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One Thousand Ways to Freak Out Your Players
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<blockquote data-quote="s/LaSH" data-source="post: 337866" data-attributes="member: 6929"><p>750b: Unlikely allies</p><p></p><p>What do the worgs do with people they catch in their traps? Well, they eat them of course. But what do they do with their treasure, equipment etc?</p><p></p><p>Make an alliance with a local Assassins Guild. The worgs go into town (!) every few weeks dragging a bag filled with loot. The assassins trade them a bunch of acid, contact poison, rope, crossbows... everything a trap-maker needs. If a worg is spotted in town, a guild member just pretends the worg is their dog... better yet, their seeing eye dog. People never hassle the poor blind man.</p><p></p><p>This affords the worgs an opportunity to spy on PCs with impunity. If they're making plans in the tavern, a blind man walks in with a large dog who listens to everything they're saying. If they're walking down the street, there's a large, wolf-like dog standing in an alley. If they're camping in the fields, there's a canine stalking around just outside the circle of firelight. The worgs know everything about the PCs, and never let themselves get caught. This justifies the DM asking for ridiculously difficult spot checks every five minutes... and all you say if they succeed is, "You see a large dog running down the street."</p><p></p><p>The eventual outcome: "We're walking through the woods and Tordek suddenly falls in a ten-foot-deep pit of acid? What the hell? And why didn't those mysterious dogs set off the trap?"</p><p></p><p></p><p>You'd think it would be easier to spot an evil, intelligent wolf on High Street. Sadly, dogs are very common in any medieval mileu.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 337866, member: 6929"] 750b: Unlikely allies What do the worgs do with people they catch in their traps? Well, they eat them of course. But what do they do with their treasure, equipment etc? Make an alliance with a local Assassins Guild. The worgs go into town (!) every few weeks dragging a bag filled with loot. The assassins trade them a bunch of acid, contact poison, rope, crossbows... everything a trap-maker needs. If a worg is spotted in town, a guild member just pretends the worg is their dog... better yet, their seeing eye dog. People never hassle the poor blind man. This affords the worgs an opportunity to spy on PCs with impunity. If they're making plans in the tavern, a blind man walks in with a large dog who listens to everything they're saying. If they're walking down the street, there's a large, wolf-like dog standing in an alley. If they're camping in the fields, there's a canine stalking around just outside the circle of firelight. The worgs know everything about the PCs, and never let themselves get caught. This justifies the DM asking for ridiculously difficult spot checks every five minutes... and all you say if they succeed is, "You see a large dog running down the street." The eventual outcome: "We're walking through the woods and Tordek suddenly falls in a ten-foot-deep pit of acid? What the hell? And why didn't those mysterious dogs set off the trap?" You'd think it would be easier to spot an evil, intelligent wolf on High Street. Sadly, dogs are very common in any medieval mileu. [/QUOTE]
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