Showing posts with label dog. Show all posts
Showing posts with label dog. Show all posts

Monday, September 2, 2013

Famous Internet D&D Corgi

So George Takei posted a picture that appeared apparently on nerdbastards.com. You may have seen it?


If this looks familiar to you, that's because it appeared here originally in January of 2011 in my Corgi Race for Rules Cyclopedia post.

Here's the original, unaltered version:

And here's an alternate that shows more of the table:

That's my corgi Alice. Sweetest DM you'll ever have, just don't hog all the snacks.

Thursday, May 23, 2013

New Magic Item: Armadillo Throne

"Bring them forward" The queen ordered. Her fancy orange coat draped artistically over the ridged arms of the throne, and her black nails tapped impatiently.

The all female guard snapped to attention as the companions stepped forward, and bowed before the throne. "Majesty, we-" Rathgar began.

"Quiet" the queen huffed, slapping her hand upon the throne, and her back stiffening. "You shall remain silent, man-thing"

Nimble and Feris exchanged quick glances, as Allianora stepped between the queen and Rathgar. "A thousand apologies, your highness." She glanced back at Rathgar with arched eyebrows. "He often speaks out of turn."

Nimble silently reached forward, placing his hand on Rathgar's shoulder.

"I thank you for this audience, and beg the queen's indulgence. It is said that within your vaults there is a musical sphere which is capable of driving the sanity from any who hears it."

"This is true. It is one of my greatest treasures." The queens lips twitched into what might have been a smile.

"We-I would like to use this mighty weapon, in your name, to aid in the destruction of the warlock that created your evil clone. His transgression can not stand while your radiant example brightens the very lives of all of those below you who can't help but love you." Allianora carefully rubbed the gold and platinum ring.




Armadillo Throne

The magic of the Armadillo Throne is legendary. Anyone sitting upon the throne will automatically receive a +1 reaction bonus. A Corgi character will receive double the bonus, and be able to cast Charm Person 3/day. However, they are also more likely to fall under the sway of charm effects themselves as they bask in the adoration of those who look upon them (-2 to all save against charm related effects).



Today is Lucy's birthday, and this post is in honor of the Ikea Poang chair she sleeps on every night with her 3 stuffed armadillos (and other assorted toys).The picture above is how Lucy thinks of the chair. This is what it looks like in reality.


Image Source: Giant Armadillo Crew by MikhailD

Monday, November 12, 2012

New NPC: Sgt. Stubby

The post below is from the blog Doctor Grumpy in the House. It's about a dog NPC that joined up with a US army unit during WWI.

I'm sharing it here in part because today is the day Veterans Day is being celebrated by federal employees, and because I think it shows just how valuable having a dog, even a little dog, can be during dangerous adventures. Stats for Sgt. Stubby follow at the end of the post.



Veteran's day is to thank those who have served the militaries of our respective countries. We throw parades, hold services, and honor our warriors in many ways. But it should never be forgotten that not all veterans walk upright.

Sergeant Stubby, United States Army

No one knew when or where he was born. In common terms he was just a stray dog.

It was an early morning in 1917 at Yale Field in Connecticut. The area had been taken over by the U.S. Army for training, and a group of young soldiers was there, preparing for World War I across the Atlantic.

At some point a medium-sized dog wandered onto the field, and took an interest in the young men. They befriended each other, and Private J. Robert Conroy liked him enough to take back to their base that night.

Stubby, though officially not supposed to be there, quickly became a part of the camp. He got used to the daily routine of orders and bugle calls. He even learned to salute: when he saw humans all doing it around him, he'd put his right paw on his eyebrow.

Eventually Conroy and his division were ready to ship out for the war in Europe. Rather than abandon the dog (now named Stubby) they smuggled him (under coats) aboard the troopship S.S. Minnesota for the journey across the sea.

Stubby turned out to be far more of a dog than his finders ever expected. Staying with his owners, he served in combat in France. He lived in the frontline trenches with the 26th Infantry (102nd division), for over 18 months. His first battle was in February, 1918, and overall he fought in 4 major offenses and 18 ground battles.

Frontline trench warfare is a nightmare, but Stubby, like his fellow soldiers, learned to live with it. At one point his position was under 24-hour continuous enemy gunfire and shelling for over a month. He never deserted his company or position.

In April, 1918, he was wounded by an enemy hand grenade, and sent to Red Cross facilities. While recovering he improved morale there by routinely visiting other wounded soldiers. After healing he went back to his company in the front.

Later that year he miraculously survived a gas attack in the new era of chemical warfare (though was extremely ill for several days afterward). He quickly learned to recognize the smell long before his primate colleagues could. Later, when the Germans launched another surprise gas attack in the early morning, Stubby noticed it first. He ran through the trenches, barking and even biting his comrades to waken them so they could put on their masks. Since there were no gas mask to fit him, after spreading the alert he'd run out of range behind the trench and wait there until the all-clear was sounded.

His keen ears could hear the high-pitched whine of incoming shells before humans could, and his warning barks gave his friends an extra few precious seconds to take cover.

Stubby - of his own accord - undertook some of the most dangerous missions of the war, searching no-mans-land between trenches for wounded soldiers. He could differentiate between English and German speech, and successfully led medical teams to the injured. He also was able to lead dazed, but walking, soldiers back to safety. How many lives he saved is unknown.

Later, Stubby and his men were deployed to the battle of Argonne Forest. There, while walking around on his own, he single-handedly caught a German spy that had slipped behind allied lines to map their formations. Stubby detected him behind a bush, raised the alarm, and then detained him (by holding onto the back of his pants) until 2-legged soldiers could arrive.

For his remarkable heroism and skills, the commanding officer of the 102nd division recommended him for promotion, and Stubby became Sergeant Stubby - now outranking his owner, Corporal Conroy.

Stubby's remarkable skills extended beyond the battlefield. During a visit to Paris with Corporal Conroy, Stubby suddenly dashed out into traffic and saved a young girl who was about to be struck by a car.

After allied forces liberated the town of Château-Thierry, the local women made him a chamois coat. It kept him warm and was also used for his growing collection of medals, including the Purple Heart.

After the armistice, Corporal Conroy returned home with his friend. Stubby was now a celebrity, routinely leading parades. He met 3 Presidents and was made a life member of the American Foreign Legion and Red Cross. In one instance he received a distinguished service award, presented by no less than the fabled American General, John "Blackjack" Pershing.


Sergeant Stubby leading a victory parade. His heart was bigger than his body!

As the cheers faded the pair transitioned back to civilian life. Conroy enrolled in Georgetown law school, and Stubby found employment as the team's mascot. He often performed a football halftime show, pushing a ball around the field.

He died on March 16, 1926, with Conroy holding him. He is remembered by a brick at the World War I memorial and at the Smithsonian. The latter has his remains on display.

 
Thank you, veterans!



Sgt. Stubby (Dog)
Hit Dice: 2+2*
Move: 180’ (60’)
Attacks: 1 bite
Damage: 1d6
No. Appearing: unique
Save As: F4
Morale: 11
Treasure Type: Nil
Intelligence: 3
Alignment: Lawful
XP Value: 45

Sgt. Stubby is a highly experienced combat veteran, and provides a +1 bonus to the first group initiative roll of every combat, all surprise rolls, saving throws vs poison gas, and all reaction rolls from all non-hostile encounters.

Wednesday, May 23, 2012

Lucy the Corgi's 6th B-Day

In honor of Lucy's 6th Birthday, here is a silly little flash game - Corgi in Space! and below is a repost of last years b-day post.



The orcs were stomping through the woods, heading directly for the village. With so many out to help with harvest it was an easy target. Lucy, defender of the realm, would not stand for it. They were still about an hour from the village, moving slow as orcs are wont to do even in times of war. Lucy paralleled their track, making her way to the head of the column. There were about 4 dozen of them, and the head of the party was decked out with some extremely overdone armor. He was the target.

She got ahead of the column, close to the path, and waited for them to catch up. Soon enough the head of the column was in sight. The target was not right in front - she would have to deal with the guards. As they came parallel to her, Lucy shot, and both were on the ground before they could even cry out. The next pair of guards did have a chance to cry out, but it did them no good.

The orc chief rose before her. His armor was layered with trophies of his previous victories. Bones, hair, jewels, and even ears dangled off of him. Lucy's focus was on his cruel spear, held at the ready.

Lucy's ears folded back, her lip curled, and she charged at him. The blade of his spear came close, but she dodged it as she moved under his guard, jumped up onto him, and with one perfectly timed bite, ripped out his throat. She rode his body to the ground.

The orcs stood frozen at the sight of their chief so easily brought low. With a single bark, they turned and ran. The village was safe today. Lucy followed the orcs, ensuring the village would be safe tomorrow.



Lucymonster the Terrible - Corgi Level 4
Lawful XP: 9,550 (+10% bonus to all earned XP)

Str 14 +1 to attack & damage
Int 13 Read + Speak Common, Canine
Wis 9
Dex 16 +2 to AC
Con 9
Cha 13 +1 to reaction rolls (“so pretty!”)

HP: 14
AC: 5 (base 7 + Dex bonus)
Attack: 1 bite or slam
Damage 1d6+1

Monday, May 23, 2011

Lucy the Corgi

The orcs were stomping through the woods, heading directly for the village. With so many out to help with harvest it was an easy target. Lucy, defender of the realm, would not stand for it. They were still about an hour from the village, moving slow as orcs are wont to do even in times of war. Lucy paralleled their track, making her way to the head of the column. There were about 4 dozen of them, and the head of the party was decked out with some extremely overdone armor. He was the target.

She got ahead of the column, close to the path, and waited for them to catch up. Soon enough the head of the column was in sight. The target was not right in front - she would have to deal with the guards. As they came parallel to her, Lucy shot, and both were on the ground before they could even cry out. The next pair of guards did have a chance to cry out, but it did them no good.

The orc chief rose before her. His armor was layered with trophies of his previous victories. Bones, hair, jewels, and even ears dangled off of him. Lucy's focus was on his cruel spear, held at the ready.

Lucy's ears folded back, her lip curled, and she charged at him. The blade of his spear came close, but she dodged it as she moved under his guard, jumped up onto him, and with one perfectly timed bite, ripped out his throat. She rode his body to the ground.

The orcs stood frozen at the sight of their chief so easily brought low. With a single bark, they turned and ran. The village was safe today. Lucy followed the orcs, ensuring the village would be safe tomorrow.


Lucymonster the Terrible - Corgi Level 4
Lawful      XP: 9,550 (+10% bonus to all earned XP)

Str 14      +1 to attack & damage
Int 13       Read + Speak Common, Canine
Wis 9
Dex 16     +2 to AC
Con 9
Cha 13     +1 to reaction rolls (“so pretty!”)

HP: 14
AC: 5 (base 7 + Dex bonus)
Attack: 1 bite or slam
Damage 1d6+1




Today is Lucy's 5th birthday, and in honor of that I offer this post. If she could be, Lucy would be a paladin, and one of the unforgiving type. Lucy is absolutely convinced that she is right 100% of the time. She's willing to listen to your argument, she'll consider it, and then she'll reject it! She is more reserved around strangers than her sister, and more suspicious, yet she shares the same curiosity.

Happy Birthday Lucy!

Thursday, February 17, 2011

Hound’s Head Cane

“Come on, keep up! We can’t lose them now!” the man in the white robes and turban commanded to the soldiers in black and purple. Ahead of him people bustled about, the market was in full swing, in spite of the late afternoon heat.

“Mizra Cal, we’ve been following you around the city all day. The men are hot and tired. Can we not rest a few moments and drink some kaba juice?” asked one of the soldiers.

“No! They must be here in the market, we continue.” Leading with his cane, the white robed man strode further into the throng of people. Most people kept out of the Mizra’s way, though a few needed a quick thrash from the cane to speed them on their way.

Stopping next to a spice stall, Mizra hesitated. All afternoon he had strode with purpose throughout the city, never showing a moment of hesitancy, until now.

“Mizra, which way?” the same soldier asked. Mizra turned this way and that

Mizra Cal’s frown deepened. “Tell your men to get their juice. I’m going back to the palace.”




The Hound’s Head Cane is a bamboo cane with a handle of bone, carved into the shape of a snarling dog. It is clearly of fine craftsmanship, although it is beginning to show signs of aging. This magical cane has a number of uses. If set upright it will serve as a (stationary) watchdog for up to 12 hours a day. Anyone who is deemed an intruder will trigger a cacophony of barking which will alert all able to hear it. The sound of the barking will seem to come from all around, and will not be traceable back to the cane. The other power the cane possesses is that it can track by scent, just as well as a hound dog. The bearer of the cane need only command it to follow a given scent. The scent must be presented in a completely unambiguous way (a sock from the person to be tracked for instance). The bearer will feel a tugging in the direction of the scent. Strong scents, such as that of a skunk, will defeat the cane’s ability to track.

Tuesday, January 25, 2011

Canigryph

“A wizard did it.” Feris answered matter-of-factly.

“Stop saying that.” Nimble grumbled.

“What do you want me to tell you?”

“Something other than ‘a wizard did it’. Seriously, you’ve got to find some other excuse for the weird shit we keep coming across.”

The camp fire crackled merrily along, roasting dinner on Rathgar’s travel spit.

“Well a wizard did do it, along with the owl bear, hippogriff, and the gryphon!”

“Look, guys, I don’t care who did it. It was creepy, and I hope we don’t find any more of them.” Rathgar said from across the fire.

“Not creepy enough to keep you from eating it.” Alianora pointed out.

“No, that’s true.” Rathgar answered, cutting a piece from the spit. “Hua, I didn’t expect that.”

“What?” Nimble asked.

“Tastes like chicken.”



Canigryph (Gallus Canis)
Aka Chicken-Dog

Armor Class: 7
Hit Dice: 2+2
Move: 180’ (60’)
Attacks: 1 peck or special
Damage: 1d4+1
No. Appearing: 3d4+1 (3d6+1)
Save As: M1
Morale: 6
Treasure Type: Nil
Intelligence: 1
Alignment: Neutral
XP Value: 25

Canagriffs are the magical amalgam of a dog’s body with the head of a chicken. They are aggressive omnivores, yet highly fearful. In any encounter the entire flock must make a morale check as soon as any of its members are injured, or they will flee. Canagriff males (1 per flock) do have one special attack, a crowing which will automatically rally any canagriff that has failed its morale check. In addition, this crowing will also cause any non-canagriff within earshot to make a save vs spells or flee for 1d6 rounds.

Wednesday, January 19, 2011

Unbreakable Bone of Volstruis

“What do you make of that?”  Feris asked softly, pointing to the shaggy hound by the fire.

“It’s a dog with a big bone.  Maybe cow?” Rathgar said before popping a breaded chunk of meat into his mouth. 

“Yeah, but it looks magical.” Feris whispered.

“Who’d enchant a dog bone?”  Nimble wondered. 

“That’s the wrong question.” Rathgar pointed out. “The correct question is how much have you had to drink?  You’re seeing things!”

At the hearth, the dog continued to enjoy her favorite bone, unconcerned about the wizard’s interest.  It never lasted long.  That terrier of the baker on the other hand, that ne’er-do-well needed watching.      

Unbreakable Bone of Volstruis

It is said that Volstruis was an ancient green dragon, a foul creature of dark sorcery, slain by the Paladin Maximus.  Upon conquering the wyrm, he had fashioned from its body a suit of armor, a great shield, and barding for his horse.  It was then stripped for its bones, organs, blood, and teeth by Maximus’ young wizard follower, who for a long time went about creating a wide variety of enchanted objects.  One of his early attempts was to create an enchanted bone club.  Unfortunately he didn’t properly clean the bone first, and while the resulting item did functioned as a lightly enchanted club, it was impossible to hold onto.  Somehow, the bone retained just enough dragon meat to be forever greasy enough to slip from the grasp of anyone trying to use it as a weapon.  The unbreakable bone did eventually find a purpose, one that it has been used for ever since.

Sunday, January 16, 2011

Corgi PCs for Rules Cyclopedia

Today is the birthday of my corgi Alice.  I wanted to do something special to celebrate it here, so I present the Rules Cyclopedia Corgi character class.  I’m basing this on the tradition of fairy tales that include talking animals, and literature such as C.S. Lewis’ Chronicles of Narnia. 


Character Class: Corgi
Prime Requisite: Dexterity & Intelligence
Other Requirements: Strength 9 or better, Dexterity 9 or better, and a maximum of Wisdom 13
Experience Bonus: 5% bonus for either Dexterity or Intelligence of 13 or better.  10% bonus for both Dexterity and Intelligence of 13 or better.
Hit Dice: 1d6 per level up to Level 9, +2 at Level 10 and Constitution bonuses no longer apply.
Maximum Level: 10 – Every 300,000xp earned after reaching level 10 grants an increase in attack rank.  
Armor: Corgis have a base AC of 7, and may use Leather, Scale, or Chain only, no shield.  Armor must be specifically designed for Corgi characters.
Weapons: Natural attacks
Special Abilities: Combat Bonus, Improved Speed, Improved Natural Attack, Fighter Combat Options (Hook, Slow), Weave

A Corgi is a diminutive tailless canine, standing around a foot at the shoulder, and weighing between 20-35lbs.  They usually have a reddish orange fur with a white belly, although tricolor examples are not uncommon.   They have large expressive ears, and big brown eyes.  
Corgis are extremely quick and inquisitive creatures, even when keeping their noses out of things would be the wiser course of action.   They are generally outgoing creatures, and very protective of their herd.  They can be mischievous, but become very serious when a job (or food) is at hand.
Some fairy creatures have been known to use corgis as mounts.  This is especially common among pixies and brownies. 

Corgi Experience Table
Level                XP                   Attack Rank
1                      0
2                      2,000
3                      4,000
4                      8,000
5                      16,000
6                      32,000
7                      64,000
8                      128,000           A
9                      258,000           B
10                    516,000           C
                        +300,000         D*, E, F, etc.

*Gains 2 attacks per round

Saving Throws as Halfling

Class Details
Prime Requisite: Corgis have 2 prime requisites: Dexterity and Intelligence.  If either of these abilities is 13 or greater the character gains a 5% bonus to experience points earned in every adventure.  If both of these scores are 13 or greater, the experience point bonus is 10%
Minimum Scores: A corgi character must have a score of 9 or better in both Strength and Dexterity, and can not have a Wisdom score higher than 13.
Hit Dice: Roll a 6-sided die to determine a corgi’s hit points.  A corgi starts with 1d6 hit points (plus con bonus, if any) and gains 1d6 more hit points (plus bonus) every level through 9.  At level 10 the corgi will gain an additional 2 hit points, and any constitution bonus will no longer apply
Armor:  Corgis require custom armor, and can wear any armor up to and including chain mail.  This armor will cost the standard amount due to the smaller amount of material required, however unless the armorer has experience making armor for corgis, there will be a delay in its completion. 
Weapons:  Corgis us only their own natural bite and slam attacks.  If armored, the corgi may make use of spiked armor. 

Special Abilities
Combat Bonus
In addition to receiving the same combat bonus as Fighters, all corgis gain the following bonuses when in combat:
-2 bonus to armor class when fighting creatures of greater than man-sized.
+1 bonus to individual initiative.

Improved Speed
Corgis are fast, in spite of their short legs. 
Level                Movement Value
1                      180’
3                      190’
5                      200’
7                      210’
9                      220’

Improved Natural Attack
A corgi’s bite can be worse than their bark.  As a corgi gains experience their bite attack becomes more effective.  These attacks don’t gain attack or damage bonuses of their magic-weapon equivalents, but can hit a creature as if the indicated weapons were used.
Level                Base Damage               Weapon Equivalent
1                      1d4                              Normal weapon
2                      1d4                              Silver weapon
4                      1d6                              Silver weapon
5                      1d6                              +1 weapon
7                      1d8                              +1 weapon
8                      1d8                              +2 weapon
10                    1d8                              +3 weapon

Fighter Combat Options
As master herding creatures, corgis may make use of the fighter combat options hook and slow starting at level 1.  They gain a second attack when they reach 816,000xp.
Hook – A corgi can knock the feet out from under their opponent.  Corgis may even hook creatures that are immune to the damage that corgis can inflict.  Opponents with more than 4 legs, or are larger than man-sized receive a +2 bonus to their saving throw.
Slow – By nipping at the heels of their opponent they can cause them to be slowed.  Any opponent slowed by a corgi may make a saving throw every other round vs. paralysis to shake off the effect.    

Weave
The agile corgi is able to slip between peoples legs, around tight corners, and under low obstacles with ease, moving at full speed and suffering no penalty while doing so.  On a roll (d20 + Dex bonus + level) of 18 or better a corgi succeeds in her attempt.  Should the corgi fail her movement will be halted appropriately by the DM, and she may be susceptible to an attack or other penalty.  

Corgi spiked armor – Any armor made for a corgi may be modified with blades and spikes.  Any armor so modified allows the corgi to attack with a body slam attack which will cause 2d4 points of damage, but requires that the corgi moves at least 10’ immediately prior to the attack.  Otherwise the armor causes 1d6 points of damage.  The armor may be used to hook, but not slow an opponent.  The cost to create spiked armor is 150% base cost of the armor. 

Alice is always ready for an adventure!
Alicemonster the Charismatic - Corgi Level 1 
Lawful       XP:150           

Str 10
Int 5           Speak simple common, can’t read or write
Wis 5         -2 to Save vs Spells
Dex 15       +1 to AC
Con 9
Cha 18       +3 to reaction rolls (“Oh how cute!”)

HP: 3              
AC: 6 (base 7 + Dex bonus)
Attack: 1 bite or slam               
Damage 1d4

Alicemonster the Charismatic is the sweetest corgi you will ever meet.  Her greatest desire is for everyone to be friends.  While she is highly inquisitive, she has no common sense, and will stick her nose into any hole, and eat just about anything she finds that smells good.  If she doesn’t eat it, she’ll roll in it. Generally known as “Alice” to her friends (aka – everyone) she will do everything in her power to help anyone who may or may not need or want it. 

Friday, January 14, 2011

Silver Wardog

Rathgar’s blow knocked the ruffian to the ground.  Around him his companions seemed to be handing the rest of the rabble quite handily, leaving the leader finally unprotected. 

The lithe human in dark studded leather frowned and tightened his grip on his short sword with his one hand, while the other reached quickly into a pouch at his hip.  Withdrawing a small silver figure, he yelled out “Sick ‘em!”

A glowing white mist flowed out of the figure toward Rathgar, forming into a large white dog with glowing eyes that leapt straight for him.   

Silver Wardog
This stylized figurine stands approximately 4” tall.  When activated, it will summon a spectral dog which will obey the commands of the activator.  Every round after the first the spectral dog must make a Saving Throw vs Death Ray or the item will deactivate until the next day. 

Spectral Dog
Armor Class: 4
Hit Dice: 4+2** (L)
Move: 180’ (60’)
Attacks: 1 bite
Damage: 2d4+2
No. Appearing: 1 (1)
Save As: F4
Morale: 12
Treasure Type: Nil
Intelligence: 4
Alignment: Neutral
XP Value: 275

Monster Type: Giant Animal, Enchanted (rare)
The Spectral Dog is the manifestation of the spirit of a great wardog.  It appears as a large dog made of glowing white mist.  The Spectral Dog is not undead, and can not be turned.  It is also immune to all sleep, charm, and hold spells, as well as all non-magical weapons. 

Thursday, January 13, 2011

Wardog Armor - Spiked Armor

Spiked armor – Any armor made for a dog may be modified with blades and spikes.  Any armor so modified allows the dog to attack with a body slam attack which will cause 2d4 points of damage, but requires that the dog moves at least 10’ immediately prior to the attack.  Otherwise the armor causes 1d6 points of damage.    The cost to create spiked armor is 150% base cost of the armor.

 

Wednesday, January 12, 2011

Dogs in the Dungeon

No, this isn’t about using Dogs in the Vineyard to play Dungeons and Dragons, but rather about the roles of dogs in D&D. 


Various editions of our favorite game list dogs and other animals in the equipment lists.  A few of them include things like war dogs and riding dogs, but not really giving much info on them or their uses.  Obviously dogs can be used for defending their owners, or as attackers, but a canine has many uses, and you want to pick the right breed for the job you want it to do.  You probably won’t pick a Boston terrier or a greyhound as your attack dog, nor would you pick a mastiff to run a race. 

I’m going to look at a variety of breeds, and show how they might be useful to a dungeoneer. 

Let’s start with big dogs that are generally classified as Working Dogs – Mastiffs, Rottweilers, Dobermans, German Shepherds, etc.  These dogs are your typical wardog or riding dog.    In addition to their size they are also strong, and relatively intelligent.  If you don’t have stats for a dog, these guys will be easily represented by the standard wolf stats.


 Herding Dogs tend to be smaller, faster, and a little smarter than the Working Dogs.  In this group you have collies, shepherds, and even corgis.  They are better able to work alone, and can make good sentries.  They are very alert and protective of those they consider part of their pack.  Herding dogs will have fewer hit points than workers, but they’ll be faster.


Sporting Dogs, such as setters, pointers, and retrievers are the dogs of the nobility who used them for hunting birds and small game.  They are loyal, energetic, and excellent retrievers. 


Hounds are dogs that are used for hunting and tracking, excellent for flushing out bigger game for their owners to shoot.  Due to their highly developed sense of smell they can follow any scent given to them, and they’re likely to find hidden doors.


Terrier Dogs were generally used to hunt vermin, and they are exceptionally stubborn.  Generally small but resilient they have fewer hit points, but a better armor class, and have bonuses for fighting vermin.


Nonsporting Dogs are a mixed collection that are hard to generalize, and includes Poodles (full sized), Dalmatians, and Bulldogs.  Depending on the specific breed, they may use the rules of any other breed, as appropriate.


Toy Dogs, such as the Chinese Crested, Toy Poodle, and the Shih Tzu do not belong in the dungeon.


Working Dog
Armor Class: 7
Hit Dice: 2+2
Move: 180’ (60’)
Attacks: 1 bite
Damage: 1d6
No. Appearing: 2d6 (3d6)
Save As: F1
Morale: 9 or 7
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 25

Adjustments:
Herding Dogs: HD: 2, +2 to initiative, able to reroll initiative every round, intelligence 3

Sporting Dogs: AC: 6, HD: 1+2

Hound Dogs: HD: 2, Detect Secret Doors as an Elf  
            Greyhounds/Whippets: AC: 6, HD: 1+1, Move 210’ (70’)

Terrier Dogs: HD: 1+2, if successful in an attack, they may latch on and cause an automatic 1d4 points of damage per round. 

Nonsporting Dogs: may use the rules of any other breed, as appropriate.

Toy Dogs: use stats for a Rat, Normal

Trained dogs have a higher morale as long as their master is still alive.