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Watch

Civil law enforcement. Patrols the streets, mans the gates, and keeps order. Reports to the settlement's rulers.

A watch is led by a Captain or Commander from a Watch Hall or Watch Headquarters. Below him, Watch Sergeants lead Watch Squads posted at checkpoints, while Watch Patrols walk beats through the streets. Watch Posts sit at the settlement's gates, staffed by rotating Squads. Some watches field Mounted Patrols or keep Watch Dogs. A village night watch is a small rotation under a Sergeant, mustering at the Village Lodge; a town watch works from one Watch Hall; a city watch runs many times larger, with Captains at Watch Halls in each Quarter and a Commander at a central Watch Headquarters.

The watch works in Shifts — around the clock in towns and cities, night only in villages — each about 8 hours. Watch Fires burn through the night at gates and station courtyards; a snuffed fire has given the alarm. Response Time is usually within minutes. Its Authority is to detain, search, and question anyone within the walls; it cannot enter noble homes without a warrant, nor pursue outside the walls without cause. A watch may lean toward a Personality such as honest, crooked, or lazy.

A watch station houses watchmen, stores their arms, and holds prisoners. A station has a Common room, Barracks, Armory, Cells, and a Courtyard. Larger stations add offices, a Records room or Records vault, a Kitchen and pantry, and often Stables for mounted patrols. The largest add a Briefing hall and a Captains' meeting room. A Watch Post is minimal: a common room and a cell staffed by a rotating Squad. A village night watch has no station of its own; it musters at the Village Lodge. Security covers locks, entry guards, and alarms. Larger stations keep a Steward for cleaning and upkeep.

Factions

Watch (village)

Small Military faction
Alignment typically Lawful Neutral  |  PB +2


The village's night watch. Musters at the Village Lodge. Patrols the Palisade and roads from dusk to dawn.

Creatures

Watch Sergeant. Leads the night watch. Carries the Village Lodge keys and the Palisade gate keys. [1x Sergeant]

Night Watchmen. Villagers taking turns on the roster. Dim lantern, spear, shield. [4x Guard]

Features

Shifts. Dusk to dawn only. Two shifts (dusk to midnight, midnight to dawn), each fielding the Sergeant and two Watchmen. Day watch is informal; a villager keeps an ear open.

Response Time. 1d6 minutes to a call anywhere within the Palisade.

Authority. May detain anyone suspicious at night. Defers to the Council, Steward, or Commander by day.

Watch Fire. Burns on a knoll near the Palisade gate from dusk to dawn. Snuffed, the alarm has been given.

Personality. Vigilant. The village is small enough that everyone knows everyone; strangers stand out.


WATCH (town)

Medium Military faction
Alignment typically Lawful Neutral  |  PB +2


The town's law enforcement. Based at the Watch Hall, with Watch Posts at the gates.

Creatures

Watch Captain. Commands the Watch. Carries the Watch Hall keys and a badge of office. [1x Veteran]

Watch Sergeants. One per Squad. Carry a sergeant's whistle and the Squad roster. [6x Sergeant]

Watch Patrols. 12 patrols walking beats through the streets. [2x Guard each]

Watch Squads. 6 squads posted at street checkpoints. [3x Guard each]

Features

Shifts. Three shifts of 8 hours. Each fields 4 Patrols and 2 Squads with their Sergeants.

Response Time. 1d10 minutes to a call anywhere within the walls.

Authority. May detain, search, and question anyone within the walls. May not enter noble homes without a warrant. May not pursue past the walls without clear cause.

Personality. Honest. Upholds the law fairly; bribes go nowhere.

Locations

Watch Hall. Central barracks and armory. Jail cells beneath; alarm bell in the courtyard. See stat block.

Watch Posts. Four, one at each of the town's gates. See stat block.


WATCH (city)

Large Military faction
Alignment typically Lawful Neutral  |  PB +2


The city's law enforcement. Based at Watch Headquarters, with a Watch Hall in each Quarter and Watch Posts at the gates.

Creatures

Watch Commander. Commands the whole Watch; reports to the Council or Court. Carries the Watch Headquarters keys and a badge of office. [1x Captain]

Watch Captains. One per Quarter, each commanding the Watch Hall there. Each carries the Watch Hall keys. [5x Veteran]

Watch Sergeants. One per Squad, six per Quarter. Carry a sergeant's whistle and the Squad roster. [30x Sergeant]

Watch Patrols. 60 patrols walking beats through the streets (12 per Quarter). [2x Guard each]

Watch Squads. 30 squads posted at street checkpoints (6 per Quarter). [3x Guard each]

Features

Shifts. Three shifts of 8 hours. Each fields a third of the roster.

Response Time. 1d10 minutes to a call anywhere within the Quarter where the incident is.

Authority. May detain, search, and question anyone within the walls. May not enter noble homes without a warrant. May not pursue past the walls without clear cause.

Personality. Lazy. Enforces the law selectively or when bribed.

Locations

Watch Headquarters. Multi-storied. Briefing hall, records vault, armory, prisoner cells, offices, stables. See stat block.

Watch Halls. Five, one per Quarter. See stat block.

Watch Posts. Eight, one at each of the city's gates. See stat block.


Stations

WATCH POST

Tiny Military building


A gate post. Watch Squad rotates in from a Watch Hall.

Creatures

Watch Squad. On duty at the gate. [4x Guard]

Features

Security. Locked door (DC 15). Barred windows.

Watch Fire. Burns at the gate from dusk to dawn. Snuffed, the alarm has been given.

Locations

Common room. Stove, table, benches. Weapons rack: spears and shields.

Cell. One iron-barred cell.


WATCH HALL

Medium Military building


The Watch's local station. Barracks, armory, and cells.

Creatures

Steward. Cleaning and upkeep for the Watch. [1x Commoner]

Features

Security. Locked doors and windows (DC 15). Two Guards on duty at the entrance at all hours (see Watch). Alarm bell in the courtyard; when rung, watchmen in the building come in 1d4 rounds.

Watch Fire. Burns in the courtyard from dusk to dawn. Snuffed, the alarm has been given.

Locations

Common room. Hearth, tables, benches. Off-duty watchmen rest and eat here.

Barracks. Bunks and footlockers for 20.

Armory. Spears, chain shirts, and shields. Locked; Captain and steward hold keys.

Cells. Four iron-barred cells, two prisoners each. Straw, chamber pot.

Captain's office. Desk, ledger, duty roster, keys to armory and cells.

Records room. Shelves of ledgers: patrol reports, arrests, correspondence with rulers, current and past investigations.

Kitchen and pantry. Meat, bread, ale for shifts.

Courtyard. Open area. Watch bell in the center. Muster point for patrols; prisoners led in through here.


WATCH HEADQUARTERS

Large Military building


Headquarters of the city Watch. Multi-storied and central.

Creatures

Steward. Cleaning and upkeep for the Watch. [1x Commoner]

Features

Security. Locked doors and windows (DC 15). Four Guards on duty at the entrance at all hours (see Watch). Alarm bell in the courtyard; when rung, watchmen in the building come in 1d6 rounds.

Watch Fire. Burns in the courtyard from dusk to dawn. Snuffed, the alarm has been given.

Locations

Briefing hall. Large room. Wall map of the city, benches.

Records vault. Iron-bound door (DC 20). Shelves of ledgers: cases, arrests, correspondence with rulers.

Armory. Spears, chain shirts, shields. Locked; Commander and steward hold keys.

Cells. Eight iron-barred cells, two prisoners each.

Commander's office. Desk, ledger, duty roster, keys to armory and cells.

Captains' meeting room. Long table, benches, wall of maps.

Common room. Hearth, tables, benches.

Barracks. Bunks and footlockers for 10.

Kitchen and pantry. Meat, bread, ale for shifts.

Stables. Six stalls. Space for the Commander's horse, courier mounts, and any mounted patrol the city fields.

Courtyard. Watch bell in the center. Muster point.