The Burnt World of Athas

The official Dark Sun website

The Crimson Sphere lies far off the known space lanes. It is the home of Athas, the world of Dark Sun, and the Crimson Sphere is no more hospitable than Athas itself.

Below are provided encounter tables for various parts of wildspace within the Crimson Sphere. It is assumed that there is a base 5% chance of an encounter each time such a check is made. In case of an encounter, roll 1d8 to determine the encounter’s attitude (if applicable): 1-5 Hostile, 6-7 Indifferent, 8 Friendly), and then roll on the appropriate table below.

The Void of Wildspace

Wildspace is devoid of both air and gravity, and populated only by spelljammer crews and those creatures adapted to the void. These encounters also include small, airless bodies with little gravity, such as small asteroids and ring systems (roll 1d00):

Roll   Encounter
1-2   Astereater (Eye Monger)
3-4   Asteroid Spider
5-6   Gammaroid
7-8   Gossamer
9-10   Jammer Leech
11-12   Kindori
13-14   Krajen
15-16   Meteorspawn
17-18   Mortiss
19-20   Murderoids
21-22   Puffer
23-24   Q’nidar (Vapor Bat)
25-47   Scavvers (roll 1d10 for type)
    1-4 - Gray
    5-7 - Brown
    8-9 - Night
    10 - Void
48-73   Spelljammer (50/50 chance for active vs. wrecked; roll 1d20 for type)
    1-6 - Traders
    7-12 - Independent marauders
    13-15 - Warden’s privateers
    16-18 - “Invaders” (Illithids)
    19 - Necromancer and undead crew
    20 - other (DM’s choice)
74-96   Undead (roll 1d4 for type)
    1 - Athasian Wraith
    2 - Dhaot
    3 - Spiritjam
    4 - Stellar Undead (as Thinking Zombies)
97-98   Zurchin
99-100   Other (DM’s choice)
     

Shattered Planet/Asteroid:

Small planetoids are often perfect hiding places - tiny oases of life in potentially hard to reach places. Spelljammer crews found on or near such bodies are likely seeking concealment or to make repairs; such encounters can be fraught with tension (roll 1d00):

Roll   Encounter
1-2   Ankheg
3-4   Baazrag
5-6   Buzzjewels
7-22   Carnivorous Plant (roll 1d4 for type)
    1 - Bloodgrass
    2 - Brain Seed
    3 - Rock Cactus
    4 - Zombie Plant
23-24   Cilops
25-26   Crystal Spider
27-28   Dragorran
29-30   Flailer
31-32   Fordorran
33-34   Gaj
35-36   Grav
37-38   Grell
39-40   Gullion
41-42   Jhakar
43-44   Kank
45-46   Mastyrial
47-48   Plasmoids
49-50   Psurlon
51-52   Rock hopper
53-54   Silk Wyrm
55-56   Stalking Horror
57-58   Stargazer
59-60   T’liz
61-62   Thri-kreen
63-64   Xerichou
65-75   Settlement (roll 1d4 for type)
    1 - Client village
    2 - Mining colony
    3 - Refugee camp village / village
    4 - Trading post
76-98   As Void (reroll on the Void of Wildspace table)
99-100   Other (DM’s choice)
     

The Black Gulf:

Beyond the many worlds of the Crimson Sphere is the Black Gulf, a region of oppressive darkness and unimaginable terror filled with unseen horrors. Seemingly conjured from the Black itself, rather than being actual, preexisting creatures, creatures encountered in the Black Gulf are largely composed of shadow-stuff itself (in 3.5e terms, apply the Black Touched - from Terrors of Athas, Shadow, or Shadow Creature - both from Savage Species] templates to creatures encountered) (roll 1d00):

Roll   Encounter
1-4   Allip
5-8   Astral Dreadnought
9-12   Balhannoth
13-16   Beholder
17-20   Death Kiss
21-24   Death Slaad
25-28   Death Tyrant
29-32   Gray Slaad
33-36   Neh-Thalggu
37-40   Nightcrawler
41-44   Nightwalker
45-48   Nightwing
49-52   Shadow Fiend
53-56   Shadow Giant
57-60   Shadow Wizard
61-64   Shadows
65-68   Slow Shadow
69-72   Stalking Horror (Moonbeast)
73-98   As Void (reroll on the Void of Wildspace table)
99-100   Other (DM’s choice)