
Will you Howl, Growl, or Whimper?
Among the Wolffolk, few pastimes capture the spirit of both heart and cunning like the game of Howl, Growl, or Whimper. Born in the shadow of moonlit hunting grounds and roaring fires, it is said that the first Wolffolk to play were young hunters, testing not only their luck but their instincts. The game mirrors the delicate balance of pack life: a single wrong move can cost more than gold. It can cost honor.
To Howl is to take a bold risk, staking everything on courage and foresight, much as a wolf may challenge the alpha for dominance. To Growl is to stand firm, showing confidence without overreaching, echoing the loyalty that binds a Wolffolk to their pack. And to Whimper is to yield, acknowledging limits, or biding time, just as even the fiercest must sometimes retreat to survive.
In taverns and on festival nights, the game is not merely about winning coin. It is a proving ground, a mirror of the Wolffolk soul. Those who master its art gain more than prizes: they gain insight into themselves and the instincts that govern their lives. For the Wolffolk, Howl, Growl, or Whimper is not a game of luck alone. it is a test of wit, courage, and the ever-present tension between the call of the pack and the whisper of the wild heart.
Goal: Have the highest total on your D8 + D10 + D12.
Materials:
Each player: 1x D8, 1x D10, 1x D12
Optional: Bank
Buy-in:
Typically 10 GP
Gameplay
Stage 1 β Roll D8:
Each player rolls a D8 in secret.
If a bank participates, it reveals its total for this die immediately.
Players are asked: Howl, Growl, or Whimper?
Howl: Raise the current bet (β₯ current bet)
Growl: Match the current bet
Whimper: Fold, losing your current bet
Stage 2 β Roll D10:
Players who have not Whimpered roll their D10 secretly.
Bank reveals its D10 if participating.
Ask the same Howl, Growl, or Whimper question again.
Stage 3 β Roll D12:
Remaining players roll their D12 secretly.
Bank reveals its D12 if participating.
Final Howl, Growl, or Whimper round.
Reveal Totals:
Add up all three dice.
Highest total wins the pot.
Tie = split evenly
Optional Rules
Handswipe (Sleight of Hand)
Can attempt to adjust the last dice with a Sleight of Hand check. (DC is determined by the DM.)
Success: flip die to adjacent number.
Failure: no change.
Difference >5 = caught β automatic Whimper.
Max 3 Handswipes per player per game.
Dice-game proficient players: 1 free Handswipe per game.
Deceit (Bluff)
Roll Deception vs targetβs Insight to force a Whimper during any stage.
Limit: 1β2 uses per game.
Note:
All-In: If you cannot cover the current bet, you go all-in.
Bank: Must always Growl; reveals dice each stage.
Rotate first player each round for fairness.