Okay, so, analysis, based on that round:
1. They can do Triple Point attacks and defenses, which sucks but is not unexpected.
2. They can spend points to add to damage as well (1 Point= 2 Damage). Still straightforward, but worth keeping in mind and allows them to power through things like damage reduction. There may or may not be a cap to this.
3. The foewoman seemed to run out of actions after 10-12 'points' (depending on whether the attacks we stopped with Halting Vortex were normal or Double Point). So we can assume that's their cap, and based on her actions it does seem to be an individual cap rather than a group one.
4. They appear to have exactly 7 Health. Or did this last turn anyway (their Endurance may be dropping per turn given their endurance issues). We dealt the Foewoman 3 damage last turn, then Avow hit her for 4 this turn and she died, but 6 damage last turn did not kill one.
We have killed one group of three, the remaining group took 4 damage early on, so they're pretty vulnerable all things considered, and there's no evidence of any more groups coming, but this group are definitely doing something funky. We probably want to relocate again and try and finish them off.
hm... we probably don't have time to interrupt whatever the summoner(?) is doing, huh? A shame, unless we go back to the hill or take the fight to them....
Say...how about EWC back to the hill and pop some spinner on them?
Maybe not the hill specifically, but this is my current thought. We can send, like, a 30d6 Kindle Spinner with 2 Odr boosting its damage and probably finish them all off based on what we've seen. That's even not very expensive in terms of Orthstirr.