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Saki's sudden interest greatly surprised the other members of the "Runners" gang. Everyone was already sure that she was incapable of it.
"Initially, the captain intended to return her to the capital for a substantial ransom. Now, she is more likely to be our dubious cover in the central camp. The plan is roughly as follows: in case of obvious problems, we'll throw this lady at Oswald Ron's knights, and while they are busy with her, we'll run very far away," replied the knight to the blade's question. He was still wearing his pants and helmet because his armor remained in the cart.
Syren preferred to remain silent.
Dice roll result: 10
The Brown Banner's relations with the followers of Iggarath and Yog-Sheldar were, unfortunately, not the best either. And the latter had more power in Eastern Aldrik. It's not surprising that upon encountering Saki's squad, the cultists immediately chose to attack.
**THE BATTLE BEGINS!**
Revan controls the movement and attack for all characters on the Brown Banner's side, except for Syren. Everyone has a speed of 3. The Captain moves twice. Pay close attention to the turn order. The cost of moving through an ally is 2 + another 1 to occupy the cell behind that ally. No attacks are expected in the first round, so you can write down the movement for all your units at once.
**Turn Order, Round 1:**
1) Remar Vuln: 30 <
2) Seer x2: 20
3) Remar Vuln: 15
4) Brown Banner Knight x4: 15
5) Syren: 15
6) Saki (250/250, 95/95): 10
7) Cultist x8: 10
P.S. the swamp is impassable.
**Meanwhile, near the portals:**
The cultists continued to move closer. Skufinson was hindered by a tree directly in front of him. He will have to go around.
**Cultist moves x2.**
**Turn Order, Round 2:**
1) Cultist: 10
2) Harold Skufinson (330/330, 75/75): 10
3) Cultist: 10