; DC 16; 1d6 days; 1d4 Str, 1d4 
  Dex, 1d4 Con. 
  • 
  Mindfire – see Dungeon Master’s Guide, page 292. 
  • 
  Mummy Rot – see Dungeon Master’s Guide, page 292. 
  • 
  PlagueMM3 – Su; DC 21; 1 minute; 2d4 Dex, 2d4 Con.  
  Successful saves do not allow the PC to recover; only 
  magical healing can save the PC. 
  • 
  Red Ache – see Dungeon Master’s Guide, page 292. 
  • 
  Shakes – see Dungeon Master’s Guide, page 292. 
  • 
  Slimy Doom – see Dungeon Master’s Guide, page 292. 
  • 
  Soul RotBoVD – Su; DC 23; 1d8 days; 1d6 Wis, 1d6 Cha. 
  • 
  Vile RigidityBoVD – Su; DC 19; 1 day; this infection at 
  first seems like a boon.   The victim’s skin toughens, 
  granting a +1 natural armor bonus to AC 24 hours 
  after the infection starts.  On the second day, this 
  improves to +2.  On the third day it improves to +3, 
  but the victim takes a -2 penalty to Dex.  Each day 
  thereafter, the victim’s skin thickens, adding a 
  cumulative +1 natural armor bonus and a -2 penalty 
  to Dex.  This continues until the victim’s Dex 
  reaches 0, indicating that his ever-thickening flesh 
  has entrapped him.  At this point, the victim dies of 
  suffocation. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Banded Mail of Luck (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Bracers of Armor +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Divine Scroll of Raise Dead (CL 9th; Adventure; Dungeon 
  Master’s Guide) 
  • 
  Luck Blade (0 Wishes) (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Invisibility (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Rod of Cancellation (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Staff of Healing (Adventure; Dungeon Master’s Guide) 
  • 
  Wand of Magic Missile (CL 9th; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Ring of Sustenance (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Bracers of Armor +3 (Adventure; Dungeon Master’s 
  Guide) 
  
  GRM5-08 Up a Winding Stair 
   
  Page 16 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 17 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  Hecube, 
  Son 
  of 
  Diabolis: 
  male 
  human 
  Brd5/Evangelist2 of Incabulos; CR 7; medium humanoid; 
  HD 7d6+7; hp 37; Init +2; Spd 30 ft; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +2 armor, +1 deflection); Base Atk +4; 
  Grp +3; Atk +4 melee (1d6-1, masterwork quarterstaff); 
  Full Atk +4 melee (1d6-1, masterwork quarterstaff); SA 
  spells; SQ bardic music, bardic knowledge, countersong, 
  fascinate, inspire courage +1, inspire competence, great 
  orator (inspire dread), fast talk; AL NE; SV Fort +6, Ref 
  +7, Will +7; Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 16.  
  Complete Divine, page 39. 
   
  Skills and Feats: Bluff +13, Diplomacy +15, Gather 
  Information +12, Knowledge (religion) +8, Perform 
  (oratory) +13, Sense Motive +12, Use Magic Device +15; 
  Negotiator, Magical Aptitude, Great Fortitude. 
   
  Great Orator (Su): An evangelist can inspire, 
  protect, and otherwise improve the situation of his allies 
  simply by speaking clearly and being heard. This ability is 
  similar to the bard’s bardic music ability (see page 29 of 
  the Player’s Handbook for a complete description) and, 
  indeed, evangelist levels stack with bard levels to 
  determine the strength of known bard songs. For 
  example, a bard 3/evangelist 5 improves his inspire 
  competence, but does not gain any new bard abilities. He 
  could use bardic music to convert the unfaithful, 
  countersong, fascinate, inspire the righteous, inspire 
  courage +2, inspire dread, or inspire hope, but would not 
  gain the inspire competence, inspire greatness, or 
  suggestion abilities. Alternately, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, inspire 
  dread, or inspire hope, and suggestion abilities. 
  Evangelist oratory abilities function in exactly the same 
  manner as bardic music except the evangelist must speak 
  loudly and clearly, rather than sing or play an instrument. 
   
  Inspire Dread (Su): An evil evangelist with 9 or more 
  ranks in Perform (oratory) can inspire hopelessness in all 
  enemies within 30 feet. This ability imposes a –4 penalty 
  on Will saves on all enemies within 30 feet of the 
  evangelist. Delivering this oratory requires a full-round 
  action to activate and requires concentration each round 
  to continue the effect. The effect lasts as long as the 
  evangelists speaks and for 3 rounds thereafter. Inspire 
  dread is a mind-affecting ability. 
   
  Fast Talk (Ex): At 2nd level, the evangelist knows the 
  right thing to say at the right time. He may make a 
  rushed Diplomacy check as a full-round action at only a 
  -5 penalty. 
   
  Bard Spells Known (3/4/2; base DC = 13 + spell level): 
  0—daze, detect magic, know direction, light, message, 
  prestidigitation; 1st—charm person, comprehend languages, 
  Tasha’s 
  hideous 
  laughter, 
  ventriloquism; 
  2nd—
  blindness/deafness, cure moderate wounds, suggestion. 
   
  Possessions: 
  bracers 
  of 
  armor 
  +2, 
  masterwork 
  quarterstaff, ring of protection +1, 2 divine scrolls of contagion 
  (CL 5th), 1 arcane scroll of eagle's splendor (CL 3rd), periapt of 
  foul rotting. 
   
  Physical Description: Hecube is an average build half-
  elf with dark hair and light eyes. He is clean-shaven and 
  wears his hair long to hide the scarring of his face from 
  the boils and pustules of various plagues he has endure in 
  the service of his god. 
  Mob of Athael (20): male/female/children human 
  Com1; CR 1; medium humanoid; HD 1d4; hp 2 each; Init 
  +1; Spd 30 ft; AC 11, touch 11, flat-footed 10 (+1 Dex); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6, club); Full Atk 
  ++1 melee (1d6, club); AL NE; SV Fort +0, Ref +1, Will +0; 
  Str 13, Dex 12, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Profession (farmer) +1, Craft (tools) 
  +0, Handle Animal +0, Use Rope +1. 
   
  Possessions: clothing, club. 
  ENCOUNTER 7 
   
   
   
   
  Marrash: CR 5; Medium Outsider (Evil, Lawful); HD 
  7d8+7; hp 48; Init +3; Spd 30 ft., fly 70 ft. (good); AC 19, 
  touch 13, flat-footed 16 (+3 Dex, +6 natural); Base 
  Atk/Grp: +7/+8; Atk +8 melee (1d4+1, claw) or +8 melee 
  (1d6+1, bite) or +10 ranged (1d8+1/x3, composite 
  longbow); Full Atk +8 melee (1d4+1, 2 claws) and +3 
  melee (1d6, bite) or +10/+10 ranged (1d8+1/x3, 
  composite longbow); SA disease, double bowfire, taklif 
  arrow; SQ outsider traits, protection from arrows, scent; AL 
  LE; SV Fort +6, Ref +8, Will +6; Str 13, Dex 16, Con 12, 
  Int 9, Wis 12, Cha 8.  Monster Manual II, page 145. 
   
  Skills and Feats: Balance +15, Jump +13, Knowledge 
  (the planes) +9, Listen +11, Search +9, Spot +11, Tumble 
  +15; Dodge, Point Blank Shot, Precise Shot. 
   
  Languages: Common, Infernal. 
   
  Disease (Ex): Any creature hit by a marrash’s disease 
  arrow must succeed at a Fortitude save (DC 14) or 
  contract a more virulent outer planar version of filth 
  fever. The incubation period is 1d3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage (see Disease in Chapter 3 of the 
  Dungeon Master’s Guide). Each day thereafter that the 
  disease lasts, the infected creature must also succeed at a 
  second Fortitude save (DC 14), or 1 point each of that 
  day’s Dexterity and Constitution damage become 
  Constitution drain instead. 
   
  Double Bowfire (Ex): In battle, a flying marrash 
  grips its longbow with its taloned feet and draws the 
  strings with both hands. This unusual technique allows it 
  to fire two arrows nearly simultaneously at its highest 
  attack bonus as a full attack action. 
   
  Taklif Arrow: Any creature hit by a taklif arrow 
  must succeed at a Fortitude save (DC 14) or contract a 
  disease similar to the marrash variant of filth fever (see 
  
  GRM5-08 Up a Winding Stair 
   
  Page 18 
  Disease, above). The incubation period is 1d3 days, and 
  the disease deals 1d3 points of Dexterity damage and 1d3 
  points of Constitution damage (see Disease in Chapter 3 
  of the Dungeon Master’s Guide). However, a creature that 
  fails any Fortitude saving throw after its initial infection 
  dies instantly, and neither raise dead nor resurrection can 
  restore it to life. The corpse rises as a new marrash 1d6 
  days later.  
   
  Protection from Arrows (Ex): A marrash can use 
  protection from arrows, as the spell, at will. Caster level 10th. 
   
  Possessions: composite longbow (+1 Str bonus), quiver 
  with 26 normal arrows, 13 disease arrows, 1 taklif arrow. 
   
  Physical Description: A marrash resembles a winged 
  gnoll, except that it has birdlike talons on its hands and 
  feet and double-jointed, bird-like legs. 
  ENCOUNTER 8 
   
   
   
   
  Bone Naga: CR 9; Large undead; HD 15d12; hp 135 
  (currently 67); Init +5; Spd 40 ft; AC 16, touch 10, flat-
  footed 15 (-1 size, +1 Dex, +6 natural); Base Atk/Grp: 
  +7/+14; Atk +9 melee (2d4+3 plus poison, sting) or +9 
  melee (1d4+3 plus poison, bite); Full Atk +9 melee (2d4+3 
  plus poison, sting) and +4 melee (1d4+1 plus poison, 
  bite); Space/Reach: 10 ft./10 ft.; SA poison, spells (as 
  Sor14); 
  SQ 
  detect 
  thoughts, 
  guarded 
  thoughts, 
  immunities, SR 23, telepathy, undead traits, DR 
  5/slashing or bludgeoning; AL LE; SV Fort +5, Ref +8, 
  Will +11; Str 16, Dex 13, Con –, Int 16, Wis 15, Cha 17. 
   
  Skills and Feats: Bluff +21, Concentration +21, 
  Diplomacy +7, Hide +15, Intimidate +23, Listen +20, 
  Sense Motive +20, Spellcraft +21, Spot +20; Combat 
  Casting, Dodge, Improved Initiative, Lightning Reflexes, 
  Still Spell, Spell Focus (enchantment). 
   
  Poison (Ex): A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its bite 
  (DC 17 Fort save) has the same initial and secondary 
  damage (1d4 points of Str damage). The poison from its 
  sting (DC 17 Fort save) is more virulent; its initial damage 
  is 1d4 points of Con drain, and the secondary damage is 
  1d4 points of Con damage. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  bone 
  naga 
  can 
  continuously detect the thoughts of those around it. This 
  ability functions like a detect thoughts spell (caster level 9th; 
  DC 15 Will save), and it is always active. 
   
  Guarded Thoughts (Ex): Because of their ability to 
  shield their thoughts, bone nagas are immune to any 
  form of mind-reading.  
   
  Immunities (Ex): Bone nagas are immune to cold. 
   
  Telepathy (Su): A bone naga can communicate 
  telepathically with any creature within 250 feet that has a 
  language.  
   
  Sorcerer Spells Known (64/72/73/74/64/64/53/32; 
  save DC = 13 + spell level, 14 + spell level for 
  enchantment spells): 0—arcane mark, daze, detect magic, 
  flare, mage hand, mending, message, open/close, prestidigitation; 
  1st—charm person, mage armor, magic missile, sleep, true strike; 
  2nd—blur, eagle’s splendor, mirror image, Tasha’s hideous 
  laughter, touch of idiocy, 3rd—blink, dispel magic, displacement, 
  suggestion; 
  4th—charm 
  monster, 
  confusion, 
  contagion, 
  dimension door; 5th—dominate person, feeblemind, mind fog; 
  6th—mass suggestion, mislead; 7th—limited wish. 
   
  Physical Description: A bone naga looks like a 12-foot 
  long, serpentine skeleton.  Its skull bears an eerie 
  resemblance to that of a human, except that the bone 
  naga sports long fangs that can deliver a debilitating 
  poison.  A cold, cruel light burns in the creature’s eye 
  sockets, giving it an air of unspeakable hatred and malice. 
   Its tail ends in a vicious bone stinger which, like its 
  teeth, delivers poison with every hit. 
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 19 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  Hecube, 
  Son 
  of 
  Diabolis: 
  male 
  human 
  Brd5/Evangelist4 of Incabulos; CR 9; medium humanoid; 
  HD 9d6+9; hp 48; Init +2; Spd 30 ft; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +2 armor, +1 deflection); Base Atk +6; 
  Grp +5; Atk +6 melee (1d6-1, masterwork quarterstaff); 
  Full Atk +6/+1 melee (1d6-1, masterwork quarterstaff); 
  SA spells; SQ bardic music, bardic knowledge, 
  countersong, fascinate, inspire courage +1, inspire 
  competence, great orator (inspire dread, inflame the 
  righteous), fast talk, skill mastery (Bluff, Diplomacy); AL 
  NE; SV Fort +7, Ref +8, Will +8; Str 8, Dex 14, Con 12, Int 
  13, Wis 10, Cha 17 (19).  Complete Divine, page 39. 
   
  Skills and Feats: Bluff +16, Diplomacy +18, Gather 
  Information +13, Knowledge (religion) +8, Perform 
  (oratory) +16, Sense Motive +14, Spellcraft +5, Use Magic 
  Device +16; Negotiator, Magical Aptitude, Great 
  Fortitude, Practiced SpellcasterCA.  CAComplete Arcane. 
   
  Great Orator (Su): An evangelist can inspire, 
  protect, and otherwise improve the situation of his allies 
  simply by speaking clearly and being heard. This ability is 
  similar to the bard’s bardic music ability (see page 29 of 
  the Player’s Handbook for a complete description) and, 
  indeed, evangelist levels stack with bard levels to 
  determine the strength of known bard songs. For 
  example, a bard 3/evangelist 5 improves his inspire 
  competence, but does not gain any new bard abilities. He 
  could use bardic music to convert the unfaithful, 
  countersong, fascinate, inspire the righteous, inspire 
  courage +2, inspire dread, or inspire hope, but would not 
  gain the inspire competence, inspire greatness, or 
  suggestion abilities. Alternately, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, inspire 
  dread, or inspire hope, and suggestion abilities. 
  Evangelist oratory abilities function in exactly the same 
  manner as bardic music except the evangelist must speak 
  loudly and clearly, rather than sing or play an instrument. 
   
  Inspire Dread (Su): An evil evangelist with 9 or more 
  ranks in Perform (oratory) can inspire hopelessness in all 
  enemies within 30 feet. This ability imposes a –4 penalty 
  on Will saves on all enemies within 30 feet of the 
  evangelist. Delivering this oratory requires a full-round 
  action to activate and requires concentration each round 
  to continue the effect. The effect lasts as long as the 
  evangelists speaks and for 3 rounds thereafter. Inspire 
  dread is a mind-affecting ability. 
   
  Inflame the Righteous (Su): An evangelist of 3rd level or 
  higher with 11 or more ranks in Perform (oratory) can 
  use this ability to wreath himself and any of his allies 
  within 30 feet in divine flame. Each beneficiary of this 
  ability gains the benefit of a fire shield spell. Use the 
  evangelist’s level +5 to determine the caster level of the 
  spell. The damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. 
   
  This oratory requires a full-round action to perform 
  and requires concentration each round to continue the 
  effect. The effect lasts as long as the evangelist speaks and 
  for three rounds thereafter. 
   
  Fast Talk (Ex): At 2nd level, the evangelist knows the 
  right thing to say at the right time. He may make a 
  rushed Diplomacy check as a full-round action at only a 
  -5 penalty. 
   
  Skill Mastery (Ex): At 4th level, the evangelist becomes 
  so certain in the use of certain skills that he can use them 
  reliably even under adverse conditions. Upon gaining 
  this ability, the evangelist selects a number of skills equal 
  to 1 + his Intelligence modifier (minimum of 1) from the 
  following list: Bluff, Diplomacy, Disguise, Intimidate, 
  and Sense Motive. When making a skill check with one 
  of the selected skills, he may take 10 even if stress and 
  distractions would normally prevent him from doing so. 
   
  Bard Spells Known (3/4/2; base DC = 14 + spell level; 
  CL 9th): 0—daze, detect magic, know direction, light, message, 
  prestidigitation; 1st—charm person, comprehend languages, 
  Tasha’s 
  hideous 
  laughter, 
  ventriloquism; 
  2nd—
  blindness/deafness, cure moderate wounds, suggestion. 
   
  Possessions: 
  bracers 
  of 
  armor 
  +2, 
  masterwork 
  quarterstaff, ring of protection +1, 2 divine scrolls of contagion 
  (CL 5th), cloak of charisma +2, ring of sustenance, periapt of foul 
  rotting. 
   
  Physical Description: Hecube is an average build half-
  elf with dark hair and light eyes. He is clean-shaven and 
  wears his hair long to hide the scarring of his face from 
  the boils and pustules of various plagues he has endure in 
  the service of his god. 
  Mob of Athael (30): male/female/children human 
  Com1; CR 1; medium humanoid; HD 1d4; hp 2 each; Init 
  +1; Spd 30 ft; AC 11, touch 11, flat-footed 10 (+1 Dex); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6, club); Full Atk 
  ++1 melee (1d6, club); AL NE; SV Fort +0, Ref +1, Will +0; 
  Str 13, Dex 12, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Profession (farmer) +1, Craft (tools) 
  +0, Handle Animal +0, Use Rope +1. 
   
  Possessions: clothing, club. 
  ENCOUNTER 7 
   
   
   
   
  Plague Spewer: CR 10; Huge Undead; HD 16d12; hp 
  144; Init -1; Spd 40 ft.; AC 23, touch 7, flat-footed 23 (-2 
  size, -1 Dex, +16 natural); Base Atk/Grp: +8/+26; Atk +16 
  melee (1d8+10 plus plague, slam); Full Atk +16 melee 
  (1d8+10 plus plague, 2 slams); Space/Reach: 15 ft./15 ft.; 
  SA plague, vomit rat swarm; SQ DR 10/slashing, 
  darkvision 60 ft., undead traits; AL NE; SV Fort +5, Ref 
  +4, Will +11; Str 31, Dex 9, Con –, Int –, Wis 12, Cha 16. 
   
  Skills and Feats: None. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 20 
   
  Plague (Su): Supernatural disease – slam, Fortitude 
  DC21, incubation period 1 minute; damage 2d4 Dex and 
  2d4 Con. The save DC is Cha-based. The disease is spared 
  by contact and does not require injury. Unlike normal 
  diseases, plague continues until the victim reaches Con 0 
  (and dies) or until a remove disease spell or similar magic 
  (see Disease, page 304 of the Dungeon Master’s Guide) is 
  applied. An afflicted creature of Huge size or larger who 
  dies of the plague rises as a plague spewer in 1d4 days. 
   
  Vomit Rat Swarm (Su): As a full round action, a 
  plague spewer can spew forth a rat swarm (see Monster 
  Manual, page 239). It can do this up to four times per day. 
   
  Physical Description: Magical lumps move just under 
  the skin of this huge, gruesome, humanoid-shaped 
  creature.  Its bloodless complexion resembles a corpse. 
  ENCOUNTER 8 
   
   
   
   
  Bone Naga: CR 11; Large undead; HD 15d12; hp 135; 
  Init +5; Spd 40 ft; AC 16, touch 10, flat-footed 15 (-1 size, 
  +1 Dex, +6 natural); Base Atk/Grp: +7/+14; Atk +9 melee 
  (2d4+3 plus poison, sting) or +9 melee (1d4+3 plus 
  poison, bite); Full Atk +9 melee (2d4+3 plus poison, sting) 
  and +4 melee (1d4+1 plus poison, bite); Space/Reach: 10 
  ft./10 ft.; SA poison, spells (as Sor14); SQ detect thoughts, 
  guarded thoughts, immunities, SR 23, telepathy, undead 
  traits, DR 5/slashing or bludgeoning; AL LE; SV Fort +5, 
  Ref +8, Will +11; Str 16, Dex 13, Con –, Int 16, Wis 15, 
  Cha 17. 
   
  Skills and Feats: Bluff +21, Concentration +21, 
  Diplomacy +7, Hide +15, Intimidate +23, Listen +20, 
  Sense Motive +20, Spellcraft +21, Spot +20; Combat 
  Casting, Dodge, Improved Initiative, Lightning Reflexes, 
  Still Spell, Spell Focus (enchantment). 
   
  Poison (Ex): A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its bite 
  (DC 17 Fort save) has the same initial and secondary 
  damage (1d4 points of Str damage). The poison from its 
  sting (DC 17 Fort save) is more virulent; its initial damage 
  is 1d4 points of Con drain, and the secondary damage is 
  1d4 points of Con damage. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  bone 
  naga 
  can 
  continuously detect the thoughts of those around it. This 
  ability functions like a detect thoughts spell (caster level 9th; 
  DC 15 Will save), and it is always active. 
   
  Guarded Thoughts (Ex): Because of their ability to 
  shield their thoughts, bone nagas are immune to any 
  form of mind-reading.  
   
  Immunities (Ex): Bone nagas are immune to cold. 
   
  Telepathy (Su): A bone naga can communicate 
  telepathically with any creature within 250 feet that has a 
  language.  
   
  Sorcerer Spells Known (6/7/7/7/6/6/5/3; save DC = 13 
  + spell level, 14 + spell level for enchantment spells): 0—
  arcane mark, daze, detect magic, flare, mage hand, mending, 
  message, open/close, prestidigitation; 1st—charm person, mage 
  armor, magic missile, sleep, true strike; 2nd—blur, eagle’s 
  splendor, mirror image, Tasha’s hideous laughter, touch of 
  idiocy, 3rd—blink, dispel magic, displacement, suggestion; 4th—
  charm monster, confusion, contagion, dimension door; 5th—
  dominate person, feeblemind, mind fog; 6th—mass suggestion, 
  mislead; 7th—limited wish. 
   
  Physical Description: A bone naga looks like a 12-foot 
  long, serpentine skeleton.  Its skull bears an eerie 
  resemblance to that of a human, except that the bone 
  naga sports long fangs that can deliver a debilitating 
  poison.  A cold, cruel light burns in the creature’s eye 
  sockets, giving it an air of unspeakable hatred and malice. 
   Its tail ends in a vicious bone stinger which, like its 
  teeth, delivers poison with every hit. 
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 21 
   APPENDIX 3 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  Hecube, 
  Son 
  of 
  Diabolis: 
  male 
  human 
  Brd6/Evangelist5 
  of 
  Incabulos; 
  CR 
  11; 
  medium 
  humanoid; HD 11d6+11; hp 58; Init +2; Spd 30 ft; AC 16, 
  touch 13, flat-footed 14 (+2 Dex, +3 armor, +1 deflection); 
  Base Atk +7; Grp +6; Atk +7 melee (1d6, +1 quarterstaff); 
  Full Atk +7/+2 melee (1d6, +1 quarterstaff); SA spells; SQ 
  bardic music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, inspire competence, suggestion, great 
  orator (inspire dread, inflame the righteous, convert the 
  unfaithful), fast talk, skill mastery (Bluff, Diplomacy); AL 
  NE; SV Fort +8, Ref +9, Will +9; Str 8, Dex 14, Con 12, Int 
  13, Wis 10, Cha 17 (19).  Complete Divine, page 39. 
   
  Skills and Feats: Bluff +18, Diplomacy +20, Gather 
  Information +16, Knowledge (religion) +9, Perform 
  (oratory) +18, Sense Motive +16, Spellcraft +7, Use Magic 
  Device +18; Negotiator, Magical Aptitude, Great 
  Fortitude, Practiced SpellcasterCA.  CAComplete Arcane. 
   
  Great Orator (Su): An evangelist can inspire, 
  protect, and otherwise improve the situation of his allies 
  simply by speaking clearly and being heard. This ability is 
  similar to the bard’s bardic music ability (see page 29 of 
  the Player’s Handbook for a complete description) and, 
  indeed, evangelist levels stack with bard levels to 
  determine the strength of known bard songs. For 
  example, a bard 3/evangelist 5 improves his inspire 
  competence, but does not gain any new bard abilities. He 
  could use bardic music to convert the unfaithful, 
  countersong, fascinate, inspire the righteous, inspire 
  courage +2, inspire dread, or inspire hope, but would not 
  gain the inspire competence, inspire greatness, or 
  suggestion abilities. Alternately, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, inspire 
  dread, or inspire hope, and suggestion abilities. 
  Evangelist oratory abilities function in exactly the same 
  manner as bardic music except the evangelist must speak 
  loudly and clearly, rather than sing or play an instrument. 
   
  Inspire Dread (Su): An evil evangelist with 9 or more 
  ranks in Perform (oratory) can inspire hopelessness in all 
  enemies within 30 feet. This ability imposes a –4 penalty 
  on Will saves on all enemies within 30 feet of the 
  evangelist. Delivering this oratory requires a full-round 
  action to activate and requires concentration each round 
  to continue the effect. The effect lasts as long as the 
  evangelists speaks and for 3 rounds thereafter. Inspire 
  dread is a mind-affecting ability. 
   
  Inflame the Righteous (Su): An evangelist of 3rd level or 
  higher with 11 or more ranks in Perform (oratory) can 
  use this ability to wreath himself and any of his allies 
  within 30 feet in divine flame. Each beneficiary of this 
  ability gains the benefit of a fire shield spell. Use the 
  evangelist’s level +5 to determine the caster level of the 
  spell. The damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. 
   
  This oratory requires a full-round action to perform 
  and requires concentration each round to continue the 
  effect. The effect lasts as long as the evangelist speaks and 
  for three rounds thereafter. 
   
  Convert the Unfaithful (Su): An evangelist of 5th level 
  with at least 13 ranks in Perform (oratory) may attempt to 
  convert a single enemy within 30 feet. As a full-round 
  action, the evangelist delivers an impassioned speech on 
  the righteousness of his beliefs to a single enemy, who 
  must attempt a Will save (DC = 10 + class level + Cha 
  mod). If the creature succeeds, it is shaken for one round. 
  If the creature fails its saving throw, it converts. 
  Creatures with an alignment sub-type (such as angels and 
  devils) are immune to this ability. 
   
  A converted creature is effectively charmed by the 
  evangelist (similar to a charm monster spell). In addition, a 
  converted creature temporarily assumes the alignment of 
  the evangelist and acts accordingly. This may mean some 
  of the creature’s class abilities, spells, or other abilities are 
  unavailable for the duration of the spell (a paladin 
  converted to something other than lawful good, for 
  example, loses her class abilities for the duration). 
   
  When the duration elapses, the creature then has a 
  choice: It can continue to act according to its new 
  alignment, or it can shift back. If the creature chooses to 
  permanently change its alignment to the evangelist’s, it 
  acts as if a cleric of the appropriate alignment had cast 
  atonement on it. If the creature chooses to change back, it 
  must make another saving throw (with the same save DC 
  as before). If it fails this saving throw its alignment 
  changes back but it needs an atonement spell to gain back 
  any abilities it lost due to its temporary alignment 
  change. 
   
  Fast Talk (Ex): At 2nd level, the evangelist knows the 
  right thing to say at the right time. He may make a 
  rushed Diplomacy check as a full-round action at only a 
  -5 penalty. 
   
  Skill Mastery (Ex): At 4th level, the evangelist becomes 
  so certain in the use of certain skills that he can use them 
  reliably even under adverse conditions. Upon gaining 
  this ability, the evangelist selects a number of skills equal 
  to 1 + his Intelligence modifier (minimum of 1) from the 
  following list: Bluff, Diplomacy, Disguise, Intimidate, 
  and Sense Motive. When making a skill check with one 
  of the selected skills, he may take 10 even if stress and 
  distractions would normally prevent him from doing so. 
   
  Bard Spells Known (3/4/3; base DC = 14 + spell level; 
  CL 11th): 0—daze, detect magic, know direction, light, message, 
  prestidigitation; 1st—charm person, comprehend languages, 
  Tasha’s 
  hideous 
  laughter, 
  ventriloquism; 
  2nd—
  blindness/deafness, cure moderate wounds, suggestion. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 22 
   
  Possessions: bracers of armor +3, +1 quarterstaff, ring of 
  protection +1, 3 divine scrolls of contagion (CL 5th), cloak of 
  charisma +2, ring of sustenance, periapt of foul rotting. 
   
  Physical Description: Hecube is an average build half-
  elf with dark hair and light eyes. He is clean-shaven and 
  wears his hair long to hide the scarring of his face from 
  the boils and pustules of various plagues he has endure in 
  the service of his god. 
  Mob of Athael (40): male/female/children human 
  Com1; CR 1; medium humanoid; HD 1d4; hp 2 each; Init 
  +1; Spd 30 ft; AC 11, touch 11, flat-footed 10 (+1 Dex); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6, club); Full Atk 
  ++1 melee (1d6, club); AL NE; SV Fort +0, Ref +1, Will +0; 
  Str 13, Dex 12, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Profession (farmer) +1, Craft (tools) 
  +0, Handle Animal +0, Use Rope +1. 
   
  Possessions: clothing, club. 
  ENCOUNTER 7 
   
   
   
   
  Marrash: CR 5; Medium Outsider (Evil, Lawful); HD 
  7d8+7; hp 48; Init +3; Spd 30 ft., fly 70 ft. (good); AC 19, 
  touch 13, flat-footed 16 (+3 Dex, +6 natural); Base 
  Atk/Grp: +7/+8; Atk +8 melee (1d4+1, claw) or +8 melee 
  (1d6+1, bite) or +10 ranged (1d8+1/x3, composite 
  longbow); Full Atk +8 melee (1d4+1, 2 claws) and +3 
  melee (1d6, bite) or +10/+10 ranged (1d8+1/x3, 
  composite longbow); SA disease, double bowfire, taklif 
  arrow; SQ outsider traits, protection from arrows, scent; AL 
  LE; SV Fort +6, Ref +8, Will +6; Str 13, Dex 16, Con 12, 
  Int 9, Wis 12, Cha 8.  Monster Manual II, page 145. 
   
  Skills and Feats: Balance +15, Jump +13, Knowledge 
  (the planes) +9, Listen +11, Search +9, Spot +11, Tumble 
  +15; Dodge, Point Blank Shot, Precise Shot. 
   
  Languages: Common, Infernal. 
   
  Disease (Ex): Any creature hit by a marrash’s disease 
  arrow must succeed at a Fortitude save (DC 14) or 
  contract a more virulent outer planar version of filth 
  fever. The incubation period is 1d3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage (see Disease in Chapter 3 of the 
  Dungeon Master’s Guide). Each day thereafter that the 
  disease lasts, the infected creature must also succeed at a 
  second Fortitude save (DC 14), or 1 point each of that 
  day’s Dexterity and Constitution damage become 
  Constitution drain instead. 
   
  Double Bowfire (Ex): In battle, a flying marrash 
  grips its longbow with its taloned feet and draws the 
  strings with both hands. This unusual technique allows it 
  to fire two arrows nearly simultaneously at its highest 
  attack bonus as a full attack action. 
   
  Taklif Arrow: Any creature hit by a taklif arrow 
  must succeed at a Fortitude save (DC 14) or contract a 
  disease similar to the marrash variant of filth fever (see 
  Disease, above). The incubation period is 1d3 days, and 
  the disease deals 1d3 points of Dexterity damage and 1d3 
  points of Constitution damage (see Disease in Chapter 3 
  of the Dungeon Master’s Guide). However, a creature that 
  fails any Fortitude saving throw after its initial infection 
  dies instantly, and neither raise dead nor resurrection can 
  restore it to life. The corpse rises as a new marrash 1d6 
  days later.  
   
  Protection from Arrows (Ex): A marrash can use 
  protection from arrows, as the spell, at will. Caster level 10th. 
   
  Possessions: composite longbow (+1 Str bonus), quiver 
  with 26 normal arrows, 13 disease arrows, 1 taklif arrow. 
   
  Physical Description: A marrash resembles a winged 
  gnoll, except that it has birdlike talons on its hands and 
  feet and double-jointed, bird-like legs. 
  Plague Spewer: CR 10; Huge Undead; HD 16d12; hp 
  144; Init -1; Spd 40 ft.; AC 23, touch 7, flat-footed 23 (-2 
  size, -1 Dex, +16 natural); Base Atk/Grp: +8/+26; Atk +16 
  melee (1d8+10 plus plague, slam); Full Atk +16 melee 
  (1d8+10 plus plague, 2 slams); Space/Reach: 15 ft./15 ft.; 
  SA plague, vomit rat swarm; SQ DR 10/slashing, 
  darkvision 60 ft., undead traits; AL NE; SV Fort +5, Ref 
  +4, Will +11; Str 31, Dex 9, Con –, Int –, Wis 12, Cha 16. 
   
  Skills and Feats: None. 
   
  Plague (Su): Supernatural disease – slam, Fortitude 
  DC21, incubation period 1 minute; damage 2d4 Dex and 
  2d4 Con. The save DC is Cha-based. The disease is spared 
  by contact and does not require injury. Unlike normal 
  diseases, plague continues until the victim reaches Con 0 
  (and dies) or until a remove disease spell or similar magic 
  (see Disease, page 304 of the Dungeon Master’s Guide) is 
  applied. An afflicted creature of Huge size or larger who 
  dies of the plague rises as a plague spewer in 1d4 days. 
   
  Vomit Rat Swarm (Su): As a full round action, a 
  plague spewer can spew forth a rat swarm (see Monster 
  Manual, page 239). It can do this up to four times per day. 
   
  Physical Description: Magical lumps move just under 
  the skin of this huge, gruesome, humanoid-shaped 
  creature.  Its bloodless complexion resembles a corpse. 
  ENCOUNTER 8 
   
   
   
   
  Bone Naga, 23-HD Advanced: CR 14; Huge undead; 
  HD 23d12; hp 207; Init +5; Spd 40 ft; AC 18, touch 9, flat-
  footed 17 (-2 size, +1 Dex, +9 natural); Base Atk/Grp: 
  +11/+26; Atk +16 melee (2d4+7 plus poison, sting) or +16 
  melee (1d4+7 plus poison, bite); Full Atk +16 melee 
  (2d4+7 plus poison, sting) and +11 melee (1d4+3 plus 
  poison, bite); Space/Reach: 15 ft./15 ft.; SA poison, spells 
  (as Sor14); SQ detect thoughts, guarded thoughts, 
  immunities, SR 23, telepathy, undead traits, DR 
  5/slashing or bludgeoning; AL LE; SV Fort +7, Ref +10, 
  Will +15; Str 24, Dex 12, Con –, Int 16, Wis 15, Cha 18. 
   
  Skills and Feats: Bluff +29, Concentration +29, 
  Diplomacy +8, Hide +18, Intimidate +31, Listen +27, 
  Sense Motive +27, Spellcraft +28, Spot +27; Combat 
  Casting, Dodge, Greater Spell Focus (enchantment), 
  Improved Initiative, Lightning Reflexes, Silent Spell, 
  Still Spell, Spell Focus (enchantment). 
   
  Poison (Ex): A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its bite 
  (DC 21 Fort save) has the same initial and secondary 
  damage (1d4 points of Str damage). The poison from its 
  sting (DC 21 Fort save) is more virulent; its initial damage 
  
  GRM5-08 Up a Winding Stair 
   
  Page 23 
  is 1d4 points of Con drain, and the secondary damage is 
  1d4 points of Con damage. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  bone 
  naga 
  can 
  continuously detect the thoughts of those around it. This 
  ability functions like a detect thoughts spell (caster level 9th; 
  DC 16 Will save), and it is always active. 
   
  Guarded Thoughts (Ex): Because of their ability to 
  shield their thoughts, bone nagas are immune to any 
  form of mind-reading.  
   
  Immunities (Ex): Bone nagas are immune to cold. 
   
  Telepathy (Su): A bone naga can communicate 
  telepathically with any creature within 250 feet that has a 
  language.  
   
  Sorcerer Spells Known (6/7/7/7/7/6/5/3; save DC = 14 
  + spell level, 16 + spell level for enchantment spells): 0—
  arcane mark, daze, detect magic, flare, mage hand, mending, 
  message, open/close, prestidigitation; 1st—charm person, mage 
  armor, magic missile, sleep, true strike; 2nd—blur, eagle’s 
  splendor, mirror image, Tasha’s hideous laughter, touch of 
  idiocy, 3rd—blink, dispel magic, displacement, suggestion; 4th—
  charm monster, confusion, contagion, dimension door; 5th—
  dominate person, feeblemind, mind fog; 6th—mass suggestion, 
  mislead; 7th—limited wish. 
   
  Physical Description: A bone naga looks like a 12-foot 
  long, serpentine skeleton.  Its skull bears an eerie 
  resemblance to that of a human, except that the bone 
  naga sports long fangs that can deliver a debilitating 
  poison.  A cold, cruel light burns in the creature’s eye 
  sockets, giving it an air of unspeakable hatred and malice. 
   Its tail ends in a vicious bone stinger which, like its 
  teeth, delivers poison with every hit. 
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 24 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  Hecube, 
  Son 
  of 
  Diabolis: 
  male 
  human 
  Brd8/Evangelist5 
  of 
  Incabulos; 
  CR 
  13; 
  medium 
  humanoid; HD 13d6+13; hp 69; Init +2; Spd 30 ft; AC 17, 
  touch 14, flat-footed 15 (+2 Dex, +3 armor, +2 deflection); 
  Base Atk +9; Grp +8; Atk +9 melee (1d6, +1 quarterstaff); 
  Full Atk +9/+5 melee (1d6, +1 quarterstaff); SA spells; SQ 
  bardic music, bardic knowledge, countersong, fascinate, 
  inspire courage +2, inspire competence, suggestion, great 
  orator (inspire dread, inflame the righteous, convert the 
  unfaithful), fast talk, skill mastery (Bluff, Diplomacy); AL 
  NE; SV Fort +8, Ref +10, Will +10; Str 8, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 18 (22).  Complete Divine, page 39. 
   
  Skills and Feats: Bluff +22, Diplomacy +24, Gather 
  Information +20, Knowledge (religion) +11, Perform 
  (oratory) +22, Sense Motive +18, Spellcraft +7, Use Magic 
  Device +22; Negotiator, Magical Aptitude, Great 
  Fortitude, Disguise SpellCV, Practiced SpellcasterCA.  
  CAComplete Arcane, CVComplete Adventurer. 
   
  Great Orator (Su): An evangelist can inspire, 
  protect, and otherwise improve the situation of his allies 
  simply by speaking clearly and being heard. This ability is 
  similar to the bard’s bardic music ability (see page 29 of 
  the Player’s Handbook for a complete description) and, 
  indeed, evangelist levels stack with bard levels to 
  determine the strength of known bard songs. For 
  example, a bard 3/evangelist 5 improves his inspire 
  competence, but does not gain any new bard abilities. He 
  could use bardic music to convert the unfaithful, 
  countersong, fascinate, inspire the righteous, inspire 
  courage +2, inspire dread, or inspire hope, but would not 
  gain the inspire competence, inspire greatness, or 
  suggestion abilities. Alternately, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, inspire 
  dread, or inspire hope, and suggestion abilities. 
  Evangelist oratory abilities function in exactly the same 
  manner as bardic music except the evangelist must speak 
  loudly and clearly, rather than sing or play an instrument. 
   
  Inspire Dread (Su): An evil evangelist with 9 or more 
  ranks in Perform (oratory) can inspire hopelessness in all 
  enemies within 30 feet. This ability imposes a –4 penalty 
  on Will saves on all enemies within 30 feet of the 
  evangelist. Delivering this oratory requires a full-round 
  action to activate and requires concentration each round 
  to continue the effect. The effect lasts as long as the 
  evangelists speaks and for 3 rounds thereafter. Inspire 
  dread is a mind-affecting ability. 
   
  Inflame the Righteous (Su): An evangelist of 3rd level or 
  higher with 11 or more ranks in Perform (oratory) can 
  use this ability to wreath himself and any of his allies 
  within 30 feet in divine flame. Each beneficiary of this 
  ability gains the benefit of a fire shield spell. Use the 
  evangelist’s level +5 to determine the caster level of the 
  spell. The damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. 
   
  This oratory requires a full-round action to perform 
  and requires concentration each round to continue the 
  effect. The effect lasts as long as the evangelist speaks and 
  for three rounds thereafter. 
   
  Convert the Unfaithful (Su): An evangelist of 5th level 
  with at least 13 ranks in Perform (oratory) may attempt to 
  convert a single enemy within 30 feet. As a full-round 
  action, the evangelist delivers an impassioned speech on 
  the righteousness of his beliefs to a single enemy, who 
  must attempt a Will save (DC = 10 + class level + Cha 
  mod). If the creature succeeds, it is shaken for one round. 
  If the creature fails its saving throw, it converts. 
  Creatures with an alignment sub-type (such as angels and 
  devils) are immune to this ability. 
   
  A converted creature is effectively charmed by the 
  evangelist (similar to a charm monster spell). In addition, a 
  converted creature temporarily assumes the alignment of 
  the evangelist and acts accordingly. This may mean some 
  of the creature’s class abilities, spells, or other abilities are 
  unavailable for the duration of the spell (a paladin 
  converted to something other than lawful good, for 
  example, loses her class abilities for the duration). 
   
  When the duration elapses, the creature then has a 
  choice: It can continue to act according to its new 
  alignment, or it can shift back. If the creature chooses to 
  permanently change its alignment to the evangelist’s, it 
  acts as if a cleric of the appropriate alignment had cast 
  atonement on it. If the creature chooses to change back, it 
  must make another saving throw (with the same save DC 
  as before). If it fails this saving throw its alignment 
  changes back but it needs an atonement spell to gain back 
  any abilities it lost due to its temporary alignment 
  change. 
   
  Fast Talk (Ex): At 2nd level, the evangelist knows the 
  right thing to say at the right time. He may make a 
  rushed Diplomacy check as a full-round action at only a 
  -5 penalty. 
   
  Skill Mastery (Ex): At 4th level, the evangelist becomes 
  so certain in the use of certain skills that he can use them 
  reliably even under adverse conditions. Upon gaining 
  this ability, the evangelist selects a number of skills equal 
  to 1 + his Intelligence modifier (minimum of 1) from the 
  following list: Bluff, Diplomacy, Disguise, Intimidate, 
  and Sense Motive. When making a skill check with one 
  of the selected skills, he may take 10 even if stress and 
  distractions would normally prevent him from doing so. 
   
  Bard Spells Known (3/5/5/2; base DC = 16 + spell 
  level; CL 13th): 0—daze, detect magic, know direction, light, 
  message, prestidigitation; 1st—charm person, comprehend 
  languages, Tasha’s hideous laughter, ventriloquism; 2nd—
  blindness/deafness, cure moderate wounds, suggestion x2; 3rd—
  charm monster, confusion, glibness. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 25 
   
  Possessions: bracers of armor +3, +1 quarterstaff, ring of 
  protection +2, 3 divine scrolls of contagion (CL 5th), cloak of 
  charisma +4, ring of sustenance, periapt of foul rotting. 
   
  Physical Description: Hecube is an average build half-
  elf with dark hair and light eyes. He is clean-shaven and 
  wears his hair long to hide the scarring of his face from 
  the boils and pustules of various plagues he has endure in 
  the service of his god. 
  Mob of Athael (50): male/female/children human 
  Com1; CR 1; medium humanoid; HD 1d4; hp 2 each; Init 
  +1; Spd 30 ft; AC 11, touch 11, flat-footed 10 (+1 Dex); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6, club); Full Atk 
  ++1 melee (1d6, club); AL NE; SV Fort +0, Ref +1, Will +0; 
  Str 13, Dex 12, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Profession (farmer) +1, Craft (tools) 
  +0, Handle Animal +0, Use Rope +1. 
   
  Possessions: clothing, club. 
  ENCOUNTER 7 
   
   
   
   
  Marrash, Advanced: CR 7; Medium Outsider (Evil, 
  Lawful); HD 11d8+11; hp 75; Init +3; Spd 30 ft., fly 70 ft. 
  (good); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 
  natural); Base Atk/Grp: +11/+13; Atk +13 melee (1d4+2, 
  claw) or +13 melee (1d6+2, bite) or +14 ranged (1d8+2/x3, 
  composite longbow); Full Atk +13 melee (1d4+2, 2 claws) 
  and +8 melee (1d6+1, bite) or +14/+14/+9 ranged 
  (1d8+2/x3, composite longbow); SA disease, double 
  bowfire, taklif arrow; SQ outsider traits, protection from 
  arrows, scent; AL LE; SV Fort +8, Ref +10, Will +8; Str 14, 
  Dex 16, Con 12, Int 9, Wis 12, Cha 8.  Monster Manual II, 
  page 145. 
   
  Skills and Feats: Balance +19, Jump +18, Knowledge 
  (the planes) +13, Listen +15, Search +13, Spot +15, 
  Tumble +19; Dodge, Point Blank Shot, Plunging ShotRoW, 
  Precise Shot.  RoWRaces of the Wild. 
   
  Languages: Common, Infernal. 
   
  Disease (Ex): Any creature hit by a marrash’s disease 
  arrow must succeed at a Fortitude save (DC 14) or 
  contract a more virulent outer planar version of filth 
  fever. The incubation period is 1d3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage (see Disease in Chapter 3 of the 
  Dungeon Master’s Guide). Each day thereafter that the 
  disease lasts, the infected creature must also succeed at a 
  second Fortitude save (DC 14), or 1 point each of that 
  day’s Dexterity and Constitution damage become 
  Constitution drain instead. 
   
  Double Bowfire (Ex): In battle, a flying marrash 
  grips its longbow with its taloned feet and draws the 
  strings with both hands. This unusual technique allows it 
  to fire two arrows nearly simultaneously at its highest 
  attack bonus as a full attack action. 
   
  Taklif Arrow: Any creature hit by a taklif arrow 
  must succeed at a Fortitude save (DC 14) or contract a 
  disease similar to the marrash variant of filth fever (see 
  Disease, above). The incubation period is 1d3 days, and 
  the disease deals 1d3 points of Dexterity damage and 1d3 
  points of Constitution damage (see Disease in Chapter 3 
  of the Dungeon Master’s Guide). However, a creature that 
  fails any Fortitude saving throw after its initial infection 
  dies instantly, and neither raise dead nor resurrection can 
  restore it to life. The corpse rises as a new marrash 1d6 
  days later.  
   
  Protection from Arrows (Ex): A marrash can use 
  protection from arrows, as the spell, at will. Caster level 10th. 
   
  Possessions: composite longbow (+2 Str bonus), quiver 
  with 26 normal arrows, 13 disease arrows, 1 taklif arrow. 
   
  Physical Description: A marrash resembles a winged 
  gnoll, except that it has birdlike talons on its hands and 
  feet and double-jointed, bird-like legs. 
  Plague Spewer, Advanced: CR 12; Huge Undead; HD 
  24d12; hp 216; Init +0; Spd 40 ft.; AC 24, touch 8, flat-
  footed 24 (-2 size, +16 natural); Base Atk/Grp: +12/+30; 
  Atk +21 melee (1d8+11 plus plague, slam); Full Atk +21 
  melee (1d8+11 plus plague, 2 slams); Space/Reach: 15 
  ft./15 ft.; SA plague, vomit rat swarm; SQ DR 10/slashing, 
  darkvision 60 ft., undead traits; AL NE; SV Fort +8, Ref 
  +8, Will +15; Str 32, Dex 10, Con –, Int –, Wis 12, Cha 16. 
   
  Skills and Feats: None. 
   
  Plague (Su): Supernatural disease – slam, Fortitude 
  DC21, incubation period 1 minute; damage 2d4 Dex and 
  2d4 Con. The save DC is Cha-based. The disease is spared 
  by contact and does not require injury. Unlike normal 
  diseases, plague continues until the victim reaches Con 0 
  (and dies) or until a remove disease spell or similar magic 
  (see Disease, page 304 of the Dungeon Master’s Guide) is 
  applied. An afflicted creature of Huge size or larger who 
  dies of the plague rises as a plague spewer in 1d4 days. 
   
  Vomit Rat Swarm (Su): As a full round action, a 
  plague spewer can spew forth a rat swarm (see Monster 
  Manual, page 239). It can do this up to four times per day. 
   
  Physical Description: Magical lumps move just under 
  the skin of this huge, gruesome, humanoid-shaped 
  creature.  Its bloodless complexion resembles a corpse. 
  ENCOUNTER 8 
   
   
   
   
  Bone Naga, 31-HD Advanced: CR 16; Huge undead; 
  HD 31d12; hp 279; Init +5; Spd 40 ft; AC 18, touch 9, flat-
  footed 17 (-2 size, +1 Dex, +9 natural); Base Atk/Grp: 
  +15/+30; Atk +20 melee (2d4+7 plus poison, sting) or +20 
  melee (1d4+7 plus poison, bite); Full Atk +20 melee 
  (2d4+7 plus poison, sting) and +15 melee (1d4+3 plus 
  poison, bite); Space/Reach: 15 ft./15 ft.; SA poison, spells 
  (as Sor14); SQ detect thoughts, guarded thoughts, 
  immunities, SR 23, telepathy, undead traits, DR 
  5/slashing or bludgeoning; AL LE; SV Fort +10, Ref +13, 
  Will +19; Str 24, Dex 12, Con –, Int 16, Wis 15, Cha 20. 
   
  Skills and Feats: Bluff +37, Concentration +37, 
  Diplomacy +9, Hide +25, Intimidate +39, Listen +34, 
  Sense Motive +34, Spellcraft +35, Spot +34; Combat 
  Casting, Dodge, Extend Spell, Greater Spell Focus 
  (enchantment), Greater Spell Penetration, Improved 
  Initiative, Lightning Reflexes, Silent Spell, Still Spell, 
  Spell Focus (enchantment), Spell Penetration. 
   
  Poison (Ex): A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its bite 
  
  GRM5-08 Up a Winding Stair 
   
  Page 26 
  (DC 25 Fort save) has the same initial and secondary 
  damage (1d4 points of Str damage). The poison from its 
  sting (DC 25 Fort save) is more virulent; its initial damage 
  is 1d4 points of Con drain, and the secondary damage is 
  1d4 points of Con damage. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  bone 
  naga 
  can 
  continuously detect the thoughts of those around it. This 
  ability functions like a detect thoughts spell (caster level 9th; 
  DC 17 Will save), and it is always active. 
   
  Guarded Thoughts (Ex): Because of their ability to 
  shield their thoughts, bone nagas are immune to any 
  form of mind-reading.  
   
  Immunities (Ex): Bone nagas are immune to cold. 
   
  Telepathy (Su): A bone naga can communicate 
  telepathically with any creature within 250 feet that has a 
  language.  
   
  Sorcerer Spells Known (6/8/7/7/7/7/5/3; save DC = 15 
  + spell level, 17 + spell level for enchantment spells): 0—
  arcane mark, daze, detect magic, flare, mage hand, mending, 
  message, open/close, prestidigitation; 1st—charm person, mage 
  armor, magic missile, sleep, true strike; 2nd—blur, eagle’s 
  splendor, mirror image, Tasha’s hideous laughter, touch of 
  idiocy, 3rd—blink, dispel magic, displacement, suggestion; 4th—
  charm monster, confusion, contagion, dimension door; 5th—
  dominate person, feeblemind, mind fog; 6th—mass suggestion, 
  mislead; 7th—limited wish. 
   
  Physical Description: A bone naga looks like a 12-foot 
  long, serpentine skeleton.  Its skull bears an eerie 
  resemblance to that of a human, except that the bone 
  naga sports long fangs that can deliver a debilitating 
  poison.  A cold, cruel light burns in the creature’s eye 
  sockets, giving it an air of unspeakable hatred and malice. 
   Its tail ends in a vicious bone stinger which, like its 
  teeth, delivers poison with every hit. 
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 27 
  DM AID: MAP #1 – ROCK TROUT TAVERN 
   
   
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 28 
  DM AID: MAP #2 – GRAN MARCH 
   
   
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 29 
  DM AID: OPTIONAL GITHYANKI ENCOUNTER 
   
  The following encounter is to be included in all Gran March adventures taking place in the northeast corner of the 
  country. The relevant area includes Baronies Cavintus, Cragmor, Promanshire and Manthus. These baronies represent 
  the area into which the surviving but defeated githyanki dispersed after GRM5-IN4 The Lich Queen’s Vengeance. Rather 
  than return to the Astral Plane and their Queen in failure, several surviving githyanki elements have divided into small 
  teams and are conducting a guerrilla action against Gran March military elements in general and any possessors of silver 
  swords in particular. Their goal is to retrieve as many lost githyanki swords and other equipment and then return to their 
  queen with something that might dissuade her from consuming their life essence. 
   
  This optional encounter provides no additional rewards in experience, gold or item access. The APL of the 
  encounter used should be based ONLY on the level of the PC with the silver sword. In addition to the corpses of the 
  outsiders, all equipment recovered from any fallen githyanki is confiscated by the military as part of its continuing 
  investigation of the incursion. The encounter is intended to be a quick, violent and challenging attack on a single PC 
  with the audacity to possess a silver sword after the events on Mount Furgona earlier in the year. 
   
  At APLs 2 to 6, the githyanki charge the PCs from the roadside. At APLs 8 and higher, the githyanki will dimension 
  door from hiding at maximum distance adjacent to the appropriate PC. Their goal is to retrieve the sword and dimension 
  door again this time to safety. The easiest way to accomplish this is to kill the possessor, but should the PC opt to drop 
  the sword, cast it aside or otherwise get rid of the weapon the githyanki will break off their attack, retrieve the weapon 
  and depart. 
   
  In the event that this encounter is triggered by there being a PC in possession of a silver sword and that or other PCs 
  possess the Undying Hatred of the Lich Queen from GRM5-IN4 The Lich Queen’s Vengeance, the team’s tactics will 
  change. Because these particular githyanki are veterans of the battle at Mount Furgona, they will automatically 
  recognize PCs with the “hatred” and focus their attacks on those PCs after the PC possessing the silver sword in 
  accordance with the terms of the hatred. 
   
  As you travel the road from Athael to Haradaragh the terrain continues to grow rougher and without 
  warning creatures appear in your midst with a loud popping sound. The intruders are heavily armed and 
  armored humanoids with elongated otherworldly features and serrated ears. They immediately begin to 
  recover from the shock of their arrival and move to attack one of your number. 
   
  The PCs are not surprised because of the delay of the githyanki’s ability to act due to dimension door. Initiative 
  should be rolled and treated as normal. 
   
  APL 2 (EL 5) 
  Githyanki Fighters (2): male githyanki Ftr1; CR 2; 
  medium humanoid (extraplanar); HD 1d10+3; hp 10 
  each; Init +2; Spd 30 ft. (20 ft. in breastplate); AC 17, 
  touch 12, flat-footed 15 (+2 Dex, +5 armor); Base Atk +1; 
  Grp +3; Atk +5 melee (2d6+3/19-20, masterwork 
  greatsword) 
  or 
  +3 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); Full Atk +5 melee (2d6+3/19-20, masterwork 
  greatsword) 
  or 
  +3 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); SQ darkvision 60 ft., psionics, SR 6 (Ex, class 
  levels + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common; AL LE; SV Fort 
  +5, Ref +2, Will -1; Str 15, Dex 15, Con 16, Int 12, Wis 8, 
  Cha 8. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +5, 
  Intimidate +3, Spot +3; Power Attack, Weapon Focus 
  (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen. 
  Githyanki Rogue (1): male githyanki Rog1; CR 2; 
  medium humanoid (extraplanar); HD 1d6+3; hp 7; Init 
  +2; Spd 30 ft. (20 ft. in breastplate); AC 17, touch 12, flat-
  footed 15 (+2 Dex, +5 armor); Base Atk +0; Grp +2; Atk +3 
  melee (2d6+3/19-20, masterwork greatsword) or +2 
  ranged (1d8+1/x3, composite longbow); Full Atk +3 
  melee (2d6+3/19-20, masterwork greatsword) or +2 
  ranged (1d8+1/x3, composite longbow); SA sneak attack 
  +1d6; SQ darkvision 60 ft., psionics, SR 6 (Ex, class levels 
  + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common, trapfinding; AL 
  LE; SV Fort +3, Ref +4, Will -1; Str 15, Dex 15, Con 16, Int 
  12, Wis 8, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +5, 
  Diplomacy +3, Disable Device +5, Intimidate +3, Listen 
  
  GRM5-08 Up a Winding Stair 
   
  Page 30 
  +3, Open Lock +6, Search +5, Sense Motive +3, Spot +3; 
  Blind-Fight. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen. 
  APL 4 (EL 7) 
  Githyanki Fighters (2): male githyanki Ftr3; CR 4; 
  medium humanoid (extraplanar); HD 3d10+9; hp 30 
  each; Init +2; Spd 30 ft. (20 ft. in breastplate); AC 17, 
  touch 12, flat-footed 15 (+2 Dex, +5 armor); Base Atk +3; 
  Grp +5; Atk +7 melee (2d6+3/19-20, masterwork 
  greatsword) 
  or 
  +5 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); Full Atk +7 melee (2d6+3/19-20, masterwork 
  greatsword) 
  or 
  +5 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); SQ darkvision 60 ft., psionics, SR 8 (Ex, class 
  levels + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common; AL LE; SV Fort 
  +6, Ref +3, Will +0; Str 15, Dex 15, Con 16, Int 12, Wis 8, 
  Cha 8. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +7, 
  Intimidate +5, Spot +5; Blind-Fight, Combat Reflexes, 
  Power Attack, Weapon Focus (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, oil of greater magic weapon +2. 
  Githyanki Rogue (1): male githyanki Rog3; CR 4; 
  medium humanoid (extraplanar); HD 3d6+9; hp 21; Init 
  +2; Spd 30 ft. (20 ft. in breastplate); AC 17, touch 12, flat-
  footed 15 (+2 Dex, +5 armor); Base Atk +2; Grp +4; Atk +6 
  melee (2d6+3/19-20, masterwork greatsword) or +4 
  ranged (1d8+1/x3, composite longbow); Full Atk +6 
  melee (2d6+3/19-20, masterwork greatsword) or +4 
  ranged (1d8+1/x3, composite longbow); SA sneak attack 
  +2d6; SQ darkvision 60 ft., psionics, SR 8 (Ex, class levels 
  + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common, trapfinding, 
  evasion, trap sense +1; AL LE; SV Fort +4, Ref +5, Will +0; 
  Str 15, Dex 15, Con 16, Int 12, Wis 8, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +7, 
  Diplomacy +5, Disable Device +7, Intimidate +5, Listen 
  +5, Open Lock +8, Search +7, Sense Motive +5, Spot +5; 
  Blind-Fight, Weapon Focus (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, oil of greater magic weapon +2. 
  APL 6 (EL 9) 
  Githyanki Fighters (2): male githyanki Ftr5; CR 6; 
  medium humanoid (extraplanar); HD 5d10+15; hp 49 
  each; Init +2; Spd 30 ft. (20 ft. in breastplate); AC 17, 
  touch 12, flat-footed 15 (+2 Dex, +5 armor); Base Atk +5; 
  Grp +8; Atk +10 melee (2d6+6/19-20, masterwork 
  greatsword) 
  or 
  +7 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); Full Atk +10 melee (2d6+6/19-20, masterwork 
  greatsword) 
  or 
  +7 
  ranged 
  (1d8+1/x3, 
  composite 
  longbow); SQ darkvision 60 ft., psionics, SR 10 (Ex, class 
  levels + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common; AL LE; SV Fort 
  +7, Ref +3, Will +0; Str 16, Dex 15, Con 16, Int 12, Wis 8, 
  Cha 8. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +9, 
  Intimidate +7, Spot +7; Blind-Fight, Combat Reflexes, 
  Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, oil of greater magic weapon +4, 
  potion of cure serious wounds. 
  Githyanki Rogue (1): male githyanki Rog5; CR 6; 
  medium humanoid (extraplanar); HD 5d6+15; hp 34; Init 
  +3; Spd 30 ft. (20 ft. in breastplate); AC 18, touch 13, flat-
  footed 18 (+3 Dex, +5 armor); Base Atk +3; Grp +5; Atk +7 
  melee (2d6+3/19-20, masterwork greatsword) or +6 
  ranged (1d8+1/x3, composite longbow); Full Atk +7 
  melee (2d6+3/19-20, masterwork greatsword) or +6 
  ranged (1d8+1/x3, composite longbow); SA sneak attack 
  +3d6; SQ darkvision 60 ft., psionics, SR 10 (Ex, class 
  levels + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common, trapfinding, 
  evasion, trap sense +1, uncanny dodge; AL LE; SV Fort +4, 
  Ref +7, Will +2; Str 15, Dex 16, Con 16, Int 12, Wis 8, Cha 
  8. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 31 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing) 
  +9, 
  Diplomacy +7, Disable Device +9, Intimidate +7, Listen 
  +7, Open Lock +11, Search +9, Sense Motive +7, Spot +7; 
  Iron Will, Weapon Focus (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: 
  masterwork 
  greatsword, 
  breastplate, 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, oil of greater magic weapon +4, 
  potion of cure serious wounds. 
  APL 8 (EL 11) 
  Githyanki Fighters (2): male githyanki Ftr7; CR 8; 
  medium humanoid (extraplanar); HD 7d10+21; hp 69 
  each; Init +6; Spd 30 ft. (20 ft. in breastplate); AC 17, 
  touch 12, flat-footed 15 (+2 Dex, +5 armor); Base Atk +7; 
  Grp +10; Atk +12 melee (2d6+7/19-20, +1 greatsword) or +9 
  ranged (1d8+1/x3, composite longbow); Full Atk +12/+7 
  melee (2d6+7/19-20, +1 greatsword) or +9/+4 ranged 
  (1d8+1/x3, composite longbow); SQ darkvision 60 ft., 
  psionics, SR 12 (Ex, class levels + 5), +4 racial bonus to 
  diplomacy checks with red dragons, speaks Githyanki 
  and Common; AL LE; SV Fort +8, Ref +4, Will +3; Str 16, 
  Dex 15, Con 16, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +11, 
  Intimidate +9, Spot +9; Blind-Fight, Combat Reflexes, 
  Iron Will, Improved Initiative, Power Attack, Weapon 
  Focus (greatsword), Weapon Specialization (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, breastplate, composite 
  longbow (+1 Str bonus), 20 normal arrows, 20 silver 
  arrows, silversheen, oil of greater magic weapon +5, 2 potions of 
  cure serious wounds. 
  Githyanki Rogue (1): male githyanki Rog7; CR 8; 
  medium humanoid (extraplanar); HD 7d6+21; hp 48; Init 
  +7; Spd 30 ft. (20 ft. in breastplate); AC 18, touch 13, flat-
  footed 18 (+3 Dex, +5 armor); Base Atk +5; Grp +7; Atk +9 
  melee (2d6+4/19-20, +1 greatsword) or +8 ranged 
  (1d8+1/x3, composite longbow); Full Atk +9 melee 
  (2d6+4/19-20, +1 greatsword) or +8 ranged (1d8+1/x3, 
  composite longbow); SA sneak attack +4d6; SQ 
  darkvision 60 ft., psionics, SR 12 (Ex, class levels + 5), +4 
  racial bonus to diplomacy checks with red dragons, 
  speaks Githyanki and Common, trapfinding, evasion, 
  trap sense +2, uncanny dodge; AL LE; SV Fort +5, Ref +8, 
  Will +3; Str 15, Dex 16, Con 16, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +11, 
  Diplomacy +9, Disable Device +11, Intimidate +9, Listen 
  +9, Open Lock +13, Search +11, Sense Motive +9, Spot +9; 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, breastplate, composite 
  longbow (+1 Str bonus), 20 normal arrows, 20 silver 
  arrows, silversheen, oil of greater magic weapon +5, 2 potions of 
  cure serious wounds. 
  APL 10 (EL 13) 
  Githyanki Fighters (2): male githyanki Ftr9; CR 10; 
  medium humanoid (extraplanar); HD 9d10+27; hp 88 
  each; Init +7; Spd 30 ft. (20 ft. in breastplate); AC 19, 
  touch 13, flat-footed 16 (+3 Dex, +6 armor); Base Atk +9; 
  Grp +12; Atk +15 melee (2d6+7/17-20, +1 greatsword) or 
  +13 ranged (1d8+1/x3, masterwork composite longbow); 
  Full Atk +15/+10 melee (2d6+7/17-20, +1 greatsword) or 
  +13/+8 
  ranged 
  (1d8+1/x3, 
  masterwork 
  composite 
  longbow); SQ darkvision 60 ft., psionics, SR 14 (Ex, class 
  levels + 5), +4 racial bonus to diplomacy checks with red 
  dragons, speaks Githyanki and Common; AL LE; SV Fort 
  +9, Ref +6, Will +4; Str 16, Dex 16, Con 16, Int 12, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +13, 
  Intimidate +11, Spot +11; Blind-Fight, Combat Reflexes, 
  Greater 
  Weapon 
  Focus 
  (greatsword), 
  Iron 
  Will, 
  Improved Critical (greatsword), Improved Initiative, 
  Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +1 breastplate, masterwork 
  composite longbow (+1 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds. 
  Githyanki Rogue (1): male githyanki Rog9; CR 10; 
  medium humanoid (extraplanar); HD 9d6+27; hp 61; Init 
  +7; Spd 30 ft. (20 ft. in breastplate); AC 19, touch 13, flat-
  footed 19 (+3 Dex, +6 armor); Base Atk +6; Grp +9; Atk 
  +11 melee (2d6+5/19-20, +1 greatsword) or +10 ranged 
  (1d8+3/x3, masterwork composite longbow); Full Atk 
  
  GRM5-08 Up a Winding Stair 
   
  Page 32 
  +11/+6 melee (2d6+5/19-20, +1 greatsword) or +10/+5 
  ranged (1d8+3/x3, masterwork composite longbow); SA 
  sneak attack +5d6; SQ darkvision 60 ft., psionics, SR 14 
  (Ex, class levels + 5), +4 racial bonus to diplomacy checks 
  with red dragons, speaks Githyanki and Common, 
  trapfinding, evasion, trap sense +3, uncanny dodge, 
  improved uncanny dodge; AL LE; SV Fort +6, Ref +9, 
  Will +4; Str 16, Dex 16, Con 16, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +13, 
  Diplomacy +11, Disable Device +13, Intimidate +11, 
  Listen +11, Open Lock +15, Search +13, Sense Motive 
  +11, Spot +11; Combat Reflexes, Improved Initiative, 
  Iron Will, Weapon Focus (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +1 breastplate, masterwork 
  composite longbow (+3 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds. 
  APL 12 (EL 15) 
  Half-Red Dragon Githyanki Fighters (2): male half-
  red dragon githyanki Ftr9; CR 12; medium dragon 
  (extraplanar); HD 9d10+36; hp 95 each; Init +7; Spd 30 ft. 
  (20 ft. in breastplate); AC 23, touch 13, flat-footed 20 (+3 
  Dex, +6 armor, +4 natural); Base Atk +9; Grp +16; Atk +19 
  melee (2d6+13/17-20, +1 greatsword) or +13 ranged 
  (1d8+7/x3, masterwork composite longbow) or +16 melee 
  (1d4+7, claw) or +16 melee (1d6+7, bite); Full Atk 
  +19/+14 melee (2d6+13/17-20, +1 greatsword) and +11 
  melee (1d6+3, bite) or +16 melee (1d4+7, 2 claws) and +11 
  melee (1d6+3, bite) or +13/+8 ranged (1d8+7/x3, 
  masterwork composite longbow); SA breath weapon; SQ 
  darkvision 60 ft., low-light vision, psionics, SR 14 (Ex, 
  class levels + 5), +4 racial bonus to diplomacy checks with 
  red dragons, speaks Githyanki and Common, immunity 
  to sleep and paralysis effects, immunity to fire; AL LE; SV 
  Fort +10, Ref +6, Will +4; Str 24, Dex 16, Con 18, Int 14, 
  Wis 8, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing, 
  armorsmithing) +14, Intimidate +12, Spot +11; Blind-
  Fight, Combat Reflexes, Greater Weapon Focus 
  (greatsword), Iron Will, Improved Critical (greatsword), 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Breath Weapon (Su): 1/day; 30 foot cone of fire; 
  6d8 fire damage; DC 18 Ref halves; save DC is Con-based. 
   
  Psionics (Sp): 3/day—daze (DC 10), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 15) three times per 
  day and plane shift (DC 17) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +1 breastplate, masterwork 
  composite longbow (+7 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds. 
  Githyanki Rogue (1): male githyanki Rog11; CR 12; 
  medium humanoid (extraplanar); HD 11d6+33; hp 75; 
  Init +7; Spd 30 ft. (20 ft. in breastplate); AC 21, touch 13, 
  flat-footed 21 (+3 Dex, +8 armor); Base Atk +8; Grp +11; 
  Atk +13 melee (2d6+5/19-20, +1 greatsword) or +12 ranged 
  (1d8+3/x3, masterwork composite longbow); Full Atk 
  +13/+8 melee (2d6+5/19-20, +1 greatsword) or +12/+7 
  ranged (1d8+3/x3, masterwork composite longbow); SA 
  sneak attack +6d6; SQ darkvision 60 ft., psionics, SR 16 
  (Ex, class levels + 5), +4 racial bonus to diplomacy checks 
  with red dragons, speaks Githyanki and Common, 
  trapfinding, evasion, trap sense +3, uncanny dodge, 
  improved uncanny dodge, slippery mind; AL LE; SV Fort 
  +7, Ref +11, Will +5; Str 16, Dex 16, Con 16, Int 12, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +15, 
  Diplomacy +13, Disable Device +15, Intimidate +13, 
  Listen +13, Open Lock +17, Search +15, Sense Motive 
  +13, Spot +13; Combat Reflexes, Improved Initiative, 
  Iron Will, Weapon Focus (greatsword). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +3 breastplate, masterwork 
  composite longbow (+3 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds, cloak of resistance +1. 
  APL 14 (EL 17) 
  Half-Red Dragon Githyanki Fighters (2): male half-
  red dragon githyanki Ftr11; CR 14; medium dragon 
  (extraplanar); HD 11d10+44; hp 116 each; Init +7; Spd 30 
  ft. (20 ft. in breastplate); AC 25, touch 13, flat-footed 22 
  (+3 Dex, +8 armor, +4 natural); Base Atk +11; Grp +18; Atk 
  +21 melee (2d6+13/17-20, +1 greatsword) or +16 ranged 
  (1d8+7/x3, masterwork composite longbow) or +18 melee 
  (1d4+7, claw) or +18 melee (1d6+7, bite); Full Atk 
  +21/+16/+11 melee (2d6+13/17-20, +1 greatsword) and +13 
  melee (1d6+3, bite) or +18 melee (1d4+7, 2 claws) and +13 
  melee (1d6+3, bite) or +16/+11/+6 ranged (1d8+7/x3, 
  masterwork composite longbow); SA breath weapon; SQ 
  darkvision 60 ft., low-light vision, psionics, SR 16 (Ex, 
  class levels + 5), +4 racial bonus to diplomacy checks with 
  red dragons, speaks Githyanki and Common, immunity 
  to sleep and paralysis effects, immunity to fire; AL LE; SV 
  Fort +12, Ref +7, Will +5; Str 24, Dex 16, Con 18, Int 14, 
  Wis 8, Cha 10. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 33 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing, 
  armorsmithing) +16, Intimidate +14, Spot +13; Blind-
  Fight, Combat Reflexes, Greater Weapon Focus 
  (greatsword), Iron Will, Improved Critical (greatsword), 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatsword, 
  longbow), 
  Weapon 
  Specialization 
  (greatsword). 
   
  Breath Weapon (Su): 1/day; 30 foot cone of fire; 
  6d8 fire damage; DC 19 Ref halves; save DC is Con-based. 
   
  Psionics (Sp): 3/day—daze (DC 10), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 15) three times per 
  day and plane shift (DC 17) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +3 breastplate, masterwork 
  composite longbow (+7 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds, cloak of resistance +1. 
  Githyanki Rogue (1): male githyanki Rog13; CR 14; 
  medium humanoid (extraplanar); HD 13d6+52; hp 98; 
  Init +8; Spd 30 ft. (20 ft. in breastplate); AC 24, touch 16, 
  flat-footed 24 (+4 Dex, +8 armor, +2 deflection); Base Atk 
  +9; Grp +12; Atk +14 melee (2d6+5/19-20, +1 greatsword) 
  or +15 ranged (1d8+3/x3, masterwork composite 
  longbow); Full Atk +14/+9 melee (2d6+5/19-20, +1 
  greatsword) or +15/+10 ranged (1d8+3/x3, masterwork 
  composite longbow); SA sneak attack +7d6; SQ 
  darkvision 60 ft., psionics, SR 18 (Ex, class levels + 5), +4 
  racial bonus to diplomacy checks with red dragons, 
  speaks Githyanki and Common, trapfinding, evasion, 
  trap sense +4, uncanny dodge, improved uncanny dodge, 
  slippery mind, improved evasion; AL LE; SV Fort +9, Ref 
  +13, Will +6; Str 16, Dex 17 (19), Con 16 (18), Int 12, Wis 
  8, Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) +17, 
  Diplomacy +15, Disable Device +17, Intimidate +15, 
  Listen +15, Open Lock +20, Search +17, Sense Motive 
  +15, Spot +15; Combat Reflexes, Improved Initiative, 
  Iron Will, Weapon Focus (greatsword, longbow). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +3 breastplate, masterwork 
  composite longbow (+3 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds, cloak of resistance +1, ring of 
  protection +2, gloves of dexterity +2, amulet of health +2. 
  APL 16 (EL 19) 
  Half-Red Dragon Githyanki Fighters (2): male half-
  red dragon githyanki Ftr13; CR 16; medium dragon 
  (extraplanar); HD 13d10+65; hp 147 each; Init +7; Spd 30 
  ft. (20 ft. in breastplate); AC 27, touch 15, flat-footed 24 
  (+3 Dex, +8 armor, +4 natural, +2 deflection); Base Atk 
  +13; Grp +21; Atk +24 melee (2d6+17/17-20, +1 greatsword) 
  or +18 ranged (1d8+9/x3, masterwork composite 
  longbow) or +21 melee (1d4+8, claw) or +21 melee 
  (1d6+8, bite); Full Atk +24/+19/+14 melee (2d6+17/17-20, 
  +1 greatsword) and +16 melee (1d6+4, bite) or +21 melee 
  (1d4+8, 2 claws) and +16 melee (1d6+4, bite) or 
  +18/+13/+8 ranged (1d8+9/x3, masterwork composite 
  longbow); SA breath weapon; SQ darkvision 60 ft., low-
  light vision, psionics, SR 18 (Ex, class levels + 5), +4 racial 
  bonus to diplomacy checks with red dragons, speaks 
  Githyanki and Common, immunity to sleep and paralysis 
  effects, immunity to fire; AL LE; SV Fort +14, Ref +8, Will 
  +6; Str 25 (27), Dex 16, Con 18 (20), Int 14, Wis 8, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (weaponsmithing, 
  armorsmithing) +18, Intimidate +16, Spot +15; Blind-
  Fight, Combat Reflexes, Greater Weapon Focus 
  (greatsword), 
  Greater 
  Weapon 
  Specialization 
  (greatsword), Iron Will, Improved Critical (greatsword), 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatsword, 
  longbow), 
  Weapon 
  Specialization 
  (greatsword, longbow). 
   
  Breath Weapon (Su): 1/day; 30 foot cone of fire; 
  6d8 fire damage; DC 21 Ref halves; save DC is Con-based. 
   
  Psionics (Sp): 3/day—daze (DC 10), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 15) three times per 
  day and plane shift (DC 17) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +3 breastplate, masterwork 
  composite longbow (+7 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds, cloak of resistance +1, gauntlets of 
  ogre power, amulet of health +2, ring of protection +2. 
  Githyanki Rogue (1): male githyanki Rog15; CR 16; 
  medium humanoid (extraplanar); HD 15d6+75; hp 124; 
  Init +9; Spd 30 ft. (20 ft. in breastplate); AC 25, touch 17, 
  flat-footed 25 (+5 Dex, +8 armor, +2 deflection); Base Atk 
  +11; Grp +14; Atk +16 melee (2d6+5/19-20, +1 greatsword) 
  or +18 ranged (1d8+3/x3, masterwork composite 
  longbow); Full Atk +16/+11/+6 melee (2d6+5/19-20, +1 
  greatsword) or +18/+13/+8 ranged (1d8+3/x3, masterwork 
  composite longbow); SA sneak attack +8d6; SQ 
  darkvision 60 ft., psionics, SR 20 (Ex, class levels + 5), +4 
  racial bonus to diplomacy checks with red dragons, 
  speaks Githyanki and Common, trapfinding, evasion, 
  trap sense +5, uncanny dodge, improved uncanny dodge, 
  slippery mind, improved evasion; AL LE; SV Fort +11, 
  Ref +15, Will +7; Str 16, Dex 17 (21), Con 16 (20), Int 12, 
  Wis 8, Cha 8. 
  
  GRM5-08 Up a Winding Stair 
   
  Page 34 
   
  Skills and Feats: Craft (weaponsmithing) +19, 
  Diplomacy +17, Disable Device +19, Intimidate +17, 
  Listen +17, Open Lock +23, Search +19, Sense Motive 
  +17, Spot +17; Combat Reflexes, Improved Initiative, 
  Iron Will, Point Blank Shot, Weapon Focus (greatsword, 
  longbow). 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand.  In 
  addition githyanki of 3rd level or higher can use blur three 
  times per day, githyanki of 6th level or higher can use 
  dimension door three times per day, and githyanki of 9th 
  level or higher can use telekinesis (DC 14) three times per 
  day and plane shift (DC 16) once per day.  Effective caster 
  level equals the githyanki’s class levels; the save DCs are 
  Cha-based. 
   
  Possessions: +1 greatsword, +3 breastplate, masterwork 
  composite longbow (+3 Str bonus), 20 normal arrows, 20 
  silver arrows, silversheen, 2 oils of greater magic weapon +5, 2 
  potions of cure serious wounds, cloak of resistance +1, ring of 
  protection +2, gloves of dexterity +4, amulet of health +4. 
   
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 35 
  DM AID: DISEASES 
   
   
  When a character is injured by a contaminated attack, touches an item smeared with diseased matter, or consumes 
  disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no 
  effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per 
  day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving 
  throws in a row indicate that he has fought off the disease and recovers, taking no more damage. 
   
  These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken 
  hold. 
   
  BoVDBook of Vile Darkness, MM2Monster Manual II, MM3Monster Manual III. 
   
  Entries include: Su = supernatural disease; Fort DC; Incubation Period; Damage. 
  • 
  Blue GutsBoVD – Su; DC 14; 1d3 days; 1d4 Str. 
  • 
  DeathsongBoVD – Su; DC 25, 1 day; 1d8 Str, 1d8 Dex, 1d8 Con.  One of the worst diseases known, this terrible plague 
  has laid waste to entire communities in less than a week. Victims of deathsong can do nothing but shriek and howl 
  as their bodies wither and blacken. Once the incubation period expires, the progression of the disease is so fast that 
  a victim can hear his skin crackle and his bones brow brittle and break. 
  • 
  Filth Fever – see Dungeon Master’s Guide, page 292. 
  • 
  Lightning CurseBoVD – Su; DC 18; 1 day; 1d6 Int, second save when damaged or 1 point of temporary damage is 
  permanent drain instead.  When a character takes more than 30 points of electricity damage and is at the same time 
  exposed to great evil, she risks contracting lightning curse. As her blood vessels burst, the victim is covered in blue 
  and black bruises. Her muscles ache and she cannot think straight. 
  • 
  Marrash Filth FeverMM2 – As Filth Fever, but DC 14 and second save when damaged or 1 point of temporary 
  damage of both Dex and Con is permanent drain instead. 
  • 
  Melting FuryBoVD – Su; DC 16; 1d6 days; 1d4 Str, 1d4 Dex, 1d4 Con.  Caught by characters who handle undead flesh, 
  this disease is as horrific to watch as it is to contract. The victim’s flesh slowly liquefies and “melts” of his body until 
  he is dead. 
  • 
  Mindfire – see Dungeon Master’s Guide, page 292. 
  • 
  Mummy Rot – see Dungeon Master’s Guide, page 292. 
  • 
  PlagueMM3 – Su; DC 21; 1 minute; 2d4 Dex, 2d4 Con.  Successful saves do not allow the PC to recover; only magical 
  healing can save the PC. 
  • 
  Red Ache – see Dungeon Master’s Guide, page 292.  The skin turns red, bloated, and warm to the touch. 
  • 
  Shakes – see Dungeon Master’s Guide, page 292. 
  • 
  Slimy Doom – see Dungeon Master’s Guide, page 292. 
  • 
  Soul RotBoVD – Su; DC 23; 1d8 days; 1d6 Wis, 1d6 Cha.  Creatures that eat the flesh of an evil outsider can contract 
  this horrible malady. Soul rot eats at the victim’s mind and soul until she dies a horrible, agonizing death full of 
  pain and misery. 
  • 
  Vile RigidityBoVD – Su; DC 19; 1 day; this infection at first seems like a boon.   The victim’s skin toughens, granting a 
  +1 natural armor bonus to AC 24 hours after the infection starts.  On the second day, this improves to +2.  On the 
  third day it improves to +3, but the victim takes a -2 penalty to Dex.  Each day thereafter, the victim’s skin thickens, 
  adding a cumulative +1 natural armor bonus and a -2 penalty to Dex.  This continues until the victim’s Dex reaches 
  0, indicating that his ever-thickening flesh has entrapped him.  At this point, the victim dies of suffocation. 
   
  
  GRM5-08 Up a Winding Stair 
   
  Page 36 
  DM AID: NEW RULES 
  NEW FEATS 
  Disguise Spell (Complete Adventurer) 
   
  You can cast spells without observers noticing. 
   
  Prerequisites: Perform (any) 9 ranks, bardic music. 
   
  Benefits: You can cast spells unobtrusively, mingling verbal and somatic components into your performances.  To 
  disguise a spell, make a Perform check as part of the action used to cast the spell.  Onlookers must match or exceed your 
  check result with a Spot check to detect that you’re casting a spell (your performance is obvious to everyone in the 
  vicinity, but the fact that you are casting a spell isn’t).  Unless the spell visibly emanates from you, or observers have 
  some other means of determining its source, they don’t know where the effect came from. 
   
  A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes your casting a spell.  The 
  act of casting still provokes attacks of opportunity as normal. 
  Plunging Shot (Races of the Wild) 
   
  You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you. 
   
  Prerequisites: Dex 13, Point Blank Shot. 
   
  Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown or 
  projectile weapon. 
  Practiced Spellcaster (Complete Arcane) 
   
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite:  Spellcraft 4 ranks. 
   
  Benefit:  Your caster level for the chosen spellcasting class increases by +4.  This benefit can’t increase your caster 
  level to higher than your HD.  However, even if you can’t benefit from the full bonus immediately, if you later gain HD 
  in nonspellcasting classes, you might be able to apply the rest of your bonus. 
   
  For example, a human 5th level sorcerer/3rd level fighter who selects this feat would increase his sorcerer caster 
  level from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, he would gain the remainder of the bonus and 
  his sorcerer caster level would become 9th (since he now has 9 HD). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which 
  class gains the feat’s effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which would help you 
  penetrate SR and increase the duration and other effects of your spells. 
   
  Special:  You may select this feat multiple times.  Each time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4th level cleric/5th level wizard who had selected this feat twice would cast cleric spells 
  as an 8th level caster and wizard spells as a 9th level caster. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/595/Normal Scenarios/GRM5-08 - Up a Winding Stair (APL 6-12)/GRM5-08 - Up a Winding Stair.pdf