
Imedren |

Earlier
Imedren's eyes glowed blue again as he began rolling his dice while looking over the map of Crossings. His mind was focused on the image of Katandramus and the piece of paper with the Brotherhoods mark. He began dealing out the cards in front of him once more.
"Major Arcana. Representing effects outside of Katandramus's control.
21. Magician..." His hand faltered at the Magician. The card had spun several times eventually ending up at an awkward sideways display but he thought it seemed more pointed towards the reversed arcana, so he read it as such. "Reversed: trickery, illusions, out of touch.
32. 2 of wands: planning, making decisions, leaving home.
08. Temperance: middle path, patience, finding meaning.
22. The fool: innocence, new beginnings, free spirit."
"The brotherhood fell to illusions of grandeur and fell out of touch with each other. They were forced to plan, make decisions, leave home, meaning leave Crossings. They couldn't act fast being so weakened from us. He couldn't afford to wait for it all to blow over either or he'd lose everything. So he moved forward slowly. Moving forward he found himself no longer tied down, able to do what he wanted."
"Minor Arcana: Representing what he's been able to influence since leaving.
75. 3 of Pentacles: teamwork, collaboration, building.
58. 7 of Swords: deception, trickery, tactics and strategy.
28. 8 of Wands: rapid action, movement, quick decisions.
67. Knight of Pentacles: efficiency, hard work, responsibility.
He has made new allies, likely not collaborators though. He's not a leader. They're building something, a criminal empire perhaps? He's using deception and trickery, putting up a false front to his new allies. Tactics and strategy, he's planning something, a coup. He's acting immediately. He's efficient now, putting in the work, and... taking responsibility. He's organized now... but" his time with the spell ran to it's end cutting off his thoughts.
"Does Katandramus still have designs on the city of Crossings?"

Selgaer |

Let's ask around. Any of you follow the New God? Check in there. Any need a drink - to the public house. I'm headed to the general store.
Once inside...
Hellooo! Sel calls out as he enters. Once he gets a response, he politely inquires, How are you today?
And again, after listening, he says, I've got plans for an upcoming hunting excursion into the nearby woods. I'm here on a scouting trip to check out the local fauna and ensure the hunters I bring with me stay safe. What can you tell me about the forest? What kind of dangers are present? Anything I should buy in preparation?
Looking to extract local knowledge of the area while also seeing what to buy that would be helpful. Hoping they'll also complain about some new dangers, or maybe get a hint of that changeling.

DM Brainiac |

Verge’s general store is owned by Gladys Fremp, who sells common goods for standard prices. Comfortable in her middle age, Gladys has a doughy body with odd bulges on her neck, arms, and lower legs. Despite her appearance, she has a warm and inviting nature.
"Good morning, friend! Oh, a faerie born! We don't see many of your kind round these parts. Welcome to Verge!
"You should be careful out in the woods. The Criswell farm burned to the ground three days ago. No one survived. The constable, Delores, believes that wargs were responsible, and that they might be lurking somewhere in the forest.
"Salla Reed also has gone missing, some three days now. She's a healer--a witch, if you ask some. Silas Branson, her betrothed, is beside himself with worry, and has led a few fruitless searches into the forest for her. Mayhaps the wargs got her, too."

Selgaer |

Sel browses the wares as he talks, speaking loudly so she'll hear him. Wargs, huh? Wolf critters, right? Ain't had the pleasure of dealing with them yet, but I hear they're nasty. Mayhaps I'll have to delay that hunting trip.
He picks up an item off a shelf and examines it before placing it back.
You know, I have some experience finding missing people. Where does this Silas live? I can go speak with him about it. And where is that farm at? I can take a look, confirm who did it.

DM Brainiac |

"Silas is a woodcutter. He lives near the western edge of the wall." Gladys glances around, then lowers her voice. "Between you and me, I think there may be something off about him. He had a reputation for violence when he was a lad, and spoke more than once about hearing voices in his head.
"The Criswell farm is just northwest of town, about a quarter mile."

Selgaer |

Sel grabs some rope, a net, some bolas, and a grapnel.
He lays down six silver pieces and says, Thanks for the information. Keep the change.
Bolas aren't in the core book, but I figure a weapon/tool that he can throw to entangle someone. 5 ss, maybe?

Dramm Hayle |

"If I had my guess, they've seen battles. Town used to be larger, but they were forced inward. I bet there are some things living in these houses as well. Places to hide and live." He rubs his knuckles. "These are wild lands. Village is struggling to keep up with the destruction. They must not have enough people to easily clear them. It's keeping them in danger."
Dramm heads to the Temple of Light. The sanctity of the church is lost on someone like him, but the priest might know Randolphus. He greets the clergyman inside with a stiff handshake.
"Dramm." He says, "Visiting Verge from the Crossings. We heard that things had been difficult on the frontier and came to see if our skills might be useful. You are?"

Dramm Hayle |

Dramm finds himself oddly appreciative of the priest's pragmatic attitude and grim mood.
"It is, Sister Matilda. Verge has experienced strife. Inquisitor Randolphus felt we may be of service to relieve some of those circumstances. We are experienced monster hunters. We have talents in tracking, healing, and magical destruction." Dramm's eyes search the church, noting the believers offering prayers. "I've lived in a place like this. There's always something the village does not have the resources to accomplish. I have no doubt there are creatures in those broken homes beyond the wall or illness in the fields. These are threats we can manage."
Those that know him would recognize a sadness in Dramm's voice that is very uncharacteristic when in the presence of religion.

DM Brainiac |

Sister Matilda is the only person in the church this early in the morning. It is likely she hosts prayer services in the evenings instead.
"Hmmph," the priestess huffs, unimpressed. "Well, from time to time, something dangerous does wander into the abandoned part of town. Beastmen or the like, usually nothing our constable Delores can't handle. Now, Lesser Zeke said he saw people climbing into the well a couple nights ago. But Lesser Zeke not just the estranged son of our mayor, Elder Zeke--he's also the village idiot. So I would take anything he says with a grain of salt."

Dramm Hayle |

Dramm nods at Sister Matilda. Her gruff demeanor suits him.
"I will check with the constable and talk to the younger Zeke. His father as well, if the mayor has time. The constable will know of any threats beyond the walls. Someone will find a use for us. If you need a healer, send for me at the inn. We will likely be in the area for several days or more."
With a nod, he returns to the group. It's not long before Sel arrives with his purchases.
"Netting, good. Very helpful out here." He notes appreciatively with the Faun's approach. "I spoke with Sister Matilda in the Temple. She did not have much news. Apparently the Mayor's son claims he saw someone entering the well here, but no one puts any stock in his words. He has a reputation for being a fool. I'm heading to speak to Constable Delores now. She may know of dangerous threats in the area."

Selgaer |

Nice job, Dramm, Sel compliments back. Woman at the general store says a farm outside of town was burned down there days ago. No survivors. Suspect wargs, but no solid proof.
Also three days ago, a local healer woman went missing. Her betrothed has been very agitated over it. I'd like to look into these as well. No word of a changeling, yet, but that's not surprising. You've got iron on you, right? Best way to tell. Sel holds up his iron manacles, and offers them to Dramm if the man doesn't have any iron himself.

Dramm Hayle |

Dramm produces his iron coin, one of the five forged from the ores recovered in the mine.
"Do you have yours as well? Figured they'd be helpful. Easy to carry, can palm them for a handshake." He places it back in his pocket. "The others should have theirs ready. Fey are common here."

DM Brainiac |

Dramm and Selgaer find it relatively easy to track down Delores. Stern and middle-aged, with a muscular physique and silver-black hair, the constable is receiving a report from one of her deputies. She frowns and shakes her head sadly, then turns to the sorcerer and ranger. "Travelers, eh? You picked a hell of a time to come to Verge. Seems like we've been getting nothing but bad news lately."

Selgaer |

Selgaer, wearing his fine hunting cloak over perfectly tailored clothing, says With any luck, that will change soon. My name is Selgaer, and this gentleman is Dramm. We're here looking for someone who disappeared in this region. While we're here we'll see about ending at least a little of the blight. I'm no fan of beastmen, and aim to take out as many as I can while I'm here.
We'd also like to know about a few other things we've heard rumors of. A farm burning down and a healer missing the same day, and rumors of a monster or a person hiding in a well. Know any of these? Or anything else you may need assistance with?
Sel seems to put full faith in the local law enforcement here. Likely due to his experiences with Rena. He doesn't seem at all concerned that this local may be part of the cause for any of this.

DM Brainiac |

"Make that two farms burning down now," Delores says bitterly. "Just got word that the Logan farm was attacked, too. No survivors, graffiti on the ruins in the Dark Speech. Those wargs are getting bolder by the day. I'll be happy to see them wiped out.
"Salla Reed's our missing healer. Her fiancé, Silas Branson, has been supposedly looking for her out in the woods. My gut tells me he actually had something to do with her disappearance, but I don't have any proof. I can't do anything unless I find it. Is she who you're looking for, or do we have another missing person case on our hands?
"Haven't heard anything about monsters in the well. That's a new one to me."

Dramm Hayle |

"Not too sure about the well. Comes from Zeke the Lesser. Heard he has a poor reputation. Could be nothing, could be something." Dramm inspects the Constable and her deputy. They must be capable indeed to survive this far North. "Two farms in as many days. Something must be making them bolder. Maybe a leader or champion. You might get your wish, Selgaer."
Selgaer watches Dramm's hand instinctively move to his knife at the thought of beastmen. He has been a little jittery since giving up his usual weapon.
"A lot of troubles. We have killed beastmen before. We can also speak to Branson. How skilled is Reed? We'll have to make a decision whether to deal with the Wargs or to find your missing healer. Selgaer is quite at home in the wilds, but tracking takes time." Dramm's expression is grim and calculating. "A good healer can save many lives in the long term. A novice may not be worth the priority."
Dramm looks to Delores with hardened eyes. Selgaer can hear a hint of eagerness in his voice.
"You and your people are the ones that must live here, Constable. Can you protect these people while we investigate, or do you need those animals put down now?"

DM Brainiac |

"Salla is one of our best healers. Her absence will be felt in town, especially since most of the young folk left after the previous time of troubles. Our people are getting older, with all the aches and ailments that go along with it. So far, the beastmen have only been hitting the outlying farms. My deputies and I can keep the town safe for now if you want to investigate Salla's disappearance first."

Dramm Hayle |

Dramm nods.
"We will find her then. If healing is needed, send for me while I am in town. I am skilled as well and will help if I am able." He nods again. "I should get writing material. The healer may be able to teach me. Verge would offer ample practice at the work..."
Dramm continues to mutter and seems to forget he is currently in a conversation.

Selgaer |

Thank you for your time, Sel says, stepping into the conversation. We'll start with Silas.
After they depart. Sel looks for "the wall" and heads fkr tvr western side to find Silas' house. On the way, he tells Dramm, Some rumors about thing guy. Hears voices in his head, and has a tendency for violence.

Dramm Hayle |

"I doubt his tendency outweighs ours." Dramm says. "Voices are odd though. Possession is possible. Seen enough of it recently."
Dramm runs a hand over the ramshackle wall. He pushes on parts here and there as if checking a simple fence.
"People get odd this far out, Selgaer. Things get into their heads and change them quick. There's too few people already and the village can't always give them up. It can spread that way."

DM Brainiac |

When Selgear and Dramm arrive at Silas's house, it's clear that he isn't home at this time. Asking the neighbors, they learn that he has set out into the woods once more to try to find his missing betrothed.
Random Event: 1d20 ⇒ 1
Well, it looks like the dice want some action...
As the pair rejoins the main group to report their findings, a pair of deep roars sounds from the woods. The citizens of Verge begin screaming and running for cover as a pair of winged reptiles emerge from the forest, soaring over the town's inner wall! Corrosive venom drips from their long fangs, sizzling as it hits the ground!
These creatures are frightening! Everybody must make a Will challenge roll or be frightened for 1d3 rounds plus a number of rounds equal to your Insanity score. Everybody may now act! The creatures are 10 yards up in the air, about 20 yards away, and 5 yards apart from one another.

Dramm Hayle |

Slow Turn: Fire crossbow and head for the nearest doorway.
Will Save: 1d20 + 3 ⇒ (10) + 3 = 13
Dramm's mouth gapes as he fumbles for his crossbow. He levels a poison quarrel at the nearest reptile for a quick shot.
"Hide!" He shouts as the bolt looses. He then quickly takes his own advice and heads for cover.
Crossbow: 1d20 + 1 ⇒ (2) + 1 = 3

Selgaer |

Will: 1d20 - 1 - 1d6 ⇒ (7) - 1 - (1) = 5
Rounds: 1d3 + 3 ⇒ (2) + 3 = 5
Selgaer had his mind set on hunting beastmen and finding missing people.
When the bellowing roars came, it took him off guard. He could feel his heart start to pump even before he saw the creatures fly into the town.
Immediately, he follows Dramm's advice and heads for the nearest building, aiming to get inside.
As he runs, he knocks and arrow and fires.
Triggered Action: Set Hunt target.
Boons: Hunter, Ranger. Banes: Frightened x3.
Bow Shot on the Run: 1d20 + 3 - 1d6 ⇒ (8) + 3 - (1) = 10

Joy Summers |

Will: 1d20 + 2 ⇒ (4) + 2 = 6
Fear: 1d3 ⇒ 2
Joy has said little since arriving in Reinhold, The ruined state has bothered her considerably.
This disquiet is shattered by stark terror.
"AAAAAHHHHH!!!", she yells, urgently trying to launch witch fire at the nearest flying monster!
Witch Fire with fear bane: 1d20 + 2 - 1d6 ⇒ (9) + 2 - (3) = 8
Guidance for whomever can next make of use of it: When a creature that can hear you and understand what you say would make a challenge roll, you can use a triggered action to offer that creature guidance. The creature makes the roll with 2 boons

Imedren |

Fast initiative: Using Greater Sorcery for Potent spell on. 1 strain. Two missiles targeting the first dragon, 1 missile for the second.
Will challenge: 1d20 + 1 ⇒ (16) + 1 = 17
Imedren steeled his will against the monsters roars.
"Alright, we're bringing them down. Stay clear of me, I don't want any of you getting caught in my area."
"Now let's see if this works."
A wave of crackling red energy filled the area around him but Imedren seemed to focus it down to the glowing spheres in his hands, enhancing their power.
Then he unleashed them, the missiles finding and striking their targets with a burst of power as they struck.
Potent Explosive Darts Missile 1, targeting winged creature 1: 1d6 + 2 + 2d6 ⇒ (5) + 2 + (5, 5) = 17
Potent Explosive Darts Missile 2, targeting winged creature 2: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (2, 5) = 11
Potent Explosive Darts Missile 3, targeting 1 again.: 1d6 + 2 ⇒ (4) + 2 = 6
Will vs. Outburst: 1d20 + 1 - 1d6 ⇒ (8) + 1 - (5) = 4
damage: 3d6 ⇒ (6, 5, 6) = 17

Uruuna the Halfling |

Will: 1d20 + 1 ⇒ (1) + 1 = 2
Uncommon Courage Reroll: 1d20 + 1 ⇒ (4) + 1 = 5
Frightened: 1d3 ⇒ 2
The winged beasts instill dread in Uruuna's heart. She fires off a quick shot from her bow before following Selgaer to cover!
Attack: 1d20 + 3 - 1d6 ⇒ (19) + 3 - (3) = 19
Damage: 3d6 ⇒ (4, 6, 4) = 14

DM Brainiac |

Arrows and crossbow bolts fill the air as most of you fire on the incoming creatures and scatter for cover. Uruuna's aim is true, as she lands a solid blow, but Dramm, Joy, and Selgaer's attacks all come up short.
Guidance Boons: 2d6 ⇒ (2, 3) = 5
Tabog Will: 1d20 - 1 + 3 ⇒ (11) - 1 + 3 = 13
Tabog resists succumbing to fear as he swiftly moves behind a building and seems to disappaer from sight. He reappears a few moments later, firing an arrow directly into the wounded beast's neck! It's not a kill shot, though, and his follow up attack misses.
Hide: 1d20 + 3 + 1d6 ⇒ (11) + 3 + (6) = 20
Attack: 1d20 + 3 + 1d6 ⇒ (19) + 3 + (3) = 25
Damage: 3d6 + 1 ⇒ (6, 6, 2) + 1 = 15
Strength vs. Assassinate: 1d20 + 6 ⇒ (19) + 6 = 25
Exploit Opportunity: 1d20 + 3 ⇒ (6) + 3 = 9
Imedren unleashes destruction on the monsters, blasting them with explosive darts. The wounded one takes the full brunt of two explosions, leaving it terribly injured. The other one is only slightly singed as it banks away.
Agility vs. Darts: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (6) + 3 = 9
Both beasts orient on the sorcerer as magical power erupts around him, scorching the ground. They swoop down to within 10 yards before spewing lines of corrosive venom at Imedren!
Imedren must make two Agility challenges. For each failure, he takes 1d6 damage and must then make a Strength challenge with 1 bane. A failure on either one of these rolls means he takes 1d6 extra damage and becomes poisoned for 1 minute. If he is already poisoned, he instead takes another 1d6 extra damage.
Everybody may act! The drakes are still flying, 10 yards total from Imedren and probably a few more yards away from everybody else who took cover.

Dramm Hayle |

Slow Initiative: Advance from cover, cast Empowered Ruin (Potent Spell)
Dramm slings his crossbow and pulls his knife as he advances quickly on the flying creatures. The wounded one makes a tempting target. With a few quick motions, Dramm dashes a symbol of Ruin and his tattoos flare. The destructive energy rushes forth with wild savagery!
Ruin Damage: 3d6 ⇒ (3, 5, 5) = 13
Strain Check: 1d20 + 3 - 1d6 ⇒ (13) + 3 - (5) = 11
Dramm keeps the flow of magic in check, and the runes settle into a steady glow.

Imedren |

Agility challenge 1: 1d20 + 1 ⇒ (19) + 1 = 20
Imedren nimbly dodges the first of the two lines of venom.
Agility challenge 2: 1d20 + 1 ⇒ (8) + 1 = 9
but he was just a hair too slow in dodging the second of the two.
damage: 1d6 ⇒ 4
Strength challenge: 1d20 - 1d6 ⇒ (10) - (4) = 6
damage: 1d6 ⇒ 6
Fast initiative: Minor action draw healing syringe. Triggered action, use it for 6 health. Casting Delay with Greater Sorcery increase the range of the spell on the barely wounded beast. 1 strain gained. If it works, the beast is slowed to half movement and can only go on slow initiative.
Far Delay, Intellect vs. Will : 1d20 + 3 - 1d6 ⇒ (9) + 3 - (3) = 9
banes: 2d6 ⇒ (2, 2) = 4
will vs. Outburst: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18

Selgaer |

Frightened, 4/5
Sel peaks out from behind his cover to line up a shot.
Boons: Hunter, Ranger. Banes: Frightened x3
Bow shot vs more injured dragon-looking monster: 1d20 + 3 - 1d6 ⇒ (7) + 3 - (4) = 6

Uruuna the Halfling |

Uruuna leans out in front of Selgaer, and as he shoots high, she shoots low. Unfortunately, her fear causes two of her shots to go wide, and the third doesn't quite pierce the drake's thick scales!
Attacks (Expertise): 1d20 + 3 - 1d6 ⇒ (15) + 3 - (1) = 171d20 + 3 - 1d6 ⇒ (1) + 3 - (1) = 3
Swift Shot (Triggered): 1d20 + 3 - 1d6 ⇒ (2) + 3 - (4) = 1
Defense 18! Boo!

TaBog |

"So much for being a hunter... Imedren, get out of there!"
Hide!: 1d20 + 3 + 1d6 ⇒ (8) + 3 + (1) = 12
After scolding the goat-man and seeing yet another friend begin to melt, Tabog dives under a pop-up merchant stall. Swiftly he aims and shoots at the flying lizards!
Longbow: 1d20 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12
Although aimed true, his arrow intercepted Selgaer's stray shot as it flew past!
"What in the Hells!?"

DM Brainiac |

Banes: 3d6 ⇒ (3, 3, 1) = 7
Joy Witch Fire: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0
Uruuna Reroll: 1d20 - 1 ⇒ (1) - 1 = 0
Doh!
Joy's witch fire misses her target, as do all the arrows fired at the drakes. Imedren's magic falters, but Dramm's spell wrecks the wounded drake, drawing its ire.
Strength: 1d20 + 6 ⇒ (13) + 6 = 19
With a screech, it swoops down to bite at the sorcerer, while the other dives at Imedren. Both drakes sink poisonous fangs into their squishy targets!
Boons: 4d6 ⇒ (1, 6, 6, 3) = 16
Fangs vs Dramm, Inedren: 1d20 + 6 ⇒ (11) + 6 = 176 = 61d20 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Damage: 2d6 ⇒ (1, 5) = 62d6 ⇒ (6, 1) = 7
6 damage to Dramm, 7 damage to Imedren. Both must make a Strength challenge roll with 1 bane. On a failure, they take 1d6 damage and become poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage. Joy gives her boons to Imedren, negating his banes.
Everybody may act!

Joy Summers |

Cloaked in the invisibility that her magic wrought, Joy starts to calm down. Concentrating, she tries to strike at the more badly wounded of the flying reptiles. However, even fresh heart cannot quite overcome sheer speed.
Fast Initiative
Witch fire vs Drake 1 agility: 1d20 + 2 ⇒ (4) + 2 = 6

Uruuna the Halfling |

Boons: 2d6 ⇒ (4, 4) = 82d6 ⇒ (1, 1) = 2
Attacks, Expertise and Swift Shot: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 161d20 + 3 + 1 ⇒ (17) + 3 + 1 = 211d20 + 3 + 1d6 ⇒ (8) + 3 + (5) = 16
Damage vs Imedren's Foe: 3d6 ⇒ (6, 1, 2) = 9
Uruuna fires three more arrows. The two aimed at Dramm's opponent skip off its scales, but she lands a good hit on the one menacing her husband!

TaBog |

Hide!: 1d20 + 3 ⇒ (13) + 3 = 16
Suddenly Tabog peeks out from behind an abandoned carriage! He takes an extra moment to aim his shot at the beast's wing joint and fires!
Called Shot at the stronger drake in an attempt to bring it to the gound.
Banes: Called Shot 1
Boons: Trickery 1
Longbow: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (5, 4) = 13

Dramm Hayle |

Fast Initiative: Cast empowered Rend (Potent for damage)
Strength Save: 1d20 + 2 - 1d6 ⇒ (15) + 2 - (4) = 13
Dagger-like teeth pierce Dramm's flesh and blood seeps from the wound. A roar of pain and anger rushes from his throat, but his body resists the foul poisons dripping from the fangs.
With quick motions Dramm carves out a familiar rending symbol. A rush of power surges forth and tears at the drake with increased potency! An old wound opens as the magic backlashes. The glowing amber and tattoos flare in response to the draw, and Dramm's anger causes him to lose control. A flick of the hand unleashes an explosion of sorcerous overflow!
Rend Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Rend Damage: 3d6 + 1 ⇒ (2, 1, 3) + 1 = 7
Sorcery Bonus: 2d6 ⇒ (2, 6) = 8
Strain Banes: 2d6 ⇒ (5, 2) = 7
Strain Check: 1d20 + 3 - 5 ⇒ (7) + 3 - 5 = 5
Outburst: 3d6 ⇒ (2, 1, 1) = 4
At least... normally it's an explosion. This one is more of an awkward "Pop!"

Selgaer |

Sel lets out a cheer as Dramm kills one of the beasts, then he fires an arrow at the other. The arrow plinks off the armor of the creature.
Frightened 3/5
Boons: Hunter, Ranger. Banes; Frightened x3
Bow Shot: 1d20 + 3 - 1d6 ⇒ (6) + 3 - (4) = 5

Joy Summers |

"Hurrah!", Joy exclaims, and redoubles her own efforts!
Witch Fire vs Drake 2 agility: 1d20 ⇒ 15
Damage: 2d6 ⇒ (2, 3) = 5
If beat agility by 10+, this much extra damage: 1d6 ⇒ 1

Imedren |

Strength challenge: 1d20 ⇒ 9
Imedren grunted in pain as he was bitten by the Drake.
I underestimated the danger of these enemies.
As he tried to think what to do next the poison from the wound began to burn through his body.
Poison damage: 1d6 ⇒ 4
Fast initiative, using Greater Sorcery to cast a Lasting Boundless Step. Triggered action, warp 20 yards clear of the Drake. Minor action, draw a anti toxin.
"Sorry Dramm, this one's yours." Imedren said as he dropped pretenses of fighting up close. He opened the edges of this reality, stepping into an unstable void space, at the same time a wave of red energy encircled him, seemingly stabilizing the void and stepped between them.
Banes: 2d6 ⇒ (5, 1) = 6
Outburst will: 1d20 + 1 - 5 ⇒ (6) + 1 - 5 = 2
Outburst damage: 3d6 ⇒ (2, 2, 6) = 10

DM Brainiac |

The drake screeches angrily, denied its prize. That's when Uruuna's and Tabog's arrows strike it, the latter piercing its wing and driving it to the ground.
The drake whirls about on Tabog, opening its jaws wide and hurling corrosive venom his way!
Joy's witch fire scorches its scaly hide.
Tabog must make an Agility challenge. One a failure, he takes 1d6 damage and must then make a Strength challenge with 1 bane. A failure on that challenge means he takes 1d6 extra damage and becomes poisoned for 1 minute.
Everybody may act!

Dramm Hayle |

Slow Initiative: Extended Force Field and then approach the grounded drake.
The moment of respite allows Dramm to carve out a protective force field. The deep reserves of magic burn with a lingering intensity as he completes the barrier. Dramm circles the drake and closes the distance from behind.
Strain Check: 1d20 + 3 - 1d6 ⇒ (4) + 3 - (2) = 5
Outburst: 3d6 ⇒ (5, 3, 2) = 10
An overflow of excess magic twists free of the tattoos and floods through Dramm's amber veins. He faces a palm outward to direct a burst of multi-colored explosion closer to his opponent.

Imedren |

Previous end of round, Strength challenge vs. Poison: 1d20 ⇒ 3
The poison still coursing strongly through his system, Imedren's vision starts to waver.
damage: 1d6 ⇒ 3
Slow initiative, Drink antivenom. Minor action 1, draw healing syringe. Triggered action. Warp back towards, Uruuna. Minor action 2, take cover.
Having bought himself a moment after teleporting, Imedren drinks the antivenom. Almost immediately he feels the relieving affects.
Taking a moment to survey the battlefield, he warps back towards Uruuna.
"These things are considerably more dangerous than I thought. No wonder the town's been having such troubles if they're in the area."

Uruuna the Halfling |

Boons: 2d6 ⇒ (1, 3) = 4
Attack, Swift Shot: 1d20 + 3 + 3 ⇒ (5) + 3 + 3 = 111d20 + 3 + 1d6 ⇒ (1) + 3 + (6) = 10
Uruuna fires more arrows at the drake, quickly working through her quiver. She swears creatively as both of her shots go wide!
"You're telling me! I can barely scratch the scales on these damn things!"

Joy Summers |

"Be careful, Imedren!", Joy calls, seeing his distress.
Guidance on Imedren, can it help with strength challenge?
Fast initiative
Joy brings her witch fire soaring down at the remaining drake, though only strikes a glancing blow off its scales!
Witch fire vs drake 2 agility: 1d20 + 2 ⇒ (3) + 2 = 5