>>5696827>>5696890>>5696935You hear a horn, and footsteps.
"<span class="mu-s">We need to relocate.</span>
<span class="mu-b">-Well, I found some place that might be a better spot for open conflict... </span>
Packing everything as fast as possible, you start to move according to Guillot's indications.
>95 for opponents : Anticipating your movement and cutting you with an ambushUntil you saw a few glimmers in the woods, people positionning. Archers.
You have to protect your wounded ones - you were out of magic, losing concentration and power in the earlier battle. Claire built a makeshit travois for transporting Ryner and Renée. They'll make for easy targets...
>3 success for Tyler and RaymondBut your ingenious pack member anticipated such risks. The camp wooden logs have been tied together as makeshift, transportable fences
>Armored Fence : Cover malus makes DC 18 for getting hit by the archers>Inclusion of a marksman in the fortification crewFences including murder holes for Shade and Tyler (DC -1)
>1 anon roll 2d20 for Tyler; DC14>1 anon roll 2d20 for Shade; DC14 >1 anon roll 2d20 for Guillot; DC 15 (He have to get exposed for Slingshot; DC of the opponent for touching him is 15)>also include the strategical choice : Sending Vaillant maul them or keeping him safe