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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.

Guards

Griffons

Files

Comments

Simon Bell

I just had to log in to say that the amount of supplementary tools you’ve provided for the guards is phenomenal!

Maxwell Schrott

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.