<br/><div class="floatright">(https://i.imgur.com/aLrNm7k.jpg)<br/>(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> 2/20<br/><strong>Armor: </strong> 2<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/>As Katra erected the massive wall, she would find it quite effective in slowing the spread of the fire inwards towards the field. However the fire was not boxed in entirely, and was starting to spread out never the less. If she maintained her position she would hold it back long enough for the others to finish the fight, but she was leaving her back wide open in the process, "By Ava's green gonads! The fields'a burnin'!" she could hear Jeb shout from atop the hill. The field hands were spurring into action, but it would take some time for them to fetch water and make their way down to the far end of the field where the gang was.<br/><br/>S reached out her tendril and grabbed Grella's outstretched hand, pulling herself back into the elc's hand. As her hilt resolidified, she made sure to keep a tendril extended out of her pummel, coiling itself around Grella's wrist for extra security. Lesson learned it seemed, "It's ok Master, it is my fault too. This is my first time doing this" she admitted, obviously not well experienced at being wielded as a weapon. It would take some time (and perhaps some training) to fully get it down, "Also I've never spun through the air like that. I feel a little...errm...dizzy..." she murmured, her blade wobbling a little, clearly feeling woozy after being tossed around back and forth, "Forgive me Master, but I don't see anything" she said after Grella asked her to scout out the Corn Wyrm (S cannot make any kind of perception or scouting related rolls on your behalf. You can however request her assistance to get a +1 on your own rolls. You will not be able to wield her as a sword in the same round you do so however).<br/><br/>Valna was both swift and uncharacteristically selfless in her catching of Juro, willing to risk her own health to break his fall. What wasn't uncharacteristic was the flirting and teasing that came immediately after. Still, it was a clever use of her ring's defenses to act as a busty crash pad for the bunny boy.<br/><br/><hr/><br/><strong>Katra</strong>uses Equipment of the Mind to conjure a wall of energy. On a 7 the wall gains a tag assigned by the DM.<strong>Vulnerable</strong>: while focused on holding up the wall you are vulnerable to attack. Any damage taken is rolled twice, taking the higher result.<br/><br/><strong>Valna</strong>catches<strong>Juro</strong>, softening his fall. She takes<strong>1 damage</strong>, and Juro regains<strong>4 HP</strong>.<br/><br/><strong>Juro</strong>uses Shapeshifter to turn into a bloodhawk, gaining<strong>3 hold</strong>and the<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Blood Dive</div><div class="spoiler_body">Considered small amongst birds of prey, hawks are adept at taking down targets not through sheer strength, but through clever use of gravity. By dive bombing straight down from the sky, a hawk is able to use it's full weight and razor sharp beak to spear throw even the toughest of targets. Spend 1 hold and roll 1d4, your next melee attack gains Piercing equal to the number rolled. If the d4 rolled is higher than the damage die roll, the attack instead deals damage equal to it's Piercing.</div></div>ability.