Overbearing (DMG) (UA1) (UA2) +
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>
©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)
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) +