GUARD REACTIONS
Use the following tables each time the party has a run-in
with the Flaming Fist or the Watch and you're not sure
how the encounter should play out. Such interactions oc-
cur often at the city's gates. Roll on the Gate Interactions
table if you want to randomly determine the experience
characters have as they attempt to pass through a gate.
If someone calls the Flaming Fist or the Watch, refer-
ence the Guard Arrival Times table (page 162) to see
how long it takes for the authorities to show up. Then,
roll on the Flaming Fist Reactions or Watch Reactions
table as appropriate to determine how the guards be-
have when they arrive.
GATE INTERACTIONS
d8 Interaction
The guards thoroughly search packs and vehicles,
questioning everything and everyone.
2 The guards force a line of travelers to wait for 6dl0
minutes for no clear reason.
3 The guards refuse to admit anyone with animals,
unusual weapons, or obvious magic items.
4 The guards don't let anyone through the gate. Those
wishing to enter or leave must wait until the gate re-
opens or try another gate.
S The guards focus their attention on a suspicious
traveler and wave a bunch of other people through
without searching them or their belongings.
6 The guards clear the gate swiftly to let a patriar's
litter pass through.
7 The guards skip the search if a traveler pays l gp for
"express gate" service.
8 The guards wave travelers through without a second
look.
FLAMING FIST REACTIONS
d8 Reaction
The guards demand that everyone drop to the
ground, bludgeoning those who don't comply
immediately. After searching everyone for money,
contraband, or other valuable items, they confiscate
whatever they find before letting everyone go.
2 Exasperated, the guards just want everyone to
disperse immediately.
3 The guards already have l d6 thugs with them from
a prior arrest and don't want to deal with another
problem.
4 The guards make arrests, but are called away mid
process and let everyone go.
S The guards merely walk by, as they're already escort-
ing a patriar (noble).
6 The guards start a bribe bidding war to decide who
gets arrested and who goes free.
7 An officer arrives with the group, insuring that any
arrests are conducted by the book.
8 The guards are spoiling for a fight and attack anyone
who looks like they might be guilty.
WATCH REACTIONS
d8 Reaction
The guards immediately arrest the poorest looking
person involved and lock them in jail for 24 hours
before letting them go.
2 The guards break up the situation, dispersing every·
one without making any arrests.
3 The guards confiscate all weapons but make no
arrests.
4 The guards watch circumstances unfold but take no
action that might endanger themselves.
5 The guards have clearly been bought off by the rich-
est person involved and do whatever it takes to help
that person.
6 Believing themselves to be ill-equipped to handle the
situation, the guards race away to get the Flaming
Fist. (Roll on the Guard Arrival Times table to deter-
mine how long it takes for the Flaming Fist to arrive,
and roll on the Flaming Fist Reactions table to deter-
mine how they behave.)
7 The guards try to bludgeon anyone not wearing
jewelry, but make no arrests.
8 The guards arrest anyone who can't pay a 5 gp bribe.
L AW AND OR D E R
Everyone in Baldur's Gate is expected to hew to com-
mon law. Murder, theft, assault, blackmail, and fraud
all carry severe penalties. Patriars, the wealthy, and
the we!J-connected are given much more leniency than
commoners. A noble heir who steals from a shop might
get away with a fine paid by a parent, whereas a com-
moner committing the same crime may be jailed or
publicly flogged.
Both the Watch and the Flaming Fist have the right
to dispense immediate justice, should they witness a
crime in progress. In unclear situations, or when a per-
son of influence is involved, the accused is jailed until a
trial can be set. Patriars and other powerful individuals
are usually placed under house arrest, except in dire
circumstances. Commoners await their trial in jail. On
occasion, a vigilante or hired mercenar y will break an
accused commoner out of prison in order to ensure the
accused's safety until the trial date.
Minor crimes, such as creating a public disturbance,
petty theft, or vandalism carry commensurate punish-
ments. Time in the stocks, public humiliation, or a fine
are the usual judgments. Some patriar families consider
petty crimes to be worse than major ones-they are a
sign that one can't manage one's baser instincts. Pa-
triars have been known to pay huge bribes or promise
outsized favors to protect a rebellious heir from being
charged with a minor crime.
Lawyers must belong to the Barrister's Guild to
practice, and the associated fees means they prefer to
represent wealthy clients. Poorer citizens often must
throw themselves on the mercy of the courts, or scrape
together what coin they can to hire an adventurer or
mercenary to find evidence to support their plea.
BALDUR'S GATE GAZETTEER