Saturday, September 5, 2009

Assassin of Impiltur, Part 1

When WotC released the Assassin preview at GenCon, it was only a matter of minutes before William, one of the players in the weekly Saturday morning D&D game that I DM, stated that he would like to run an Assassin in the new campaign that I was about to start up in the Forgotten Realms. Being the open-minded DM that I aspire to be, I, of course, said “I would love to have an assassin in game!”  So William took it upon himself and converted the 11th level Halfling Assassin preview that WotC handed out into a 1st level Changeling Assassin PC named “Kit”. After seeing Kit in action in our weekly Realms game set in Impiltur, I thought that I would write up a review to share with everyone else who might be interested in running a game with Assassin PC’s or playing an Assassin themself.

Assassin


The Assassin is a Shadow Striker, and the striker's extra damage comes from his class feature, Assassin’s Shroud, an at-will power, that lets the Assassin, as a free action, study his foe in a close burst 10 and attack them with his shroud.  Now, if the target already has a shroud on it, the assassin can add an another shroud to it, to a maximum of 4. When the Assassin attacks that target, he can expend all of his shrouds on it or none at all.  Moreover, if the Assassin opts to use the shroud, then he will deal 1d6 damage per shroud it placed on the target if the attack hits, and 1d6 per shroud with the subtraction of one shroud if he misses. Therefore, the Assassin can stalk around attacking other foes while building a shroud up on one enemy, and can keep building up to do the maximum of 4 d6 damage. However, if the Assassin uses his shroud on another target or the target marked with shroud dies before the Assassin gets to use them, all other shrouds disappear. Assassin’s Shroud is not a “mark” and does not effect any mark that may be in place on the target.

Here is the list of at-will (Assassin) powers that Kit has:


    • Assassin'S Shroud
    • Assassin Class Feature 1
    • An invisible shroud settles on your for. At your command the shroud reveals the target's weak points to your keen gaze.
    • At-Will • Shadow
    • Special: You can use this power only on your turn and only once per turn.
    • Effect: You subject the target to your Assassin's Shroud. If any of your shrouds are already on the target, you subject it to an additional shroud up to a maximum of four. The shroud last until you use this power against a different enemy or until the end of the encounter.

      Before you make an attack roll against the target you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. The damage roll never benefits from bonus damage.

      Level 11: 1d6 + 3 damage per shroud

      Level 21: 1d6 + 6 damage per shroud
    • Created with DungeonMastering.com's DM Tools

    • Shadow Step
    • Assassin Class Feature 1
    • You vanish into the shadow energy around one creature and then step out of it near another creature.
    • At-Will •
    • Move Atction
    • Requirement: You must be adjacent to a creature.
    • Effect: You teleport 3 squares to a square adjacent to a different creature.

      Level 11: teleport 4 squares

      Level 21: teleport 4 squares
    • Created with DungeonMastering.com's DM Tools

    • Executioner's Noose
    • Assassin At-Will 1
    • You gather shadows into the form of a noose, cast it around your foe's neck, and pull.
    • At-Will • Force, Implement, Shadow
    • Standard Action
    • Ranged 5
    • Target: One Creature
    • Attack: Dex vs. Fort
    • Hit: 1d6 + dex force damage, and you pull the target 2 squares.
    • Effect: The target is slowed until the end of your next turn.
    • Created with DungeonMastering.com's DM Tools

    • Shadow Storm
    • Assassin At-Will 1
    • Your tie to the Shadowfell calls on the living shadow around your foe, causing them to claw at it as you make your attack.
    • At-Will • Shadow, Weapon
    • Standard Action
    • Melee 1
    • Target: One Creature
    • Attack: Dex vs. AC
    • Hit: 1[W] + Dex damage, plus 1 for each creature adjacent to the target
    • Created with DungeonMastering.com's DM Tools


Assassin of Impiltur, Part 2 will have the list of encounter and daily (Assassin) powers that Kit has.

Of course, the full Assassin player character write-up will be released in next month's DDI Character Builder update at D&D Insider.

But this post is for those of us without patience.

Until next time, have fun and keep the dice rolling!

Friday, September 4, 2009

Player Handouts and Props

Let your creative juices flow when creating handouts for your players and props for your game.  In a recent game I DM’ed, the players intercepted a scroll that was originally intended for them.  The bearer of the scroll had attempted to burn it, but the players were able to put out the flame.  I handed to my player a cursive-written (well, cursive font) scroll with the right inch or so burned off (please be careful when using flames and fire).  I used the ribbon and beads from my wife’s old bookmark to tie up the scroll.  The party seemed pretty impressed with the prop, and it took less than 10 minutes to prepare.

Here is a list of other handouts or props I have used or may use:

  • Old maps - You can make a map look old either by buying paper that looks old, or soaking the paper in coffee then letting it dry.  Burning the edges may also help.
  • Gold pieces - I have seen poker chips spray-painted gold used before.  Use these as treasure or as the gold pieces in Three Dragon Ante.
  • Tavern/Inn menu - My players in New Sarshel visited The Griffon’s Roost, and upon being seated by the waitress, they were given a menu (see below).
Photobucket
  • Foreign/old currency - Use these as gold or silver pieces.
  • Old bottles - It might sound cheesy, but wait til you see your player’s face when they open it and there is a letter or a potion inside.
  • Old jewelry - Your player can really wear that amulet.  Ask your Grandma or head to a local antique shop.
  • Treasure cards - I used a Magic the Gathering card set maker/editor (http://magicseteditor.sourceforge.net) to make treasure cards - different coin values and amounts, gems, jewels, magic items, etc. to give to the players as they find treasure, to give them a visual and to help them keep track of their loot (see below). 
Photobucket

What player handouts and props have you used?  What have you, as a player, received or seen?  We would love to hear about how you are making your game more exciting and fun to play!

Until next time, have fun and keep the dice rolling!

Thursday, September 3, 2009

Rules for Drunken D&D That Rule!

Disclaimer: Do not drink and drive.  Always designate a sober driver.  Do not drink if you are not of legal age.  As always, drink responsibly


What you need to play:
Beer
Liquor (if your party enjoys it)
Players
DM
Dice


Rules of the game:
Whenever a PC or DM rolls a natural 1 on a d12 or d20, they must take one sip.
Whenever a PC is immobilized/stunned/dazed/knocked prone, they must take a sip.
Whenever a PC or DM rolls a natural 20, they must take a shot or chug a beer.
Whenever a PC or DM gets up from the table, they must take a sip.
Whenever a PC or DM’s phone goes off, they must take a sip.
Whenever a PC or DM has to crack open a core rulebook, take a sip.
Whenever a PC bloodies a monster, the DM takes a sip.
Whenever a PC kills a monster, the DM takes 2 sips.
Whenever a PC becomes bloodied, they must take a sip.
Whenever a PC becomes unconscious, they must drink half a beer or shot.
Whenever a PC dies, they must chug one beer or drink one shot.
Whenever a PC spends a healing surge, they give one sip to anyone at the table.
Whenever a PC uses an encounter power, they must take a sip.
Whenever a PC spends an action point, they must take 2 sips.
Whenever a PC uses a daily power, they must take 3 sips.
Whenever a PC misses, they must take a drink UNLESS an effect still goes off when they miss, in that case, they give a drink to anyone at the table.


Special Rules

A PC can use a standard action to perform one of the following buffs:
  •     Chug an ice cold drink and earn +5 cold resist until the end of the encounter
  •     Take a shot without a chaser and earn +5 fire resist until the end of the encounter
Whenever a PC uses any of the following skills, they must take a drink.
  •     Bluff
  •     Diplomacy
  •     Intimidate
If the player is playing a Dwarf, all drinks are x2.

The DM can hide “sips” with treasure, so whoever finds the treasure has to take the sips.

A player can choose not to take a sip when required. When that happens, the player grants combat advantage (or +2 bonus to the opponent’s next d20 roll) until the end of his/her next turn.

For the original Drunken D&D Rules, click below.



Until next time, have fun and keep the dice rolling!