Ooh, happy fun times thus ensue. ^_^
Hmmm, Charlotte can't get out this turn since Mannan is blocking the way out, so we can either Rescue her (Ami) or something else. Gregor can reach the choke point to block them from getting back, and Derick and Marpa can wall off the Sentries. The bright side is that Ernest only brought melee fighters with him; he can only engage with one person at a time as long as we hold either (10,17) or (10,18).
EDIT: Oh, drat, Seyena still has the Rescue stave. Mannan can be picked up, or else Charlotte can move to (10,16) and be picked up by Gregor, though, so it's not the end of the world by any measure. We absolutely need to heal Gregor, though; we don't want him facing down Ernest and company with only 2 HP.
I like this plan. Rough draft
1. Tantallos moves south 3 or even further
2. Charlotte moves to 10,16 and gets a Killer bow shot on Ernest
3. Gregor moves to 10,17 and Rescues charlotte (optionally grabbing her extra vulnerary if he wants to hold the spot for a while)
The problem is I can't both feed Gregor a heal and get rescued this turn, so he's SOL unless someone else heals him.
...WHERE'S MY DRAGONSTONE SKILL
Yep, and he needs to be healed before he moves into the chokepoint, because otherwise, we can't reach him, and Mannan won't be able to move until after the Enemy phase. Since (13,20) is a little too exposed for my tastes, we need to figure out where to put Chris, so Ami can move in and Mend Gregor, so Gregor can wall Ernest. He can't really deal with the sentries efficiently (I'm so not used to snipers being tanks, even with Charlotte), but I think we can get through. Raquel has an 81% chance of taking down Sentry D at point-blank range (22 damage, doubled due to an AS difference of 5, at 90% chance of hitting), which lets Chris push forward to go after Sentry A next to Raquel. Ami heals Gregor, Gregor saves Charlotte, and Derick can move up to take on Sentry C (84% chance to hit with a Shamshir, and a ridiculous crit chance). Derick and Chris would thus form a sort of impromptu wall long enough for Marpa to move up.
And if Raquel fails to take down Sentry D, Chris can fall back to help go after Druid D. Raquel dies painfully on the inevitable retaliation, but has three turns to be revived - the biggest concern will be dealing with her tile being occupied.