
Joy Summers |

Joy concentrates and has her ball of witch fire follow the path of the beast it already scorched!
Fast initiative
Witch Fire vs hellish wolf agility: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 2d6 ⇒ (6, 6) = 12
Additional Damage if beat agility by 10+: 1d6 ⇒ 2

Selgaer |

Sel looks at Dramm and says, Those were the Children?
Gods! he says in relief, though still visibly shaken by what they witnessed. That's so much better than what I was imagining.

Dramm Hayle |

Dramm shakes his head.
You dont understand. That was only a small number. The Children are sacrifices and souls claimed by the Long and twisted into servants." Dramm backs away from the bleeding shadows of the corpses. "They will hunt you in your dreams where they cannot be killed. They'll run you down over and over again. It will never stop until the Long devours you. She will break us and her Children will kill us countless times. We will feel every one. That is how the curse begins."
Dramm shudders at the memories. He cannot bring himself to approach the corpses any more than he must.
"Joy is right. We need to move. There may be more in the mist. If the Children are here, they will be unable to resist claiming people to drag away or devour, and they enjoy toying with their prey. We have to destroy the source. Can you lead the way, Tracker?"

Selgaer |

I'm not saying they ain't bad, I'm just glad they're not, you know, actual children.
When asked to lead the way, though, Sel turns more serious. He face takes on a determined look and he heads out into the fog to see if he can pick up the trail.
TaBog, can you take the rooftops? Joy, take to the skies. We'll need a few good eyes giving us an overview above the fog.
Tracking, if possible?: 1d20 + 3 + 1d6 ⇒ (20) + 3 + (6) = 29

Joy Summers |

"You got it, Sel! Hop on if you're coming along!"
Joy enchants her broom, gives Selgaer a chance to get on, then rises into the air above Crossings.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
power 1 spell slot so 5 hours of flight time

Imedren |

Imedren grimaced and looked over to Dramm. "Wait, are you sure those were the Children of the Long Mother and not minions of the Toothsome Maera who's trying to destroy Crossings? I don't mean to question you too much Dramm, but you're tired and on edge, we really can't afford to get mixed up who it is we're fighting right now."
His eyes suddenly began to glow faintly with the familiar looking blue light that signified divination magic. He looked over at Joy and Selgaer and spoke in a commanding voice. "Hold on! Before we just go rushing out there chasing after screams and trying to help people at random, we need to focus our goals. Crossings is a large city and we have an unknown number of assailants and we don't know where they're concentrated.
Fog specifically blocks hampers vision and blocks views from long distance, there's no point to go flying above the city. But the rooftops aren't bad. The island on Dark Lake is almost certainly where we need to go. But in the mean time, the city is being attacked and we had almost no warning before Selgaer arrived. We need to organize the city defenders."
He looked at each member of their group as he spoke.
"Uruuna can help rally the Brown Cloaks at their headquarters and deliver the information that Iron is what we need to help defeat this hag and her minions."
"Ezekia, you head to the Shrine of the Ascended and talk to Father Gregory to help get the priests to start organizing a shelter and support network there. Many still see you as an important figure."
"Dramm, we'll head down the Iron road but you need to break off and go to the offices of the Inquisition and get them in on this. I know you've been spending time with them."
"TaBog, Nutmeg, you two take the high ground wherever you can and get a feel for how things are going. Then we'll need you to... head to Master Dreen's house." he said with a moment of clarity.
"Joy, you need to fly Selgaer straight to the council at City Hall and his brother. The city council has plans in case of emergency and will know how to best organize the people and get the citizens to safety. Selgaer, you need to have Commander Rena get the militia mobilized and more importantly you need to convince her to get over her cautious mindset and use her army right now!
"This is our city, once we have done what we can to ready it, we'll meet at the docks and bring the fight to the Hag."
The possibilities flew in front of Imedren's mind as he spoke, he only small inklings of what would come to pass, but he hoped that he was making the right decisions.

Dramm Hayle |

"I was surprised too, Imedren. The Children have never been this direct, and I've never seen them outside of my dreams. Few people claim to see them even in Brace, but I've felt their teeth more than once." He motions to the monstrous form of the wolves and then to the ragged bite marks on himself, Selgaer, and Uruuna. "These are the Children, and they're here to hunt. I do not know if they are working with this Hag or if they have simply seized the opportunity at present."
He listens to Imedren's visions and the division of goals. As the fellow sorcerer finishes his augury, Dramm speaks up again.
"Splitting up is a frightening prospect. We do not know what else is stalking the streets. Wolves excel in ambushing prey. The Brown Cloaks are likely already organizing, but the mist will throw them into disarray. Perhaps we should establish a hold on the docks while Joy and Selgaer rally Rena. Joy's broom will allow her and Selgaer to travel in relative safety to the key points within the city, and she is somewhat a celebrity."
Dramm delivers some healing to Selgaer and Uruuna.
Minor Heal, Half healing rate plus bonus healing below
Empowered Minor Heal, Selgaer: 2d6 ⇒ (4, 1) = 5
Empowered Minor Heal, Uruuna: 2d6 ⇒ (3, 4) = 7
Banes: 2d6 ⇒ (3, 5) = 8
Strain Check 1: 1d20 + 3 - 5 ⇒ (16) + 3 - 5 = 14
Banes: 3d6 ⇒ (1, 1, 5) = 7
Strain Check 2: 1d20 + 3 - 5 ⇒ (4) + 3 - 5 = 2
Dramm rushes to the courtyard in front of the manor and releases a blast of energy. He returns after the magic is safely discharged in the explosion.
"I go where Ezekia goes." Dramm says flatly, turning to his love. "I will help the city as I have before, but I won't lose you for the Crossings."

Imedren |

Imedren nods. "Do what you will then, your own actions are as valid as anything I suggest at this point." is all Imedren has to respond to that.

Ezekia |

Selgaer is only able to follow the wolves' trail a short distance before it abruptly vanishes. It seems as if the creatures just stepped out of the fog from nowhere. Joy peers down at the city from on high, but the thick fog makes it almost impossible to see anything within it.
Ezekia takes Dramm's hands. "We will stay together until we have ensured the townsfolk' safety. I won't lose you, either."

Selgaer |

Sel stops as Imedren calls for a halt, listening to what the man has to say.
Great idea, Imedren, but I feel you are too important to run around the city like an errand boy.
The city needs you to get to the docks to be the first line of defense while the army musters. Take everyone here with you.
Joy and I will go see my brother and he'll send messengers to everyone else. My brother can handle the logistics and politics of getting everyone on board. It's what he does.
Then we'll meet you at the docks and face whatever this Tooth-b$@@* wants to throw at us.
Sel then steps over to Joy and says, Let's go.

DM Brainiac |

As the main group makes its way through the fog-choked streets of Purse, Joy and Selgaer fly above it as they head towards the manor house where Bel resides. After a few minutes, they hear roars and bellows coming from below. Peering through the mist, they can see four hulking monsters assaulting Wizard's Peak! Each one stands fifteen feet tall with a single baleful eye set in their faces. The beasts pound on the walls of Caribdus's tower, trying to force their way inside.
"Four one-eyed giants! They're attacking Caribdus!", calls Joy to the group below.
"We should assist Caribdus. The Cloaks won't arrive in time." Dramm pulls his knife and casts some armor on himself. He follows after Imedren and Uruuna leading the way.
Selgaer pulls out his bow and knocks it; TaBog! Can you hear us?! Giants! Attacking the Caribdus Tower!
Sel hopes that his companions below were able to hear him or Joy - the fog was too thick to see if they were responding.
Come on, Joy, let's get above them and blast them with fire.
He looses an arrow, aiming for one of the eyes.
Pre-fight, cast Force Field on myself to absorb spell costs. Fast turn to cast Empowered Fragility from Medium distance. All 4 enemies are impaired for 1 minute. In addition, they must make a strength challenge roll with 3 banes. On a failure, the creature takes double damage for 1 minute.
"Be careful Imedren, I have to be conservative. I will weaken them first." Dramm quickly casts a shield over himself. He stands back from the Cycolopian hulks and begins to carve a twisting rune into the air. The rune writhes as though attempting to escape. Cracks form in Dramms arm as if they were made of stone, and blood pours from the wounds. The rune completed, Dramm reaches with his other hand and touches the center.
A wave of crackling red energy rushes outward, washing over the giants and pulling at the bonds keeping their bodies together. Similar cracks appear in the flesh of the giants, and those that fail to shrug off the magic feel tearing energies searching for wounds to rip open!
Joy sees Dramm's brutal attack and realises that the giants will surely retaliate.
Not if I can help it!, she thinks as she draws upon the nearby weeds and shrubbery to grow, grow, GROW!
They erupt, covering the street - and the ground beneath the giant's feet!
Fast initiative, Brambles p134
10-yard radius - Any creature entering the area or moving across it must make an Agility challenge roll with 1 bane, taking 1d6 damage on a failure

DM Brainiac |

As the giants reel from Dramm's spell, Joy conjures brambles to slow and stab them. Selgaer shoots one in the eye, causing it to roar and swipe at the air in front of it. Imedren moves closer and wrecks a different giant with pain. Uruuna trails behind him, firing a trio of arrows, though only one finds its mark. Tabog takes time to aim carefully.
The monsters roar and push their way through the brambles, taking some cuts. Two of them are able to get clear and rush into melee range with the two sorcerers, while the other two are hampered more by the thorny vines.
2 of the creatures are adjacent to Dramm and Imedren. The other two are 4 yards further back. Everybody may act!

Selgaer |

Joy, give me a good shot at that one next to Dramm! Sel calls out over the wind.
He knocks another arrow and fires into the giants single eye.
Triggered Action: Change Prey Target.
Boons: Hunter, Ranger. Banes: Called Shot.
Shot to the Eye: 1d20 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Damage: 3d6 + 1 ⇒ (6, 4, 6) + 1 = 17

Dramm Hayle |

Fast Turn: Cast Empowered ruin for more damage. A strength challenge roll or the target is fatigued for 1 minute (1 bane for impaired).
The thundering footfalls rattle Dramm's teeth. The towering form threaten's to crush him under it's bulk. Dramm quickly blasts the creature with ruinous magic, hoping to fatigue the monster!
Ruin: 3d6 ⇒ (2, 4, 3) = 9
Banes: 2d6 ⇒ (1, 3) = 4
Strain Check: 1d20 ⇒ 6
Outburst: 4d6 ⇒ (3, 2, 6, 6) = 17
He puts a hand forward, hoping to catch both of the hulking beasts in the blast.

TaBog |

Banes: Fog 2
Boons: Trickery 1
Perception;Trick1: 1d20 + 3 - 1d6 ⇒ (16) + 3 - (5) = 14
Boons: ?Fog 1?
Hide!: 1d20 + 3 + 1d6 ⇒ (12) + 3 + (4) = 19
Tabog, mumbling to himself about giants and having eyes, takes careful aim from around a corner at one of the cyclopes threatening his allies. Its large eye acting as a practice target with a big bull's eye.
Banes: Fog 1, Call Shot 2
Boons: Trickery 1, Deadly Aim 3
Longbow;Trick2: 1d20 + 3 + 1d6 ⇒ (9) + 3 + (5) = 17
Dmg: 1d6 + 1 + 2d6 + 3d6 ⇒ (6) + 1 + (4, 1) + (1, 3, 5) = 21

DM Brainiac |

Selgaer's shot sticks harmlessly in the giant's leathery shoulder. Tabog finds his mark, leaving a deep wound. Dramm rends the same target, though it isn't fatigued by the spell. Imedren's flame blast scorches all of the monsters, and Uruuna shoots both of the lead foes.
The two lead monsters swing their fists in a frenzy but don't hit anybody! The other two take a more measured approach, closing in from the flanks and pummeling Dramm and Imedren.
"I'm here for you!" Ezekia cries. She moves behind Dramm and lays healing hands upon him.
10 damage to Dramm, 11 damage to Imedren. Dramm heals half his healing rate. Everybody may act! Joy may take 2 actions.

Dramm Hayle |

Fast Turn: Cast Empowered Evaporate, extra damage. Dramm heals 4 HP from Ezekia's spell.
Dramm raises his arms fruitlessly when the meaty fists crash down onto him. The blows shatter his shield and daze the sorcerer, but Ezekia clears his vision. He desperately traces delicate lines of sizzling energy into the air. Behind the enraged expression, he struggles against panic. The deadly reach of these creatures offered no escape and the next set of blows could very likely prove the last for either Sorcerer. Dramm pushes a searing hand into the leg of the wounded giant, hoping to evaporate enough flesh to kill the attacker!
Evaporate: 1d20 + 3 - 1d6 ⇒ (19) + 3 - (6) = 16
Damage: 6d6 + 2d6 ⇒ (4, 1, 4, 5, 4, 6) + (1, 2) = 27
Strain Check: 1d20 + 3 - 1d6 ⇒ (3) + 3 - (6) = 0
Outburst: 4d6 ⇒ (1, 4, 2, 2) = 9
The magic washes outward in purple, blue, and green flames around Dramm. He forces it to his fingertips in front of him and lets the explosion consume his enemies.

Selgaer |

Damn it! Sel yells out at the miss. Joy! Take us round again! The big one on Dramm!
Sel knocks the arrow and looses it towards the giant eye.
Boons: Hunter, Ranger. Banes: Called Shot.
Arrow to the Eye[/ooc: 1d20 + 4 + 1d6 ⇒ (20) + 4 + (5) = 29
Damage: 3d6 + 1 ⇒ (2, 2, 2) + 1 = 7
Bleed Damage, Rounds: 1d3 ⇒ 11d3 ⇒ 1

Imedren |

Imedren saw the many ways the Cyclops could come and swing down at him. He knew where it would swing, could see him get out of the way, he could feel the pain when it would connect with him. But he would not let that happen, so he sidestepped. Ducking low and dodging inside its swing and somehow reality was altered.
Fast initiative: Imedren, casts Meteor to try and hit two of them if he can, if not then one will do. Enemies must make an agility challenge roll. Triggered action: Warp back 20 yards away from enemies and everyone else.
Everything resumed a normal focus and for a moment Imedren knew it meant that he couldn't see the next possibilities immediately.
Entropic Potent Meteor, 1 yard radius: 2d6 + 3d6 + 2 ⇒ (2, 2) + (6, 2, 2) + 2 = 16
Chaos die: 1d6 ⇒ 1 penalty
Banes: 2d6 ⇒ (1, 3) = 4
Strain: 1d20 + 2 - 1 - 3 ⇒ (3) + 2 - 1 - 3 = 1
The waves of chaotic energies were too much.
Outburst: 4d6 ⇒ (3, 4, 5, 1) = 13

Joy Summers |

With brambles already covering the ground and uncertain of the best of her magic to use against these creatures, Joy resorts to her sling!
1: Fast Initiative
Sling: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 ⇒ 2
2: Fast Initiative
Sling: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 ⇒ 1

TaBog |

Tabog runs across the battlefield, to get a betting shot at the cyclopes' eyes. He dives behind cover before popping out and taking another shot.
Trigger Action to Hide!
Hide!: 1d20 + 4 ⇒ (19) + 4 = 23
Longbow;Trick1: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (1, 6) = 10

DM Brainiac |

Joy and Selgaer shoot the giant that Imedren hexed, further wounding it. Imedren detonates a meteor between the two central giants. The cursed one goes down while the other dodges the worst of the blast. Imedren then teleports out before his sorcerous outburst.
Uruuna shoots each of the two giants attacking Dramm, then Tabog shoots the most wounded one. Dramm reaches out and grabs that giant's leg, channeling destructive energy and causing the monster to evaporate into red mist!
Ezekia heals Dramm again just before the other giant brings its fist down on the sorcerer. The last giant stomps over to Uruuna and Tabog and begins thrashing out all around itself, trying to stomp both archers flat!
Dramm heals half his healing rate, then takes 21 damage. Tabog and Uruuna must each make an Agility challenge with 2 banes, taking 14 damage on a failure or 7 on a success. Everybody may act!

Selgaer |

So I think there's two remaining. If one of them doesn't have an arrow to the eye, that's who I'm shooting at. If they both do, I'll shoot the one on Dramm.
Triggered Action: Change Prey Target
Boons: hunter, ranger. Banes: called shot.
Arrow: 1d20 + 4 + 1d6 ⇒ (15) + 4 + (5) = 24
Damage: 3d6 + 1 ⇒ (3, 6, 5) + 1 = 15
Bleed Damage, Rounds: 1d3 ⇒ 31d3 ⇒ 2

TaBog |

Agility;Trick1: 1d20 + 4 - 1d6 ⇒ (10) + 4 - (3) = 11
Tabog comes back around from his cover to find a giant cyclops foot in his face! He bounds away and is propelled further by the giant's swift kick, but it still hits him well in the ribs.
He lands on his lynx paws, ready to charge at the lumbering beast.
Taking seven dmg, using a Trigger Action to flee (moving five yards away without incurring free attacks), and using Lynx Form

Dramm Hayle |

Fast Turn: Cast Empowered Rend for extra damage.
Dramm didn't register the club like swing at first. Instead, the world abruptly slipped several degrees clockwise and his vision was blurred by pounding pain. Ezekia's spell sharpens the pain as well as his vision. Dramm pulls himself back to his feet with a hard cough.
"Run, Ezekia. The others will keep me alive." Dramm gasps out the words as he destroys a burning sigil. "I'll be okay. I'm always okay."
Rend: 1d20 + 3 - 1d6 ⇒ (16) + 3 - (2) = 17
Damage: 3d6 + 2d6 + 1 ⇒ (4, 2, 6) + (4, 2) + 1 = 19
Strain Check: 1d20 + 3 - 1d6 ⇒ (10) + 3 - (6) = 7
Outburst: 4d6 ⇒ (2, 5, 2, 4) = 13
Another blast erupts as the spell rips at the giant.

Joy Summers |

Joy launches another bullet, unknowingly trying to prove Dramm correct.
Sling vs giant closest to Dramm: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 ⇒ 1
Fast

Imedren |

Fast initiative: Greater sorcery, potent spell. 1 strain. Action. Cast Explosive missile. Missile 1&3 targeting the cyclops above Dramm. Missile 2 targeting the cyclops above Uruuna. Triggered action: Warp between the two cyclops and unleash outburst.
Imedren saw as the world seemed to rewrite itself. The Cyclops began a savage attack against Dramm and Uruuna.
He called to the Chaos to give him power once more and unleashed a devastatingly explosive attack.
potent Entropic Explosive missile 1: 1d6 + 2 + 3d6 ⇒ (1) + 2 + (4, 4, 6) = 17
missile 2: 1d6 + 2 + 3d6 ⇒ (4) + 2 + (1, 5, 5) = 17
Missile 3: 1d6 + 2 ⇒ (6) + 2 = 8
Chaos die: 1d6 ⇒ 1 Penalty
banes: 2d6 ⇒ (1, 4) = 5
Will vs. Outburst: 1d20 + 2 - 1 - 4 ⇒ (4) + 2 - 1 - 4 = 1
He wasn't going to be able to hold his power again, so he warped back in to unleash the chaotic powers against the cyclops.
Outburst damage: 4d6 ⇒ (1, 1, 6, 5) = 13

DM Brainiac |

Ezekia and Tabog fall back to safety, the latter transforming into a lynx. Joy misses, but Uruuna lands one hit each on the giants. Between Selgaer's arrow and Dramm and Imedren's spells and sorcerous outbursts, the cyclops fighting Dramm goes down hard!
One remains, and it stomps Uruuna into the ground, badly wounding her!
18 damage to Uruuna. Everybody is up!

Dramm Hayle |

Slow Turn: Move and cast Empowered Regeneration. Uruuna heals half her HR and an additional 1d6 each round.
The cyclops succumbs to magical fire and Dramm breathes a sigh of relief. It is short lived with Uruuna being crushed by heavy blows. Dramm rushes to Uruuna with a pained grunt. The long reach of the cyclops forces him to give it a wide berth. An incantation and several sharp incisions force a flood of powerful Life magic into the Champion when he kneels beside her, and Uruuna's flesh begins to knit itself rapidly.
"Get up, Uruuna! Get UP!" Dramm hauls the halfling to her feet.
Strain Check: 1d20 + 3 - 1d6 ⇒ (3) + 3 - (6) = 0
Outburst: 4d6 ⇒ (2, 6, 3, 4) = 15
He throws his hand to the side and unleashes another sorcerous blast away from his allies.

Selgaer |

Sel takes a shot, this time not aiming for a particular spot.
Triggered Action: Change Prey Target
Boons: Hunter, Ranger. Banes: None.
Boons: 2d6 ⇒ (3, 3) = 6
Bow Shot: 1d20 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Damage: 3d6 + 1 ⇒ (2, 1, 1) + 1 = 5

Imedren |

Fast initiative: Triggered action, give Uruuna a healing syringe. She regains 16 health. Empower spell, 1 strain. Action: Cast Delay. Success will slow the Cyclops for 1 minute.
"Uruuna!" Imedren says, grimacing as his wife was smashed into the ground a second time. He took the syringe he was holding and immediately gave it to her.
"Hold on, this will help."
boons: 2d6 ⇒ (6, 2) = 8
Empowered Delay: 1d20 + 4 + 6 ⇒ (7) + 4 + 6 = 17
Banes: 2d6 ⇒ (6, 1) = 7
Outburst: 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2
Outburst damage: 4d6 ⇒ (1, 5, 1, 2) = 9

Uruuna the Halfling |

Uruuna nods in thanks as Imedren appears beside her. The halfling grabs the syringe and injects it into her leg, then drops her bow, draws her scimitar, and slices at the hulking monster's hamstring!
Attack: 1d20 + 4 + 1d6 ⇒ (11) + 4 + (2) = 17
Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5

Joy Summers |

Angered by the strike against Uruuna, Joy launches a bullet at the same giant.
Fast
Sling vs giant: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d3 ⇒ 1

DM Brainiac |

The cyclops dodges both sorcerers' blasts, but Imedren's spell slows it and Uruuna's strike connects. Angered, the monster stomps and thrashes all nearby!
Dramm, Imedren, and Uruuna must each make an Agility challenge with 2 banes, taking 7 damage on a failure or 3 on a success. Everybody may act! Tabog may take actions.

TaBog |

The lynx dashes to the monsters flank, ripping at the tendon in its heel and then leaping away!
Banes: Targeted Strike 1
Boons: Trickery 1, Lynx 1
Bite: 1d20 + 4 + 1d6 ⇒ (7) + 4 + (3) = 14
Dmg: 1d6 + 2d6 ⇒ (4) + (3, 3) = 10
Moving to the Cyclops' flank, Attacking, Triggered Action to Flee

Dramm Hayle |

Banes: 2d6 ⇒ (2, 3) = 5
Agility Check: 1d20 + 2 - 3 ⇒ (13) + 2 - 3 = 12
Use retreat action to back off and move towards Ezekia.
Dramm lets out another relieved breath as Uruuna redoubles her efforts. The giant leaves him little time to recover, however, and Dramm barely avoids the worst of the thrashing limbs! He stumbles as a heavy blow clips one shoulder and spins him bodily. His vision was already struggling to remain clear again. Taking the opportunity, Dramm moves to escape to a safer distance!

Joy Summers |

Seeing Dramm and the others further injured, Joy focuses on her newer abilities...
Confounding Tricks
When a creature within short range of you would make an attack roll or a challenge roll, you can use a triggered action to impose 1 bane on that roll. You can use this talent a number of times equal to your Power score. You regain expended uses when you complete a rest.
1/4 already used.

Uruuna the Halfling |

Banes: 2d6 ⇒ (4, 2) = 6
Agility: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
The giant's foot just clips Uruuna's shoulder, and Dramm's spell reduces the swelling of her bruised bones and knits her skin back together. The halfling drops into a battle stance as she hacks at the monster again!
Boons: 2d6 ⇒ (4, 5) = 9
Attack: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Damage: 4d6 + 1 ⇒ (1, 3, 4, 3) + 1 = 12

Imedren |

Chaos die: 1d6 ⇒ 4 bonus
Banes: 2d6 ⇒ (2, 1) = 3
Agility: 1d20 + 2 ⇒ (10) + 2 = 12
Imedren was slammed hard by the Cyclops feet. Grimacing in pain, he told himself it was worth it and went on the offensive.
Fast initiative: Greater Sorcery, potent spell. 1 strain. Action, cast Flame missile. Minor Action, draw another healing syringe. Ready to use it on Himself or Uruuna if the Cyclops doesn't fall.
Chaos die: 1d6 ⇒ 6 Bonus
Potent Entropic Flame Missile: 1d20 + 2 + 6 ⇒ (12) + 2 + 6 = 20
20+ Damage: 1d6 + 2d6 + 1d6 ⇒ (1) + (5, 4) + (3) = 13
Chaos die: 1d6 ⇒ 3 Penalty
Banes: 2d6 ⇒ (3, 3) = 6
Outburst: 1d20 + 2 - 3 - 3 ⇒ (14) + 2 - 3 - 3 = 10
The waves of Chaos pulled at Imedren's will, but somehow he managed to hold himself strong and kept the power within himself.

DM Brainiac |

Ezekia rushes to meet Dramm, already casting another healing spell to keep her lover on her feet. "Be strong!" she says, holding him close to her.
Dramm heals his healing rate.
Imedren sends a flaming missile burning into the cyclops's eye as Tabog rips at its legs. Selgaer fires another arrow into its chest, and finally, the mighty creature collapses to the ground with a thud!
There is a short period of silence, and then a figure emerges onto the balcony atop Wizard's Peak, peering down through the mist. "I say, there! Nicely done!" the wizard Caribdus calls. "I apologize for not being able to lend aid during the fight, for I was pouring all my magic into the structure to ensure its integrity while those things were trying to knock it down! I am sure you will have your hands full across the city, but you can send any stragglers you find this way and I will keep them safe within my tower until the danger has passed!"

DM Brainiac |

Joy and Selgaer fly off, reaching Belgaer's home after a few more minutes. As they land the broom, servants usher them inside to a large meeting room where Sel's brother is conferring with Master Dreen and Elder Fobb. Bel quickly embraces Sel, patting him on the back.
"It's good to see you in one piece. I thought if the elves didn't kill you, the monsters in the mists surely would have. Glad to have been proven wrong."
Fobb clears his throat, the elderly halfling glowering at the newcomers. "Well? You're the big godsdamned heroes round these parts. What're you gonna do about this latest catastrophe to befall our fair city?" he says grumpily.
The three men listen to the plan as Selgaer lays it out. Dreen nods. "We'll get runners out at once. Crawley, Rena, Randolfus. With all of our forces organized, we'll be able to hold the beasts at bay, at least for a time. I'll personally open my manor as a safe house for the town's citizens, and I'm sure my fellow councilors will do the same." Dreen glances at Fobb, who huffs but inclines his head.
"As always, you've got the hard job, brother," Belgaer says. "This curse will only die with the hag. For the sake of all of Crossings, you're going to have to put her down."
Joy and Selgaer can retcon conversations, but I'll go ahead and assume they rejoin the others afterwards to start the next encounter.
***
After recovering from the battle against the cyclopes, you find your way out of Purse and into Tankards. This district has already seen quite a bit of destruction, as numerous buildings lie toppled and the bodies of townsfolk litter the streets. Imedren's divinatory powers lead you to several survivors, some trapped under rubble, others huddling in their homes. You rescue them and direct them to take shelter at Wizard's Peak. Soon, Joy and Selgaer come flying down on the witch's broom to rejoin you. The magic fades from the broom--Joy will need to expend more of her power to make it fly again.
As you approach the docks, a small crowd of panicked citizens comes running in your direction, fleeing from the sounds of a pitched battle. Screams echo in the mist, some of the abruptly cutting off into wet gurgles. As you hasten towards the fighting, you can see the mangled bodies of a half-dozen militia soldiers tossed about.
At last, you get close enough to make out four hideous monsters. Their grotesque forms embodies a majestic awfulness, with skin the color of an old bruise and parts assembled almost haphazardly. Four to eight arms of varying size sprout all over their wide, flabby torsos. No heads surmount their shoulders. Instead, a crude face leers from the center of each one's body, its wide, slobbery maw filled with shovel-like teeth and uttering all manner of strange and unholy sounds.
The monsters surround a beleagured Commander Rena! Her soft leathers stretch over her bulging midsection. Even six months pregnant, the fierce crusader is not one to back down from a fight. She cries out in challenge as she raises her sword and shield defensively. The monsters rumble and shriek, eyes shining, drooling intensifying. The engorged organs between their legs make clear the creatures' horrid intentions for Rena...
These creatures are frightening. Everybody must succed at a Will challenge with 1 bane or be frightened for a number of rounds equal to 1d3 + your current Insanity score. Everybody may act! As before, the fog heavily obscures creatures more than 5 yards away (2 banes on attacks) and partially obscures creatures within 5 yards (1 bane on attacks).
The map has been updated.

Selgaer |

Frightened Banes: 2d6 ⇒ (2, 2) = 4
Frightened Will: 1d20 - 2 ⇒ (15) - 2 = 13
Rena! Sel calls out, drawing his spear. He rushes straight to Red and slides underneath it feet first, holding his spear out to slice it as he goes, popping up on the other side of it, next to Rena, holding his spear out defensively.
Slow.
Acrobat allows me to move through other creatures' spaces. Moving next to red to attack. Then using Quick Step and Hunters Expertise to move three yards without triggering a free attack to end up at Rena's side.
Triggered Action to make Red my Prey.
Boons: Hunter, Ranger. Banes: Defensive Attack
Spear Slice: 1d20 + 4 + 1d6 ⇒ (13) + 4 + (1) = 18
Damage: 3d6 + 1 ⇒ (5, 5, 4) + 1 = 15
First attack against me takes one bane.

Joy Summers |

Joy safely lands herself and Selgaer, rushing to catch up with the others.
Then she sees the horrors.
Will Save: 1d20 + 3 ⇒ (16) + 3 = 19
She immediately calls out:
"Foul things! We will stop you harming others!"
She runs, her hands move, she disappears, and a ball of witch fire hurtles towards the same target as Selgaer!
Slow initiative for once.
Joy will move east, then cast witch fire at red. If red is dead, someone else. Unsure of movement after that so will roll banes separately.
Bane 1: 1d6 ⇒ 1
Bane 2: 1d6 ⇒ 4
Base Witch Fire attack vs monster agility: 1d20 + 3 ⇒ (7) + 3 = 10
Actually, wait. Joy has fortune...
Automatic hit!
Damage: 2d6 ⇒ (3, 4) = 7
Extra damage if 10+ over agility: 1d6 ⇒ 5

Imedren |

Most of his magics had long since run their course but his latest divinatory spell had been helpful for a number of people. Upon coming to the docks and seeing the group of fleeing people, Imedren had pulled out and readied a scroll he was sure would be useful.
Will: 1d20 + 2 - 1d6 ⇒ (15) + 2 - (5) = 12
Despite the creatures horrid appearance and apparent intentions, Imedren shook off the images plaguing his mind and focused on the task at hand.
Fast initiative: Read from scroll, casting Blessing on the party. Lunging attack to touch everyone. For 1 minute, the targets makes attack rolls and challenge rolls with 1 boon and cannot be frightened. Minor action, ready a healing syringe.
"The Martyr, Astrid, guides those in battle who would fight dark forces in the name of the One God." There was a flash of holy light from the scroll as a symbol of a serpent eating its own tail appeared briefly before vanishing.

TaBog |

Before leaving the wizards tower, Tabog doesn't let the chance of aid slip. Once more a human, he calls up to the old man on the balcony.
"Right you are, Caribdus! We will need all the help we can get to defend the city! Might you spare any of your magic bolster our lines!? We have pupils of yours, archers, and front line defenders! Anything will help!"
*************************************************************************** *************************************
While the others get to work saving the citizens of crossings, Tabog takes up a post to watch their surroundings for more survivors and monsters.
Hide!Trick1: 1d20 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
A moment of reprieve found the feline man asleep at his post, only to wake up to the screams of a mob and the notable Rena. Once the monstrocities are spotted Tabog hesitates his rush to her aide... But decides against leaving, at least, the people he actually like to fight the horrible meatballs.
Banes: Monster 1
Boons: Bless 1
Will: 1d20 ⇒ 15
Banes: Fog 2
Boons: Trickery2 1, Bless 1
Form the open, he looses as many arrows as he can at the bulbous targets!
Longbow: 1d20 + 4 ⇒ (14) + 4 = 18
Dmg: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (3, 6) = 15

Dramm Hayle |

Outside the Tower
Ezekia's tenderness always surprises Dramm. He releases a long breath as the pain begins to fade. Even he can't help but smile when she holds him close, and he wraps his arms around her in return. The respite is a welcome one together.
"I always come back." Dramm whispers the promise again, squeezing her gently. The connection between them leaves a warm glow in his chest.
Dramm tends to the wounds of the party while Tabog negotiates any possible aid from the Wizard. He raises on hand in greeting to Caribdus. It was good to see the old man no worse for wear. He still owed Caribdus a favor for the use of his library after all.
**********
Present
For a brief moment, Dramm's spite tempts him to leave the woman to her doom. Rena had been a thorn in his side for some time, but even his selfishness and hostility toward the commander had limits. No one deserved such a fate, and the thought of losing the baby puts a cold pit in his stomach. The sorcerer strides forward to join the fray.
"Stay back and stay safe, Nutmeg!" Dramm calls to the boy as he closes the gap. He carves and dashes an effigy in the air, blasting the nearest creature and attempting to fatigue it!
"To us, Commander!" Dramm shouts! "Clear her a path!"
Slow Turn: Move up and cast Empowered Ruin for extra damage and a fatigue check.
Ruin: 3d6 ⇒ (6, 2, 4) = 12
Banes: 2d6 ⇒ (4, 6) = 10
Strain Check: 1d20 + 3 - 6 ⇒ (17) + 3 - 6 = 14
The glow of Dramm's tattoos spreads and brightens as the magic continues to gather inside of him.