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Assassin's Home Precautions
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<blockquote data-quote="satori01" data-source="post: 1365260" data-attributes="member: 7859"><p><span style="color: #cfcfcf">An antimagic field inside the house seems a good way to go. This eleminates the scrying, telportation danger, the supernatural abillities of monks and monsters, and renders combatants magic items powerless. In short the perfect environment for a cunning man of skill and stealth.</span></p><p> </p><p><span style="color: #cfcfcf">A labyritine house,(say something akin to the Winchester House), can be very effective for confusing adversaries. Disoreinting stair ways, identical rooms on different floors or corridors,(and to confound scrying as well if the anti magic field is removed,), rooms with fake doors and tromp de l'oeil (fool the eye), style decour,(dim light, with painted or fake doors, chests, chairs, so on and so forth).</span></p><p> </p><p><span style="color: #cfcfcf">Small secret crawlspaces, and doors are a must, your Assassin should be able to observe, and quickly emerge and strike a target, and then fade back into the walls.</span></p><p> </p><p><span style="color: #cfcfcf">I would like other poster use posion as well on various objects and weapons. If you use Magical posions in your campaign, I could see having posions that bestow curses, cause the character to stink to faciliate scent tracking, or posion that leaves a pyschic trail that would make it easier for the assassion,(or his proxies) to scry in return.</span></p><p> </p><p><span style="color: #cfcfcf">Beyond being a cool effect,(the players only become aware of magical effects of the posion only after they leave the antimagic field), it also a great way for the assassin to confound and control the party's actions.</span></p><p> </p><p><span style="color: #cfcfcf">If someone is inflicted w/ devil chills, and say only 2 temples can remove the magical disease, then the assassin has a good chance of knowing where to strike his revenge, assuming he or she survives his house.</span></p></blockquote><p></p>
[QUOTE="satori01, post: 1365260, member: 7859"] [color=#cfcfcf]An antimagic field inside the house seems a good way to go. This eleminates the scrying, telportation danger, the supernatural abillities of monks and monsters, and renders combatants magic items powerless. In short the perfect environment for a cunning man of skill and stealth.[/color] [color=#cfcfcf]A labyritine house,(say something akin to the Winchester House), can be very effective for confusing adversaries. Disoreinting stair ways, identical rooms on different floors or corridors,(and to confound scrying as well if the anti magic field is removed,), rooms with fake doors and tromp de l'oeil (fool the eye), style decour,(dim light, with painted or fake doors, chests, chairs, so on and so forth).[/color] [color=#cfcfcf]Small secret crawlspaces, and doors are a must, your Assassin should be able to observe, and quickly emerge and strike a target, and then fade back into the walls.[/color] [color=#cfcfcf]I would like other poster use posion as well on various objects and weapons. If you use Magical posions in your campaign, I could see having posions that bestow curses, cause the character to stink to faciliate scent tracking, or posion that leaves a pyschic trail that would make it easier for the assassion,(or his proxies) to scry in return.[/color] [color=#cfcfcf]Beyond being a cool effect,(the players only become aware of magical effects of the posion only after they leave the antimagic field), it also a great way for the assassin to confound and control the party's actions.[/color] [color=#cfcfcf]If someone is inflicted w/ devil chills, and say only 2 temples can remove the magical disease, then the assassin has a good chance of knowing where to strike his revenge, assuming he or she survives his house.[/color] [/QUOTE]
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