A low-level party might seem weak in comparison to the monsters that they encounter, but they pack a punch when compared to the local law enforcement. A single sleep spell can take out an entire group of guards, leaving the party free to commit crimes, flee from the scene, or just burn everything in sight, a♏s adventuring parties are known to 🤡do.
The basic guards listed in the Monster Manual usually aren't enough to contain a rambunctious adventuring party, and a carefully crafted campaign can quickly go up in smoke due to the actions of one obnoxious player. Fortunately, one of the most popular video game series of all time has presented an easy solution for the lawbreakers of the world, in the form the stars system from the Grand Theft Auto series.
What We're Dealing With Here Is A Total Lack Of Respect For The Law
New Dungeons & Dragons players will often want to flex the muscles of their characters as soon as possible, and the local town guards usually offer a quick combat fix. Players are often quick to start barroom brawls and are usually the first to resort to lethal force if things don't go their way. There are also troublemaking players that just love to cause chaos in any way possible💝 and will do so by breaking the law.
The DM can moderate this behavior with measured responses in the form of enforcing the law. All settlements will have a means of dealing with troublemakers, especially in settings where magic is common. Athkatla from the Baldur's Gate series had an interesting take on this with the Cowled Wizards, who ✱teleport in and deal with criminals with excessive force, in order to ensure that the law is upheld.
The DM can turn the player's actions against them by measuring their criminal infractions with a star system. Every time a player commits a crime, it goes towards adding a star. The severity of the crime and the size of the settlement they're in should be considered when determining progress toward a star. A small farming village might be more willing to let a group of armed strangers bully the local population, as the🦩y aren't confident that they can muster the strength of arms to oppose them. If the party openly kills a citizen, then that will prompt an immediate response if the word gets out, especially if the victim has family members. Similarly, a large city run by a fanatical tyrant will be far quicker to mobilize a response to crimes committed on the street. Strahd von Zarovich might be amused by the players' petty attempts at mobilizing a resistance movement against him, but murdering guards that bear his colors on the street should lead to a swift and decisive response.
An average city should allow for some infractions, but a three crime = one star rule is a good starting point. A serious crime should warrant an instant star, leading to a bounty bein𓆏g placed on the party's head. The party then has the choice between trying to redeem themselves or falling deeper into their criminal activities.
1 Star - Angry Mob With A Warning
Once the local population realizes that they have some troublemakers on their hand, they round up a large and imposing group of people and confront them. A group of around 10-15 commoners with a huge pack of b♏arking dogs on leashes has come to chase them out of town. The party is given an ultimatum – leave now or face the consequences. This gives the party at least one chance to do the right thing and the DM might want to consider removing their star if they leave quietly.
If the party refuses, or worse, responds in forꦉce, then they should jump stra💙ight to 2 Star and face the consequences of their actions.
2 Star - The Thin Blue Line
Militia With A Noose – The local population has🤪 decided to take matters into their own hands. Every able-bodied adult in the settlement gathers into a mob to deal with the party. They come bearing torches and pitchforks, but there are a few among them with combat experience, so consider throwing in some scouts, thugs, and veterans to bolster their fighting strength. The mob wants to execute the party for their crimes, so their only choice is fight or flight. In this case, the party's best option is to run.
SWAT City Guard – The local authority has determined that the party is a menace to society and must be brought to justice. A group of mounted guards/scouts/veterans led by a knight are dispat♛ched with a warrant for the players' arrest. There is no talking their way out of this situation, at least not at first. It's possible that the players could end up in a legal drama, where they have to find an advocate/defense lawyer or (Lathander forbid) defend themselves in the courtroom. If the party flees from the scene, then the law will pursue them for as long as it's able.
Once the party breaches 2 S𝕴tar status, they will have a bounty placed on their head. This means that professionals will start to hunt them. The party better start protecting themselves from divination spells, otherwise, they'll be quickly foun🥃d.
3 Star - Mercenaries
I Serve The Flaming Fist – A mercenary company has taken up the task of taking down the party and bringing them in. This group should be composed of the named character types in the Monster Manual, such as assassins, knights, mages, priests, veterans,🍌 gladiators, druids, and berserkers. They are led by a half-dragon veteran. This group carefully chooses the time and place for their attack. They will use divination spells to track the location of the party and will prepare the chosen battlefield with traps if they're able. From this point on, the DM shouldn't be afraid to play it smart with the enemies. After all, the players brought it upon themselves.
The Scariest Thing In The World - This second option is similar to the first, but it requires m🐟ore work on the part of the DM. The party is now being hunted by the most terrifying thing in the world - another adventuring party! The DM should craft a party of adventurers whose level and skill matches/mirrors/counters the ones owned by the players. Just don't give them any awesome magic items, as the players could claim them if they win.
4 Star - Professional Party Killers
Natural Born TPK'ers – A second mercenary company has come to take revenge for their fallen comrades. This group specializes in dealing with errant adventurers and they come packing every obnoxious tactic that players hate. A scroll of Antimagic Field on a monk who specializes in grappling, an abundance of smoke sticks/poison gas coupled with constructs & undead, oil & grease to make the floor too slippery to move, spellcasters who spam polymorph, the whole wo🦄rks. If a player has shown distaste for a specific tactic, then it's time to break it out and times it by a hundred.
Wizards Need Cash Too - A prominent spellcaster guild has taken on the task of bringing the party to justice. They watch the party carefully and wait for them to deplete their resources in a combat encounter. If none occurs, then they will 🌃use enchantment spells to put 𓄧some nasty monsters in the players' path. Once the players have worn themselves out on the monsters, the casters will send in waves of summon monsters and shield guardians to soften up the party even more. When that's done, the casters will buff themselves with magic and teleport in for the kill, raining magical death upon the party.
5 Star - Wrath Of The Gods
If the player𓄧s have gone this far, then it's time for the heavens to get involved.
Angel Summoner – An elderly cleric of a lawful deity has learned of the party's deeds and has decided to act. His spellcasting abilities are amazing, but his poor health means that he likely won't last long in a fair fight. Unfortunately for the players, the cleric has decided that his own life is a small price to pay for dealing with such wicked individuals. Once the party is within his grasp, he uses a magical ritual that requires the loss of💛 his life, but it opens a portal to the higher planes. A horde of celestials with burning swords emerges from ไthe portal and descends upon the party with the wrath of the heavens on their side.
One Last Mission – A death knight is seeking redemption for the horrible deeds that led to their undead state.🐎 After years of atonement, they have been given one last chance to revoke their undead state. A group of evildoers is walking the land and they are in need of some righteous judgment. The death knight does not stand alone, as the allies he had in life have returned in undead forms to aid him on his final crusade, as he comes to bring horrible fiery🐎 death to the party.