Money Conversions:
Since metal is
rare and precious on Athas, the populace has had to resort to other forms of currency to meet
its needs. The most common form of money here is the ceramic coin, or ceramic piece(cp). The ceramic piece
is equivalent to the gold piece listed in the Equipment lists in the Player's Handbook,
provided the item being purchased or sold is not metal. If the item is mostly metal(swords,
metal armor, etc.) then the prices listed in the Player's Handbook are in Athasian Gold Pieces
(100 ceramic pieces = 10 Athasian Silver Pieces = 1 Athasian gold piece). Immediately Below the ceramic
coin in value is the ceramic bit(cb), which functions as silver would on other worlds. The lowest form of
currency is the glass bead(gb), which functions as copper. It is important to note that extreme
displays of wealth are uncommon in the general citizenry. Many peasants measure their entire
life savings in terms of ceramic bits.
Starting
Money:
Each
character class in Athas gets the starting money of its equivalent Class
in the D&D 3rd Ed. Player's Handbook except that the coinage is Ceramic
Pieces. Templars, instead of getting Cleric starting funds, get 6d4x10.
In this campaign, starting PC's get maximum starting money (as if they rolled the maximum
amount on their starting-money dice). If your starting character has levels in multiple
classes, use the best starting money from among your classes.
Athasian Weaponry:
Dark Sun Weapons | Cost | Weight | Size | Type¤ | Critical | Damage |
Alhulak* | 20 cp | 9 | M | MB | x2 | 1d8 |
Ankus* | 15 cp | 15 | L | EB | x2 | 2d4(Sub) |
Bard's Friend* | 20 cp | 3 | S | M-P/S | 18-20/x2 | 1d4 |
Blowgun* 10 ft. range | 1 cp | 2 | S | EP | x2 | 1 |
Blowgun, Greater* 10 ft. range | 10 cp | 4 | L | EP | x2 | 1d4 |
Cahulaks* | 120 cp | 12 | M | E-P/B | x2 | 1d8/1d8 |
Carrikal* | 10 cp | 6 | M | MS | x3 | 1d6+1 |
Chatkcha* 20 ft. range | 40 cp | 1/2 | S | ES | x2 | 1d6 |
Crusher* | 60 cp | 15 | L | EB | x2 | 1d8 |
Datchi Club* | 15 cp | 10 | L | B | x3 | 1d6 |
Dragon's Paw* | 80 cp | 9 | L | EP | 19-20/x2 | 1d6/1d6 |
Elven Long Blade | 100 cp | 3 | M | ES | 18-20/x2 | 1d8 |
Forearm Axe* | 30 cp | 6 | S | M-S/P | x3 | 1d6 |
Gouge* | 20 cp | 12 | L | M-P/S | x3 | 1d10 |
Gythka* | 100 cp | 12 | M | ES | x2 | 1d8/1d8 |
Impaler* | 8 cp | 5 | M | MP | x4 | 1d8 |
Lotulis | 90 cp | 9 | L | E-P/B/S | x2 | 2d4/2d4 |
Master's Whip* 15 ft. range | 20 cp | 2 | M | ME | x2 | 1d3 |
Maquahuital | 15 cp | 3 | M | MS | 19-20/x2 | 1d8 |
Maquahuital, Large | 20 cp | 12 | L | MS | 19-20/x2 | 2d6 |
Maquahuital, Small | 10 cp | 2 | S | MS | 19-20/x2 | 1d6 |
Puchik* | 4 cp | 1 | S | SP | x3 | 1d4 |
Quabone* | 3 cp | 4 | M | S-P/S | x2 | 1d6(Sub) |
Singing Sticks* | 10 cp | 1 | M | EB | x2 | 1d6 |
Tortoise Blade* | 20 cp | 1 | S | EP | 19-20/x2 | 1d4 |
Trikal* | 10 cp | 7 | M | M-P/B/S | x3 | 1d6 |
Weighted Pike* | 75 cp | 15 | L | E-P/B | x2/x2 | 1d8/1d6 |
Widow's Knife* | 50 cp | 4 | M | S-P/S | 19-20/x2 | 1d4 |
Wrist Razor* | 15 cp | 2 | S | SS | 19-20/x2 | 1d4 |
Zerka*& 10 ft. range | 40 cp | 3 | L | EP | x2 | 1d10 |
Weapon Descriptions:
Alhulak:
With an alhulak, you get a +2 bonus on your opposed attack roll when
attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to
disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped
during your own trip attempt, you can drop the alhulak to avoid being tripped.
Ankus:
The ankus is a hooked device used to steer Mekillots. It deals only subdual damage, but because of its hook, you can also use it to make trip attacks. You can drop the ankus to avoid being tripped during your own trip attempt. The ankus has 10-foot reach.
Bard's Friend:
This weapon is crafted with several obsidian blades and wooden prongs,
which are fastened to a wooden handle. The bards of Balic frequently coat the blades with
poison.
Blowgun:
The blowgun us a long tube through which you blow to fire needles. A needle does 1 point of damage, and it can deliver an injury or contact type poison.
Blowgun, Greater:
The greater blowgun fires blowgun darts that are slightly smaller than thrown darts. These darts do 1d4 points of damage in addition to delivering poisons.
Cahulak:
A cahulak is a double alhulak. You may fight as if fighting with two weapons, but
if you do, you incur all the normal attack penalties associated with fighting with a light
weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double
weapon in one hand, such as a half-giant using a set of Cahulaks, can’t use it as a double
weapon.
Carrikal:
The sharpened jawbone of a large creature is lashed to a haft. The jagged
edges are sharpened, forming a sort of battleaxe with two forward-facing heads.
Chatchka:
The chatkcha returns to the thrower on a missed attack roll. To catch it, the
character must make an attack roll against AC 10. Failure indicates the weapons falls to the
ground 10 ft. in a random direction from the thrower. A non-proficient user who fails in his
attempt to catch the returning chatkcha suffers 1d4 damage from the weapon's sharp
edges. Catching a returning chatkcha is a reaction and does not require that the character
use up an iterative attack for the catch.
Crusher:
A crusher has reach. You can strike opponents 10 feet away with it, but you
cannot use it against an adjacent foe. The crusher is made from a large stone or metal
weight, mounted at the end of a 15’ long shaft of springy wood. The base of the shaft is
planted in the ground, and the weight is whipped back and forth. This unusual weapon finds
most use in specially trained infantry units.
Datchi Club:
A datchi club has reach. You can strike opponents 10 feet away with it, but
you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4-5 foot length of dried insect hive or roots to a three-foot long shaft.
Teeth, claws, or obsidian shards are embedded into the head of the weapon.
Dragon's Paw:
A dragon’s paw is a double weapon. You may fight as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting
with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a
double weapon in one hand, such as a half-giant using a dragon’s paw, can’t use it as a
double weapon. Popular in the arenas of Tyr and Urik, the dragon’s paw consists of a five or six-foot long
pole, with a long, curved blade on either end. A sort of basket guards the wielder’s hands
from attack, granting a +2 bonus on all attempts to defend against being disarmed.
Elven Longblade:
Proficient wielders can use the weapon finesse feat to apply their
dexterity modifier, rather than their strength modifier, to all attack rolls made with the
elven longblade.
Forearm Axe:
Forearm Axe: Strapped to the forearm like a buckler, the forearm axe resembles a
double-headed battleaxe, with the wearer’s arm serving as the haft of the axe. You may
continue to use your hand normally.
Gouge:
Worn in an over the shoulder harness, the gouge is commonly found in the
Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three-foot long
shaft of wood.
Gythka:
A gythka is a double weapon. You may fight as if fighting with two weapons, but
if you do, you incur all the normal attack penalties associated with fighting with a light
weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double
weapon in one hand, such as a half-giant using a gythka, can’t use it as a double weapon.
Impaler:
Like most Athasian weapons, the impaler was developed for the arenas. Two
blades are mounted parallel to the end of a four-foot long shaft, forming a bladed 'T'. The
impaler is swung horizontally or vertically with great force.
Lotulis:
Two barbed, crescent shaped blades adorn either end of the lotulis, which was
once popular in the arena of Tyr. The lotulis is a double weapon. You may fight as if fighting
with two weapons, but if you do, you incur all the normal attack penalties associated with
fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature
using a double weapon in one hand, such as a half-giant using a lotulis, can’t use it as a
double weapon.
Maquahuital:
A maquahuital is a sort of sword crafted using a
core of solid wood, with small, sharp, shards of obsidian embedded into the wood to form
an edge on two opposite sides of the weapon. These weapons are used much like any other
sword, though they tend to require more maintenance. Maquahuitals are especially popular
in Draj.
Master's Whip:
The master’s whip is usually constructed from braided giant hair or
leather, and has shards of chitin or bone braided into the end of the whip. Unlike normal
whips, the master’s whip deals damage normally. In all other respects, it is treated as a
normal whip.
Puchik:
A punching dagger.
Quabone:
Four jawbones are fastened around a central haft, at right angles to one
anther. The quabone is a particularly impressive looking weapon, designed for use in the
arenas. The wounds it inflicts are similarly impressive, as the quabone tends to open up
many small cuts that bleed freely – for a brief time. The damage looks worse than it
actually is.
Singing Sticks:
Singing sticks are a carefully crafted and polished pair of clubs. They
draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the
Ambidexterity and Two Weapon Fighting feats. The off-hand singing stick is considered to
be a light weapon (See Attacking with Two Weapons, PHB page 124). In the hands of a
non-proficient character, singing sticks are nothing more than clubs.
Trikal:
Three blades project radially from the business end of a six-foot long haft. A series
of sharp serrated edges line the shaft below the foot-long blades, while the far end of the
weapon is weighted, in order to balance the weapon.
Tortoise Blade:
The tortoise blade is essentially a foot-long dagger mounted to a buckler,
which grants the wielder a +1 bonus to Armor Class. You may attack with a tortoise blade
and still retain the +1 bonus to your Armor Class.
Weighted Pike:
A solid head, generally stone or baked ceramic, is mounted on the end of
a spear or a pike. A weighted pike is a double weapon. You may fight as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting
with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a
double weapon in one hand, such as a half-giant using a weighted pike, can’t use it as a
double weapon.
Widow's Knife:
Two prongs are hidden within the hilt of a widow’s knife. On a successful
hit, you may trigger the prongs by releasing a catch in the hilt. The prongs do an additional
1d3 points of damage when sprung, and take a standard action to reload.
Wrist Razor:
Several shards of obsidian or bone are fastened to a strip of leather or other
binding material, or are lashed onto the forearm of the wielder. Wrist razors are hard to
disarm, granting you a +2 bonus when defending against a disarm attempt.
Zerka:
The direct translation of this weapon name is 'meat-seeker'. It is a short, viciously barbed javelin that can be used as a melee or thrown weapon. A zerkas often comes equipped with leather cord attached so that it can be reeled in after being thrown. On a successful hit inflicting 8 points or more damage, the weapon is lodged well and the barbs are going to prevent safe removal. To remove one quickly, the wielder or victim must make an a successful strength check. Failure indicates 1 point of damage and the weapon remains stuck. Success indicates another full damage roll (with no bonus) and the weapon is removed. Dislodging the weapon without further injury requires a full turn, or 1d4 rounds with a successful Heal check. This can be reduced to one round if the check is made at a -5 circumstance penalty.
Alternate
Weapon Materials:
Weapon Breakage:
Athasian Armor:
Metal Armor:
New Equipment:
Transports:
Howdah Wagon, Open Wagon, Enclosed
For
weapons on Athas, use the costs in the Players Handbook, substituting ceramic
pieces (and ceramic bits) for gold pieces (and silver pieces). Because
metal is so rare on Athas, weapons that are made of metal or have critical
metal components are often made of alternate materials. Such items
are made with bone or stone, and suffer a -1 penalty to
damage. Remember that all successful attacks do a minimum of one
point of damage.
For an additional price (double the listed cost), characters can purchase
weapons made with obsidian or (for Thri-Kreen) dasl crystal.
Such weapons only suffer a -1 penalty to damage.
Finally, the wood of the relatively abundant Agafari tree can be used, though it does not hold an edge well, and therefore suffers a -2 penalty to damage.
Those wishing to purchase weapons actually made of metal must pay 100 times
the listed cost. Metal weapons do not incur damage penalties, and
are very precious commodities. In addition to the price increase,
characters will discover that it's difficult to find such weapons for sale.
The following weapons normally have no metal components and can be purchased
at the listed price with no damage penalty: Club, Greatclub, Halfling Nunchaku,
Net, Nunchaku, Quarterstaff, Sap, Sling (-w- stones) and Whip. Sling
users tend to employ stones rather than bullets, which use the stats found
under the sling description in the Players Handbook.
Missile weapons such as Composite Longbow, Composite Shortbow, Longbow,
and Shortbow can be purchased at the listed cost. Ammunition for these
weapons, however, must be purchased according to the rules above or it
applies the appropriate damage penalty to the weapon firing it.
The following weapons specifically require metal components, and can only
be purchased at 100 times the listed price: Hand Crossbow, Heavy Crossbow,
Light Crossbow, and Repeating Crossbow. Ammunition still must be purchased
according to the material the quarrel-heads are made out of.
Non-thri-kreen wishing to purchase chatkchas or gythkas made of dasl
pay four times the listed cost.
If
a Natural 1 is rolled on the attack roll, roll damage as if the attack
were successful, but apply it to weapon instead. Apply only strength
(and Power Attack) bonuses to the damage roll. If the weapon does not break,
record how many hit-points it has left.
Material:
Weight:
Damage:
Cost:
Hardness/HP:
Bone
50%
-1 dmg.
30%
6/12
Stone
75%
-1
dmg.
50%
8/15
Agafari
wood
50%
-2
dmg.
10%
5/10
Dasl
Crystal
75%
-1 dmg.
Special
7/15
Obsidian
75%
-1 dmg.
50%
8/15
*
Armor fitted for Small characters weighs half as much.
Armor Type:
Cost:
Armor
Bonus:Max.
Dex:Check
Penalty:Arcane
Failure:Speed
(30
ft.)Speed
(20
ft.)Weight*
Padded
Cloth
5cp
+1
+8
0
5%
30'
20'
10
lb.
Woven
Cord
8cp
+2
+4
-2
20%
30'
20'
20
lb.
Mekillot
Leather
10cp
+2
+6
0
10%
30'
20'
15
lb.
Inix
Leather
25cp
+3
+5
-1
15%
30'
20'
20
lb.
Bone/Wood
15cp
+3
+4
-4
20%
20'
15'
25
lb.
Mekillot
Hide
20cp
+3
+4
-4
15%
20'
15'
20
lb.
Inix
Hide
50cp
+4
+3
-5
25%
20'
15'
30
lb.
Erdlu
Scale
100cp
+4
+3
-4
30%
20'
15'
40
lb.
Kank
Breastplate
200cp
+5
+3
-5
25%
20'
15'
30
lb.
Braxat
Breastplate
1,000cp
+6
+3
-5
25%
20'
15'
25
lb.
Kank
Banded
300cp
+5
+1
-6
35%
20'**
15'**
35
lb.
Kank
Plate
500cp
+6
+0
-7
40%
20'**
15'**
50
lb.
Braxat
Banded
1,500cp
+6
+1
-6
35%
20'**
15'**
25
lb.
Braxat
Plate
2,500cp
+7
+0
-7
40%
20'**
15'**
35
lb.
Buckler
15cp
+1
-
-1
5%
-
-
5
lb.
Shield,
Small
3cp
+1
-
-1
5%
-
-
5
lb.
Shield,
Large
7cp
+2
-
-2
15%
-
-
10
lb.
Shield,
Tower
30cp
***
-
-10
50%
-
-
40
lb.
Armor
Spikes****
+50cp
-
-
-
-
-
-
+10
lb.
Shield
Spikes****
+10cp
-
-
-
-
-
-
+5
lb.
**
When running in heavy armor, you move only triple your speed, not quadruple.
These types of armor require dehydration checks as per Metal Armor above.
***
The tower shield grants you cover. See the description.
****
Armor and Shield Spikes must check for breakage as normal when used as
weapons.
In
addition to being prohibitively expensive, metal armor in the heat of Athas
is not the easiest thing to fight in. For each round of combat in metal
armor in the normal heat of Athas, a character must make a Constitution
check (DC 10 plus 1 for each previous check) or sustain 1d6 points of subdual
damage.
These items are available in most populated sectors of Athas.
General Items
Cost Bandoleer
5 cb Bandoleer, Masterwork
5 cp Fire Kit
2 cb Water, Gallon
4 gb Water, Tun Barrel
1 sp
Animals
Cost Crodlu
10 cp Erdlu
10 cp Inix
10 sp Kank(Trained)
12 sp Kank(Untrained)
5 sp Mekillot
20 sp
Barding
Cost
Weight Inix Leather
35 sp
240 lb. Inix Chitin
50 sp
400 lb. Kank leather
15 sp
70 lb. Kank Chitin
35 sp
120 lb. Mekillot Leather
500 sp
1000 lb. Mekillot Chitin
750 sp
1600 lb
Chariot
One kank, One warrior l0 Sp
Two kank, Two warrior 25 sp
Four kank, Three warrior 50 sp
Inix 1 sp
Inix, War 10 sp
Mekillot 2 sp
Mekillot, War 50 sp
1,000 pound capacity 10 cp
2,500 pound capacity 20 cp
5,000 pound capacity 30 cp
10,000 pound capacity 50 cp
1,000 pound capacity 15 cp
2,500 pound capacity 25 cp
5,000 pound capacity 40 cp
10,000 pound capacity 60 cp
Wagon, Armored Caravan 100 sp