Wolf ; Wolf, Dire (Worg) ; Wolf, Winter ; Astral Wolf; Freke and Gere (Odin's Wolves); Fenris Wolf; Garm (guardian of Hel-gate).

Overbearing (DMG) (UA1) (UA2) +

Wolf (Canis lupus)

FREQUENCY: Common ("found in wild forests from the arctic to the temperate zones") <> <there are no arctic forests. cf. Taiga, WSG>
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: (howling)
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi- <(2-4)>
ALIGNMENT: Neutral
SIZE: S <(0.5 to 1 x human size), (4' L; 40-175#), (DJ5.110)>
LEVEL/X.P. VALUE: II | 35 + 3

SAVES: 13.14.15.16.16
REDLIST: LC

These carnivores are found in wild forests from the arctic to the temperate zones.

They always hunt in packs and if hungry (75%) they will not hesitate to follow and attack prey, <2>

always seeking to strike at an unguarded moment. <3>

(Howling): Their howling is 50% likely to panic herbivores which are not being held by humans and calmed. <WSG, revise: not just humans>

They LOVE horse  meat.

LAIR: If encountered in their lair there is a 30% chance that there will be 1-4 cubs per pair of adult wolves.
Cubs do not FIGHT and can be trained as war dogs || hunting beasts. <DSG, note made at animal trainer>

(A1-4.64)
Wolf cub: AC 6 due to size; MV 9”;
HD 1+1; hp 5; #AT 1; D nil

"The wolf cub will be a nuisance in battle weaving
about the party’s legs and nipping at
their ankles, but causing no damage. Each
round a character is attacked by the wolf
cub the character must roll his or her Dexterity
or less on 1d20 or fall and be stunned
for 1 round."


The wolf is the sacred animal of Shakak, Hiisi, Ares, Odin, and Hel.

FREQUENCY: Common ("found in wild forests from the arctic to the temperate zones") <> <there are no arctic forests>

FREQUENCY: Rare ([Dungeon Level II])

FREQUENCY: Common ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Plains]), ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains])
FREQUENCY: Uncommon ([Cold Civilized Mountains], [Cold Civilized Swamp], [Cold Civilized Desert]), ([Cold Wilderness Mountains], [Cold Wilderness Swamp], [Cold Wilderness Desert])
<correct the above>

FREQUENCY: Common ([Temperate Civilized Plains])
FREQUENCY: Uncommon ([Temperate Civilized Hills], [Temperate Civilized Mountains], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Desert])

FREQUENCY: Common ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains], [Temperate Wilderness Swamp], [Temperate Wilderness Desert])

FREQUENCY: Common ([Tropical Civilized Hills], [Tropical Civilized Forest)
FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])

FREQUENCY: Common ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Plains]) <1>
FREQUENCY: Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp], [Tropical Wilderness Desert])
 

<1: wolves in a rainforest??>
<2: in theory: hungry wolves MOVE at 1/2 {SPEED}>
<3: if surprise, then attack?>

<stats for cubs: see D108>
<Skills: Endurance (DJ5.111)>

<ENCOUNTER: 75% likely to be hungry>

<redlist status = x>

<get higher resolution image: you should be able to see the tear in Drizzt's eye>
<Brother Wolf, Sister Moon>


The wolf in your paint pot

©1980 by
Marjorie Jannotta
and
C. A. Hundertmark


 

Somewhere in almost any dungeon or wilderness campaign
worthy of its name there lurks at least one lycanthrope. In the tamer
dungeons, the lycanthrope is likely to be just around the corner. But
in a more insidious and deadly campaign he may become a member
of the adventuring party itself. Wherever he lurks, however, the
werewolf and his kin will become dramatic elements of the play if
they are represented by well-painted miniatures.
Most dungeon werebeasts tend to be fell creatures, but it is not
necessary that they have an evil alignment. While werebeasts have
been portrayed as evil in many cultures around the world; the
student of lycanthropy will be aware that benign werewolves have
also appeared in folklore and literature. One East European werewolf
testified at his medieval trial that he and his compatriots became

1. For facial detail, see next illustration.
2. Inner ear is light; exterior ear darker than body.
3. Thick shoulder guard hair is darker than rest of
body; it; outlines the ruff and extends the length of <missing text in original article>
4. Several streaks of darker color may saddle the body.
5. Color graduates from darkest at spine to lighter
underbelly.

6. Haunch edge may be darker than basic body color.
7. Dark spot at base of tail marks scent gland.
8. Tail is basic body color, with a darker area at the tip.
9. Underbelly, inside of legs, tops of feet lightest
10. Dark color at shoulder may extend across chest in
front or may break for a lighter-colored chest.

wolves nightly to save the people from famine. He avowed that
Satan and his minor demons had stolen the grain harvest and the
livestock from the countryside. In the form of wolves, the man and
his companions ventured into Hell to do battle with the demons and
return the flocks and harvest. But, we digress. The truth of the matter
is that werewolves—and wolves—have had unilaterally bad press
for centuries.
 

Whether good or evil, wolves, werewolves, and other furred
beasts can be realistically painted with relative ease. Shading and
highlighting, using simple washing and dry brushing techniques, will
yield realistic fur characteristics on bears, wolves, lions, and rats. In
addition to these basic techniques, a few touches of detail, described
below, will add striking realism to wolves and werewolves.
In the classic literature, werewolves turned into real wolves, not
pathetic Lon Chaney-type hairy men walking with a stoop and a
leer. Wolves (and, therefore, werewolves) come in many colors
including shades of blonde, rust, brown, and grey. Pure white (albino)
wolves and black wolves also exist; even spotted wolves have
been reported. No matter what the basic color of the wolf, however,
certain areas of the face and body tend to be emphasized by a darker
color. These dark areas help to exaggerate facial expressions and
body postures which are important in communication. The black
outline around the ears, for example, gives emphasis to the position
of the ears whether they are erect and alert, or pulled back and
submissive. Dark fur on wolves is found along the spine; at the
shoulder and ruff; at the base and tip of the tail; and around the
prominent facial features of the eyes, mouth, and ears.
The wolf is light in color underneath, on the belly, and on the
insides of the limbs. This camouflage feature compensates for the
animal’s body shadow which could otherwise make the animal more
conspicuous. The outer facial hairs and underjaw are lighter than the
basic body color. Underneath the tail may also be lighter.
The illustrations accompanying this article will give you a detailed
picture of the wolf’s pelage. If these charts are followed, you
are sure to create authentic wolf figures.

Animals are fun to paint because whether you prefer to detail
every freckle with a ten-ought brush or slap the wash on freely and
let it stand, animals usually come out looking pretty good. We spend
a lot of time with our figures because that’s the way we get the most
pleasure from painting them, but we recognize that not every painter
wants to be as compulsive as we are. One trick we have learned to
speed up detail is the use of a fine-point marking pen. (Use permanent
ink or your finish coat will dissolve it.) A pen can be used to
outline dark areas around eyes, fill in shadows in ears. outline lips,
color toenails, or accent whatever miniscule characteristic you wish
to call out. Wolves can particularly benefit from this kind of attention
because as you can tell by the accompanying illustration, there is a
lot of detail on the face of a wolf which adds considerably to its
expression.

The following techniques will be useful when painting furred
animals. You will probably be familiar with some of them, but we
give a brief overview of each technique for beginning painters.
Washing. A wash is a diluted paint applied to a surface which is
primed, unprimed, or painted another color.
Thinning paint has three primary effects. First, it dilutes the
binder, which decreases the adhesive ability of the paint. Second, it
increases the space between pigment grains, which reduces the light
blocking characteristic of the paint and allows more of the
underlying color to show through. Finally, it increases the fluidity of
the paint, causing it to run more freely.

On the textured surface of wolf’s fur, the pigment of the wash will
settle in the recesses more heavily than on raised surfaces, giving an
excellent effect of light and shadow. A darker wash used over a light
base coat is most effective as the light base coat shows through on
the raised surfaces, reflecting light and giving the appearance of fur.
A lighter wash over a dark base coat may become muddied, but it is
important to experiment—you may find a combination that works
very well. Female wolves tend to have a reddish cast to their fur. A
reddish wash used over a brown or sandy color will add realism to a
female wolf figure. A very thin black or brown wash may be used
over a variety of base colors or over a primed surface to create
realistic pelage.
 

Dry Brushing. A combination of washing and dry brushing is
very effective when rendering wolfs fur. Dry brushing is a technique
in which most of the paint is wiped off the brush before you begin
painting. The paint may or may not be dilute, as in a wash. Light
strokes of the dried brush leave small amounts of paint on raised
surfaces but not in recesses.
Dry brushing is very good for highlighting fur. It is an especially
effective technique to “work in” color on wolves, particularly in the
darker areas such as shoulder, face, spine, and base and tip of tail.
Lighter areas of the underbelly, insides of legs, and underside of the
muzzle can also be worked in by dry brushing. When dry brushing,
you can use paint which is either darker or lighter than the dominant
color.

A final, very light dry brushing with a metallic color can add
dramatic highlights to fur. Metallic highlights can be applied to
prominent points (scruff of the neck, back, shoulders, flanks, muzzle,
and tail). Gold goes well with light browns; antique bronze or metallic
gold goes well with reddish browns; and silver or metallic grey
goes well with greys. The wolves we have finished with metallic
highlights look very dramatic and powerful, but at first glance one
does not even notice that the effect is achieved with metallic paints.
Blending Colors. Wolves are never a single color-even black
or white wolves will show shadow and highlight. Most wolves will
require two or more colors carefully blended together without a
definite line between them. There are two basic techniques for
blending colors that produce satisfactory results with very little
practice.

You can blend colors using a wash. Apply the adjacent colors,
and while they are still wet, blend them by using a solvent or wash to
obscure the line where they join. The longer the strokes and the
more solvent used, the wider the area of blending. Don’t use too
much solvent or you will find yourself working on bare metal. Be
sure you use paints that have the same base (water, oil, or lacquer)

1. Darkly marked eyes and ears outline facial features.
2. Ears darker at outside and back, lighter on inside;
center is very dark.
3. Eye outlined in black; pupil is round; eyes may be
greenish, grey, brown.
4. Central facial line may be dark from forehead to
nose or may be broken between the eyes.
5. Black nose and lips.
6. Outermost facial hair and under jaw may be lighter
than rest of face.

and work quickly so the paint does not dry before you are finished.
The second method of blending colors uses dry brushing. You
begin by applying one color to the entire area where the colors will
overlap. Allow the area to dry, then apply a second color with a
moderately dry brush. Apply the paint first to the area farthest from
the region where you want the colors to merge. The brush will
become drier as you move closer to the area where the colors are to
overlap. Rather than dabbing fresh paint on the brush, continue to
paint with the dying brush, using lighter strokes as well. In this way
you apply less and less paint as you move into the region which has
been painted with the first color. Overlapping a darker color over a
lighter color works best. This technique can be used on the flanks of
a wolf to blend the darker color of the back into the lighter belly.
Finishing. An overall finish of flat can be used; a semigloss can
be dry-brushed on to add highlights to prominent facial and body
features. Finally, a high gloss can be applied to nose, eyes, and lips.
For a werewolf, though, which traditionally has dry eyes, a flat finish
should be used on the eyes.
* * *
Using these guidelines, you can experiment with many variations.
Wolf figures are available in several lines, and the quantity and
variation of animal figures—potential werebeasts, all—seems to be
increasing. They certainly add punch to the wilderness, dungeon,
cavern, or tavern. Meanwhile, don’t waste all your garlic in the
lasagna.

Marjorie Jannotta and Chuck Hundertmark are professional
writers who also enjoy painting miniatures and lurking around an
occasional dungeon. They are the authors of Painting Fantasy Miniatures and
Skinwalkers and Shapeshifters: A Guide to Lycanthropy for Players, DMs, and The Curious.
Morningstar Publishing Company.



 

Wolf, Dire (Warg) (Garm: guardian of Hel-gate)

FREQUENCY: Rare

FREQUENCY: Very rare ([Dungeon Level III])

FREQUENCY, DIRE WOLF: Rare ([Cold Civilized Hills], [Cold Civilized Forest]), Very rare ([Cold Civilized Mountains], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY, DIRE WOLF: Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY, DIRE WOLF: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])

FREQUENCY, DIRE WOLF: Rare ([Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY, DIRE WOLF: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY, DIRE WOLF: Rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY, DIRE WOLF: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Swamp], [Temperate Wilderness Desert])

FREQUENCY, DIRE WOLF: Rare ([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY, DIRE WOLF: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Swamp])
FREQUENCY, DIRE WOLF: Rare ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY, DIRE WOLF: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])

NO. APPEARING: 3-12
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 3+3
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: (howling)
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M (2xhuman-size) (6'-8' L) <dj5.230, devil wolf>
LEVEL/X.P. VALUE: III | 60 + 4

SAVES: 13.14.15.16.16

Wolf, Dire: This variety of wolf is simply a huge specimen typical of the Pleistocene Epoch.
They conform to the characteristics of norm\al wolves.

(howling): Their howling is 50% likely to panic herbivores which are not being held by humans && calmed. <WSG, revise: not just humans>

The dire wolf is the sacred animal of Grolantor.

<d>
 

(Wargs) (Neo-Dire Wolf):

<1>

FREQUENCY, WORG: Rare

FREQUENCY, WORG: Very rare ([Dungeon Level III])
 

FREQUENCY, WORG: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp])
FREQUENCY, WORG: Very rare ([Cold Wilderness Plains], [Cold Wilderness Desert])

FREQUENCY, WORG: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Swamp])
FREQUENCY, WORG: Very rare ([Temperate Wilderness Plains])

FREQUENCY, WORG: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Swamp])
FREQUENCY, WORG: Very rare ([Tropical Wilderness Plains], [Tropical Wilderness Desert])

NO. APPEARING: 3-12
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 4+4
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: (howling)
SPECIAL DEFENSES: Nil
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L
LEVEL/X.P. VALUE: III | 90 + 5

SAVES: 11.12.13.13.14

Worg: This variety of wolf is simply a huge specimen typical of the Pleistocene Epoch.
They conform to the characteristics of normal wolves.

(howling): Their howling is 50% likely to panic herbivores which are not being held by humans&& calmed. <2>

Evil natured, neo-dire wolves are known as wargs.
These creatures have a language and are often found in co-operation with goblins in order to gain prey or to simply enjoy killing. <3>
They are as large as ponies and can be ridden.
They otherwise conform to the characteristics of wolves.

<1: confirm that is a warg and not a dire wolf: it actually seems more like a dire wolf to me>
<2: WSG, revise: not just humans>
<3: noted in the DMG>

Female worgs: AC 7; MV 18”; HD 2 +2;
hp 14, 10, 10, 9; #AT 1; D 2-5 (A1-4.80)

Wolf, Winter

FREQUENCY: Very rare <(only chill regions)>
FREQUENCY: Very rare ([Dungeon Level III])
FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp])

NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 18"
HIT DICE: 6
% IN LAIR: 10%
TREASURE TYPE: I
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Frost breath
SPECIAL DEFENSES: Not harmed by cold
INTELLIGENCE: Average
ALIGNMENT: Neutral (evil)
SIZE: L
LEVEL/X.P. VALUE: IV | 245 + 5

Wolf, Winter: The winter wolf is a horrid carnivore which inhabits only chill regions.
It is of great size and foul disposition.

Frost Breath: Winter wolves can use their savage jaws || howl forth a blast of frost which will coat any creature within 1” of their muzzle.
This frost causes 6-24 HP damage -- half that amount if a saving throw versus dragon breath is successful.
The winter wolf is able to use the howling frost but once per 10 melee rounds. <howling frost: apply panic attacks vs. horses, etc. cf. WSG>

Not harmed by cold: Cold-based attacks do not harm them, but fire-based attacks cause +1 per die of damage normally caused.

They have their own language and can also converse with worgs.
The coat of the winter wolf is glistening white or silvery, and its eyes are very pale blue or silvery.


The pelt of the creature is valued at 5,000 gold pieces.

   <http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG256.jpg>
    <the D image might be out of scale, but that seems more like winter. Frostfell (novel), would be my first choice, but (WSG.32) : you can't ride a wolf!>
    <B1-9, game school: i would add Wolf (Worg & <Winter?> only) to the table. Doesn't make sense to make 2 entries for additional creatures that are close.>
    <despite the fact that it's done for elephants, camels, etc. Game school !>

    <from G2>
    <Winter Wolf Adults (2): hp 36, 31; if young
    are harmed THACO 9, Dmg 4-16; XPV
    425,400

    Winter Wolf Cubs (3): hp 19, 18, 16; XPV
    340, 335, 325>



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) +