
Melloch |

A lone tiefling sits a table discussing the finer points of politics with a young noble man's daughter. His arms blistering with muscles then longsword on the floor by the table. He plays with the candles flame as the night continues, his black hair reaches his shoulders and is unbound by any constraints.

Beryl Ironjoy |

Beryl Ironjoy sidles up to the bar, and calls to the barkeep for a drink. He turns to lean upon the bar and scans the bar for a clear table. The man, wearing dwarven-styled armor, looks like he could be a tall dwarf, but he does not wear a beard. Beryl sports close-cropped blonde hair with thick sideburns that frames his face, his skin darkened from time at the forge.

Aleksys |
A small human sits near the door, her back to the wall. She watches everyone warily, a longbow and assortment of other weapons clearly 8 evidence. The insignia pinned to her shoulder indicates her status as retired military.

Tergin Rell |

A human of moderate build and fairly common appearance approaches the bar. Although he seems relaxed, it is obvious he is alert; and his easy confidence, along with his leather armor and shortsword and daggers, gives evidence to a life lived hard on the street.

Beryl Ironjoy |

Beryl seeing two others, also sitting alone, and gestures for the barkeep saying, "Send one of whatever those two are drinking to them on me."
The stout man places a single gold coin on the bar and slides it to her.
When the drinks get delivered, the warrior raises his own mug in toast to each of them with an easy smile. Adventurers gotta stick together.

DoubleGold |

Gamestart
The party is summoned to receive a mission from a
Harper agent.
You were told that Madame Freona’s Tea Kettle was the place
where adventurers could find work and avoid the hassle
associated with other places in Phlan. So far, that has been
true. Madame Freona, a stout and officious halfling who runs
the establishment with her five daughters, has proven an
excellent hostess.
Although you have had to share a common bunkroom with
several other adventurers, the evening meal was excellent and
the atmosphere pleasant. You are preparing to bunk down for
the evening when one of Freona’s daughters peeks into the
room. She calls a few of the adventurers, including you, into
the hall.
“Pardon my interruption,” says the halfling girl named Reece,
one of Freona’s five daughters, just shy of adulthood. “A chap
just came into the common room downstairs and asked me to
fetch you. Something about some coin needing to change
hands for an easy job.” She plays with her curly red hair
nervously.
Reece cannot tell the characters anything more, since
the mysterious stranger kept his hood pulled low.
When the characters go to the common room, they see a
hooded figure alone at a large table. The figure motions
to them as they descend the stairs.

Beryl Ironjoy |

Upon heading to Madame Freona's Tea Kettle, Beryl says with a smile...
--
As he discovers that the others that he saw at the tavern are here, including the lad that was charming the fine young woman as well, he smiles, "Well, luck be a-smilin' on me this day. Well met, brothers and sister! Ready t' make some coin?"
Beryl tosses a wink to the halfling girl, "Tell the lad, we'll be down in a few!"
While Beryl is not fully armored, he pats the chainmail on the stand and snatches up his shield and mace. The mace is extremely heavy and looks to be made of dwarven steel. Hefting the heavy mace onto his shoulder, he heads out and down, flashing a smile to his new companions.

Tergin Rell |

After the Halfling girl departs the bunkroom, Tergin gathers up his gear, dons his armor and straps on his weapon belt and heads to the common room.
He immediately notices the hooded man at the large table. Seeing him brings a brief flashback to a similar establishment back in Westgate. Tergin shakes that thought off and then notices the man with the odd dwarf armor who had bought him a drink earlier.
Hello, again. Tergin says to the man.

Melloch |

Melloch wakens with a low growl, Girl, I told you I need my beauty sleep. Looks like these just don't happen you know! He gets out of bed and may pull on some pants tying his hair back he well head downstairs with the rest and pull up a chair with the others.

Beryl Ironjoy |

Melloch wakens with a low growl, Girl, I told you I need my beauty sleep. Looks like these just don't happen you know! He gets out of bed and may pull on some pants tying his hair back he well head downstairs with the rest and pull up a chair with the others.
This actually draws a laugh from Beryl, until he realizes that Melloch is not joking. Or is he? He flashes the tiefling a friendly smile in apology and heads downstairs.

DoubleGold |

You can see that the hooded figure is tied to the harpers. Listen, I brought you all here, because I need you all to obtain a dragon egg for me. In addition, I have this silver pin, that I need to place on the sellers. The buyers of this egg have been captured and thrown in jail, as they are a thing of the black market. I need you to recover the egg for us by going undercover. I have some disguises ready. Whatever you do, try not to attack the sellers, as we don't want to stir up suspicion, plus this silver pin I'm giving you has been enchanted with a magical tracking device, so it will show where they are hiding and such. You all up for the task?

Beryl Ironjoy |

Beryl screws up his face a bit and speaks up, "Has payment already been delivered? Don't got much coin o' me own, at least not enough t' buy me a dragon's own egg. Also don't know how much I can help you... I am more adept at the application o' weapons t' faces."
He looks at the others and says with a laugh, "Well, maybe I can be the muscle, eh? They look like they are not as blunt as one o' me standing."
"Ye mind me asking," the dwarfly man asks, "What in the realms would ye want with a dragon's egg? In the market fer a new pet?"

Aleksys |
Aleksys watches warily, not yet ready to commit to anything. Doesn't seem overly difficult...as long as I don't have to do the talking. What more does this guy know that he's not telling us? She waits patiently for the others to question the man, taking pains to remember everything (who said what when, and how they said it, etc.).

DoubleGold |

Oh, yes, payment has already been delivered up front, so no need to worry about that. We need the Dragon egg to study it. They are illegal to trade with, but the authorities need to get ahold of them, so we know what dragons we are dealing with, whether that be red dragons or green ones, etc. You also see someone who is of an official government of the town next to the hooded figure. That's right, we actually have to destroy the egg, but it will be a while before it hatches, so not before we study it. No the buyers are not in jail, we need to track them, ie. their layer, getting them to talk is hard, as we need to jail the dozens in the cult that exist, not just the three that show up, and besides, we don't have enough guard force to take them, so we need adventurers.
They both pause Any more questions before you head out?

Aleksys |
Where are we to meet the sellers, who exactly are we impersonating or otherwise pretending to be, when would we start, how much are we to be paid...Details please!. It's difficult to make an informed decision without proper information.

Tergin Rell |

Tergin looks from the hooded man to the government official and back to the hooded man and shrugs. He nods in agreement at Aleksys' question.
Yes, who are we to be disguised as? Let's have look at these costumes.

DoubleGold |

Okay, so you all travel out a few miles. And a cult group greets you all. remember to give them the silver pin, either find an excuse to give it to them, or sneak it on their person, this is a tracking device
The main seller is holding up a dragon egg, the rest of the cult are in the barn with the doors open, 2 in the doorway, 2 on the second floor, and the barn is 25 feet away. Wait a second. I remember the buyers being a group of blacks, or so I was told they were black, and you are all white, or at least tan. One of you is red. Though you are all dressed like them. What is the deal here? the storyline says they do notice something amiss, but it could be anything, but yes bluffing can still be used.

DoubleGold |

You are right, maybe we were told wrong, as were you.
You hand them a sack of fake gems which you were given and give him the silver pin
He gets on his horse trails off and yells at the people in the barn Kill them and take the egg back, we now have our money and the egg. One person hidden in the barn steps forward. There are now 5 cultists. 2 in the upstairs window which is open, and 3 in the doorway.
init: 1d20 + 1 ⇒ (17) + 1 = 18 cultists
init: 1 + 1d20 ⇒ 1 + (19) = 20 melloch
init: 8 + 1d20 ⇒ 8 + (10) = 18 Tergin
init: 1 + 1d20 ⇒ 1 + (17) = 18 berrol
init: 3 + 1d20 ⇒ 3 + (10) = 13 Aleksys

Aleksys |
Shooting at the leader (if he's still awake; otherwise whoever looks the most dangerous or the most easily dispatched) atk: 1d20 + 3 ⇒ (8) + 3 = 11; dmg: 1d8 + 3 ⇒ (5) + 3 = 8; stepping back a square or two first if one or more has gotten in my face.

Tergin Rell |

Tergin follows Beryl's lead, drawing his shortsword and attacking the same miscreant he does.
attack: 1d20 + 5 ⇒ (4) + 5 = 9
Well, I m pretty sure that did not hit. I do have a question: If I did hit, as a rogue, I would have been able to apply my sneak attack damage, correct? The reason being the cultist would have had another opponent (Beryl) within 5 ' of him. I am new to 5e and I am just checking that I am interpreting the rules correctly. Thanks!

Beryl Ironjoy |

@Tergin, yes, if you attacked one of the cultists that was within 5 ft of me, you would be able to apply sneak attack damage to him. :)
@DoubleGold, I am not sure if I hit or not, so I did not describe my action.

DoubleGold |

the leader was the guy who left on horse and is long gone. Anyway, Alekys shoots and misses
by the way melloch, you are outside, but you do move to find a haystack when you say safety for partial cover
Beryl runs up and clobbers a guy over the head, thus killing him.
Tergin charges up, but misses as he swings too high.
The last three cultists, 2 up high fire their heavy crossbows at two of you in the back.
hit: 3 + 1d20 ⇒ 3 + (3) = 6 at melloch
hit: 3 + 1d20 ⇒ 3 + (11) = 14 at alekys
and the one on the ground swings at beryl with his scimitar since he downed his buddy hit: 1d20 + 3 ⇒ (3) + 3 = 6
alekys is shot dmg: 1d10 + 1 ⇒ (10) + 1 = 11 and he goes down. next turn you make a death save
Round 2 start

Beryl Ironjoy |

"By Moradin's Beard! Somebody, get the lady under cover and tend to her!" Beryl knocks the incoming scimitar strike to the side with his shield.
He swings his heavy mace at the other attacker! Warhammer: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Hitting the cultist in the chest, he collapses the man's rib cage! Then looking at his rogue friend, [b]"Let us bring the fight to them, eh?"
Beryl then runs into the barn and climbs his way to the loft!

Melloch |

How can a guy move, mount a horse and leave before we can go when we have initiative on him. Nonetheless, with a bag of gems that appeared out of nowhere, that we had to hand over for the egg. The exchange would have never happened if they weren't done at the same time. I will finish this adventure solely out of respect of Beryl, Tergin and Aleksys but will not play in anymore.
You piss drinking son of a swine His insults carry a bit of extra weight as he curses at an enemy, I dont care, pick.[/b]
DC 13 save 1d4 ⇒ 3 psychic

Beryl Ironjoy |

Thanks for the support, Mels! I know, this has been a rocky start. But I figure we also let him get away, because we want them to take the pin back to their hideout. That is probably a poor assumption on the module, but it is for that reason that I make sure I read through the adventure to figure out the best way to accomplish what they hope. I just hope that Aleksys doesn't die the first run through!

Melloch |

Actually I have run through this three times, I know how it goes, which is leading to my frustration. I feel as if we are being railroaded down a path that is not necessarily the one we would have chosed, with several key points left out. It's disappointing really, as with Adventure League 95% of the time I am a dedicated DM, so I was looking forward to playing.

Beryl Ironjoy |

Ah, I have not run this one yet and was going to try to wait to run this one until I played through it. I completely understand the feeling, because I am always the one running as well, so that is why I was looking so forward to play this character so much!

DoubleGold |

he ordered his men to attack, after he got on his horse and road far off, as he didn't order his men to attack before he road far off or before he got on his horse, that should be more clear. If you really wanted to stop him, feel free to tell me what you would have done. You could have stopped the fight, if you would have given the egg back to them, but then your mission isn't complete if you go without it.
Anyway Berl downs a guy and gets halfway of the ladder as he goes to it.
Tergin you do reach the ladder and the second floor and halfway across the catwalk and within 10 feet to the enemies with a double move.
will save: 1d20 ⇒ 19
The last 2 turn around to shoot at Tergin shoot: 1d10 + 3 ⇒ (9) + 3 = 12
shoot: 1d10 + 3 ⇒ (2) + 3 = 5
and miss
round 3 start

Beryl Ironjoy |

To be fair, the whole mission description was a little confusing to begin with. You wrote that "The buyers of this egg have been captured and thrown in jail" then they weren't, but I think you were confused and talking about the sellers when you said that they were not in jail. Then you said, "Oh, yes, payment has already been delivered up front" but then we were paying with fake gems. So you'll have to forgive us for questioning what is going on.
---
Am I able to get up to them with a move, or do I need to double move to reach them?
Beryl finishes moving up the ladder and moves toward the crossbowmen.
Beryl is either going to smack one with his heavy mace/warhammer, or throw his hand axe, depending if he is able to reach them with a move or not.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
If heavy mace: 1d8 + 5 ⇒ (8) + 5 = 13
If hand axe: 1d6 + 3 ⇒ (6) + 3 = 9
Critical damage: 1d8 ⇒ 2 or 1d6 ⇒ 2
Looking at the lone remaining assailant, Beryl growls, "Fancy staying alive? Throw down yer weapon, or I'll send ye to yer maker."
Then to Tergin, without taking his eyes from the cultist, he says, "Has the tiefling tended the girl yet?"