A Lesson in Deception

'' Someone is recruiting the gangs inside Wheloon to take part of a larger scheme. Your task is to find out who and why by pretending to be a criminal for hire.'' {{Quest
 * name= A Lesson in Deception
 * level= 16
 * epic= 26
 * duration= long
 * solo = 2701
 * normal = 4685
 * hard = 4869
 * elite = 5052
 * xp =
 * ecasual = 10947
 * enormal = 18774
 * ehard = 19302
 * eelite = 19830
 * epicxp =
 * loc= Warehouse District
 * npc= Gaspry Bennik
 * zone= Wheloon Docks
 * patron= Purple Dragon Knights
 * favor= 7
 * free= no
 * extreme=
 * mappic=Questmap_ALessonInDeception.png


 * loadingpic=Questloading_ALessonInDeception.jpg
 * overview=Someone is trying to organize all the criminals in Wheloon Prison into a single gang. The Cormyrean authorities want to know who's behind this, so they're sending in a group of agents pretending to be new gang recruits.

Go to the Warehouse District inside Wheloon Prison and meet up with the other agents.
 * This is the second quest in the Shadow Over Wheloon story arc, although you can complete the first four quests in any order to flag for the final one.
 * obj=
 * Talk to Fordwin
 * Gather the entire party in the warehouse
 * Defeat the ambush
 * Find the mysterious voice
 * (Optional) Save Odo from the thugs
 * (Optional) Save Sabina from the fire
 * (Optional) Keep all of your allies alive


 * traps= Traps and Locks DCs

{{XP bonus|n1=|n2=|n3=|k1=154-157|k2=~200|k3=245|t1=2|t2=|t3=|s1=|s2=|s3=|b1=51|b2=66|b3=81}}
 * Dart traps between the two gates in the lizardfolk tunnels, triggered by pressure plates in front of the levers. The plates also serve as control panels.
 * Trapsmiths may lay poison boobytraps which will screw up the count and render the Tamper bonus unachievable.
 * misc=
 * Useful resists: Acid, Fire
 * Things that will cause the Mysterious Voice to kill an ally:
 * Using either rest shrine
 * Saving Odo
 * Saving Sabina
 * Looting the locked chest behind the locked door
 * Slaying all the dogs in the dog pen
 * There are several gates that automatically open after killing the nearby enemies; no sneaking through this quest.
 * Mobs may get stuck in a wall or building. This can keep a gate from opening if you can't somehow kill them.
 * The sewage in the center of the lizardfolk tunnels give you a penalty to Charisma, Hide, and Move Silently... but fortunately, only while you're in the sewage itself.
 * The drainage levers in the sewers will spawn lizardfolk ambushes. These levers will need to be pulled to open the gate for you to exit the sewers.
 * There's a dropdown point near the end of the quest; if you plan on going back, bring DDoor along.
 * There are three ladders at the endfight (one in the west, behind the lean-to with the Howler, and two to the north; you can push them over, but as long as one is still up, three Shar Worshipers will continue to spawn a few seconds after the last one is killed.
 * Stanwycke will stand there with a shield up watching as long as his head minion, Tulla, remains alive
 * If you wish to farm kills for the slayer bonus, it's worthwhile to push down the two northern ladders and gather somewhere out of his sight; as long as Stanwycke doesn't see you, he won't start attacking. The northwest corner was good for that despite him being in plain sight, as he simply stares straight ahead.  The lean-to may also be a good place, as the third ladder is right there for easy pushing once you hit Conquest.
 * Odo can be found in the deadend just beyond where Shar Worshippers start to show. The objective doesn't complete (and the ally doesn't get killed) until you speak to Odo, you may be able to kill the thugs (for Conquest) and move on.
 * Sabina can be found north of Odo, in a burning building behind a locked door. Opening the door will cause several Shar Worshippers to attack you (guess they're not grateful you opened the door so THEY can get out...).  Sabina (and her chest) is up the stairs past some gargoyles.  Again, the objective doesn't complete (and the ally isn't lost) until you talk to Sabina.
 * The door lever by the locked chest will open a door to the first part of the quest; if you plan on going back for shrines (and eventual DDoor retreat), be sure to pull it to save time going through the sewers.
 * chest= Total 4 chests
 * One for rescuing Sabina
 * One (locked) behind locked door
 * One in dog cage; locked until you kill all the dogs sleeping around it
 * End chest may drop {{Item|Glorious Dawn}} and {{Item|Prison Break}}


 * npcreward= Always contains the following named Belts, along with three random items

Named Rewards

 * unique= yes
 * monsters=
 * Condemned Burglars - Halfling (CR: HE 20)
 * Condemned Burglars - Human (CR: HE 20)
 * Condemned Deadeyes - Human (CR: HE 20)
 * Condemned Enforcers - Human (CR: HE 21)
 * Condemned Thugs - Human (CR: HE 17)
 * Condemned Trapsmith- Halfling (CR: HE 20)
 * Condemned Trapsmiths- Human (CR: HE 20)
 * Dog Wrangler - Human (CR: HE 20) (does not appear in Monster Manual)
 * Gargoyles (CR: HE 20)
 * Granite Gargoyles
 * Howler
 * Lizardfolk Scavengers (CR: HE 17)
 * Lizardfolk Shamans (CR: HE 23)
 * Lizardfolk Warriors (CR: HE 23)
 * Priestesses of Shar - human (CR: HE 11 *and* 20)
 * Shar Worshippers - human (CR: HE 16)

Named Monsters
 * Stanwycke Gall  - red-named human priest; required kill (CR: HE 26)
 * Tulla Chymbal  - human priestess; required kill (CR: HE 25)

Will leave you alone if you leave them alone (Although they count towards kills) }}
 * Dogs in the parts with criminals (CR: HE 11)
 * Rats in the lizardfolk tunnels