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Flory Will: 1d20 + 9 ⇒ (2) + 9 = 11
Flory you can Hero Point that if you wish
Still need:
Infiltration Checks:
Achurius - 2 IP
Jeeegaaan - 3 IP
Glenda - 1 IP
Complication Checks:
Lesley
Achurius
Jeeegaaan
Flory (HP?)

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WEATHER THE TEMPORAL STORM
Where the Elsewood connects to the rest of the First World is where the Thane's control of temporal events wavers creating the Edge of Tomorrow. The magical energies are difficult to avoid
Edge Points: 1
Awareness Points: 7 (so far)
Infiltration Points: 3 (Individual)
Skills:
DC 16 Arcana/Nature
DC 18 Will Save
DC 20 Fortitude Save
Individual - Each PC must make skill checks to accumulate the required number of IPs with the following results:
CS/S: +2/+1 Infiltration Points (good)
F/CF: +1/+2 Awareness Points (bad; the Thane starts noticing)
Basically roll as many times as you need to succeed. Just remember that failing a check gains Awareness Points.
Checks needed from:
Lesley Hart
Flory Buntzer
**Achurius (needs 2 IP)
Bramblespine
**Jeeegaaan Dune (need 3 IP)
Glenda Huckleberry

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It looks like my post got eaten. For the complication check...
Lesley makes sure she isn't tricked into going back to where the party is happening. They must get out of this place!
DC 16 Survival: 1d20 + 5 ⇒ (12) + 5 = 17

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kn nature: 1d20 + 9 ⇒ (13) + 9 = 22
will save: 1d20 + 11 ⇒ (2) + 11 = 13
I don't really understand the rolls I need to make and which skills are for infiltration and which for complications.

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[dice=kn nature]1d20+9
[dice=will save]1d20+11I don't really understand the rolls I need to make and which skills are for infiltration and which for complications.
Infiltration - You need 3 IPs to pass the obstacle (Arcana/Nature/Will/Fort). You can roll as many times as you need to to get the 3 IPs.
Complication - One check (Survival/Perc/Will Save) to keep the domain from tricking you.
So based on your rolls above, Nature is a success. The Will save is a failure (you can either Hero Point it or use the last Edge Point to make it a success or make another check for the last IP). After you get your last IP, you will need to make the check to keep the domain from tricking you

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I will stick with allowing the complication and retrying for the third IP. We might need that edge point for a crit failure.
DC 18 will save for IP: 1d20 + 11 ⇒ (15) + 11 = 26
DC 18 will save to avoid Complication: 1d20 + 11 ⇒ (13) + 11 = 24

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GM Tiger wrote:I do wish
Flory you can Hero Point that if you wish
You trust my dice? :)

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I will stick with allowing the complication and retrying for the third IP. We might need that edge point for a crit failure.
The complication already has happened as your group already reached the Trigger point. So I need from you either:
DC 16 Survival
DC 18 Perception
DC 20 Will Save
Edge Points will not apply here.

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Flory Will, HP: 1d20 + 9 ⇒ (5) + 9 = 14
Flory is unable to notice the danger until she starts seeing images of the feasters getting sharper. She notices at the last minute but the Thane has already noticed. (+1 Awareness Point)
Edge Points: 1
Awareness Points: 8 (so far)
Infiltration Points: 3 (Individual)
Skills:
DC 16 Arcana/Nature
DC 18 Will Save
DC 20 Fortitude Save
Individual - Each PC must make skill checks to accumulate the required number of IPs with the following results:
CS/S: +2/+1 Infiltration Points (good)
F/CF: +1/+2 Awareness Points (bad; the Thane starts noticing)
Basically roll as many times as you need to succeed. Just remember that failing a check gains Awareness Points.
Checks needed from:
**Jeeegaaan Dune (need 3 IP)

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Achurius wrote:I will stick with allowing the complication and retrying for the third IP. We might need that edge point for a crit failure.
The complication already has happened as your group already reached the Trigger point. So I need from you either:
DC 16 Survival
DC 18 Perception
DC 20 Will Save
Edge Points will not apply here.
OK, then here goes
perception: 1d20 + 9 ⇒ (5) + 9 = 14

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Achurius also fails to notice the danger until the last moment. Although he manages to realize what's going on at the last moment, he sees a ghost of a smile flicker on the Thane's lips. +1 AP

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Jeeegaaan also doesn't notice the trick but then realizes it only at the last minute. +1 AP
"We made it! The Edge of Tomorrow! The border of his domain! And while we can’t cross it," Summer Storm lifts the altered invitation leaf high before throwing it to the ground and continuing, "we should be far enough that the Thorned Monarch’s remaining magic can grant us escape."
His triumphant tone fades immediately when several creatures leap from the ground where the leaf was dropped, as if emerging from a pool of water, despite the ground’s obvious impermeability. "What? How did they find us? It doesn’t matter. We have to fight!"
You are attacked by what appear to be fey hounds and a leshy.
Achurius's Initiative using : 1d20 + 9 ⇒ (3) + 9 = 12
Glenda Tickleberry's Initiative using Search: 1d20 + 6 ⇒ (19) + 6 = 25
Flory Buntzer's Initiative using Repeat a Spell: 1d20 + 14 ⇒ (4) + 14 = 18
Bramblespine's Initiative using Search: 1d20 + 7 ⇒ (16) + 7 = 23
Lesley Hart's Initiative using Avoid Notice: 1d20 + 8 ⇒ (19) + 8 = 27
Jeeegaaan Dune's Initiative using Search: 1d20 + 5 ⇒ (13) + 5 = 18
Green Init: 1d20 + 4 ⇒ (5) + 4 = 9
Red Init: 1d20 + 7 ⇒ (6) + 7 = 13
Pink Init: 1d20 + 7 ⇒ (5) + 7 = 12
Blue Init: 1d20 + 7 ⇒ (19) + 7 = 26
Yellow Init: 1d20 + 7 ⇒ (11) + 7 = 18
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COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Lesley Hart - AC 19 (20 w/shield), 28/28
Blue
Glenda Tickleberry - AC 20, 42/42
Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 18/18
Red
Pink
Achurius - AC 16, 39/39
Green

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Lesley quickly draws her weapon and sets it into ranged mode. She then readies to shoots anyone who gets within her weapon range, after she draws her buckler shield.
+1 Triggerbrand Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 P/B (concussive) damage
On Critical Hit: Fatal Damage: 1d8 + 1 ⇒ (1) + 1 = 2 P/B (concussive) damage x2, plus 1d8 ⇒ 4 additional damage
◇ Spring the Trap
◆ Interact to draw buckler shield
◆◆ Ready
↺ Hit the Dirt (if she is attacked with Ranged Strike)

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Lesley draws her weapon and her buckler and prepares for battle. Just as she pulls out her shield, Blue runs forward and gets plugged as soon as it comes within range.
The hound runs up to Lesley and tries to bite her.
Jaws vs Lesley AC 19: 1d20 + 8 ⇒ (1) + 8 = 9 for Piercing: 1d4 + 3 ⇒ (4) + 3 = 7
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Blue (-8)
**Glenda Tickleberry - AC 20, 42/42
**Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 18/18
Red
Pink
Achurius - AC 16, 39/39
Green

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Bramblespine gives Blue the Evil Eye.
Will DC 18 The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
Bramblespine then sprays metal thorns at blue.
needle darts vs Blue: 1d20 + 8 ⇒ (14) + 8 = 22
piercing: 3d4 ⇒ (1, 1, 3) = 5

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"Aww.. kind of cute.. and nasty..." Glenda says. She pulls Fishy out and hurls it at the nearest enemy. It spins back and tries to strike it again.
◆ Channel Elements
◇ Kin Blast blue Kin blast: 1d20 + 10 ⇒ (14) + 10 = 24Bldg dmg: 1d8 ⇒ 7
◆◆ Kin Blast blue Kin blast: 1d20 + 5 ⇒ (19) + 5 = 24Bldg dmg: 1d8 + 4 ⇒ (7) + 4 = 11

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Will: 1d20 + 4 ⇒ (16) + 4 = 20
Bramblespine stares malignantly at Blue but the hound just ignores him. The hound is unable to ignore the metal thorns that hit it, however. Nor is it able to ignore Fishy bouncing off his head.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
**Glenda Tickleberry - AC 20, 42/42 (1 action)
Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 18/18
Red
Pink
Achurius - AC 16, 39/39
Green

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Does Glenda still have actions? She activated her gate and did a free kinetic blast, and did a 2 action kin blast.

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Does Glenda still have actions? She activated her gate and did a free kinetic blast, and did a 2 action kin blast.
Two actually. The free action was enough to drop Blue.

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Glenda moves forward to the other hounds.
◆ Stride
◆ Stride

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Glenda moves up to the other hounds.
"Yeller! Get 'im! Go! Attack!" the leshy calls. Yellow obediently charges at Glenda and tries to bite her.
Jaws vs Glenda AC 20: 1d20 + 8 ⇒ (6) + 8 = 14 for Piercing: 1d4 + 3 ⇒ (3) + 3 = 6
Jaws vs Glenda AC 20: 1d20 + 3 ⇒ (15) + 3 = 18 for Piercing: 1d4 + 3 ⇒ (1) + 3 = 4
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 42/42
Bramblespine - AC 16, 22/22
Yellow
**Flory Buntzer - AC 18 (19 w/shield), 32/32
**Jeeegaaan Dune - AC 17, 18/18
Red
Pink
Achurius - AC 16, 39/39
Green

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Flory and Sir Miles advance toward the hound attacking Glenda. She twirls her fingers in the air, gathering strands of gossamer. Then she points at the leshy, and they fly from her hand.
Flory: Stride, Cast tanglefoot at Green
Sir Miles: Stride
Attack: 1d20 + 10 ⇒ (13) + 10 = 23

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Action 1, move
Action 2 and 3, fling wand magic at Red. I'm supercharing the wand as I do it. recharge time: 1d4 ⇒ 3 rounds. I can still fling, but I roll the d4 instead of the d6 until that time. dmg: 1d6 + 4 ⇒ (5) + 4 = 9 Electricity and Red can negate the damage, via basic Reflex saving throw dc 17.

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What kind of recall knowledge roll should I make for these things?
You can declare you wish to make an RK check and I can roll for you (since RK is usually a secret roll)

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Flory and Sir Miles walk into the Thane's koi pond. Flory causes a vine to grow under Green's feet and catches the leshy. "What th-" he says in surprise, "You'll pay for that, human!"
Jeeegaaan joins Flory in the koi pond. With fish (related to Fishy?) swimming around his ankles, he hurls some lightning at Red.
Ref: 1d20 + 7 ⇒ (10) + 7 = 17
Red jumps out of the way and manages to avoid the worst of the damage.
Red charges at Jeeegaaan and tries to bite.
Jaws vs Jeeegaaan AC 17: 1d20 + 8 ⇒ (2) + 8 = 10 for Piercing: 1d4 + 3 ⇒ (4) + 3 = 7
Jaws vs Jeeegaaan AC 17, MAP: 1d20 + 3 ⇒ (18) + 3 = 21 for Piercing: 1d4 + 3 ⇒ (1) + 3 = 4
Pink joins the fray and runs over to Glenda to try to bite her.
Jaws vs Glenda AC 20: 1d20 + 8 ⇒ (2) + 8 = 10 for Piercing: 1d4 + 3 ⇒ (1) + 3 = 4
Jaws vs Glenda AC 20, MAP: 1d20 + 3 ⇒ (15) + 3 = 18 for Piercing: 1d4 + 3 ⇒ (3) + 3 = 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 42/42
Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 14/18
Red (-4)
Pink
**Achurius - AC 16, 39/39
Green (-10 movement)

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Achurius wrote:What kind of recall knowledge roll should I make for these things?You can declare you wish to make an RK check and I can roll for you (since RK is usually a secret roll)
Please do. I need to know if void damage will work on them before I use my last 2 actions.

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Achurius's Nature (T): 1d20 + 9 ⇒ (19) + 9 = 28
The creatures you face are leshies. They're particularly vulnerable to fire
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 42/42
Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 14/18
Red (-4)
Pink
**Achurius - AC 16, 39/39 (2 actions)
Green (-10 movement)

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"They look like leshys to me. Which means they do not like fire. Wonder why they are all up in our faces."
Achurius fires off a 2 action force barrage at green since it is the only spell that has the range to hit any of them.

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Force Barrage vs Green: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Achurius launches a pair of magic missiles at Green. They strike it in the chest.
Green moves up, its legs hampered by the vine Flory threw at it. It chucks a pair of seed pods at Glenda.
Seed Pod vs Glenda AC 20: 1d20 + 6 ⇒ (19) + 6 = 25 for Bludgeoning: 1d6 ⇒ 2
Seed Pod vs Glenda AC 20, MAP: 1d20 + 1 ⇒ (20) + 1 = 21 for Bludgeoning: 1d6 ⇒ 6
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC Fort vs Deafening Blow: Glenda x2
------------------
Those with ** may go
**Lesley Hart - AC 19 (20 w/shield), 28/28
**Glenda Tickleberry - AC 20, 28/42
**Bramblespine - AC 16, 22/22
Yellow
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 14/18
Red (-4)
Pink
Achurius - AC 16, 39/39
Green (-6; -10 movement)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected; Immune 24h
S: Unaffected
F: Deafened (1 rd)
CF: Deafened (1 minute)

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She Steps closer to one of the enemies, and reloads her weapon. She then shoots Red, despite showing them its cuteness.
+1 Triggerbrand Ranged Attack: 1d20 + 11 ⇒ (3) + 11 = 14 vs Red
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 B/P damage
She gets distracted and reloads again.
◆ Touch and Go
◆ Strike
◆ Touch and Go
↺ Hit the Dirt, triggered by a ranged Strike against her (+2 to AC)

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Bramblespine empower their allies with the blessings of Narven as they make their way around the statue.
You and your allies gain a +1 status bonus to attack rolls while within the emanation

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traveling so having issues viewing the map. Please move for me.
Glenda hurls fishy at the nearest foe then moves south or to the nearest cover.
++kin blast: 1d20 + 10 ⇒ (20) + 10 = 30 bldg dmg: 1d8 + 4 ⇒ (8) + 4 = 12
+ Stride

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Lesley tries and fails to hit Red. Bramblespine empowers their allies with blessengs while Glenda bounces fishy off Pink,Yellow: 1d2 ⇒ 1
She hits Pink and takes its head clean off. The primal energy that was Pink bursts forth and heals Green and Red.
Healing Red: 1d4 ⇒ 2
Healing Green: 1d4 ⇒ 3
Glenda Fort: 1d20 + 11 ⇒ (16) + 11 = 27
Glenda Fort: 1d20 + 11 ⇒ (4) + 11 = 15 Immune due to the earlier crit
"Pinky! Noooo!!! I raised him from a sapling puppy! You'll pay for that!"
Yellow charges Bramblespine and tries to bite:
Jaws vs Bramblespine AC 16: 1d20 + 8 ⇒ (1) + 8 = 9 for Piercing: 1d4 + 3 ⇒ (3) + 3 = 6
Jaws vs Bramblespine AC 16, MAP: 1d20 + 3 ⇒ (5) + 3 = 8 for Piercing: 1d4 + 3 ⇒ (2) + 3 = 5
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 28/42
Bramblespine - AC 16, 22/22
Yellow
**Flory Buntzer - AC 18 (19 w/shield), 32/32
**Jeeegaaan Dune - AC 17, 14/18
Red (-2)
Achurius - AC 16, 39/39
Green (-3; -10 movement)

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Force Barrage vs Green: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Thanks for rolling. Don't know how I missed adding that.

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Flory steps around the hound attacking Bramblespine, and her cloak lashes out at it.
Step, Cast gouging claw on Yellow (flanked)
Attack: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage: 3d6 ⇒ (2, 2, 1) = 5S

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Jeeegaaan gets out of the way and hurls more electricity at Red. Red doesn't get out of the way in time and gets zapped. Flory's cloak takes on a life of its own and slashes Yellow.
Red moves up and tries to bite J,L: 1d2 ⇒ 1
Jaws vs Jeeegaaan AC 17: 1d20 + 8 ⇒ (1) + 8 = 9 for Piercing: 1d4 + 3 ⇒ (1) + 3 = 4
Jaws vs Jeeegaaan AC 17, MAP: 1d20 + 3 ⇒ (11) + 3 = 14 for Piercing: 1d4 + 3 ⇒ (4) + 3 = 7
But doesn't move fast enough.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 28/42
Bramblespine - AC 16, 22/22
Yellow (-5)
Flory Buntzer - AC 18 (19 w/shield), 32/32
Jeeegaaan Dune - AC 17, 14/18
Red (-7)
**Achurius - AC 16, 39/39
Green (-3; -10 movement)

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Achurius holds up his holy symbol and chants a few words. A DC 18 rift of darkness (void warp) opens up near yellow causing a potential 3d4 ⇒ (2, 4, 1) = 7 void damage.
After that he moves a little closer to the action.

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Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Achurius draws power from the void and touches Yellow with it. Yellow whimpers but avoids the worst of the damage.
B,F,S: 1d3 ⇒ 2
Green chucks seed pods at Flory.
Seed Pod vs Flory AC 18: 1d20 + 6 ⇒ (19) + 6 = 25 for Bludgeoning: 1d6 ⇒ 1
Seed Pod vs Flory AC 18, MAP: 1d20 + 1 ⇒ (19) + 1 = 20 for Bludgeoning: 1d6 ⇒ 1
Seed Pod vs Flory AC 18, MAP 2+: 1d20 - 4 ⇒ (4) - 4 = 0 for Bludgeoning: 1d6 ⇒ 2
Let's try to keep the posting rate up to finish by Gameday
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC Fort vs Deafening Blow: Flory x2
------------------
Those with ** may go
**Lesley Hart - AC 19 (20 w/shield), 28/28
**Glenda Tickleberry - AC 20, 28/42
**Bramblespine - AC 16, 22/22
Yellow (-8)
Flory Buntzer - AC 18 (19 w/shield), 30/32
Jeeegaaan Dune - AC 17, 14/18
Red (-7)
Achurius - AC 16, 39/39
Green (-3; -10 movement)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected; Immune 24h
S: Unaffected
F: Deafened (1 rd)
CF: Deafened (1 minute)

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Lesley shoots Red again.
+1Triggerbrand Ranged Attack: 1d20 + 11 ⇒ (9) + 11 = 20 vs Red
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 B/P (concussive) damage
She then reloads and sets her weapon to melee mode and Striking the same target again with the blade.
+1 Triggerbrand - Melee Attack, MAP: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22 vs Red
Damage: 1d6 ⇒ 2 S damage
◆ Strike
◆ Touch and Go
◆ Strike

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Lesley manages to shoot and slash Red though the damage is very light.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC Fort vs Deafening Blow: Flory x2
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
**Glenda Tickleberry - AC 20, 28/42
**Bramblespine - AC 16, 22/22
Yellow (-8)
Flory Buntzer - AC 18 (19 w/shield), 30/32
Jeeegaaan Dune - AC 17, 14/18
Red (-11)
Achurius - AC 16, 39/39
Green (-3; -10 movement)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected; Immune 24h
S: Unaffected
F: Deafened (1 rd)
CF: Deafened (1 minute)

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Bramble concentrates and increases their magical influence over the area as they unleash lightning on yellow and red.
electric arc: 2d4 ⇒ (1, 4) = 5
Basic Ref DC 17 for Red/Yellow.
Sustain Bless (25ft radius now)

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Glenda moves forward and throws Fishy at the leader from around the corner.
◆ Stride
◆◆ Kin Blast Attack: 1d20 + 10 ⇒ (10) + 10 = 20 Bldg Dmg: 1d8 + 4 ⇒ (7) + 4 = 11

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Yellow: 1d20 + 7 ⇒ (5) + 7 = 12
Red: 1d20 + 7 ⇒ (18) + 7 = 25
Bramblespine zaps Yellow and Red. Yellow doesn't get away in time but Red does. Glenda moves up and bounces fishy off Green's head. Green looks like he's about to drop but still hangs on.
You're almost there. I'll release chronicles during the outro
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC Fort vs Deafening Blow: Flory x2
------------------
Those with ** may go
Lesley Hart - AC 19 (20 w/shield), 28/28
Glenda Tickleberry - AC 20, 28/42
Bramblespine - AC 16, 22/22
Yellow (-13)
**Flory Buntzer - AC 18 (19 w/shield), 30/32
**Jeeegaaan Dune - AC 17, 14/18
Red (-13)
Achurius - AC 16, 39/39
Green (-14; -10 movement)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected; Immune 24h
S: Unaffected
F: Deafened (1 rd)
CF: Deafened (1 minute)

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Flory reaches out to Sir Miles, who comes to her side. She casts a light blue aura around him, as her cloak billows from an unfelt wind.
Sir Miles: Stride
Flory: Cast runic body, shield