Death Dog, Devil Dog, Barghest, Cooshee, Foo Dog, Hot Dog, Hound of Ill Omen, Shadow Mastiff, Sled Dog, War Dog, Wild Dog, Dharzi Hunting Dog.
The dog is the sacred animal of Mictlantecuhtli, Osiris, Varuna, and Roofdrak.
<Sled Dogs: Medium Normal Dog, Large Normal Dog>
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
LEVEL/X.P. VALUE:
NORMAL LOAD (7 dogs):
300#
MAXIMUM LOAD (7 dogs):
600
NORMAL (7 dogs):
12/9
RUGGED (7 dogs):
6/3
VERY RUGGED (7 dogs):
0/0
FIRE: 4/9/11
WEATHER: 6/10/12
NOISE: 4/10/12
ODOR: 4/10/12
OTHER: 5/10/12
The animals that pull
a sled and its contents over snowy
or smooth terrain
are hardy and dependable. However, the sled
dog is physiologically
suited to cold weather; the vehicle and the
animals that pull
it are only usable when the temperature is lower
than 40 degrees and
the ground has at least a significant amount
(2-3 inches) of snow
cover.
A sled dog must be
fed at least as much as a mans ration of
food and water every
day to maintain full strength. Water is free
for the taking in
the form of snow, so that is no problem. But if sled
dogs are forced to
go for more than two days without solid food,
there is a 50% chance
on each day thereafter that the stronger
members of a group
will kill and eat one or two of the weaker
ones. (Explorers
have been known to avoid this grisly occurrence
by killing one of
the dogs before the others get around to it, but
this is obviously
a tactic that should be used only in the direst of
circumstances.)
For every dog less
than the optimum number of seven that is
pulling a sled, the
encumbrance limits for the team are reduced
by 200 gp (normal
load) and 300 gp (maximum load). For every
three dogs less than
seven, all movement rates are reduced by
3. A four-dog sled
moves at 9 with a normal load and 6 with a
full load on normal
terrain, or 3 with a normal load over rugged
terrain. A sled pulled
by a single dog cannot move over rugged
terrain at all, and
has rates of 6 and 3 on normal terrain.
Back to the dogs
Dear Dragon,
Thanks for another great article by Stephen
Inniss (?A dozen domestic dogs,? issue #103).
One additional fact on water dogs is that the
webbing between their toes extends much farther
toward their nails than that of non-water dogs.
This increases their swimming efficiency and
speed, and the length of time they can spend in
the water over what their brethren can do.
Also, in the ?Costs? table on page 28, an entry
for ?food dog? is listed. Is this the kind of dog
used to hunt rabbits, or is it the kind that would
be served on a plate in Oriental Adventures?
Steve Null
Palm Bay, Fla.
(Unearthed Arcana)
The description of very small normal dogs
mentions that some of the canines in this category
?are raised for the cooking pot.? This is what the
entry on the costs table refers to. A dog
for hunting
rabbits will probably be a small fighter or a
medium runner (in Stephen?s system) and will
cost 17 gp, as per the Players Handbook. ? KM
War (WSG: incl. German shepherds (Alsatians, malamutes, and wolfhounds)
FREQUENCY: Uncommon
FREQUENCY: Uncommon ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Uncommon ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])
NO. APPEARING: - <2-7:
dj5.45>
ARMOR CLASS: 6
MOVE: 12
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M (1xhuman-size) (3'
T; 120-160#) <dj5.45, warhound>
LEVEL/X.P. VALUE:
II | 35 + 3
Dog, War: These are
simply large dogs which are trained
to FIGHT. <(cf. Animal Trainer)>
They are loyal to their mistressa
and ferocious in attack. <Loyal = 76-90%. Use for Morale?
See
Loyalty in the DMG.>
They are typically protected
by light studded leather armor
&& a spiked collar. <(studded leather = AC7)> <remember that
the MM ACs are 1 off, or so i have heard>
The NO. APPEARING depends
on their mistressa. <alt>
The war dog is the sacred animal of Arvoreen.
FIRE: 4/9/11
WEATHER: 6/10/12
NOISE: 4/10/12
ODOR: 4/10/12
OTHER: 5/10/12
(notice/agitate/panic)
<the above figures are for a sled dog: compare to warhorse>
MEAT: 3 rations
COST: ? <note that the
dogs in the PH are technically listed as guard and hunting dogs, not war
dogs>
<in theory, "war" is like
a template, added to a dog through the use of hte Train
Animal skill>
DSG:
Dogs are less commonly employed than mules as beasts
of
burden, but offer some advantages over
their hoofed counterparts.
Of course, a dog can carry much less weight
than a mule.
The dogs described in this section are
all varieties of the war dog, <Note that "war" is likely a 'template'
that is applied through the Train Animal
skill>
as defined in the MM.
These dogs generally weigh
about 100 pounds, and resemble large members
of modern
breeds such as German shepherds (Alsatians),
malamutes, or
wolfhounds.
A dog must have some training before it
can serve as a pack
animal, as described under the the animal
trainer proficiency.
When a dog that meets this minimum standard
is fitted with small
saddlebags, it can carry up to 20# without
suffering penalties
to movement or combat. A dog can be loaded
with up to 500 gp of
weight, but only moves at half SPEED, and
suffers a -4 modifier to
all attacks. In addition, a dog carrying
more than 200 gp is unable
to swim
or climb steep slopes.
Dogs can negotiate slopes
of the same steepness as a mule.
While dogs do not panic and flee at the
hint of an unfriendly odor,
they have an opposite and equally troubling
tendency to attack
anything that does not belong to their
party (50% chance unless
the dogs are physically restrained). If
the roll for restrained dogs
indicates that they would attack if they
could, the dogs instead
bark loudly and savagely.
If a dog has successfully completed advanced
training as
described under the animal
trainer proficiency, it is much more
disciplined in such situations and does
not attack or bark unless
directed to do so by its master. A dog
with advanced training can
be trained to respond to hand signals as
well as verbal commands;
however, the dog must be able to see a
hand signal in
order to respond to it.
Dogs do not have infravision, but
their
keen senses of smell and
hearing aid them in darkness.
A dogs penalties for attacking, damage,
and AC in complete darkness are all -2 instead of -4.
<similar notes should be made for creatures
that have the "Scent" abiliity>
FIRE: ?
WEATHER: ?
NOISE: ?
ODOR: ?
OTHER: ?
(notice/agitate/panic)
<compare to warhorse>
MEAT: 3 rations
COST: ? <>
Farm dogs: AC 7; HD 1 + 1; hp 7; 5; #AT
1; D 1-4; XP 34; 30 <T1>
Dog: AC 7; HD 2; hp 10; #AT 1; D 2-5; XP40
<T1>
FREQUENCY: Common (most regions)
FREQUENCY: Common ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert]) <>
FREQUENCY: Common ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Forest], [Temperate Wilderness Swamp], [Temperate Wilderness Plains])
FREQUENCY: Common ([Temperate
Wilderness Desert])
FREQUENCY:
Common ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Forest]
FREQUENCY:
Common ([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical
Wilderness Desert])
NO. APPEARING: 4-16
ARMOR CLASS: 7
MOVE: 15
HIT DICE: 1+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 18
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S (0.5xhuman-size)
(2'-3' T; 50-100#) (typical specimens: 40-60#) <(dj5.46)>
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES: 14.15.16.17.17
Packs of wild dogs inhabit
most regions, and their ranges will sometimes overlap those of wolves.
If well-fed they will simply
AVOID contact.
They can be tamed only if
separated from their pack. <note at Animal
Trainer>
<d>
Joe Maccarrone wrote:
...
Thank you -- more juicy bits
falling from the Master's gaming table...
I think overbearing is the
most frequently overlooked aspect of AD&D
combat.
A few dozen humanoids should
be a serious threat to any lone hero, and force him to look for a position
of tactical advantage.
My interpretation is that an overborne combatant must be successfully grappled on subsequent rounds, to keep him on the ground (where he is assumedly being stabbed, smashed, etc.). If a group overbears an individual, I then have them divide their efforts in subsequent rounds -- some holding him down, some delivering weapon attacks (at +4 to hit, with no shield or Dex bonuses, of course). If a grappling attempt fails, or if another condition of breaking the grapple is met (e.g. a bend bars roll), the victim can regain his feet immediately.
Is this the way you handled these situations?
Thanks,
Joe
Pretty much, yes.
In a skill based system all
that can be managed with opposed roles, the defender getting penalties,
the attackers bonuses.
An animal pack attacks this way--lions, hyenas, wild dogs, wolves.
Cheers,
Gary