For the next round the Power Phase will be 5. I imagine that both wraiths will be dispatched before they can attack, but you never know...
Something occurred to me with the first set of wraiths and I neglected to mention it, thinking I'd wait for a better time. Might as well check though. At some point, Kelgar had a special blessing put on his warhammer that permanently made it a Magic Weapon and conferred a temporary benefit as well. So that became his default melee weapon. All temporary effects are now gone, and Kelgar now has the strictly superior Hammer of Spite in his inventory. Pretty easy to overlook so I'd better raise the issue. If this were just a simple +Strength or +to-hit upgrade or something like that, I'd assume the answer was an obvious "just switch weapons." But this item is very unusual...
"At the start of each encounter, the wielder may choose a monster for the hammer to target. The wielder may move past all obstacles to reach an available space adjacent to the chosen monster. The wielder gets an initial ambush against the chosen monster, and an additional attack against the monster every turn until it is dead. If the Hammer of Spite strikes the killing blow on its target, the wielder gains double gold. 1D6 + Strength damage, with an additional 1D6 if to-hit roll is a natural 6."
The ambush and bonus gold features of this weapon are pretty good. Plenty of better magic weapons compared to that, but they're nice features. But the unique aspect here is the power of this weapon to allow its wielder to pick a single target and move toward that target while ignoring all obstacles. This is obviously potent in cramped spaces or in situations where a monster is hiding behind other monsters. It also has inherent risks. The way we've been playing Kelgar, he's been prioritizing the use of his blessings to help his party, something only a Warrior Priest can do. He can compensate somewhat for his overall lower numbers in combat by focusing his blessings on himself, but that's still a calculated risk and a decision someone has to make.
To keep combat from dragging on even longer than it already does due to my own inattention, I've been making taking it on myself to make certain choices that could go to the players (i.e. instead of asking Mooseman to specify which monster he shoots with his bow every combat, I just pick one that makes strategic sense to me if he doesn't explicitly select a target). I'm totally willing to make some seems-good-to-me calls with the usage of this hammer, but because of how nuanced it is, I'd want some guidelines on that...