The Sentinels of Wisdom
Anyone who becomes familiar with the city's street life may eventually encounter members of a group that calls itself the Sentinels of Wisdom. The Sentinels have proclaimed themselves the guardians of common sense, moral order, and sensible public policy. In fact, the Sentinels are a group of club-wielding thugs determined to squash all public discourse. They also seek to create enough fear and chaos so that they can eventually overthrow the government. They do so by seizing on whatever topic seems current at the time and taking an extreme position on the matter. Gangs of Sentinels roam the streets, usually at night, and question passersby about the topic of the day. If they don't get an answer they like, they pound their victim senseless.
The local temple of Erythnul is behind the Sentinels of Wisdom. So far the Sentinels have generated enough mayhem and confusion to satisfy the clerics at the temple.
While the Sentinels may confront the PCs, they're generally too chicken-hearted to harass an armed group. More likely than not, the PCs may come upon the Sentinels when they're "debating" with some citizen. The Sentinels also delight in random acts of vandalism (which they them blame on "degenerate" elements in the city). To date, nobody realizes that the Sentinels are behind the damage. If the PCs witness the destruction, the Sentinels do their best to kill the PCs.
The Sentinels of Wisdom dress in dark-colored academic robes that are loose and flowing enough the cover their studded leather armor, morningstars, and other equipment. They also carry quarterstaffs that they generally use as walking sticks.
Sentinels of Wisdom: Male and female human warrior 2/cleric 2; CR 3; Medium humanoid; HD 4d8+4; hp 22; Init +4; Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +3; Grp +9; Atk or Full Atk +7 melee (1d8+3, masterwork morningstar) or +5 melee (or 1d6+3, quarterstaff) or +3 ranged (1d6, sling); SA rebuke undead 4/day (+1, 2d6+2, 4th); AL CE; SV Fort +7, Ref +0, Will +6; Str 15, Dex 10, Con 13, Int 10, Wis 16, Cha 12.
Skills and Feats: Bluff +6, Climb +7, Concentration +3, Disguise +3, Intimidate +8, Jump +3, Sense Motive +4; Improved Initiative, Persuasive, Weapon Focus (morningstar).
Cleric Spells Prepared (caster level 4th): 0 -- cure minor wounds, detect magic, guidance, virtue; 1st -- cause fear (2, DC 14), disguise self*, shield of faith.
*: Domain spell. Deity: Erythnul. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Disguise, Hide are class skills).
Possessions: Masterwork studded leather armor, masterwork morningstar, quarterstaff, sling with 50 bullets, cloak of resistance +1, 3 scrolls of cure light wounds, scroll of magic weapon, pearl of power (1st-level spell).
Bringing the Parts Together
The Sentinels of Wisdom might appear in conjunction with Part One, when they menace the ogre Oyin. The Sentinels accuse the ogre of being a menace to the public (they should talk). The Sentinels may also make an appearance to denounce Madame Phadra (see Part 4); they're right to do so, but for the wrong reasons. A street collapse (see Part 5) might occur inconveniently near a hidden temple of Erythnul, and the characters might encounter a group of them who are on hand to discourage anyone from examining the sinkhole too closely.
Coming in Part 3 of City Scenes
A silent, but deadly, killer stalks its prey. It follows its chosen target into the target's own home!
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