Aureus notes everyone consent and offers, translated through Phar, to lead the way into the partially walled off stairwell and then up the stairs to the next floor of the tower. She looks for any sign of traps as she takes the lead. At the top of the stairs, beyond the stairwell's gap, the next level of the tower is all one room. Another alcove like the one you've exited from stands 15 feet away along the southern side of the tower.
It is unseasonably warm on this level and the massive circular room smells foul. You feel the heat before stepping on to the level's landing. The high roof is lost in a darkness of crisscrossing rafters. A portion of the northern part of the roof, away from the stairs, has collapsed. You can see the twilit sky above. There is a system of rails attached to the underside of the central rafter, which leads from one side of the tower to the other. A heavy-looking iron cauldron hangs from the rail by chains over a sputtering, smoky fire. To one side is a pile of round rocks and pile of wood for burning. A weapons rack and three barrels stand nearby on the other side of the firepit. The floor is covered in a slick white coating.
Aureus motions for quiet and crouches down near the alcoves opening to take in the whole room.
Then you hear it. First it is like a hissing sound. Then two rook-harpies appear near the opening in the roof. They squawk at you in anger and hop back and forth on the rafters. They cackle and shriek at you but do not wing to attack.
Aureus looks at the rooks and then her ears perk up. She growls and motions to the ceiling above you all.
"More up! Arm-bush!"
OOC: Search check (for traps on the stairs) >
1d20+13=20,
Listen check >
1d20+14=24,
Spot check >
1d20+14=21,
Initiative roll >
1d20+4=17 | Rook harpies (above the PCs):
Initiative roll >
1d20+2=16; Rook harpies (other two):
Initiative roll >
1d20+2=12