Saturday, March 03, 2007

Harpy Point

Harpy Point has come to refer to the entire island, though in less troubled times, people often referred to the lighthouse. Over the rocks crags that ring the south and east half of the island, harpies have made their home. More recently, gargoyles have occupied the lighthouse.

8 Feeding Ground

A strewn pile of bones serves as a centerpiece to this enclosure in the rocks. A low stone overhang provides a partial shelter from falling rain.

Among the bones are a collection of small trinkets from nearby towns and a few adventures packs which have been ransacked. The party will have to thoroughly search the bones (DC 20) to find all the items:

  • masterwork leather armor that's survived the thrashing
  • ring of resistance +1 on a skeletal finger
  • moldy boots of speed at the very bottom of the pile
  • 100gp in coins at various strata

  • 9 Lounge

    A set of smooth stones encircles an ash-filled firepit. Two trees have struggled to grow up through the cracks in the rocks, their low limbs curled back in toward the trunks. A sliver of smoke wafts up and out to sea against a backdrop of falling rain.

    The firepit is still warm, a sign that this location is still used. If the party stays in the area for more than a minute, they will likely hear the high shrill screeches of harpies in the nest.

    10 Nest (EL 11)

    This concavity in the rock forms a smooth surface, which has been padded with many layers of twigs, hay, bits of hide and great greasy feathers.

    The nicer items are here, along with three harpies who have grown fat off the nearby townsfolk, and who have also begun to develop sorcerous powers due to proximity to the old one and also from some small teachings from the gargoyles in the nearby lighthouse. They are haughty and aggressive, leaping to attack unless convinced otherwise.

    Creatures: Harpy Sorcerers HP 38, 50, 48
    Harpy Sorcerer CR 8
    CE Sex Race sorcerer 3
    size Medium Monstrous Humanoid
    Init: +2 Senses: Darkvision 60 ft.
    Listen +7 Spot +3

    AC: 21 (+4 shield spell, +4 mage armor, +2 Dex, +1 natural), touch 12, flat-footed 11
    HP: 38, 50, 48 (HD 7d8 and 3d4)
    Fort +3, Ref +8, Will +9

    MV: 20 ft. (4 squares), fly 80 ft. (average)
    Attack: +9 masterwork spear (1d8)
    Full Attack: +9/+4 masterwork spear (1d8) and +3 claws(2) (1d3)
    Atk Options: Flyby attack, 1 wand of acid arrow: ranged touch +10, 2d4 acid + 2d4 acid next round
    Space / Reach: 5 ft. / 5 ft.
    Base Attack: +8 Grp: +8

    Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18
    Feats: Dodge, Flyby Attack, Persuasive, Ability Focus (Captivating Song)
    Skills: Bluff +11, Concentration +3, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

    SA: Captivating Song (DC 19)
    SQ: Darkvision 60 ft.

    Spells Prepared or Available:
    0th (6/day): detect magic, ghost sound, ray of frost, resistance, touch of fatigue
    1st (6/day, 4 remain): shield, mage armor, and either shocking grasp, burning hands, or magic missile

    Posessions: masterwork spear.

    Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

    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, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes 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 and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

    Tactics: The harpies are likely aware of the party's approach and will cast mage armor and shield on themselves as soon as they see that they are armed (already included in above stats). The harpies are hostile, and will attack immediately, using their song one at a time to attempt to lure party members off the high cliffs (DC 19 Will save). Failing that they will attack with their spells and use their spears in flyby attacks. In addition, one of them wields the wand of acid arrow (ranged touch +10, 2d4 acid + 2d4 acid next round) listed in the treasure below.

    Vicious, the harpies will fight to the death.

    Treasure: a battered sea chest with 7,000 silver coins, six large chests stamped with a tax collector's seal containing 70,000 copper coins, 3 gems in a leather pouch: a black agate worth 10 gold, a galena worth 25 gold, and an octel worth 98 gold, 4 gems in a soggy, gouged velvet-lined jewel case: a brandeen worth 90 gold, a clear topaz worth 825 gold, a brown diopside worth 9 gold, and a pink tourmaline worth 105 gold, a potion of blur, a wand of acid arrow with 33 charges, a +1 quarterstaff, a +1 large steel shield, a ring of climbing, a hand of the mage, and a potion of expiditious retreat.

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