Good point... Briferhew agrees But what about our load and the teamsters... and workers? We have to protect the wagons. Maybe find a flat place of land to make a wagon fort. Briferhew continues while he speaks like he's talking about the weather.
"Perfect, Briferhew" Khessa agrees, also maintaining an indifferent tone, while shielding her eyes with one hand and checking the sky, as if wanting to understand how the weather will evolve. "If you know a place like that, lead us there. If we find such a place, try to maneuver the wagons as you said. If we make it in time, that's great, we'll have seized an advantage. If they attack us first... we will face them all the same; that's what my friends and I are here for, after all".
Good point... Briferhew agrees But what about our load and the teamsters... and workers? We have to protect the wagons. Maybe find a flat place of land to make a wagon fort. Briferhew continues while he speaks like he's talking about the weather.
"Perfect, Briferhew" Khessa agrees, also maintaining an indifferent tone, while shielding her eyes with one hand and checking the sky, as if wanting to understand how the weather will evolve. "If you know a place like that, lead us there. If we find such a place, try to maneuver the wagons as you said. If we make it in time, that's great, we'll have seized an advantage. If they attack us first... we will face them all the same; that's what my friends and I are here for, after all".
There. Briferhew nods to an open and flat piece of land about 150 yards ahead. When we've set up, you and the Dwarf each guard an opening between the wagons. Keep the casters and ranged behind you. I'll instruct other to do the same.
Cursing, Zale continues to rub at her now reddened eye. "Oi!" She says, "Where do that be puttin me? I can do ranged attacks, but I much prefer me blade over this here crossbow." Her voice is clearly irritated, and she hopes the others understand it's because of the bloody thing in her eye. She does prefer to fight with a sword, but she is perfectly capable of handling a crossbow.
"Take my place, then, if you prefer to melee..." Khessa offers "I can stay behind you, fire-blasting enemies. If you feel endangered, you disengage and I take your place".
As they position themselves, Kriv mutters to himself. A small spot of frost forms on his hand and begins to creep its way across his body. “Never fought lizard people before. Calvin, you like lizards, know anything about them?”
Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
They deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Though they aren’t skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
You finished your preparations just in time. While the last ones hide behind the wagons, the first javelins land near the improvised fort. 1 javelin drills into 1 of the wagons.
"Take my place, then, if you prefer to melee..." Khessa offers "I can stay behind you, fire-blasting enemies. If you feel endangered, you disengage and I take your place".
Zale grins. "Sounds good to me! Heheh, It'll give you a bit o' a break from the front lines."
"Take my place, then, if you prefer to melee..." Khessa offers "I can stay behind you, fire-blasting enemies. If you feel endangered, you disengage and I take your place".
Zale grins. "Sounds good to me! Heheh, It'll give you a bit o' a break from the front lines."
Just for fun: Zale make a Medicine check.
Player: Any Good Alignment // DM: Lawful Evil
Zale rubs her eye furiously, "Ye gotta be bloody kiddin me." She growls.
Medicine: 7 (lol)
"Perfect, Briferhew" Khessa agrees, also maintaining an indifferent tone, while shielding her eyes with one hand and checking the sky, as if wanting to understand how the weather will evolve. "If you know a place like that, lead us there. If we find such a place, try to maneuver the wagons as you said. If we make it in time, that's great, we'll have seized an advantage. If they attack us first... we will face them all the same; that's what my friends and I are here for, after all".
It doesn't want to come out!
Player: Any Good Alignment // DM: Lawful Evil
There. Briferhew nods to an open and flat piece of land about 150 yards ahead. When we've set up, you and the Dwarf each guard an opening between the wagons. Keep the casters and ranged behind you. I'll instruct other to do the same.
Player: Any Good Alignment // DM: Lawful Evil
“Deal” Khessa agrees. Then she discreetly shares the plan with her friends.
"Oh that's a job for a dwarf!" says Eric while playing his hammer around
Calvin nods in confirmation of understanding the plan.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Cursing, Zale continues to rub at her now reddened eye. "Oi!" She says, "Where do that be puttin me? I can do ranged attacks, but I much prefer me blade over this here crossbow." Her voice is clearly irritated, and she hopes the others understand it's because of the bloody thing in her eye. She does prefer to fight with a sword, but she is perfectly capable of handling a crossbow.
"Take my place, then, if you prefer to melee..." Khessa offers "I can stay behind you, fire-blasting enemies. If you feel endangered, you disengage and I take your place".
As they position themselves, Kriv mutters to himself. A small spot of frost forms on his hand and begins to creep its way across his body. “Never fought lizard people before. Calvin, you like lizards, know anything about them?”
Calvin thinks for a moment.
(Nature/History: 17)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
They deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Though they aren’t skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Player: Any Good Alignment // DM: Lawful Evil
You finished your preparations just in time. While the last ones hide behind the wagons, the first javelins land near the improvised fort. 1 javelin drills into 1 of the wagons.
Roll Initiative!
Zale, one last chance to roll for remove eyelash.
Player: Any Good Alignment // DM: Lawful Evil
Eric's initiative: 10
Khessa's Initiative: 12
Kriv Initiative: 16
Zale grins. "Sounds good to me! Heheh, It'll give you a bit o' a break from the front lines."
Med check: 14
Initiative: 20
Well done! No you don't have to start combat blinded.
Lizardfolk initiative: 18
I'll post a map soon...
Player: Any Good Alignment // DM: Lawful Evil
ROUND 1
Y'all happy with your placement?
Player: Any Good Alignment // DM: Lawful Evil