First stop: Sylvia. You know the amazon isn't a fan of harpies, but having her at your back would sure make taking on a giant bug-monster-woman a lot easier. It's a quick job back to where she's waiting.
"You want to what?" she gawks when you've finished your explanation. "And you want my help? Again?"
<<Charisma Check: Success (10 vs. 12)!>>
The amazon sighs and picks up the axe she'd left sitting beside her. "What's your plan here, Remi? Clear out the entire castle, at this rate?"
"Maybe it is," you answer. "Come on, the two of us, your sister, maybe a little more help... we could take on whatever's infesting this place. Make it a castle worth holding again."
Sylvia rolls her eyes at you. "Easy does it, blackscale. Look, I'm here to find my sister. You want to go on a crusade against whatever's living here, that's on you, but I'm on board up until we find Neva. Understand?"
"So is that a no?"
She crosses her arms. "I didn't say that. If you're intent on challenging some monster first, I suppose I'd best make sure you make it back. Otherwise you're no help to me. But this is the last distraction, understand?"
You nod. "Fine. Resolve this, and we'll hit the keep. Promise."
Sylvia mulls it over for a moment, then hefts her axe up. "Alright. What's the plan, Remi?"
Second stop: traps.
<<Intelligence Check: Success (10 vs. 15)!>>
You lead Sylvia over to the most intact of the three towers, where you're fairly sure the mantis-drider makes her lair. Unlike the other two, this tower still has its door, and the walls are sturdy stone, unbroken by the passing years. The creature's too big to possibly fit through the door, though, so you guess the roof must be partially collapsed to let her in and out.
After a few minutes' conversation with Sylvia, you figure that once the creature awakens, she'll attack from the air. So you need a way to force her into close quarters, where her agility and speed won't help her overwhelm you. Sylvia suggests hooks and rope -- she has one -- to restrain the creature's wings. If you can lure her into a narrow place, say the gape between the keep and the stables, one of you could leap down with the restraints from above.
That sounds like a job for the big, strong Sylvia. She nods and gets to work, but before she does, you posit your other idea: before you go into battle, you can enchant your weapons with flame, lending a little extra oomph to your strikes. That earns you an approving grin from the amazon: she thrusts her axe into your hands and starts working on her ropes and hooks, leaving you to your arcane devices.
The next hour or so is spent in quiet preparation: Sylvia attends to her traps, and you run your claws across your weapons, incanting ancient formulae from your spellbook and channeling your will into the flame. When you're nearly done, you take a deep, centering breath and let it out across the blades. The metal shimmers and ignites, erupting into a soft, flickering flame that surrounds the edges, never quite burning the metal. A corona of flames.
"You're more useful than you look," Sylvia teases, taking her axe back and giving it an experimental swing. The curved edge cuts through the air, leaving acrid smoke in its wake. "How long will this last?"
"As long as I concentrate on it," you answer. "Keep me from getting knocked around too much and it'll stay until we make camp."
The barbarian flashes you a wicked grin and turns towards the tower. "So. How do we get the bug out of her nest?"
That one, you've got covered. There's plenty of dried vines and grass lying all over the courtyard, easy to collect with a few moment's work. With Sylvia's help, you start cramming the debris around and under the tower door, stuffing it with kindling. Your companion catches onto your intentions quickly, but you have to deny her the pleasure of setting things off: you send her to the stables, to get in position with her trap.
When everything's set up, you flick your fingers and light a spark.
((I'm going to go roll out and write a combat encounter, I suppose! In the meantime, assuming Remi and Sylvia pull out ahead: what should they do with the defeated mantis-girl? And what "proof" do they offer the harpies?))
"You want to what?" she gawks when you've finished your explanation. "And you want my help? Again?"
<<Charisma Check: Success (10 vs. 12)!>>
The amazon sighs and picks up the axe she'd left sitting beside her. "What's your plan here, Remi? Clear out the entire castle, at this rate?"
"Maybe it is," you answer. "Come on, the two of us, your sister, maybe a little more help... we could take on whatever's infesting this place. Make it a castle worth holding again."
Sylvia rolls her eyes at you. "Easy does it, blackscale. Look, I'm here to find my sister. You want to go on a crusade against whatever's living here, that's on you, but I'm on board up until we find Neva. Understand?"
"So is that a no?"
She crosses her arms. "I didn't say that. If you're intent on challenging some monster first, I suppose I'd best make sure you make it back. Otherwise you're no help to me. But this is the last distraction, understand?"
You nod. "Fine. Resolve this, and we'll hit the keep. Promise."
Sylvia mulls it over for a moment, then hefts her axe up. "Alright. What's the plan, Remi?"
Second stop: traps.
<<Intelligence Check: Success (10 vs. 15)!>>
You lead Sylvia over to the most intact of the three towers, where you're fairly sure the mantis-drider makes her lair. Unlike the other two, this tower still has its door, and the walls are sturdy stone, unbroken by the passing years. The creature's too big to possibly fit through the door, though, so you guess the roof must be partially collapsed to let her in and out.
After a few minutes' conversation with Sylvia, you figure that once the creature awakens, she'll attack from the air. So you need a way to force her into close quarters, where her agility and speed won't help her overwhelm you. Sylvia suggests hooks and rope -- she has one -- to restrain the creature's wings. If you can lure her into a narrow place, say the gape between the keep and the stables, one of you could leap down with the restraints from above.
That sounds like a job for the big, strong Sylvia. She nods and gets to work, but before she does, you posit your other idea: before you go into battle, you can enchant your weapons with flame, lending a little extra oomph to your strikes. That earns you an approving grin from the amazon: she thrusts her axe into your hands and starts working on her ropes and hooks, leaving you to your arcane devices.
The next hour or so is spent in quiet preparation: Sylvia attends to her traps, and you run your claws across your weapons, incanting ancient formulae from your spellbook and channeling your will into the flame. When you're nearly done, you take a deep, centering breath and let it out across the blades. The metal shimmers and ignites, erupting into a soft, flickering flame that surrounds the edges, never quite burning the metal. A corona of flames.
"You're more useful than you look," Sylvia teases, taking her axe back and giving it an experimental swing. The curved edge cuts through the air, leaving acrid smoke in its wake. "How long will this last?"
"As long as I concentrate on it," you answer. "Keep me from getting knocked around too much and it'll stay until we make camp."
The barbarian flashes you a wicked grin and turns towards the tower. "So. How do we get the bug out of her nest?"
That one, you've got covered. There's plenty of dried vines and grass lying all over the courtyard, easy to collect with a few moment's work. With Sylvia's help, you start cramming the debris around and under the tower door, stuffing it with kindling. Your companion catches onto your intentions quickly, but you have to deny her the pleasure of setting things off: you send her to the stables, to get in position with her trap.
When everything's set up, you flick your fingers and light a spark.
((I'm going to go roll out and write a combat encounter, I suppose! In the meantime, assuming Remi and Sylvia pull out ahead: what should they do with the defeated mantis-girl? And what "proof" do they offer the harpies?))