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61

Nest of Rustling Feathers

RoomAvoidable ThreatDeadlyHarpy Squall (W05)3 exits
Illustration: Room 61 — Nest of Rustling Feathers

The floor gives under your boots like wet straw, and it is not straw. It is feathers and small bones, knee-deep, packed and turned and packed again, and it goes on for the width of the chamber.

Far above, a shaft opens in the ceiling and bends away out of sight, and on a ledge two-thirds of the way up sits a nest the size of a cart, woven of bronze wire, rope, and rib. Something in it is very large and is not asleep. Something smaller in it is making a thin, wet, hopeful noise.

The noise stops. The big one turns its head.

DM summary. A brooding harpy matriarch who will not leave her nest and four chicks who are the alarm system. The room is a crossing, not a fight, and the feathers heaped on the floor are worth more to the party than anything they could kill here.

Terrain & Features

Battle map: custom map. A 40 × 40 ft midden floor under a 60-ft kinked shaft — sketch the footprint and the three ledge heights beside it. Browse the book if a page half fits your table better.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross at half speed, downwind, on a wind pulse

The midden is quiet under a slow foot and the up-draught takes your scent away from the cup.

  • The check: group Stealth DC 15, at half speed (so the crossing takes three rounds, not one). Starting the move on a wind pulse gives advantage — reading the pulse is Perception DC 12 or one round spent watching.
  • One failure: one chick shrieks. Aello stands. The party has one round before the harpies drop; anyone who reaches the south wall or a ledge in that round is out of the snatch lanes.
  • Two or more failures: all four chicks go off and the alarm clock runs in full. Roll initiative.
  • Cost of the slow crossing: three rounds in the open with nothing to hide behind, and no chance to grab anything from the midden on the way.
Bypass — Feed the chicks

Four hungry mouths, and a matriarch who has not managed to leave them to hunt.

  • The check: any 5 lb of meat, rations, or fresh kill thrown into the cup from below (Athletics DC 13 to make the 25-ft throw), followed by Animal Handling DC 15 to pitch your voice like the mother's.
  • Success: the chicks eat instead of screaming and Aello settles to watch them do it. Four rounds of complete indifference — enough to cross, climb the cornice, and go, and the DM should let it feel like a trade rather than a trick.
  • Failure: the food lands short, in the midden, and the chicks scream about it. Alarm clock, one failure's worth.
  • Cost: the rations are gone. If the party has none, they have nothing to buy her with, and you should say so out loud rather than let them roll.
Bypass — Withdraw, and come back later or not at all

Nothing in this room wants to leave it.

  • The condition: none. Turn around and go. The party can always withdraw from R061 — Aello will not follow past the door and the harpies will not follow past the midden.
  • Cost: the time, this room's Resolution clue, and the feathers, which are a genuine loss if the party is building wings.
  • If the party fights anyway: it can kill them. Three flyers with reach and a drop, a floor that is difficult terrain, and a matriarch who throws femurs from a ledge nobody can reach without both hands. Twenty-three thousand XP of adjusted encounter against six ninth-level characters is not a challenge, it is an answer, and if they insist you should honour it. Warn once, in character — she screams first, every time, and the scream is the warning.

Encounter

Deadly · Harpy Squall (W05) · Budget at APL 9: 14,400 XP

One matriarch who will not leave her ledge, two harpies who will, and four chicks who are the reason any of it starts.

Count Creature XP each
1Aello, Mother of the Nest3,900
2Bronze-Beak Harpy1,800
4Storm-Crow (arrive on the alarm)450

Base 7,500 XP for the three harpies; ×2 for three bodies = 15,000 adjusted, against the APL 9 Deadly budget of 14,400. With the storm-crows down the shaft the base is 9,300 and seven bodies push the multiplier to ×2.5 — 23,250, which is not a fight, it is a consequence.

Why she is not already attacking. She is brooding. There are four chicks in the cup and she has not left them in nine days; she is hungry, irritable, and absolutely unwilling to be twenty feet from that nest. A party that stays out of the cup's reach and off her ledge is, to her, weather.

The alarm clock. The chicks shriek when they hear or smell something they think might be food. Group Stealth DC 15 to cross the midden without setting them off, at half speed; the crunch of full speed is automatic failure. On a shriek: Aello stands and screams back, the two harpies drop from the cornice at the end of that round, and the four storm-crows come down the shaft two rounds later.

Round 1, if it starts. The harpies do not close. They take the highest air they can and sing — each picks the character standing nearest a drop or a ledge edge and pulls. Aello does not move off the ledge. She throws bones, and she throws them hard, and she waits for someone to climb.

Tactics. Aello's whole behaviour is a radius. She will not pursue past 20 ft from the cup for any reason except one: touch the chicks and she abandons every other target permanently and comes down. The harpies snatch and carry — they want a character 30 ft up and then not carrying them. Nothing here follows the party out of the chamber, because nothing here will leave the nest unattended.

Traps / Puzzles / Checks

Harvesting feathers (this is what the room is actually for).

Element Value
From the midden, without the fightSurvival DC 13, ten minutes of digging, half of them broken — enough for one wing-frame
From the nest cupAutomatic if the cup is reached; whole primaries, enough for two frames
From a dead harpyAutomatic; two pounds a body
Noise costDigging the midden is noise: one extra group Stealth DC 15 check per ten minutes

Climbing. The 10-ft cornice is Athletics DC 12. The nest ledge at 25 ft is Athletics DC 15 on the wire and rope of the nest itself, and anyone who touches the nest to climb it has touched the chicks' home — see Tactics, and mean it.

Exits

AObviousA gap in the south-east corner where the midden has drifted up against a fallen lintel, standing open. No check.
BConditionalThe broken cornice at 10 ft runs to a stair-head in the north wall. Requires the climb (Athletics DC 12) and staying off the midden.Rider: you leave with clean boots and a high vantage — the party chooses their marching order freely on entering the next room, before anything reacts to them.
CHiddenA drain under the midden on the west side, found by the smell rather than the eye. Investigation DC 15, or automatic for anyone who spent ten minutes digging feathers.Rider: you come out reeking of harpy nest — disadvantage on Stealth for one room against anything that hunts by scent, and advantage on Deception against anything that expects prey to smell like prey.
Loot

Conditional — one roll on the loot table, earned by reaching the nest cup (the 25-ft climb, or flight) and taking a handful of what is woven into the rim. Harpies build with anything bright: wire, buckles, coin, a signet, a mirror-back.

The feathers are not loot. Two pounds of bronze-beak primaries are a Resolution requirement, not a d100 slot — if the party is building the Wings (X17), this room is one of two places in the deck that can supply the feathers, and X17 says what they are worth. Give them the feathers, not a roll.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Drop the two Bronze-Beak Harpies; Aello alone, at −25% HP, and two chicks instead of four. Storm-crows do not come. All DCs −2
9As written
12Three Bronze-Beak Harpies, six storm-crows, and Aello's Carry Off has no range limit inside the shaft. DCs +1
15Two matriarchs sharing the ledge (the second is a Bronze-Beak Harpy at +50% HP with Aello's Mother's Answer), four harpies, and the wind pulse becomes a hazard: on a pulse, anything airborne can move a grappled creature 30 ft up for free. DCs +3
DM Notes

Creature Cards

The two Bronze-Beak Harpies and the storm-crows recur across the deck and their numbers live in the bestiary. Aello is this room's and no other's, so she is printed 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.

⚔

Aello, Mother of the Nest

Large monstrosity, chaotic evil · CR 8 (3,900 XP)

AC 15 (bronze quills) | HP 127 (17d8 + 51) | Speed 20 ft., fly 60 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
7 (−2)INT
14 (+2)WIS
15 (+2)CHA

Saves Dex +6, Wis +5 · Skills Perception +5, Athletics +7 · Darkvision 60 ft.

Brooding. She will not willingly move more than 20 ft from the nest cup. If a creature touches the cup or a chick, this trait ends for the rest of the encounter and she attacks that creature in preference to all others.

Rustling Quills. Any creature that starts its turn within 10 ft of her has disadvantage on ranged attack rolls until the start of its next turn.

Multiattack. One Bronze Beak attack and two Talon attacks.

Bronze Beak. Melee, +7 to hit, reach 5 ft., 2d8 + 4 piercing damage.

Talon. Melee, +7 to hit, reach 5 ft., 1d8 + 4 slashing damage. If both Talon attacks hit one Medium or smaller creature, it is grappled (escape DC 14).

Thrown Bone. Ranged, +7 to hit, range 30/90 ft., 2d6 + 4 bludgeoning damage, and the target must succeed on a DC 14 Strength save or be knocked prone.

Carry Off. With a creature grappled, she flies up to 30 ft without provoking opportunity attacks, carrying it. She may release it at any point in that movement.

Mother's Answer. When a creature she can see touches the nest cup, she moves up to her speed toward it and makes one Bronze Beak attack.

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