Our sorcerer got some officers to confront the person who stole his identity and we turned the human trafficking ring over to the guard who pulled everyone out relatively safely.
But to even things out the sorcerer killed someone for his cloak and my rogue stole stuff from a person we later found out leaves the thieves’ guild the next session. Karmic balance.
You should have the same guard come back at the end to arrest the party, like the end of the Holy Grail.
There’s always the option of them unknowingly bringing their problem to a corrupt official, and realizing that it’s much deeper rooted than just common criminality.
This is about to happen in the next session we play. They are 100% gonna have a run in with the authorities when they sail into port, and it’s gonna be up to them on how to deal with it. I would love for them to befriend the knights, but I know at best they’ll spend a night in jail, and at worst they’ll be hunted down like stray dogs by every Knight in the city. They’re learning, though. A month ago I wouldn’t even bother brainstorming alternatives, because they’d just fight everyone without thinking and wind up sleeping outside the city, again.
Might be worth checking in with the players about what kind of game and setting they want. A game where the players investigate and call in the cavalry could be fun. A refreshing change from the common freelance murder moron mode of play.
no more cops in dnd