<br/><div class="floatright">(https://i.imgur.com/1EUp8HP.jpg)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Corn Wyrm stats</div><div class="spoiler_body"><strong>HP:</strong> 12/20<br/><strong>Armor: </strong><br/><strong>Damage:</strong> <br/>Bite - <br/>Tail - <br/><br/><span class="bbc_u">Abilities</span><br/><br/><strong>Am Bush:</strong> When the Corn Wyrm breaks line of sight, it will attempt to camouflage itself amongst nearby foliage. Any player trying to find the hidden Wyrm rolls +Wis<br/>    6- The Corn Wyrm goes unnoticed, potentially opening the player up to a sneak attack.<br/>    7-9 The player spots the Corn Wyrm and may take a move against it.<br/>    10+ The player manages to spot the Corn Wyrm without giving away that they know where it's hiding. They may take a move against it with +1 forward<br/><br/><strong>Pop Armor: </strong> Most of the Corn Wyrm's defense comes not from it's natural scales, which are relatively soft compared to most other dragons, but from covering itself with hardened kernels of corn. Every time the Corn Wyrm is hit with fire damage a portion of these kernals will pop off, permanently reducing it's Armor by 1.<br/><br/><strong>Maize Runner:</strong> For every 5 culminative damage the Corn Wyrm takes, it will attempt to break from the party and flee deeper into the corn field. Have the closest party member roll+Dex to try and intercept it (the party may choose which if multiple players are within the same range)<br/>    6-  The Wyrm escapes into the field and the party quickly lose sight of it. All characters take -1 ongoing against the Corn Wyrm until they find it again. <br/>    7-9 The player can make one move against The Corn Wyrm before it slips away, and the party can get a general sense of its approach from the rustling of the corn stalks<br/>    10+ The player cuts off the Corn Wyrm's escape. <br/><br/><br/><strong>Cob Scorcher:</strong> After reaching half health, the Corn Wyrm releases a belch of fire from it's mouth, targeting one party member and all other players standing within close range of them. Affected players roll+Dex to attempt to dodge the flames.<br/>    6- They are scorched by the fire and are dealt 2d6+4 damage (ignores armor, messy)<br/>    7-9 They partially avoid the flames, taking only half the damage rolled and negating the messy tag<br/>    10+ They deftly dodge out of the way of the attack, avoiding all damage entirely<br/>The blast of fire also ignites all the corn surrounding it, creating an explosion of popping corn that obscures the party's vision like a thick cloud. The Corn Wyrm immediately uses it's Maize Runner ability and the rolling player takes -1 forward.<br/><br/></div></div></div><br/>S spun through the air as Katra tossed her back Grella's way, "Master!" she called out, turning her hilt into a long tentacle, reaching out for the elc to make it easier for her to catch her.<br/><br/>Meanwhile Katra's raven plate launched the knightess clear above the field, allowing her to come plunging down upon the Corn Wyrm. It was unfortunate that the creature managed to juke out of the way, again smacking Katra with it's tail and sending her rolling through the corn towards Grella like a bowling ball. There was a silver lining though, her tumble had caused her to flatten out a clear line to the wyrm, meaning they'd be able to get back over more easily.<br/><br/>Valna recovered well from the wyrm's piercing pluck, and returned with a sharp surprise of her own. With a pull of a cleverly concealed trigger the crossbow hidden within the hilt of the Gamesman launched a bolt straight at the Corn Wyrm, catching it in the neck and chiseling off a patch of kernels. The wyrm shrieked in pain, roaring at it's assailants, before turning and dashing deeper into the cornfield, trying to break away. That was, at least, unless Valna could stop it in time.<br/><br/><hr/><br/><strong>Katra</strong>throws back the mimic sword and tries a leaping plunge attack on the Corn Wyrm, failing and taking<strong>0 damage</strong>thanks to her armor, but is knocked back over to Grella. Neither Katra nor Grella need to make a Dex or Str roll to approach the wyrm's current location.<br/><br/><strong>Valna</strong>triggers a backstab on the Corn Wyrm, reducing it's armor by 1 and dealing extra damage.<br/><br/>The<strong>Corn Wyrm</strong>is trying to use it's Maize Runner ability.<strong>Valna </strong>roll+Dex to try and cut off it's escape, or else the Corn Wyrm will vanish out of sight and will need to be tracked down again via the Am Bush ability.