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18

It depends on your GM, but if you're playing in a book-specific setting, probably not Which books allowed in the game are strictly a DM's call. While many GMs play with "all books allowed" there are a number that choose to restrict books. One of the more common restrictions are on setting specific material, though it is fairly trivial to file off ...


11

(Having seen your Ravenloft question earlier, which implies that you're familiar with that setting, I'd especially recommend the following): Bring them in through Ravenloft. First have the PC enter the demiplane of dread, then have them wander through -- practically to toughen them up -- a few, more and more desert-like domains (possibly encountering a ...


9

The religion skill in Dark Sun is not useless if you look at it from a different angle. History is a more generalized skill so it is less likely that you would have a character that studied history know about the old religious objects that are still around even though the gods are not. Ex. the party is in a dungeon that a use to be a temple to [insert god ...


9

This is pretty much the same as an answer I gave last year. You should add 2 standard level appropriate monsters, or you can replace either or both standard monsters with 4+ minions each. I would recommend adding monsters from the following groups: minions - With 7 characters, unless the party is very low level, they probably have access to many powers ...


9

Athas is a harsh and dangerous environment to PCs of any level. But the level will change the nature of a lot of these dangers and considerations. Magic is Rare. With characters that are sorcerous in nature, will they be Defilers or Preservers? Athas is a world in which magic doesn't flow through the environment like most fantasy worlds- it comes only ...


8

This doesn't exactly answer the question you asked, but hopefully will help you do what you want to do. Find a level-appropriate Solo controller leader and reskin it. You can use the base stats and defenses as given, but use the given powers as a baseline to create your own. 1 aura, a couple at-wills, two encounters that recharge, some reactions, a bloodied ...


7

I asked Tim Brown, one of the setting's creators, and this is what he said: That was just rumor, nothing more, don't know where it started. We got people telling us that the Athas map laid directly onto the Forgotten Realms map, but that wasn't actually true.


7

The 2nd edition Dark Sun supplement "Earth, Air, Fire and Water" describes the duties and role of elemental clerics in a bit more detail. It mentions the following when discussing the turn undead ability: Because the undead, by their very nature, lie outside of the natural dominion of the cycle of life and death, the elementals consider them to be ...


6

The Religion skill in Dark Sun could go either way, your call as a DM. The definition of useless depends on the group not the campaign. If a part of the story your group is telling is bringing back the Divine Powers then it will be critical. Or if your characters are involved in something that relates to the defeat of the gods. Your number 2 comment is ...


6

There is no Pathfinder-specific Darksun material Darksun is the property of Wizards of the Coast and Paizo's not allowed to touch it; that part's pretty simple. Additionally, Paizo has not published any first-party psionic material for Pathfinder, though Dreamscarred Press has done some phenomenal third-party stuff for that system that I highly suggest to ...


5

Independently of the setting, from a strict rules POV, the spell has the [evil] descriptor. This means that while you may be able to cast it if it's available to you, it is considered a really evil act to do so (as found in the Alignment rules here). As usual, the GM's word is law as to what that means for you and your character's alignment, but the rules ...


5

Yes! An earlier question on this board brought up Caesar miniatures which makes several inexpensive (soft plastic, but still paintable) historical lines. They make several sets (including Inca and Mayan warriors, egyptians, etc) that I think might work really well. Some of the romans and greeks and egyptians would work as well. Best thing about them is the ...


4

Step 1 You need to pick your system of choice. That's a matter of taste. Step 2 Identify the key elements of the setting. For Dark Sun, for me, here's that list: Unique race treatments Thri-Kreen Athasian Elves Athasian Halflings Unique hazards Silt Seas Unique Creatures Defiler Magic Metal Poor Sorcerer-Kings Transformation to Dragons Clerics ...


4

You have a dual-leader party, which is (in general) a really good idea. The cleric, the ardent, and maybe the hexblade need to realize that there's no-one stopping them from drawing aggro. They are also the theoretically hardiest members of your group. Your ranger may be, if it's a two-weapon strength based longtooth, but I'll assume archer for now. The ...


3

I like the idea of a guide from Athas. Perhaps a slave who has been launched like a cosmonaut or a space probe into your world by a mad sorceror-king! This slave - call him Yuri - shows up in the middle of a fight that your PCs are winning handily and sees the commonplace magic. He notes the lush greenery, sees a running stream, and observes warriors clad ...


3

Edit/Note: I've just undeleted this answer of mine, originally posted practically minutes after Raddu's. Having had the exact same wording of the exact same answer, I didn't feel like "contending" - in fact, I don't feel like that now either, but have decided to bring this back anyway, for history's sake - and to present a link. Just like Raddu, I also ...


3

You can (sometimes) get in and out from Sigil. From The Planeswalker's Handbook, page 32 A secluded, hard-to-reach world called Athas is notable for a couple of reasons. First, "hard-to-reach" isn't just hyperbole; portals leading here are rare in the extreme, and spells that allow interplanar travel fail more than half the time. Recently, the githyanki ...


3

It was noted that Athas isn't reachable from the other game worlds during the AD&D 2E run. I don't recall if it was in the Dark Sun boxed set or the Spelljammer materials, or in a late 2E FAQ. It was implied that this is because it's the far future of the Forgotten Realms, but that particular assertion wasn't explicit. I don't know if that's still held ...


3

I agree with Nigralbus' answer, but I would also, as a DM, take the following opinion: The creation of an undead creation is inherently an evil act. Undead are the antithesis of the positive energy your cleric will channel, being creatures of negative energy. Further, by it's very nature, the good alignment in general cherishes life. Again, undead ...


2

While Tim Brown denies that the Athas setting was the future of any of TSR's game worlds, that it was inaccessible via Spelljammer and via planar travel in Planescape tends strongly to imply that others at TSR felt it to be either the future of one of the settings, or that it's majorly imbalanced; perhaps both. Given the post-holocaust feel, it was a ...


2

Just a couple extra things to keep in mind. Since Magic is rare, your charachters are likely to stick out like a sore thumb, especially if they do any magic. This might make a good plot point though. The first time they cast magic, they are likely to suck the life out of anything nearbye and defacto brand themselves as defilers. (Even if they don't want ...


2

The sorcerer-kings (some of them, at least) position themselves as gods to the ordinary people, and they even empower their templars with something that in every other context would be divine magic. So at least by-the-book, religion could be used to gain knowledge about sorcerer kings and their templars. In addition, the halflings in the forest ridge ...


2

Please note I am unfamiliar with 4e so some things might seem rough at the edges Considering your last point, I think that history check would mostly find out when it was made and what it was, but some more complex religion related knowledge can only span from Religion check. For example, History identifies a piece of brass as an old Grail, but a successful ...


1

If you use Legends of Anglerre (a FATE based game) you'd just need to look at race and class descriptions, choose appropriate skills & stunts and customise them with aspects. Same goes for the monsters. LoA is well suited for handling environmental hazards. HeroQuest would also be dead easy to convert, as you can generate a character by writing a 100 ...


1

I once began the task of converting the Dark Sun campaign setting for use with the Pathfinder Ruleset. I didn't finish the task in the end, as the players decided that they would rather play Forgotten Realms instead (which was conveniently much more easy to adapt). Anyhow, along the way I found a couple of other conversions of the Dark Sun rules - one for ...


1

I haven't tried it yet, but I've often thought that Dark Sun would make an excellent GURPS campaign setting. Fleshing out defiling and preserving magic with GURPS Thaumatology would be pretty straightforward, the fairly crunchy and flexible GURPS Psionics would, I think, fit the world better than D&D's increasingly dumbed-down psionics (God, it pains me ...


1

I ended up going in a slightly different direction. Lego. The Prince of Persia line of Legos has some very Dark Sun looking minis. With a few alterations and some paint I got a very passable, all be it much less serious, miniature. For reference, he's a voidsoul genasi swordmage.


1

This appears to be a popular (and unsatisfactorily answered) topic on various forums. There are a lot of suggestions, but nothing that's more than "kinda close". Though, it's worth noting that messing about with eBay auctions isn't the only source of the original Ral Partha Dark Sun miniatures line. Tome of Treasures has a nice selection of them for ...



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