my PC's robbed a magic shop: consequences....

scourger said:
I honestly don't know why more potions in treasure troves aren't poisoned..

Because it renders them useless and unsellable? Why ruin a perfectly good potion that you could sell, when a Nystul's Magic Aura will probably get the same job done without ruining parts of your inventory.
 

log in or register to remove this ad

Questions

1)
They just knocked over the local magic shop..
How are they expecting to identify what the magic items do?

2) Where did they intend to sell all the various extra magic items?
Magic shop is bound to have tons of the items that PC normally sell to shops, because they have no real use for them. You know, things with limited usefulness. (All the good stuff gets bought quickly.)

3) How magic rich is the society?
(Responses would vary if the local owner of the magic shop is the one that crafts most of the items inside. Or whether they have several wizards that supply them with goods to resell.)
 

I'd go with the useless and/or cursed option. The real stuff is all put away in a dimensional pocket/vault/etc. All the stuff that he lets standing on display is either faulty (thus cursed) or useless or both. Imagine a ring of incontinence (thanks Piratecat for that one ;)) which is cursed and gives you the permanent runs after its first use. Just rinse and repeat. There's bound to be a thread here which has a whole slew of useless fun magical items. Plus you could always get away with the nystuls magical aura thing. Seemingly expensive fake items which have nystuls magical aura cast on them but don't do anything. Combine it with the thieves guild doing their part for the merchants protection money and your PC's will probably never do it again :)
 

How about some traps in the chests? e.g. Magic Mouth to yell "stop thief" in the event it is not the store owner who opens them (maybe he wasn't expecting the entire chest to be stolen!).

Beyond that, don't just assume the divination magic works. Assume at best that they hire someone with the Locate Object spell, check where that person would go, and if the PCs with the stolen loot are in range.

Next, if the PCs are found ...

If the merchant was insured, it may well be that the PCs have stolen loot that he was planning to sell, or maybe even had problems selling. Providing he gets all that money under his insurance, it's not such a big deal, still the merchant will want to make the best of it - so maybe he'll split the proceeds with the PCs (they can have some of the beneficial stuff to help defend the city, but he wants the other stuff back), AND the PCs owe him a serious favor for not turning them in.

If not insured, or if PCs refuse to split the proceeds, then merchant can hire mercenaries to the tune of say 20% to 50% of what was stolen to hunt down the PCs. Assume the mercenaries are hired for one week max, then figure out their levels - it should be a pretty tough/medium-level bunch of mercenaries, who are acting with the law on their side. The PCs either turn themselves in and end up in jail, or run hide out of the town, never to return to meet the wanted posters that have been posted all over town.
 

Besides the cursed items in with the rest to punish such theives, I'd go with having the party's identity divined and have them outlawed. Post a bounty for their capture dead or alive. If captured, they'd have to pay back what they stole plus extra or be beheaded. Or perhaps fined and executed, as in some games I've been in the rich who had been punished such were still allowed to be raised and their punishment was considered paid. It may not be much of a trouble while there is so much trouble with the vampire spawn, but once that's done, lets see how well they like not only being marked men but never being able to enter the country again.
 

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.
 

I picture magic shops as being similar to exclusive European sportscar dealerships. it is an elite club and the owner only deals with people he already knows 99% of the time.

There is limited supply, and limited demand. If the owner was wealthy enough to own all his merchandise without any debt - he could easily buy a castle and retire.

So, who does the emrchant owe money too? Does he deal in lines of credit perhaps?

Option 1
He owns the business, and its financed through a large bank and he has insurance for the stock. But, he pays protection to the local thieves guild. This guild cannot tolerate thier repuation being tarnished and will hunt down the party.

Option 2
A local adventuring group has a sizable line of credit with him, but with no stock and no ability to repay loans he goes bankrupt. The adventurers are out of pocket by tens of thousands of gp. They hunt the group. They may be LG and have Paladins etc.

Option 3
The mage is a very powerful retired adventurer and his reputation has been enough in the past to discourage thieves. He scrys, teleports, forcecages etc and compells the group to go on dangerous quests to repay thier theft (and to restock his store)

Option 4
The owner is wealthy but has many powerful friends who regularly buy and sell via him. The kind of friends who make problems 'dissapear' and have Italian last names.
 


Try this.... a group of adventurers stole a magic artifact that was sacred to the vampyres. They brought it to the Mage shop and sold it. The vampyres tracked it to the city but could not find it (chest it is in blocks all attempts).
This will explain the incursion of the vampyres also.

The PC's will attract the vampyres when they open the chest.

The mage can scry for any items he wants back but is actually happy to be rid of the artifact since it has caused all the trouble with the vampyres.

Or...

The Mage shop is a front for the local thieves guild and the PC's are now being hunted, they just don't know it yet. If they try to sell anything the word on the street goes out and the fight is on.

Good Luck,

Arrellion
 

Lots of these replies deal with nasty things to do to the PCs.

While I certainly wouldn't want to let PCs think robbing the local magic shop was a good idea, I'd like to humbly suggest two things:
1) Think about how you would handle a group of PCs playing rogues that pulled this heist. Any of the ideas posted here that you wouldn't throw at this hypothetical group shouldn't happen to the PCs.
2) Ask the PCs "Hey, you're basically good guys, what's up with this stealing stuff?" Find out if the group is wanting to play less "heroic" characters - and let them know if you're not comfortable with that. For some campaigns it just doesn't work - and there's nothing wrong with that.

As for ideas for consequences, are any of the characters members of the local Thieves Guild? Is there one? If so, it would seem reasonable that the guild make some of its income offering "protection" to businesses. And in that case, the local magic shop probably offers a sizable chunk of money to prevent thefts from happening. One of their wealthiest "customers" getting hit would make many of their clientele question the wisdom of making their payments. So this theft was bad for business. And being bad for business for these types of people isn't a good thing.
 

Remove ads

Top