I realize that writing a review of an adventure that my party is only halfway through may be a bit premature, but holy hell, has this been a ton of (possibly lethal) fun.
I decided to run "A Little Bit of Thievery" during a session that was front-loaded with tons of exposition and backstory, figuring that a fast, simple "steal the item in plain" puzzle and potential tumble would be a fun, low-risk reward for having sat through my many NPC voices for so long. And it was! But it also very much wasn't, in the best way possible.
SPOILERS FOR THOSE WHO HAVEN'T READ THE MODULE
This is what my party ultimately decided to do: 1) The elf druid would go obtain the replica raven from the gift shop, and once at the statue, ready herself to change into a small animal that could easily escape in the commotion. 2) The tiefling cleric, having rolled an 18 medicine check, would grind up a dose of Hemlock lethal enough to horridly poison Cirn or kill almost anyone else, stashing the powder into his sleeve for stealthy application when necessary. 3) The stone-obsessed dwarf barbarian would be THOROUGHLY liquered, so just in case one distraction failed, he could confidantly urinate onto one of the glass cases while yelling. And finally, 4) The super-stealthy halfling sorcerer would be the one to actually steal the silver raven.
It was actually a pretty solid, middle-of-the-road plan! They got the raven, the dwarf got sauced (disadvantage on checks and attack rolls), the thief was confidant and our cleric easily convinced Cirn to share a drink to "take off the edge."
And that's when everything went off the rails.
The cleric summoned over a servant with two wine glasses.
CLERIC: "I do a sleight of hand check to drop the Hemlock into Cirn's glass as I pick it up from the top. [Rolls] Uh...okay. So, 4 total?"
ME: "Oh man. You step forward to reach for the glasses, but you catch your foot on your robe and take a false step. You check for the Hemlock in your sleeve...not there. You check the floor...not there. You check the tray...not there either. The poison landed in one of the two wine glasses, but you have no idea which one. You have a 50-50 chance of drinking the lethally poisoned wine. What do you do?"
CLERIC: [after a moment of thought] "...WHELP, bottoms up. [Imitates drinking]"
ME: [As Cirn] "To health!"
I pick up a coin, and decide mentally that Heads would mean our cleric did not drink the poison, and that Tails mean he DID drink the poison. I flip...and Tails. After a moment of awkward smiles between him and Cirn, the cleric doubled over due to searing gut pain. I had him roll a CON save - another 4, leading to him writhing on the floor, screaming like he wanted Cirn to...
...causing a considerable distraction (with most of the crowd including Barrister and Cirn huddled over the cleric) that the rest of the party didn't pass up on.
The dwarf went first, circumventing his previous "pee on everything plan" to both take off his pants and attempt to pick the lock of the case with the swords and shields. Natural 20, which we all decided overrode any drunken disadvantage. He scooped them up with both arms, member wagging indifferently.
Next came our hafling thief, doing a DC 15 sleight of hand check, with advantage. First roll: 7. Second Roll: 8. In his frustration over not being able to pry the glass case open, the halfling accidentally lets go of the case with a firm push, knocking over the entire centerpiece, crashing and breaking into a million pieces on the floor.
The crowd all looks back at the same time. The halfling, all eyes on him, quietly takes the replica raven from the druid, and tosses it next to the real raven on the ground.
HALFLING: "WHICH ONE'S THE REAL ONE?!"
DRUID: "I TURN INTO A RAVEN."
CLERIC: "I roll up a new character."
DWARF: "Rocks are heavy!"
END OF SESSION.
What a frigin' fun lil' romp, and it left us with a genuine cliffhanger with life and death in the balance. Will definitely be throwing in a few bucks to this adventure very soon to encourage further publications.
SIDENOTE: If I had to complain about ONE thing - and it's a nitpicky thing - it's the amount of times the module references "diplomacy" checks. I know what that means, but if you wanna get technical about 5E rules, there's no such thing as a "diplomacy" check. The closest analogue would be one of the 4 Charisma based skills, tailored to fit the situation. This really isn't a big complaint, because now when I see "diplomacy," I think on the fly about which skill would make the most sense given the conversaion thus far, but it can be a bit of a derailment when I accidentally ask my players to "make a diplomacy check" while reading ahead, and they ask where "diplomacy" is on their character sheets. Again, super nitpicky.