LotFP Dark Sun Conversion Manual
LotFP Dark Sun Conversion Manual
LotFP Dark Sun Conversion Manual
Words by
Ed & Eliana Vaughan
http://adventuresinparn.blogspot.com
Inspired by
Dark Sun World for AD&D 2e, Dark Sun Revised & Expanded for AD&D 2e, and the
Dark Sun Campaign Setting for D&D 4e
Covert Art by
Wayne Reynolds, originally for the Dark Sun Creature Catalog
READ THIS!
This book is not intended as a replacement for the Dark Sun Campaign Setting it merely
converts many of the character classes and options to the Lamentations of the Flame Princess
rules system. You will still need to purchase a version of the Dark Sun Campaign Setting to
learn the history and geography of Athas!
Character Creation
Ability Scores
Characters in Athas are much tougher than on other worlds. They roll ability scores
differently to compensate for this.
A new Athasian character rolls 4d4+4 six times. One score may be swapped for another
before any racial modifiers; Otherwise write in the stats in the exact order they were rolled.
There is the possibility of scores as high as 19 or 20; Treat a score of 19 as a +4 modifier,
and a score of 20 as a +5 modifier.
Choosing A Class
Clerics
Athas gods have all been forgotten in time, their temples lost or destroyed. Athasian Clerics
worship one of the four elemental spheres -- earth, air, fire, or water. They use the same rules
as found on pg.11 of Rules and Magic.
Fighters
Athasian Fighters are commonly independent mercenaries or soldiers in the service of a
Sorcerer-King. They use the same rules as found on pg.13 of Rules and Magic.
Specialists
Athasian Specialists are found in all walks of life, from the employ of the Sorcerer-Kings to
the merchant houses, all the way to independent explorers and linguistic experts. They use the
same rules as found on pg.17 of Rules and Magic.
Elves
Athasian Elves are usually desert-dwelling tribes of bandits, though some elvish organizations
have sprung up as legitimate merchant operations within the larger, multi-cultural cities. Elves
use the same rules as found on pg.23 of Rules and Magic, but Athasian Elves are not
considered fae creatures and thus are not immune to spells that would exclude them (like
Sleep.)
Dwarves
Athasian Dwarves are creatures with single-minded obsessions that consume their lives. They
typically only align with others whose goals coincide with theirs. They use the same rules
found on pg.21 of Rules and Magic.
Halflings
Athasian Halflings dwell primarily in far-away mountain ridges, away from civilization. Tribes
can commonly devolve in murderers or cannibals, whilst others can evolve into philosophical
and spiritually enlightened communities. They use the same rules found on pg.25 of Rules
and Magic, with their enhanced Stealth skill working specifically only in mountain ranges.
Defilers
Long ago, a style of magic became prevalent that allowed Magic-Users to harness the life
energy of Athas as a magical shortcut. As the environment of Athas worsened, this style of
magic became increasingly devastating to living things, particularly vegetation. Defilers, as they
came to be called, take the quick route to power, experiencing extraordinary gains in magical
power in short periods of time.
Save for a few defilers employed by sorcerer kings, defilers are outlaws and must hide their
defiling magic or face persecution. Nearly all denizens of Athas realize that defiling magic is
a blight upon their already damaged environment. In most cases, the punishment for
practicing this art is death.
Defilers are essentially Magic-Users, casting and advancing in magic the same way, with the
exception of one thing -- A magic user who uses defiling magic uses the clerics experience
table (pg.11 of Rules and Magic) when advancing in level. A defiler with an intelligence score
of 16 or above also gains a 10 percent bonus to all experience points earned.
Defiling Magic
Every time a defiler casts a spell, all vegetation in the area is consumed as the earth around
them is turned to ash. The radius (in yards) destroyed around the defiler is equal to the
spells level multiplied by the caster level (for example a 5th level defiler casting a sixth level
spell creates a destructive radius of 30 yards.)
Living creatures in the affected zone take no damage, but feel intense searing pain, suffering a
penalty to initiative equal to the level of the spell cast. The zone is affected for an amount of
hours equal to the level of the spell.
Nothing will grow in defiler ash -- it must be completely removed from the area in order for
the earth to be worked. Even after the ashs removal, vital nutrients in the soil must be
replaced, as defiling magic draws out these nutrients in the process of manifesting spells.
Preservers
Some Magic-Users have discovered how to cast spells without impact on Athas. This method
of learning magic, compared to defiling, is long and arduous.
Preservers use the standard magic user rules (pg.15 of Rules and Magic.) Whenever a
preserver casts a spell, there is no damage to the nearby environment.
Athasians rarely distinguish between defilers and preservers, treating all Magic-Users with
equal ire. Preservers, however, differ from defilers in that they tend to form secret sects in
cities where they share secrets amongst themselves, practicing behind closed doors.
Gladiator
One of Athas top forms of entertainment is bloodsport -- gladiatorial combat to the death in
a spectator arena. Nearly all gladiators are slaves, many groomed to be fighters worthy of
making a wager on. Gladiators who do comparatively well are treated with respect and
admiration regardless of social status.
A gladiator is an expert at all forms of weaponry. They upgrade the damage dice one category
when using any form of weapon -- for example, a d6 becomes a d8, a d10 becomes a d12,
and so on.
Gladiators excel in unarmed combat. A gladiator receives a +4 bonus when wrestling and
making unarmed attack rolls. A gladiators unarmed attacks increase to 1d4 damage.
Gladiators are experts at utilizing armor, and receive a +1 bonus to AC so long as they are
wearing any type of it. This bonus increases to +2 at 5th level and +3 at 10th level.
Experience
Hit Points
Paralyse Poison
Breath
Device
Magic
0*
1d6
16
16
16
15
18
1d8
14
12
15
13
16
2,000
+1d8
14
12
15
13
16
4,000
+1d8
14
12
15
13
16
8,000
+1d8
12
10
13
11
14
16,000
+1d8
12
10
13
11
14
32,000
+1d8
12
10
13
11
14
64,000
+1d8
10
12
128,000
+1d8
10
12
256,000
+1d8
10
12
10
384,000
+3 **
10
11
512,000
+3 **
10
12
640,000
+3 **
10
13+
+128,000/level
+3 **/level
Experience
Magic
0*
1d10
16
15
18
18
18
1d12
14
13
16
16
16
1,900
+1d12
14
13
16
16
16
3,800
+1d12
14
13
16
16
16
7,600
+1d12
12
11
14
14
14
15,200
+1d12
12
11
14
14
14
30,400
+1d12
12
11
14
14
14
60,800
+1d12
10
12
12
12
121,600
+1d12
10
12
12
12
243,200
+1d12
10
12
12
12
10
364,800
+3**
10
10
10
11
486,400
+3**
10
10
10
12+
+121,600/level
+3**
Make these adjustments after swapping one score with another (as described on pg.5 of Rules
and Magic.)
Exceptionally heavy loads are no problem for the Mul. It takes Muls an additional 10 items
to gain the first encunumbrance point.
Muls can go 48 hours without rest, water or food before suffering the first debilitating effects
(see Starvation and Sleep Deprivation in pg.36 of Rules and Magic.)
Magic
0*
1d8
12
10
15
11
14
1d10
10
13
12
1,500
+1d10
10
13
12
3,000
+1d10
10
13
12
6,000
+1d10
10
10
12,000
+1d10
10
10
24,000
+1d10
10
10
48,000
+1d10
96,000
+1d10
192,000
+1d10
10
288,000
+3
11
984,000
+3
12+
+96,000/level +3
Thri-Kreen never wear armor, but have a base armor class of 16. Likewise, items designed to
be worn by humans or demi-humans such as rings, belts, cloaks, etc., will not function for the
Thri-Kreen because they cannot wear them. They can still use shields and weapons. If
unarmed, a Thri-Kreen can attack up to four times in a single round with its claws, each
strike doing 1d4 points of damage. The Thri-Kreen may always make an additional bite
attack each round, doing 1d6 damage. Despite having four arms, the Thri-Kreen may only
wield one weapon at a time.
Poison
Breath
Device
Magic
0*
1d6
15
14
17
15
17
1d8
13
12
15
13
15
3,000
+1d8
13
12
15
13
15
6,000
+1d8
13
12
15
13
15
12,000
+1d8
11
10
13
11
13
24,000
+1d8
11
10
13
11
13
48,000
+1d8
11
10
13
11
13
96,000
+1d8
11
192,000
+1d8
11
384,000
+1d8
11
10
576,000
+2**
11
768,000
+2**
12
960,000
+2**
Wild Talents
On Athas, every character has some degree of supernatural ability that natives refer to as
The Way. This ability is psionic in nature the hidden power of the mind. Some devote
their entire lives to the study of The Way, whilst most other characters will have what the
natives call, Wild Talent.When a character is created, roll a d10 to determine randomly
what power has manifested.
1. Fortitude. Once every eight hours, you may concentrate deeply to achieve bodily feats. For six
seconds after activation, you pass any checks or saves related to balance, swimming, or
climbing.
2. Eavesdropping. Once every four hours, you may concentrate deeply to imagine yourself in a
spot you can see up to 50 away. Whilst maintaining concentration, you can hear from that
location as if you were in that spot.
3. Compass. Once per day, you can concentrate deeply to determine which direction is north.
4. Conjuration. Once per day, you can concentrate to make a small tool or minor weapon that
lasts for 1 min/level, vanishing into nothingness afterward.
5. Teleport Object. Once per day, you can concentrate to teleport an object in one hand to a
location up to 50 away; It cannot be placed inside other solid objects, and the resulting
location must be within line of sight.
6. Mirage. Once per hour, you can concentrate to create a small, three-dimensional image of
whatever you desire, similar to a hologram. It lasts for 6 seconds, and must be placed within
10 of the creator.
7. Spark. Once per day, you can concentrate to ignite a fire. The target must be a flammable
object in line of sight.
8. Vision. Once every eight hours, you may concentrate deeply to imagine yourself in a spot up
to 30 away. For six seconds after activation, you can see as if you were standing in that spot.
9. Telekenesis. Once every eight hours, you may concentrate deeply to move an object under 20
pounds. You can only maintain movement for six seconds, and the object may only move as
fast as 5 per second.
10.Projection. Once every four hours, you may convey a message of up to 10 words or an image
directly into another creatures mind. The target must be within 30 and visible.
The use of these powers does not return if the character is suffering from Sleep Deprivation.
Money in Athas
The most common currency in Athas is the ceramic coin, equivalent to a copper in other
worlds. Ceramic is pre-molded with markings of the kiln that made it, as well as lines that
allow it to be broken into 10 separate pieces commonly called bits.
Weapons in Athas
Most missile weapons are not comprised of metal, and so are not affected by high prices in
Athas - treat them as 10% of the original cost. Many martial weapons, however, have to be
made of different materials in order to supplement the many warriors that populate the world.
These weapons are affordable, but often crude and prone to breaking.
Cost
Damage Modifier
Hit Modifier
Metal
Stone, Obsidian
-1
-1
Bone
-1
-2
Wood
-2
-3
Weapon Breakage
Whenever a successful attack deals maximum damage, a non-metal weapon has a 5% chance
of breaking during the strike.
Armor in Athas
Similar to weapons, metal armor costs 10 times the price listed in Rules and Magic. Plate
mail and chain mail are not created on Athas without metal components -- the alternative
materials are far too brittle for finesse work.
Metal armor retains a lot of the suns heat and will prove deadly in the desert. In combat, a
character wearing metal armor loses 1 point of AC at the beginning of every round, and will
collapse from heat exhaustion in an amount of rounds equal to their CON score.
Armor can be disassembled and worn partially; More often than not, many adventurers will
find mixing armor to be a superior option. Wearing a metal breastplate or covering more than
2 limbs with metal armor will make the character subject to the same heat exhaustion rules
described above. When determining a characters AC, round any fractions down.
AC Bonus
Availability
Cost
+6
Extremely Rare
1,000 gp
Plate, Breastplate
+3
Extremely Rare
600 gp
+1
Extremely Rare
200 gp
Extremely Rare
200 gp
+4
Rare
100 gp
Chain, Shirt
+2
Rare
60 gp
Rare
20 gp
Rare
20 gp
+3
Uncommon
50 cp
Bonemail, Shirt
+2
Common
30 cp
+1/4
Uncommon
10 cp
+1/4
Uncommon
5 cp
+2
Common
25 cp
Leather, Chest
+1
Common
20 cp
+1/2
Common
5 cp
Animals
Horses and other common livestock do not exist on Athas. In their place, some common
Athasian animals serve the same roles.
Erdlu - 10 cp
Large, flightless birds known as Erdlu replace chickens. These animals weigh around 200
pounds, but cannot serve as a mount. They produce eggs which sell for about 3 bits each,
and a matured Erdlu can be slain for 1d8+4 days of rations.
Kank - 12 sp
These are large insects which largely replace horses for all but Half-Giants. Their meat is foulsmelling and never eaten; Instead, livestock owners harvest globules of honey that form on
their bellies. (Treat Kanks as horses for purposes of travel and encumbrance.)
Inix - 10 sp
An Inix is a large herbivorous lizard that Half-Giants use as mounts. If a Half-Giant is not
riding them, they have triple the carrying capacity of a Kank. (Treat Inixes as horses for
purposes of travel when Half-Giants ride them, and mules otherwise.) Inixes can be slain for
2d8+8 rations, but the meat smells strongly attracting carrion feeders, and spoils in 3 days.
Mekillot - 20 sp
The armored lizards of the desert, Mekillot weigh over 6 tons. They can carry up to 8,000
pounds or drag up to 40,000 pounds behind them, making them some of the strongest
animals harnessed by civilization. They can be difficult to work with and sometimes devour or
trample their handlers. Mekillot can be slain for countless rations, but they attract carrion
feeders from miles away, and the meat spoils in 1d3 days in the hot desert sun.