
Re: Sleight of Hand (Unfinished)
Well, clearly I do need to re-write that section, because that's not what I'm going for at all.

The first group are town guards. They're doing their job, happening upon a crime scene -- very routine stuff. They don't give the party any particular reason to attack them but to be blunt, they're also expendable. If the Avatars decide to hack them to bits, it really won't matter in the grand scheme -- though it might affect the Avatar's Repute, I suppose. They are largely a juxtaposition with the second group of warriors. What matters is the comparison of the two in the player's minds.
The first group is not affiliated with the second group at all, and indeed defer to them out of fear and resignation more than anything else. It is hoped their reaction will prompt the players not to do anything particularly foolish! This second group are meant to come swooping in and contain the scene almost immediately with the obvious display of presumedly unassailable might.
I suppose a reckless party might attack them too...but it should be apparent in the way they are described and the response from the other NACs that the party won't have much luck with that approach. Perhaps some noises/movement on nearby rooftops to suggest crossbowmen at the ready, as well, to emphasis the point.
I do need to modify that passage so it's clearer, but I'm not really planning on providing for every contingency. The individual LM will have to work out some sort of Plan B to hook the Avatars into the plot, should their bluff be called. Extortion is one method...they are the primary suspects in a murder investigation, after all.