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HARPY MURDER

by Alex of TavernTales
Maps
a by Tom Cartos
adventure
for 2nd to 4th level characters 1
HARPY MURDER
an adventure for 2nd to 4th level characters
Beast mountain range. The party is told to head east out

H
Arpy Murder is a Fifth Edition
adventure designed for three to six 2nd of Steeproost using Mercenary's Road, then break north
to 4th level characters, and is optimized when they see Ram's Head Rock towards the mountains.
for four characters with an average She advises that the party will have to scale the mountains
party level of 3. Can the party uncover to reach the outpost, and to acquire climbing gear if they
the grisly fates of a previous adventuring do not possess it already. Characters can procure climbing
party and defeat the threat which hunts on the outskirts equipment such as rope and pitons from The Narrow
of civilization? This adventure takes place near the village Stone general goods store in Steeproost. The Narrow
of Steeproost in the Vaskil Valley in the DMDave World's Stone also has two climber's kits available for sale at 40 gp
Omeria setting, but can easily be placed in any setting or per kit (prices are higher in Steeproost due to its remote
campaign that might have hilly and mountainous terrain location).
and an abandoned mountainside outpost near a fledgling
frontier village. This adventure can be played as a one-shot
adventure or placed into a longer-running campaign. Setting Off
Ram's Head Rock is an approximate 10 miles east along
Mercenary's Road from the village of Steeproost; travel
Background on foot takes just over 2 hours. When the characters come
The frontier village of Steeproost must work ceaselessly within sight of the rock, read the following aloud:
to protect itself against the threats which lurk in the
wilderness. Luckily, many adventurers can be found
A large boulder, over six feet tall and 7 feet wide, rests
Vaskil Valley looking to test their mettle and earn fame just a dozen feet from the north side of the dirt road.
and fortune in its forests, hills, and mountains. One such Its shape vaguely resembles a ram's head; its horns
group of adventurers was recently contracted by the village curled backwards tightly over its skull. Beyond the
of Steeproost to address the increasing harpy presence boulder, a much narrower, rocky path can be seen
in the region. The flock of harpies, led by one calling gently sloping upwards into the mountains beyond.
herself Meselle the Blooddrinker, have been ambushing
travelers along the east road out of Steeproost, gleefully
The path into the Belly of the Beast mountains is less
torturing and murdering their targets while occasionally
forgiving than Mercenary's Road — the elevation changes
sending survivors back to the village to tell the tale of
sharply at points and loose rubble underfoot can make
their butchery. Pushed out of their nests further west by
traction difficult at times. Sharp cliff faces line the path
the advancing Wyvern Kings, Meselle and her flock have
on both sides.
established themselves in an abandoned Kuzhuk outpost
in the mountains of the Belly of the Beast. Woefully
Encounter: Harpy Ambush. After about 20 minutes of
underprepared, the adventuring party tasked with
travel north, the party approaches a 10-foot deep fissure
eliminating them was destroyed, as three of its members
running vertically along the mountain path. The mountain
were swiftly murdered and the fourth was taken to the
path itself is flanked by steep, mountainous cliffs on
outpost for the harpies' extended enjoyment. Steeproost
both sides. There are four harpies loyal to Meselle in
can not tolerate this vile presence any longer — the second
the area, waiting to set a trap for the adventurers. Two
group of adventurers must not fail.
harpies are perched 40 feet high atop the east cliffs, and
two more harpies are perched 40 feet high atop the west
Getting the Quest cliffs. When the adventurers come within 30 feet of the
fissure, the harpies attempt to surprise the characters
While the characters are in Steeproost, they are with their Luring Song ability to lead the characters into
approached by Sheriff Mona Meyor (LG female half- the fissure. They then swoop down and attack, hoping
Anorian knight) who offers that she has a dangerous to pile onto anyone that fell into the pit. Otherwise, they
task fit for only the most capable adventurers — one she attempt to pick off vulnerable characters first. The harpies
is willing to pay very well for. She explains that that a are bloodthirsty, though once there are only two harpies
new flock of harpies has made their presence known just remaining, they attempt to flee if they have been reduced
outside the village of Steeproost, led by a particularly to half their hit points or lower.
vicious harpy calling herself Meselle the Blooddrinker.
The harpies have killed at least 8 people that they know of, Treasure: Fissure. Characters looking into the fissure can
and have sent occasional survivors back to the village to see humanoid remains in various states of decay; some
spread fear. The last group of adventurers she sent to deal entirely skeletal, others still full of rotting flesh. Characters
with the harpies has not returned. She knows the chances who climb down into the fissure and make a successful DC
are slim, but one or more of them may still be alive. She 12 Wisdom (Perception) check find that the bodies have
offers the characters 100 gp each if they can eliminate the been almost entirely picked clean save for a ring still worn
harpies, and her eternal gratitude if they happen to find by one of the corpses — a ring of animal influence.
and rescue any surviving adventurers. She further explains
that Meselle and her flock are known to be roosting in
an abandoned Kuzhuk outpost high in the Belly of the
2
Doors. The wooden doors are rotting and beginning to
A Grisly Scene separate from their hinges. They have an AC 14 and 16 hit
After the ambush at the fissure, the party has another 30 points. They are all unlocked.
minutes of travel along the mountain path until they reach
the area of the harpies' lair. When they do, read aloud the Light. Dim light from the exterior sunlight filters in
following: through to area 1. The other areas of the outpost are well-
lit by wall-mounted torches.
Around the corner of a narrow bend in the path, a
grisly scene comes into view: the headless torso of
The following locations are keyed to the map of the
a humanoid corpse has been impaled on a stake in Griffon Rider Outpost.
the ground, and its entrails have been separated and
hung from the stake and surrounding rock in long
lines of viscera. In front of the impalement, various 1. Entry Cavern
other decaying body parts have been arranged in an
imprecise fractal pattern on the ground. Some two
The cave mouth narrows into a cramped passageway
hundred feet in the stone above, a small cave mouth that extends for 10 feet before opening into a larger,
can be seen in the cliff face atop a ledge. natural cavern, 10 feet wide and 25 feet long. Scraps of
wood, metal, and old bones litter the ground. The cavern
transitions into a worked stone hallway that extends north.
The remains are courtesy of Meselle and her flock, and Near the north end of the cavern, two humanoid figures
have been arranged at the base of their new lair in a display are hunched over a form on the ground.
of power and sadistic artistic expression. A character who
makes a successful DC 10 Wisdom (Medicine) check can Encounter: Giant Vultures. Two giant vultures are here,
determine that the victims have been dead for a matter feasting on the carcass of one of the members of the
of days. It is unclear if dismemberment took place pre or original adventuring party. The vultures are defensive of
post-mortem. their meal and attack immediately, though each vulture
attempts to flee through the outpost entrance if reduced to
Encounter: Scaling the Cliff Face. The party will have to half its hit points or fewer.
scale the cliff face to reach the lair of Meselle and her flock.
Climbing the cliff is not particularly difficult; it slopes Carcass. The carcass belongs to a member of the original
gradually, with ledges of varying widths every few dozen adventuring party, but it has been so consumed that only
feet. Climbing to the harpy lair nestled within the cliff scraps of clothing and a partially intact skeleton lined with
face requires three successful DC 13 Strength (Athletics) trace amounts of flesh remain.
checks. Failing a check by 5 or more causes the character
to lose their grip and fall 40 feet to the ground or a ledge
on the cliff face below them, taking 14 (4d6) bludgeoning
damage. Characters with a specialized climber's kit make
these checks with advantage, and can not fall a distance
greater than 25 feet from where they anchored themselves.

When the party reaches the ledge where the lair is


located, read the following aloud:

Twenty feet away, a narrow cave mouth, five feet


wide, extends into darkness within the cliff face.
Bones, sun-bleached and picked dry, litter the ground
outside the cave.

Abandoned Outpost
The cave in the mountains is actually a former griffon rider
outpost originally built by a clan of griffon riders. It was
originally used as a secret rally point for raids in the valley
before it was abandoned when the riders moved along to
new territories. Unless otherwise stated, its features are
described as follows:

Ceilings, Floors, and Walls. Ceilings and hallways are built


from limestone and are 8-feet high. Like the ceilings, floors
and walls are built from the same limestone carved from
the surrounding mountain.

3
of the statue on the ground in the corner of the alcove.
2. Dust Mephits Removing the entrails from the statue or repairing it with
This chamber is filled with a half-dozen dusty wool mending grants the party the blessing of Vokdite. A strong
sleeping bags. An empty fire pit lies on the ground beneath breeze momentarily passes through the hallway, and each
a natural vent in the ceiling of the cavern. Bones and bits character is granted the benefit of the bless spell for 1 hour.
of dried viscera litter the room. A banner depicting a
human griffon rider, faded and torn, hangs from a nail.
4. Meselle the Blood Drinker
Encounter: Dust Mephits. Four dust mephits have been Unless Meselle and the occupants of this room have
drawn to the outpost by the pain and death the harpies already been alerted, characters approaching this room
create. The dust mephits lurk in this chamber, hiding can hear shrieking laughter and sobbing pleading coming
themselves in the sleeping bags. They try to cast sleep from beyond a closed door. Inside, half-broken crates and
from the cover of their sleeping bags and then attack the barrels are stacked against the walls. A rotting, circular
characters. The mephits flee once reduced by half their wooden table is pushed up against the southeast corner of
number towards the outpost entrance. the room, beneath which are six fist-sized speckled eggs.
Chairs lie broken and scattered across the floor, along with
more bones and viscera. A half-clothed man is manacled to
3. Desecrated Shrine the west wall, his figure beaten and broken.
A 2-foot-tall, headless stone statue of a half-bird, half-
man-like figure is mounted on a plinth in this small alcove. Encounter: Meselle the Blooddrinker. Meselle the
The statue has been draped with entrails and is streaked Blooddrinker and two other harpies are in this room,
with old blood. gleefully torturing Filgus Comstock (NG human bandit
captain), the last surviving member of the original
Shrine to Vokdite. The shrine was originally built by the adventuring party. Meselle and the other harpies
griffon riders and depicts Vokdite, God of Winds and immediately attack intruders, fighting viciously to the
Fury. It has been defaced by the harpies. A character with death. Meselle is a vicious matriarch, with hardened,
a passive Perception of 12 or higher notices the head leathery skin and a face decorated with the blood of her

4
victims. She uses harpy statistics, with the following
modifications:

• Her AC is 13.
• Her claws deal an additional 1d4 damage.
• She wields a serrated knife instead of a club, dealing 2d4
+ 1 slashing damage on hit.

Treasure: Manacle Key. The key to the manacles hangs on a


nail in the west wall of the room.

Filgus Comstock. Filgus is in bad shape and requires at


least 5 points of healing or a successful DC 14 Wisdom
(Medicine) check before he can be stabilized enough to
safely move. He wearily thanks the party for his rescue
but is noticeably shaken by the death of his adventuring
companions. He explains to the party that the harpies told
him they would keep him alive for weeks if necessary, so
that they could eventually feed pieces of him to their young
when they hatched.

Aftermath
If Filgus has been given medical attention by the party, he
requires some assistance to make his way back down the
cliff face. Going down is a bit easier than going up, and
the party may descend the mountain and return to the
village without issue. Filgus accompanies the characters
back to Steeproost so that he may take time to fully recover
from his experience. After some time, Filgus may offer
his services to the party or otherwise compensate them
for his rescue once he has regained his health. Sheriff
Mona Meyor thanks them gratefully for their service and
compensates them appropriately.

5
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1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1Copyright 2016, Wizards of the Coast, Inc.; Authors
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Harpy Murder Copyright 2020,
TavernTales. Author: Alexander LeFort END OF LICENSE

Credits
Written by: Alexander LeFort
Cartography by: Alexander LeFort, Dungeondraft
Harpy cover art: Fat Goblin Games
Page 5 art: Matias Lazaro
Other art: Shutterstock

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