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City Guard Faction Template

Alignment: Lawful Neutral (varies by city) FR Range: 1–4

Faction Ratings

Faction Rating Leader Formations Core Formations Support Formations* Lair Areas* Lair Features Treasure
1 1d2 1 4 2 none
2 1d4+2 2 8 4 none
3 1 1d4+4 3 10 6 none
4 1 1d4+6 4 12 8 none

* Baseline counts. The chosen theme adds more support formations and more lair areas; some lair features in Step 5 also add lair areas (those tagged (new Lair Area)). Treasure is leader gear and Enhanced Equipment (see Step 3), not DMG hoards.

Step 1 — Choose Theme

Choose one theme at creation. Record it on the record sheet.

  • Harbor Guard — maritime patrols of the docks and waterways, where smugglers, pirates, and stranger things slip in with the tides.
  • Royal Guard — elite household guards in sworn service to a noble house or monarch. A significant upgrade — this theme replaces the Core Formation and Leader Formation with stronger Honor Guard and Knight Captain units.
  • Inquisition — magisterial and religious enforcement; they hunt cults, illegal magic, and crimes against the gods.
  • Investigators — the detective branch, working cases the patrols can't.

Step 2 — Determine Formations

Use the Faction Ratings table for counts. Each formation type below occupies one row of the record sheet's Formations table.

Core Formations

Watch Patrol FR 1 — base (Harbor Guard / Inquisition / Investigators)

Sergeant Guard Formation (SGF): 1 Sergeant and 5 Guards. Roll the number of SGFs per the Faction Ratings table.

Honor Guard FR 1 — Royal Guard theme (replaces Watch Patrol)

Knight Guard Formation (KGF): 1 Knight, 2 Priests, and 10 Guards. Roll the number of KGFs per the Faction Ratings table.

Support Formations

Informant Network FR 1 — base (all themes)

Informant Formation (INF): 1 Commoner. Gain 1 INF at FR 1, 2 at FR 2, 3 at FR 3, 4 at FR 4. For each informant, choose a domain the informant has eyes and ears in (e.g. shipping, nobles, street gossip, commerce, mercenaries). Informants do not fight; their value is intel.

Boat Patrol FR 2 — Harbor Guard theme

Gain 1 support formation pick from the Harbor Guard options below.

Veteran Crew FR 4 — Harbor Guard theme

Gain 1 additional Harbor Guard pick (2 total). The additional pick may select an option already chosen.

Harbor Guard Support Formation Options:

  • Patrol Boat Crew (PBC): 1 Sergeant and 5 Guards (in a rowboat or small launch)
  • Customs Squad (CMS): 1 Spy and 3 Guards
  • Mastiff Patrol (MPF): 4 Guards and 4 Mastiffs

Royal Patrol FR 2 — Royal Guard theme

Gain 1 support formation pick from the Royal Guard options below.

Elite Honor FR 4 — Royal Guard theme

Gain 1 additional Royal Guard pick (2 total). The additional pick may select an option already chosen.

Royal Guard Support Formation Options:

  • Honor Detail (HDF): 2 Knights and 4 Guards
  • Sanctified Knights (SKF): 2 Knights and 2 Priests
  • Hound Patrol (HPF): 2 Knights and 4 Mastiffs

Inquisitor Cadre FR 2 — Inquisition theme

Gain 1 support formation pick from the Inquisition options below.

Holy Tribunal FR 4 — Inquisition theme

Gain 1 additional Inquisition pick (2 total). The additional pick may select an option already chosen.

Inquisition Support Formation Options:

  • Acolyte Squad (ASF): 1 Priest and 4 Acolytes
  • Inquisitor (IQF): 1 Mage
  • Witch Hunter Patrol (WHF): 1 Spy, 1 Veteran, and 2 Guards

Detective Recruits FR 2 — Investigators theme

Gain 1 support formation pick from the Investigators options below.

Master Detective FR 4 — Investigators theme

Gain 1 additional Investigators pick (2 total). The additional pick may select an option already chosen.

Investigators Support Formation Options:

  • Detective Pair (DPF): 2 Spies (undercover field agents)
  • Forensic Team (FTF): 1 Acolyte, 1 Spy, and 2 Guards
  • Bloodhound Squad (BSF): 4 Guards and 4 Mastiffs

Leader Formation

Captain FR 3 — base (Harbor Guard / Investigators)

Captain Guard Formation (CGF): 1 Veteran (Captain) plus 1 SGF and 1 of your support formations. The Captain carries +1 longsword, plate armor, and shield.

Knight Captain FR 3 — Royal Guard theme (replaces Captain)

Knight Captain Formation (KCF): 1 Knight Captain plus 1 KGF and 1 of your support formations. The Knight Captain carries +2 longsword, +1 plate armor, shield, and the signet of the noble house.

High Inquisitor FR 3 — Inquisition theme (replaces Captain)

High Inquisitor Formation (HIF): 1 Mage (Inquisitor) plus 1 SGF and 1 of your support formations. The Inquisitor carries a holy symbol of office, a writ of authority, and one rare scroll.

Step 3 — Record Treasure

The City Guard does not have hoards. Treasure on the record sheet is leader gear (see Step 2) and Enhanced Equipment at FR 4.

Leader Gear FR 3 — base / theme

Record the gear listed on the Captain / Knight Captain / High Inquisitor entry in Step 2, owned by the Leader Formation.

Enhanced Equipment FR 4 — base

Gain 2 items from Magic Item Table B and 1 item from Magic Item Table C.

STOPPING POINT — If no lair is needed, the faction is ready for play.

Step 4 — Determine Lair Areas

Higher FRs include all lower-FR areas. Use the base areas plus your chosen theme's areas; ignore the other themes' entries. Areas tagged (may be duplicated) can appear more than once if you want a larger lair.

Main Gate FR 1 — base The lair's primary entrance: a fortified gate facing the street with a guard station beside it; the public face of the watch.

Guard Room FR 1 — base The duty room where guards check in, store gear, and wait for assignment: spear racks on the walls, a desk with the watch roster, a fireplace and kettle for shift tea.

Barracks FR 1 — base (may be duplicated) Communal sleeping quarters for off-duty guards: rows of bunks, footlockers, the sour smell of damp cloaks drying after rain.

Armory FR 1 — base Locked store of the watch's weapons, armor, and spare equipment: racks of spears, swords, and shields, mail hauberks, crossbow bolts in barrels.

Pier Outpost FR 1 — Harbor Guard A small dockside guard station with a clear view of moored ships: coiled lines hanging from pegs, a brazier kept lit through the night, a small boat tied up below. Pre-loaded: contains Feature I (Harbor Bell — see Step 5).

Honor Hall FR 1 — Royal Guard (limit one per lair) A formal hall where the household stands ceremonial guard around its lord: marble flooring, banners of the noble house on every wall, a polished sword display behind the seat of state. Pre-loaded: contains Feature J (Knight + Mastiff — see Step 5).

Sanctified Chamber FR 1 — Inquisition (limit one per lair) The Inquisition's primary working space: an interrogation room with a single chair, walls inscribed with anti-magic sigils, instruments of the Inquisition arranged on a side table. Pre-loaded: contains Feature J (Mastiffs, spell-trained — see Step 5).

Case Room FR 1 — Investigators The detective branch's primary work room: pinboards thick with case notes and string strung between markers, files stacked from floor to ceiling, and oil lamps burning all night. Pre-loaded: contains one of Feature G or I (DM's choice — see Step 5).

Watchtower FR 2 — base A high vantage over the surrounding streets or harbor: a brazier kept lit through the night, a signal horn, and one or two watchers on rotation.

Mess Hall FR 2 — base The communal dining room: long trestle tables, an open hearth at one end, the air permanently smelling of yesterday's stew.

Stables FR 2 — base (may be duplicated) Stalls for the watch's horses and mastiffs: clean straw, tack hung on pegs, the soft snort of horses and the occasional bark of a hound.

Holding Cells FR 2 — base Lockable cells where the watch holds suspects before tribunal: doors with iron bars, wooden benches, the corridor smelling of unwashed prisoners.

Captain's Office FR 3 — base The Captain's private chamber and command post: a heavy desk strewn with reports and dispatches, a city map pinned to the wall, the Captain's helm on a stand.

Briefing Room FR 3 — base Where the Captain assembles his subordinates for orders and shift reports: maps and slates on the walls, benches around a central table.

Customs House FR 3 — Harbor Guard (limit one per lair) The collection point where ships pay duties and the harbor master signs off on cargo: weighing scales, a desk of writs, lockboxes for the day's takings. Pre-loaded: contains Feature J (Mastiffs — see Step 5).

Royal Chapel FR 3 — Royal Guard A consecrated chapel where the household celebrates the rites of its patron god and the household's priests minister: an altar lined with candles, pews with kneelers, stained glass behind a small font. Pre-loaded: contains Feature G (Sanctified Ward — see Step 5).

Tribunal Hall FR 3 — Inquisition A formal court chamber where the Inquisition hears cases and pronounces sentence: a raised bench for the Inquisitor, kneeling rails for the accused, the air heavy with incense. Pre-loaded: contains one of Feature G or H (DM's choice — see Step 5).

Evidence Vault FR 3 — Investigators (limit one per lair) A locked basement chamber holding evidence from active and closed cases: shelf after shelf of labeled boxes and sacks bound shut with locks, the air cold and dry. Pre-loaded: contains Feature J (Mastiffs — see Step 5).

Records Room FR 4 — base The watch's archive of cases, warrants, and witness statements: shelves of bound ledgers, sealed letters and writs in pigeonholes, the smell of dust and ink.

Vault FR 4 — base A secured chamber holding confiscated contraband, evidence, and the watch's discretionary funds: a door bound with iron straps and two locks, access approved only by the Captain.

(Optional) Add one or two Urban Lair: Exotic Areas (see Random Tables document) — such as a converted temple, a basement passage to the sewers, or a rooftop aviary.

Lair Environment

Fill the Lair / Terrain / Walls & Ceilings / Senses / Lighting row on the record sheet using the block for your chosen theme.

Harbor Guard

Dockside barracks worn by salt and tide, where the patrols watch the harbor for trouble.

  • Lair: harbor barracks beside the docks
  • Terrain: city waterfront, piers, anchorage
  • Walls & Ceilings: weathered timber, rusted iron brackets, painted plaster patched after storms
  • Senses: salt air, brine, fish, creak of mooring lines, gulls
  • Lighting: dim — lanterns hung along the piers; pitch dark in cellars

Royal Guard

A palace wing or fortified noble's keep — bright, ceremonial, watched by knights and priests.

  • Lair: palace wing or fortified noble's keep
  • Terrain: walled inner courtyard, gardens, ceremonial approach
  • Walls & Ceilings: cut stone, hung tapestries, gilded coffered ceilings, stained-glass clerestory
  • Senses: beeswax, polished leather, faint incense from the chapel, distant footfalls on marble
  • Lighting: bright — chandeliers and oil lamps maintained continuously; torchlit corridors at night

Inquisition

A courthouse and sanctified inquisitor's chamber, deep cellars below.

  • Lair: courthouse and sanctified inquisitor's chamber
  • Terrain: city street, walled compound, deep cellars below
  • Walls & Ceilings: white plaster, holy symbols carved into ceiling beams, sigils painted at corners
  • Senses: incense, beeswax candles, parchment, distant chanting from the chapel
  • Lighting: bright — lanterns and candles burn through the night for vigils and rites

Investigators

The detective branch offices, with evidence rooms in the basement.

  • Lair: the detective branch offices, with evidence rooms in the basement
  • Terrain: city street, multistory building, narrow alley access
  • Walls & Ceilings: pinboards thick with case notes, files stacked from floor to ceiling, gas lamps hissing
  • Senses: stale coffee, ink, paper dust, the faint chemical smell of forensic reagents
  • Lighting: dim, lit by gas lamps, often shadowy; the basement is darker still

Step 5 — Determine Lair Features

Pick 2 features per FR from the Base Lair Features below. You may choose the same feature more than once. Then read your chosen theme's Additional Lair Features — some theme areas come pre-loaded with one of these, noted at the end of each theme list. Pre-loaded features do not count against the Lair Features count in the Faction Ratings table.

Base Lair Features (all themes)

B — Watch Bell [Alarm] ×2 Detect: Perception DC 14. Effect: a bell rung from below alerts the barracks.

C — Hidden Weapons Cache [Secret] Find: Investigation DC 16. Effect: hidden stash of weapons and shields.

E — Portcullis [Defense] (new Lair Area) Save: STR DC 18 (or 4 turns of cranking) to raise.

Harbor Guard — Additional Lair Features

I — Harbor Bell [Alarm] Detect: Perception DC 14. Effect: rung from a pier; alerts every nearby patrol boat and the main barracks.

J — Mastiffs [Guardian] ×2 Effect: alert via passive Perception 18 (by scent). Reference: MM, Mastiff (CR 1/8).

Pre-loaded: Pier Outpost contains Feature I. Customs House contains Feature J.

Royal Guard — Additional Lair Features

G — Sanctified Ward [Defense] (new Lair Area) Find: Religion DC 15 to identify. Effect: dispels Charm and Fear effects within the warded area.

H — Ceremonial Bell [Alarm] Effect: rung by the watch; alerts the entire lair.

I — Concealed Escape Stair [Secret] Find: Investigation DC 18. Effect: hidden behind a tapestry or panel; leads from the noble's quarters to a stable or gate.

J — Knight + Mastiff [Guardian] Effect: alert via passive Perception 18 (by scent). Reference: MM, Knight (CR 3), Mastiff (CR 1/8).

Pre-loaded: Honor Hall contains Feature J. Royal Chapel contains Feature G.

Inquisition — Additional Lair Features

G — Anti-magic Ward [Defense] (new Lair Area) Find: Arcana DC 15 to map and bypass. Effect: suppresses spells of 3rd level or lower within the warded area.

H — Holy Word Glyph [Trap] Save: WIS DC 14. Effect: stunned 2 rounds. Recharges at dawn.

I — Confession Booth [Secret] Find: Investigation DC 16. Effect: hidden interrogation chamber accessed through a sliding panel.

J — Mastiffs (spell-trained) [Guardian] ×2 Effect: trained to detect recently cast spells; alert via passive Perception 18 (by scent). Reference: MM, Mastiff (CR 1/8).

Pre-loaded: Sanctified Chamber contains Feature J. Tribunal Hall contains one of Feature G or H (DM's choice).

Investigators — Additional Lair Features

G — Evidence Hidden in Walls [Secret] Find: Investigation DC 16. Effect: case files concealed in a hollow panel or behind a removable brick.

H — Trip Lock [Trap] Save: DEX DC 13. Effect: triggers a silent alarm.

I — Squeaky Floorboard [Alarm] Detect: Stealth DC 18 to cross silently. Effect: creak alerts the office.

J — Mastiffs [Guardian] ×2 Effect: alert via passive Perception 18 (by scent). Reference: MM, Mastiff (CR 1/8).

Pre-loaded: Case Room contains one of Feature G or I (DM's choice). Evidence Vault contains Feature J.

Step 6 — Generate the Map

  1. Roll or choose a faction history and a faction goal from the Urban Faction History and Urban Faction Goals tables (see Random Tables document). Note both on the record sheet.
  2. Drop 4d6 on the map sheet. Assign a die to the Main Gate (ground level). Assign Guard Room, Barracks, and Armory to the remaining three dice in any order. Except for the Main Gate, use each die's value for floor: 1–2 = Basement (B), 3–4 = Ground (G), 5–6 = Upper (U). Write the area name and floor letter next to each die.
  3. (FR 2+) Drop 4 more d6. Assign the highest die to the Watchtower. Assign Mess Hall, Stables, and Holding Cells to the remaining three dice in any order. Write the area name and floor letter next to each die.
  4. If any lair areas remain — theme areas from Step 4 and new areas created by lair features in Step 5 — drop a number of d6 equal to the remaining areas. Assign names to the dice in any order. Sensitive areas (Records Room, Vault, Evidence Vault) tend to be deeper — consider placing them on the Basement floor.
  5. Connect all areas with corridors. The Watchtower is likely adjacent to the Main Gate. Stables are likely adjacent to the Main Gate. Holding Cells and the Vault are likely on the Basement floor.
  6. Assign Treasure to lair areas on the map (Enhanced Equipment items typically belong in the Armory or Vault; the Captain's gear with the Captain).
  7. Assign Lair Features to lair areas on the map (mark each with its letter). Pre-loaded theme features go in their pre-loaded areas automatically.
  8. Assign Formations so that about half of lair areas have a Formation. Any remaining Formations are assumed to be on patrol away from the barracks.