Performance (M) vs DC 37:1d20 + 27 + 1 ⇒ (5) + 27 + 1 = 33Fail :/
Zurrus is too busy coming up with melodies for the upcoming battle to really pay attention to the negotiation.
Don’t think this is something to hero point since we’ll still get our pick of the remaining options. I’m good with Cirri and Drockhar’s decisions in Discussion; I think the map on slide 5 works best for “hilly.”
”Hey, no need to be such a downer… at least until you lose!” Zurrus returns the barbs but tries to keep it more light-hearted. ”OH! Tell ya what- if you battle us, I’ll write a song about it! And you can keep the rights. Could go something like this…” She plucks an experimental melody.
Round 1 Performance (M) vs DC 37:1d20 + 27 ⇒ (16) + 27 = 43 Round 2 Performance (M) vs DC 37:1d20 + 27 ⇒ (19) + 27 = 46 Looks like 2 Successes
Any thoughts about my spell usage? I'm trying to find a good balance between using my impactful spells and saving them for other encounters in the day. Totally fine using compositions and slinging cantrips if I run out but I figured I'd ask how fast I should use them.
Focus Points: 1 (Lingering Composition)
1 2nd-level spell (Blur, on top of the one used to sustain Lucky Number)
1 3rd-level spell (Roaring Applause)
1 4th-level spell (Chromatic Ray)
1 5th-level spell (Synesthesia)
HP: Full thanks to Rijana and Drockhar.
Updated my info bar.
Zurrus tunes her harp strings to center herself (10 mins refocus) while her allies and Rijana dress her wounds. "Great fight! Sorry for all the taunting, just kinda happens when I get excited. You were both amazing!" She turn to Drockhar. "And you standing against them was incredible, too. I would've fallen before you even broke a sweat!"
Zurrus jumps to her feet and starts pacing, waiting for everyone to be ready to set out. She's impatient but I'm fine waiting for Ferocity to be back :) That was quite a nice advantage for us.
"EEP!"Probably shouldn't antagonize her too much... Not the first time Zurrus's big mouth has gotten her into trouble. Best to end this quickly. She keeps up her menacing dirge and fires a lance of 1d4 ⇒ 4 green light towards Manyala.
Spell attack vs Manyala AC:1d20 + 21 ⇒ (16) + 21 = 37Lesser cover from Drockhar? 25 poison damage; DC31 Fort save or Enfeebled 1 for 1 minute (enfeebeled 2 on crit fail)
Emboldened, Zurrus creeps closer and switches to a sinister, off-putting melody. She breaks just long enough to throw a taunt at her foe. ”You call that a trip? I’ve seen better from children in the fighting guild!”
◆ Stride
◆ Cast Dirge of Doom, enemies within 30ft are Frightened 1
◆ Bon Mot on ManyalaDiplomacy vs Will DC:1d20 + 21 ⇒ (20) + 21 = 41
”Oh no…” Zurrus claps a hand over her mouth with worry as Drockhar’s charred body falls. She relaxes slightly as she notices Cirri approach with her staff, and channels her worry into rage. ”Whats the big idea, huh? You trying to kill us on purpose!?” Zurrus directs her fury into a blast of colors, sounds, and smells that slams into Manyala.
◆ Reach Spell
◆◆ Cast 5th-level Synesthesia on Manyala
Zurrus grits her teeth against the flames licking across her fur and slowly picks her way across the island towards the action, humming an uncertain melody.
Reflex (E) vs DC33:1d20 + 21 ⇒ (19) + 21 = 40Success for 19 bludgeoning damage
"Agh! I just got dry!" Zurrus pushes down the feeling of panic caused by wet fur clinging to her and rides the wave, gracefully somersaulting in the water and landing gently on her feet as the water subsides. "Applause, please!" She imbues her voice with an enchanting cadence and projects it across the field towards Manyala.
◆ Reach Spell for 90ft range
◆◆ 3rd-level Roaring Applause on Manyala
"Ugh... wasn't planning on getting my fur wet today..." Zurrus grimaces, but begrudgingly swims over and takes a moment to shake dry.
When the preparation starts, she places a paw on Max's shoulder, sending waves of sound that obscure his visage. Feeling a bit self-conscious without her harp in hand, she hums a quick melody to get everyone's spirits up.
”Alright!! You’re getting me fired up for this!” Zurrus’ tail starts lashing back and forth excitedly. ”How does this sound: two feathers, six seconds to get ready, and 60 feet to start.” She bares her sharp teeth in a lighthearted sneer. ”May the best team win!”
Based on the discussion thread, went with 2 feathers, one round prep, 60 feet starting distance.
Two is fine, I've been a bit busy recently and wouldn't want to hold anything up. I'll Scout if we do any individual actions and I don't get a chance to specify what I'm doing, if that's okay.
If Cirri Surveys Wildlife does that prevent us from Reconnoitering since it's a group activity? I think Surveying is useful but we might need to Reconnoiter if the thing in the hex isn't wildlife; kinda seems like the kind of thing she could do as "part" of our group reconnaissance.
I am having fun with the adventure! You give us plenty of information to make decisions and I appreciate how you keep the game moving forward. The player expectations were very helpful coming in, especially since this is my first PbP experience on these forums. I will say that pointing out what a player does wrong if you happen to already know might help keep things from stalling, but I understand that's more work for you and it's completely reasonable to expect us to actually read the rules :P Plus you keep things moving quickly enough that it makes up for any stalls.
But yeah, so far you've made my PbP experience here very fun!
As for daily prep:
Realized my purchased Stalwart's Ring is also uncommon, so swapping it for Boots of Elvenkind and 15 GP.
Since I had a lucky Nat 1 on the casting of Lucky Number, Zurrus will spend a 2nd-level spell slot to extend the spell's duration, per the rules on Long Durations. Since the spell is extended and not re-cast I should be able to keep that number, if I'm reading it correctly.
Long Durations wrote:
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.
"I've been wanting to adjust a few of my songs; some time to relax and work on my compositions will be wonderful!"
Zurrus leans back against one of the statues and plucks at her harp strings, occasionally shaking her head and trying out new tunes.
Retraining Haste into Time Jump, I think it's thematically similar :). Third level spell, so DC 20 Occultism to retrain? Normally takes a week, so 7 retraining points.
After a few hours, Zurrus has her song exactly where she wants it! She gathers everyone for a quick impromptu performance, to their admiration and/or annoyance.
6 Hex turns used, 10 left.
Which Team?:2d8 ⇒ (7, 6) = 13The Name Takers Intimidation (T) DC25:1d20 + 18 ⇒ (17) + 18 = 35Crit Success! "The Name Takers, huh? Don't suppose I could take your names?" Zurrus smiles a bit too wide, showing rows of sharp teeth. "Any of you have any fun spells? I'm always looking to expand my repertoire."
Which Team?:2d8 ⇒ (5, 5) = 10Steps of the Sun Performance (M) DC25:1d20 + 26 ⇒ (10) + 26 = 36If I'm allowed to count the bonuses from using my harp it's a Crit Success. Otherwise regular success. "You guys look fun! Can we trade songs? Please?? OH! Let's put on a performance for each other!" Zurrus is practically giddy to be around other performers, and particularly another catfolk. She asks of the dancers: "Those fancy dances aren't just for show, huh? Got any secret moves up your sleeve?"
8 hex turns spent scouting other teams.
Zurrus spends the remaining two hex turns putting on performances for change, using her trusty harp.
Performance (M):1d20 + 26 ⇒ (20) + 26 = 46 Critical success, if we're still at level 11 during this downtime (and it's a level 11 task), that's 20 gp.
The strings are more magical than usual tonight. She stays up late, plucking a soft tune that rises into the sky above the temple.
Edit: Also a new 6th-level spell that I have yet to choose.
Edit edit: Choosing Scintillating Safeguard as my new 6th-level spell, and swapping out Vibrant Pattern (signature) for 6th-level Haste (signature) as my free swap for the level up. Will need to retrain 3rd-level Haste into a new 3rd-level spell.
Yeah, looks like I was skipped last round. But I didn't get a chance to check in until now anyways, so up to GM if that's a delay or not.
"Oh no!!" Zurrus starts to panic as Max and Ryushi fall, but calms a bit when she sees Cirri stop the bleeding. "You'll pay for that you chunks of rock! Take this!"
◆ Keep Inspire Courage up
◆◆ Cast Chromatic Ray on Black
Zurrus strums a chord on her harp, and the sound coalesces into a cascade of colors that fight for dominance before resolving into a 1d4 ⇒ 1 red ray of fire that streaks towards the black statue. 30 fire damage.
"Umm, not sure what these things are... just keep hitting them!" Zurrus keeps up the music, this time adding a flourish to help it linger in the air. At the same time, she weaves a countermelody that kicks it into double time.
”I knew it! Never trust a statue-EEP!” Zurrus jumps back as the statue behind her moves, her tail fluffed in fear. She starts up her favorite song to calm herself and wracks her brain for any stories about statues like this.
◆ Stride
◆ Inspire Courage, +1 status on everyone’s attack and damage rolls and saves vs fear
◆ Recall Knowledge on the statues using Arcana. Untrained, but using Untrained Improvisation
”Sparring arena, huh? Should be a good place to train!” Zurrus throws a few punches at the air that are clearly unpracticed. ”Let’s give it a quick check for spiders; I’ll be glad to rest once we know everywhere is safe.”
”Perfect timing, new friends! You really saved our fur. Welcome to the winning team!” Zurrus flashes a smile as she grooms the remaining pollen out of her fur. ”I know a tune that’ll sharpen our minds a bit… just gotta remember it…”
DC7 to cast Restoration:1d20 ⇒ 16
1 minute casting 2nd-level Restoration on herself to reduce Stupefied by 2, removing it.
She then uses a 2nd and 3rd level slot (signature spell) to cast it twice more, on Max and Seishine. The three of us can’t benefit from Restoration for the rest of the day.
”Ahhh… now I can think straight! Don’t worry about me, I can patch myself up.” She plucks a soothing melody.
”Hang on, friend! We’ll get you out of there!” Zurrus desperately tries to remember the notes for her spells, thinking back to the long lessons with her grandmother.
DC 7 to cast Liberating Command:1d20 ⇒ 15 DC 7 to cast Inspire Courage:1d20 ⇒ 14
The memories come clear as day. ”You don’t practice until you get it right. You practice until you can’t get it wrong. Again.” She doesn’t get it wrong.
◆ Cast Liberating Command on Guillias, he can use a reaction to attempt to Escape.
◆ Cast Inspire Courage, +1 status to attack rolls, damage, and saves vs fear within 60ft
◆ Stride a bit closer
I have Restoration as a signature spell, so I have plenty of slots to use on it. Just have to actually beat the flat check to cast it on my stupefied self.
Performance to Counteract:1d20 + 26 - 2 ⇒ (14) + 26 - 2 = 38 Assuming that’s a success, it should counteract up to creature level 14.
Successful Counteract:
Zurrus slips out of the vines and retreats!
◆ Stride away.
Failed Counteract:
Zurrus struggles against the vines as they tighten.
I’ll move my token back to its previous location.
◆ Attempt to Escape Acrobatics to Escape:1d20 + 19 ⇒ (6) + 19 = 25
Fortitude vs DC 33:1d20 + 20 ⇒ (5) + 20 = 25 Fail, 23 damage. 117/140.
Will +4 vs DC 33:1d20 + 18 + 4 - 2 ⇒ (20) + 18 + 4 - 2 = 40 Crit Success! Immune (but still Stupefied 2)
Zurrus shakes the fog from her head and surveys the battlefield for the first time in a while. ”Oh! New friends! Hang on Max, this might help.” She pulls back and restarts her melody, trying to concentrate through the lingering pollen to break Max’s stupor.
Flat Check DC 7 to cast Soothe while Stupefied 2:1d20 ⇒ 6bah.
Her fingers slip off the strings!
◆ Step
◆◆ 2nd-level Soothe on Max, but the spell fails.
Yeah, it seems like running isn’t an option unless we leave someone behind. If I manage to save against the pollen I have some stuff that can help with being grappled, and I can spam my slots on Soothe to at least keep us in the fight.
Success, sorry. Sickened 1, shouldn’t affect my previous performance roll due to nat 20.
Zurrus’ tail starts waving along with the music as the wind picks up slightly. Her eyes flash blue and sparks of electricity zap between her bracelets, getting dangerously close to the vine.
◆ Demoralize the vine with Elemental Embellish so there’s no language penalty, using Fancy Moves to roll Performance instead of Intimidation.
Performance:1d20 + 22 - 1 ⇒ (2) + 22 - 1 = 23, I assume I don’t get the bonuses from my harp since Elemental Embellish is a visual thing.
”prrrrrrrrr- KHAK!” Zurrus coughs up a cloud of pollen. “Huh, Cirri, wha…” She shakes the fog from her mind and takes stock of the situation, pulling away from the vines. ”Keep trying, Ryushi!” she shouts, strumming an energizing chord.
◆ Stride
◇ Lingering CompositionPerformance:1d20 + 26 ⇒ (20) + 26 = 46
◆ Inspire Courage, +1 status on attack rolls, damage, and saves vs fear
◆ Liberating Command, Ryushi can use his reaction to try to Escape again.
Zurrus has a Maestro's Instrument, so it takes up both of her hands.
Zurrus steps up next to Cirri to peer into the well. "Well, we've got plenty of rope if we need it. I'm not keen on getting my fur wet fishing for the bucket, though! I'll just lower my waterskin down if I'm thirsty."
Full HP 140/140, used a focus point and one 4th, one 5th level spell.
"Hmmmm... a bit off key I think." Zurrus tunes up her harp. "I can help if anyone was hurt by those nasty things, but it will stretch me a bit thin."
Soothe is a signature spell so I can use any of my slots for it if someone needs it and can't get Treat Wounds, just roll the healing and I'll mark it. 1d10+4 per spell level.
10 minutes to Refocus while Cirri treats wounds.
If we take another 10 minutes I'll cast Lucky Number.
Lucky Number:
1d20 ⇒ 1
"Just a few areas left to explore and make sure it's safe! I vote for 1d2 ⇒ 1 the area up north."
"You got it, friend! Show those spiders what you're made of!" Zurrus plucks a calming tune on her harp, washing away Ryushi's aches and worries. She tentatively steps closer to the fight so everyone can hear her music over the sounds of battle.
◆◆ Soothe @ 5th level
◆ Stride a bit closer to the group
Healing for Ryushi:5d10 + 20 ⇒ (6, 4, 4, 5, 9) + 20 = 48 Ryushi gets +2 status against mental effects for 1 minute