3E D&D - Adventure 06 - House of Harpies.pdf
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House
of harpies
INTRODUCTION
The local thieves’ guild survives by hiding outside of
town, in the nearby forest. Since the thieves confine
their predatory efforts to within the city, local druids
and rangers have no reason to look for them, and the
town guard concentrates its efforts within the town’s
walls. Over the past several decades, the guild managed
to build a well-concealed hideout in one of the large
evergreen trees near the town. This allows the thieves
to plan and plot in safety, gives them a place to rest and
hide if things get too hot, and lets them check caravans
coming into the city for likely targets.
Unfortunately for the guild, their ideal hideout
attracted a flight of harpies that moved into the area.
The harpies like the hideout for many of the same rea-
sons the thieves do, and have driven the thieves out and
taken up residence. The thieves managed to escape
with most of their secret documents and important
possessions, but now lack a good, secure base of opera-
tions. The leader of the harpies, a particularly nasty
creature named Irith, hopes to use the treehouse base
as a headquarters from which she will expand her
flight, becoming a force in the area with which to be
reckoned.
A short adventure for four
6th-level player characters
CREDITS
Design:
Owen K.C. Stephens
Editing:
Gwendolyn F.M. Kestrel
Cartography:
Rob Lazzaretti
Typesetting:
Sue Weinlein Cook
PREPARATION
You, the Dungeon Master (DM), need a copy of the
Player ’s Handbook
, the
D
UNGEON
M
ASTER
’
S
Guide
, and the
Monster Manual
to use this adventure.
Text that appears in shaded boxes is player informa-
tion, which you may read aloud or paraphrase when
appropriate. Unshaded boxes contain important infor-
mation for you, including special instructions. Monster
and NPC statistics are provided with each encounter in
full.
This adventure uses one of the elven tree base maps
from the January Map a Week feature on the D&D
website. It is is available for download at
<
http://www.wizards.com/dnd/images/mapofweek
/Jan_56b4EF89r.jpg>.
The map is reprinted here for
your convenience.
Web Production:
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D
UNGEONS
& D
RAGONS
®
game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D
UNGEONS
& D
RAGONS
game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, D
UNGEONS
& D
RAGONS
,D
RAGON
, F
ORGOTTEN
R
EALMS
, and
D
UNGEON
M
ASTER
are registered trademarks owned by Wizards of the
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This material is protected under the copyright laws of the United States of America.
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This product is a work of fiction. Any similarity to actual people, organizations,
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CHARACTER HOOKS
This adventure can be inserted in any wilderness set-
ting or just outside any city. It provides a good side trek
to get groups out of the dungeons and more involved in
outdoor and possibly urban adventures. It could take
place as part of a larger adventure centered on the
1
nearby town, or could be used as a standalone
encounter with Irith and her flight. Although the tree-
house is set in an evergreen, it could easily be moved to
a large tree appropriate in any climate, allowing the
adventure to be set nearly anywhere. You can use one of
the character hooks below to get the characters inter-
ested in the area around the treehouse.
•A flying bat-creature of some sort, possibly a mon-
strous bard, has been seen and heard in the area. It
seems to be able to mesmerize people with the
sound of its voice. A few caravans have disappeared
entirely, and a local collection of merchants are
willing to pay 1000 gp to whoever can get rid of the
creature.
•A group of griffins are believed to have moved into
the local forest. Numerous entrepreneurs have
begun searching large trees for griffin nests, hop-
ing to find eggs to sell.
•The thieves need to reclaim their base without
attracting any official attention. A member of the
party with underworld contacts is asked to accept
the job of clearing out the nest without any of the
local guards becoming aware of their efforts.
•Rumor claims that the songs heard in the forest are
from an ancient magic harp, lost in the area hun-
dreds of years ago.
140 ft. off the ground and 20 ft. tall. The second layer is
20 ft. above the first, and the third and fourth each 10 ft
above the layer below them. Each of the four layers has
a ladder access from above, meaning you must climb
over a level to its top before you can climb down into it
(normally there would always be a guild member on
duty to lower a rope to anyone allowed in).
The lowest layer of the treehouse has areas 6-9. The
next layer up has areas 10-13, the third layer areas 1-3
and the topmost lookout post areas 4 and 5. Since the
harpies have darkvision to a range of 60 feet, they’ve
made no effort to illuminate any of the treehouse’s
rooms. The thieves built the treehouse without win-
dows (to increase its camouflage value), so unless the
characters provide their own light or can see in dark-
ness, they won’t be able to see in any of the rooms
described below.
Area 6: The Main Hall (EL 6)
A ladder in the center of the room leads down
into a floor covered in filth and rot. The room is a
semi-circle five roughly 15-feet wide and 50-feet
in diameter, with a door at either end. The thick
smell of waste and musk fill the air, overpowering
any other scent. Piles of broken furniture, decom-
posing food and torn, bright fabrics line the
curved walls, with random refuse scattered across
the floor and smeared onto the wooden walls. A
few small holes, no more than a foot across, are
visible in the walls.
TREE FEATURES
Most likely at some point characters are going to end
up climbing up or down the trunk of the tree or
moving along some of its branches. The tree’s trunk is a
DC 15 to climb. A character can move along a tree limb
with a Climb check (DC 15) or Balance check (DC 10
within 10 ft. of the trunk, DC 20 further out). The
thieves intentionally kept the interior of the treehouse
rough so it can be climbed. The walls are DC 15 to
climb, and the ceiling DC 20. The ladder linking the
treehouse’s levels is a DC 5 to climb.
Remember that a climbing character or balancing
character with less than 5 ranks of Balance loses his
Dexterity bonus to AC and that attacks get a +2 bonus
to attack either climbing or balancing characters. A
character struck while climbing or balancing must
make an additional skill check or fall.
This room was originally the treehouse’s main hall,
where members of the thieves’ guild met in secret. The
harpies have intentionally trashed it to encourage a
pack of dire rats to move in and make a nest. Assuming
the characters have not already fought some of the dire
rats, twenty of the creatures live here, though no more
than ten are likely to be present at a time. The rats hide
(Spot DC 21), and will not attack the characters unless
they begin digging through the refuse.
d
Dire Rats (20):
CR 1/3; small animal; HD 1d8+1; hp
5 ea.; Init +3; Spd 40 ft., climb 20 ft.; AC 15 (touch 14,
flat-footed 12); Atk +4 melee (1d4, bite); SA Disease; AL
N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12,
Int 1, Wis 12, Cha 4.
Skills and Feats:
Climb +11, Hide +11, Move Silently
+6; Weapon Finesse (bite).
Disease (Ex):
Filth fever — bite. Fortitude save (DC
12), incubation period 1–3 days; damage 1d3 temporary
Dexterity and 1d3 temporary Constitution (see Disease
in chapter 3 of the
D
UNGEON
M
ASTER
’
S
Guide
).
2
THE LAYOUT OF THE
TREEHOUSE
Note that the scale of the room maps is 2.5 ft. per
square, but the side-view is at double that scale (making
the tree 400-ft. tall). The lowest layer of the treehouse is
3
Irith’s Tactics
Irith is a cunning foe, and has no interest in taking on a well-
armed group of adventurers in a fair fight. She does her best
top ambush them, wear them down, and weaken them
before they reach her own nest. Irith normally stay in area 1
when not out hunting for prey, and she only preys on targets
that are alone. She always has at least one harpy in the tree-
house’s lookout post, so she is likely aware of the characters’
approach to the treehouse unless the heroes take steps to
remain hidden.
If aware of the characters’ approach, Irith sends the two
harpies from area 12 to go attack them and assess how pow-
erful they are. These harpies make a few flyby attacks and try
to use their captivating song to get a few characters away
from the main party. If they seem likely to lose a fight with the
characters, the two harpies fly away and circle back to report
to Irith. In this case, Irith does her best to ambush the heroes
when they’re most vulnerable — likely while climbing on the
outside of one of the highest layer of the treehouse.
Irith has encouraged the dire rats in area 6 to make a nest
there so they are available for her to summon with her pipes
of the sewers. Irith uses this item whenever she’s directly
threatened, or the characters seem vulnerable to being over-
whelmed by their numbers. Even if the heroes manage to
drive off the dire rats, the survivors stay within 400 feet of the
tree and can be summoned again by the pipes.
Irith does not want to be driven out of her new nest, but if
it becomes obvious she can’t overcome the characters, she
flees through the air at her best possible speed, ordering any
remanding harpies to remain to fight the characters and help
cover her escape.
Area 8: Pantry
A thick stench of rot fills this 15-feet by 40-feet
wedge-shaped room. Broken barrels and splin-
tered wooden boxes fill it. Traces of rotting food
still show in cracks and crevices between the
broken containers. A door sits at each end of the
room.
This room is full of rusty nails from the crates and
sharp shards of broken pottery and glass. Anyone
moving through this room who doesn’t have at least a
+2 armor or natural armor bonus to AC needs to make a
Reflex save (DC 10) or take 1 hit point of damage. A
character is then exposed to the red ache disease (Forti-
tude save DC 15, id3 day incubation period, initial
damage 1d6 points of Strength - for more information
see Chapter 3 of the
Dungeon Masters Guide
). A Search
check (DC 10) reveals both this danger and a safe path
through the room.
Area 9: Cloakroom
A few tattered pieces of cloth line the floor of this
15- foot long room. Small brass hooks line the
curved walls, and empty shelves run above the
hooks. Doors sit at each end of the room. There is
a small hole near the floor of the outside wall.
Area 7: The Kitchens
This was the treehouse’s cloakroom, where visiting
members of the guild would drop off packages and
hang outerwear. A single dire rat makes its nest along
the outer shelf, but it is hiding (Spot DC 21 to notice it),
and doesn’t attack unless the characters search the top
shelf.
This curved room is roughly 15-feet wide and 20-
feet long. A door sits at either end of the room.
Tipped tables line the walls. The remnants of
small lamps that had been fitted with metal plates
to allow food to be cooked lie scattered around
the room. The floor is slick, covered in a thin lair
of oil from the smashed cooking lamps.
SECOND LEVEL
This was the small kitchen that allowed the treehouse
to serve small, informal meals. The cooking lamps
allowed food to be reheated but were not really appro-
priate for fully-cooking raw food. They were tipped
when the harpies attacked, and the oil has never been
cleaned up. Moving cautiously isn’t a problem, but
anyone running or fighting in this room must make a
Reflex save (DC 13) each round to avoid falling. If the
oil comes in contact with fire, the whole room erupts
into flames dealing 2d4 points of damage (Reflex save
for half, DC 15) each round for 3d4 rounds. The tree-
house was built of wood treated to resist fires, so the
conflagration won’t spread beyond this room unless the
characters do something to encourage it.
Area 10: Meeting Room (EL 8)
Four nests made of broken chairs and fouled
clothes sit in this thirty-five foot long room, one
to either side of each of the two doors, located at
either end of the room.
If the characters haven’t dealt with the harpies from
this room yet, add the following.
Within each nest sits a horrid, hag-like creature
with long claws and huge bat-like wings.
These are the four youngest and weakest harpies in
Irith’s flight, and they’re not likely to be encountered
4
anywhere other than on this level. These harpies are
brash and arrogant, and fight to the death if attacked. If
encountered outside of area 10 the young harpies have
armed themselves with clubs (+7/+2 melee, 1d4
damage), otherwise they attack only with two claws (+7
melee, 1d3 damage per claw).
If it’s night time and the characters come in quietly,
the harpies are asleep and the characters can get a sur-
prise round of action. If its daylight the harpies are
awake, and no one gets a surprise round. The harpies
try to use their captivating songs to lure the characters
to them, but give up singing and defend themselves if
attacked. If the harpies in area 12 haven’t been dealt
with yet they definitely hear a prolonged fight in here
unless the characters take steps to prevent it (such as
cast a
silence
spell). If it can obviously be determined by
the sound of the fight that it’s going against the harpies
here, the ones in area 12 flee to warn Irith.
Area 11: Infirmary
Smashed pottery, broken tables, and ripped band-
ages line the floor of this 15-foot long room. Sev-
eral pastes and poultices are smeared across the
floor, and from them a strong, herbal smell fills
the room and overwhelms any other scents. A
door sits at either end of the room. A thin layer of
dust covers everything in this room.
This was the treehouse’s infirmary, for dealing with the
injuries of wanted thieves who couldn’t seek help in
town. The harpies smashed it along with everything
else in the treehouse, but found they hated the smell
and haven’t been in since. If a character smears some of
the poultices on themselves, any harpy attacking them
suffers a -1 penalty to their first melee attack against
the character.
d
Young Harpies (4)
; CR 4; Medium-size monstrous
humanoid; HD 7d8–7; hp 29, 28, 24, 22; Init +2; Spd 20
ft., fly 80 ft. (average); AC 13 (touch 12, flat-footed 11);
Atk +7/+2 melee (1d6, club) and +2 melee (1d3, 2
claws); SA Captivating song; SQ Darkvision 60 ft.; AL
CE; SV Fort +1, Ref +7, Will +5; Str 10, Dex 15, Con 8,
Int 7, Wis 10, Cha 15.
Skills and Feats:
Bluff +8, Diplomacy +4, Intimidate
+4, Listen +7, Perform (buffoonery, chant, epic, limer-
icks, melody, ode, storytelling) +9, Spot +6; Dodge,
Flyby Attack.
Captivating Song (Su):
When a young harpy sings,
all creatures (other than harpies) within a 300-foot
spread must succeed at a Will save (DC 15) or become
utterly captivated. This is a sonic, mind-affecting
charm. If the save is successful, that creature cannot be
affected again by that harpy’s song for one day.
A captivated victim walks toward the harpy, taking
the most direct route available. If the path leads into a
dangerous area (through flame, off a cliff, etc.), that
creature gets a second saving throw. Captivated crea-
tures can take no actions other than to defend them-
selves. (Thus, a fighter cannot run away or attack but
suffers no defensive penalties.) A victim within 5 feet
of the harpy stands there and offers no resistance to the
monster’s attacks. The effect continues for as long as
the harpy sings. A bard’s countersong ability allows the
captivated creature to attempt a new Will save.
Possessions:
Each of the young harpies has a
potion of
cure moderate wounds
, the harpy with 29 hit points wears
a
necklace of fireballs (Type I)
.
Area 12: Thieves’ Quarters (EL 6)
Two large nests of torn furnishings and tree
boughs dominate the center of this 45-foot long
room. There are claw marks along the walls, and a
few dark stains soaked into the wooden planks of
the floor. Broken bunk beads line the walls, and a
door can be found at each end of the room.
If the characters haven’t already faced the two harpies
that live here, they’re hiding behind two of the bunk
beds (this is where the harpies sleep, the nests are just a
decoy). A Spot check (DC 12) allows a character to see
the harpies as they leap out to attack on a surprise
round. Any characters that don’t notice the harpies
hiding can not act on the surprise round.
These two are Irith’s second and third in command
of the flight. They’re cunning old creatures, who have
fought many battles before. Each harpy is armed with a
+1 bone club. They won’t try to win a fight that’s clearly
going against them, instead attempting to flee and
warn Irith of the invader’s presence.
The nests do contain the harpies’ possessions, which
can be found by a thorough investigation (Search DC
15). There are 200 gold pieces hidden in the two nests
as well as four small, polished stones worth 5 gp each.
d
Harpies (2)
; CR 4; Medium-size monstrous
humanoid; HD 7d8+7; hp 36, 34; Init +2; Spd 20 ft., fly 80
ft. (average); AC 14 (touch 12, flat-footed 12); Atk +7/+2
melee (1d6, club) and +2 melee (1d3, 2 claws); SA Capti-
vating song; SQ Darkvision 60 ft.; AL CE; SV Fort +3, Ref
+7, Will +5; Str 10, Dex 15, Con 12, Int 7, Wis 10, Cha 15.
5
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