cool, thanks for all the ideas.
to clarify a few things:
Yeah, I know they got away with an easy one here; it would have been more realistic if there were some serious wards and traps, especially for the back room. So in addition to the normal traps on the chests, it would be cool to have the smaller chest have some vial that it is built to break on strangers' opening. Then some kind of crazy demon appears, or slake moth larve. (yeah right. I'm not gonna do that to this poor city)
The 2 bows they stole were +1 and +2 mighty composite shortbows, so they're not worth more than 500 gp altogether.
They plan on identifying it by making spellcraft checks, cause that's how I've said magic id works. Not sure if that's a call I'd make again, but it's done.
The gnome mage who died was taken to the temple, where the clergy asked for 5,000 gp to cover costs. The PC's said no way. They went to a local gnome trade fellowship to ask for help, they said they'd kick in 750. The PC's decided that the church would have to hack him up, cause they couldn't quite afford a ressurection. Meanwhile, the chests sat at their inn, unopened. For all they know they coulda paid for it with the profits.
The campaign began with the gnomes and dwarf travelling to human lands with the dead gnome's uncle to trade; they're still travelling with the uncle, and he won't be happy.
the local gnome trade fellowship has already decided to sponsor the PC's to clear out a den of the vampire spawn, so maybe the authorities could place a geas on the culprits to kill X number of vampire spawn. they'd think it was a death sentance, and I wouldn't have to have an escape-fleeing-the-city scenario.
I like the idea that the merchant was holding the chests for a crime syndicate; maybe the merchant's body will be hung on the door of his shop.
Something that'll make em feel a pang of regret for stealing and leaving a comrade unressurected.