XaiJu
Isaac Minarik
Isaac Minarik

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Cops can be fun! (big asterisk)

Premodern cops/guards/security were so much weirder and more gameable than they get presented as in most fantasy media, if they're present at all. I've gone and written a lot of words here on how to use town and city guards in ways that fit better into the structure of a typically adventure than simply transposing modern police and putting them in fantasy costumes, plus ways to make doing the transposition thing more fun if you feel like doing it anyways.

Got us a ton of guard spells and guard equipment here, with rules and guidelines for navigating bribes, corruption, crime, punishment, evidence, trials, interrogations, and more in a world of fantasy adventure.

Got some griffon buddies for them to ride if you want skycops, too.

Cops can be fun! (big asterisk) Cops can be fun! (big asterisk)

Comments

This is genuinely helpful without even the stats! Just the thought process behind the guards and how to use them helps a lot with crafting a space, especially one that might be high security. Only thing I noticed was off was that the bottom of a Griffon stat lock was a separate piece from the main body (a typo I assume)

AbaddonArts

Oh, you don't roll for the amount of guards alerted; that's just a deterministic matter of how many you determine are in earshot. Then, each of those alerted guards have a one-in-four chance of entering the scene each turn, representing varying degrees of nearness and eagerness.

Isaac Minarik

I'm afraid I do not fully understand the "Sound Alarm" Bonus Action "Roll a D4 for each alerted in this way. On a Roll of 1, the guard enters the combat" Are these supposed to be 2 different rolls? D4 rolled = Each alerted so, minimum of 1, maximum of 4 Alerted "On a Roll of 1 the guard enters the combat" I apologize if I'm not understanding properly, but something seems to be missing.

Maxwell Schrott


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