BB 2 dies from Glib's attack, so it's very safe for Xak to move.
I'll need a retarget from Dalamar, since his target is dead by his turn. I think his 18 still misses everything though.
This encounter should be over soon. I'm going to start working on map 2 right away, but there will be a delay for a few days for people to provide feedback and otherwise discuss the first encounter - especially since I'll be providing extra information and some of my own thoughts. That will also be a good time for the group to provide initiative for the next encounter and to work out your initial formation. We can take longer if some serious issues pop up, but I like to keep the game moving quickly.
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As far as the whole wall thing goes, I'm going to allow saves to avoid being forced into wall squares.
IIRC, I did apply the Stormcage per square for the Briar Witch Dryad. Since she stayed inside the wall of fire, instead of bouncing in and out, she only took the damaging for entering it once. And then burned again on her turn for starting in it.
Quite frankly, the whole "extra movement costs that aren't difficult terrain apply to forced movement" issue that was brought up surprised me. I had never really considered that - extra movement costs are pretty much like difficult terrain, and I figured that forced movement stays at 1 for 1. It does make it more difficult to inflict the damage multiple times by bouncing targets in and out, or flinging into the full length of a stormcage wall.
On the other hand, it seems like it'd devalue a lot of small forced movement effects, since even repeated Push 1s (from say Tide of Iron... Which no one in this game actually has) won't be able to overcome that 4 square hump.
BTW Graf, you're misinterpreting the old text on Come and Get It. As a general rule, the shift from the power wouldn't provoke attacks since it's a shift - it would only invite an attack from special anti-shift abilities like the fighter's Combat Challenge. So not exactly a ton of free attacks. And, while shifting has some downsides, it also provides advantages for the monsters that have to come and get smacked in the face. Since the enemy is in control of the movement. So a melee enemy might make a valid shift into the only square another enemy can reach, protecting that creature from the pull/shift and attack. It's not like it was broken before when it was a shift, but it was just sort of a weird mechanical redundancy - that's what pull is for. There should be some sort of two off semi-forced shift thing.