- AleBelly: Onnekas
- greyarea: Fungo
- greyarea: Guy
- redwarrior: Freydis Olafdottir
- Samwell Turleton: Olga Snorri
- sirravd: Liss
- sirravd: Zeluhun
- ybn1197: Hinrick
From the boardwalks and quays, the trio of elves can see the entire eastern skyline above ruddy with smoke and flame, the morning sun hazy just above it. Dockside is a cosmopolitan mixing bowl of traders and seafarers along the edge of the deepwater bay, wooden peirs holding warehouses and taverns with smaller ships docked alongside and the largest anchored in the harbor. The shanties of dockside crested upwards on the steep slope like a cresting wave, ending a good 50 feet below the edge of the plateau above where the proper city of Kaerhavn and its half-timber buildings take over. The broad switchback road, wide enough for the heavy cargo drays to pass each other with their draft horses, emerges there from the shanties, cut into the cliffs, and connecting the two worlds. The north end of dockside is the coal yard, where the massive rail-mounted bunker cauldrons bring down the black rock and mound it in massive piles for ships to distribute all down the coast and to other lands who send back their goods in tribute. The sheer cliffs of the mountain face run into the sea making a leewall for the harbor and then curve away northeast, the bunker rails mounted firm, to the mines high above. The coastline curves away from the quays to the southeast, under the imposing cliffs of the Kaerhaven plateau. The great waterfall can be seen in that direction, the wide river providing a clear natural boundary between the sprawl of dockside and the fields beyond. On the cliff above are narrow paths of the city guards, jutting watchtowers and flat platforms with catapaults and trebuchets. Every captain knows their range - enough to reach the mouth of the harbor - and dissuade any waterborne incursion.
The older Olga Snorri and the young and beautiful Liss escape down the Dock Road, spying the cluster of other elves on the quay below. Onnekas instinctively waves to Liss, his hopes of seeing her again coming to fruition despite the circumstances. Olga abandoned her home near Treaty Junction, her feet instinctively knowing the way through the alleys back to the sea after so many years, wise experience telling her to avoid the panic of the Avenue of the All-Father. Liss had her chandler shop among the cliffside shanties and happenstance found them together emerging onto the boardwalk.
The group of elves is startled by a snarl coming from behind them. Two vicious lizards, each about six feet in length and held on a sturdy chain by a tiny lizard-faced kobold handler, have crawled up onto the boardwalk. The kobolds squeal in encouragement as the urge the massive lizard-beasts on to attack you! The lizards are distracted, still pulling their hindquarters up onto the docks and the yanking of the kobold chains, but try to snap their jaws at you anyway. Stumbling out of an alley about 20' away across the open pier come several others trying to evade pursuit as they escape the shantyside chaos and find security on the quays by the open water. Guy followed his augury to the sea, coming down from his rented room where he found more acceptance in the cosmopolitan dockside community. In his good fortune, he attached himself to Zeluhun, an imposing mercenary with the good fortune to brandish both a longsword and lantern against the thick billows of smoke. Hinrick, a plump halfling with arms full of groceries, puffs along behind them. They pause as they see five elves being threatened by the frightening wingless dragons, ever reminiscent of the massive beast breathing flame in the city overhead. They have not evaded their pursuers yet, however, and there are gleeful yips from a pack of five kobolds who round the corner and spy them from the alley behind, launching a flurry of poorly aimed arrows in their excitement.
Each of you make a Reflex Savings Throw (which at this point is equivalent to a player-facing attack roll). This is a 1d20, plus your Agility Modifier. Your goal is to roll 8 or higher. If the elves fail, they take a 1d6 bite. If the others fail, you take 1d4 damage as you are struck by a kobold arrow. If that kills you, you go down and have last words as it is stuck in a vital organ.
Then roleplay your actions and interactions. Make make 1d20 attack rolls with the damage per your weapon if you fight back, specifying who your opponent is.