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Kill the PCs! Kill them! Kill them! Kiiiiiiil Theeeeeeeem!
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<blockquote data-quote="s/LaSH" data-source="post: 341804" data-attributes="member: 6929"><p>Allow me to steal one of my posts from the Thousand Ways To Freak Out Your Players thread, and suggest actually using worgs as intelligent adversaries. To summarise my ideas:</p><p></p><p>Worgs have brains at least on a par with Wile E. Coyote. They have high physical strength. With a little effort, they can create simple woodland traps such as falling trees, pit traps, and rolling rocks. More complex traps are a little difficult.</p><p></p><p>Worgs can speak. Even if they don't know Common, they still might know one word: "Help!" Makes for a wonderful lure right into the ten-foot pit with the spikes in the bottom.</p><p></p><p>If the worgs get away with it, they'll amass loot. What do we do with loot? Sell it to an Assassin's guild, of course. In return, you get acid, poisons, specially-made crossbows that a worg can use etc...</p><p></p><p>Finally, if the worgs are allied to the assassins, the assassins take care of the worgs when they're in town. "Yes, it's my guard dog. No, he wasn't listening to your plans. He's just a dog."</p><p></p><p>And here's an auxillary idea: Worg crossbows. Made especially by the Assassin's Guild, a worg crossbow is a special mechanism that allows creatures without thumbs to use a missile weapon. It holds the crossbow slightly off the ground, and is steadied with one paw on a crosspiece; the other paw operates a pair of pedals. One cocks the crossbow quickly and smoothly (the worg can then drop a quarrel into the crossbow with its jaws). The other releases the trigger. It's a clumsy arrangement, so I'd suggest doubling the weight and cost of a heavy crossbow, taking two rounds to even set up (another 2 rounds to load each quarrel), and applying a -2 penalty to all attack rolls... but NOBODY expects worgs with crossbows.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 341804, member: 6929"] Allow me to steal one of my posts from the Thousand Ways To Freak Out Your Players thread, and suggest actually using worgs as intelligent adversaries. To summarise my ideas: Worgs have brains at least on a par with Wile E. Coyote. They have high physical strength. With a little effort, they can create simple woodland traps such as falling trees, pit traps, and rolling rocks. More complex traps are a little difficult. Worgs can speak. Even if they don't know Common, they still might know one word: "Help!" Makes for a wonderful lure right into the ten-foot pit with the spikes in the bottom. If the worgs get away with it, they'll amass loot. What do we do with loot? Sell it to an Assassin's guild, of course. In return, you get acid, poisons, specially-made crossbows that a worg can use etc... Finally, if the worgs are allied to the assassins, the assassins take care of the worgs when they're in town. "Yes, it's my guard dog. No, he wasn't listening to your plans. He's just a dog." And here's an auxillary idea: Worg crossbows. Made especially by the Assassin's Guild, a worg crossbow is a special mechanism that allows creatures without thumbs to use a missile weapon. It holds the crossbow slightly off the ground, and is steadied with one paw on a crosspiece; the other paw operates a pair of pedals. One cocks the crossbow quickly and smoothly (the worg can then drop a quarrel into the crossbow with its jaws). The other releases the trigger. It's a clumsy arrangement, so I'd suggest doubling the weight and cost of a heavy crossbow, taking two rounds to even set up (another 2 rounds to load each quarrel), and applying a -2 penalty to all attack rolls... but NOBODY expects worgs with crossbows. [/QUOTE]
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