Exotic Encounters: Worgs

A Review of the Role Playing Game Supplement Exotic Encounters: Worgs

Exotic Encounters: Worgs by Alex Riggs and Joshua Zaback is a role playing game supplement published by Necromancers of the Northwest for use with the Pathfinder Roleplaying Game. As such, it is covered by the Open Game License with some parts considered to be Open Game Content as a result.

This is a nine page PDF which is available from RPGNow for $0.99 but which was purchased at a greatly reduced price as part of a special bundle. Two pages are the colour front and rear covers, one page is the front matter and two pages are the Open Game License.

Exotic Encounters: WorgsThe Introduction, which is the first page of content, starts with some material that’s standard for the series. It explains that, given the sheer number of monsters available, in many cases depth of monsters has been sacrificed for breadth; more monsters are included in bestiaries, but less variants. The Exotic Encounters series takes a monster and creates three new variations on it, in this edition worgs.

The CR 3 Mocking Worg can mimic other creatures, steal the voice of a creature it has grappled and can even steal some of the spells of a spellcaster if they steal the spellcaster’s voice.

The CR 5 Shadow Worg is not an undead but associates with shadows. It can heal in shadows, travel between shadows and summon shadow wolves. The Shadow Worg may, or may not, be from or associated with the Plane of Shadow.

The CR 9 Great Speaker Worg knows words of power and can speak these when injured. The more damage the worg has taken, the greater the number and power of words it can speak.

Exotic Encounters: Worgs in Review

The PDF has the various sections bookmarked, even though there aren’t many, making navigation good for s short supplement. The text maintains a two column format and no errors were noticed. There is a single stock illustration of probably a wolf. Presentation is okay.

The standard worg is often associated with goblins, and is used by them as mounts. These worgs are all more dangerous than normal ones, and are less likely to be used as mounts as all can really stand by themselves. The Great Speaker in particular is far more likely to be a leader than a follower. These variations make worgs more dangerous for a greater range of character levels and are a useful addition. Exotic Encounters: Worgs can be found by clicking here.


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