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AD&D - Dark Sun Campaign Setting (Revised) (2e)

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Published by Capn_Ragnar, 2023-01-28 16:47:42

AD&D - Dark Sun Campaign Setting (Revised) (2e)

AD&D - Dark Sun Campaign Setting (Revised) (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG,Dark Sun

BASE MAC AND PSP BONUSES Ability Base MAC PSP Score MAC Modifier Bonus 15 or less 16 17 18 19 20 21 22 23 24 25 10 9 8 7 6 5 4 3 2 1 0 - 2 - 3 - 3 - 3 - 4 - 4 - 4 0 - 1 - 1 - 2 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Note: Though nonpsionic creatures can have any MAC score, the following general guidelines (based on Intelligence) can be used: Non, MAC 5-6; Animal, 5-6; Semi, 6-8; Low, 8-9; Average, 8-10; Very, 8-9; High, 7-8; Exceptional, 6-7; Genius, 5-6; Supra, 4-5; Godlike, 2-3. MTHAC0 BONUS FOR PSIONIC ATTACKS VS. PSIONIC DEFENSES Mind thrust Ego whip Id insinuation Psychic crush Psionic blast Mind Thought blank shield +5 +3 +3 +4 -5 -3 +1 - 4 - 3 +2 Mental barrier - 2 +2 -1 +4 - 5 Intellect Tower of fortress iron will -3 -5 -4 -3 +2 +5 -1 -2 +4 +3 MTHAC0 MODIFIERS Intelligence MTHAC0 Score Modifier 15 or less 0 16-17 18-19 20-22 23+ +1 +2 - 3 +4 PSIONIC ACTIONS P E R R OUND 1) Character can make as many psionic attacks as his experience level allows, and . . . 2) he can use one psionic defense, and . . . 3) he can activate one psionic power against an open mind, and . . . 4) he can maintain as many previously successfully activated powers as he wishes (provided he can afford to continue paying the PSP costs). Note: All psionic attacks require line of sight, as do the use of all psionic powers (with a few exceptions, such as those in the clairsentience discipline). It a psionic attack succeeds and opens a closed mind, a psionic power can be used against the mind that same round. ITEM SAVING THROWS Crushing Magical Normal Item Acid Blow Disintegrate Fall Fire Fire Cold Lightning Electricity Bone or ivory 11 16 Cloth 12 — Glass 5 20 Leather 10 3 Metal 13 7 Oils * 16 † — Paper, etc. 16 7 Potions * 15 † — Pottery 4 18 Rock/crystal 3 17 Rope 12 2 Wood, thick 8 10 Wood, thin 9 13 19 6 9 3 2 8 19 — 16 13 2 18 19 14 7 4 6 17 19 2 6 4 3 13 17 3 6 2 2 12 19 — 19 17 5 19 19 — 19 19 2 19 19 — 17 14 13 18 19 11 3 2 4 2 18 8 3 2 2 14 19 — 10 6 2 9 19 2 7 5 2 12 19 2 11 9 2 10 2 2 2 2 2 16 2 15 2 2 2 2 2 CONSTITUTION Ability Hit Point System Resurrection Poison Score Adjustment Shock Survival Save Regeneration 3 - 2 35% 40% 4 -1 40% 45% 5 -1 45% 50% 6 -1 50% 55% 7 0 55% 60% 8 0 60% 65% 9 0 65% 70% 10 0 70% 75% 11 0 75% 80% 12 0 80% 85% 13 0 85% 90% 14 0 88% 92% 15 +1 90% 94% 16 +2 95% 96% 17 +2 (+3) * 97% 97% 18 +2 (+4) * 99% 98% 19 +3 (+5) ** 99% 99% 20 +3 (+6) † 99% 99% 21 +3 (+6) † 99% 99% 22 +4 (+7) †† 99% 99% 23 +4 (+7) †† 99% 99% 24 +4 (+7) †† 100% 100% 25 +4 (+7) †† 100% 100% 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +1 +1 +2 +2 +3 +3 +4 Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil 1/4 hours 1/3 hours 1/2 hours 1 /hour 1/3 turns 1/2 turns Nil * Parenthetical bonuses apply to warriors only. ** All 1s rolled for Hit Dice are automatically considered 2s. † All 1s and 2s rolled for Hit Dice are automatically considered 3s. †† All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s. * This save does not include the container, only the liquid contents. † Even if the save is made, the item is probably hopelessly mixed with the acid. 2438XXX1401 DARK SUN is a registered trademark owned by TSR, Inc. © 1995 TSR, Inc. All rights reserved


THAC0S AND MTHAC0S Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Priest THAC0 Psionicist THAC0 Rogue THAC0 Warrior THAC0 Wizard THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 1 2 3 45 6 78 9 10 11 12 13 1 4 15 16 17 18 19 2 0 Psionicist MTHAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1 23 45 678 9 10 11 12 13 1 4 15 16 17 18 19 20 Wild Talent MTHAC0 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 SAVING THROWS Attack to Be Saved Against Paralyzation, Poison, Rod, Staff, Petrification Breath or Death Magic or Wand or Polymorph * Weapon † Spells ‡ 10 9 7 6 9 5 4 2 13 12 11 10 9 7 9 8 5 5 7 13 14 12 12 11 10 10 8 14 13 11 10 9 8 6 15 13 11 13 12 10 8 7 5 12 10 8 16 15 13 12 11 10 8 16 15 13 12 11 9 16 15 14 13 9 7 12 7 6 11 20 17 16 13 11 12 9 7 9 8 8 5 5 4 6 5 4 7 3 4 3 6 15 9 13 7 11 9 7 15 14 12 11 10 9 7 15 14 12 11 9 15 13 11 9 7 6 12 11 10 9 8 4 17 15 14 12 5 19 17 16 14 13 11 10 8 12 10 8 6 4 13 11 9 7 9 7 6 18 16 15 13 12 10 8 16 14 13 11 10 8 14 13 11 10 8 5 11 5 3 5 Character Group and Experience Level Priests 1-3 4-6 7-9 10-12 13-15 16-18 19+ Psionicists 1-4 5-8 9-12 13-16 17-20 21+ Rogues 1-4 5-8 9-12 13-16 17-20 21+ Warriors 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+ Wizards 1-5 6-10 11-15 16-20 21+ INITIATIVE MODIFIERS Specific Situation Modifier Hasted -2 Slowed +2 On higher ground -1 Set to receive a charge -2 Wading or slippery footing +2 Wading in deep water +4 Foreign environment +6 Hindered (tangled, climbing, held) +3 Waiting +1 COMBAT MODIFIERS Attack Roll Situation Modifier Attacker on higher ground Defender invisible Defender off-balance Defender sleeping or held Defender stunned or prone Defender surprised Missile fire, long range Missile fire, medium range Rear attack +2 Automatic +4 +1 -5 -2 +2 +1 - 4 * Excluding polymorph wand attacks. † Excluding those that cause petrification or polymorph. ‡ Excluding those for which another saving throw type is specified. Note: A roll of 1, 2, or 3—regardless of modifiers—is an automatic fail. COVER AND CONCEALMENT MODIFIERS TO AC Target Cover Concealment 25% hidden -2 -1 50% hidden - 4 -2 75% hidden -7 -3 90% hidden -10 - 4


EL F RUN Roll Equal to Days Before Penalties Begin Failure/No preparation Con score to Con -3 Con -4 to Con -7 Con -8 to Con -10 Con -11 to Con -13 Con -14 to Con -16 Con -17 or lower 1 2 3 4 5 6 7 MUL EXERTION Exertion Time Before Requiring Rest Heavy labor 24+Con (hours) (stone construction, quarry work, running) Medium labor 36+Con (hours) (light construction, mining, jogging) Light labor 48+Con (hours) (combat training, walking encumbered) Normal activity Con (days) (walking, conversation) MASS ELF RUN LEADER BONUS Leader Type Constitution Bonus Tribal chief Clan head Highest Charisma +3 +2 +1 WEAPON MATERIALS Material Cost Weight Damage * Hit Probability † Metal 100% 100% — — Bone 30% 50% -1 -1 Stone, obsidian 50% 75% -1 -2 Wood 10% 50% -2 -3 The damage modifier subtracts from the damage normally done by that weapon, to a minimum of one point. Not applicable to missile weapons. GATHERING SPELL ENERGY THROUGH DEFILING MAGIC Money Intelligence Check 100 cp (ceramic pieces) = Terrain Type * Failure (More than Int) Int to Int-7 Int-8 10 sp = 2 ep = 1 gp = 1/5 pp Lush -1 spell/level Usual spells/level +3 spelIs/level Failure (More than Int-2) Int-2 to Int-7 Int-8 • All nonmetal items cost 1% of the price Abundant -1 spell/level Usual spelIs/level +2 spelIs/level listed in the Player’s Handbook Failure (More than Int-3) Int-3 to Int-7 Int-8 • All metal items cost the price listed in the Fertile -1 spell/level Usual spells/level +2 spelIs/level Player’s Handbook. Failure (More than Int-5) Int-5 to Int-8 Int-9 • Prices listed in any DARK SUN® product are Infertile -2 spells/level Usual spells/level +1 spell/level used as is. Failure (More than Int-7) Int-7 to Int-9 Int-10 Barren -2 spells/level Usual spells/level +1 spell/level * Lush terrain includes forests, large gardens, and parks. Abundant terrain includes verdant belts, grasslands, and mud flats. Fertile terrain includes oases and scrub plains. Infertile terrain includes stony barrens, rocky badlands, and bare mountains. Barren terrain includes boulder fields, sandy wastes, and salt flats. TURNING UNDEAD Type or Hit Dice Level of Priest of Undead 12345678 9 10-11 12-13 14+ Skeleton or 1 HD 10 7 4 T T D D D * D * D * D * D * Zombie 13 10 7 4 T T D D D * D * D * D * Ghoul or 2 HD 16 13 10 7 4 T T D D * D * D * D * Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D * D * Wight or 5 HD 20 19 16 13 10 7 4 T T D D D * Ghast — 20 19 16 13 10 7 4 T T D D Wraith or 6 HD — — 20 19 16 13 10 7 4 T T D Mummy or 7 HD — — — 20 19 16 13 10 7 4 T T Spectre or 8 HD — — — — 20 19 16 13 10 7 4 T Vampire or 9 HD — — — — — 20 19 16 13 10 7 4 Ghost or 10 HD — — — — — — 20 19 16 13 10 7 Lich or 11+ HD — — — — — — — 20 19 16 13 10 Special † — — — — — — — — 20 19 16 13 * An additional 2d4 creatures of this type are turned. † Special undead include the most powerful, free-willed undead of Athas.


ATHASIAN WEAPONS Damage * ½ L L L 9 1 4 M 1 S 5 M 1 S 15 L 4 M 3 1 9 10 9 4 12 12 5 10 Cost † Weight ‡ Size Type Speed S - M L 9 3 12 6 M S M M S L S L L M M S B P/S P/B S S B B P S/P P/S P/B P P/S/B P P/S P/S B P/S P/S/B P/B P/S S S 5 3 5 5 4 10 4 8 3 8 9 5 8 8 2 7 2 5 2 12 2 1d6 1d4+1 1d6 1d6+1 1d6+2 1d4 1d6 1d6 1d6 1d8 2d4 1d8 1d10 1d3 1d4+1 1d4 1d6 1d6 1d6 1d6 1d4 1d6+1 1d6 1d3 1d6 1d8 1d4+1 1d3 1d4 1d6+1 1d6 1d10 1d10 1d8 1d12 1d2 1d4+1 1d3 1d4 1d6+1 1d6-1 1d12 or 1d4 1d4 1d4+1 9 cp 10 cp 12 cp 8 cp 1 cp 24 cp 12 cp 15 cp 2 sp 6 cp 6 cp 4 cp 15 cp 6 cp 6 cp 1 cp 5 sp 9 cp 4 cp 6 cp 5 cp 1 sp Alhulak Bard's friend Cahulaks Carrikal Chatkcha Crusher Datchi club Dragon's paw Forearm axe Gouge Gythka Impaler Lotulis Master's whip Puchik Quabone Singing sticks Tortoise blade Trikal Weighted pike Widow’s knife Wrist razor * Damage is shown as a base rate. Modifiers must be employed based on the materials used. † Costs are for items made from stone or obsidian. Change to reflect the use of other materials. ‡ Weights are for items made from stone or obsidian. Change to reflect the use of other materials. Terrain Type Silt Sea Boulder fields Salt flats Sandy wastes Mountains Rocky badlands Stony barrens Scrub plains Verdant belts Forests DEFILER MAGICAL DESTRUCTION Spell Level 1 12 10 10 10 5 5 2 16 14 14 14 7 7 3 20 17 17 17 9 9 5 7 9 3 4 2 2 4 22 20 20 20 10 10 10 5 3 2 5 24 22 22 22 11 11 11 5 3 2 6 26 24 24 24 12 12 12 5 3 2 7 28 26 26 26 13 13 13 5 4 2 8 30 28 28 28 14 14 14 6 4 9 32 30 30 30 15 15 15 6 4 3 4 2 2 1 1 3 Note: The number shown is the radius, in yards, around the defiler where all vegetation is turned to ash. If a defiler memorizes more than one spell from the same location, the radius of destroyed vegetation expands. Start with the highest level spell memorized. Add one yard for every other spell memorized. (Spells equal to the highest level spell are treated as additional spells.) STRENGTH Ability Hit Damage Weight Maximum Open Bend Bars/ Score Probability Adjustment Allowance Press Doors Lift Gates 3 5 7 24 +3 +8 515 700 16 (8) 50% 25 +4 +9 635 810 17 (10) 60% - 3 - 2 -1 Normal Normal Normal Normal Normal +1 +1 +2 +2 +2 +3 +3 3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 19 20 21 22 23 -1 -1 None None None None None +1 +1 +2 +3 +4 +5 +6 +7 5 10 20 35 40 45 55 70 85 110 135 170 255 360 445 10 25 55 90 115 140 170 195 220 255 280 315 375 475 600 2 4 6 8 9 10 11 12 13 14 15 (3) 16 (6) 0 % 0% 0% 1% 2% 4% 7% 10% 13% 16% 20% 25% 30% 35% 40%


A decade has passed since the Age of Heroes began. The city of Tyr has broken free of tyranny, though turmoil still holds the world in its merciless grip. The Dragon King lies dead, earthquakes rock the land, and revolution spreads like wildfire across the Tyr Region. Giant rifts pierce this once impenetrable land: far to the north, the alien thri-kreen empire quickens, sensing its opportunity to invade. And to the south, in the obsidian wasteland, the ground stirs with the emergence of the undead. . . . Welcome to a world where metal is scarce, gods don't exist, and psionic powers abide in all living creatures! This significantly expanded and revised boxed set contains everything you need to adventure across the burning lands of Athas. The Wanderer's Chronicle: 128 pages detailing the world of Athas, extending far beyond the known Tyr Region to encompass such new locations as the Jagged Cliffs, the Last Sea, the Kreen Empire, and the Dead Land. The Age of Heroes: 96 pages of updated rules and new mechanics designed to make combat more brutal and adventure more savage. This book features new player character races such as the aarakocra and the pterran, expanded rules for wizards, and revised ability score tables. The Way of the Psionicist: 32 pages detailing a new, streamlined, complete-in-this-box psionics system designed specifically for Dark Sun campaigns. Mystery of the Ancients: A 32-page adventure for characters of 3rd to 5th level that kicks off any new campaign in spectacular fashion. Three full-color poster maps: One is a close-up of the Tyr Region. The other high-quality maps detail the lands beyond the north, south, and west—expanding the area of the original campaign by eight times! DUNGEON MASTER® Screen: An eight -panel gatefold featuring all the tables needed to run a Dark Sun adventure, on one convenient stand-up screen.


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