Help with Monster Book for Dark Sun

Post/Author/DateTimePost
#1

garwjenk

Nov 21, 2011 19:48:52
#2

Raddu76

Nov 21, 2011 21:03:28
There is a monster book for Dark Sun: www.wizards.com/dnd/Product.aspx?x=dnd/p...
Also I would grab the Monster Vault: Threats to the Nentir Vale and the MonsterVault, also MM3 is good.  The others have broken/weak monsters, I'd stay away from MM1 & MM2

I know you bought the PHB and DMG, but honestly those are a bit out of date.  What you should really get is the Rules Compendium, you dont really need the Heroroes of the Falllen Lands or Forgotten Kingdom if you're going to be a DM. 
#3

DontEatRawHagis

Nov 21, 2011 21:38:46

#4

Gallard

Nov 22, 2011 2:34:36
needed for Dark Sun, imho

player material-
PHB1, PHB2, PHB3: dark sun = psionics, so phb3 is basically required. with no divine source, the primal classes in phb2 are very valuble, as well as bard and sorc.

monster books-
MM3, DSCC: really, you can run a game with just the DSCC, but adding some stuff from MM3 really helps diversify encounters and prevent the players saying "another belgoi group? damn..."  
also, Demonomicon is pretty good if you want to get into that sort of thing with your campaign (demons, the abyss, ancient evils, etc), but definately a niche book for dark sun purposes. 

not needed-
MV and MV2 are decent products in thier own right, but without heavy refluffing, the majority of monsters dont fit well with dark sun. MM1 is basically replaced by MV1/2, and MM2 is kinda plain compared to them.
#5

garwjenk

Nov 22, 2011 12:38:28

I know you bought the PHB and DMG, but honestly those are a bit out of date.  What you should really get is the Rules Compendium, you dont really need the Heroroes of the Falllen Lands or Forgotten Kingdom if you're going to be a DM. 



Out of date?  Wha?  What's wrong with them?

Ok, so PHB 3 looks like a must.  I am planning on starting them in an arena aetting as slaves at first, so I am having a little difficulty with the DSCC...

I am worried about diversity.  I am a little sorry to hear that the Monster Vault might not be a good idea.  It seemed like a good buy, and I was looking forward to the tokens... 
#6

DontEatRawHagis

Nov 23, 2011 19:07:20
The monster vault is an alright buy if you have the imagination to rework the monsters, I however can't speak for the second monster vault. The tokens are a good buy, however I also have a set of generic tokens without images on them.
#7

Prom

Nov 23, 2011 19:43:51
I'm not sure what is going on here in terms of level of play, but this is what I uses as a GM.

D&D Insider
PHB
DMG
DSCS
DSCC

I have all the monster manuals and use number one and two more than three. Basically because they have low to middle level monsters. MM3 is alright for higher levels of play, but I don't use it right now. I could list later what monsters I use form each book, if that would be more helpful. Everything else is more for the players to fork money out on.
#8

Gallard

Nov 24, 2011 4:17:50

I know you bought the PHB and DMG, but honestly those are a bit out of date.  What you should really get is the Rules Compendium, you dont really need the Heroroes of the Falllen Lands or Forgotten Kingdom if you're going to be a DM. 



Out of date?  Wha?  What's wrong with them?

Ok, so PHB 3 looks like a must.  I am planning on starting them in an arena aetting as slaves at first, so I am having a little difficulty with the DSCC...

I am worried about diversity.  I am a little sorry to hear that the Monster Vault might not be a good idea.  It seemed like a good buy, and I was looking forward to the tokens... 



there is absolutely nothing wrong with PHB and DMG, neither is out of date. PHB1 has had some errata since it came out, but it is fully useable as-is.

MV is a good buy! however, just not so great for someone only DMing Dark Sun; reimagining the monsters in Dark Sun format may be more work than is profitable. the tokens are nice for a newer DM without a large number of minis, but unfortunately none are Dark Sun themed.

as for running arena combat, just use any human/demihuman stat block, and add a monster theme to it. otherwise, there are plenty of other monsters to throw at PCs to keep it fresh. unless it's an entire arena campaign (which is more involved, but can be alot of fun, especially as a travelling gladiator troupe), in which case you face unique issues.
#9

garwjenk

Nov 24, 2011 7:56:36
I don't understand everyones comments on the work required for reimagining the monsters from MV (prob due to my lack of experience) ... Wouldn't it just be a matter of changing the aesthetic details? I just need the stats for some more level one creatures... They can be humans or muls or whatev...

Thanks for all your advice!

I am glad my phb is not useless.
#10

Prom

Nov 24, 2011 14:06:22

Here are the monsters I've used at level 1 to 3 that are not in the DSCC. This might give you a better idea what will work for you.

Ankheg Broodling, Level 1 (page 11 of Monster Manual 2)


Decrepit Skeleton, Level 1 (page 234 of Monster Manual)


Fire Beetle, Level 1 (page 30 of Monster Manual)


Giant Ant Worker, Level 1 (page 12 of Monster Manual 2)


Storm-claw Scorpion, Level 1 (page 229 of Monster Manual)


 


Centipede Swarm, Level 2 (page 33 of Monster Manual 2)


Giant Ant Warrior, Level 2 (page 12 of Monster Manual 2)


Gray Ooze, Level 2 (page 173 of Monster Manual 2)


Hyena, Level 2 (page 166 of Monster Manual)


Kruthik Hatchling, Level 2 (page 170 of Monster Manual)


Kruthik Young, Level 2 (page 170 of Monster Manual)


Stonefist Defender, Level 2 (page 143 of Monster Manual 2)


Zombie, Level 2 (page 274 of Monster Manual)


 


Ankheg, Level 3 (page 11 of Monster Manual 2)


Dust Devil, Level 3 (page 99 of Monster Manual 2)


Giant Ant Soldier, Level 3 (page 12 of Monster Manual 2)


Iron Defender, Level 3 (page 156 of Monster Manual)


Infernal Armour Animus, Level 3 (page 66 of Monster Manual 2)


Ochre Jelly, Level 3 (page 202 of Monster Manual)


Kenku Ruffian, Level 3 (page 152 of Monster Manual 2)


Kenku Warrior, Level 3 (page 152 of Monster Manual 2)


Shadow-hunter Bat, Level 3 (page 27 of Monster Manual)


Skeleton, Level 3 (page 234 of Monster Manual)


 Zombie Rotter, Level 3 (page 274 of Monster Manual)

The real question is what level are you starting at, as that makes a difference regarding what books are useful. And I'm assuming the PC's will not be in an arena forever?

#11

garwjenk

Nov 24, 2011 15:49:03
We are starting at lvl 1.  I kinda wanted monster vault for the tokens (even though they won't match) and because it seemed to have a bunch of low level monsters that I could just swap stats with for whatever I wanted my PCs to fight.  Also, there are 3 PCs (I don't know if that matters).  I am a little strapped for cash, so I thought the MV would be a good compromise (tokens and monsters...)

The campaign starts with them in a cell and then thrown into the Arena, as a means to bond them as a group and to explain how they met.  I will be running them through probably 3 fights, and then they will be given a choice for their freedom from the Veiled Alliance and a Templar.  They will have to choose one of the two benefactors.... Templar giving better gear but not so altruistic, and Veiled Alliance giving pretty basic gear but with a noble cause.  Either way, they will be sent to some ruins to retrieve soemthing and have to compete against another team.  Probably getting lost/abandoned in the desert (for a skill challenge) and so on.

Hope that helps... all advice is appreciated.

Thanks for the rundown on the monsters.  
#12

Prom

Nov 24, 2011 18:31:36
We are starting at lvl 1.  I kinda wanted monster vault for the tokens (even though they won't match) and because it seemed to have a bunch of low level monsters that I could just swap stats with for whatever I wanted my PCs to fight.  Also, there are 3 PCs (I don't know if that matters).  I am a little strapped for cash, so I thought the MV would be a good compromise (tokens and monsters...)

The campaign starts with them in a cell and then thrown into the Arena, as a means to bond them as a group and to explain how they met.  I will be running them through probably 3 fights, and then they will be given a choice for their freedom from the Veiled Alliance and a Templar.  They will have to choose one of the two benefactors.... Templar giving better gear but not so altruistic, and Veiled Alliance giving pretty basic gear but with a noble cause.  Either way, they will be sent to some ruins to retrieve soemthing and have to compete against another team.  Probably getting lost/abandoned in the desert (for a skill challenge) and so on.

Hope that helps... all advice is appreciated.

Thanks for the rundown on the monsters.  



Truthfully I think you have everything you will need for now. Try the Blood Sand Arena adventure that can be downloaded from the D&D site. You shouldn't need to adjust much for your purposes.
#13

DontEatRawHagis

Nov 24, 2011 23:52:39
I don't understand everyones comments on the work required for reimagining the monsters from MV (prob due to my lack of experience) ... Wouldn't it just be a matter of changing the aesthetic details? I just need the stats for some more level one creatures... They can be humans or muls or whatev... Thanks for all your advice! I am glad my phb is not useless.



I do everything by hand, and keep a journal filled with whatever stats I need to use so my players don't see what monsters I am using. As far as what I do to rework monsters, I like just to be able to slap on a new ability on to an existing one with a template. Though I did a semi-decent job of creating low level Golem's out of a gargoyles. That required replacing their claws with longswords and taking away their flying and slapping on Golem's charge(I think thats what it's called). It all depends on ability for me, I am not well versed in stats and mathmatics(sadly though I am one of the 2 players in my group who can do addition in my head), however I am good at fluff.

#14

CALEBROBERTS

Nov 25, 2011 13:12:05
I don't understand everyones comments on the work required for reimagining the monsters from MV (prob due to my lack of experience) ... Wouldn't it just be a matter of changing the aesthetic details? I just need the stats for some more level one creatures... They can be humans or muls or whatev... Thanks for all your advice! I am glad my phb is not useless.



This is essentialy correct.  For the vast majority of monsters you can just make cosmetic changes.  Call a sword attack a claw attack, a polearm becomes a poison stinger.....Some creatures like a Mul for example have a racial power, Incredibel Toughness, in this example.  If you reflavor a human as a mul, be sure to include that as it makes them a more powerful opponent.

I see that you are subscribed to DDI.  There have been a fair amount of Dark Sun monsters released in the Dungeon portion of the subscription and they are all great and definantly flavored for Athas.

#15

garwjenk

Nov 25, 2011 13:58:58

This is essentialy correct.  For the vast majority of monsters you can just make cosmetic changes.  Call a sword attack a claw attack, a polearm becomes a poison stinger.....Some creatures like a Mul for example have a racial power, Incredibel Toughness, in this example.  If you reflavor a human as a mul, be sure to include that as it makes them a more powerful opponent.

I see that you are subscribed to DDI.  There have been a fair amount of Dark Sun monsters released in the Dungeon portion of the subscription and they are all great and definantly flavored for Athas.




Fantastic, I am glad to hear that.   Also, thanks for the tip on Dungeon, I will have to do some searching. 




Truthfully I think you have everything you will need for now. Try the Blood Sand Arena adventure that can be downloaded from the D&D site. You shouldn't need to adjust much for your purposes.



Thanks!  That is a great find!