
Chronicler DM |

[ooc]Sense Motive for Lyssia 1d20 + 2 ⇒ (6) + 2 = 8
Perception check for townspeople 1d20 + 2 ⇒ (14) + 2 = 16
As Myth'rawn steps outside with you, it's clear that he's troubled by whatever he saw, but also that he's trying to mask his discomfort. He likely doesn't want to talk about it. Aside from that, as you step outisde, you don't notice anything out of place. The street appears empty, though you can hear the mutterings of the crowd from the other side of the building. It sounds like the crowd may have grown since you stepped into the Garrison.
The street appears empty as you step outside, though you can hear the mutterings of the crowd from the other side of the building.
As Thrawn and Lyssia step outside, they walk slowly, cautiously, eyeing the corners of nearby buildings for signs of townsfolk. Then, as they approach the near corner of the Garrison, a patch of gravel under Lyssia's foot shifts unexpectedly. She catches her balance quickly, but her stumble puts Akos off his balance, flapping his wings and letting out an irritated screech.
"Did you hear that?
Someone on the other side of the building calls out above the crowd.
"That bird! The girl with the bird, she's helping him! They're trying to escape!"

Myth'rawn |

Thrawn yanks something out of his backpack before shoving the bag into Lyssia's arms. "Hag's plummet." he hisses, then he kisses her boldly on the mouth.
Ignoring her nonplussed expression of shock, he shoves her down the alley, away from the mob. "Go!"
Bellowing as loud as he can, Thrawn turns and leaps impossibly onto the roof of the building next to the alley, landing nimbly, twelve feet above the alley, his giant hammer in his hand.
If I need to spend another Hero point to demorolize or deceive, as they take a standard action and at least one round, I will. :)
EDIT - Eff that stupid Bluff check. Luck point re-roll - Bluff check 1d20 + 4 ⇒ (7) + 4 = 11.

Lyssia |

Also, what negative am I at right now to make another stealth check to follow Thrawn in a more discreet manner?
Stealth check (once I'm on top of the roof)1d20 + 13 ⇒ (15) + 13 = 28
Lyssia sighs and gets moving. She moves a few yards away and then starts to move parallel to Thrawn and the mob. She could hear the mob's angry shouts and hoped that he was smart enough to not actually hurt anyone.
She climbs on top of a house a few rows back, to where she can see Thrawn on top of the building he'd leapt to, staying low and quiet.

Chronicler DM |

Go ahead and give me a climb check for that, and a direction. The Garrison is building 10. Thrawn is currently on the building to the North of the "et" of Tower Street.
Thrawn is currently on top of the building to the north of the "et" of Tower Street. The only buildings with roofs taller than 10 feet are buildings 1 (the Sandpoint Cathedral), 3 (the White Deer, a tavern), 11 (the town hall), 20 (the Sandpoint Glassworks), 23 (the theater), 25 (the mill where the murders were committed), 37 (the Rusty Dragon, another tavern), and 47-50. Any of the three roads out of town (the north and south points of the Lost Coast road and the unnamed road heading East) are good ways to leave town. Don't worry about which is closer to Grump's farming community, the time difference is negligible.

Myth'rawn |

Thrawn throws the items towards number 18, which is 150 ft. He's not trying to hit a specific target, just max distance. Is it assumed I can hit max distance automatically?

Chronicler DM |

Roll initiative

Lyssia |

BTW, what check do I have to make to know what the hell he was talking about before he pushed me away?
Initiative1d20 + 4 ⇒ (18) + 4 = 22

Chronicler DM |

Since we're in actual round order now, describe your actions in terms of movements. Take note of whether you are running, being stealthy and at what speed (half-speed, full-speed) you are being stealthy. Acrobatics checks are a move action, as are Climb checks.
After Thrawn launches himself onto the nearby rooftop, Lyssia and Akos run to the northwest, cutting between the houses towards Junker's Way. Moments after Thrawn's bellowing roar fades, an sharp crack of sound, almost a thunderclap, bursts out from southern end of the Garrison.
Initiative order:
Lyssia
Townsfolk
Myth'rawn

Lyssia |

Also knowledge local check for the Hags Plummet, 1d20 + 0 ⇒ (18) + 0 = 18
[ooc]I'll be going full speed, but stealthy. Do I need to make another check for that? Just in case 1d20 + 13 ⇒ (17) + 13 = 30
Also, I'll head east once I get to Junker Way
Lyssia darts between houses, staying low and quiet. Trying to stay in a discreet position while still able to see Thrawn, she turns slightly more to the east to run parallel to the Guardhouse.

Chronicler DM |

Three townsfolk round the northeast corner of the Garrison, spotting Thrawn almost immediately, and two more circle around the southeast corner. The door below Thrawn opens and a gruff voice calls out,
"Oy, wot's all this then? 'Oo's on the bloody roof?"
It doesn't look like these people are looking for an ogre, unfortunately, but your thunderstone frightened several other pursuers into hiding until they figure out it wasn't actually dangerous.

Myth'rawn |

Thrawn leaps off the building, and sprints to the base of the Old Light.