Guard activities? [Archive] - Wizards Community

Post/Author/DateTimePost
Aramilnwn

07-15-04, 02:18 PM
Could anyone out there (and gladly more than one), throw out some random suggestions I can perform as a guard that will involve the adventurer population of a city?
Anything from arranging quests to.... cleaning the local inn, really.
Just something that provides involvement and entertainment. :)

Thankee
Alac Luin

07-15-04, 02:34 PM
Random paperwork checks, especially in places like Cormyr, but other places that require adventurers to be registered.

Shadow said adventurers, either trying to hide, or being overt in following.
A guard member following the adventurers into a tavern and sitting in the table next to them could be kinda fun, besides splitting up, there isin't much they can do without the law being broken.

Adventurers can be training the guards in a specific skill.
Auburn

07-15-04, 02:52 PM
If its a place with sewers hire them to clean a nest of monsters out of the sewers.

Hassle them. The town has a law that all weapons must be given to the guards upon entry to the town. Make them run all over town getting approval from various officials to keep their weapons. Blame them for any and every crime that occurs. Like towns in real life (in the US anyways) often lower their speed limits solely for the purpose of gathering revenue on out of towners who didn't notice the speed change this town blames every minor criminal act on the party and charges them lots of fines. Have one of the party members mistaken as a criminal by the guard.

Give them vigilante justice missions on the side. Criminals the guard wants killed or run off but can't publicly deal with.

Have the captain of the guard or the mayor hire them for private eye type work. Spy on a business to see if they're smuggling things into town without paying tariffs.
Lancelot3679

07-15-04, 04:11 PM
No one's got fight with the guard? There is a spot in Thunderstone of Cormyr where the Purple Dragons like to hang out, and if you aren't a purple dragon, then don't be there.

City Guards are great for theives, necessary I'd say. If the group is part of a local theives guild, that works, otherwise it's hard.

But, let's assume the standard guard, some power hungry nobody with a 12 in his best stat and most likely an 8 in intellegence. Guards might just do a stop of your adventuring group and question them about all the weapons that they are carrying. Let's equate this to real life. If you saw a group of normal, unmarked people walking down the street with rifles and light machine guns, you would wonder about their presence right? How do you think the guards feel with that in the town, mages in the group with unspeakable power, and probably some very brawny fighters, that should be enough.

Local murder occurs and they ask to see the weapons, magically scan the group, or maybe one of the adventures is spotted by a witness and looks exactly like the person (persons) involved.

Contraband, is there anything that the characters are carrying that is illegal or that might not be allowed in the city? Slaves, drugs, and writtings against a represive government might be there.

Adventures always try to sell off the loot that they get in old tombs and grave sites. What if someone claims the goods for their own, or if the guard wants to check into something before it is sold. Maybe the shopkeeper wants to authenticate something as genuine or that it isn't stolen before turning over the gold.

They can always be more mundane. They are the eyes and ears of the city. They might have rumors that they can pass on or information on the lay out of the city. A group might be going on patrol and the guards act as escorts.

For adventures that the guards might give to the players, there is just about anything that you can think of. Maybe a guard is a smuggler and wants to hire out the adventures to take out another group of smugglers. This can work for anything. Take out a rival gang, theives guild, whatever.

Maybe the guard is just a patsy, and they are working for someone else. Maybe send the group after a "superhero" that is working as a vigilante.

Then again, many of these can work for any type of group. Inn Keepers, the different Guilds in Waterdeep that don't want to dirty their hands or be punished by the Lords for breaking the treaty or going to war openly with another guild, magical shop owners, or anything.