Officers
Archer Sentry (Creature 2), Barrister (Creature -1), Captain of the Guard (Creature 6), Executioner (Creature 6), Guard (Creature 1), Jailer (Creature 3),…
Members
Archer Sentry (Creature 2), Barrister (Creature -1), Captain of the Guard (Creature 6), Executioner (Creature 6), Guard (Creature 1), Jailer (Creature 3), Watch Officer (Creature 3)
If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.
If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force.