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20

Cage of the Storm-Crows

RoomGauntletHardHarpy Squall (W05)3 exits
Illustration: Room 20 — Cage of the Storm-Crows

The corridor ends in a doorway with nothing beyond it but air. You are standing on a gallery, forty feet up the inside of a stone shaft forty feet across, and the shaft goes down eighty feet into a mound of pale rubbish and up eighty feet into a square of grey daylight crossed by bars.

Iron perches spiral the walls. Cage frames hang on chains at every level, some of them still shut. This was an aviary. Somebody kept birds here on purpose.

Something with a bronze beak drops past your face at speed, screaming, and takes your torch with it.

DM summary. A vertical fight in an aviary shaft, where the flyers own the Z axis and the party owns a broken ring gallery. The lime cage on the winch is the equaliser and it is visible from the doorway.

Terrain & Features

Battle map: custom map. A 40-ft-diameter shaft 160 ft tall fought from a broken ring gallery — chalk a circle and track heights; the fight is vertical. Browse the book if a page half fits your table better.

Encounter

Hard · Harpy Squall (W05) · Budget at APL 9: 9,600 XP

Two harpies working the height, three crows working the nerves.

Count Creature XP each
2Bronze-Beak Harpy1,800
3Storm-Crow450

Base 4,950 XP; ×2 for five bodies = 9,900 adjusted, against the APL 9 Hard budget of 9,600. Level on paper, and the shaft is the thumb on the scale: five flyers against six people on a broken five-foot ledge is a positioning problem first and a damage problem second.

Round 1. The crows act first and they do not attack. They go for light — each crow takes one torch, lamp, or lit object, contested by Sleight of Hand or Athletics against +5, and carries it out into the middle of the shaft. Two of the three then drop what they took. A lamp dropped into eight feet of dry nest litter starts a fire, and the fire is the room's second half.

The harpies open from above, out of easy bow range, and sing. The song pulls one target toward the gallery's edge (see their card) — which is exactly what a 40-ft ledge over a rubbish heap is for.

Tactics.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Crank the lime

The winch cage is on the gallery, four feet from where the party arrives, and what it does is obvious to anyone who has ever kept birds.

  • Doing it: Athletics DC 14 to crank the cage up to mid-shaft, and then someone must hold the crank — one action every round, or the cage drops back.
  • Effect: the lime hangs in the air in a 30-ft column through the middle of the shaft. Any flyer that enters or starts its turn in it makes a Constitution save DC 13 or has its flying speed halved and must land or perch by the end of its next turn. Bronze-Beak Harpies will not fly through lime at all and know exactly what it is.
  • Success: the column splits the shaft. The flyers work one side of it and the party crosses the other, and a fight that was five-on-six in the air is suddenly two-on-six on perches.
  • Failure: the cage tips early and the lime goes down the shaft instead of across it. It is gone, and everyone below is coughing.
  • Cost: one character is on the crank, in the open, doing nothing else. That is a real price and it should be paid by somebody who volunteers.
Bypass — Go under, through the midden

The shaft floor is beneath the harpies' interest. They hunt the gallery; they do not hunt the rubbish.

  • The descent: climb down the wall's cage-brackets, Athletics DC 14, three checks, 80 feet. A failure on any check is a fall onto litter from whatever height you reached — halved damage, and loud.
  • Crossing the floor: group Stealth DC 13 through eight feet of dry twigs. Nothing on the floor is worth a harpy's time.
  • One failure: a crow notices and drops a cage-bar 80 ft onto the party: 2d10 bludgeoning to one character, no attack roll, and everything above now knows where the party is.
  • Two failures: both harpies come down the shaft to the litter, where they are much worse off than in the air — this is the best bad outcome in the room and a party that stumbles into it has still improved its position.
  • Cost: the drain at the shaft's foot (exit C) is where this ends, and it is a crawl. Nobody carries a body out that way.
Bypass — Withdrawing instead

The corridor the party came in by is behind them and nothing here will follow into it. It costs the loot roll, the clue, and the feathers.

Exits

AObviousThe gallery's east arch, ten feet from where the party arrived, the way the keepers came in. No check.
BConditionalThe plank bridge across the 10-ft gap to the west gallery and the door behind it. Acrobatics DC 12, or free with a spear laid across.Rider: you cross above the litter with the shaft's draft at your back and arrive breathing clean air after everyone else has been breathing feathers — take one free Perception check on entering the next room.
CHiddenA drain at the foot of the shaft under the nest litter, 3 ft square, running away downhill. Investigation DC 13, and only from the floor itself.Rider: you arrive from below, coming up through a floor grate into the next room, filthy, and carrying the smell of a bird midden that will not wash out for a day.
Loot

One roll on the loot table — the keeper's box, bolted under the winch frame on the gallery, where the lime, the hoods, and the spare jesses live and where keepers keep the things they do not want the birds to have.

The feathers are not loot and they are the reason to come here. A dead Bronze-Beak Harpy yields feathers by the sackful, sound, oiled, and the right grade. If your Resolution is X17 and the party has no wax cellar, this is the ugly alternative the Wings requires — Resolution-owned, not rolled, and it costs a fight rather than a roll.

The grate at the top is not an exit and you should say so cleanly. It is daylight, it is 80 feet up a smooth wall, and it is bronze. It is a Door-tier image for X17 arriving early, and a party that sees the sky here and cannot reach it will remember this shaft for the rest of the session.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One Bronze-Beak Harpy and three Storm-Crows, and the gallery is broken in one place instead of three. All DCs −2, and the lime cage is already cranked to mid-shaft
9As written
12Three harpies and five crows, and the crows work in a pair-and-drop pattern: one grapples, one takes the dropped item. DCs +1, and the winch chain is rusted — Athletics DC 17 for the first crank
15Four harpies, six crows, and a matriarch: give one harpy 50% more hit points, a second phase at half HP where she stops singing and starts throwing cages, and a lair action on initiative 20 — the whole squall crosses the shaft at once and every creature on the gallery makes a Dexterity save DC 16 or is shoved 5 ft, which on a 5-ft ledge is the whole point. DCs +3
DM Notes

Creature Cards

Both belong to Harpy Squall (W05) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Bronze-Beak Harpy, Storm-Crow. Every mention above opens the numbers here on this page.

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