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Harpies... what the french? toast!

LiL KiNG

First Post
So our 3.5 group just met up last night and our DM didn't show up, as we're most of us are married and were excited to get out for the night =P we decided to play anyway. So one of our guys pulled up the free adventure website and chose House of Harpies by Owen K.C. Stephens (this module in our experience requires a good read through prior and some sorely needed DM tweaks - there were some very confusing parts as written) to run us through - he just played his own PC as a party NPC for the night.

So the adventure is set for a level-6 party, and all our guys are level 4 but we tear through things like crazy. We have a human warmage 4, strongheart halfling warlock 4, lesser teifling rogue 2/swashy 2, and a half-giant barb 1(pounce)/ranger 2/scout 1. We followed the adventure layout with a few random encounters en route, but once we got to the harpies we nearly had a TPK fighting the first 2. Everyone but the warmage failed their Will save vs. the harpies song so we mindlessly followed after them and had to let them attack us without retaliation OR a new save - as per the MM entry on harpies. IF it'd not been for the warmage forcing the singing harpy to roll a concentration check from damage we'd have all been dead. CR 4 creature the darkest part of my lilly white arse!

No bard, so no countersong... after another encounter with 4 of the fugly things we decided as a group that you were only mezzed by the one you failed a save on - so if another one attacked you, you could roll a new save (like if the one that mezzed you made you walk through fire or towards a cliff like the MM entry says). If we hadn't decided this in the middle of a fight it would have been a TPK right there, but you still had to just stand there and take the attacks from the one that did mezz you. The warlock had two or three fey heritage feats so his DR 4/- saved his butt but the rogue and ranger took beatings because of their weak Wills and the warmage could only do so much. Later, when the ranger finally decided to deafen himself and take a -4 initiative penalty he tore them up pretty badly, but that was at the end of the adventure. Overall though it was bad.

So curious how other people deal with harpies in their campaign??

as a note, the NPC that "hired" us to clear out the tree house could only describe the creatures as winged beast (apparently he failed his own knowledge check or something...) so we had no idea we were going to be dealing with harpies to take any kind of preparations against.
 

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Well...the first mistake you made was failing your saving throws!;)

Something like that happens, you're basically in TPK's neighborhood.

OTOH, let me tell you the story of:

The Battle of the Brutal Slaughter of the Harpies

We were attacked by Harpies, and the quick-thinking Druid hit them with an Entangle as they did a strafing run through some foliage- snagged them all!

That was when the dice went sour.

We only had a few PCs with ranged weaponry- a guy with a bow, a guy with a throwing hammer, one with a sling, and the Wiz had a dagger.

The guy with the Hammer is venturing into the area of the Entangle to retrieve his hammer and the Wiz' dagger.

Most of the to-hit rolls were low. When we did hit, no attack did more than 3HP damage. We finish off the first Harpy just as the Entangle is starting to expire...

So the Druid does Entangle #2...and our futility continues. The dice continue to stay as low as a soldier under fire.

The guy with the Hammer is, by now, having to venture into the area of the Entangle to retrieve arrows that have missed. The PC with the sling is now using rocks.

Harpy #2 is near death but still fighting and Harpy #3 is untouched when Entangle #2 is expiring, so the Druid pops Entangle #3.

My PC and the hammer-thrower are apologizing to the Harpies- in character- for the cruel deaths that we are inflicting upon them...especially after the hammer-thrower retrieved the Wizard's dagger out of the still-living Harpy#2 so the Wizard could throw it again. But he doesn't leave the Entangle area until after he stabs the dying Harpy with that dagger to finish it off.

By now, all of the arrows have been used, either striking the Harpies or being broken downrange. EVERYONE ELSE IS THROWING ROCKS.

The last Harpy dies just before Entangle #3 does.

All of this time, our DM has been flabbergasted- absolutely red faced and flustered- at the action. "F$%^&ing Entangle! That spell is broken!" *rant*rant*rant*

To which the Druid's player huffily responded "Well, it was either that or Create Food & Water! The Harpies could have had a meal and a bath!"

LOLs abounded.
 

I don't get the moral behind that story, but I always find it annoying when a DM whines about things that he could actually tweak before starting a game, such as spells, spell-like abilities and supernatural abilities. Pro-tip: A DM MUST BE PREPARED!!

As a DM myself, I would give a good look into things before I threw in any harpies. If they really are as dangerous as you say, I might calculate the chances of all the PCs getting mesmerized. If the odds are heavily against them, I might give them more chances to use Saving Throws.

When it comes to Druid and Cleric spells (or spells in general; this just came to mind from that story), I generally do not see reason to tweak them that much. If Entangle saved the whole group in that situation, I wouldn't complain. I would be happy to see that the PCs didn't end up being TPK'd by some ugly birdwomen. Dying to a dragon is far more badass, after all. (I am aware of how deceitful CRs are when it comes to dragons)
 

Moral?

1) Dice can create funny- even hilarious- results.

2) Sometimes the challenge in an encounter won't shape up the way you think it will...from EITHER side of the screen.
 

and to the guy who asked thats the fun of it some times. and the reason it was based on higher lvl people. the saving throws would be better. As for my personal experiance it was rather one sided i have a large band of adventures in nearly all games. (6 or more people) giving better odds that some one wont get caught in daze. haveing said that i also play with what were called character points in my day. which allows one reroll of any die assuming you have any CP's. If everyone was failing the saving throw some player would spend one to ensure at least he could fight.
 
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Moral?

1) Dice can create funny- even hilarious- results.

2) Sometimes the challenge in an encounter won't shape up the way you think it will...from EITHER side of the screen.

Indeed . Once our DM had our 5th level crew attacked by a KRAKEN as a plot device. Unfortunately, so many circumstantial tactics and criticals happened that we ACTUALLY BEAT IT. I was a noob at the time so it didn't dawn on me what had happened till I later looked up Krakens in the books. CR12 lol.
 

The dice are the spirit of kerflufl in the game. I have seen a group of rank newbies (1st/2nd levels) drop a 13HD monster with special attacks and defense all by the roll of the die. Likewise I've seen a party of 12th level heroes nearly decimated by a lowly group of kobolds and a well placed spike/spring trap. It's evidently really hard to cast spells or swing weapons when you are trying to extract 3 inch barbed spikes from your shins. :D (Yes I are a rat bastard DM)
 

harpies?
its simple really

1st you look at the name of the adventure, there will be harpies
2nd you take things that bump Will saves up (like resistance) or Owl's wisdom
3rd you get an old soviet AA gun
4th you fire

teh AA gun could be the warmage, in my group our warmage is pretty much the crowd control we need, a few flying things and a bad roll for them puts them from harpies to burning flying things that are screaming in pain (ho-ray for burning hands perhaps? no? frowny face...)

but yeah...just prepare, I love playing the boosting class because in the end everyone is like "whoa, thanks!"
 

Forewarning and being prepared are indeed helpful, however in this case both were non-existent.

1. Players did not know the name of the adventure and therefore no knowledge of what we might be facing upon reaching our destination - until the first two dropped through the forest canopy and attacked us (if it'd not been for the warmage then, we were as good as dead).

2. Good Will saves are always beneficial, but again, no warning it'd be so sorely needed this night.

3. & 4. Do not apply =)
 

CR 4 creature the darkest part of my lilly white arse!

No bard, so no countersong... after another encounter with 4 of the fugly things >>snip<<
Well... don't forget that a single harpy is CR 4/EL 4. Your first encounter was with 2 of them, so that's EL 6. And the encounter with 4 of them is EL 8. That is absolutely not appropriate for a 4th level party.

Other single creatures that are CR 8/EL 8 include the Mohrg, which would typically paralyze most members of your group, the Mind Flayer, which would eat your brains, and a Juvenile Blue Dragon, which is yikes. So, it's not surprising that you had a nightmarish time with them. I'm surprised that you survived at all.

For what it's worth, with high hit dice, will saves, and a flyby attack, I suspect that the Trailblazer document adjusts their CR to 5. That's probably more accurate.
 

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