There are two things they’ll need to do to enter Fork through the front gates: wait in line, and dispose of their arms. It generally takes one to three hours to enter Fork during the day (d3 hours), and 20 to 70 minutes to enter at night (d6+1 times ten minutes).
Arms in Fork
Weapons and armor are not allowed in Fork. See elsewhere for Fork’s weapons laws. Guards will not let any weapons through—if they see them.
Any suspicious activity will result in an individual or group being pulled aside for a search. For that matter, any unrecognized individual who looks like they have a lot of money but don’t tip well are also likely to get pulled aside for a search. Because of this, nobility or merchants laden with merchandise offering a bribe isn’t necessarily considered a sign that the individual is trying to sneak something past the gate.
The normal means of bringing weapons into Fork is to send it ahead of time to your lodging. Each place of lodging has licensed bondsmen who are allowed to bring weapons in and store them until you leave. Some places will keep their bondsmen outside the gates and use them as advertising: they’ll take your weapons and a reservation for a small fee.
Higher-class establishments require that you arrange for weapons storage with them ahead of time. Nobles send their servants ahead to ensure that a bondsman for their choice of lodging is waiting when they arrive.
Scams abound in Fork, and this is one of the first: some thieves will pretend to be bondsmen for a place of lodging, take your fee and your arms, and never return. A thief with a stolen bond license can often keep up the charade for half of a day or more, handing off weapons and fees to an accomplice. Most, however, carry forged licenses, and will only attempt to scam someone who looks confused or new to the area.
Carrying weapons anyway
Many people in Fork continue to carry weapons anyway, usually small knives, short swords, or rapiers. When caught without a license, a small bribe usually allows them to avoid arrest. If it doesn’t, a somewhat larger bribe will allow them to avoid conviction.
For those who are connected and wish to avoid any sort of legal sanction, ceremonial bodyguard service can be purchased from any member of the official guilds. Guildmembers must pay their bodyguards for this service according to a standard minimum rate. However, they are allowed to deduct certain incidentals and expenses, and these deductions often exceed the minimum payment rate.
Meril may offer to “hire” the non-noble characters as his bodyguards—he has a legitimate worry now that his brother’s gone—and pay for their bodyguard license. The license will allow them to carry up to a short sword, and wear up to banded leather.
Neither bows nor crossbows are allowed—even to bodyguards. Slings, while also illegal, are somewhat easily disguised and commonly carried. Some also carry hand crossbows, very small crossbows quickly wielded:
Weapon | Damage | Fire Actions | Range | Hands | Bulk | Cost | Usage |
---|---|---|---|---|---|---|---|
Hand crossbow | d3 | 1 | 3 | 1 | 3 | 5 | Simple |
Hand bolt | .1 | .2 |
Wall guards
Fork’s guards are armed with long swords, spears, daggers, and crossbows when at their station. When not on duty they’ll be armed with long swords or short swords, and daggers.
They also wear banded leather armor on duty, and have access to helmets and shields if they need them at their stations. Those at the gates will not wear helmets, but many on duty on the wall will.
Captains of the guard will be armed and armored similarly, but will always wear helmets, as these are their badge of rank.
Guards: (Warrior: 2; Survival: 11+d10; Move: 10; Attack: by weapon; Damage: weapon+1; Defense: 2-4)
Captains: (Warrior: 3-4; Survival: 13+1d10 or 13+2d10; Move: 10; Attack: by weapon; Damage: weapon+1; Defense: 3-4)
Wall guards are chosen for their burliness, so their strength and endurance will usually be above average (this is reflected in the guidelines above).
Bribes to avoid being searched, assuming no suspicions are raised, require a simple charisma roll and run about a shilling, and up to four shillings if the merchant is bringing in a lot of merchandise or the noble appears rich.
Sample Guards
George Breller, 5’11”, prefers to push people through quickly. He’s annoyed by questions that need an answer (he doesn’t mind the standard “how are you doing” sort of question that doesn’t require a response). He hates it when people give him a reason to search them, and is likely to become abusive at that point.
Bruce Godela, 6’1”, likes to look through small bags and pocket trinkets he thinks won’t be missed until later. He also enjoys talking with people while he’s searching their belongings. He is especially annoyed by people who bring their entire families into town, though he enjoys scaring the kids.
Brandon Miller, 6’, dislikes people with Celtic names. He enjoys building relationships with gambling house personnel, and will drop names of people he knows if he wants to start a conversation with someone. He will usually let gambling house personnel or influential gamblers through without a search even if he suspects they’re carrying contraband. He will expect (and generally receive) favors in return.
Other Entrances
The gates to Fork never close. Sometimes people may wish to enter other than the main gates, however. There are several entrances to Fork other than the normal entrance.
Climb the wall
Generally not a good idea in broad daylight, it is possible to climb the wall unnoticed in the dark, if one has skill.
The difficulty for trying to climb the wall unnoticed by the guards is 5 at night, and 10 in the day. Guards will fire crossbows at anyone they see climbing the walls. At any time, 2d6 guards will be in crossbow range of any point on the wall. Guards will also call other guards. The first call will bring 2d20 guards. The second call, if necessary, will bring another 20+d20 guards.
Enter the Westside
The riverboat glides beneath the wide stone arches of the Fork wall, bringing you into a cramped and bustling city. The roads astride the river are filled with jostling carriages and overloaded carts; barges load and unload their wares on the docks.
The Fawn River Road gates on the Westside are faster and the guards more easily bribed. The bridge across Stag River is guarded in the same manner as the main gates, but there is a toll gate crossing the river as well. The silvergate charges two shillings per person and four shillings per cart to cross. The gate is otherwise guarded in the same manner as the other gates and has the same restrictions. It takes 2d20 minutes to enter during the silvergate the day and 1d12 minutes to enter at night.
Ride the River
Fawn River passes beneath the walls. Guards patrol the docks on both sides, and pay more attention to the east side of the river. There is a faster version of the gate search on the bridge over the river from Westside to Fork proper, and there are Wall guards at the exit from the docks as well.
Guards do watch incoming boats at the river gates from arches above the river, but cannot stop anyone. They may fire crossbows at obvious criminals, or call out warnings (or send messengers up the chain of command) when they see something suspicious.
In Fork, it takes a lot to look suspicious, especially on the Westside.
At the north river gate, there will be 8+2d6 ready guards stationed on the walls above the gates at any time. At the south river gate, there will be 6+d6 guards stationed and ready at any time.
The Guild Gates
There is a smaller pair of gates on the southside leading to Meadow Road. These gates are always closed. Entrance there requires a pass. The guards are empowered to refuse passes from anyone they deem suspicious. Anyone with a pass who looks like a guildmember of some kind will be unlikely to raise suspicion.