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Somber Sands – A Dark Sun Campaign

Somber Sands – A Dark Sun Campaign

This is the campaign guide for a Dark Sun-based Dungeons and Dragons game I’m running. The images are from the classic Dark Sun resources of Second Edition Advanced Dungeons and Dragons (which I’ll shorten to just AD&D forward), which is what I’m basing it on. If a Fifth Edition (5e) version of Dark Sun rules get released I’ll review them and we can see about converting over. These rule adjustments are designed to capture the spirit of the AD&D rules while giving us the actually playable 5e basis for our gameplay. There will be a separate post with the character creation guide, this is more the rules changes for the campaign.

Start Here: A Great Overview of Dark Sun

This video does a great job giving all the info you need to know about the Dark Sun world in 8 minutes–no rules content, just the basics of the campaign setting’s feel. Mandatory viewing for players. The only change is that I’ll pronounce Thri-Kreen different than he does.

Starting Levels and Character Trees

Dark Sun is a purposefully harsh campaign, and I’m going to run it that way. The rules for it in AD&D included the suggestion of starting as higher level characters than level one (as anyone surviving would have to be somewhat skilled). So we’ll be starting all characters at level 2. And more importantly, Dark Sun very purposefully included the use of Character Trees, which I’m going to use as well. Each player in our first session will roll up four characters that will form their character tree. They will then choose which of the four will be their “active” character at first, while the other three will be “inactive”. Between some sessions of the game players can then swap to other characters in the tree. Each time an active character gains a level, one inactive character in the player’s tree gains a level. It’s designed to play out in interesting ways in the campaign and gives some flexibility if there is a character death. Inactive characters are neither NPCs nor followers. They generally do not come into contact with the campaign world while inactive (they just are doing something else). The characters in the character tree know each other somehow, and are working toward similar ends. Each player can decide what that connection is as they flesh out the four characters on their tree between sessions.

Peoples, Classes, and Latent Psychic Powers

Dark Sun has the following character species to choose as player characters: Humans, Elves, Half-Elves, Dwarves, Muls (sterile half-dwarves bred for labor), Half-Giants, Halflings (who yes, are cannibals), and Thri-Kreen (human-sized preying mantis people). Aasimar, Tieflings, Dragonborn, Goliaths, and Gnomes are not used. There will be some limits on what classes can be chosen based on the race of the character (and race will be rolled for randomly on character creation, along with starting stats). See the chart below for differences.

SpeciesBase Species and adjustments from PHBAvailable Classes
HumanHuman. Use the variant trait as listed (Increase only two ability scores by 1; but gain proficiency in one skill of choice and gain one feat of choice).Any
ElfElf. Adjust Ability Score Increase to +2 Dex, -2 Con. Remove “Fey Ancestry”. No Subrace is chosen. Gain Advantage on all Stealth checks. Height is between 6.5’ and 7.5’.Any
Half-ElfHuman. Adjust Ability Score increase to +1 Str, +2 Dex, +1 Int, +1 Wis, +1 Cha. Gain “Darkvision” as per Elf entry. Gain advantage on all Animal Handling checks. May befriend an animal they meet in-game as a pet/companion.  Any
DwarfDwarf. All are Hill Dwarf subtype. Remove “Dwarven Combat Training” and “Stonecunning”. Tool Proficiency can be any artisan tool set of choice.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue, Templar
MulHuman. Replace ability score increases with +2 Con. Add “Dwarven Resilience” and “Darkvision” as per Dwarf entry. Hairless. Sterile.Bard, Fighter, Gladiator, Ranger, Rogue
HalflingHalfling. Adjust Ability Score increase to +2 Dex, +2 Wis, -2 Cha. No Subrace is chosen. Remove “Lucky” and “Brave”. Willing to eat sentient creatures outside of their tribal affiliation.Any
Half-GiantHuman. Replace ability score increases with +4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha. Can choose Hit Dice result rather than rolling for HP as follows: d4=4, d6=5, d8=7, d10=8, d12=10. Height is between 8’ and 9’. Half of alignment is fixed, other is chosen after each long rest based around current whim. Require 4 gallons of water per day.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue
Thri-KreenUnique. Ability Score increase +1 Wis, -1 Cha. Has +2 Natural Armor bonus. Unarmed attack 1d4+Str damage. 4 limbs affect what can be carried in combat (including using a shield and a 2-handed weapon at same time). Advantage on Athletics checks when Jumping. Does not need to actually sleep while performing a long rest, regardless of class. Water checks are by the week not by the day for Thri-Kreen. Proficient with the chatkcha (a crystal throwing wedge, see equipment below). May be unable to use certain magical items given body shape. Willing to eat sentient creatures, particularly like the taste of elves.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue, Wizard

Classes have somewhat different names in Dark Sun, and some have variations from their basic versions. Paladins, Monks, Sorcerers, and Artificers do not exist in this setting. And there will be some subclasses that cannot be accessed or are considerably adjusted given the setting. Wizards (and some other subclasses) in particular are interesting as they need to choose whether they are “Defilers” or “Preservers” in addition to their other class abilities (which will have its own rules in the Magic section below).

Dark Sun ClassBase ClassSetting Adjustments
BardBardMostly unchanged. All spells and supernatural class abilities are considered Psychic powers. Available Bard Colleges: Lore, Valor, Whispers. College of Whispers only available via connection to a Dragon King.
ClericClericSomewhat changed. There are no gods. Deities are the four elements Earth, Air, Fire, and Water, and domains are based around them (see Magic Section for full details of each domain). Add a single weapon to proficiency list based around fit to your element (e.g. blowgun for Air).  
DruidDruidSomewhat changed. Must be Circle of the Land as subclass choice. Can choose Desert, Scrubland (counts as Forest), Grassland, Mountain, Silt Sea (counts as Coast), or Salt Flats (counts as Swamp). They then pick a specific spot of that type in the world as their “Guarded Lands” which they are obliged to watch over and revisit on occasion. Wild Shape options list appears in the Magic section below (the usual “need to have seen it” applies).
FighterFighterMostly unchanged. Available Subclasses: Battle Master, Cavalier, Champion, Psi Warrior. Can also select Eldritch Knight, but must choose either Defiler or Preserver (see Magic section).
GladiatorBarbarianMostly unchanged. Available Subclasses: Berserker or Totem Warrior. Berserker functions as written. Totem Warrior is changed in name to “Arena Trained” and has the following substitutions. “Spirit Seeker” and “Spirit Walker” are each replaced by selecting a bonus feat that represents a fighting manuever or style. “Totem Spirit” is changed in name to “Fighting Style”. Bear is renamed “Brute”, Eagle is “Daring”, and Wolf is “Coordinated” but effects at 3rd and 6th level are unchanged (tho the 6th level ones are not supernatural but just result of training). The “Totemic Attunement” Eagle (“Daring”) ability is replaced by gaining advantage on all Athletics checks.
RangerRangerMostly unchanged. Cannot select Dragons as favored enemy. Favored terrain options for “Natural Explorer” ability are Desert, Scrubland (counts as Forest), Grassland, Mountain, Silt Sea (counts as Coast), or Salt Flats (counts as Swamp), and remove the “find twice as much food when foraging” portion. Ranger spells and supernatural abilities are considered Psychic powers. Subclass choices: Hunter, Beast Master (same list as Druid Wild Shapes), Monster Slayer, Swarmkeeper.
RogueRogueMostly unchanged. Subclass choices: Thief, Assassin, Inquisitive, Scout, Mastermind, Soulknife. Can also select Arcane Trickster but must choose Defiler or Preserver (see Magic section).
TemplarWarlockGreatly changed. Warlock patrons in Dark Sun are one of the existing Dragon Kings, and Templars serve as their disciples. Choosing this class will have big effects on character gameplay, as in addition to leveling up a Templar gains certain rights within their Dragon King’s domain (e.g. pass judgment on slaves at low levels,  accuse freemen or even nobles at higher levels, can keep a certain number of people imprisoned, etc.). That comes with the cost of adherence to the Dragon King’s wishes. All the Templar’s magic abilities can be removed if the Dragon King Patron chooses to remove them. The player and the DM will work out which Dragon King is the patron source of power after initial character creation, which will have a specific custom set of Patron powers associated based on which Dragon King is served.
WizardWizardGreatly changed. Must choose Defiler or Preserver. Subclass choices must be one of the Schools of Magic from the Player’s Handbook. Any subclass abilities that have spell-like effects also trigger the Defiler rules when that path is chosen (rough idea is that spell level equivalent is highest spell level known at level when that ability is acquired).

Finally every character in Dark Sun is minorly psychic in some way. There will be a chart in character creation that will add a psychic ability to each character as a bonus ability they have in addition to Character Species and Class rules.

Magic in Dark Sun

The following section contains the various adjustments to magic and spellcasting in Dark Sun.

Defilers and Preservers

Arcane magic in the world of Dark Sun is linked to the devastation of the lands. Power can be had at the cost of furthering the devastation, or care can be taken at the price of lessened arcane ability. Arcane spellcasters (primarily Wizards) must choose to either be a Defiler or Preserver. Choosing Defiler means learning a mode of magic where earth and life crumbles as you draw the power of spells. Choosing Preserver means not having those impacts on the world, but reducing progress as learning the exact arcane geometry of magics in a way that does not destroy the world takes much more care and effort.

Preservers can cast their spells (including cantrips) without affecting the world around them. However, they progress slower than a Defiler does within the same time frame and effort. As such, their Spells Known and Spell Slots per Spell Level are treated as if they are two levels lower than their character level. This means 1st and 2nd level Preserver Wizards can only use cantrips. The same for 3rd and 4th level Eldritch Knights and Arcane Tricksters. For purposes of spell effects, their caster level is also treated as two lower when it comes to adding caster level to results and durations. There are rumors that Preservers have a form different from but akin to that of Dragon Kings (see below), but research would need to be done into that. Finally, the lure of a Defiler’s ease in raw magical power is strong. A Preserver can choose to, at any time, swap to being a Defiler. Their spell effects and spell slots per level normalize immediately. They can learn one new spell each long rest to get caught up (representing the ease in working out Defiler magics). However, once they make this fateful choice it is hard to turn back. Characters cannot switch back to Preserver without a significant undertaking to right the balance in their soul they have defiled with this choice–the DM can work with a player interested in gaining Preserver status to find a suitable quest to do so.

Defilers on the other hand gain spells known and spell slots per level at the normal pace, and use their normal caster level. However, the action of casting their spells draws magical energy from the plants in the vicinity to fuel their arcane power. When a Defiler casts a spell, all vegetation in a sphere around them turns to ash. The radius depends on vegetation density and the level of the spell. The number in the chart below shows the radius in 5 foot squares around the Defiler where all vegetation is turned to ash. For instance, a 3rd level spell cast in Salt Flats terrain would consume plant life for ten 5 foot squares in every direction.

Terrain Type 
Spell Level –>123456789
Stony Barrens6810121416182022
Sandy Wastes68101214161820  22
Rocky Badlands6810121416182022
Salt Flats6810121416182022
Boulder Fields6810121416182022
Silt Sea6810121416182022
Mountains6810121416182022
Scrub Plains344555566
Verdant Belts222333444
Forest112222333

Casting additional spells in already-defiled locations increases the radius. Calculate the radius of the highest level spell cast, then for each additional spell cast in within that area add the additional radius to the total for a general sense of how much terrain turns to ash. Six third level spells would consume and entire football field of plant life from a Sandy Waste.

Defiled spaces do not just affect plants, but also all living creatures. All non-Defiler living creatures in the radius of effect when a Defiler spell is cast suffer a reduction in actions during their next activation–they are limited to a single action for that next activation. Additional Defiler spells that enlarge the area do not have this same effect. It only happens the moment when the square that a character is standing in becomes ash. That includes moving and bonus actions: only one action can be performed. In addition, death saves suffer Disadvantage for characters standing (well, usually laying) on or above defiled ground. Keeping a Defiler at arm’s length is a good plan, whether ally or enemy.

Defiling is often a crime in many settlements, or tightly restricted. The Dragon Kings are rumored to all be Defilers, and there may be something about defiling and their nature that could be uncovered in the course of gameplay. Even where it is not a crime, Defilers are regarded with a mix of mislike through sheer hatred. “Such is the burden of power” they might whisper to themselves.

Cleric Domains: Fire

LevelAbility
1Inner Warmth: Immune to the effects of heat exhaustion, including the effects of wearing metal armor. Does not change need for daily water consumption.
2Channel Divinity (Fire): Water Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Ignan to list of languages. Can use Charisma skills on Fire elementals. Halve all fire damage suffered.
8Elemental Weapons: Non-wooden weapons you wield become imbued with fire, adding an additional d6 of fire damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of a fire elemental. Details can be revealed upon in-game research.

Domain Spells: Fire Bolt (Bonus Cantrip), Burning Hands and Flame Blade (1st), Flaming Sphere and Protection from Energy (3rd), Fireball and Fire Shield (5th), Wall of Fire and Delayed Blast Fireball (7th), Shapechange [into fire elemental only] (9th)

Cleric Domains: Water

LevelAbility
1Waterbearer: Can go one week without water rather than one day (if the Cleric is Thri-Kreen it can instead go one month without water). Does not change the effects of heat exhaustion.
2Channel Divinity (Water): Fire Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Aquan to list of languages. Can use Charisma skills on Water elementals. Halve all cold damage suffered.
8Elemental Weapons: Weapons you wield become imbued with cold, adding an additional d6 of cold damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of a water elemental. Details can be revealed upon in-game research.

Domain Spells: Chill Touch (Bonus Cantrip), Fog Cloud and Grease (1st), Protection from Poison and Misty Step (3rd), Sleet Storm and Ice Storm (5th), Wall of Ice and Otiluke’s Freezing Sphere (7th), Shapechange [into water elemental only] (9th)

Cleric Domains: Earth

LevelAbility
1Ground Sense: Gains Blindsight (30’) that functions against anything touching or moving along the ground/stone.
2Channel Divinity (Earth): Air Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Terran to list of languages. Can use Charisma skills on Earth elementals. Halve all damage suffered from stone weapons. Halve all falling damage.
8Elemental Weapons: Weapons you wield become imbued with a cloud of hovering rocks, adding an additional d6 of bludgeoning damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of an earth elemental. Details can be revealed upon in-game research.

Domain Spells: Shillelagh (Bonus Cantrip), Longstrider and Pass Without Trace (1st), Spider Climb and Meld Into Stone (3rd), Stoneshape and Stoneskin (5th), Flesh to Stone and Move Earth (7th), Shapechange [into earth elemental only] (9th)

Cleric Domains: Air

LevelAbility
1Breath of Giants: Can hold breath for one hour. Can extinguish a small flame (up to size of torches) as a bonus action.
2Channel Divinity (Air): Earth Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Auran to list of languages. Can use Charisma skills on Air elementals. Halve all thunder damage suffered.
8Elemental Weapons: Weapons you wield become imbued with electricity, adding an additional d6 of thunder damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of an air elemental. Details can be revealed upon in-game research.

Domain Spells: Shocking Grasp (Bonus Cantrip), Jump and Thunderwave (1st), Gust of Wind and Levitate (3rd), Gaseous Form and Lightning Bolt (5th), Passwall and Chain Lightning (7th), Shapechange [into air elemental only] (9th)

Wild Shape and Animal Companions can be chosen from the following list: Baboon, Bat, Cat, Giant Fire Beetle, Hawk, Hyena, Jackal, Lizard, Scorpion, Toad, Vulture, Erdlu (think Emu), Carru (think Bison with Camel humps), Kank (think Horse, but as a Bug), Aprig (think Pigs but with shells).

In addition, there are some magic spells that simply do not exist or work differently in the Dark Sun setting. This will be the basic list from the player’s handbook, but check any spells that have water effects, extra-planar effects, or that create objects with the DM before selecting them.

SpellChange
Astral ProjectionDoes not exist
BanishmentSends target to the Grey
Conjure Celestial, Conjure Fey, Conjure Woodland BeingsDo not exist
Control WaterDoes not exist
Control WeatherLimited precipitation. Temperature can only range between Unbearable Heat and Cool.
Create or Destroy Water (1st level)Can only destroy water. Considered an evil action by all sentient races.
Create Food and Water (3rd level)Can only create food, not water.
CreationCannot create Adamantine or Mithral. Metal objects have a duration of 1 minute rather than 1 hour.
Detect MagicAlso detects psionic spells and abilities
EntangleOnly works in areas with reasonable scrub. Defiling in the area immediately ends this spell.
Find FamiliarLimited to Bat, Cat, Toad, Hawk, Lizard, or Scorpion
Fog CloudDuration limited to 1 minute per level
GoodberryDoes not exist
Hallucinatory TerrainTargets get advantage on Intelligence checks to disbelieve water-based terrain illusions
Mirage ArcaneTargets get advantage on Intelligence checks to disbelieve water-based terrain illusions
Planar AllyDoes not exist
Planar BindingDoes not exist
Plant GrowthHalf effect (50-foot radius and plant life becomes simply normal not overgrown). Cannot be used on Defiled ground.
ReincarnateDifferent Table is used
TsunamiDoes not exist
Wall of IceDuration limited to 1 minute per level

Skills in the Dark Sun Setting

In addition to the regular skills, Dark Sun has a couple of specific skills that are added to each character sheet. Any character class can select these skills as their chosen skills to receive the bonus when gaining proficiency. Given the expanded pool, all character classes get one additional skill from their class list or these skills to receive the proficiency bonus at first level.

Bureaucracy (Cha): Helps characters navigate the rules and abuses of political systems of the City States of the Dragon Kings.

Heat Protection (Wis): Represents a character using clothing and personal pacing to optimize endurance against heat. Successful checks can halve the needed amount of water per day for a character, and can offset wearing metal armor.

Somatic Concealment (Dex): In a world where spellcasting is sometimes illegal and sometimes unwelcome, being able to disguise the motions of casting spells can be important. This skill can allow spell casting to go undetected more effectively. Notably this roll is one not made by the characters, but made by the DM.

Water Find (Wis): Represents a character being particularly skilled at getting every possible bit of water from their environment–from catch nets to filters to the right desert tubers with a few drops of water in them, this skill helps find enough water to survive.

The Dark Sun Economy: Ceramic Bits, Rare Metals, and Piecemeal Armor

The rarity of metal in Dark Sun affects the economy in which the adventurers participate. The monetary system is based on Ceramic Pieces (cp), which are baked in specific molds with certain glazes to stop forgery. The exchange rate of ceramic pieces is 100cp = 10 sp = 1 gp = 1/5 pp. Ceramic pieces are themselves grooved to be broken into Bits, with 10 Bits making one Ceramic. In addition the rarity of metal means metal coins themselves distort value. When buying items, anything non-metal costs 1% of the price listed. However all metal items costs the price listed. A bedroll is normally 1 gp, so would be 1 cp–meanwhile a suit of Plate Armor would be 1,500 gp, the equivalent of 150,000 gp in other settings (the sourcebook has an amazing quote regarding this: “Simply put, a sorcerer-king can either purchase several suits of field plate or build a substantial addition to his city walls”). The DM will rule whether any given item counts as metal or non-metal, and if there are non-metal versions of it available. Given the scarcity of metal coinage, gems are used as stand-ins for exchange and widely accepted. Gems will be given a value in Ceramic Pieces when distributed as treasure. Barter can also be used with many sellers.

The most affected aspects of this for adventurers are weapons and armor, as metal versions of them are quite rare and fetch a princely sum. Dark Sun’s residents have adapted other materials for their weapons in particular–which make for a wider variety of tools, albeit not as high quality as metal weaponry. See the chart below:

Weapon MaterialCostWeightAttack Roll ModifierDamage Modifier
Metal100%100%  
Bone30%50%-1-1
Stone/Obsidian50%100%-1-2
Wood10%50%-2-3

Weapons that are already completely non-metal material (clubs, quarterstaffs, slings, blowguns, and whips) are not affected by these modifiers–yes, a quarterstaff is far more effective than a wooden scimitar.

Armor in Dark Sun is often worn piecemeal, so we’ll use the slightly more complicated Piecemeal Armor rules system for calculating that. The armor bonus of different types of armor gets split into spots on the body, and added to a base of 10. When worn as a full suit it’s the normal AC bonus, but you can combine pieces together for more protection or to have some metal components. Note that wearing metal armor (marked in the chart below) full suit, as breastplate, or on more than two limbs all qualifies as wearing metal armor for water needs and heat exhaustion. Dex modifier to AC, Required Strength, and Stealth disadvantage are counted by the most restrictive piece of the set (e.g. If you’re getting the +1 AC bonus from Chain Mail on Two Legs but all the rest leather armor, you’d also have no Dex modifier to AC, a required Str 13, and Disadvantage on Stealth checks). You’ll also note that the ubiquitous Chain Shirt and Breastplate of other worlds do not have entries. They are just parts of larger sets of armor (and yes, they carry the penalties of those in Dark Sun because metal is hot and heavy). In terms of encumbrance, the breastplate is half the weight of the complete suit of armor, and each arm or leg is 1/8th the weight of the full suit.

Armor TypeMetal?Full SuitBreastplateTwo Arms*One Arm*Two LegsOne Leg
PaddedN110000
LeatherN110000
Studded LeatherY**210010
HideN211000
Scale Mail***N421010
Half PlateY532100
Ring Mail****N420021
Chain MailY632110
Splint MailY732131
Plate MailY842121

*Thri-Kreen may not “double up” on their arms armor. Given the spikes and ridges on their arms the equivalent of one arm worth of armor covers two arms.

** Studded Leather armor only counts as metal if the breastplate is worn.

*** Scale Mail is made from the hides of extremely tough scaled beasts in Dark Sun.

**** Ring Mail is made of woven bone circlets (usually slices of spinal vertebrae)

New Weapon: The Chatkcha. This is a crystal throwing wedge that is used by the Thri-Kreen. It does 1d6+Str modifier on a successful hit, and returns to the user on a miss. It has the thrown property with a range band of 20/60.

Dehydration, Heat Exhaustion, and the Morality of Dire Circumstances

We will use the rules for Dehydration [Hazard] and Exhaustion [Condition] from the PHB 2024 (pgs. 365-366). Most of the time Dark Sun is near-extreme heat, so armor and metal armor increases water needs. A full suit of medium armor, a full suit or breastplate of heavy armor, and/or a full suit, breastplate, or two or more limbs of metal armor doubles the amount of water required to not gain exhaustion. Remaining entirely in the shade or dark for the day can reduce water needs, as can remaining inactive–both are methods to halve the amount of water needed (are not cumulative). The chart on PHB pg. 365 has the full set of water needs, but for our purposes all player characters need 1 gallon of water per day (except Half-Giants require 4 gallons, and Thri-Kreen require only 1 gallon of water per week, and thus check for dehydration much less frequently). Truly extreme heat can increase water needs further.

When a character reaches 6 exhaustion levels they die. Exhaustion from dehydration can only be removed by drinking enough water alongside a long rest (long rest alone does not remove thirst-related exhaustion levels). Each long rest with full daily water removes two exhaustion levels.

Alignment affects attitudes toward desperate situations such as not having enough water. Watching out for others, prioritizing oneself, and equal distribution vs uneven distribution are all influenced by the character’s alignment. The DM can make suggestions about how different alignments react to the most dire situations of deprivation if players wish.

Other Campaign Rule Errata

We will utilize critical misses. A roll of a natural 1 results in not a just a miss/failure on a check, but a catastrophic miss or failure. The DM will determine based on the circumstances.

Armageddon at Drawbridge Gate – Mega-Battle One

The Armageddon at Drawbridge Gate campaign is near the end, just the two big Mega-Battles, one for each planet and the warp rift that connects them, are left. This post details the event info for Saturday, August 9th.

Players can bring up to 4,000 points of models for the game. Their initial 2,000 should be their Crusade Roster, with the additional 2,000 being placed in reserve. Exceptions for reserves can be made by the event organizer for exceptional models/units that they want on the battlefield from the start (the big centerpiece models that may not have made the Crusade Roster).

This map of the battle region of Drifblú will be at the store. Players will take a small piece of card (provided) and write their name on it and select a hex. That will determine where they will deploy. Players sent their initial choices to me as Crusade organizer, and there should be sufficient–but we wanted to make sure that they can adjust upon conferring with their team.

Teams should be broadly Chaos vs the Rest, with the majority being Xenos this time. Imperial players can be placed in the central tower or fight for Chaos, whatever evens out the points roughly. The event organizer has the final say on that.

There are seven objectives. Four Empyrion Gates, then the Abandoned Garrison, the Spaceport, and the Megalith Structure. Chaos and Aeldari forces can be adjacent to the four gates as they’re laid out on the actual table, while the others will be split in control based around the deployment choices of players.

The goal of each side is controlling the most objectives, which is obtained by having a higher OC of models on the objective at the end of the game than the opposing side. These objectives cannot be made “sticky” by any special rules that units have (e.g. Storm Guardians or Skitarii Rangers). A model must be within 3″ of the structure for it to be counted as controlled.

Players are also encouraged to be creative about their engagement with the objectives. They are welcome to develop strategies about them and run those past the event organizer, who can adjudicate additional rules about how those strategies may (or may not) work. Remember that the results of the end-state of objectives in this mission affect the way the second mega-battle objectives will be done.

Turns will be timed turns, and up to the event organizer to keep going smoothly. The event will start at noon with setup hopefully done and dice rolling by 12:30pm. The event will run through to 6pm. Given the deployment will be done by proximity on the map, expect that units will be quite close to each other to begin with at times, so the expectation is 3 rounds should be good (so about 45 minutes per turn for the event). Players should also expect to not move, shoot, and assault with all models in their force every time–focus on what matters first. Models that will not be shooting or assaulting gain a special “maneuver” rule, where they can be placed into reserve at the end of that player’s movement phase and come out anywhere outside of 9″ of enemy models as if they had deep struck on a following turn. Also, Aircraft will start on the board during turn 1 and can move normally then (as opposed to entering on turn two and moving only on turn 3).

I’m excited to see the results of the event, and the nature of the clashes that happen over the warp gates!

Armageddon at Drawbridge Gate – Week Seven

Armageddon at Drawbridge Gate – Week Seven

The final regular week of games in the Campaign is upon us amidst the Armageddon at Drawbridge Gulf campaign happening at Drawbridge Games in Pittsburgh, PA. The mission for this final week is Assault the Warp Gate (pg. 129 in the Crusade Armageddon book). And players will roll for their upgrades themselves.

The Campaign HQ Update video below sets up the way that the two final mega-battles to cap the campaign will run.

Here’s the map of planet Drifblú with potential starting area choices for mega battle on Saturday, August 8th. Text or message me with your choice and what force you’re bringing!

And here’s the map for Ponte Levatoio, which will be the battle on Sunday, August 17th. Same thing, indicate to me in advance which spot you want and what force you’re bringing.

I’ll have the correct map on hand for each event, where we’ll track things during the game. And there’s some other fun plans for the events that will affect the subsequent game (the game on the 8th determines some missions for the 17th). And I’ll do a single video for both games combined as a highlight reel and story wrap-up.

Armageddon at Drawbridge Gate – Week Six

Armageddon at Drawbridge Gate – Week Six

This week the Chaos gods were particularly rough on me, so there is no video update: apologies. I did make progress on the expanded campaign maps (thanks to Topher for printing them!) that will inform the way the two final mega-battles run.

There’s more to add and finish up on them that will match the big games, so keep tuned. I’m hoping they end up looking pretty impressive, and I’ll have them on display for the mega battles as players will make selections about them to inform the spots of those big games.

I’ll do a Week 7 Update as the one to launch Week 7. I noted that no one had any characters suffer battle scars during the Week 5 games–so easy there. If you had a unit gain a trait, use one from your own codex (roll yourself, we trust you!).

The mission for this week (July 23rd through 27th) is Temporal Raid (pg. 123). Run the mission as listed, including the unbound adversaries.

Sorry again for no video update this week–been stretched between here and my family in a different state, and it’s been a lot. Keep up the games and the battles!

Armageddon at Drawbridge Gate – Week Four

Armageddon at Drawbridge Gate – Week Four

Bit of a slow update this week, but here is the Campaign HQ update for the Armageddon at Drawbridge Gate Crusade Campaign for Week Four. Includes the battle results as forces form more finalized battle lines, as well as the mission for the week and Battle Scars and Battle Traits info.

Keep up all the great games, and especially the great painting! Here are the submission links for the week.

Submit Battle Reports: https://forms.gle/S9AxYy5V5rcpY43b8

Submit Battle Traits and Scars: https://forms.gle/efSRLL5zF632sjACA

And here’s a visual pic of the mission info for the week (the mission is “Lighting the Path”).

Armageddon at Drawbridge Gate – Week Two

Armageddon at Drawbridge Gate – Week Two

It’s week two of the Armageddon Crusade-based campaign at Drawbridge Games in Pittsburgh, PA. For all of the basics, check out the initial post here: https://red-ones-go-faster.com/2025/06/05/armageddon-at-drawbridge-gate-summer-2025/

Week two comes after most of the battles falling on the planet of Ponte Levatoio being Chaos-driven. That led to the warp “drawbridge” forming there first, and setting up the Metamorphosis mission for the following week. The Week Two Campaign HQ update is here:

For those who cannot watch the video, the basics of the mission briefing are in images below. And there is a store copy of the Crusades: Armageddon book at Drawbridge behind the desk for people to check the Armageddon battle traits, battle scars, and the “Metamorphosis” mission for this coming week (June 25th through 29th). As always, you can submit results for Week Two missions at the forms link below. And players can also “go back” and play the Week One mission if you missed it and would like to do so–the form can accept Week One results too.

Submission Form: https://forms.gle/PPq1PzArp8YTjjxJA

Week Two Mission:

Armageddon at Drawbridge Gate: Summer 2025

Armageddon at Drawbridge Gate: Summer 2025

This Summer at Drawbridge Games we’re launching a store-wide Warhammer 40k Crusade Campaign, designed for all players in the community to participate in. The goal is for people to get in games to tell the stories of their own armies whilst being a part of the bigger narrative for the store, culminating in two mega-battles at the end of the campaign to decide things. We’ll be loosely using the 2025 Crusade supplement for Warhammer 40k, but players will not need that to play the games. You’ll find the campaign’s story, procedures, and plan below.

Story

Like Angron’s attack on the planet of Armageddon, the planets in the Drawbridge Gulf system are in a moment of extreme, planet-threatening crisis. In the past, strange causeways formed in the warp between planets in the Drawbridge Gulf (see here for an example: https://youtu.be/RBBMz3_EXn4?si=bT3VybVjBlXamYk5 ), and the machinations of Chaos are yet again playing havoc on the connections between planets in the system. Warp anomalies and rifts have begun forming on the twin planets of Ponte Levatoio and Drifbrú. Ponte Levatoio is a mining world rich with resources, recently partially developed by the tech priests of Mars to begin manufacturing. From scrap to rare resources many factions would love to either control the planet or quickly extract its resources and escape. It’s sister planet of Drifbrú by contrast has the other commodities of the galaxy. Not only is it a lush and prosperous agri-world teeming with life and with a huge population of human workers, but its also an ancient touchstone of the war in heaven, with buried artifacts of both Necron and Aeldari significance forming powerful warp ley-lines to converge on the system. In short, every faction has decided that the moment of the warp instabilities connecting the two of them is the perfect time to strike and get their gains or thwart others’s aims.

Mining World Ponte Levatoio with the serene Agri-World Drifbrú in the distance

Procedures

The Campaign will use the basic 40k Crusade system described in many supplements. Any 10th edition Crusade rules description will get you the basics you need to play–here is the basic version from Warhammer Community which includes the printable roster sheet as well as the cards to track each unit: https://assets.warhammer-community.com/warhammer40000_crusade_crusaderules_eng_24.09-x7lpyyilc9.pdf .

Players have a set maximum number of points you can bring to games based around spending requisition points, and units gain Battle Honors to represent their Upgrades (traits, weapon upgrades, and relics) through experience points (XP), and Battle Scars from defeats. Players should draw up a Crusade Roster and track their units, starting at 1,000 points as usual. The specific Crusade goals of each army from their army book will not be used, as each army will be working on the Armageddon Campaign goal. Note that “goal” is the general term I’m using for the back-of-codex rules for each faction’s own progress toward their own narrative that results in faction Campaign Badges (e.g. Death Guard brewing plagues, Orks accumulating scrap, Eldar doing their absurd weaving three strands of fate book-keeping). Of course players can track their own army progress toward these unique faction goals that yields them their faction-specific Campaign Badges–but that’s for fun only–tho it may affect what your forces do to try and gain XP. No benefits for units are accrued from these–only the unit upgrades from the Armageddon book (awarded by Campaign HQ) will be applied.

Campaign HQ will release a weekly guide for what mission should be played in that week by campaign players, with all the info you’ll need for running that mission. Players additionally get ONE Agenda each game that they can pursue, which can be chosen from the list below from the Armageddon Crusade, or can swap in one of their Codex-specific Agendas if they prefer. There will be bonus chances for unit XP based around players bringing and modeling various Warp Anomalies to represent parts of the missions (a number of missions have strange “neutral antagonist” warp creatures that assail both sides of the battle at random as part of the mission).

Battle Honors Upgrades and Scars will be randomly assigned as part of the Campaign HQ update each week–so you’ll need to tune in to those to see what happened to your forces in the aftermath of the battle. This will make the game more fun because players are not cherry-picking upgrades, and also will give a sense of renown for the units that are becoming either glorious victors or scarred-but-scrappy competitors. You can request the type of Battle Honor Upgrade assigned from the following types: Weapons Modification, Crusade Relic, Faction Battle Trait (found in your army codex), or Armageddon Battle Trait (found in the Crusade: Armageddon book).

After a game, players will submit some short information to the following form: https://tinyurl.com/49k6csun. They must submit their name, the name of their opponent, the campaign mission played, the results of the battle, a photo from the battle of their forces in action, and photos and bit of info on any units that gain new Battle Honor Upgrades or incurred Battle Scars. These will then be featured in the Campaign HQ updates. The rest of the info of Crusade progress, such as Requisition Points and how they’re spent, size of force, Crusade Points, and replacement of units are tracked by each individual on their own as normal for Crusade play.

Players can play more than one game per week, but are encouraged to play them with different armies and opponents to vary things up (see “plan” below for why multiple armies are fine). If you play multiple games in a week just know that the effects of any battle traits or battle scars will not be issued until after the week is finished. To play a game players find an opponent (in the store on Thursday nights or weekends is most likely, but also in the 40k chats on Messenger or the Store Discord–ask to be a part of them if you’re not), agree to a points value that works for both players (remember that Crusade can balance somewhat different points values, but keep things relatively even by generally playing where the lower roster size player is at), select units and play the assigned mission for the week. If two players want to play prior missions from earlier weeks to “Catch Up” then you also can do so during the time frame of the campaign. Those may or may not affect the outcomes of the planetary narrative (e.g. it may be too late to “save the village” if the village was wiped out by last week’s results), but I want people to be able to have fun, play the missions, and feel a part of things so it’s fine to go back and play prior missions.

Painting requirements for Crusade games are a bit more relaxed. We ask that people make a good faith effort in painting their models and follow a “more painted this week than last week” approach to their games. The one rule is that unpainted models cannot be part of the Campaign HQ upates. So they cannot receive Upgrades due to Battle Honors as we’ll want photos of the painted models for those updates. So hopefully getting a unit enough XP to reach these milestones would mean that players are incentivized to put at least battle-ready paint on those models. Likewise, unpainted units that receive a Battle Scar means the player MUST spend a Requisition Point on the Repair and Recuperate action to remove it after the battle (or paint up the models before submitting results). Players can delay submission of the Battle Results to allow painting time if they wish (but the results may not figure in to the planetary narrative in that case (similar to playing prior missions).

Remember: “battle ready” can be as quick as a bit of contrast and a couple of highlights

Team games are also permitted in the campaign, so if you want to play as a group you’re more than welcome to do so. The main thing about these is that only one faction (see below) per side gets advanced with the results of the game, so just be clear about which side is being fought for when submitting results from a team game.

Plan

As part of this campaign, each army represents one of four competing general Alliances seeking control of the pair of planets. Those Alliances are The Imperium, Chaos (including any Guard and AdMech forces that wish to declare themselves as Chaos), Order Xenos (T’au, Drukhari, Aeldari, and Votann), and Annihilation Xenos (Orks, Tyranids, Genestealer Cults, and Necrons). The overall campaign tracks the wins/losses of these forces to determine which end up controlling various aspects of the two planets through the course of the summer campaign. At the end of the Summer/conclusion of the campaign, there will be TWO Mega-Battles on two different days to determine the final outcome of the two planets. These will feature one massive board and be all-day Armageddon Style mega battles with objectives for each player and board elements effected by the games of the campaign. This is why players are encouraged to play a couple of different armies throughout the campaign if they like–as you can take part in any Mega-Battle that you fielded forces for in at least one game. The matchups and which planet they take place on will be determined by the results of the campaign games–so it might be Imperium vs Chaos on Ponte Levatoio while Xenos clash on Drifbrú, but it could also be a harried defense of Pointe Levatoio by the Order Xenos facing Chaos, whilst the Imperium seeks to repel the Annihilation Xenos from the shores of Drifbrú. Either way, both should be fun endcaps to the campaign when taken together, and give people multiple days to be able to participate in at least one of the campaign end events.

Right now the plan is a bit flexible by interest from the community, but we’re thinking 7 weeks of campaign games and then the culminating two mega-battles in early-to-mid August. That means roughly the following schedule:

Hopefully this gives our community a fun way to play some linked 40k games this summer, get some cool stories built, and really go all-out for some big 40k fun. We’ll hopefully do footage of the two Mega-Battles at the end of it to again compose a video about the event that people can look back on to remember the summer of Armageddon!

Update: Campaign HQ Mission Briefing Week One is Now Live

For those who prefer to read, here is the relevant data for how the first week’s mission will run:

100 Guardsmen vs a Gorillanaut

100 Guardsmen vs a Gorillanaut

Time for new 40k nonsense at Drawbridge Games. This time we’re inspired by a ridiculous meme debate that is making its rounds on social media. Who cares whether 100 humans can defeat a Gorilla? What we care about is how much can 100 Imperial Guardsmen handle? What can take 100 T’au Fire Warriors, Aeldari Guardians, Tyranid Gaunts, or Necron Warriors? Let’s find out on the tabletop!

The event will take place on Saturday, June 7th starting at noon at Drawbridge Games in Pittsburgh, Pennsylvania, USA. Players can bring their troops and any big models with which they want to test their luck against these hordes. Can they take a Lord of Skulls? How about a Warhound Titan? Would a Gorkanaut kill the 100 while a Morkanaut would fail to?

For bringing line troops, players can bring models with special weapons but they’ll all have only the basic gear of a line trooper. All models must be painted and based (at least earnest attempt). We will only run groups that can reach 100 models total, and they’ll have limited combined datasheets in the groups (see the chart below). There will be a door prize, and participants can get entry into the drawing by running either side (a horde or a big model), by painting up at least 20 new infantry models for the event, by bringing an entire 100 models of one type themselves (huge undertaking!), and by managing to win with any horde against highest points cost foe they can manage.

FactionHordesCommitted to Contribute
Astra Militarium10 or 20 Cadian Shock Troopers with lasguns; 10 or 20 Catachan Jungle Fighters with lasgnsu; 10 or 20 Death Korps of Krieg Troopers with lasgunsAL: – 20 Catachans
Adeptus Sororitas10 Battle Sisters with boltguns 
Adeptus Mechanicus10 Skitarii Rangers with galvanic rifle; 10 Skitarii Vanguard with radium carbine 
Chaos Space Marines10 or 20 Chaos Cultists with autopistolsJ: 100 Cultists
Death Guard10 or 20 Poxwalkers with improvised weaponsJ: 40 Poxwalkers, AL: 10 Poxwalkers
Aeldari and Drukhari10 Guardians with shuriken catapults; 10 Storm Guardians with shuriken pistols; 10 Kabalite Warriors with splinter rilfesAL: 30 Kabalites, 20 Storm Guardians, 10 Guardians
sOrks10 or 20 Boyz with any mix of sluggas+choppas or shootas+ccw’s; 10 or 20 Beast Snaggas with slugga+choppa; 10 or 20 Gretchin with grot blastas and 1-2 herdersAL: 10 Beast Snaggas; 30 Grots
T’au10 Strike Team Fire Warriors with pulse Rifles; 10 Breacher Team Fire Warriors with pulse blasters 
Kroot10 KrootJ: 100 Kroot
Tyranids10 or 20 Hormagaunts; 10 or 20 Termagaunts all with fleshborers or all with devourers or all with spinefistsDL: 70 Termagaunts, 10 Hormagaunts. RC: 40 gaunts
Genestealer Cults10 or 20 Neophyte Hybrids with hybrid firearms 
Leagues of Votann10 Hearthkin with bolters 
Necrons10 or 20 Necron Warriors all with gauss flayers or all with gauss reapers; 10 Immortals with gauss blasters or tesla carbinesAL: 20 Warriors, 10 Immortals

More info to follow! Right now we’re just working out how many groups of 100 infantry we can manage to have as options for the event.

Screenshot
Dark Shadows

Dark Shadows

What better time to break out a Warhammer Fantasy Battles campaign supplement from 2001 than right now in 2024 with the Old World rules? Well we’re doing it!

Campaign Details: Whether by tunnel or by ship, various forces have found their way to the misty aisle of Albion. They will be playing out a series of campaign games that affect one to the next in story fashion, using the full Dark Shadows rules (see below).

ParticipantsFaction
AndrewLizardmen
Dave FTomb Kings
Dave LChaos
EnricoDwarfs
RyanTrolls and Goblins
SteveHigh Elves

Truthsayers, Dark Emissaries, & Fen Beasts

Stats, Abilities, and Wargear are the same as the original Dark Shadows Campaign. The Truthsayer and Dark Emissary spell list has been adjusted to put in line with Old World casting values (generally adding 2 to the difficulty, tho matching spell casting values with matching spells, such as Light of Battle matching Elementalism’s Earthen Rampart). The Campaign will determine when these characters are added to players’ forces.

Winds of Magic

The winds of magic are always swirling in Albion, and as they are channeled by spellcasters the magical might of different lores waxes and wanes depending on their triumphs and mishaps. The following chart shows the current standing (start of campaign 2/13/25) of the lores of magic, and the effect of that standing. As the campaign progresses, the lores will shift in position due to game results–but the same structure of rank holds for whatever lore occupies it at the time.

LoreRankEffect
Waaagh! Magic (plus Gork and Mork)One+3 to the casting total of each spell, but any double rolled (except a double 6) is a Miscast
IllusionTwo+2 to the casting total of each spell
Saphestry, Naggaroth, and Athel LorenThree+1 to the casting total of each spell
Elementalism (plus Lustria and Troll)Four+1 to the casting total of each spell
Dark EmissaryFiveNormal rules apply
TruthsayerSixNormal rules apply
Necromancy (plus Undeath and Nehekhara)SevenNormal rules apply
Battle Magic (plus the Lady, Hashut, and Great Maw)Eight-1 to the casting total of each spell
Dark Magic (plus Beasts)Nine-1 to the casting total of each spell
High MagicTen-2 to the casting total of each spell
Daemonology (plus Daemons, Horned Rat, and Chaos)Eleven-3 to the casting total of each spell, but there is so little magical energy here you cannot Miscast or cast a Perfect Invocation

Albion Weather

Whether because it is an island or because of the specific wards of the Old Ones, the weather on Albion tends to be worse than elsewhere in the Old World. Not only that, but it’s changing constantly. These rules determine the effects of the weather on each battle.

At the start of each game round, roll a d6 to determine the Outlook: whether things are getting better or worse. On a 1-2 apply a -1 to the current weather on the weather table. On a 3-4 there is no change. On a 5-6 add a +1 to the weather table. The weather for each game day of the campaign may be pre-set or players may be instructed to randomly generate. Without any other guidance the weather begins at Number 5 – Light Drizzle.

NumberWeatherEffect
1Hail StormFlying models must use their ground movement speed . Effects of Driving Rain and Gales and Showers also apply. -1 results on the Outlook roll have no effect.
2Driving Rain and GalesUnits take the worst result of the two dice rolled when charging, falling back, fleeing, or pursuing. All missile fire is -1 to hit. War machines that do not use BS to hit need to roll a 3+ on a d6 to fire this round. Effects of Showers also apply.
3ShowersTreat Forests and Roads as Swamps (dangerous terrain, impassible to war machines and chariots).
4Light Drizzle and FogAt the start of a Game Round with this weather roll an artillery dice and multiply by three. That is the distance in inches that models can see. Models cannot declare a target of a charge or attack if they cannot see the target. A misfire means a momentary lifting of the mists and line of sight is treated as normal.  
5Light DrizzleEveryone expects drizzle in Albion, so no effect.
6Cloudy PuddlesPretty nice, but the pooling effects of recent rain treat Forests  and Roads as Swamps (dangerous terrain, impassible to war machines and chariots).
7Ominous CloudsThe clouds hang dark and low in the sky and gather for an imminent cloud burst. Hills and other tall features lose the Vantage Point special rule. Effects of Cloudy Puddles also apply.
8Lightning StormRain is imminent, and lightning strikes begin to scatter the battlefield. At the start of a round roll a d6 for every unit that is on Open Ground more than 3” away from a piece of terrain taller than them. Add a +1 to that roll if the unit is judged to have significant metal gear. On a 6, that unit is struck by lighting and suffers d6  Str 3 hits with no armor save permitted. Effects of Cloudy Puddles and Ominous Clouds also apply.   Also, if an Outlook result of +1 is rolled after a turn of Lighting Storm, the storm truly breaks loose, and the Weather is immediately set to level 1: Hail Storm.

Further updates on campaign specifics, teams, and more will follow as we flesh things out.