Short Thief, Big Pockets

Twilliam Weft strikes five times in an attempt to grab the parties attention. He steals a Feenstein shard from the Slots machine on the first floor, microphones from the Oberon Theater on the second floor, the spell book of Tarius Ransker from the Untold Fortunes on the third floor, the Astendar Orb from the Novelties Counter on the fourth floor, and a dartboard from the Darts lounge on the fifth floor. The first letter of each of these rooms spells out the word S. O. U. N. D. Twilliam is using the components he found to construct a speaker that he hopes to use to play a frequency to cancel out the Hall Monitors entrancing song. The schematic for this device was drafted by Clay Steel, who wanted to test the technology first by having the party construct him a new voice box. The different components, Feenstein for power, Microphone for input, Spell book for enchanting, Astendar orb as a focus, and finally the Webbing of the dartboard as a speaker.


The marks of Twilliam will have things hidden around the room for the party to find. First there will be a spell book page for them to find, then sometimes a revelation upon casting that spell.


The first mark of Twilliam was Tarius's spell book in Untold Fortunes. The room was broken into and ransacked while Tarius was enjoying himself at the Slots, the last of the true gambling rooms he had yet to be banned from. When he returned, all that remained of his spell book was a page containing the spell Message stuck to the underside of the table upon which his crystal ball rests. Katya notes that the thief is of the smaller races, discovering boot marks on the shelves. She determines that a full size race wouldn't need to climb the shelf, nor would it support them.

The second crime was in the Slots hall. Dirk and Jonny found the spell book page and the lifeless corpse of a magidrone. The drone has been wiped of its memory and the casino staff cannot determine which magidrone it was due to its broken connection to the Bomble. Little do they know, along with the murder of a magidrone, Twilliam tinkered with and removed the Feenstein power source of one of the slot machines. In this room, he left behind a page of the spell book containing the spell Detect Magic. If the party casts this spell, they will discover the magical auras of Feenstein shards within the slot machines, as well as mysterious intangible magical auras at the edges of your senses that seem to vanish when you focus on them. The absence of one of these shards in the nearest machine will allow them to identify it as stolen. Katya discovers scratch marks on the inside of the lock for the slot machine. From this she is able to deduce that he used Thieves tools to pick the lock. She also presumes that he must be using some kind of disguise to be able to pick the lock in broad daylight like this.

The third crime was in the Oberon Theater while Ptelea Amaryllis was reading at the Book Club for inspiration. Twilliam made off with several of the microphones that were meant to be used for the performances. In this room, he left behind a page of the spell book containing the spell Detect Poison and Disease. If the party casts this spell, they will identify two things. First, the Don's Delights held by a waiter walking in the front row will be identified as poisons. Next, it will detect a contact poison smeared on the roof of the theater that spells out the words "BEWARE THE MONITORS!" Katya notices some branches on one of the tree set pieces that is slightly bent. Investigating further, she discovers strands of burgundy string. She deduces the material to be dwarfish.

The fourth crime was in the Novelties Counter, where a trophy once traded in for chips by a Navy captain, An Astendar Orb, was stolen. Since the casino Novelty counter deals in Magical items, its a wonder more wasn't stolen. Due to the nature of this crime, the Magidrones have far more funding and clearance for this investigation. The room is cordoned off to average casino guests. Only those with or helpful to the investigation, which the detectives in the Scavenger Hunt have deemed to be the party, are allowed in this room at the time. Upon entering the room, Marilka has the vision described in Novelty Vision if she hadn't already. As she is brought out of it, her eyes refocus themselves upon the ship in a bottle on the shelf behind the counter. The bottle is missing its cork and has a paper stuffed into its neck. The party discovers this to be a page for the spell Comprehend Languages. On the back of the page, something is written in Thieves' Cant, that, to those who cant read it (which is the entire party ;-;) reads as "Would love to meet the detective after me, he misses me at the scene. Clues the detective has with room to think about. Of all these things the funniest? How he Darts around." (GOOD LUCK FIGURING THAT ONE OUT) (If the party needs help, have them roll a wisdom check to try and get hints, or bring the message to Katya.) The puzzle is that there is a message hidden in every fourth word. "Meet me at the room of the Darts." Katya is able to figure out the message, knowing Thieves' Cant after researching it due to her obsession with detectives. Heidi Weft or Mina Lightfoot would also be able to decipher the message.

The fifth crime is in the Darts lounge if the party hasn't already met Twilliam during his crime. This time, he has stolen a dartboard and darts set. The piece of paper pinned to the wall is a page that contains the spell Locate Object, with the word Nearest underlined in the spells description. If the party casts this spell with the Dartboard in mind, they will identify the nearest dartboard on the wall. As a Magidrone waiter walks by them, the nearest dartboard detected by the spell switches to the Magidrone, then back toward the one on the wall as it leaves. As the suspicious Magidrone steps through the doorway to exit, it glances back ominously before continuing down the hall. The party may follow that Magidrone (or the Locate Object spell after a certain distance) to the Break Room, before being stopped. After all, only Magidrones are allowed in the Break Room. The location of the nearest dartboard still leads into the break room. Katya notices one of the Magidrone walking strangely. She has noted that Magidrones have specific walk cycles, and this one is following none of them.


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