Report 9: The Casino Heist, Part 2

Preparations

  • Our plan decided, protection items are needed, so #13, Shohei, Mr. Trisfir, and Mr. Darkfoot go out to find the Black Market.
  • They return with a Hat of Disguise, a Robe of Useful Items, a Scroll of Magic Chest, and a sword for #13 just in case things go sour and he has to defend himself.
  • We add Dispel Magic and Silence to the spell storing ring.
  • The Magic Chest is cast and put into a Bag of Holding which is given to Ms. Rosewood to hang onto while transformed.

The Heist

  • The casino is full of folks in masquerade costumes and masks, I wish we had known that was happening.
  • The statue is on full display and well guarded in the tournament room, so #13 decides he must enter the tournament to win it.
  • I stick with Axel who is on keycard theft duty, and we play some Life & Death and Three Dragon Ante in the main room to cover the thefts.
  • Most of the group then heads into the spa to get massages, hand out the cards, and I cast Aid, giving them what buffer I can before they are out of sight.
  • Mr. Trisfir and Shohei then start a drunken tussle on the main floor and are escorted to the back area.
  • I find a high roller for Mr. Darkfoot who is drinking at the bar, who he then poisons to cause a distraction.
  • The man gets immediately ill, and I go to help him and keep a guard, also trying to help him, distracted.
  • The wizard Head of House comes out of the back after a short while, heading straight for Quentin, and they head to the back. That doesn’t look good for our heist crew.
  • Some few minutes later, chaos erupts on the main floor as the money chests stop working.
  • Not long after that, the heist crew exits the back area and heads for the ferry, undetected.
  • Meanwhile, #13 is doing really well in the tournament and eventually wins it and the statue.
  • The distraction crew then heads back to town.

Aftermath

  • When we all make it back to The Brine Widow, the heist crew explains.
  • Ms. Rosewood was found when Mr. Trisfir refused to allow his armor to come off and they searched him more thoroughly. He then claimed she was his familiar and the wizard was called, who could immediately tell he was lying, so he shot her with fire and when she did not die, went to get Quentin.
  • Mr. Trisfir refused to answer questions, and instead, they began a fight.
  • They are reasonably sure that the guards all survived, and specifically made sure Quentin wasn’t killed, but there was a lot more violence than Verity wanted.
  • They had to fight the wizard in the vault as well as a massive skeleton, which is, of course destroyed.
  • Verity is very unhappy with our methods, but accepts that we succeeded on all points.
  • She calls the Great Reader who is similarly discouraged, but they will resolve the matter with whatever money is necessary.
  • She will hold onto the items for a couple days while we stay in town until things are settled. I feel we should immediately return with the Library’s items as it was her they were stolen from in the first place, but she insists she has improved security and the Great Reader agrees with her.
  • Mr. Darkfoot suggests that Mr. Trisfir should not be on future infiltration missions, and that Ms. Lendiel would have been a better choice.
  • She, however, seems to have forgotten the last several days, or won’t tell us where she was at any rate.

Report 8: The Casino Job, Part 1

The Mark

  • We meet Verity at The Brine Widow
  • She says she was robbed and her money used to build The Afterlife Casino by Quentin Togglepocket.
  • She believes she was targeted for besting him in a Three Dragon Ante tournament, and is banned from his new casino.
  • She would like us to get the two assigned items, as much money as we can, and a statue which is the prize for a Three Dragon Ante tournament in a few days.
  • These last two are outside our assigned task, but the others seem keen on a big casino heist.
  • They insist it is not illegal because Quentin is a criminal and stole the things to begin with. She never filed a police report, believing that in this city, it would do no good.
  • Verity wishes to seem him ruined, but insists that we hurt no one in the process. This seems an unlikely request to be honored, but perhaps Ember and I can at least keep everyone alive.
  • The Library items turn out to be an Amulet of Miraculous Destination and a Bottle of Ink used to create the Book of Exalted Deeds.

The Casino

  • She gives us a map of the casino in a mountainous cavern.
  • There are magical doors that only employees can pass through, and magical mirrors that reflect into a security room.
  • The items and money we seek are likely in the vault.
  • The casino is accessed by a ferry that takes customers upriver and into the mountain. The only other way out is down a waterfall to the ocean.
  • Most of the casino’s money will be in the vault – the dealers at the tables have magical chests which exchange gold for chips. Thus most of the gold is safely in the vault unless someone is cashing out.
  • We rent some horses and go take a look.
  • The ferry only takes small groups at a time and takes about forty minutes round trip.
  • Everything is hell themed, even the Tiefling employees, full of brass and iron décor.
  • The rules are posted clearly at the casino entrance: stay out of the river, don’t cheat, don’t accost people, keep weapons sheathed, and Win. The latter seems to be a joke.
  • Each area of the casino is labeled with different areas of hell, but include mechanical slot machines, a game called Life & Death, a bar, a tented circus, a spa, and a restaurant below with a waterfall view.
  • The tournament area is roped off this evening, but there are tables of TDA players in the main space.
  • The employees all seem very happy to be working here, it has only just opened and they are glad to have a place to fit in. They do not spend their off time on the casino floor, they must be in the break room in the back.
  • Employees seem to have a card that lets them through the doors, except for a wizard-looking fellow, who rushes around at one point, shooting fire into the air. Tuppance must be messing about.
  • Too much, they announce a circus animal has come down ill and they must close for the evening, offering 20g vouchers for the following night.

The Plan(s)

  • The employees sleep at a nearby camp and then spend the entire night at the casino, getting their keycards when they arrive each night.
  • The wizard seems to set up an alarm spell based on who is working each night.
  • With Tuppance having been seen in the back corridors, there are concerns that security will be heightened for the tournament.
  • One plan is discussed to try to masquerade as one of the employees to get a keycard and be part of the alarm spell.
  • Another plan to bribe the Head of House wizard, is quickly discarded as too risky.
  • The next plan discussed is Shohei stealing a keycard, Mr. Darkfoot causing a ruckus while Shohei sneaks in with an amulet with proof against detection and misty step to bypass the alarm and mirrors.
  • #13 suggests multiple people get arrested and put in the cells in the back, to break out and commit the caper together.
  • Ms. Rosewood suggests messing with the money/chip chests, but doesn’t really have a step two for her plan.
  • Mr. Trisfir suggests he turn into a Tiefling to open a door with a stolen keycard, I dispel the alarm from a distance, and Ms. Rosewood go with him as a mouse.
  • The plan that comes together as our best option is to steal two keycards, have Ms. Rosewood as a mouse in Mr. Trisfir’s pocket while he gets into a fight with Shohei, so that they get arrested and put in the cells. Then they escape with minimal violence, commit the robbery and escape in confusion created by the rest of us out on the main floor.

Report 7: Success & Failure

Mission Success

  • The travel back to Blasingdell went smoothly with no attacks or trouble.
  • The horses and the two cartographers were returned home only slightly worse for their travels.
  • The town does not have much to offer us monetarily for our services, but do extend their hospitality in perpetuity.
  • Mr. Trisfir sent back to Candlekeep and Bookwyrm arrived after a time, to bring us back to the Library.
  • Great Reader Ahvoste is surprised, but happy to see us and is satisfied with our results.
  • He quickly sets he staff to work, and in just a couple of days they have made repairs and are working on solutions for the future.
  • We are well rewarded, and the group even gifts me with a brooch of shielding from our rewards.
  • There is also a ring of spell storing that we plan to share around the group in a very confusing round-robin because we could not decide who would best use it. Perhaps we should have bought another at Sorcerous Sundries.

Clerical Errors

  • We got a spellbook from the Library back at the Tooth and I helped Mr. Trisfir translate it.
  • He commented that it was strange that I was interested in such arcane workings as other clerics don’t put in such work to learn their spells.
  • I keep having such disturbing dreams, too, of a man railing against the Gods.
  • My God isn’t even here in this realm, but I still have powers, where is it coming from?
  • Mystra? Oghma?
  • It feels nice in the Temple here, Oghma’s profile includes both knowledge and secrets. Perhaps he favors me?
  • I leave my studies for a time, to speak with Lorekeeper Kai Tigersteel about the mysteries of the divine and to meditate upon Oghma.

Lost Property

  • Great Reader Alkrist summoned us all to his office after a while of doing our own things.
  • He seems annoyed by my presence, but I was told to come, maybe he remembers me from class.
  • The library lent out an item in the hopes of using it to acquire another item of great value.
  • The patron also lost an amount of personal wealth in the robbery.
  • The two items are now being put up as prizes in a Three-Dragon-Ante tournament at the Afterlife Casino in Luskan.
  • We are tasked with working with the clumsy patron, Verity Key, to retrieve both items.
  • Bookwyrm is summoned and we are whisked away to Luskan, a pirate city by my reckoning.

Report 6: Of Ghosts and Dragons

Duergar

  • There is an alert that rings out in Dwarven as we pass through the locked door and head downstairs.
  • Another door, this one with the face of a glowering Dwarf, but we do not pause.
  • A large long room greets us, lined with pillars covered with carvings of giants and dragons. Tiled walls have been smashed, and a dais holds a throne.
  • A voice greets us telling us to turn around, in Dwarvish.
  • Ms. Lendiel and Mr. Darkfoot explain that we come in peace, looking for Durgeddon, that we are looking to hire him to repair work he had previously done.
  • He has been dead a long while, but the voice seems interested in speaking further about our skills.
  • A Duergar woman and a few guards step into view, taking Ms. Lendiel, Mr. Darkfoot, and Shohei away to speak with their leader.
  • They return a short time later with a woman named Nimiria and eight more guards.

History Lesson

  • The orcs, after being repelled by the Dwarven fortification, burrowed in beneath the defenses.
  • Durgeddon died in the chapel to the north of the main forge.
  • The northern area, however, due to this and other horrors of the battles, is full of the undead.
  • These Duergar came up past the Black Lake below where a young black dragon lives.
  • Durgeddon’s notes may be where the ghosts and such horrors are, and the dragon may be guarding the Orachalcum.
  • They will show us where to go if we share the information in his journal and half the Orachalcum.

Hauntings

  • Through a large barricade we find a silent room with a brackish well.
  • We head to the right to clear out the living quarters before heading to the chapel.
  • The second room we checked had a Rug of Smothering that tried to devour me, but most are ransacked.
  • In an empty armory, the armor wakes and attempts to smash Ms. Lendiel and Shohei to death.
  • At the end of this hall is a larger room with many corpses, but thankfully, they do not rise.
  • A ghost takes possession of Ember, though, despondent that it can no longer fix the mistakes it made in life.
  • It asks us to set right the wrongs of the shaman and kin who are cursed in the chapel and to lay Durgeddon to his proper rest.
  • This sends us back the other direction towards the chapel. Most of the rooms this way have also been destroyed.
  • But in a barracks we are attacked by a few skeletons.
  • The chapel smells of death, it reminds me of memories that are not my own.
  • We are confronted by Orge Skeletons, ghasts, and an Orcish wight.
  • I feel the curse releasing it’s hold as the wight falls, but there more to do, so I perform a cleansing ceremony that would have made my elders back home proud.
  • The journal is not here, so we take Durgeddon back to the ghost and lay all the dead to a proper rest.
  • We find a Library through one of the doors, and a succubus masquerading as a captive researcher.
  • Undead are not the only things haunting this place.
  • She has found the book we need and tempts Ms. Rosewood and Shohei into attacking the party when #13 figures out she’s lying to us.
  • Axel tries to negotiate with her after she goes ethereal so we can’t hurt her, but there’s some magic from the desk and #13 helps me find a summoning circle and spellbook.
  • She says the book will go with her if we break the circle, she wants to talk to me alone, but the others won’t allow it.
  • I copy down the magic circle with Axel and take the book, but it will have to be translated from Dwarven.
  • We get tired or her threats and decide to break the circle. The book stays behind, so we pick it and other interesting books up before heading back to the Duergar.

Black Dragon

  • Nightscale is a young adult black dragon who lives on his hoard in the center of an underground lake.
  • The Duergar paid it so that they could work the forge undisturbed.
  • The group decides we need a boat to get across the lake, so #13 gathers materials from the rooms we explored, and I learn how to build boats. It’s small, but good enough.
  • We put it in the Hole to get down the stairs and then quietly get in the lake. Ms. Rosewood takes Ms. Lendiel on Seahorse-back and #13 pushes the boat.
  • Everything is working well, until I try to stand up in the boat to get out onto the hoard and fall on my face. Must work on boating skills if this is going to be a thing. .
  • The battle is fierce at first, but then the dragon dives into the lake, leaving us to cast about for it.
  • Mr. Darkfoot and Shohei start looting the treasure, and I keep tossing heals as people surface with grievous wounds.
  • After a short time, it becomes clear the dragon has left entirely, so we finish looting and swim back to shore and make our way, boatless, up the stairs.
  • We split the 100lbs of Orichalcum with the Duergar and head back up through the orcs.

Oozes and Orcs

  • We check through the last of the dwarven area and find a storeroom of rotten food.
  • And several oozes which attack #13. Ms. Rosewood and Mr. Darkfoot destroy them.
  • The only other things left on this middle level are corpses and water.
  • And a cavern with a Roper that we smash and then cut open for the treasure it has eaten.
  • There is also a small jail with a dwarf corpse that I am able to speak to. She was put here by the orcs to die.
  • After laying her to rest in they crypts in the main room, we head upward.
  • We find a room full of orcs and after Mr. Trisfir destroyed them with fire, the entire orc encampment came charging down the corridor.
  • We were forced to destroy all but one who ran away so that we could leave this place.

Report 5: Deeper and Deeper

Dwarven Ruins

  • The exit to the shaman’s room is carved with the face of a dwarf, and a skeleton lays against it, long dead and scorched.
  • Mr. Shohei takes care of disabling a firey trap on these doors, and then brings down two containers of alchemist fire from inside the next room.
  • I have to read my skills book quickly so that we can properly seal the tanks, as he wishes to bring them along and they had no caps.
  • The next room is also covered in Dwarven frescos covered in Orcish graffiti.
  • There are similar doors at the far end as well as a staircase leading down in the middle of the room.
  • The group rests here briefly before heading down the stairs, covering our faces as heavy smoke pours out of four braziers and down the narrow stair.

Strange Caves

  • We head down into cavernous spaces with small streams cutting across our path on multiple occasions.
  • There is a strange buzzing with turns out to be large insectoid creatures known as stirges, but they are quickly dealt with.
  • The next cavern has a penned up cave bear in it, but #13 is unable to make friends with it, which is unsurprising as it appears to have been poorly fed on humanoid flesh.
  • There is also an exit to the far side of the Tooth.
  • Another tunnel leads to a fungus filled room, where #13 is able to retrieve a sword and a satchel of money from among the poisonous spores.

Dwarven Tomb

  • The next cavern we find is home to a large and beautiful sepulcher of Dwarven origin.
  • Shohei, Ms. Lendiel, and Mr. Darkfoot look through the individual tombs, finding only three of them occupied.
  • It seems there was some calamity here before the clan had been here very long.

Lizard Cavern

  • There is a barrier which, when removed, reveals a cave nearly filled with water, a pool and streams leaving either end, but several members of the group are not interested in swimming.
  • We backtrack and choose the next path which has narrow stairs down to another chamber with a stream and this one has a waterfall going down at one end.
  • Mr. Shohei goes to investigate the other end of the room, but it is not long before there is a roar of pain and he runs back out along the walls.
  • A giant lizard follows after him, and is soon followed by lizard men jumping out of the stream, and one throwing magic from the opposite side of the room.
  • After these foes are defeated, Mr. Shoehei, Ms. Lendiel, and Mr. Darkfoot go investigate their caves and return with some coins, gems, and potions.
  • I have to bandage various members of the group at this point as I am running low on spells and these caves are quite dangerous.

Mine Shafts

  • We start finding mining shafts after that and rough passageways.
  • In one such place, there is some left behind mining equipment infested with gricks, who attack us.
  • In another tunnel, we find another large iron door with Durgeddon’s mark upon it.
  • Mr. Shohei is injured in his attempt to open it, so Mr. Darkfoot has to step in and disable the bladed trap.
  • Once through the door, we can hear the sound of metal against metal.
  • There is a staircase down to a room with several bronze Dwarf statues and a couple doors.
  • The sound, however, seems to be coming from behind the wall, and the doors appear unused.
  • After finding the secret door, the group decides this is a secure enough room and beds down to rest before delving further.