DOG

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:

<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 man’s 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)

Ral Partha, (please re-issue) Animals of North America

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 dog’s 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>
 
 


Wild

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

Overbearing (DMG) (UA1) (UA2) +