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Sc.3: The City Watch Arrives

After the fighting is complete, regardless of outcome, the Sharn Watch rushes in demanding to know what is going on. The party needs to negotiate with the watch, the outcome being up to the party.

Plot points/Scenes

The Sharn Watch shows up, a bit late, and demands to know what’s going on. This encounter isn’t meant to lead to battle. The officers of the Sharn Watch may give the adventurers a hard time, but it becomes even harder if the PCs decide to fight the law. Neither their character levels nor their reputations can help them if they wind up on the wrong side of the Watch, but if they cooperate, the PCs might earn a friend or two in high places.   When the Watch arrives on the scene, read:  
Two males and a female, wearing the green-and-black studded leather of Sharn Watch, emerge from the rain-drenched night. The leader, a powerfully built bald dwarf with a close-cropped beard, steps forward, leveling his crossbow in your direction. The small ball of arcane light, hovering just above and behind his left shoulder, illuminates the area. To each side, a human male and female stand with halberds at the ready.
  “Olladra’s bloody nose!” the dwarf curses. “By order of the Watch, drop your weapons and explain yourselves!”   Sergeant Dolom demands that the adventurers comply with his orders. If they refuse or try to flee, Dolom and his companions attack, calling for additional members of the Watch to hurry to their side. In such cases, 1d3+1 City Watch Guard show up every 3 rounds until Dolom calls them off or the PCs surrender or are defeated.   Persuasion or Intimidation check: If the PCs cooperate and politely answer Dolom’s questions, they have a good chance of gaining the sergeant’s trust. When the dwarf asks the PCs to explain themselves, have the PC that speaks for the party make a Persuasion check (-1) or an Intimidation check at (-3). As long as the PCs behave civilly, witnesses from nearby shops and homes come forward to corroborate their story (the PC making the check will then receive a +1 bonus to the check instead). Sergeant Dolom will start as Uncooperative on the Reaction Table.   Success: Dolom accepts that the PCs were trying to help, although he encourages them to leave such matters to the Watch   Success with a raise: Dolom is impressed with the heroism and bravery displayed by the PCs. He rewards them 2 gp each for assisting the Watch and becomes a friendly contact within the Watch.   At the end of this encounter, provided the PCs convince Sergeant Dolom that they were trying to help and weren’t involved in the attack on the university provost, Dolom tells the party to go about its business.  
 

Reaction Table

The GM can use the table below to roll or choose a character or group’s initial attitude.


2D6INITIAL REACTION
2Hostile: The target is openly hostile. He may attack if possible, or otherwise betray, report on, or hinder the party at the first opportunity. He doesn’t help without an overwhelming reward or threat of some kind.
3Unfriendly: The character isn’t interested in helping unless he has little choice and/or is offered a substantial payment or reward.
4–5Uncooperative: The target isn’t interested in getting involved unless there’s a significant advantage to himself.
6–8Neutral: The character has no particular attitude toward the group. He expects fair payment for any sort of favor or information.
9–10Cooperative: The character is generally sympathetic. He helps if he can for a small fee, favor, or kindness.
11Friendly: The individual goes out of his way for the hero. He likely does simple tasks for very little, and is willing to do more dangerous tasks for fair pay or other favors.
12Helpful: The target is anxious to help the hero and probably does so for little or no reward.

Structure

Resolution

After the encounter on the skybridge, the Watch either sends the PCs on their way, or they wind up in a Watch holding cell in Warden Towers in Middle Menthis Plateau. If they were arrested (because they refused to stand down when Sergeant Dolom ordered them to), they spend about an hour in a locked cell before Dolom opens the gate and lets them out. “You must have friends in high places,” Dolom tells them as he returns their equipment and turns them out.

Relations

Neutrals/Bystanders

Sergeant Dolom, 2 Sharn Watch Guards, by-standards watching the action

Backdrops

Threats

The party being belligerent with Sergeant Dolom and having the full wait of the Sharn Watch brought down on them.

Encounters

Negotiation, Combat / Engagement, Meeting / Introduction with cast (NPC)
Bloody Bridge

Sharn Watch Sergeant (Dwarf)

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10

Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d10, Notice d8, Shooting d8

Pace: 5, (d4 running die), Parry: 7, Toughness: 10 (3)

Languages: Common d10, Dwarven d10, plus one other racial language​

Edges: Block, Combat Reflexes, Command, Marksman

Gear: Chain mail shirt (+3), Pot helm (+2), Leather greaves (+2)   symbol of the Sharn Watch, identification papers

Special Abilities:

  • Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
  • Stability: +2 bonus to opposed Strength rolls for resisting Push attacks.
  • Stonecunning: Dwarves add 2 to Notice rolls related to unusual stonework.

 

Sharn Watch Guard (Human)

These are average town or city guardsmen. They are competent and brave, but not suicidal. Guards of the Sharn Watch are typically equipped with halberds and saps. When they patrol the city streets, they typically travel in pairs. A patrol that gets in trouble immediately summons the help of the nearest watch detail.​

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills: Athletics d8, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d6, Shooting d6​

Pace: 6, Parry: 7, Toughness: 7 (2)

Languages: Common d10, and at least one other common racial language​

Edges: First Strike

Gear: Leather armor (+2), Leather helm (+2)   symbol of the Sharn Watch, identification papers


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Cover image: Magic of Eberron by Wayne Reynolds

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