The entrance to this arched gateway is
guarded by a massive iron double door (now open) and a raised portcullis. At the far end of the gateway is a lowered portcullis, with 2 armed men on sentry duty standing before it. Beside each sentry is a single iron door, one set in each side of the gateway. |
Each sentry post is maintained by a guard
soldier. 1 of the 2 will stop the party
and ask for their warrants && permits.
If
these are shown to him in a polite manner
he
will signal for the portcullis
to be raised. If
threatened, he will blow
his whistle. This
will summon 10 more soldiers from each
of
the 2 guard rooms.
Guards (10 Vets):
AC 4; hp 8 each;
#AT 3/2; D 2-8 1-8+2 <by
halberd>
<halberd specialists>
THACO 19
XP 44
As you pass through the main gate and
take your first steps into the city, a wizened beggar who had been sitting with his back against a building looks at your group carefully and then hobbles over to you. "Alms for a crippled veteran," he shouts, rattling the copper pieces in his wooden bowl. As he approaches your litter a sergeant of the guard shouts at him to stop and charges forward, along with 2 guardsmen. The beggar, with remarkable dexterity, slips a hand inside a litter and silently drops something. "I was just asking the noble folk for a copper or two," he croaks. "I'm a crippled veteran and there's nothin' wrong with that!" The sergeant strikes the beggar roughly across the face. "You know the law, scum--you can't accost people, you can only wait for them to approach you if they want to waste their copper on dirt like you!" He turns to the litter and says, "A thousand pardons for the intrusion, gentles, but this one won't trouble you again." |
The sergeant and his men take the beggar
away under arrest despite any protestations
of the party; other onlooking patrols should
convince the players that it would be foolish
to offer any resistance.
The item that the beggar dropped into the
litter is a roughly-carved
piece of ivory in
the shape of a horse's head--perhaps a
chess
piece! It actually refers to a tavern
(14), the
Sign of the White
Knight.
>>2.