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35

Rookery of Bronze Beaks

RoomGauntletMediumHarpy Squall (W05)3 exits
Illustration: Room 35 — Rookery of Bronze Beaks

The floor is white. Not stone-white — bird-white, a foot deep of it, and it stinks. Above you the walls go up further than your light reaches and every ledge and broken cornice on them is packed with nests, and the nests are made of wire and bronze scrap and somebody's spear shafts.

Something up there shifts its weight. Then two hundred somethings shift their weight, and a single feather comes down through the light, and it is metal, and it hits the guano point first and stands there quivering.

DM summary. A Stymphalian rookery in a shaft. Four birds and a harpy come down at anything that walks in, and the entire flock can be driven off with noise — which every party has, and which nobody thinks of until they are told.

Terrain & Features

Battle map: custom map. A 40 × 40 ft floor under a 60-ft shaft, and the floor plan is almost irrelevant — chalk the footprint and track the nest shelves at 15/25/40 ft beside it. Browse the book if a page half fits your table better.

Encounter

Medium · Harpy Squall (W05) · Budget at APL 9: 6,600 XP

Four bronze-feathered birds working as a squall, and one harpy who is worth all four.

Count Creature XP each
4Storm-Crow450
1Bronze-Beak Harpy1,800

Base 3,600 XP; ×2 for five bodies = 7,200 adjusted, against the APL 9 Medium budget of 6,600 — six hundred over, which is deliberate, because the scatter rule below usually ends this fight in three rounds rather than six.

Round 1. The storm-crows come off the 40-ft shelf together and pass through the party's space without landing — a diving harass, dropping bronze scrap and one nest-stone apiece: everyone under the flight path makes a Dexterity save DC 13 or takes 1d10 bludgeoning. The harpy does not come down at all on round 1. She sings from the 25-ft shelf, and her song pulls one target toward the nearest edge or drop, which in this room means toward the wall she is going to be at on round 2.

Tactics. The storm-crows never land and never stay in reach: they dive, pass, and climb, which makes them miserable for melee characters and a gift for anyone with a bow. The harpy is the fight. She snatches and drops — a grappled target carried 20 ft up and released is 2d6 falling damage and a lot of shouting — and she will not engage a target standing under an overhang. There are three overhangs, and a party that finds them fights a much easier room.

Traps / Puzzles / Checks

The scatter rule, which is the whole encounter. Stymphalian birds are driven off by noise; Herakles used rattles, and a shield-boss and a dagger-pommel work just as well.

Element Value
Making a scatter-noiseOne action: banging metal on metal, a thunderclap or similar spell, a Performance DC 12 with anything percussive, or simply six people shouting on a coordinated count (no check, but everyone must spend the action)
EffectEvery Storm-Crow within 30 ft makes a Wisdom save DC 13 or is frightened and flies to the crown of the shaft for 1 round
The scatter clockThree scatter-noises — cumulative across the fight, not consecutive — and the flock abandons the rookery entirely, up and out through the crown. They do not come back this session
The harpyImmune to the scatter. She is not a bird, she is furious about the noise, and once the crows are gone she is alone against six people and she knows the arithmetic
Diminishing returnsNone, deliberately. This is a trick the deck wants the party to find and use, and taxing it would teach them not to

Reading the nests (Investigation DC 13, from a shelf): the wire is Daedalan scrap, the spear shafts are Knossian issue, and one nest is built around a bronze mechanism that the bird did not make.

Exits

AObviousThe floor-level arch you came in by, and a second one opposite it at the same level. Neither closes. No check.
BConditionalThe gallery mouth at the 25-ft shelf, which is a corridor going somewhere, reachable by the climb (Athletics DC 13) or by anything that flies.Rider: you leave from height and the gallery keeps it — the party enters the next room at its upper level if it has one, and chooses, before anything rolls initiative, whether to come down or stay up there.
CConditionalThe crown of the shaft, 60 ft up, where the birds go. Requires flight, a rope from the 40-ft shelf, or a very good climber (Athletics DC 15 for the last 20 ft, which is smooth).Rider: you come out into the maze's upper works and there is moving air up here — note this for the party in exactly those words and let them decide what it means.
Loot

None. The nests are wire, bones, spear shafts, and bronze scrap that is scrap and not treasure, and the party will be very sure it is all worth something because it is shiny. Let them spend one action per nest finding out.

The bronze mechanism built into the third nest is not loot either. It is a clue object (see DM Notes) and it goes on the sheet, not on the table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three storm-crows, no harpy. Scatter save DC 11, and two scatter-noises empty the shaft. All DCs −2
9As written
12Eight storm-crows and two harpies, and the crows return one round after each scatter unless the clock has run out. DCs +1
15Twelve storm-crows, two harpies, and the shaft has a wind in it: everything airborne has advantage on attacks against anything on the floor, and any climb check made while the wind is up is at disadvantage. Scatter clock is five noises. DCs +3
DM Notes

Creature Cards

Both belong to the Harpy Squall (W05) and recur across the deck, so the numbers live in the bestiary. The scatter clock, the shelves, and the guano are this room's.

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

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