D&D MONSTER CONVERSION
Converting D&D monsters to Forge is pretty easy, using Hit Dice and Armour Class for O/BX/AD&D monsters.
Using this, everyone's favourite Owlbear (a monster that definitely fits Forge's SF aesthetic) would be 32+1d6HP, AV6, AR4, SPD 4 and Saving Throw 13+, with damage from claws and beak unchanged 1d6/1d6/2d6 and the hug still 2d8 damage (but I think, mostly actual damage...). |
Who doesn't love Owlbears? I've put conversions for Cockatrices and Penanggalans (Penanggouls) in the mini-scenario Bury My Tusks At Broken Jaw.
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For D&D monsters with a Hit Point Adjustment (e.g. Carrion Crawlers 3+3 or Goblins 1-1), add/subtract the adjustment for total HP and treat the monster as one bracket higher or lower for AV.
SPINESCALE
Spinescales are a frog mutation created during the God-Wars by a lesser god of swamp creatures. Although the god perished, his progeny have multiplied.
Spinescales are 3’ in length with a tough outer skin of leathery scales save for a small area around the underside. They have razor-sharp teeth and two fangs on their palates with which they inject poison into their prey, causing an additional 1-8 damage. From insects, they have developed a taste for human flesh and sit motionless in the shallows of pools, waiting to tear apart the legs of some traveller who unwittingly stepped into the water. Spinescales usually try to avoid any fights on dry land due to their being so cumbersome out of the water and will have their AV reduced to 1 should such a confrontation take place. Normal non-magical weapons will bounce of a Spinescale’s outer skin unless it eyes and soft underbelly are targeted at DV 2 by a second attacker while the main opponent draws the monster's attention. COMMENTARY: Spinescales were created in 1978 by Albie Fiore and published in White Dwarf #9 as part of his classic dungeon, The Lichway. They were created accidentally by a Master Alchemist whose chemicals drained into a nearby swamp, mutating the frogs.
At first sight, these seem to be exactly the sort of monster that Forge does NOT need more of: giant animals that attack mindlessly. However, the tactic of attacking the monster's weak point as DV 2 plays to the strengths of Forge's combat system. Moreover, there are useful spells that enable Mages to attack creatures invulnerable to normal weapons. The Spinescale's origin story easily adapts to the Gods-War in Forge. |
HIT POINTS 12+2d6
ARMOUR RATING 4 (eye/underbelly 1) ATTACK VALUE 1 (in water 6) NO. OF ATTACKS 1 WEAPON TYPE Bite + poison DAMAGE 1d6 SAVING THROW 14+ SPEED 4 (swimming 7) |
SUSURRUS
The susurri are believed to be the creations of Marda, the goddess of animals, as a rebuke to Necros, the god of death. This 7’ tall beast has no external organs and ‘sees’ and ‘hears’ through vibrations and disturbances in the air. Thus, they can detect the presence of invisible objects and beings and cannot be ambushed.
The exoskeleton of the Susurrus is honeycombed with small ducts and passageways through which it continuously draws in the air on which it feeds. This constant ‘inhaling’ creates the beast’s characteristic ‘dronesong’ which only ceases when the beast dies. It is reminiscent of wind blowing through the trees and can be heard up to a quarter of a mile away through unobstructed airways or behind one closed door. The dronesong reverberates through corridors making it difficult to pinpoint the direction from which it emanates, but it will become noticeably louder as the beast is approached. This noise has a peculiar effect on Undead creatures causing them to feel ‘at peace’ whereupon they sleep ‘the sleep of the dead’: Skeletons (of any sort) and Zombies are affected and Margouls may make a Saving Throw vs Death to avoid the effects. While ‘asleep’ the Undead cannot be turned by Berethenu magic or influenced by Necromancy but they will rise to defend themselves if attacked (unless they are destroyed by a successful Final Blow skill roll). They are often seen immobile in windy locations, taking in the air, and are surprisingly fast, aggressive and dangerous if encountered, delivering a vicious hug if they hit with both claws which crushes the victim onto the numerous bony spikes which cover the exoskeleton, inflicting 2-16 additional damage. They loathe fire and will immediately attack any torch or lantern bearer in an attempt to extinguish the oxygen-consuming flames. Susurri are believed to have a lifespan of at least 1000 years and they communicate by means of subtle variations in their dronesong. |
HIT POINTS 40+2d6
ARMOUR RATING 6 ATTACK VALUE 5 NO. OF ATTACKS 2 WEAPON TYPE Claws + hug DAMAGE 1d8 each + 2d8 SAVING THROW 10+ SPEED 4 |
COMMENTARY: The Susurrus was created in 1978 by Albie Fiore and published in White Dwarf #9 as part of his classic dungeon, The Lichway. They made their way into official D&D monster compendiums, albeit with a change of spelling.
The Susurrus is a novelty monster, but the idea of a living creature that has a power over Undead fits in with the conflict between Marda and Necros during the God-Wars in Forge.
The Susurrus is a novelty monster, but the idea of a living creature that has a power over Undead fits in with the conflict between Marda and Necros during the God-Wars in Forge.
SVART
These small creatures (3’ tall) have bright blue skin with orange eyes. They are Sprites mutated by evil gods during the God-Wars. They hate their Sprite ancestors with a vicious passion and believe they were specially created by the gods to inherit the ruined world. Svarts will treat most creatures as enemies if they outnumber them (Reaction modifier -25%) but will always attack Sprites on sight. Most Sprites seek to exterminate Svarts at any opportunity.
Svarts have a debased form of Sprite Empathy that allows them to detect fear, which drives them into a frenzy. Svarts gain +1 AV and +1 damage when they outnumber an enemy and another +1 AV when they are pursuing a fleeing enemy. Svarts have leathery skin that grants them 1 AR but often wear padded vests (+1 AR, 4+1d6 AP) and carry wooden shields (1SR, 1d4 SP) for DV1=3 and DV2=2. They usually carry short swords that deal 1d6, adding +1 damage due to their ferocity as long at they outnumber their foes. In a group of 5 Svarts, there will be one carrying a net. A hit with a net entraps a small or man-sized opponent, deducting -1d6 from AV and allowing all attacks against the target’s DV 2. A net has 5 structural points (treat as a Stuck Door) and attempts to tear free deal 1d2 points of damage for every 6 full points of Strength or a dagger/knife deals normal damage to the net. In a group of twenty Svarts, one will be a strong leader-type ranging from 3½’-5’ in height (roll 1d4 and multiply by 6”) and an extra +1d6 Hit Points and +1 AV for each ½’ of extra height and wielding a spear, battle axe or flail. |
HIT POINTS 6+1d6
ARMOUR RATING 1 + armour ATTACK VALUE 1, 2 or 3 NO. OF ATTACKS 1 WEAPON TYPE Short sword DAMAGE 1d6 (+1) SAVING THROW 13+ SPEED 2 |
COMMENTARY: Svarts were created for D&D by Cricky Hitchcock and first appeared in White Dwarf #9, but seem to be based on the evil goblins of Alan Garner's The Weirdstone of Brisingamen (1960). They were later adapted into official D&D compendiums.
These evil goblinoids serve a useful function in Forge, which lacks an obvious 'nemesis race'. Yes, the Referee can deploy Higmoni and Ghantu in lieu of goblins and orcs, but these races are also PC options. Moreover, since armoured opponents in Forge are such a challenge, it's desirable to have monsters that use armour, but not much of it, and who have low Hit Points, so that they can be deployed in numbers but fights are still resolved quickly.
The recontextualising of Svarts as mutated Sprites and the adapting of their Empathy power to gain bonuses against outnumbered or fleeing opponents adds to their general nastiness.
These evil goblinoids serve a useful function in Forge, which lacks an obvious 'nemesis race'. Yes, the Referee can deploy Higmoni and Ghantu in lieu of goblins and orcs, but these races are also PC options. Moreover, since armoured opponents in Forge are such a challenge, it's desirable to have monsters that use armour, but not much of it, and who have low Hit Points, so that they can be deployed in numbers but fights are still resolved quickly.
The recontextualising of Svarts as mutated Sprites and the adapting of their Empathy power to gain bonuses against outnumbered or fleeing opponents adds to their general nastiness.