John glares at Kwik and raises his hand "Come to me Πάγος μαχαίρι" and with that the ice sword appears in his hand. John smiles as he clutches the sword "So after you betrayed the Orcs you were thinking of killing your friend to weren't you? Your nothing but a coward." John said with a calm hiss.
Vicky's attack seems to have no effect on Kiwk. He continues to seem invulnerable to their attacks. The primal forces at play warp, perhaps as a result of this strange dungeon. The primal energies zip and zag through the room before swirling around Allyria. Her skin begins to tingle, and she can see small bruises and scratches begin to heal away. Her body hardens a bit, becoming just a hair more resilient.
Kiwk ignores Guan. His rage seems to be aimed directly at John, and to a lesser extent (for the moment at least) Jared. Apparently whatever these two have said to him has really upset the kobold.
The damage from the critical hit, and the mark of thunder didn't seem to hurt the kobold.
I want to give eastc a chance to finish his turn before advancing.
ZhuGuan Yu, Half-Elf Slayer (Dune Trader Theme) Init +3 HP tracker/34 Bloodied 17 Healing Surge 8 (tracker used /10) AC 19 Fort 17 Reflex 14 Will 16 Speed 5 Str 16 (+3) Con 13 (+1) Dex 15 (+2) Int 12 (+1) Wis 15 (+2) Cha 8 (-1)
Far Hearing
At-Will * Minor
Personal
Keyword: Psionic
Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
Mobile Blade The force of your weapon attack lets you spring away from your foe.
At-Will * Martial, Stance
Minor Action Personal
Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.
Slick Negotiator You've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.
Encounter * Free Action
Close Burst 5 Target: triggering creature
Keyword: Martial Trigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result. Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result. Prereq: Dune Trader (theme)
Quick Formation
Encounter * Standard Action
Melee or Ranged Weapon Target: One Creature
Keywords: Martial, Weapon Attack: Primary Ability vs. AC Hit: 1[w] + ability modifier damage, and either you shift 4 squares or each ally within 5 squares of you can shift 2 squares as a free action.
Power Strike By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter * Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes extra damage from the triggering attack.
Level 01: 1[W] extra damage
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
The Raven Queen's Shroud Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.
Unraveling Dart Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest.
Encounter * Arcane, Implement, Nethermancy, Shadow
Standard Action Ranged 10
Target: One or two creatures Attack: Intelligence vs. Fortitude Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.
Nine Lives of the Cat Lord In exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.
Attack Power (Radiant) At-Will (Standard Action)
Attack: Ranged 20 (one creature); weapon’s level + 3 vs. Reflex
Hit: 2d8 Radiant damage.
Level 15 or 20: 3d8 fire damage.
Level 25 or 30: 4d8 fire damage.
Demonskin Tattoo Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.
Vanguard Glaive+1 Critical: +1d8 damage Property: Deal +1d8 damage on any successful charge. Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Potion of Healing Consumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Vicky notes to her frustration that the punches don't get through whatever is protecting Kiwk. While she'd rather have Boyikt help them, she's at least thankful that he doesn't attack them.
She looks at John, a tad confused as he speaks of the betrayal -- how can he have learned something the others haven't? She wants to believe that he's doing it for a reason, but doesn't know him too well yet. Could he just be saying it to further enrage him? Whether that is his plan or not, it seems to be working fine.
She decides that her best chance is to try to grapple Kiwk and hope that the others won't stab him while they have the chance. If they get the chance.
Getting out here quickly sounds like a plan,' Vicky thinks to herself. She quickly picks up her sword. However, Kiwk looks hellbent on killing someone, and this time she can actually do something to stop it. She takes a step closer, but dare not move too close, to avoid provoking him.
"We will leave now," she lets the two kobolds know. "I hope we'll meet in better circumstances next time. I want to repay my debt," she says, more to Boyikt than to Kiwk.
All the time she is talking, her attention is focused on Kiwk. She fears -- probably with good reason -- that he is not ready to just let them go. "Please don't attack us any more," she pleads him. At the same time she readies herself, should he not abide that suggestion.
Kiwk either doesn't understand or doesn't care. He moves forward, ignoring the damage done to him by Jared's power. Despite his rage, he misses his target. Vicky let's loose with a powerful clap of thunder. Vicky's attack seems to have no effect on Kiwk. He continues to seem invulnerable to their attacks. The primal forces at play warp, perhaps as a result of this strange dungeon. The primal energies zip and zag through the room before swirling around Allyria. Her skin begins to tingle, and she can see small bruises and scratches begin to heal away. Her body hardens a bit, becoming just a hair more resilient. Vicky notes to her frustration that the punches don't get through whatever is protecting Kiwk. While she'd rather have Boyikt help them, she's at least thankful that he doesn't attack them.
ZhuGuan has had enough of Kiwk and wants nothing to do with him. He decides walking away may not be the best option at this point and he decides to test his theory.
"I think," he says to John, "your new friend may need a better lesson."
There's a menace in his voice as the half-elf walks toward the wall to retrieve his glaive. He keeps a wary but aggressive stance as he walks to the wall. Kiwk ignores Guan. His rage seems to be aimed directly at John, and to a lesser extent (for the moment at least) Jared. Apparently whatever these two have said to him has really upset the kobold.
John glares at Kwik and raises his hand. "Come to me Πάγος μαχαίρι" and with that the ice sword appears in his hand. John smiles as he clutches the sword. "So after you betrayed the orcs you were thinking of killing your friend too weren't you? You're nothing but a coward." John says with a calm hiss.
"Io fist cleast eost ost plauttist frullea ist eiust ast ast ia daut!" the kobold rants in reply. Drops of spittle spring forward as his rage increases.
ZhuGuan raises a curious eyebrow when he hears what John says. He decides to stay where he is for now. Guan watches Kiwk closely. Watches the unfolding battle closely. He starts analyzing what is happening, trying to figure out just what is really going on here.Vicky looks at John, a tad confused as he speaks of the betrayal -- how can he have learned something the others haven't? She wants to believe that he's doing it for a reason, but doesn't know him too well yet. Could he just be saying it to further enrage him? Whether that is his plan or not, it seems to be working fine.
Vicky decides that her best chance is to try to grapple Kiwk and hope that the others won't stab him while they have the chance. If they get the chance. The shadows that had been around Kiwk, flow back towards the kobold. However as they begin circling him again they seem to lighten and become less threatening.
Jared shakes his head and snaps "Reiast'st dust fist e, Dist. Plae e spust feiast frae bitta. Fa'da dist frae botta, ist e rgaublist ost iffeiast ast aullui crist frae ust ast ausqa fua."
"I'm lost..." states Allyria. "Now he betrayed the orcs? He told you this John?"
"NO!" screams Boyikt. "He lie! Vampire lie! I save Kiwk!" Not willing to watch his companion killed because of something he knows is untrue, Boyikt decides to step into the battle to put an end to John's lie-spreading.
The kobold wizard speeds a blue energy bolt towards John. It slams into him surprisingly
9 damage
hard. Kiwk smiles when he sees his leader finally coming around to realize that these traitorous fiends can be trusted no better than the orcs could be.
"Crap..." mutters Allyria when she sees Boyikt spring into the fight. Allyria moves up the pile of rocks, and then turns her attention towards her bird-friend. "Vicky?" The one word speaks volumes. It is obvious by her tone that she is asking Vicky what she should do - how she should help.
Kiwk has used up the critical hit for the enemies. Vicky has used up the critical hit for the heroes.
The initiative order changed a bit based on held actions, etc...
The Skill Challenge is complete.
Next, since this is PvP apparently (at least as far as Vicky is concerned), We'll do initiative differently. You can post your actions in whatever order you like, BUT actions will be resolved in the actual initiative order. This does require more editing on my part since I have to try to interpret your actions when everything is done. So you may want to consider giving me alternate plans, just in case you can't do what you wanted to originally.
Also, since it is PvP, there will be no Fortune Cards used in this battle.
The following squares are the only ones that are NOT difficult terrain:
DK: 48, 49, 52, 53, 54, 55, 56, 59, 60
DJ: 48, 49, 59, 60
DI: 49, 60
DH: 51, 52, 53, 55, 56
DG: 52, 56, 58
DF: 48, 51, 52, 53, 54, 55, 56, 57, 58, 59
John's things are in DJ59; Vicky's weapon is in DJ55
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Vicky moved to DI59 in her last post.
Move: DI59 to DJ56, provoking OAs from John, Kiwk and Boyikt.
Minor: Pick up her sword.
Standard: Ready a move south and out of the room -- once it seems like all but John is on their way out of the room, she'll follow them. Preferably John too, of course. She wants to be "tail guard" in this case.
Vicky returns Allyria's questioning look. 'This is getting worse by the moment,' she thinks to herself when Boyikt joins the fray.
She tries to think rationally -- or at least, as rationally as she's capable of at the moment.
'John is saying things I have no way to confirm about the kobold,' she notes. 'But even if he knows for sure, he could just have told us in private.'.
She looks towards the twice-dead elf. 'depending on his personality, of course.' she adds. 'But unless he's extremely bad at human interaction, he must know he's provoking the kobold, so it might be intentional.'
Looking at Kiwk, she quickly figures that he isn't going to give up anytime soon. And the major problem at the moment is that she likes Boyikt... she don't want to kill, much less be killed by the only ally in this place.
She finally reaches a decision -- if John wants so badly to provoke and kill or be killed by the kobold, she can't really stop him.
"Boyikt," she calls to the wizard. "I am very sorry about this. At least I need not participate in this madness. Please let us leave peacefully." She bows as she says the final sentence.
With that, she walks away from the fight without adding anything more to it. "John, please abandon this stupidity and leave with us," she pleads him one final time.
"Allyria," she calls out to her friend, "Pick up Jack, and let's get out of here."
Unable to stop it, a tear emerges from her eye. It hurts her so much to reach this decision, yet she could see no better alternative.
Nothing about the the little kobolds behavior was endearing. ZhuGuan did know one thing though, as long as the antagonists were in the room nothing good would come of it.
"John! Jared! Out! Now!" The half-elf directed pointing toward the door. "Vicky," he said in a much calmer tone, "you may be the only person who can still talk to them. If you're interested, I'll wait just outside. Jared, grab Jack's things by the door. John, get Jack out of here. We need to give him a proper burial in this place." He looks about the ceiling and is again reminded about it's flimsy state.
"I'll grab John's stuff. Boyikt, try to calm Kiwk."