Anonymous asked:

Hey so I'm running a campaign where my player ran amok of the thieves guild and now they have brands on their arms that 1) deal psychic damage when they hurt someone with the thieves guild mark and 2) compels them to listen. So one of my players decided to murder a member of the thieves guild. I'm having trouble coming up with a suitable punishment that isn't death because I don't want them dead and neither does the leader of the thieves guild. Any suggestions?

dndmusings Answer:

Ok so purely because I’ve been reading a bunch of crazy fantasy/sci-fi novels I have some ideas:

The thieves guild can use the tattoo to possibly control their victims but the victim has to do a CON (or some other skill) saving throw to not go along with what the guild wants. Furthermore, there should be a clause to how the contract or connection can be broken. For example, an assassins guild where you don’t kill the intended contract - they send an assassin after you and if you kill them - or kill yourself - the contract is lifted. BUT when the contract is broken the brand burns when lifted.

The brand is actually a parasite left by the thieves guild - like a scorpion on the wrist. If something isn’t completed in a certain time the scorpion inflicts damage (blood sucking, poison, acid damage, your choice) but can be called back by the leader if a contract has been fulfilled.

Another option is that your brand/tattoo isn’t finished until you’ve paid up your dues with the guild - and you get both damages that you’re saying but you can work your way off to repayment until the tattoo is finished and it doesn’t compel the player anymore.

Hope that helps? Feel fee to add more suggestions! Thanks for the ask!

@we-are-rogue have any suggestions for thieves guild ideas?

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