Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

Wednesday, June 3, 2026

Pocket Dark Sun: Dune Reaper & Gaj



Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like limbs."

Combat 1, Physical 2, Stealth 1, 2 Protection, 1 Wound. Heavy attack. No. Appearing 1d4+2.




Gaj: "This large reptile resembling a beetle is a psionic horror that is covered in a scaly, rust-orange shell with six legs that end in sharp claws."

Combat 2, Knowledge 1, Physical 2, 3 Protection, 2 Wounds. No. Appearing 1. 
If the Gaj succeeds with a Full Success in melee combat the target is held in its mandibles which grants the monster Advantage on further physical attacks against its prey. It may make telepathic attacks against living creatures using Knowledge.

Monday, May 25, 2026

Pocket Dark Sun: Defiling


In Pocket Barbarian all actions are resolved in the same way: Roll 2d6 add the relevant Skill and if the total is a 6 or less you Fail, on a 7 to 9 you gain a Partial Success, and on a 10 or higher you gain a Full Success

When casting spells you may choose to Defile by using the energy of all living beings within 10' of you, whether animals or plants, to ensure a successful casting. You choose to Defile before casting a spell and it is treated as a Full Success, however you gain a Wound and all living beings within 10' are Stunned.

Wednesday, May 20, 2026

Pocket Dark Sun using Pocket Barbarian & Pocket Mutant


A few years ago, I discovered Stellagama Publishing's Quantum Engine and I fell pretty hard for it. This eventually led me to the full Cepheus Engine/Traveller system and I've really been enjoying it at least as much. A few weeks ago, Stellagam released Pocket Barbarian, which is a further streamlining of the Quantum Engine for Sword and Sorcery. Last week, they released Pocket Mutant and I found out today the first Pocket game was Solar Winds. All three games remind me of a clever fusing of QE, Shadowdark, and Savage Worlds. They take the best parts of those games and make them sing.

On top of enjoying these Pocket games I've been contemplating Dark Sun and Pocket Barbarian and Pocket Mutant has given me some ideas for running it.

Pocket Barbarian's skills will be the baseline but instead of giving each PC psionic gifts I'm going to have them roll mutations as "Wild Talents".

The first character I rolled up is a Hunter named Gundar Spann

Archetype: Hunter

Combat 2; Knowledge 1; Physical 1; Social 0; Sorcery 0; Stealth 1; 

Wounds: 3

Wild Talent: You can take over a creature with your mind for 1d6 rounds.

Weapons: Long Bow; Axe; Dagger (attack roll has Disadvantage)

I might get a chance to run it Friday. We will see.

Friday, October 7, 2022

Dark Sun: B'rohg for Old School Essentials, B/X D&D, & AD&D

 With Dark Places and Demogorgons on Kickstarter for Old School Essentials I decided to kick OSE's tires a bit. I'm in a John Carter kind of mood which brought me to the Burnt World of Athas, better known as Dark Sun. I've also been reading through 13th Age and really enjoy its monster design and dice tricks so I'm using that as additional design space.

If you hate or love it please let me know.



B'rohg for Old School Essentials

They are tall, slim, humanoid giants with four arms and two legs generally with an orange to brown skin tone due to the harsh sun of Athas. They stand 15' tall and have sharp, angular features and pointed ears often with numerous piercings. In the wild they are cautious raiders who often flee when they begin taking casualties. Those that are captured invariably end up gladiators in the many arenas of each City-State. 


AC 7 [12], HD 5+3 (26hp) Att 2 x spear (1d10), or 1 x boulder (2d6),THAC0 14 [+5], MV 120' (40’),SV D10 W11 P10 B13 S13, ML 10, AL Neutral, XP 300, NA 1d6 (2d6), TT Q


Block: If the b’rohg’s melee attack roll is a natural 17-20 they gain a -1 [+1] to their AC until the start of their next turn. This benefit may stack.


Boulder throwing: Up to 60’.


Four-Arms: If the b’rohg’s melee attack roll is a natural Even roll it inflict an additional 1d10 damage.


Psionic Talent: Roll 1d12: 

1) Cast hypnotism 1 x day

2) Cast shield 1 x day

3) Cast detect magic 1 x day

4) Cast cure light wounds 1 x day

5) Cast speak with animals 1 x day

6) Cast predict weather 1 x day

7) Cast invisibility to animals 1 x day

8) Cast detect danger 1 x day

9) Cast spook 1 x day

10) Cast auditory illusion 1 x day

11) Cast ventriloquism 1 x day

12) Cast charm person 1 x day

Friday, March 26, 2021

Burnt World: Behemoth Non-Human for Barbaric!


Behemoth for Barbaric!

Behemoth: In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically crossbred with humans. They may attack from the rear rank and gain +1D Endurance.


 

Friday, March 19, 2021

Dark Sun: Thri-Keen for Barbaric!

 

Thri-Keen from the burnt world of Dark Sun for Barbaric!

Thri-Keen: These hulking mantis warriors are six-limbed insectoids with a tough, sandy-yellow exoskeleton. They have a natural armor rating of 3. Due to their number of limbs they can make an additional attack each round but gain Disadvantage on both Combat Skill throws. 


 

Pocket Dark Sun: Dune Reaper & Gaj

Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like l...