Somber Sands: Session Three

Somber Sands: Session Three

Corin, Finnja, Thrak-Chul, and Marquis strode out again into the sands, their goal to reach the fork in the road at of Silver Spring. They reached the road after three days of wading through sands, including spending time digging a length of fibertree out of a silt basin. A paltry prize for the labor, but perhaps worth selling should they ever reach a merchant. On the road, they met a passing traveler: a half-elf merchant named Tilrun who rode on a large lizard-mount Inix. Tilrun stopped and talked with the PCs and introduced his Inix (named “Peaches”). Oddly, when Marquis shook hands with Tilrun he had a sudden vision: five bodies hung atop a black-grey painted wall. Marquis shook his head in disbelief, a bit stunned by the occurrence. None of this magical powers would have done such a thing… as far as he knew.

The PCs traveled with Tilrun toward Fort Iron, along the way toward the the City-State of Tyr. As they walked alongside the Inix, Finnja and Thrak-Chul mentioned what they saw to Marquis–the desecration of plant life that they understood as Defiler magic. Marquis remained silent, but knew that their questions were probing. As they camped the first night of travels, Tilrun told the PCs that the rumors are that the Sorcerer-King of Tyr was killed by a gladiator who struck him down with a magic spear, and that the City-State is in chaos. Yet they continued in that direction, thinking that the City-State might be better than wandering the wilds.

After three days, they reached Fort Iron. It’s painted black-grey walls were intimidating, making the stone give the appearance of raw iron. From their view it looked deserted, but taking care to listen they heard some strange noises from inside. Thrak-Chul climbed up the wall, then froze as he looked over the parapet. There were slain bodies on the ramparts, and down in the fort was a war party of elves with the same tribal marks as those they had fought before. An ill-advised shout from the PCs suddenly caused the elves inside to scramble, and one blew a horn–only to hear it echoed by a number of war horns from behind the sand dunes to the west. Where the entire elf army was probably encamped.

Thrak-Chul dropped and the PCs panicked. Tilrun spurred his Inix, and when some of the PCs failed to climb on Thrak-Chul attacked Tilrun to try and stop him. With a mighty kick, Tilrun kicked him off and rode off. With the elves no doubt racing behind them, the PCs ran and covered themselves in sand in a ditch just beyond the first low dune. They held as still and hidden as they could, hearing first the raiding party then riders from the massed army pass them by, chasing the Inix running on the horizon.

At dusk, the smell of cooked Inix suggested that there might be a moment to make a break for it, and the PCs slipped off–tho they could see the dead body of Tilrun hanging from a gibbet the wall, in a pattern that matched Marquis’ vision… just less their four bodies.

The PCs found themselves on the eastern side of Fort Iron, so ended up looping through the desert then back-tracking toward Silver Spring, staying off the road in case of elf army patrols. They saw evidence of recent travel on the roads, indicating that the army may well have sent war parties ranging. After two days of distance they came upon a wrecked sand sledge that had been run off the road.

They recognized the dwarven design, and Finnja’s keen eyes spot a track where someone must have run, then been dragged away from. A small pile of sand nearby had a buried scroll case with a note. Inside was a cryptic map and note, intended for Father Grimnuz (a name they recognized from the Dwarf village of Kled, the town elder). It had some strange symbols that seemed to be directional, a drawing of two dead trees, and a note “found metal” and the names Bej, Bez, and Boaz. With some care in decoding, the PC’s determined a potential way to follow the directional symbols (a clue about how far to walk in a given direction before turning).

The PCs followed the directions, crossing the road again (cautiously, wary that an elven army is ranging somewhere in the area), to a spot roughly a day south of where they expect Silver Spring to be. They find a spot with two trees in a small depression amidst the dunes. Found a small trapdoor between the two trees. Unfortunately a crossbow trap was rigged to it, which left its mark on Thrak-Chul’s chitin. They gathered the crossbow, and the group clambered down into the hole to find a small underground room that served as a mining camp. Tearing up a bedroll and attaching to a tree branch, they lit a torch to help them explore. They filled their waterskins from a water barrel there, and refilled some rations from a crate of supplies. They then followed a tunnel dug in the rock downward.

They quickly reached the end of the tunnel, and at the end of it past a shored-up door, they found two dwarves hard at work mining. The PC’s proclaimed “We have your spear” as Thrak-Chul brandished the bone spear. The dwarfs misunderstood and attacked, shouting “They sacked the Town, Boaz!” and “Get ’em, Bez!”

The dwarves fought like demons to protect their fledgling mine, with Bez using spells and Boaz swinging a heavy stone pick with brutal efficiency. Boaz pushed his way through druid-conjured vines and the heavy hit of Finnja’s maul, and even tho Bez was stopped by the party Boaz fought them to a near standstill and dropping Marquis. Finally he shouted “This is my mine!” and the remaining PCs drew back, and assured them that it was his mine and they had no intention to take it.

Bez, being healed and awoken by the PCs, was greeted by Boaz bragging “I bested them” (and exchanged a knowing nod when Corin replied “Yes, he bested us”). They showed the note, and talked about the potential demise of their other brother Bej in the wreck of the sledge. They learned that Bej was supposed to go and convince the town elder to bring other dwarves from Kled to help work the mine. They had found a faint trace of iron, a small seam, that with work might actually yield more. Bez decided to accompany the PCs back to Kled to inform the town, by Boaz would continue to mine on his own for the moment.

They headed back out into the desert again with Bez, trekking to Keld with plans to head onward to Nibenay from there.

500 Worlds Vespator – Campaign Phase One

The first phase of Operations are decided, so it’s time for games! Map is below:

The following image details the available Battle sites this phase and who are the attackers. Remember: anyone can defend any planet where they have at least 1 Power Level (currently all planets!).

After your games, submit info to the shared google sheet (link in our Discord), and you can upload photos of your games (with descriptions of what is going on) in the Discord as well and I’ll include selected good action shots in future Campaign Phase updates!

500 Worlds at Drawbridge – Spring Store Campaign

500 Worlds at Drawbridge – Spring Store Campaign

The 500 Worlds Campaign is upon us and Drawbridge Games is going to be a site of battle for control of the Vespator Front. These are the tentative campaign rules for our store campaign. I’ll be serving as the “Warmaster” for the campaign, as well as being a pinch-hitter for all teams to help fill any gaps when games need to be played. Note that this is a campaign, not a crusade–so we’re not using any crusade rules but will be playing with the rules from the 500 Worlds: Titus set, including the map of the Vespator Front. Players are encouraged to pick up a copy of the set for themselves, as the information on the missions, infrastructure, and theaters of battle that will be affecting games will be in those rules.

NOTE: These rules are tentative, and based around the in-depth rules review from Goonhammer. The Warmaster may change things when we actually get the rules and can read them for ourselves. If players note any changes that would help make it a better play experience, absolutely let me know!

We’ll be having three Alliances that form the teams for the campaign. They are as follows:

Reclaimers are a some-what tense collaboration of forces that are supportive of Roboute Guilliman’s vision of a re-united 500 Worlds of Ultramar. While the Imperial forces are under command to do so, it serves Aeldari, Votann, and T’au interests to let the Imperials bring order to the segmentum in the short term.

Despoilers already lay claim to many of the 500 Worlds, and seek to simply despoil and extract from them. Whether stealing resources or enslaving populations, their goals range from actively warring against Imperial forces to simply spreading destruction to suit the goals of their own personal warlords. These include all Chaos forces, Orks, and Drukhari.

Terraformers represent the grand designs of the Necrons in particular, who have plans for a vast network of energy spanning the 500 Worlds. They’ve developed a new form of beacon/shroud device that allows them to direct splinter hive fleets of Tyranids toward various planets and away from others, as an entirely consumed planet isn’t a particular problem for them as long as it’s not a Necron tomb world. It’s not so much an alliance as the Necrons schemes relying upon a certain amount of sheer natural destruction as Leviathan carves its way through the 500 Worlds.

Each of these Alliances will be given their own Discord channel to conduct their secret planning for the campaign (only the Warmaster will be able to see all three channels). They each will elect (or endorse a volunteer) who will be the Alliance Leader for that Alliance. All members of each alliance will be given a role in Discord that changes the color of their name to show their allegiance as a fun perk on the server.

Each alliance will begin with four Fleets plus two reserve (spare) fleets. Our numbers are a bit higher than what the campaign envisions, so we’ll be flexing this part just a bit–allowing each fleet to represent multiple games. The results of all the games for any given Fleet action will be combined to determine the outcome of that action.

Reclaimers will start with two Imperial Fleets, an Aeldari Fleet, and a T’au Fleet. Despoilers will start with three Chaos Fleets, and a Pirates Fleet (shared Orks and Drukhari). Terraformers will start with two Necron Fleets and two Tyranids Fleets (the latter also including Genestealer Cult uprisings).

In their discord channels (and conveyed to me by each Alliance Leader) each Alliance will determine which planet will be their Stronghold (Power Level 4 and fills an Infrastructure), and then the relative Power Level of all the other planets in the system (three planets at Power Level 3, four more planets at Power Level 2, and the remaining two planets that are Power Level 1). They then will then decide to build three additional pieces of non-stronghold Infrastructure–spots that get attached to planets to provide minor bonuses. From the Goonhammer article: “Strongholds increase your power level when you fight on your home planet. Staging Grounds give you a higher power level as well when you fight on that planet or a connected one. Support Facilities let you count further planets as connected, and Fortifications increase a planet’s minimum Power Level.”

The campaign will begin on Wednesday, January 28th (presuming the 500 Worlds: Titus campaign books are released on schedule on Saturday the 24th, and adjusting if not). Each Alliance will Select Operations to be ready for games to start during the Monday/Tuesday before every Wednesday (or every other Wednesday, we’ll work out the right pace as we go). Each Alliance will get four selections each round (one per fleet). I’ll reveal each on the Wednesday and note which games can be played. If your fleet isn’t attacking on a given selection step don’t fret, anyone from the Alliance regardless of fleet can be a defender. We’ll keep these somewhat loose, so people can arrange games with players who fit their schedules. And players can play multiple games if they wish, it just has to be against different opponents from the opposing Alliance (tho we’ll try and coordinate to ensure everyone who wants a game can have at least one if timings allow). I do ask that each campaign round each Alliance do at least one Battle Operation so we can ensure that everyone who wants to play a game that round has a window to do so. Given that we’ll be doing Select Operations each week it is expected that players may not play every week just from scheduling alone–that’s okay and you’re still a part of the campaign and the alliance whether you get in one battle or multiple battles across all twelve weeks!

Note that there are a variety of missions players can choose when they’re part of a Battle Operation launched by a Fleet–in effect the attacking player gets to decide what sort of mission they’re doing as part of that battle. Alliances can of course discuss what benefits them most on given planets, and players can agree to follow that discussion or not. That gives some control to each player to affect events, and makes it feel like these campaigns are multiple forces that may not always fight in the way the leaders of the alliance wish. Players may want to seek different benefits, or just vary the missions!

Battles can be of any agreed-upon points value between the two players who decide to play. Games of 2,000 points are generally encouraged, but people should have in mind smaller forces and larger forces (if they have them and wish to) to accommodate other players. Even people just starting up a brand new army can still get games in this way. Aim for increments of 500 points, with 500 points being the smallest force for a conventional game of 40k. I say “conventional” because one of the missions is a Boarding Action, and there are likely to be special rules and even smaller number of points for those games when they’re played.

Drawbridge has lots of great terrain, so do your best to follow the rules for the Theatres for the planets being attacked. These determine the sorts of battlefields that are possible, and all have their own fun special rules that affect the games.

Once each game is finished, we’ll have a shared Google Sheet for recording results. In my Warmaster role I’ll go through and record the results and track them on my poster and provide routine updates for all (I think Sean indicated that he would mirror it with an electronic version we can have updated and share, thanks Sean!).

The plan will be to run the campaign for roughly three months at first (12 Select Operations phases), so we’ll have a target date for the Campaign Finale* of sometime around the week of April 15th. If there is continued energy for the campaign at that point, the Finale* will earn its asterisk and become a midpoint mega-battle instead (and we’ll have the fun of plotting another mega-battle to conclude things at the extended time). We’ll conclude the campaign with a Saturday event on April 25th. This will be a mega-battle, where the three Alliances will be deployed across all of the tables at Drawbridge in one final showdown clash representing the campaign’s culmination. Each Alliance’s Campaign Points will be used to determine deployment and missions for this event.

The Finale* (or midpoint) will also be the moment when we’ll do our grand door prize drawing extravaganza for the campaign. Given the scale, we’ll have multiple prizes and entries to the drawing for it will be earned throughout the campaign. Depending on the number of people who participate in the 500 Points for 500 Worlds painting challenge (see here: https://red-ones-go-faster.com/2026/01/08/500-points-for-500-worlds/ ) we’ll either do the drawing for that on that day, or have participants from that be given extra draws in the campaign drawing. But that means April 25th will be the deadline for completing your 500 Points for 500 Worlds entry pledge.

Draws in the drawing will be publicly tracked in the google sheet as well (I’ll lock that page to admin only). They will be one draw for each campaign round the player plays at least one game. One draw for participation in the final mega battle. One draw for fielding a fully painted Boarding Action force the first time it’s fielded. One draw for each newly-painted 500 points of models for the campaign army played, the first time they’re fielded (yes this can overlap with the 500 Points for 500 Worlds challenge, but is also a way to reward people who are tackling their piles of grey plastic as part of this campaign). One draw for painting up a table’s worth of thematic terrain for a particular Theatre and using it in at least one game. A variable number of draws during the Finale* for some player-voted competitions: best sport in each Alliance and best painted army (a scale of draws for first, second, and third most votes in each category). Finally one draw for being on the side of the Alliance with the highest number of Campaign Points calculated for the Finale*. Note that none of these are about winning any one particular game you’re playing, so remember that the spirit of this is fun games and collaborative encouragement of hobbying.

This is a lot of info, and again note that we can adjust it to fit what works best–so if you have any suggestions either now or when the 500 Worlds: Titus materials release, contact me to discuss.

500 Points for 500 Worlds

500 Points for 500 Worlds

You’ve heard of “new year, new me”? Well this is our Warhammer 40k version of that, a hype event that we’re hosting as part of the upcoming 500 Worlds campaign that we’ll run at Drawbridge Games. More details on the campaign itself will happen the rules drop and we can review them and plan store events involving them.

As part of that campaign (occurring at the same time as the culminating campaign event), we’ll be doing a special prize drawing for anyone who commits to purchasing 500+ new points of models for an army at Drawbridge and getting them painted in full by the end of the campaign. Ideally these will be a “new” force, but using it to expand a current force is fine as well. The point is to make the purchase from Enrico, record the painting goal (we’ll have forms you can complete at Drawbridge upon purchase–see below), and have fun.

If under 10 people commit to the 500 Points for 500 Worlds the completion will give bonus draws in the end-of-event raffle we’ll hold for the 500 Worlds campaign. If 10 or more people buy in to 500 Points for 500 Worlds then we’ll have a special drawing for just that set of participants (and the prize will be able to be chosen by the winner from certain types of kits, to fit their faction or start a brand new one!).

When you make your purchase you can fill out a small form and leave it with the staff at Drawbridge. They’ll stamp it with the official Drawbridge stamp to mark that you’ve paid and purchased the models you’ll be painting, and hang onto it for pledge recording purposes.

If what you want to field isn’t on the shelf, you can place a special order for models right now via this link https://bit.ly/DrawbridgeSO , by visiting Drawbridge, or by calling Drawbridge at 412-254-6151. Do keep flexible in your planning as sometimes some GW product is out of stock.

Participants can make their purchases and commit to 500 Points as early as January 15th (the night of our Knight Night Fight Night 5 event), but can also do so at any point amidst the 500 Worlds campaign. We expect the campaign rules to be released in about one week after Knight Night given release timings, and about a week for us to get a campaign idea sorted from it. Then we’ll probably have a 6 week campaign window after that, flexing up and down a bit depending on the rules–but 6 weeks tends to keep interest and excitement but not be too much. That would mean time to paint the 500 Points for 500 Worlds entry models by middle March at the very earliest. I’ll update the final exact deadline when we set that campaign’s rules.

We hope that this becomes a fun event for everyone to participate in, and a motivation to not just make some purchases to support Drawbridge Games, but to get a new painted force ready and onto the tables for battles together!

Knight Night Fight Night 5: Tag Teams Minis

Knight Night Fight Night 5: Tag Teams Minis

A new year, and once again we’re cooking up one of the best events at Drawbridge Games: Knight Night Fight Night! The game where people bring some of the big baddies of the game to slug it out for glory and to be added to the Knight Night Fight Night Trophy! This is the 5th incarnation, and we’re having some fun with the format. We’ve gone big, now time to go mini–in the great tradition of Mascarida Sagrada and Sky Low Low. Instead of big Knights we’ll be doing the smaller classes of stuff just like “Minis” wrestling promotions. It will be taking place on Thursday, January 15th, 2025 with setup at 6:30pm and first dice thrown at 7:00pm sharp. As always, we’ll have a door prize drawing, so just participating gives you a chance to win! Given they’re small we’re doing this one in Tag Team mode again. Players can either field two models themselves, or two players can team up as a Tag Team.

Event Rules

Teams of two models (can be a single player who brings two, or pairs of players who each have one) will be placed in a central, circular Royal Rumble arena–this one will have some notable terrain features to keep it interesting. The goal is to be the last model standing–knocking all of other competitors “out of the ring”–and that last standing model wins the event for their team. See the list at the bottom of this post, but can be summarized as “roughly dreadnaught-sized and walks on two legs.”

To start the event, all teams will have the points of the two models in their team calculated. The highest two points total teams will have their models start in the ring. After each round, the next two teams in points are added to the ring (making their grand entrances, with entrance music if so desired).

Every round of combat all participant models in the ring are dealt a playing card, and play turns will run in that order: lowest numbers first, with suit order high-to-low in reverse-alpha to break numerical ties, so Spades > Hearts > Diamonds > Clubs, with Aces low. The active Knight will move, shoot, can charge and fight. Note that models attacked won’t swing back (there’s no ordinary combat phase). The goal is to incapacitate opposing models by taking all of their wounds, which represents knocking them out of the ring (over the top rope). There are a few different special rules we’ll be using that will both help this happen, and give models a chance to keep fighting in the ring.

“Recover In the Corner” action: Declare at the start of your turn. Roll 1d6 and recover that many wounds. Can move (including advancing) but cannot fire any weapons, charge, or make any melee attacks until the start of its next turn.

“Re-roll Chip”: Every model gets one re-roll chip. Every Tag Team who put up a promo (posted on the Drawbridge Events Facebook page and/or Discord) gets a second re-roll chip per player participating in that promo. The player with the best promo (judged by Enrico) gets a third re-roll chip. Re-roll chips can be exchanged or traded as you wish during the game with other players. They can be spent to re-roll any one d6 roll (including the “Out of the Ring” table or the result of a “Recover in the Corner” action). That can be one’s own roll or an opponent’s. They can also be spent to get rid of the card you’re dealt at any point for turn order, and be dealt a new random card from the deck. Note that no one will have CP’s to keep things simple, this is a sort of replacement for that.

“Out of the Ring” chart: Whenever a model is reduced to 0 wounds, they immediately must roll on the following chart (any model rules that might trigger on “when reduced to zero wounds” such as exploding are ignored). Conceptually a Battle Royale is about throwing your opponent out of the ring and their feet hitting the ground (indicating they’re out). While we don’t have an actual ring to be thrown out of, these are the results when the participants take those devastating finishing attacks.

RollResult
1 “I’ll get you back”Both feet hit the ground and this model loses. However, they’re not quite ready to accept that. They immediately get a single turn of shooting (regular, not reduced wounds penalty) to try and take an opponent with them, and then are removed from the board.
2 “Ouch, he’ll feel that one”Both feet hit the ground and this model loses. It is removed from the board.
3 “Thats a tough break, J.R.”Both feet hit the ground and this model loses. It is removed from the board.
4 “Hanging on the ropes”The model hangs on, just barely. It is restored to 1 remaining wound, and cannot be targeted any further this round until it acts or until the start of the next round if it has already acted this round.
5 “Push thru the pain”This model grits its teeth and keeps on fighting. Immediately roll a d6 and restore that many wounds to the model. This model cannot be targeted/damaged any further during the current opponent’s activation.
6 “You just made me angry”This model channels the punishment into newfound strength. Immediately restore the model to 75% of its normal wounds characteristic (rounding up). This model cannot be targeted/damaged any further during the current opponent’s activation.

Painting Requirements: All models participating in Knight Night must be painted to a tabletop standard and based. Part of this hobby is, well, the hobby, so I want to encourage people to paint and get models finished for events. There will be additional chances at prizes for those who paint up new models for the event.

Tag Team: Players can choose to field two models from the following lists, or bring one model and team up with another player. You can choose and coordinate teams in advance, and we can also pair up likely allies on the day of the event–so don’t let having just a single model limit you. Come and have fun and game with new and old folks in the community alike. Activations are separate by model, but victory goes to the team (even if one of the team member models has been eliminated). And we’ll have an extra model with rules on hand in case we have uneven numbers to make certain all who show up can join in the fun.

Model Options and Choices

Minis Options: Players can choose any models from the following lists of roughly dreadnaught-sized, walks on two legs, models. Chosen from their codex with gear allowable from the data sheet (no relics or warlord traits). No army rules, detachment rules, or upgrades that aren’t part of the basic datasheet entry for the model will be used. These are vanilla versions of the data sheets folks. If I missed anything definitely message me and we can expand the list.

Space MarinesRedemptor, Invictor, Ballistus, Brutalis, Venerable Dreadnaught, Murderfang, Bjorn the Fell-Handed, Death Company Dreadnaught
Imperial GuardSentinels*
Adeptus MechanicusIronstrider Ballistarius*, Sydonian Dragoon*, Kastelan Robots**
Imperial KnightsArmigers
Adeptus SororitasMortifiers*, Penitent Engines*
Adeptus CustodesContemptors, Telemon
Grey KnightsGrand Master in Nemesis Dreadknight, Nemesis Dreadknight, Venerable Dreadnaught
Chaos Space MarinesHellbrute
Death GuardHellbrute
Thousand SonsHellbrute
World EatersHellbrute
Chaos KnightsWardogs
OrksDeff Dredd, Killa Kans***
T’au EmpireRiptide, Ghostkeel, Broadsides*
AeldariWar Walker*, Wraithlord
DrukhariCronos*, Talos*
TyranidsCarnifex, Screamer-Killer, Old One Eye
NecronsCanoptek Doomstalker****, Canoptek Reanimator****

*Given these are the very lightest of walker vehicles, an additional third model in the tag team is permitted if all are marked with a single asterisk

**Kastelan Robots must be a tag team of two. They cannot be individually taken, and cannot join another tag team. However, they get the inclusion of their “manager” the Cybernetica Datasmith, who accompanies one of the two robots (and can swap to the other one as long as he doesn’t ever end a move action outside of 2” of a friendly Kastellan). The manager is just killed if killed (no roll on the “out of the ring” chart), but this team is not out of the battle until the manager is killed as well.

*** Orks don’t count so well, so players can take one unit of three Killa Kans as their tag team entry. Single Kans cannot be chosen.

****Yes these violate the two legs option, but we’re including them

Sorry Emperor’s Children, Genestealer Cults, and Leagues of Votann. You have to sit this one out as far as I can tell.

Somber Sands: Session Two

Somber Sands: Session Two

This post details the continuing adventures of a D&D Dark Sun game that I’m running. Part one can be found here: https://red-ones-go-faster.com/2025/10/01/somber-sands-session-one/

The four adventurers, now somewhat bound together by shared suffering and a desire to right the wrongs of a tribe of oasis-poisoning elves, trekked back into the desert sands. They were: Corin, a Human Bard who kept a thoughtful watch on his waterskins; Finnja, a Human Ranger whose foraging found nothing but root-remnants from cacti recently torn up; Marquis, a Human Preserver Wizard who tried eating some of the flora for hydration but found just bitter taste; and Thrak-Chul, a Thri-Kreen Cleric who watched the ravages of the sun on the softskin trio traveling with him.

They retraced their path for a few days across shifting sand dunes and barren flats to the poisoned oasis. It was easy to pick up the elven water party’s tracks, and followed those for a few days due east. Eventually they reached a set of gullies that grew into canyons, and found themselves at dusk peeking down at a strange rock hillock with various cave entrances and a big open hoop. There was evidence of mass encampment of elves at the base of the structure, including enough fire pits for an army and a large field of vegetation.

The village elder of Kled had said that the elves had a large war party, and but that they raided often and the adventurers might be able to creep in while they were away. It seemed like just such a time when they arrived, so using the cover of night they creeped their way down the switchbacks of the canyon.

By dawn they had reached the canyon floor, and stood at the far end of what was clearly campsite. They dashed across the open expanse to check out the garden, which had food growing, but unfortunately no plants that held much water–and none of the strange purple plant that the elves used to poison the well. With the army gone and the field inspected, the group dashed again across open ground to the mouth of a cave that led up and into the wind-carved rock.

The first cave rose up a curving spiral carved staircase. Reaching the top, the adventurers found curving tunnels of the rock at higher elevation formed the fortress of the elves, with the yellow in the map being all spots that were open to the air around the sides of the wind-carved rock–just a 100′ plunge awaiting those who stepped off… or were pushed off.

As Corin led the way into the first hall, arrows clattered around him–shot by two elf guards at the far end of a small rock bridge. The adventurers raced to get into close proximity, forcing the guards to drop their bows and fight with wooden short swords. Finnja struck at one of them with her glaive, only to have the haft of the weapon shatter on impact. The adventurers cautiously pressed their advance along the defensive ledge, and managed to finally kill the two guards. Amidst checking their bodies for loot, Marquis started to investigate the tied down canvas flap that formed a door into the next section of the cave. Meanwhile Thrak-Chul decided to help himself to a bit of elf flesh, seared by conjured sacred flame. Corin and Finnja both noticed, but before the eating of sentient life could be discussed Marquis’ exploration of the next room drove them onward.

It was a barracks of sorts, where some of the bedrolls of the elves were frighteningly close to the open void of the cliffside. The adventurers ransacked the room, taking a bucket, some bedrolls, and a bone tinderbox. Marquis found a piece of scrimshaw done on an eggshell, where the elf “artist” had made a mocking inscription about the poisoned oasis. He smashed it immediately. Another tied-down canvas flap formed the door into the next section of the rock structure.

It opened up to a mostly open-air portion, where the adventurers could see the massive circular opening rising above them. Three different thin lines of rock led to three different holes back into the rock on the far side. A group of elves, alerted by the sounds of the earlier fighting, sprung their ambush. Arrows clattered against the walls and two elves armed with wooden morningstars rushed at the adventurers. The clash of arms was a stalemate dancing along the open cliffs at first, until the broad chitinous form of Thrak-Chul managed to push one of the elves off into the chasm. Finnja managed to grab one of their morningstars to replace her glaive, and finished off the last of the elf defenders. The group retired to the barracks for a moment to heal their arrow wounds and plan next steps.

The party, feeling like the larger elf army could return at any point, fractured a bit as Marquis went one direction while Corin decided to take a different spiral stairs down. Finnja followed Marquis while Thrak-Chul followed Corin.

Corin found himself in a gloomy small cavern, which looked to be a combination of stable for their Kanks and a drops–a pit of sludgy offal-laden water lay off the far side of the small room. The room contained one Kank, which startled by Corin’s appearance started to attack. Thrak-Chul rushed into the room and tried to wrestle the beast off the cliff into the drops. However the creature was a beast of burden, and strongly resisted the push–forcing Corin to leverage his bardic magic to strike at the weak beast brain of the insectoid to try and subdue it. The pair eventually managed to slay it, and pushed its corpse down into the sewage water below.

Meanwhile, Marquis and Finnja pushed their way through a room that served as a kitchen then down a spiral stair into a small room that smelled with the cloying scent of smoke–even tho it was open to air high above. Standing around some sort of shrine were three elves, garbed somewhat differently than the others. Two wore only long dark robes with slight red needlework, while the other sported a scale breastplate above similar robes and wore an ornate headband that marked him as some sort of cleric. Immediately both sides jumped into action, Marquis unloading a damaging cantrip on one of the acolytes while the cleric cast some sort of Levitation spell and walked upward into the air. Suddenly, all combat was cut short as one of the acolytes cast some sort of spell–like a Fog Cloud incantation, but instead of moist, dense fog it was choking, cloying smoke. Unable to see anything further and fight effectively, Marquis and Finnja retreated back up the stairs. When they realized none of the elves had followed them, they went and tried the third door. Knowing that the alarm had now truly been raised and there were un-accounted-for elves in the complex, they figured they would rush to try and find some way to stop the elves and their insidious poisoning of the oasis.

And find the source they did. Finnja and Marquis climbed down the stairs and found themselves inside of the largest room in the complex. On the far side a large standing planter of purple plants dominated the room–the source of the poisonous roots. There was also a throne, where the chieftain of the elves was seated. And just when they arrived so did another: the elf cleric, still levitating, walked in from the open-air side of the room shouting the alarm to the chief. The Finnja and Marquis had a moment to strike first, so they did. Marquis launched a spell, while Finnja tried to fire an arrow only to have her bow snap as the weak scrub wood of the Dark Sun world does not make for good bows.

The chieftain rose from his throne, hauling up a great obsidian maul and leaping forward into the face of Marquis swinging the deadly weight. Meanwhile the cleric cast a spiritual weapon, which took the form of a ghostly swinging flail that also battered Marquis. The duo pushed into the room to face them, but the combined attacks of the the chieftain and cleric were landing home distressingly often.

In a moment of desperation, Marquis remembered a piece of forbidden lore. He had not yet mastered the path of casting it in harmony with the plant life of the world, but he knew enough to be able to cast it dangerously. The chieftan swung his massive hammer at Marquis, a blow that would have crushed his chest against the back wall, and he cast a Shield spell tapping into the power of defiling. The Shield worked and deflected the blow, tho all around were stunned for a moment with the draining energy. More important, all of the purple-leaved poisonous plants withered to ash as the surface of the rock fortress was defiled. Marquis thought to himself just how easy it was… such a simple action for such power. Why shouldn’t he use it? What did keep him from keeping things in balance so carefully at the cost of his own wizarding power?

Corin and Thrak-Chul had returned to the branching paths after their encounter with the Kank, to see a single robed elven acolyte creeping toward the far stairwell. They struck at range, killing him instantly–his body tumbling off the narrow path into the ravine below. Presuming that’s where the fight must be they moved that way, when they felt a brief but overwhelming feeling of destruction and despoilment (not knowing it was the wave of side-effect from Marquis’ choice to embrace despoiler powers). As they rushed closer, another wave hit them (Marquis, down below, had cast another spell–further spreading the area of despoilment). As they were running along the open bridges, they spied a patch of vegetation down in the ravine below, and watched it crumble into dust with this wave.

Things were looking dire for Finnja and Marquis until Corin and Thrak-Chul rushed into the room to aid them. Thak-Chul began using the healing power of the villagers’ magic spear to keep his allies in the fight, while Corin struck with Bardic magic-empowered insult and weapon alike. The cleric was downed first, and the impact of the hit caused his now-dead-but-still-levitating body to go slowly tumbling end-over-end down into the ravine below. The chieftain lashed out with a psychic assault as well as his obsidian maul, his brain prying into Corin’s mind to try and find some sort of advantage over him. Turning up a deep-seated fear of not having connection to others, the psychic attack was of little use now that he was facing four foes. A critical hit from Marquis with a Shocking Grasp finally finished off the chieftain, and the adventurers could finally take a moment to breath.

Looking around the room they found a single further door, which opened up to a tiny ledge exposed to the elements. A cage door was build there, with a bound Thri-Kreen stuck in the enclosure, a Druid named Klith-Cha. The adventurers freed him, and pulled him up–learning that he was the guardian of the oasis. The elves were enjoying torturing him with the very notion that they were poisoning his sacred charge.

After looting the chieftain’s room (a small stash of ceramic pieces and bits) they intended to make a hasty exit from the elven complex, confident that the threat to the oasis was over. The poisonous root was a rare plant, and was not native to the area, so their destruction would make it difficult to repeat the same poisoning trick. They did take one more look at the room with the shrine, mostly to see what happened to the un-accounted for elven acolyte–who remained nowhere to be found. Thak-Chul found the shrine somewhat confusing. It looked like a shrine to the element of fire, his chosen patron. But it was covered in soot and smoke rather than burned clean with the destructive heat of fire. Something was amiss that he couldn’t place about it, so he decided to at least cleanse it to try and appease the power of fire. The others seemed shocked when suddenly he dumped out a gallon of water to do the cleansing–seeing the precious water dirtied, flow into the rock cracks, and evaporate while their thirst was so strong.

With an army of potentially 100 elves potentially about to return, the adventurers then escaped and climbed up out of the canyon. As they traveled there was some discussion of the strange waves of defiling energy that all felt–Marquis lied and said that it was the magic of the elf cleric that did such harm. Most seemed to buy that argument, but Thrak-Chul knew that Marquis was most likely lying. The hike back to the oasis was dry but uneventful. The party split ways with Klith-Cha, who promised to heal the oasis waters over time. However he promised to return to find them when he was done (DM’s note: Mike chose to swap Klith-Cha into being one of his character tree characters as noted below). The quartet then journeyed south to the town of Kled once more to inform them of what happened. The town elder saw the obsidian maul, now carried by Finnja, as a sign that the elves had been at very least decapitated in some of their leadership. As a thanks, he allowed Thrak-Chul to retain the magic bone spear with its healing properties.

The adventurers found themselves standing with water in their waterskins, the marks of the slave-henna faded from their faces, and weapons in hand. They decided to travel on together, but the question was: to where, and to what ends? Finnja turned her mind toward the beasts of the wilds she might tame. Corin thought of where they might head, leaning toward suggesting they head toward the city-state that was his home: Nibenay. Thrak-Chul’s thoughts were plagued by the strange altar–something was amiss, that even after the cleansing bothered him. Was there something about the way the two gems almost glowed, or about the smoke carvings behind them? And Marquis–convinced his lie had fooled them all–marveled at the power that defiler magic would bring.

Bug Hunt 2: A December to Dismember

Bug Hunt 2: A December to Dismember

Homage to the ECW wrestling event very much intended here. The Drawbridge Mega-Battle Hive Mind has been hard at work planning our year-end event, and we wanted to revisit the Bug Hunt that people had a lot of fun with for our 10th edition launch event. So we’re announcing Bug Hunt 2: A December to Dismember! All the info you need is below.

Background: Pocket dimensions are perfect for the mysterious Hunt-Master to stage his little games. And this time he’s crafted one where he can see just how effective the various hunters of the universe fare when set loose on quarry. Across all sorts of armies and races there were strange disappearances, as units turned up missing without explanation. As their peers searched for them, these wayward forces find themselves waking up on a shoreline of an island teeming with Tyranid organisms, from the smallest to the greatest. And given one simple explanation in a carefully filigreed scroll with writing bafflingly in their own native tongue: “Hunt as many as you can. The winners will be returned, the rest kept for eternity. Kill your trophies and compete for the greatest haul… but at least one of your number needs to return to your transport to keep them.”

What: This will be a staged event that runs all evening on Thursday, December 4th. Players can contribute in two ways, both by painting Tyranid models to populate the island, and by bringing a single squad and a transport that can hold them (see more info below) and seeing just what all they can hunt before escaping the various “islands” with their haul. There will be multiple GM’s on hand so people can compete starting at different points on the 12 foot island board we’ll have, and we’ll keep a “leader board” through the night detailing which players have the most Tyranid kills on their safari expeditions… while still managing to get a single model back and free. If there’s room, players can even give a try multiple times during the evening with their squads. As always, prizes at Drawbridge will be based upon a random draw amongst participants where additional draws will be entered for not only the winner, but for each unit newly painted for the event that participants bring (as we ask all models in these events be a minimum of three colors and based), and for “best painted” Tyranids and hunting squads alike.

Hunting Squads: Players participating in the bug hunt will bring one infantry squad of their choosing, attach one character (non-epic, so no “named” characters), and a vehicle that can transport that squad and character. Note that while the temptation may be the most expensive transport, note that the Tyranids will have a set of “Artificial Intelligence” rules for when they notice something and attack it–so a Land Raider firing off lascannons 48″ away might just alert the entire half of the island. That means no jump infantry or other “doesn’t fit in a transport” types, and that some armies will have different limitations (e.g. Necrons can only transport Warriors in their Ghost Arks, but they can bring a Night Scythe if they want a different sort of unit… tho who knows what flying Tyranids might notice that tasty flying croissant). Also, no Drop Pods… as the point is needing to “get away to safety” in the transport. There will be entries into the prize draw for fielding a newly-painted squad, a newly-painted transport, best painted combo squad+transport, and best “Hunters” themed squad (aimed at those who want to convert up a squad of specialized hunters or even specifically Tyranid hunters). And sorry: no Knights armies and no Daemons, given the nature of this event being about a squad striking out from a transport (don’t worry: Knight Night Fight Night 5 will happen in early 2026, and we did Daemon-cember last year).

Bugs for the Cause: The goal is to cover the table in groups of Tyranid models, from large to small. The more the merrier. So to encourage people to paint up those units each squad of Tyranid models that are painted up for the event give the person bringing them a bonus two draws in the prize pool. And we’d love if the established Tyranid players bring along their masses as well, just to crowd the board with some amazing Nid biodiversity.

How Will it Run? See below for the “if/then” set of “Hive Mind” reactions that will guide when and where Tyranid units respond to the attacks of the hunter squads. The sound of battle, the smell of casualties, the sight of long range gunfire, all will have a chance to draw other squads of Tyranids into the fray. Especially dangerous when the last stragglers are trying to get back to their transport with a haul of bug trophies! As always with our big events, the goal is simple, silly, and thematic rules to get us throwing dice together and laughing at the fortunes (and misfortunes) of squads as they compete for glory in this latest Bug Hunt!

Leaders: As mentioned above, players can choose to have one character attached to the squad as well. Ideally we are thinking of them as “medic” support characters, particularly apothecary/hospitaller/painboy type models, but you can bring any model that isn’t an “epic” hero.

To reward those who were taking the time to do up their dedicated medic-type models, those fielding a medic will get a bonus in the game. That list is: Apothecary, Sanguinary Priest, Hospitaller, Painboy, Painboss, Plague Surgeon, and Biophagus. Anyone fielding those models will get one “emergency patch-up”, where they can once during their mission, at the end of any phase, roll a d6 and restore that many models to their unit. That’s in addition to their other rules. It’s a very limited list by design, really only the proper healers (sorry rebuilders in Necrons and cloners in Drukhari). If there’s some new version of this type of model I’m missing from other factions let me know and I’ll add them.

Tyranid “Artificial Intelligence” Rules:

Every player turn their units will be doing things, and those things generate chances for the Tyranids to hear, feel, smell, or sense them and attack back. Each player will have a d20 placed near their forces to represent the “alert level” for their turn. The list below has the various things that increase alarm amongst the Tyranids. They are additive (cumulative?), and certain Tyranids have a chance to sense some things more than others (burrowers sense movement of heavy vehicles, while Psychic powers being used can be seen by Hive Mind critters). At the end of the player’s turn (move, shoot, charge, assault), note the number that the alert level has risen to that turn and then the player must roll ABOVE that number to remain undetected.

Action/OccurrenceAlert Level ModifierType
Unit Advances+1Sound
Hover Transport Moves+1Sound
Tracked or Wheeled Transport Moves+2Sound, Vibration
Aircraft Transport Moves+1Sight
Aircraft Transport’s Move comes within 24” of Flying Tyranid model+4Sight
Massive Transport Moves (really huge hard-to-miss stuff that people might bring… Monolith or Stompa for instance)+5Sight
Tyranids Unit damaged by ranged attacks+3Sound, Smell
Ranged Attacks from Silenced source (GM uses judgment, but needs to be like sniper rifles or properly silenced stuff… note that Ork Kommando guns are NOT silenced)-2Sound
Ranged attacks fired from a vehicle or infantry “Big Gun” or “Loud Gun” source (again GM judgment–machine guns and big cannons here, any projectile weapons that make a “bang” louder than a bolter)+2Sound, Vibration
Tyranids Unit damaged by melee attacks+4Sound, Smell
Melee Attacks from Silenced Source (only commando troops get this: Kommandos, Catachans, Night Lords, Raven Guard, Scouts, Reivers, Striking Scorpions, etc.)-2Sound
All Targeted Unit(s) Completely Wiped Out in this turn-2Synapse
Model uses an ability or an attack with the “Psychic” keyword+2Synapse
Something else that would alert a unit (GM’s discretion)+X by GM’s discretionGM’s discretion
Something else that would keep a unit hidden/silent/unobserved, such as move after shoot to a hidden position or specific wargear (GM’s discretion)-X by GM’s discretionGM’s discretion

The player then checks for Alert at the very end of their turn by rolling a d20 and comparing to their Alert Level for their prior turn. If they roll ABOVE their Alert level, no problem, their hunt has remained undetected. Any Tyranids that are in engagement range, have been shot but not killed by them, or have noticed them in a prior term but not reached them, get to respond with movement, shooting, charge, fight as normal, but no other Tyranid units notice and remain dormant. Tyranid units in melee also get to fight back in the player turn as normal. 

If the player rolls BELOW their Alert level, then the GM rolls a d3. That many units beyond any shot/hit respond to the attack. What units respond depend on the modifier descriptions (they indicate which model responds first). After that it is simply the nearest three models to affected Tyranid units or to the player units themselves (GM discretion for what makes sense given the situation). 


Synapse: If this modifier was involved, the first unit to respond is the nearest Synapse creature. The GM may then designate any one other Tyranid model within 12” of that Synapse creature to be notified by their Synapse leader if a 2 or 3 was the result of the d3 . 

Sight: If this modifier was involved, the first unit to respond is the closest flying or winged creature

Smell: If this modifier was involved, the first unit to respond is the nearest unit of Rippers or Gaunts

Sound: No special choices, just nearest models

Vibration: If this modifier was involved, the first unit to respond is the closest burrowing creature (Raveners, Mawloc, Trygon, etc.)

If multiples of these are involved, the GM can use their discretion about what units compose the d3 responding (as long as they’re drawn from the correct sorts of units)

Somber Sands: Session One

Somber Sands: Session One

This page details the beginnings of my “Somber Sands” Dark Sun campaign, and is designed to be a player aid for memory between sessions. This first session included character creation, and an adventure drawing on some elements of the “A Little Knowledge…” adventure in the base 2e Dark Sun box set.

Character creation yielded these four character tree groupings, and from them emerged Finnja the Human Beast Master Ranger, Thrak-Chul the Thri-Kreen Fire Cleric, Marquis the Human Diviner Wizard (Preserver), and Corin the Human Valor Bard.

Here are the initial backgrounds of the starting focus characters.

Feet of Clay: Finnja

You had realized it was all a lie when the Cleric was nowhere to be found, but the coffers were all emptied. You grew up in the relative safety of Fort Harbeth, where you were free to practice your skills as a druid. Then the Cleric came to the Fort. Most were skeptical, but a few of the youth—you included–started going to his weekly talks. In just two months you were living at a so-called “shrine” at the base of the Mellikot Mountains, nearly starving but somehow confident in the Cleric’s abilities. You sold almost everything and gave it to his fledgling mission. The others stopped attending, but you kept the faith. Even when the food ran out, and then the water. You kept the faith. But then he was gone, and with your money. All that remained was the odd idol set at the top of the altar. In a rage you smashed it. Inside was just a mass of oozing silt. Near dead with starvation and dehydration you stumbled out into the desert intending to let sun and sand take you. Like a sign, a large merchant caravan was rumbling past in the distance. You raced to them across the sands, and last you remember was one of their rough outrunners smirking as you passed out just as you reached the caravan.

DM ask list: Human culture, Fort Harbeth

Thri-Kreen: Thrak-Chul

Your hatch-egg was taken by Ptekwe, to a place called Fort Inix, in the foothills to the south of the Blackspine Mountains. Hatching there Ptekwe did their best to raise you in the ways of the tribe, a difficult task for a tribe of only two. Fort Inix was primarily Humans, many of whom owed allegiance to House Shom. Ptekwe was an adept poultice-maker, and he crafted a special scale-rot preventative that helped the House with their raising and sale of Inix, huge lizards that lent their name to the Fort. Unfortunately you never picked up the knack for making the poultice yourself. Tho you had many skills, the Fort’s dwindling water supply had Ptekwe worried that you could be cast out, or worse: killed. The last thing you remember was approaching a passing merchant caravan with a purse full of ceramic—nearly all of Ptekwe’s savings—hoping to get safe passage to the city of Nibenay.

DM ask list: Thri-Kreen culture, Fort Inix

Preserver: Marquis

You’ve been on the run since you could remember. Has it been sixteen or seventeen merchant caravans now? Some were good enough, where you could work for your berth and they didn’t mid if you used some magic to fight off desert tribes. Others it was clear that magic users would be killed on sight, so you had to be careful. Every time one would approach a city, it was time for you to move to the next. The cities, and their Sorcerer-Kings, were the reason for magic prohibitions. You could make money and power there, surely, but you need to be stronger, and have some allies to keep your magic hidden and survive. The last thing you remember was standing in the farmlands south of Urik, watching the next potential merchant caravan rumble your way.

DM ask list: Human culture, Merchant caravans, Arcane spellcasting (techniques and laws)

Wrong Place at the Wrong Time: Corin Fayeth

The City-State of Nibenay was a good place to grow up as the child of a sculptor. Your parents, and by extension you, were free-citizens. And there was always plenty of work for your mother. That meant a few more bits in your pocket when you journeyed out into the city for fun and seeking your own work. A few odd jobs passed, but it was the craft of being a bard that really drew your attention. Unfortunately, one night you were suddenly grabbed by two of the Wives, and a sword held to your throat. The last thing you remember was their conversation. “This one doesn’t look like the suspect,“ said one. The other replied “Eh, who cares? Sells all the same.”

DM ask list: Human culture, City-State of Nibenay

Adventure: In Search of Water

Finnja, Corin, Marquis, and Thrak-Chul all awoke at roughly the same time, their minds clouded with residual brain fog. They found themselves shackled inside of a rolling mellikot-driven merchant caravan, and their faces painted with henna to mark them as slaves. With them was chained a woman named Alma, who had been with them and helped them identify the drug used in their water rations to keep them in a trance. Attempting to escape they were thwarted by a brutal Mul jailer named Lorde (“with an -e”) and a talented psionicist with a long face and words that manipulate–now upset that they’re out of the drug for the last leg of the journey. The caravan will sell the PCs as slaves when they reach the City-State of Tyr.

The caravan is stopped the following day, and the PC’s take note of shouting. They use that to band together and yank the entire rigging of their shackles out of the walls–then use the bone rings that held them to saw through the bands of rope. They emerged onto the deck to a scene of chaos: a huge tribe of elves were menacing the caravan, and the caravan guards had returned fire in desperation.

The elves began using magic, which lit the caravan on fire. The PCs scrambled to find what they could before getting out. Corin rolled up a canvas hammock (thinking to throw it like a net in an emergency), while Marquis burst in on the psionicist–and immolated him (and subsequently the bedding he fell onto) with a spell. Thrak-Chul managed to find the kitchen, but in trying to roll the water barrel it shattered and spilled everywhere. He was at least able to get a good drink from it. Finally Finnja leveled her shoulders and broke down the door to the Caravan Captain’s office. Inside she found a map of the caravan’s progress, with a direction of an oasis and then further that same direction a town called Kled). She also found a small leather pouch that contained a single silverpiece–a veritable treasure!

The PCs and Alma dropped out of the now fully-ablaze caravan onto the sands, and found themselves surrounded by disdainful and indifferent elves. The elves offered no support nor care for them, and only when the other survivor–Lorde the jailor–was identified as a slaver did they take any action: filling Lorde with arrows. Not even a “good luck” and the elves dashed off into the desert.

Knowing they were slave-marked, and finding little in the caravan search once the fires had burned themselves out (just a few wooden weapons), the PCs dared not go back to the City-State of Urik. Thus they followed the map they had. They trudged through day after day of open desert dunes punctuated by rocky outcroppings, feeling the effects of dehydration. Efforts to find water were not turning up much. Marquis managed to find a cactus that held some water, and he scarfed it down before others could notice. Unfortunately his luck changed as a following day he found a plant with a long root system, which he also promptly ate–and got him promptly sick.

They found a thornbush that lured prey by looking like there was a pool of water it rooted in, but was actually sap. A few cuts of the thicket revealed a victim of the plant, decomposing into the ground. He at least had most of a serving of water in his waterskin, which relieved Finnja’s thirst. However more days of trudging took their toll, and Corin and Alma were in bad shape by the time of reaching the oasis marked on the map. They saw the two mellikots that had escaped from the caravan, but one seemed to be lying dead at the pool’s edge. The rush of excitement of water gave way to observing that the water was definitely poisoned–by a root that is hyper-deadly to most, but not to elves and their water-bearing insectoid beasts.

Foraging around the plant life of the oasis the PCs managed to find enough water to save the life of one of the two who had yet to drink anything: Corin and Alma. Without discussion, this last hope was consumed by Corin. The PCs then eyed the mellikot that was sadly standing guard over it’s lost mate. It was clear the beast knew the water was bad, but it seemed reluctant to leave the dead one’s side. The PCs decided to slay the beast and perhaps Alma could drink the blood and get some water from that. Finnaj calmed the beast a bit, then struck with a crude wooden glaive that they had looted. The blade sank deep, and the beast roared in pain, but the tough beast was not put down that easily. The whole group started attacking the beast–torching it with flaming strikes, and a psionic attack from Corin that was done in the tone of the worst scolding of an animal possible. Finally Finnaj managed to cleave off the head and finish the job. Exhausted, the group stood panting as the beast bled out, only to realize that Alma was face down in the water. The people she had traveled with and trusted were suddenly so shockingly violent that she started to doubt everything, including their warnings about drinking the water. Much to her peril as she collapsed after a single sip. Exhausted and now mourning, the group camped for the night.

They were awoken the next morning by the sounds of laughter. A war party of elves–at least 20 strong–along with two kanks: insectoid creatures with globes of wax on their back that the elves use to transport water. They gleefully filled up the poisoned water, knowing it would not affect them. Again, the PCs were seen by the elves and mostly ignored beyond a few nasty comments about the Thri-Kreen, and some jokes about taking a drink. The PCs kept their cool, and the elves soon left headed eastward. The PCs instead started toward the south, seeking the village of Kled.

It was four days beyond the oasis, with even the Thri-Kreen feeling the effects of thirst, that the PCs were wandering through the relative shade of some rock outcroppings that ran alongside the dunes. They heard laughing again, but this time just a single voice. A young dwarf named Cleodis was watching them, and informed them that they were indeed close to Kled. He led them there, and they found a small, half-deserted Dwarven town. Cleodis’ grandmother saw the state of the PCs and immediately shared her water with them. Without a question asked. Finally hydrated and able to rest a moment, the PCs told the tale of their bondage, escape, and journey. The poisoned oasis was clearly a problem for the dwarves too. It was their water source, and it killed a number of their townsfolk before the cause was sorted out. The druid that tended the grove had also disappeared, and none could find him. Many Dwarfs left, but some stubbornly remained behind because of their rooted obligations in the town.

Upon an ask whether the PCs would help bring the elves to justice and restore the oasis, the PCs enthusiastically agreed. The town equipped them best they could–they had wooden shields and some wooden weapons available. And the town elder offered them the town relic to use in their pursit of the elves. It was a bone spear with ornate carvings, and able to strike foes down with the blade but also heal allies by pressing the haft of the spear to them. And the offer that the PCs would be allowed to keep the spear if they could manage to make the oasis potable once again. Vowing vengeance on the mocking elves, and strapped with waterskins from the town for their journey, the PCs headed out to face foes unknown.

Reminder: Orktober 2025 @ Drawbridge

Reminder: Orktober 2025 @ Drawbridge

Just a short reminder for folks in the Pittsburgh area that our Orktober 2025 Drop-in Battle happens on November 1st!

Doors at 10am, armies set up and dice by 10:45am. Event will run until 5:00pm.Prizes will be drawn promptly at that timing. Turns will have set times. Players jump in on the turn they arrive. No command points are used; strategems can be used via the Extra Life donations . Orks can call a Waaagh by unanimity of Ork generals, cannot call two turns in a row. Ork units recycle upon death. And both Ork and non-Ork players can use the following Extra life benefits.

Ork players can bring any number of points and models.

Non-Ork players can bring 1,000 point forces drawn from a single detachment for the event, the goal being to kill as many Orks for as long as possible until eliminated, as well as for a secret mission you will get on the day of the event. Non-Ork players can field Imperium, Aeldari, Drukhari, Votann, or T’au detachments.

Extra Life Benefits:

$1 donation to re-roll any single die roll. Allows multiple re-rolls (you can re-roll a re-roll).

$2 per command point. Use any strategem available to your detachment. Can only use each strategem once per round. Also any “costs zero command points” abilities on datasheets still need a minimum donation of $1 to use each time.

$5 scrap your secret mission and draw a new one.

$10 Non-Ork player returns all 1,000 points of their force to the field (effectively a “keep playing” when eliminated).

Prize Drawing Entries

Players get one entry in the drawing for showing up to play. They also get them as follows:

Painted a new Ork unit this month (1 per unit). Painted a non-Ork vehicle this month (1 per vehicle). Fully painted for the event (1 per detachment). Participated in a Skirmish Raid mission during the month of October (1 per game played). Won a Skirmish Raid missions (1 per game won). Killing Ork units (1 draw for every 5 Ork units destroyed, where you got the final damage to remove the piece). Completing secret mission for the day (between 5 and 10 draws–some of these are pretty tough). Bonuses for joining team Ork: 1 for playing on the Ork side for part of the event, and a bonus two entries for fielding at least 300 points of freshly-painted-for-this-event Orks.

More info event info can be found at the write-up: https://red-ones-go-faster.com/2025/09/10/loota-island-orktober-2025/

Somber Sands: Character Creation

Somber Sands: Character Creation

For my Dark Sun campaign, this is the flow-chart for how character creation will be conducted. Here are the main rules for the setting and character options for reference: https://red-ones-go-faster.com/2025/09/18/somber-sands-a-dark-sun-campaign/ Keep in mind each player will be drawing up four characters to form a Character Tree. I’ll bring a worksheet (cuz I’m broken that way) that will make the steps hopefully easy for all.

Step One: Roll for Character Connection

Players roll a single d10. This will determine the vague connection between the four characters in your Character Tree–can be as literal or as figurative as you like when you actually plan it out, but for now it will determine the spread of stats for the four characters.

RollConnection SourceStarting Stat-Patterns for Your Four Characters
1Luminary and FriendsSage, Student, Bright, Unlikely
2Working Class ChumsAthlete, Wanderer, Physical, Milquetoast
3Childhood FriendsRookie, Dilettante, Remarkable, Notable
4Opposites AttractAthlete, Sage, Milquetoast, Unlikely
5EntrepreneursDilettante, Garden Variety, Notable, Balanced
6Soldiers for HireRookie, Dime-a-Dozen, Remarkable, Balanced
7Drinking BuddiesStudent, Rookie, Physical, Garden Variety
8Shared FaithsWanderer, Dilettante, Bright, Dime-a-Dozen
9OrphanageMilquetoast, Unlikely, Balanced, Highs and Lows
10The GutterMilquetoast, Unlikely, Milquetoast, Unlikely

Each stat pattern is determined as per the chart below. Note that physical stats (Str, Dex, and Con) and mental stats (Wis, Int, and Cha) are separated. You can choose any pattern of those three numbers for those three stats. For example, one Rookie well might be Str 15, Dex 12, Con 11, Wis 15, Int 10, Cha 8 while another could be Str 11 Dex 15, Con 12, Wis 8, Int 15, Cha 10.

TypologyPhysical (Str Dex Con)Mental (Wis Int Cha)
Athlete15  15  158  8  8
Sage8  8  815  15  15
Wanderer15  15  815 8  8
Student15  8  815  15  8
Rookie15  12  1115  10  8
Dilettante15  10  815  12  11
Physical14  14  1113  13  8
Bright13  13  814  14  11
Dime-a-dozen14  13  1114  13  8
Garden Variety14  13  814  13  11
Milquetoast13  13  1312  12  12
Unlikely12  12  1213  13  13
Remarkable15 14  1211  10  10
Notable11  10  1015  14  12
Balanced14  12  1015  11  10
Highs and Lows14  12  814  12  8

Players must “affix” their stat distributions at this point. Decide the pattern for each character–and yes it’s done before you know the species your character will be. You can aim them toward specific classes by varying the pattern (for instance choosing a different higher mental stat for each to allow options across caster classes).

Step Two: Roll for Character Species

Roll, in order, for each of the four now-fixed stat distributions, on the chart below. This will determine the Character Species for that character. Apply the modifiers immediately to ability scores to learn the final ability score set for each character. Yes, this means that you might get a Sage that happens to be a Half-Giant (not exactly a spellcaster type).

Roll % DiceSpeciesApply Ability Score AdjustmentAvailable Classes Reminder
01-35Human+1 to two diff ability scores of choiceAny
36-55Elf+2 Dex, -2 ConAny
56-65Half-Elf+1 Str, +2 Dex, +1 Wis, +1 Int, +1 ChaAny
66-75Dwarf+2 ConAll but Wiz
76-80Mul+2 ConBrd, Ftr, Glad, Rgr, Rog
81-85Halfling+2 Dex, +2 Wis, -2 ChaAny
86-90Half-Giant+4 Str, +2 Con, -2 Wis, -2 Int, -2 ChaAll but Wiz and Tmp
90-100Thri-Kreen+1 Wis, -1 ChaAll but Tmp

Step Three: Determine Starting Classes

Select the starting class for each of the four characters that now have their stats and species decided. Remember that there may be occasion to field any of the four characters at different points, so have fun envisioning each of them. Sometimes a not-so-smart Wizard or a clumsy Rogue can be amazing for adventuring fun. And you can have multiple characters be the same class if you really feel like it (e.g. a Clerical conclave or a Thieves’ Guild). Another way to proceed is to think thematically about the types of classes that might share a mission or commitment to an idea. Note that for any Wizards you must also select Defiler or Preserver at this point.

Step Four: Determine Alignment Axis

All four characters in your character tree must share a similar alignment axis. So you can pick them all to be Good, Neutral, Evil, or Lawful, Neutral, Chaotic. Please do not choose Evil as the shared axis for your tree. All of your characters will share that similar aspect and outlook on the world, but will be flexible on choices from the opposite axis. Also note that Defilers cannot be Good, so any Character tree that has a Defiler cannot choose commitment to Good as an option. You don’t need to lock in the other part for each yet, just need to know what will be common between them all. This can help further flesh out the way that they know one another.

Step Five: Wild Psionic Powers

Most sentient creatures in Dark Sun have a latent, innate psychic power, which some are able to learn to manifest. These powers can emerge at different points in life, all the more varied because of the vast differences in lifespan of different sentient species. Some powers develop in young adulthood but fade with age, while others emerge as a long life progresses. These changes are tied to the ability scores necessary for them to manifest–some of which are simple and others of which are extreme. For each of the four characters in your Character Tree you will roll once on the chart below. That is the latent psychic power that lurks within the character. It doesn’t mean that may be able to use them (or may never be able to use them), but it is what lies dormant inside them.

I’m using the list close as I can to the Wild Psionic Powers from AD&D–which means that some powers are quite minor and some are astonishingly powerful. The more powerful the ability, the higher the ability score requirement to access and use the power. Note that magical augmentation does not unlock psionic ability, so you cannot just pop on an Amulet of Health to meet the requirement. You’ll need to increase the score through regular advancements. It does also mean that loss of that score (to poison or curse or otherwise) may temporarily remove access to using the psionic ability. And there may be moments where it is simply out of reach–Bumbus the Half-Giant Barbarian may never get enough Intelligence to use Time Shift, and that’s just the harsh nature of Dark Sun. Sometimes you die without ever unlocking your true potential.

Most of these take the form of an ability that can be used once per long rest. Variations from that will be noted. Any attack rolls or saving throws associated with them use the relevant ability score bonus for the ability score required to use the power. Unless stated otherwise, duration is a number of rounds equal to the ability score bonus in case of combat effects, and minutes equal to ability score bonus for outside-of-combat effects. And the target is a single PC, NPC, or Monster in most cases.

D100 RollPsionic PowerBrief DescriptionReq. Ability Score
1No PowerNot everyone is special
2-8Mind Blank*+2 to all saves vs Wild Psionic PowersInt <9 or Wis <9*
9-13Ego WhipAdvantage on loss of control saves (domination, charm, etc.)Int 8
14-18Thought ShieldAdvantage on mind reading saves (detect thoughts, ESP, etc.)Int 8
19-23Mental BarrierAdvantage on Wis saves vs Wild Psionic PowersWis 8
24-28Intellect FortressAdvantage on Int saves vs Wild Psionic PowersInt 8
29-33Tower of Iron WillAdvantage on Con saves vs Wild Psionic PowersCon 8
34-35Sensitivity to Psychic ImpressionsGain knowledge of momentous emotions from the past in current locationWis 10
36-37Object ReadingDetermine psychic impressions left on object by a previous ownerWis 10
38-39Animal AffinityGenerally receive friendly reactions from one category of (non-monstrous) animal (some conditions may change this). Roll a d12 on following list when gained to affix the type of animal. 1) Baboons, 2) Bats, 3) Cats, 4) small Beetles, 5) Hawks, 6) Hyenas, 7) small Lizards, 8) Toads, 9) Jackals, 10) Carru, 11) Aprig, 12) Erdlu.Con 10
40-41DaydreamSave. Already-bored target becomes less observantWis 10
42-43EmpathySave. Detect basic emotions.Wis 10
44-45Incarnation AwarenessDetermines how many times target has been magically raised from the deadInt 10
46-47Feel LightVision through skin nervesInt 10
48-49Feel SoundHearing through skin nervesInt 10
50-51Hear LightVision through hearingInt 10
52-53See SoundHearing through sightInt 10
54Danger Sense+2 to all Initiative checksInt 10
55Know DirectionAlways know which way is northInt 10
56Know Location1/long rest get precise descriptor of locationInt 12
57Spirit SenseDetect presence of ghosts, poltergeists, and other formless supernatural entitiesWis 12
58Double PainSave. Target experiences double the pain from injuries and may go into shochCon 16
59Heightened Senses+2 to all Perception checksCon 14
60ImmovabilityGreatly increase weight, cannot be pushedCon 14
61Lend Health1/long rest heal d6 damage in target touched by suffering d6 damage oneselfCon 12
62Suspend AnimationHibernate without needs until set timeCon 12
63Id InsinuationSave. Target  follows its current wantWis 15
64AttractionSave. Target attracted to object indicatedWis 15
65AversionSave. Target mislikes object indicatedWis 15
66AweSave. Target is awestruck by userWis 20
67Conceal ThoughtsHide thoughts from detectionWis 14
68ESPDetect thoughts of targetWis 15
69False Sensory InputsCause mistaken sensationsInt 15
70Inflict PainSave. Target perceives pain and may pass out. Is an evil act to use on a living creatureCon 15
71Invincible FoesSave. Target convinced that next damage source will be lethal to themWis 15
72Invisibility1/long rest. Minds of creatures in line of sight cannot perceive youInt 17
73Life DetectionLifesenseInt 12
74Mind BarImmune to possession. +2 on saves vs mind-affecting spells, mind-affecting class abilities, and Wild Psionic abilities of most typesInt 16
75Phobia AmplificationSave. Reveals target’s phobia, and heightens reaction to said phobia.Int 14
76Post-Hypnotic SuggestionSave. Place a single suggestion with a trigger in target’s mindInt 15
77RepugnanceSave. Target is overwhelmed with loathing for a thing and attempts to destroy it at onceWis 18
78Send ThoughtsSend thoughts to willing targetInt 12
79Sight LinkSee through eyes of willing targetCon 16
80Sound LinkHear through ears of willing targetCon 14
81Taste LinkTaste through tastebuds of willing targetCon 12
82Truthear1/week. Save. Gain knowledge whether target knows it is lying when speaking.Wis 16
83Dimensional DoorCreate mind-portal that allows transit to distant locationCon 18
84Time Shift1/day. Move ahead three rounds through time in a non-interactive stateInt 17
85Time/Space AnchorPrevent unwanted teleportation/time slippage (including vs slow spell)Int 14
86ClairaudienceHear sounds occurring at distant spotWis 14
87ClairvoyanceSee sights occurring at distant spotWis 14
88Precognition1/week. Forsee probable outcome of proposed course of future actionWis 15
89Detonate1/week. Target unattended non-magical inanimate object made of wood, stone, glass, or bone explodes and is destroyed. Cannot detonate cloth nor metalCon 14
90Disintegrate1/week. Functions as disintegrate spell but is psionic, and target uses Constitution save to avoid damageCon 20
91Telekinesis1/ week. Functions as telekinesis spellWis 18
92Complete HealingEnter a 24-hour trance. Fully heal all hit point damage if un-interruptedCon 14
93Mindlink1/week. Communicate with a target you can contact directly with mental connectionWis 16
94Fate Link1/week. Save. Target and user experience same pain sensations. Both lose same number of hit points if one loses hit points. If one dies, the other must make a Con save (DC 10 + dying creature’s Con modifier + 4)Con 16
95Domination1/week. Functions as dominate person spellWis 20
96Mass Domination1/week. Functions as dominate person spell but affects up to five creaturesWis 22
97Mindwipe1/month. Save. Psychic surgery that reduces target’s Int and Wis scores.Wis 22
98Probe1/month. Save. ESP that can dig far deeper. Wis 22
99Switch Personality1/month. Save. Exchange bodies with target.Con 22
100Synaptic Static* Interferes with psionic abilities of those in proximity.Wis <9 and Int <9*

*Mind Blank and Synaptic Static are two exceptions, as they have a maximum threshold of ability score. For Mind Blank either Wis or Int must be 8 or less. For Synaptic Static, both Wis and Int must be 8 or less. If the ability score rises above this threshold the power is lost.

The descriptions of each are somewhat brief, as I do not want to map out the exact function of every single 2nd edition psionic power. We’ll verify the exact functioning of every power that is rolled for characters that compose your Character Trees.

Step Six: Select Active Character for First Session and Flesh them Out

Of your four character tree characters, choose which will be active for the first session. The other three will be somewhere else, but they all know each other somewhat and have some vague commitment to the same goals in life and adventuring. We’re done with the inactive characters for now–you can work through the specific choices for them as adventurers (e.g. spells taken and skills chosen) in-between games.

Now go through all the starting character choices about your active character to make them level 2: list other racial bonuses, skills chosen, spells selected, etc. Note that we’ll roll for all hit dice beyond the first one together (which is always the maximum amount) to generate hit point maximums. If you choose to play a Templar, have a quick discussion with the DM about how that will operate and what Dragon King you have begun service under.

Step Seven: Determine Starting Gear as Lead-In to Game

Initial gear will be determined amidst gameplay, so we’ll start with character introductions and I’ll get the game moving for our first session of play in Dark Sun.

[If there is any step I realize I forgot when making the worksheet, I’ll update… but hopefully this can give those of you spinning your brain with character ideas a bit more sense of what will happen]