I am relatively new to DnD and due to circumstances I am now DMing Water deep dragon heist, I know its very complicated and not great for a beginner but again circumstances. Its been going pretty good but the PCs stole the doorknob of Aundra Blackcloak whose house is in the sphere on the God Catcher. I feel like this deserves repercussions that I cant think of so some help would be great.
They stole her doorknob? Like, to the tenement building she owns or to the actual interior of the floating sphere?
Consequences can range from the trivial (Aundra calls the cops; Aundra hires Vincent Trench PI to track down the thieves and then she puts a flaming bag of dog poop on their doorstep) to the serious (she burns down Trollskull Manor) to the alarming (someone else steals it from THEM before they get a chance to return it and Aundra puts a geas on them that they have to travel somewhere to replace it; and the only place that makes that particular doorknob is in Sigil, the City of Doors).
I'd go easy on them at first: have some guards show up and demand the doorknob returned along with a hefty fine (I don't remember how much gold Dragon Heist characters make, but 100gp a character seems reasonable). If the players refuse, they get arrested, the doorknob is taken, and they spend a month in prison. And if they want to kill the guards...well, that's when you make it clear out of game that that's a potentially campaign-ending action, and if they persist, law enforcement will TPK them, even if Laeral Silverhand herself has to do it.
If you’re players keep acting like lawless criminals, you could have a random commoner call the city watch on them. Buried in chapter 6 of this well written adventure, you’ll find under the description of cassalanter villa (on the bottom left of page 117) that the city watch has watch boxes set up on street corners around the city. These will summon up to 40 watch members. You could then have your characters spend some days working through the legal system while the stone is moving around the city.
Thanks y'all this is a great help. I would absolutely love to have them travel the the city of doors but my players are relatively new as well and im not sure I or they can handle that type of subplot but I realllllyyyyy want to try anyway. otherwise having the doorknob taken back maybe by one of her pets (which I suppose I will add) and having her call the city watch knowing full well the door knob is gone might be a good way to have them stop messing with the law.
Thanks Everyone! Although im still open to more ideas just so I can get a good idea of how other DMs think!
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Hello,
I am relatively new to DnD and due to circumstances I am now DMing Water deep dragon heist, I know its very complicated and not great for a beginner but again circumstances. Its been going pretty good but the PCs stole the doorknob of Aundra Blackcloak whose house is in the sphere on the God Catcher. I feel like this deserves repercussions that I cant think of so some help would be great.
Thanks!
They stole her doorknob? Like, to the tenement building she owns or to the actual interior of the floating sphere?
Consequences can range from the trivial (Aundra calls the cops; Aundra hires Vincent Trench PI to track down the thieves and then she puts a flaming bag of dog poop on their doorstep) to the serious (she burns down Trollskull Manor) to the alarming (someone else steals it from THEM before they get a chance to return it and Aundra puts a geas on them that they have to travel somewhere to replace it; and the only place that makes that particular doorknob is in Sigil, the City of Doors).
I'd go easy on them at first: have some guards show up and demand the doorknob returned along with a hefty fine (I don't remember how much gold Dragon Heist characters make, but 100gp a character seems reasonable). If the players refuse, they get arrested, the doorknob is taken, and they spend a month in prison. And if they want to kill the guards...well, that's when you make it clear out of game that that's a potentially campaign-ending action, and if they persist, law enforcement will TPK them, even if Laeral Silverhand herself has to do it.
Wizard (Gandalf) of the Tolkien Club
If you’re players keep acting like lawless criminals, you could have a random commoner call the city watch on them. Buried in chapter 6 of this well written adventure, you’ll find under the description of cassalanter villa (on the bottom left of page 117) that the city watch has watch boxes set up on street corners around the city. These will summon up to 40 watch members. You could then have your characters spend some days working through the legal system while the stone is moving around the city.
Thanks y'all this is a great help. I would absolutely love to have them travel the the city of doors but my players are relatively new as well and im not sure I or they can handle that type of subplot but I realllllyyyyy want to try anyway. otherwise having the doorknob taken back maybe by one of her pets (which I suppose I will add) and having her call the city watch knowing full well the door knob is gone might be a good way to have them stop messing with the law.
Thanks Everyone! Although im still open to more ideas just so I can get a good idea of how other DMs think!