This post has potentially manipulated dice roll results.
Dubh sidesteps and counters with a punch towards her head. Dubh quickly follows that by bringing his knee up to try to get her in the gut and knock the wind out of her.
The first blow strikes her in the chest but she takes no damage due to the protection provided by her chain shirt. Dubh, becoming frustrated now, misses completely with the second blow.
Maryam seems to be enjoying herself now as she swings again with a haymaker aimed at his jaw
Maryam staggers from the first blow and before she can regain her composure the second blow catches her on chin causing her to slump to the floor, unconscious but stable.
This post has potentially manipulated dice roll results.
“Oooooookay then,” Dubh says in a hushed voice. “Now what?”
After a brief attempt at thinking this through, Dubh gives up and decides the first thing to do is to tie her up. If he can find some rope, relatively quickly and quietly. But before he actually ties her up he wants her uniform, he remembers. And keys, if she has any. And he may as well check her for any other goodies. Then ties her up…, then where to put her? Dark corner? A closet? Perhaps seal her up in one of the boxes? (Investigation to find good hiding spot: 15)
Once he has her tied and hidden he remembers her sword. He gathers that up as well. Is it a uniform sword or a personal sword? Were all the guards armed? If they were he keeps it with her uniform, if not it gets hidden with her.
Next? A way out. He could go upstairs and through the break room but if the guards are back… plus carrying the uniform would be obvious.., is there another way out? The bid doors perhaps? (Investigation: 6)
(leaving here for now since so much can go wrong so wait to see if it did.)
Maryam’s belt pouch contains a key and a palm-sized pass card stamped with the museum’s logo. The purpose of each is currently unknown. Her sword is generic, all the guards have them. Same goes for her armor which is a chain shirt emblazoned with a museum logo.
Boxes and crates contain objects formerly on display or not yet prepped for display. Most of the items in the boxes would be nearly impossible to sell, as they would quickly be identified as stolen museum property. However, the boxes in the southeastern corner contain the items from the Gemstone Wing that were stored to make room for the Murkmire Stone gala: gemstones and chunks of raw silver ore, all found locally. You estimate about 20 pounds of gems and ore worth 150 gp total.
In the basement's northwest corner you find a secret door behind a crate which opens into a tunnel.
The loading bay doors are large and metal and locked.
(What are you using to tie her up if all your gear is in the bag of holding?)
"Well certainly, it would be my pleasure miss Arkin. May I call you Alda?"Luci says with a charming smile, stepping closer to the curator and offering her his hand, and should she accept it he gracefully leans in to gently kiss it. "I am at your service, and maybe you could tell me about your exhibition and this pièce de résistance that you are about to share with the world."He continues, ready to follow the curator's instructions.
Whether Dubh could find rope or something else suitable for tying up the miserably rude guard or not was always a question, one of the things he was looking for. With no rope to be found, once he has her uniform off and shoves her into whichever of the crates will fit her, Dubh gives her unconscious form a sad smile, apologizes quietly, then slits her throat. Can't very well have her waking up and causing a ruckus in the middle of the gala...
Dubh will of course be tempted by the stones in the southwest corner crates but without his backpack, or that miraculous bag, he figures he has his hand full with the guard's uniform and sword. Putting a lid back on the crate with the body as best he can without making any noise, Dubh heads for the secret door and hopes it leads him... Well, almost anywhere not here.
The curator’s tone softens ever so slightly, but she still seems impatient and mildly annoyed even after Luci’s best efforts to charm her. “Yes, well, I will answer all of your questions about the Murkmire Stone after you’ve helped me with this little task.” She hands him a stack of placards and then an armload of metal rods that apparently assemble into 4 foot tall stands to hold the placards.
Without further instructions you figure it will take about 45 minutes to assemble all the stands and place the placards.
(I’m trying to get Lucifer back onto the same timeline as everyone else who are already heading to the scheduled meeting)
Dubh opens the secret door and enters a long tunnel. The other end emerges in a grove of trees in a small park close to the museum. He immediately knows where he is, recognizing the park from his earlier scouting expedition.
Upon exiting the basement to the tunnel, Dubh takes a moment to examine the door and see if it'll lock once shut or not, if there is a key hole or something on the outside or what. He doesn't want to let the door fully shut and lock if there is no way to re-enter later. This could be their way in for the hiest! Likewise he will study the area in the park he emerges from to be sure he remembers it.
Folding up the uniform around the sword as much as possible, Dubh makes his way back to the Sage's Quill and tries to slip in and wait for the others. He knows they were supposed to meet in the museum but given his... difficulties... Perhaps it best to not show his face there right now. Hopefully the rest of the crew will think this is the likeliest secondary site.
Luci gives the curator a curious smile like she must be really short-staffed to ask total strangers but potential benefactors to help her with such tasks. "All my questions answered, well that is an offer I simply can't refuse Ms. Arkin." He says with a charming smile and gets to work.
As the initial hour draws to a close Windare heads towards the cafe. Along the way she sees Luci just finishing up his assigned task, trying his best to appear happy about it, and the two of them head up the stairs together. About halfway up they encounter Joorin and are able to assist him up the final few steps. All three of them enter the cafe to find Parr enjoying tea and figs (just curious, does she eat normally or peck???).
The space holds a mix of cafeteria-style tables and lounge furniture. A counter in the northeast corner sits underneath a sign that reads, "Unearthed Café." One guard can be seen leaning against a wall looking bored.
Dubh is nowhere to be found as you all look for a private table to occupy for your planned meeting.
As Dubh re-enters the Sage’s Quill, Dr. Dannell spots him immediately and approaches. “What’s happened? Is everything okay?” she asks with a worried look at the uniform in his arms.
“Everything going to plan,” Dubh assures with a smile as he gently eases himself into a seat.
“Small hiccup, got beat up a little bit. Probably shouldn’t be seen by a few of the museum guards… ever. But it worked out well,” he says with a smile and wonders if it’s worth standing up again to go get a drink. “I found us a way in, though. And procured a disguise. Will just have to wait for the others to come back to our secondary staging area… here.”
"I'm so sorry but I still have unfinished business with Ms. Arkin, I promise I won't be long."Luci explains to Windarë and Joorin, bows and smiles charmingly before going back to the curator's office to announce that his task has finally been completed.
Dubh sidesteps and counters with a punch towards her head. Dubh quickly follows that by bringing his knee up to try to get her in the gut and knock the wind out of her.
Unarmed Strike Attack: 17 Damage: 5
Bonus Action Unarmed Strike Attack: 18 Damage: 6
…
She shrugs off the first blow taking minor damage and deflects the knee taking none.
She counters with an uppercut:
Attack: 21 Damage: 4
“Oof!” Dubh’s let’s put involuntarily. That blow was a lot more than he had expected from her after he’d so easily sidestepped her first shot.
“You playing with me?” He asks a strikes out twice more in quick succession.
Attack: 23 Damage: 7
Bonus Action Attack: 24 Damage: 4
…
The first blow strikes her in the chest but she takes no damage due to the protection provided by her chain shirt. Dubh, becoming frustrated now, misses completely with the second blow.
Maryam seems to be enjoying herself now as she swings again with a haymaker aimed at his jaw
Attack: 17 Damage: 3
“Armored in a fistfight?” Dubh says through the pain. “We’ll add coward and cheat to your list of qualities…”
Guess this’ll play out like that then, Dubh thinks and then makes two more attacks.
Attack: 25 Damage: 10
Bonus Attack: 18 Damage: 6
..
Maryam staggers from the first blow and before she can regain her composure the second blow catches her on chin causing her to slump to the floor, unconscious but stable.
“Oooooookay then,” Dubh says in a hushed voice. “Now what?”
After a brief attempt at thinking this through, Dubh gives up and decides the first thing to do is to tie her up. If he can find some rope, relatively quickly and quietly.
But before he actually ties her up he wants her uniform, he remembers. And keys, if she has any. And he may as well check her for any other goodies. Then ties her up…, then where to put her? Dark corner? A closet? Perhaps seal her up in one of the boxes? (Investigation to find good hiding spot: 15)
Once he has her tied and hidden he remembers her sword. He gathers that up as well. Is it a uniform sword or a personal sword? Were all the guards armed? If they were he keeps it with her uniform, if not it gets hidden with her.
Next? A way out. He could go upstairs and through the break room but if the guards are back… plus carrying the uniform would be obvious.., is there another way out? The bid doors perhaps? (Investigation: 6)
(leaving here for now since so much can go wrong so wait to see if it did.)
Maryam’s belt pouch contains a key and a palm-sized pass card stamped with the museum’s logo. The purpose of each is currently unknown. Her sword is generic, all the guards have them. Same goes for her armor which is a chain shirt emblazoned with a museum logo.
Boxes and crates contain objects formerly on display or not yet prepped for display. Most of the items in the boxes would be nearly impossible to sell, as they would quickly be identified as stolen museum property. However, the boxes in the southeastern corner contain the items from the Gemstone Wing that were stored to make room for the Murkmire Stone gala: gemstones and chunks of raw silver ore, all found locally. You estimate about 20 pounds of gems and ore worth 150 gp total.
In the basement's northwest corner you find a secret door behind a crate which opens into a tunnel.
The loading bay doors are large and metal and locked.
(What are you using to tie her up if all your gear is in the bag of holding?)
"Well certainly, it would be my pleasure miss Arkin. May I call you Alda?" Luci says with a charming smile, stepping closer to the curator and offering her his hand, and should she accept it he gracefully leans in to gently kiss it. "I am at your service, and maybe you could tell me about your exhibition and this pièce de résistance that you are about to share with the world." He continues, ready to follow the curator's instructions.

Whether Dubh could find rope or something else suitable for tying up the miserably rude guard or not was always a question, one of the things he was looking for. With no rope to be found, once he has her uniform off and shoves her into whichever of the crates will fit her, Dubh gives her unconscious form a sad smile, apologizes quietly, then slits her throat. Can't very well have her waking up and causing a ruckus in the middle of the gala...
Dubh will of course be tempted by the stones in the southwest corner crates but without his backpack, or that miraculous bag, he figures he has his hand full with the guard's uniform and sword. Putting a lid back on the crate with the body as best he can without making any noise, Dubh heads for the secret door and hopes it leads him... Well, almost anywhere not here.
The curator’s tone softens ever so slightly, but she still seems impatient and mildly annoyed even after Luci’s best efforts to charm her. “Yes, well, I will answer all of your questions about the Murkmire Stone after you’ve helped me with this little task.” She hands him a stack of placards and then an armload of metal rods that apparently assemble into 4 foot tall stands to hold the placards.
Without further instructions you figure it will take about 45 minutes to assemble all the stands and place the placards.
(I’m trying to get Lucifer back onto the same timeline as everyone else who are already heading to the scheduled meeting)
Dubh opens the secret door and enters a long tunnel. The other end emerges in a grove of trees in a small park close to the museum. He immediately knows where he is, recognizing the park from his earlier scouting expedition.
Upon exiting the basement to the tunnel, Dubh takes a moment to examine the door and see if it'll lock once shut or not, if there is a key hole or something on the outside or what. He doesn't want to let the door fully shut and lock if there is no way to re-enter later. This could be their way in for the hiest! Likewise he will study the area in the park he emerges from to be sure he remembers it.
Folding up the uniform around the sword as much as possible, Dubh makes his way back to the Sage's Quill and tries to slip in and wait for the others. He knows they were supposed to meet in the museum but given his... difficulties... Perhaps it best to not show his face there right now. Hopefully the rest of the crew will think this is the likeliest secondary site.
Parr sips her tea and eats some figs...
Luci gives the curator a curious smile like she must be really short-staffed to ask total strangers but potential benefactors to help her with such tasks. "All my questions answered, well that is an offer I simply can't refuse Ms. Arkin." He says with a charming smile and gets to work.

As the initial hour draws to a close Windare heads towards the cafe. Along the way she sees Luci just finishing up his assigned task, trying his best to appear happy about it, and the two of them head up the stairs together. About halfway up they encounter Joorin and are able to assist him up the final few steps. All three of them enter the cafe to find Parr enjoying tea and figs (just curious, does she eat normally or peck???).
The space holds a mix of cafeteria-style tables and lounge furniture. A counter in the northeast corner sits underneath a sign that reads, "Unearthed Café." One guard can be seen leaning against a wall looking bored.
Dubh is nowhere to be found as you all look for a private table to occupy for your planned meeting.
As Dubh re-enters the Sage’s Quill, Dr. Dannell spots him immediately and approaches. “What’s happened? Is everything okay?” she asks with a worried look at the uniform in his arms.
“Everything going to plan,” Dubh assures with a smile as he gently eases himself into a seat.
“Small hiccup, got beat up a little bit. Probably shouldn’t be seen by a few of the museum guards… ever. But it worked out well,” he says with a smile and wonders if it’s worth standing up again to go get a drink. “I found us a way in, though. And procured a disguise. Will just have to wait for the others to come back to our secondary staging area… here.”
"I'm so sorry but I still have unfinished business with Ms. Arkin, I promise I won't be long." Luci explains to Windarë and Joorin, bows and smiles charmingly before going back to the curator's office to announce that his task has finally been completed.

( Swallows whole, her beak is disturbingly wide when open and not hidden by the ruff of feathers.)