The Watch

Ch5 GoF gives schedules for patrols, which vary depending on the quarter of the city they are encountered in. The major units of the Watch are these:

Standard Patrol: This is a group of 4-7 (1d4 + 3) Watchmen, all standard men-at arms, with a 50% chance of a junior sergeant as leader.

Elite Patrol: An elite patrol will be summoned if there is a large-scale disturbance, and back-up support (an additional standard patrol) may also accompany them if the disturbance is severe enough (as the DM decides). An elite squad con tains 5-8 (1d4 +4 ) men-at-arms, 1-2 junior sergeants, and a sergeant-at-arms.

Special Patrol Group: Special Patrol personnel are housed in the Citadel, and are only called out in times of really major disturbance (mass riot, multiple murder, a marauding monster in the city, magic use, etc.). The SPG is composed of six sergeants-at-arms, the two Deputy Constables of Greyhawk, and either Derider or Sental, plus a cleric of Heironeous, Pholtus, or similar deity level 5-8) and a member of the Guild of Wizardry (mage of level 5-8), these spellcasters being "loaned" to public duty on a rotating system from their temples and guilds.

Typical profiles for these people are given below.

Man-at-Arms

AC 4 or 3 (chain mail and shield, 50% chance of Dex 15 MV 9; Fl; hp 7; THAC0 20; I#AT 1; Dmg by weapon type + 1 (usually carry club for 1d6, broad sword for 1d8 , or light crossbow for 1d4 Str 16, Dex 14 or 15, Con 15, Int 10, Wis 10, Cha 10; AL varies (usually LN).

Junior Sergeant

AC 4 or 3 (chain mail and Dex 15, sometimes shield MV 9; F2; hp 13; THAC0 18; #AT 1; Dmg by weapon type + 1 (usually long sword for 1d8, halberd for 1d10, or light crossbow for 1d4 Str 17, Dex 15, Con 15, Int 10, Wis 10, Cha 12; AL varies (usually LN).

Sergeant-at-arms

AC 3 or 2 (chain mail + 1 and Dex 15, sometimes shield MV 12; F3; hp 20; THAC0 17; #AT 1; Dmg by weapon type + 1 (usually long sword for 1d8, halberd for 1d10, dagger for 1d4, or composite long bow with sheaf arrows for 1d8 Str 17, Dex 15, Con 15, Int 10, Wis 10, Cha 10; AL varies (usually LN).

A sergeant-at-arms has a 25% chance for possessing each of the following items: + 1 weapon (of whatever type carried; change damage accordingly scroll of protection from fire; ring of protection + l; boots of speed (change AC shield + 1 (change AC).

Deputy Constable

AC 1 or 0 (chain mail + 1 and Dex 16, sometimes shield MV 12; F5; hp 38; THAC0 14/13; #AT 1; Dmg by weapon type + 3 (usually long sword + 1 for 1d8 + 1, light crossbow + 1 for 1d4 + 1, halberd for 1d10, mancatcher, or quarter staff for 1d6) ; Str 18/60, Dex 16, Con 17, Int 12, Wis 10, Cha 14; AL varies (usually LN).

Deputy Constables have the same chances for possessing magical items as sergeants-at-arms (see above), plus a 20% chance for each of the following: potion of flying, ring of mind shielding, net of entrapment.

If the Special Patrol Group has to be called out, the priest and mage accompanying will need individual design by the DM. An important note is that both spell casters will have several scrolls of disabling spells such as light, hold person, silence 15' radius, continual light, and the like from the priest, and magic missile, sleep, stinking doud, web, and slow from the mage. Each will be equipped with 2-5 (1d4 + 1) offensive magical items of moderate power, such as a wand of paralyzation for the mage.


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