3E D&D Adventure 06 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
House
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
of harpies
coming into the city for likely targets.
Unfortunately for the guild, their ideal hideout
attracted a flight of harpies that moved into the area.
A short adventure for four
The harpies like the hideout for many of the same rea-
6th-level player characters
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-
CREDITS tions. The leader of the harpies, a particularly nasty
creature named Irith, hopes to use the treehouse base
Design: Owen K.C. Stephens
as a headquarters from which she will expand her
Editing: Gwendolyn F.M. Kestrel
flight, becoming a force in the area with which to be
Cartography: Rob Lazzaretti reckoned.
Typesetting: Sue Weinlein Cook
Web Production: Julia Martin PREPARATION
You, the Dungeon Master (DM), need a copy of the
Web Development: Mark A. Jindra
Player s Handbook, the DUNGEON MASTER S Guide, and the
Graphic Design: Sean Glenn, Cynthia Fliege
Monster Manual to use this adventure.
Text that appears in shaded boxes is player informa-
Based on the original DUNGEONS & DRAGONS® game by E.
tion, which you may read aloud or paraphrase when
Gary Gygax and Dave Arneson and on the new edition of the
appropriate. Unshaded boxes contain important infor-
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
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mation for you, including special instructions. Monster
and NPC statistics are provided with each encounter in
full.
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This adventure can be inserted in any wilderness set-
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ting or just outside any city. It provides a good side trek
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
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 140 ft. off the ground and 20 ft. tall. The second layer is
encounter with Irith and her flight. Although the tree- 20 ft. above the first, and the third and fourth each 10 ft
house is set in an evergreen, it could easily be moved to above the layer below them. Each of the four layers has
a large tree appropriate in any climate, allowing the a ladder access from above, meaning you must climb
adventure to be set nearly anywhere. You can use one of over a level to its top before you can climb down into it
the character hooks below to get the characters inter- (normally there would always be a guild member on
ested in the area around the treehouse. duty to lower a rope to anyone allowed in).
" A flying bat-creature of some sort, possibly a mon- The lowest layer of the treehouse has areas 6-9. The
strous bard, has been seen and heard in the area. It
next layer up has areas 10-13, the third layer areas 1-3
seems to be able to mesmerize people with the
and the topmost lookout post areas 4 and 5. Since the
sound of its voice. A few caravans have disappeared
harpies have darkvision to a range of 60 feet, they ve
entirely, and a local collection of merchants are
made no effort to illuminate any of the treehouse s
willing to pay 1000 gp to whoever can get rid of the
rooms. The thieves built the treehouse without win-
creature.
dows (to increase its camouflage value), so unless the
" A group of griffins are believed to have moved into
characters provide their own light or can see in dark-
the local forest. Numerous entrepreneurs have
ness, they won t be able to see in any of the rooms
begun searching large trees for griffin nests, hop-
described below.
ing to find eggs to sell.
" The thieves need to reclaim their base without
Area 6: The Main Hall (EL 6)
attracting any official attention. A member of the
party with underworld contacts is asked to accept A ladder in the center of the room leads down
into a floor covered in filth and rot. The room is a
the job of clearing out the nest without any of the
semi-circle five roughly 15-feet wide and 50-feet
local guards becoming aware of their efforts.
in diameter, with a door at either end. The thick
" Rumor claims that the songs heard in the forest are
smell of waste and musk fill the air, overpowering
from an ancient magic harp, lost in the area hun-
any other scent. Piles of broken furniture, decom-
dreds of years ago.
posing food and torn, bright fabrics line the
curved walls, with random refuse scattered across
TREE FEATURES the floor and smeared onto the wooden walls. A
few small holes, no more than a foot across, are
Most likely at some point characters are going to end
visible in the walls.
up climbing up or down the trunk of the tree or
moving along some of its branches. The tree s trunk is a
This room was originally the treehouse s main hall,
DC 15 to climb. A character can move along a tree limb
where members of the thieves guild met in secret. The
with a Climb check (DC 15) or Balance check (DC 10
harpies have intentionally trashed it to encourage a
within 10 ft. of the trunk, DC 20 further out). The
pack of dire rats to move in and make a nest. Assuming
thieves intentionally kept the interior of the treehouse
the characters have not already fought some of the dire
rough so it can be climbed. The walls are DC 15 to
rats, twenty of the creatures live here, though no more
climb, and the ceiling DC 20. The ladder linking the
than ten are likely to be present at a time. The rats hide
treehouse s levels is a DC 5 to climb.
(Spot DC 21), and will not attack the characters unless
Remember that a climbing character or balancing
they begin digging through the refuse.
character with less than 5 ranks of Balance loses his
Dexterity bonus to AC and that attacks get a +2 bonus
d Dire Rats (20): CR 1/3; small animal; HD 1d8+1; hp
to attack either climbing or balancing characters. A
5 ea.; Init +3; Spd 40 ft., climb 20 ft.; AC 15 (touch 14,
character struck while climbing or balancing must
flat-footed 12); Atk +4 melee (1d4, bite); SA Disease; AL
make an additional skill check or fall.
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
THE LAYOUT OF THE
+6; Weapon Finesse (bite).
TREEHOUSE
Disease (Ex): Filth fever  bite. Fortitude save (DC
12), incubation period 1 3 days; damage 1d3 temporary
Note that the scale of the room maps is 2.5 ft. per
Dexterity and 1d3 temporary Constitution (see Disease
square, but the side-view is at double that scale (making
in chapter 3 of the DUNGEON MASTER S Guide).
the tree 400-ft. tall). The lowest layer of the treehouse is
2
3
Irith s Tactics Area 8: Pantry
Irith is a cunning foe, and has no interest in taking on a well-
A thick stench of rot fills this 15-feet by 40-feet
armed group of adventurers in a fair fight. She does her best
wedge-shaped room. Broken barrels and splin-
top ambush them, wear them down, and weaken them
before they reach her own nest. Irith normally stay in area 1 tered wooden boxes fill it. Traces of rotting food
when not out hunting for prey, and she only preys on targets
still show in cracks and crevices between the
that are alone. She always has at least one harpy in the tree-
broken containers. A door sits at each end of the
house s lookout post, so she is likely aware of the characters
room.
approach to the treehouse unless the heroes take steps to
remain hidden.
If aware of the characters approach, Irith sends the two This room is full of rusty nails from the crates and
harpies from area 12 to go attack them and assess how pow-
sharp shards of broken pottery and glass. Anyone
erful they are. These harpies make a few flyby attacks and try
moving through this room who doesn t have at least a
to use their captivating song to get a few characters away
+2 armor or natural armor bonus to AC needs to make a
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 Reflex save (DC 10) or take 1 hit point of damage. A
to Irith. In this case, Irith does her best to ambush the heroes
character is then exposed to the red ache disease (Forti-
when they re most vulnerable  likely while climbing on the
tude save DC 15, id3 day incubation period, initial
outside of one of the highest layer of the treehouse.
damage 1d6 points of Strength - for more information
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 see Chapter 3 of the Dungeon Masters Guide). A Search
of the sewers. Irith uses this item whenever she s directly
check (DC 10) reveals both this danger and a safe path
threatened, or the characters seem vulnerable to being over-
through the room.
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.
Area 9: Cloakroom
Irith does not want to be driven out of her new nest, but if
it becomes obvious she can t overcome the characters, she A few tattered pieces of cloth line the floor of this
flees through the air at her best possible speed, ordering any
15- foot long room. Small brass hooks line the
remanding harpies to remain to fight the characters and help
curved walls, and empty shelves run above the
cover her escape.
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
This curved room is roughly 15-feet wide and 20-
members of the guild would drop off packages and
feet long. A door sits at either end of the room.
hang outerwear. A single dire rat makes its nest along
Tipped tables line the walls. The remnants of
the outer shelf, but it is hiding (Spot DC 21 to notice it),
small lamps that had been fitted with metal plates
and doesn t attack unless the characters search the top
to allow food to be cooked lie scattered around
shelf.
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
Area 10: Meeting Room (EL 8)
allowed food to be reheated but were not really appro-
Four nests made of broken chairs and fouled
priate for fully-cooking raw food. They were tipped
clothes sit in this thirty-five foot long room, one
when the harpies attacked, and the oil has never been
to either side of each of the two doors, located at
cleaned up. Moving cautiously isn t a problem, but
either end of the room.
anyone running or fighting in this room must make a
Reflex save (DC 13) each round to avoid falling. If the
If the characters haven t dealt with the harpies from
oil comes in contact with fire, the whole room erupts
this room yet, add the following.
into flames dealing 2d4 points of damage (Reflex save
Within each nest sits a horrid, hag-like creature
for half, DC 15) each round for 3d4 rounds. The tree-
with long claws and huge bat-like wings.
house was built of wood treated to resist fires, so the
conflagration won t spread beyond this room unless the
These are the four youngest and weakest harpies in
characters do something to encourage it.
Irith s flight, and they re not likely to be encountered
4
anywhere other than on this level. These harpies are
Area 11: Infirmary
brash and arrogant, and fight to the death if attacked. If
Smashed pottery, broken tables, and ripped band-
encountered outside of area 10 the young harpies have
ages line the floor of this 15-foot long room. Sev-
armed themselves with clubs (+7/+2 melee, 1d4
eral pastes and poultices are smeared across the
damage), otherwise they attack only with two claws (+7
floor, and from them a strong, herbal smell fills
melee, 1d3 damage per claw).
the room and overwhelms any other scents. A
If it s night time and the characters come in quietly,
door sits at either end of the room. A thin layer of
the harpies are asleep and the characters can get a sur-
dust covers everything in this room.
prise round of action. If its daylight the harpies are
awake, and no one gets a surprise round. The harpies
This was the treehouse s infirmary, for dealing with the
try to use their captivating songs to lure the characters
injuries of wanted thieves who couldn t seek help in
to them, but give up singing and defend themselves if
town. The harpies smashed it along with everything
attacked. If the harpies in area 12 haven t been dealt
else in the treehouse, but found they hated the smell
with yet they definitely hear a prolonged fight in here
and haven t been in since. If a character smears some of
unless the characters take steps to prevent it (such as
the poultices on themselves, any harpy attacking them
cast a silence spell). If it can obviously be determined by
suffers a -1 penalty to their first melee attack against
the sound of the fight that it s going against the harpies
the character.
here, the ones in area 12 flee to warn Irith.
Area 12: Thieves Quarters (EL 6)
d Young Harpies (4); CR 4; Medium-size monstrous
humanoid; HD 7d8 7; hp 29, 28, 24, 22; Init +2; Spd 20
Two large nests of torn furnishings and tree
ft., fly 80 ft. (average); AC 13 (touch 12, flat-footed 11);
boughs dominate the center of this 45-foot long
Atk +7/+2 melee (1d6, club) and +2 melee (1d3, 2
room. There are claw marks along the walls, and a
claws); SA Captivating song; SQ Darkvision 60 ft.; AL few dark stains soaked into the wooden planks of
the floor. Broken bunk beads line the walls, and a
CE; SV Fort +1, Ref +7, Will +5; Str 10, Dex 15, Con 8,
door can be found at each end of the room.
Int 7, Wis 10, Cha 15.
Skills and Feats: Bluff +8, Diplomacy +4, Intimidate
+4, Listen +7, Perform (buffoonery, chant, epic, limer- If the characters haven t already faced the two harpies
that live here, they re hiding behind two of the bunk
icks, melody, ode, storytelling) +9, Spot +6; Dodge,
beds (this is where the harpies sleep, the nests are just a
Flyby Attack.
decoy). A Spot check (DC 12) allows a character to see
Captivating Song (Su): When a young harpy sings,
the harpies as they leap out to attack on a surprise
all creatures (other than harpies) within a 300-foot
round. Any characters that don t notice the harpies
spread must succeed at a Will save (DC 15) or become
hiding can not act on the surprise round.
utterly captivated. This is a sonic, mind-affecting
These two are Irith s second and third in command
charm. If the save is successful, that creature cannot be
of the flight. They re cunning old creatures, who have
affected again by that harpy s song for one day.
fought many battles before. Each harpy is armed with a
A captivated victim walks toward the harpy, taking
+1 bone club. They won t try to win a fight that s clearly
the most direct route available. If the path leads into a
going against them, instead attempting to flee and
dangerous area (through flame, off a cliff, etc.), that
creature gets a second saving throw. Captivated crea- warn Irith of the invader s presence.
tures can take no actions other than to defend them- The nests do contain the harpies possessions, which
can be found by a thorough investigation (Search DC
selves. (Thus, a fighter cannot run away or attack but
15). There are 200 gold pieces hidden in the two nests
suffers no defensive penalties.) A victim within 5 feet
as well as four small, polished stones worth 5 gp each.
of the harpy stands there and offers no resistance to the
monster s attacks. The effect continues for as long as
d Harpies (2); CR 4; Medium-size monstrous
the harpy sings. A bard s countersong ability allows the
humanoid; HD 7d8+7; hp 36, 34; Init +2; Spd 20 ft., fly 80
captivated creature to attempt a new Will save.
ft. (average); AC 14 (touch 12, flat-footed 12); Atk +7/+2
Possessions: Each of the young harpies has a potion of
melee (1d6, club) and +2 melee (1d3, 2 claws); SA Capti-
cure moderate wounds, the harpy with 29 hit points wears
vating song; SQ Darkvision 60 ft.; AL CE; SV Fort +3, Ref
a necklace of fireballs (Type I).
+7, Will +5; Str 10, Dex 15, Con 12, Int 7, Wis 10, Cha 15.
5
Skills and Feats: Bluff +8, Diplomacy +4, Intimidate If the characters make any loud noises in this room,
+4, Listen +7, Perform (buffoonery, chant, epic, limer- have any harpies in areas 10 and 12 that haven t already
icks, melody, ode, storytelling) +9, Spot +6; Dodge, been dealt with make Listen checks (DC 10 to 20,
Flyby Attack. depending on how loud the characters are) to notice the
Captivating Song (Su): When a harpy sings, all intrusion. Any harpies that hear the characters burst into
creatures (other than harpies) within a 300-foot spread the room two rounds later and attack the characters.
must succeed at a Will save (DC 15) or become utterly
captivated. This is a sonic, mind-affecting charm. If the
THIRD LEVEL
save is successful, that creature cannot be affected again
by that harpy s song for one day.
Area 1: Guildmaster s Room (EL 6)
A captivated victim walks toward the harpy,
taking the most direct route available. If the path
This wedge shaped room is about 12-feet wide
leads into a dangerous area (through flame, off a cliff, and 25-feet long. It is dominated by a huge bed
etc.), that creature gets a second saving throw. Capti- that has had a large, tattered nest built There is a
door at either end of the room.
vated creatures can take no actions other than to
defend themselves. (Thus, a fighter cannot run away
If Irith has been warned of the character s approach,
or attack but suffers no defensive penalties.) A
she lays an ambush for them. She has any harpies
victim within 5 feet of the harpy stands there and
available wait to fight the characters in this area,
offers no resistance to the monster s attacks. The
while she remains hidden in area 3. She uses the
effect continues for as long as the harpy sings. A
pipes of the sewers to summon any remaining rats
bard s countersong ability allows the captivated crea-
early in the fight, and tries to single out a spellcaster
ture to attempt a new Will save.
or bard to target with her captivating song.
Possessions: Each harpy wears bracers of armor +1.
If surprised, Irith attempts to escape either up to
area 5 or down to area 12 to gather reinforcements.
Area 13: Storeroom
She uses the pipes to cover her escape if need be. If
A ladder in the center of the room leads down any fight seems to be going badly against her, Irith
into a floor covered in filth and rot. The room is a flees rather than fight to the death.
semi-circle five roughly 15- feet wide and 30-feet
If Irith hasn t needed to cast mage armor by the
in diameter, with a door at either end. Several
time she goes to sleep at sundown, she casts an alarm
torn and tattered bodies lay in a heap at the center
spell on the trapdoor into area 2. The alarm lasts 4
of the room, a dark stain surrounding the floor
hours, so if the characters move into area 2 in the
around it. Several large crates line the outside
four hours after sundown, Irith is warned. If Irith is
wall, with only a few showing signs of being
attacked after she has awoken from a full night s
pried open.
sleep and before the goes to bed, she casts mage armor
on herself, increasing her AC by 4.
This was the treehouse s storeroom, where the vari-
ous dry goods (rope, travel rations, cloth - 400 gp
d Irith; Harpy Brd2; CR 6; Medium-size monstrous
worth of mundane sundries) were kept. When the
humanoid; HD 7d8+7 plus 2d6+2; hp 47; Init +2; Spd
harpies took over, they made this their prey room,
20 ft., fly 80 ft. (average); AC 14 (touch 13, flat-footed
where victims of their horrid songs were brought to
12); Atk +8/+3 melee (1d6, club) and +3 melee (1d3, 2
be tortured before being killed and eaten. Ten bodies
claws); SA Captivating song; SQ Bardic knowledge
are piled in the center of the room - all merchants
+0, bardic music (countersong, fascinate, inspire com-
and townsfolk who were found alone and lured off
petence, inspire courage) 2/day, darkvision 60 ft.; AL
by the harpies captivating songs. Careful examina-
CE; SV Fort +3, Ref +10, Will +8; Str 10, Dex 15, Con
tion of the bodies reveals that they have be gnawed
12, Int 7, Wis 10, Cha 16.
upon and stripped of most of their flesh. All that
Skills and Feats: Bluff +11, Diplomacy +5, Intimi-
remains are tattered clothes and a few items that fell
date +5, Listen +11, Perform (buffoonery, chant, epic,
while the harpies fed on them (150 gp worth of
limericks, melody, ode, storytelling) +10, Spot +8;
random coins and small gems).
Alertness, Dodge, Flyby Attack.
6
Captivating Song (Su): When Irith sings, all
Area 2: Antechamber
creatures (other than harpies) within a 300-foot
A ladder at one end of the room leads down into a
spread must succeed at a Will save (DC 15) or
smooth hardwood floor clean of any debris. Four
become utterly captivated. This is a sonic, mind-
wood and leather chairs are arranged casually
affecting charm. If the save is successful, that crea-
around the room, and a small table sits in the
ture cannot be affected again by Irith s song for one
center. A single door at one end of the room is the
day.
only other exit.
A captivated victim walks toward Irith, taking the
most direct route available. If the path leads into a
If the character s enter through the trapdoor any time
dangerous area (through flame, off a cliff, etc.), that
within four hours of sundown, an alarm spell silently
creature gets a second saving throw. Captivated crea-
warns Irith to their entrance (see area 1).
tures can take no actions other than to defend them-
selves. (Thus, a fighter cannot run away or attack but
Area 3: Treasure Chamber
suffers no defensive penalties.)
This curved room is about 12- feet wide and 20-
A victim within 5 feet of Irith stands there and
feet long, and is accessed by a single door. It is
offers no resistance to her attacks. The effect contin-
bare except for a single ironbound, oaken chest
ues for as long as Irith sings. A bard s countersong
sitting in the center of the room.
ability allows the captivated creature to attempt a
new Will save.
This was the guildmaster s treasure chamber, where
Bardic Knowledge: Irith may make a bardic
he kept his personal treasure and items placed
knowledge check with a bonus of +0 to see whether
within the guild s care. Most of the treasure was suc-
he knows some relevant information about local
cessfully removed when the thieves evacuated, but a
notable people, legendary items, or noteworthy
single chest was left behind. The chest has a heavy
places.
padlock on it, which is difficult to pick open (Open
Bardic Music: Irith can use her song or poetics Locks DC 30). The chest itself has a hardness of 5 and
to produce magical effects on those around her. 20 hit points. However, it contains six potions of cure
Countersong (Su): Irith can counter magical effects light wounds, and these break if the chest is
that depend on sound by making a Perform check for destroyed. The chest also has ten very small rubies of
high quality, each worth 20 gp, which survive the
each round of countersong. Any creature within 30
ft. of her who is affected by a sonic or language - chest s destruction.
dependent magical attack may use Irith s Perform
check result in place of his or her saving throw if
FOURTH LEVEL
desired. Countersong lasts for 10 rounds.
Fascinate (Su): Irith can cause a single creature
within 90 ft. that can see and hear her to become fas- Area 4: Emergency Storage
cinated with her. Irith s Perform check result is the
The wedge shaped room is about 12-feet wide and
DC for the opponent s Will save. Any obvious threat
30-feet long. It is almost entire taken up by sev-
breaks the effect. Fascination lasts 2 rounds. eral large barrels. Three huge coils of knotted
rope sit atop the barrels. The outer wall has
Inspire Courage (Su): Each ally who can hear Irith
numerous peepholes placed five feet from the
receives a +2 morale bonus on saves against charm
floor, each no more than two inches across and
and fear effects and a +1 morale bonus on attack and
covered by a leather flap. There is a door at either
weapon damage rolls. The effect lasts for 5 rounds
end of the room.
after the ally can no longer hear Irith.
Bard Spells Known: (3/1; base DC = 13 + spell level):
Although still designed to be part of the lookout this
0  daze, ghost sound, light, read magic, resistance; 1st 
area is also used for storage of several large barrels of
alarm, mage armor.
water (in case the treehouse catches fire) and three 15-
Possessions: Ring of protection +1, pipes of the sewers,
foot long silk ropes.
potion of cure light wounds.
7
suffers no defensive penalties.) A victim within 5
Area 5: Main Lookout Post (EL 4)
feet of the harpy stands there and offers no resist-
This semi-circular room is about 12-feet wide and
ance to the monster s attacks. The effect continues
60-feet long. The outer wall has numerous peep-
for as long as the harpy sings. A bard s countersong
holes placed five feet from the floor, each no
ability allows the captivated creature to attempt a
more than two inches across and covered by a
new Will save.
leather flap. A single harpy perches on a ladder
Possessions: Quaal s feather token (tree), eyes of the eagle,
near the middle of the room, looking outward.
potion of cure light wounds.
If the characters approach this room from the outside,
the harpy is likely to see them and give a warning cry FURTHER ADVENTURES
before flying down to warn Irith. If the characters
If Irith or any of her flight escape, they re likely to
manage to get into this room through some other
remember the characters and attempt to make allies
route, they may well surprise the harpy, getting a sur-
powerful enough to help destroy them. If the charac-
prise round against it before it can fly off. If the harpy
ters undertook this adventure to help the thieves
discovers Irith has already been defeated, it attempts to
guild, they are all made honorary members and given
flee.
access to the treehouse for future operations in the
area, and may ask them for further help in the future.
d Lookout Harpy; CR 4; Medium-size monstrous
If the characters weren t working for the thieves
humanoid; HD 7d8; hp 31; Init +2; Spd 20 ft., fly 80 ft.
guild, the guild writes off the treehouse as unrecover-
(average); AC 13 (touch 12, flat-footed 11); Atk +7/+2
able and the characters can negotiate with the local
melee (1d6, club) and +2 melee (1d3, 2 claws); SA Capti-
lord to possibly use it themselves. Of course in that
vating song; SQ Darkvision 60 ft.; AL CE; SV Fort +2,
case the guild feels the characters owe the thieves a
Ref +7, Will +5; Str 10, Dex 15, Con 10, Int 7, Wis 10,
new base of operations, and attempt to find some way
Cha 15.
to make them pay for one.
Skills and Feats: Bluff +8, Diplomacy +4, Intimidate
+4, Listen +7, Perform (buffoonery, chant, epic, limer-
ABOUT THE AUTHOR
icks, melody, ode, storytelling) +9, Spot +11; Dodge,
Owen K.C. Stephens was born in 1970 in Norman,
Flyby Attack.
Oklahoma, and attended the local high school and
Captivating Song (Su): When a harpy sings, all
the University of Oklahoma. He enrolled in creative
creatures (other than harpies) within a 300-foot spread
writing courses taught by FORGOTTEN REALMS® novel
must succeed at a Will save (DC 15) or become utterly
author Mel Odom and later attended the TSR
captivated. This is a sonic, mind-affecting charm. If the
Writer s Workshop in 1997. Owen s first work in the
save is successful, that creature cannot be affected again
adventure game field was an article on elven names
by that harpy s song for one day.
in issue 250 of DRAGON® Magazine. He moved with
A captivated victim walks toward the harpy, taking
his wife to the Seattle area in 2000 after accepting a
the most direct route available. If the path leads into a
job at Wizards, but returned to Oklahoma in 2001 to
dangerous area (through flame, off a cliff, etc.), that
resume his career as a freelance writer. Owen can be
creature gets a second saving throw. Captivated crea-
reached at .
tures can take no actions other than to defend them-
selves. (Thus, a fighter cannot run away or attack but
8


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