Silent Strike

Category: Fate's Gauntlet

Assassin’s Guild – Fate’s Gauntlet

©Geoffrey Schumann. Not for resale. Permission is granted to print this document for personal use only.

 

Act I: The Gathering Shadows

Scene 1: The Quiet Chambers of House Dwallow-Ghyrnathop

Setting: A dimly lit room filled with maps and various weapons. Shadows dance on the walls from flickering candles.
Characters: The Master of Shadows (leader of the guild), Novice Assassin (the protagonist), Veteran Assassins

Dialogue and Action:

Master of Shadows: “Tonight, you will undergo the Silent Strike—a trial to test your stealth and precision. Your target resides in the Iron Keep, a fortress bristling with guards.”

Novice Assassin: (acknowledgement from the character to their Master that they are ready).

Veteran Assassin: “Remember, young one, the shadows are both your cloak and your dagger. Fail to move silently, and the clang of the alarm will be your end.”

Master of Shadows: “Succeed, and you will enhance your skills in stealth and critical strikes. Failure, however, will decrease your stealth, leaving you vulnerable in future missions. Withdrawing is an option but know it will stain your honor among us.”

GM: This is where your Novice Assassin nods solemnly, gathering dark cloaks and weapons, preparing for the trial.

Scene 2: Preparation

Setting: A small room filled with various stealth equipment and potions.

Characters: Novice Assassin, Equipment Master

Dialogue and Action:

Equipment Master: “Choose your tools wisely. Silence and speed are your allies tonight.”

Novice Assassin: GM: this is where you get  the character to confirm their weapons: Example: “the blackthorn darts and the cloak of night, and some smoke bombs, just in case.”

The Equipment Master nods approvingly as the Novice Assassin meticulously prepares the gear.

 

 

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Act II: The Silent Strike

Scene 1: The Iron Keep

Setting: The heavily guarded fortress at night. Guards patrol the walls and grounds. A lavish party is visible through the windows.

Characters: Novice Assassin, Guards, Target

Dialogue and Action:

The Novice Assassin uses the shadows to navigate the grounds, avoiding guards and utilizing the environment to remain unseen.

At one point, a guard nearly spots the Novice Assassin, but a well-timed distraction with a thrown pebble shifts the guard’s attention.

The Novice Assassin reaches the target’s room, finding the target alone. With a swift and silent strike, the target is eliminated without an alarm.

Scene 2: Escape

As the Novice Assassin retraces the steps, a sudden clatter from a dropped weapon draws the attention of a nearby guard.

A tense moment ensues. The Novice Assassin must decide whether to use a smoke bomb to escape or try to silently take down the guard.

 

 

 

 

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Act III: Return to Shadows

Scene 1: The Aftermath

Setting: Back in the Quiet Chambers of House Dwallow-Ghyrnathop.

Characters: Master of Shadows, Novice Assassin, Veteran Assassins

Dialogue and Action:

Master of Shadows: “You have returned. Speak, how did the shadows embrace you?”

Novice Assassin: GM: this is where your player in role-play recants their mission. Example: “The target is silenced, and I evaded detection, though the escape was nearly compromised.”

Master of Shadows: “A close call, but you handled it with the precision we expect from our kin. Your skills in stealth and critical strikes shall be enhanced as promised.”

The Novice Assassin is congratulated by the fellow assassins and feels a sense of pride and belonging.

Scene 2: Reflection and Resolve

Setting: Novice Assassin’s personal quarters.

Characters: Novice Assassin

Dialogue and Action:

The Novice Assassin reflects on the night’s events, practicing moves and contemplating the next steps on the journey to becoming a master assassin.

Novice Assassin: “The path of the shadow is mine to walk. The Silent Strike was but the first step.”

 

 

 

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GM’s Tips:

Act I: The Gathering Shadows

Character Preparation and Dialogue: Use a d20 (twenty-sided die) for skill checks related to gathering information, persuasion, or other preparatory actions involving other characters (like convincing the Equipment Master to provide special gear).

Stealth and Equipment Choice: Dice like d6s (six-sided) or d8s (eight-sided) can be used for determining the effectiveness or availability of specific items or potions. For example, roll a d6 to see how many smoke bombs are available.

Act II: The Silent Strike

Stealth and Movement: Use a d20 for Stealth checks to navigate through the heavily guarded area without being detected. Adjust the difficulty based on the environment and guard awareness.

Combat Encounters: Use a combination of d20 for attack rolls and d6 or d8 for damage rolls, depending on the weapon or method used for the assassination. Critical strikes could involve rolling multiple dice for damage calculation, or modifiers based on player skills.

Critical Decisions (like using a smoke bomb): A d20 could also be used to determine the success of quick decision-making actions, such as using a smoke bomb effectively to evade detection after a mishap.

Act III: Return to Shadows

Reporting and Evaluation: A d20 can be used for Deception or Persuasion checks if the Novice Assassin needs to elaborate or cover up aspects of the mission during the debrief with the Master of Shadows.

Skill Enhancement and Consequences: Dice rolls might determine the extent of skill enhancements or penalties. For example, rolling a d10 to determine the percentage increase in stealth capability or a decrease due to mission failures.

Additional Mechanisms:

Withdrawal Decision: In scenarios where withdrawal is an option, a combination of dice (like a d20 for the decision impact and a d10 to measure the reputation effect) can determine the long-term effects on the character’s standing within the guild.

Random Encounters or Complications: A d12 or d20 can be used to introduce random elements or complications during the mission, adding unpredictability and challenge to the game.

 

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