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) [^]
- Bhaergala*
- Meazel*
- Rhaumbusun
- Strider, Giant
- Thessalmonster
- Thri-kreen*
Dragonlance® (MC4) [^]
- Fire Minion*
- Hatori
- Horax
- Insect Swarm
- Skrit
- Slig*
- Tylor*
- Wyndlass
Greyhawk® (MC5) [^]
- Beetle
- Bonesnapper
- Dragonfly, Giant
- Dragonnel
- Horgar
- Plant, Carnivorous (Cactus, Vampire)
Kara-Tur (MC6) [^]
- Goblin Spider *
- Jishin Mushi
*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 Roll | Creature |
|---|---|
| 2 | gai |
| 3 | bulette |
| 4 | roc |
| 5 | genie, dao |
| 6 | ankheg |
| 7 | wyvern |
| 8 | basilisk, lesser |
| 7 | spider huge |
| 10 | gith |
| 11 | ettercap/ behir |
| 12 | centipede, giant |
| 13 | beetle, boring |
| 14 | baazrag |
| 15 | tembo |
| 16 | braxat |
| 16 | bat, huge |
| 17 | ettin |
| 18 | basilisk, greater |
| 19 | ant, swarm |
Sandy Wastes [^]
| Die Roll | Creature |
|---|---|
| 2 | genie, djinn |
| 3 | basilisk, dracolisk |
| 4 | spotted lion |
| 5 | lizard, minotaur |
| 6 | wasp |
| 7 | snake, giant constrictor |
| 8 | snake, constrictor |
| 9 | sandling |
| 10 | elves/gith |
| 11 | kank |
| 12 | scorpion, huge |
| 13 | slaves |
| 14 | inix |
| 15 | anakore |
| 16 | jozhal |
| 17 | spider, phase |
| 18 | centipede, megalo- |
| 17 | yuan-ti |
| 20 | dragonne |
Mountains [^]
| Die Roll | Creature |
|---|---|
| 2 | lizard, fire |
| 3 | ettin |
| 4 | roc |
| 5 | ant, giant |
| 6 | giant-kin, cyclops |
| 7 | lizard, giant |
| 8 | leopard |
| 9 | beetle, fire |
| 10 | bat, common |
| 11 | halflings/dwarves |
| 12 | gith |
| 13 | slaves |
| 14 | kenku |
| 15 | spider, giant |
| 16 | ettercap |
| 17 | zombie |
| 18 | aarakocra |
| 17 | pseudodragon |
| 20 | bulette |
Scrub Plains [^]
| Die Roll | Creature |
|---|---|
| 2 | genie, jann |
| 3 | remorhaz |
| 4 | behir |
| 5 | ant lion, giant |
| 6 | mekillot |
| 7 | silk wyrm |
| 8 | cheetah |
| 9 | erdlu |
| 10 | gith |
| 11 | elves/slaves |
| 12 | kank |
| 13 | rat, giant |
| 14 | jaguar |
| 15 | scorpion, large |
| 16 | spider, giant |
| 17 | bat, huge |
| 18 | plant, carnivorous, man trap |
| 19 | pseudodragon |
| 20 | gaj |
Rocky Badlands [^]
| Die Roll | Creature |
|---|---|
| 2 | aarakocra |
| 3 | dragonne |
| 4 | giant-kin, cyclops |
| 5 | roc |
| 6 | ankheg |
| 7 | belgoi |
| 8 | lizard, giant |
| 9 | beetle, fire |
| 10 | spider, large |
| 11 | gith/dwarves |
| 12 | kluzd |
| 13 | rat, giant |
| 14 | common lion |
| 15 | hornet |
| 16 | bat, huge |
| 17 | braxat |
| 18 | giant |
| 19 | genie, efreeti |
| 20 | ant, swarm |
Salt Flats [^]
| Die Roll | Creature |
|---|---|
| 2 | basilisk, dracolisk |
| 3 | zombie, juju |
| 4 | snake, spitting |
| 5 | ant, giant |
| 6 | wasp |
| 7 | wyvern |
| 8 | hornet |
| 9 | skeleton |
| 10 | scorpion, huge |
| 11 | zombie |
| 12 | centipede, giant |
| 13 | spider, large |
| 14 | lizard, giant |
| 15 | bat, large |
| 16 | skeleton |
| 17 | spider, phase |
| 18 | zombie, monster |
| 19 | remorhaz |
| 20 | gaj |