Chapter Eleven: Encounters

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Encounters in the DARK SUN™ fantasy world occur exactly as described in generic AD&D® campaigns. Surprise rolls and encounter distances appear in the Player's Handbook, and the philosophy and details of encounters appear in the Dungeon Master's Guide. The additional rules given here specifically target Dark Sun encounters, making them easier and faster to run for the DM.

I. [^] Wizard, Priest, and Psionicist Encounters

Spellcasters and psionicists pose numerable problems for the DM, not the least of which is deciding what spells or psionic powers they can use at the time of the encounter. In instances when the DM has particular spells he needs NPCs to have, he should choose those spells and fill out the rest, using the system given there.

At times, an encounter with a large group of creatures calls for multiple spell casters or psionicists. The DM may wish to roll their spells or powers as a group to save time. Encounters where 15 elven psionicists can all perform different psionic actions may be interesting, but are nightmarish for the DM. Rolling for spells or powers as a group simplifies the action and can satisfy for DMs and players alike.

II. [^] Encounters in City-States

Athasian city states are usually very crowded and busy: half-elven merchants loudly hawk their wares in bazaars and street corners; slaves and peasants bear nobles high on sedan chairs and force their way roughly through the throngs; templar guards patrol the streets against the many thieves and low-lifes that scurry through the alleys and sewers. Even at night, the decadent lifestyles of the wealthy keep the city alive with festivals and parties that last until the dawn.

When dealing with encounters in a city, it is more appropriate to ask whom the player characters do notencounter than whom they do. Any normal denizen of the cities-peasants, slaves, templar guards, merchants, nobles-can be located without much trouble: they are ubiquitous. If the player characters wish to avoid some particular encounter, such as with the city guards or with a particular aristocrat, that too is fairly easy; city states throng with crowds.

Specific encounters should be set up by the DM. These will mostly be adventure-specific, presenting the player characters with individuals that will help or hinder their progress.

III. [^] Monsters

Many of the monsters presented in the AD&D Monstrous Compendiumsa re appropriate fo r DARK SUN campaigns. They should be used in addition to those new monsters given in the Wanderer's Guide. In many cases, these creatures have adapted themselves to the more harsh, arid conditions on Athas.

[^] Magic:

Those creatures capable of casting spells should be treated as defilers. When they cast spells, they ruin the ground around them, according to spell-level, just as described in Chapter 7: Magic.

As a result, spell-wielding monsters rarely cast spells directly from their lair. Those who merely have spelllike abilities do not cause defiling damage when using those abilities.

[^] Psionics:

Of all the monsters in the following list, only yuan-ti have psionic powers (according to the Complete Psionics Handbook).However, all those marked with an asterisk could possess wild powers in DARK SUNcampaigns. Whether or not an individual creature is a wild talent is the DM's decision.

[^] Plant-Based Monsters:

Defiling magic destroysall plant-life within its area of effect without excep-tion. A plant-based monster can thus be destroyed(or injured if it isn't wholly contained within the areaof effect), with no save allowed.

[^] Monstrous Compendium 1 and 2

Forgotten Realms® (MC3) [^]

Dragonlance® (MC4) [^]

Greyhawk® (MC5) [^]

Kara-Tur (MC6) [^]

*indicates possible psionic wild power

No creatures from the SPELLJAMMER Monstrous Compendiums live on Athas. Fiends from the Outer Planes Appendix (MC10) can travel to and from Athas at will, but do so rarely, only when summoned by dragons or great wizards.

IV. [^] Wilderness Encounters

The wilds of Athas are teeming with intelligent and unintelligent monsters. Encounters in the wilderness should be rolled for on a daily basis or as the DM sees fit. Obviously, if characters are lost or unprepared, even the most routine wilderness encounters can prove to be fatal for the party.

Each of the tables below lists monsters for encounters in a particular terrain type. The monsters listed come from the Wanderer's Guide and from Monstrous Compendiums I and II. The other monsters listed as appropriate to Dark Sun can be added, as well, if you have the appropriate Monstrous Compendiums.

When encounters occur should be determined using the Frequency & Chance of Wilderness Encounters table in the DMG.

Stoney Barrens [^]

Die RollCreature
2gai
3bulette
4roc
5genie, dao
6ankheg
7wyvern
8basilisk, lesser
7spider huge
10gith
11ettercap/ behir
12centipede, giant
13beetle, boring
14baazrag
15tembo
16braxat
16bat, huge
17ettin
18basilisk, greater
19ant, swarm

Sandy Wastes [^]

Die RollCreature
2genie, djinn
3basilisk, dracolisk
4spotted lion
5lizard, minotaur
6wasp
7snake, giant constrictor
8snake, constrictor
9sandling
10elves/gith
11kank
12scorpion, huge
13slaves
14inix
15anakore
16jozhal
17spider, phase
18centipede, megalo-
17yuan-ti
20dragonne

Mountains [^]

Die RollCreature
2lizard, fire
3ettin
4roc
5ant, giant
6giant-kin, cyclops
7lizard, giant
8leopard
9beetle, fire
10bat, common
11halflings/dwarves
12gith
13slaves
14kenku
15spider, giant
16ettercap
17zombie
18aarakocra
17pseudodragon
20bulette

Scrub Plains [^]

Die RollCreature
2genie, jann
3remorhaz
4behir
5ant lion, giant
6mekillot
7silk wyrm
8cheetah
9erdlu
10gith
11elves/slaves
12kank
13rat, giant
14jaguar
15scorpion, large
16spider, giant
17bat, huge
18plant, carnivorous, man trap
19pseudodragon
20gaj

Rocky Badlands [^]

Die RollCreature
2aarakocra
3dragonne
4giant-kin, cyclops
5roc
6ankheg
7belgoi
8lizard, giant
9beetle, fire
10spider, large
11gith/dwarves
12kluzd
13rat, giant
14common lion
15hornet
16bat, huge
17braxat
18giant
19genie, efreeti
20ant, swarm

Salt Flats [^]

Die RollCreature
2basilisk, dracolisk
3zombie, juju
4snake, spitting
5ant, giant
6wasp
7wyvern
8hornet
9skeleton
10scorpion, huge
11zombie
12centipede, giant
13spider, large
14lizard, giant
15bat, large
16skeleton
17spider, phase
18zombie, monster
19remorhaz
20gaj