Our heroes grin at one another. A dozen lizardmen versus the three of them, with the element of surprise?
In the surprise round, Brother Jasyn's dagger scores a hit on one of the lead lizardmen, but Aury's crossbow bolt richochets off armor, and Mattie's hurled dagger is ineffectual. The dark-green partial hexes in the upper right of the map indicate a tree whose space cannot be occupied by a combatant. Mattie uses his Fray Die to put down the injured lizardman.
Aury reaches out, and for the first time uses his magic-user Fray Die, injuring the northernmost lead lizardman. The surprise round ends in the surprised lizardman orienting on the black spruce, from which these injuries have come, and they begin to close as round 1 dawns and the heroes step out from their partial concealment.
"Stay together. Let them come to us," Brother Jasyn, the heroes' guide, instructs. In beautiful synchrony, the two Seekers reach out with their magicks (Fray Dice), putting down the remaining injured lizardman. Meanwhile, multiple lizardmen have closed the distance, and two are able to attack Brother Jasyn in round 1. Brother Jasyn drops to 25/28 HP. He injures the northernmost lizardman with his Fray Die and then makes a melee attack, reducing that lizardman to 1 of 3 HD remaining. The adjacent lizardman rakes Jasyn, but it's a grazing blow that only scratches his leather armor.
In round 1, another lizardman falls. In round two, Aury's mace attack misses and his Fray Die rolls a 1, so is ineffectual. Mattie takes a step northeast, to benefit from Jasyn and Aury's protection. His Fray Die also sucks this round and is ineffectual.
In round 3, two lizardmen attack Aury, and two others attack Jasyn. All miss the heroes.
Round 4: Between his regular melee attack and his Fray Die, Jasyn slays another lizardman. Aury focuses on the lizardman now east of him and southeast of Mattie. His mace regular melee attack inflicts 1 HD of injury, reducing that lizardman to 2 of 3 HD. Aury's Fray Die attack put down another lizardman, while two other foes attack the cleric, one hitting with a claw attack (Aury at 16/17 HP).
And so, as the 4th round ends, we have the following situation:
Round 5: Mattie makes a melee attack with quarterstaff. His regular melee attack misses but the Fray Die successfully imparts 1 HD of damage. Jasyn gets tagged by both claws and a bite from the lizardman due west of his position, for three more damage, dropping him to 22/28 HP.
Aury faces three lizardmen. The first hits for 1 point, dropping Aury to 15/17 HP. The seconds claws and bites for a total of 2 more damage, dropping Aury to 13/17 HP. The third lizardman hits with a bite for an additional point of damage, dropping Aury to 12/17 HP. Finally, Mattie is attacked by a single injured lizardman. A claw grazes but does no damage. A bite hits for one point, dropping Mattie to 15/16 HP.
And so, as round 5 ends, we have the following situation:
As round 6 begins, Mattie brings his quarterstaff down on his foe, inflicting 2 more HD injury and slaying the lizardman. Then, he tries to slay the lizardman due west of Brother Jasyn with magic from a distance, but fails.
Aury's round 6 regular mace melee attack finishes off a lizardmen. The cleric then reaches out with his mage Fray Die in an attempt to slay from a distance the injured lizardman due west of Brother Jasyn, succeeding!
Brother Jasyn's regular melee and Fray Die attacks finish off another lizardman, leaving us with three lizardmen foes as round 7 arrives.
Time for a morale check. Lizardmen hate the "civilized" bipedal races, so they only need roll below 12 on 2d8: they succeed in their morale check by rolling a 9, and do not flee. The heroes and their guide wind up the battle victoriously, though none of them escaped injury entirely.